8,955 research outputs found

    Design and Evaluation of Menu Systems for Immersive Virtual Environments

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    Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. This paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Gloves™, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Measurements by A LEAP-Based Virtual Glove for the hand rehabilitation

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    Hand rehabilitation is fundamental after stroke or surgery. Traditional rehabilitation requires a therapist and implies high costs, stress for the patient, and subjective evaluation of the therapy effectiveness. Alternative approaches, based on mechanical and tracking-based gloves, can be really effective when used in virtual reality (VR) environments. Mechanical devices are often expensive, cumbersome, patient specific and hand specific, while tracking-based devices are not affected by these limitations but, especially if based on a single tracking sensor, could suffer from occlusions. In this paper, the implementation of a multi-sensors approach, the Virtual Glove (VG), based on the simultaneous use of two orthogonal LEAP motion controllers, is described. The VG is calibrated and static positioning measurements are compared with those collected with an accurate spatial positioning system. The positioning error is lower than 6 mm in a cylindrical region of interest of radius 10 cm and height 21 cm. Real-time hand tracking measurements are also performed, analysed and reported. Hand tracking measurements show that VG operated in real-time (60 fps), reduced occlusions, and managed two LEAP sensors correctly, without any temporal and spatial discontinuity when skipping from one sensor to the other. A video demonstrating the good performance of VG is also collected and presented in the Supplementary Materials. Results are promising but further work must be done to allow the calculation of the forces exerted by each finger when constrained by mechanical tools (e.g., peg-boards) and for reducing occlusions when grasping these tools. Although the VG is proposed for rehabilitation purposes, it could also be used for tele-operation of tools and robots, and for other VR applications

    Comparison of input devices in an ISEE direct timbre manipulation task

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    The representation and manipulation of sound within multimedia systems is an important and currently under-researched area. The paper gives an overview of the authors' work on the direct manipulation of audio information, and describes a solution based upon the navigation of four-dimensional scaled timbre spaces. Three hardware input devices were experimentally evaluated for use in a timbre space navigation task: the Apple Standard Mouse, Gravis Advanced Mousestick II joystick (absolute and relative) and the Nintendo Power Glove. Results show that the usability of these devices significantly affected the efficacy of the system, and that conventional low-cost, low-dimensional devices provided better performance than the low-cost, multidimensional dataglove

    Perkaitan di antara status sosioekonomi keluarga dengan Pencapaian akademik pelajar aliran teknikal

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    Selain daripada mengendalikan fungsi pendidikan, sekolah juga diberikan peranan bagi menyediakan tenaga mahir untuk memenuhi keperluan ekonomi negara. Sekolah aliran teknikal dilihat sebagai satu institusi khusus yang memainkan peranan tersebut. Namun begitu, terdapat pelbagai faktor yang boleh mempengaruhi pencapaian pelajar aliran teknikal ini. Tahap sosioekonomi keluarga telah dikenalpasti antara faktor yang boleh mempengaruhi pencapaian pelajar. Kajian ini dilakukan untuk mendapatkan perkaitan di antara tahap sosioekonomi keluarga seperti tahap pendidikan bapa, jumlah pendapatan dan saiz keluarga terhadap pencapaian akademik pelajar. Sampel kajian ini ialah pelajar-pelajar tingkatan 4 dan 5 yang menetap di asrama Sekolah Menengah Teknik Kuala Terengganu. Pelajar ini dipilih kerana mereka mendapat kemudahan dan persekitaran pembelajaran yang sama. Seramai 80 orang pelajar dalam jurusan teknikal dipilih secara rawak mudah. Keputusan kajian mendapati bahawa hanya saiz keluarga mempunyai korelasi yang tinggi berbanding tahap pencapaian akademik bapa dan jumlah pendapatan keluarga. Ini menunjukkan bahawa faktor saiz keluarga memberikan impak secara langsung kepada pencapaian pelajar walaupun mereka menetap di asrama yang menyediakan suasana dan kemudahan yang sama

    A new multisensor software architecture for movement detection: Preliminary study with people with cerebral palsy

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    A five-layered software architecture translating movements into mouse clicks has been developed and tested on an Arduino platform with two different sensors: accelerometer and flex sensor. The archi-tecture comprises low-pass and derivative filters, an unsupervised classifier that adapts continuously to the strength of the user's movements and a finite state machine which sets up a timer to prevent in-voluntary movements from triggering false positives. Four people without disabilities and four people with cerebral palsy (CP) took part in the experi-ments. People without disabilities obtained an average of 100% and 99.3% in precision and true positive rate (TPR) respectively and there were no statistically significant differences among type of sensors and placement. In the same experiment, people with disabilities obtained 97.9% and 100% in precision and TPR respectively. However, these results worsened when subjects used the system to access a commu-nication board, 89.6% and 94.8% respectively. With their usual method of access-an adapted switch- they obtained a precision and TPR of 86.7% and 97.8% respectively. For 3-outof- 4 participants with disabilities our system detected the movement faster than the switch. For subjects with CP, the accelerometer was the easiest to use because it is more sensitive to gross motor motion than the flex sensor which requires more complex movements. A final survey showed that 3-out-of-4 participants with disabilities would prefer to use this new technology instead of their tra-ditional method of access
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