189 research outputs found

    Multi-touch 3D Exploratory Analysis of Ocean Flow Models

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    Modern ocean flow simulations are generating increasingly complex, multi-layer 3D ocean flow models. However, most researchers are still using traditional 2D visualizations to visualize these models one slice at a time. Properly designed 3D visualization tools can be highly effective for revealing the complex, dynamic flow patterns and structures present in these models. However, the transition from visualizing ocean flow patterns in 2D to 3D presents many challenges, including occlusion and depth ambiguity. Further complications arise from the interaction methods required to navigate, explore, and interact with these 3D datasets. We present a system that employs a combination of stereoscopic rendering, to best reveal and illustrate 3D structures and patterns, and multi-touch interaction, to allow for natural and efficient navigation and manipulation within the 3D environment. Exploratory visual analysis is facilitated through the use of a highly-interactive toolset which leverages a smart particle system. Multi-touch gestures allow users to quickly position dye emitting tools within the 3D model. Finally, we illustrate the potential applications of our system through examples of real world significance

    Integrating 2D Mouse Emulation with 3D Manipulation for Visualizations on a Multi-Touch Table

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    We present the Rizzo, a multi-touch virtual mouse that has been designed to provide the fine grained interaction for information visualization on a multi-touch table. Our solution enables touch interaction for existing mouse-based visualizations. Previously, this transition to a multi-touch environment was difficult because the mouse emulation of touch surfaces is often insufficient to provide full information visualization functionality. We present a unified design, combining many Rizzos that have been designed not only to provide mouse capabilities but also to act as zoomable lenses that make precise information access feasible. The Rizzos and the information visualizations all exist within a touch-enabled 3D window management system. Our approach permits touch interaction with both the 3D windowing environment as well as with the contents of the individual windows contained therein. We describe an implementation of our technique that augments the VisLink 3D visualization environment to demonstrate how to enable multi-touch capabilities on all visualizations written with the popular prefuse visualization toolkit.

    Integrating 2D Mouse Emulation with 3D Manipulation for Visualizations on a Multi-Touch Table

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    All across the circle : using auto-ordering to improve object transfer between mobile devices

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    People frequently form small groups in many social and professional situations: from conference attendees meeting at a coffee break, to siblings gathering at a family barbecue. These ad-hoc gatherings typically form into predictable geometries based on circles or circular arcs (called F-Formations). Because our lives are increasingly stored and represented by data on handheld devices, the desire to be able to share digital objects while in these groupings has increased. Using the relative position in these groups to facilitate file sharing can enable intuitive techniques such as passing or flicking. However, there is no reliable, lightweight, ad-hoc technology for detecting and representing relative locations around a circle. In this paper, we present two systems that can auto-order locations about a circle based on sensors that are standard on commodity smartphones. We tested these systems using an object-passing task in a laboratory environment against unordered and proximity-based systems, and show that our techniques are faster, are more accurate, and are preferred by users.Postprin

    Development of a novel plane piezoelectric actuator using Hamilton's principle based model and Hertz contact theory

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    International audienceA simple device based on friction coefficient control was designed as a solution to the lack of compactness and simplicity encountered in the number of force feedback interfaces. The structure comprises a 64 × 38 × 3 mm copper-beryllium plate on which well-adjusted polarized piezoceramics are glued. The plate stands on four legs, each of which has a spherical end. By controlling the drive voltage, friction force may be varied as required by a user who moves the device on a flat surface, as he or she would do with a normal mouse. This adds the possibility of rendering simulated forces from objects manipulated on a PC screen. Friction forces obtained using Hertz contact theory compare well with the ones measured on an experimental setup, which demonstrate the validity of the approach with regard to force feedback application

    Interacting "Through the Display"

