7 research outputs found

    The Effect of 2D and 3D Menus on Memory Retention in User Interface Design

    Get PDF
    The increasing use of 3D user interface elements, particularly 3D menus, demonstrates the need to expand research in the field of Human Computer Interaction (HCI) as it pertains to 3D user interfaces. The results of this thesis contribute to the understanding of the cognitive impacts of using 3D menus. Multiple application areas for 3D menus have been identified where memory retention is a critical success factor, but little research has been done in the area of memory retention for 3D menus. The purpose of this thesis is to investigate if the use of 3D carousel menus increases retention of information over 2D menus and if is there a gender effect with these results. A three factor split-plot (one-between subject factor and two-within subject factors) experiment was designed to test if menu dimension, content type, and gender are significant factors in memory retention and to determine if there are any interactions between these factors. The results of the experiment revealed that dimension and gender are not significant factors in the retention of information and none of the interactions of dimension (2D vs. 3D), gender, and content were significant. Several subjects’ questionnaire responses demonstrated that the menu dimension they perceived to better aid retention was 3D; however these results were not statistically significant. While these results showed that within the boundaries chosen the use of a 3D menu neither promotes nor degrades memory retention, there are still a number of questions that need to be answered regarding the use of 3D menus and their effect on other cognitive processes

    Inspecció de models anatòmics en un entorn immersiu col·laboratiu: aplicació a formació en anatomia

    Get PDF
    L'objectiu principal d'aquest treball de fi de grau ha sigut estudiar la viabilitat d'entorns de realitat virtual immersius per inspeccionar models anatòmics de forma col·lectiva en un entorn anàleg al d'una classe.The main objective of this bachelor's thesis has been studying the viability of immersive virtual reality environments to examine anatomic models collectively in an environment analogous to that of a classroom

    3-D Interfaces for Spatial Construction

    Get PDF
    It is becoming increasingly easy to bring the body directly to digital form via stereoscopic immersive displays and tracked input devices. Is this space a viable one in which to construct 3d objects? Interfaces built upon two-dimensional displays and 2d input devices are the current standard for spatial construction, yet 3d interfaces, where the dimensionality of the interactive space matches that of the design space, have something unique to offer. This work increases the richness of 3d interfaces by bringing several new tools into the picture: the hand is used directly to trace surfaces; tangible tongs grab, stretch, and rotate shapes; a handle becomes a lightsaber and a tool for dropping simple objects; and a raygun, analagous to the mouse, is used to select distant things. With these tools, a richer 3d interface is constructed in which a variety of objects are created by novice users with relative ease. What we see is a space, not exactly like the traditional 2d computer, but rather one in which a distinct and different set of operations is easy and natural. Design studies, complemented by user studies, explore the larger space of three-dimensional input possibilities. The target applications are spatial arrangement, freeform shape construction, and molecular design. New possibilities for spatial construction develop alongside particular nuances of input devices and the interactions they support. Task-specific tangible controllers provide a cultural affordance which links input devices to deep histories of tool use, enhancing intuition and affective connection within an interface. On a more practical, but still emotional level, these input devices frame kinesthetic space, resulting in high-bandwidth interactions where large amounts of data can be comfortably and quickly communicated. A crucial issue with this interface approach is the tension between specific and generic input devices. Generic devices are the tradition in computing -- versatile, remappable, frequently bereft of culture or relevance to the task at hand. Specific interfaces are an emerging trend -- customized, culturally rich, to date these systems have been tightly linked to a single application, limiting their widespread use. The theoretical heart of this thesis, and its chief contribution to interface research at large is an approach to customization. Instead of matching an application domain's data, each new input device supports a functional class. The spatial construction task is split into four types of manipulation: grabbing, pointing, holding, and rubbing. Each of these action classes spans the space of spatial construction, allowing a single tool to be used in many settings without losing the unique strengths of its specific form. Outside of 3d interface, outside of spatial construction, this approach strikes a balance between generic and specific suitable for many interface scenarios. In practice, these specific function groups are given versatility via a quick remapping technique which allows one physical tool to perform many digital tasks. For example, the handle can be quickly remapped from a lightsaber that cuts shapes to tools that place simple platonic solids, erase portions of objects, and draw double-helices in space. The contributions of this work lie both in a theoretical model of spatial interaction, and input devices (combined with new interactions) which illustrate the efficacy of this philosophy. This research brings the new results of Tangible User Interface to the field of Virtual Reality. We find a space, in and around the hand, where full-fledged haptics are not necessary for users physically connect with digital form.</p