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    The increasing availability of displays at lower costs has led to a proliferation of such in our everyday lives. Additionally, mobile devices are ready to hand and have been proposed as interaction devices for external screens. However, only their input mechanism was taken into account without considering three additional factors in environments hosting several displays: first, a connection needs to be established to the desired target display (modality). Second, screens in the environment may be re-arranged (flexibility). And third, displays may be out of the user’s reach (distance). In our research we aim to overcome the problems resulting from these characteristics. The overall goal is a new interaction model that allows for (1) a non-modal connection mechanism for impromptu use on various displays in the environment, (2) interaction on and across displays in highly flexible environments, and (3) interacting at variable distances. In this work we propose a new interaction model called through the display interaction which enables users to interact with remote content on their personal device in an absolute and direct fashion. To gain a better understanding of the effects of the additional characteristics, we implemented two prototypes each of which investigates a different distance to the target display: LucidDisplay allows users to place their mobile device directly on top of a larger external screen. MobileVue on the other hand enables users to interact with an external screen at a distance. In each of these prototypes we analyzed their effects on the remaining two criteria – namely the modality of the connection mechanism as well as the flexibility of the environment. With the findings gained in this initial phase we designed Shoot & Copy, a system that allows the detection of screens purely based on their visual content. Users aim their personal device’s camera at the target display which then appears in live video shown in the viewfinder. To select an item, users take a picture which is analyzed to determine the targeted region. We further extended this approach to multiple displays by using a centralized component serving as gateway to the display environment. In Tap & Drop we refined this prototype to support real-time feedback. Instead of taking pictures, users can now aim their mobile device at the display resulting and start interacting immediately. In doing so, we broke the rigid sequential interaction of content selection and content manipulation. Both prototypes allow for (1) connections in a non-modal way (i.e., aim at the display and start interacting with it) from the user’s point of view and (2) fully flexible environments (i.e., the mobile device tracks itself with respect to displays in the environment). However, the wide-angle lenses and thus greater field of views of current mobile devices still do not allow for variable distances. In Touch Projector, we overcome this limitation by introducing zooming in combination with temporarily freezing the video image. Based on our extensions to taxonomy of mobile device interaction on external displays, we created a refined model of interacting through the display for mobile use. It enables users to interact impromptu without explicitly establishing a connection to the target display (non-modal). As the mobile device tracks itself with respect to displays in the environment, the model further allows for full flexibility of the environment (i.e., displays can be re-arranged without affecting on the interaction). And above all, users can interact with external displays regardless of their actual size at variable distances without any loss of accuracy.Die steigende VerfĂŒgbarkeit von Bildschirmen hat zu deren Verbreitung in unserem Alltag gefĂŒhrt. Ferner sind mobile GerĂ€te immer griffbereit und wurden bereits als InteraktionsgerĂ€te fĂŒr zusĂ€tzliche Bildschirme vorgeschlagen. Es wurden jedoch nur Eingabemechanismen berĂŒcksichtigt ohne nĂ€her auf drei weitere Faktoren in Umgebungen mit mehreren Bildschirmen einzugehen: (1) Beide GerĂ€te mĂŒssen verbunden werden (ModalitĂ€t). (2) Bildschirme können in solchen Umgebungen umgeordnet werden (FlexibilitĂ€t). (3) Monitore können außer Reichweite sein (Distanz). Wir streben an, die Probleme, die durch diese Eigenschaften auftreten, zu lösen. Das ĂŒbergeordnete Ziel ist ein Interaktionsmodell, das einen nicht-modalen Verbindungsaufbau fĂŒr spontane Verwendung von Bildschirmen in solchen Umgebungen, (2) Interaktion auf und zwischen Bildschirmen in flexiblen Umgebungen, und (3) Interaktionen in variablen Distanzen erlaubt. Wir stellen ein Modell (Interaktion durch den Bildschirm) vor, mit dem Benutzer mit entfernten Inhalten in direkter und absoluter Weise auf ihrem MobilgerĂ€t interagieren können. Um die Effekte der hinzugefĂŒgten Charakteristiken besser zu verstehen, haben wir zwei Prototypen fĂŒr unterschiedliche Distanzen implementiert: LucidDisplay erlaubt Benutzern ihr mobiles GerĂ€t auf einen grĂ¶ĂŸeren, sekundĂ€ren Bildschirm zu legen. GegensĂ€tzlich dazu ermöglicht MobileVue die Interaktion mit einem zusĂ€tzlichen Monitor in einer gewissen Entfernung. In beiden Prototypen haben wir dann die Effekte der verbleibenden zwei Kriterien (d.h. ModalitĂ€t des Verbindungsaufbaus und FlexibilitĂ€t der Umgebung) analysiert. Mit den in dieser ersten Phase erhaltenen Ergebnissen haben wir Shoot & Copy entworfen. Dieser Prototyp erlaubt die Erkennung von Bildschirmen einzig ĂŒber deren visuellen Inhalt. Benutzer zeigen mit der Kamera ihres MobilgerĂ€ts auf einen Bildschirm dessen Inhalt dann in Form von Video im Sucher dargestellt wird. Durch die Aufnahme eines Bildes (und der darauf folgenden Analyse) wird Inhalt ausgewĂ€hlt. Wir haben dieses Konzept zudem auf mehrere Bildschirme erweitert, indem wir eine zentrale Instanz verwendet haben, die als Schnittstelle zur Umgebung agiert. Mit Tap & Drop haben wir den Prototyp verfeinert, um Echtzeit-Feedback zu ermöglichen. Anstelle der Bildaufnahme können Benutzer nun ihr mobiles GerĂ€t auf den Bildschirm richten und sofort interagieren. Dadurch haben wir die strikt sequentielle Interaktion (Inhalt auswĂ€hlen und Inhalt manipulieren) aufgebrochen. Beide Prototypen erlauben bereits nicht-modale Verbindungsmechanismen in flexiblen Umgebungen. Die in heutigen MobilgerĂ€ten verwendeten Weitwinkel-Objektive erlauben jedoch nach wie vor keine variablen Distanzen. Mit Touch Projector beseitigen wir diese EinschrĂ€nkung, indem wir Zoomen in Kombination mit einer vorĂŒbergehenden Pausierung des Videos im Sucher einfĂŒgen. Basierend auf den Erweiterungen der Klassifizierung von Interaktionen mit zusĂ€tzlichen Bildschirmen durch mobile GerĂ€te haben wir ein verbessertes Modell (Interaktion durch den Bildschirm) erstellt. Es erlaubt Benutzern spontan zu interagieren, ohne explizit eine Verbindung zum zweiten Bildschirm herstellen zu mĂŒssen (nicht-modal). Da das mobile GerĂ€t seinen rĂ€umlichen Bezug zu allen Bildschirmen selbst bestimmt, erlaubt unser Modell zusĂ€tzlich volle FlexibilitĂ€t in solchen Umgebungen. DarĂŒber hinaus können Benutzer mit zusĂ€tzlichen Bildschirmen (unabhĂ€ngig von deren GrĂ¶ĂŸe) in variablen Entfernungen interagieren

    A handlist of films showing printing & typesetting

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