    Étude de performance des interfaces humain-machine à base de métaphores visuelles pour les systèmes de réalité virtuelle

    Get PDF
    Les interfaces humain- machine dans le domaine des environnements virtuels -- Concepts de design et d'évaluation -- Manipulation des panneaux de dialogue à l'intérieur d'un environnement virtuel -- Manipulation des éléments d'interface virtuels d'un panneau de dialogue -- Interactions avec des menus flottant dans un contexte d'application RV concrète -- Conclusion et avenues de recherche futures

    The cockpit for the 21st century

    Get PDF
    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    Interaction indirecte en réalité virtuelle à l'aide d'un médiateur

    Get PDF
    Currently many researches in the field of multimodal interfaces (input, output) have been made in order to be able to achieve complex tasks merely, naturally, and quickly. Expert interfaces should be considering the risks resulting from an ordered action, to prevent any harmful action and to suggest possible alternatives. Taking into account the complexity of the tasks to achieve and exponential growth of information, the adaptive systems are henceforth essential to make possible and facilitate the work of the operator. A good man-machine interface is thus strongly required. We note that multiple interaction and manipulation techniques are currently available, but at this time, the characteristic tools of the WIMP paradigm (Windows, Icons, Menus and Ppointing device) did not find their equivalent in 3D interfaces. There still remains way to make to be able to find the perfect tool and to enforce it as a standard for the 3D interfaces and applications. Therefore, our research was focused gradually towards the proposal for a mediating interface: a very adaptive and functional interface, intended to simplify to the maximum the human interaction in the execution of complex work. The concept of the "mediator" might be clarified in the following way, i.e.: A user in full immersive system named mediator world will be able to control or interact a front distance, through an intermediary haptic devices, on another virtual or real world named controlled world. Let us recall that the Human needs simple tools to be able to achieve complicated tasks. In such a case, one of the ultimate goals is to make the machine adapt to the human instead of forcing the human to adapt to the machine

    Using proprioception to support menu item selection in virtual reality

    Get PDF
    Dissertation (MIS (Multimedia))--University of Pretoria, 2023.There is an abundance of literature that informs menu system design, specifically for the context of a two-dimensional flat monitor display. These guidelines that are used to inform menu system design used in two-dimensional flat monitor displays were reconsidered to identify criteria that can inform the design of a menu system used in a three-dimensional (3D) virtual environment that makes use of immersive virtual reality technology. Considering the immersive nature of such technologies, it can be hypothesized that proprioception, a sense used to establish awareness of objects and space in a physical environment, can be transferred into the virtual environment to guide menu item selection. Various properties of menu system design were investigated to identify properties that can be used together with proprioception to support menu item selection. Further investigation to understand the usage of proprioception in a 3D virtual environment revealed that spatial awareness and memory needs to be established first. Therefore, criteria that inform the design of menu item selection to be supported by proprioception needed to take this fact into consideration as well. Consequently, a menu system was designed and developed based on the identified criteria to test its feasibility to inform the design of a menu system in a 3D virtual environment that enables users to rely on non-visual senses to guide their selections. The system was designed and developed using commercially available hardware and software to ensure that the findings of this study can be accessible to the general public. The results of this study identified that participants were able to establish spatial awareness and develop familiarity with the 3D virtual environment, therefore enabling them to make use of proprioception, along with their visual senses and haptic feedback, to improve their ability to select menu items. The results also revealed that participants had varying levels of relying on visual guidance for menu item selection and that the varying levels of reliance were based on personal preference.Information ScienceMIS (Multimedia)UnrestrictedFaculty of Engineering, Built Environment and Information TechnologySDG-04:Quality Educatio
    corecore