61,089 research outputs found

    Light-field head-mounted displays reduce the visual effort: A user study

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    Head-mounted displays (HMD) allow the visualization of virtual content and the change of view perspectives in a virtual reality (VR). Besides entertainment purposes, such displays also find application in augmented reality, VR training or tele-robotic systems. The quality of visual feedback plays a key role for the interaction performance in such setups. In the last years, high-end computers and displays led to the reduction of simulator sickness regarding nausea symptoms, while new visualization technologies are required to further reduce oculomotor and disorientation symptoms. The so-called vergence-accommodation conflict (VAC) in standard stereoscopic displays prevents intense use of 3D displays, so far. The VAC describes the visual mismatch between the projected stereoscopic 3D image and the optical distance to the HMD screen. This conflict can be solved by using displays with correct focal distance. The light-field HMD of this study provides a close-to-continuous depth and high image resolution enabling a highly natural visualization. This paper presents the first user-study on the visual comfort of light-field displays with a close-to-market HMD based on complex interaction tasks. The results provide first evidence that the light-field technology brings clear benefits to the user in terms of physical use comfort, workload and depth matching performance

    Levitating Particle Displays with Interactive Voxels

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    Levitating objects can be used as the primitives in a new type of display. We present levitating particle displays and show how research into object levitation is enabling a new way of presenting and interacting with information. We identify novel properties of levitating particle displays and give examples of the interaction techniques and applications they allow. We then discuss design challenges for these displays, potential solutions, and promising areas for future research

    Saliency difference based objective evaluation method for a superimposed screen of the HUD with various background

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    The head-up display (HUD) is an emerging device which can project information on a transparent screen. The HUD has been used in airplanes and vehicles, and it is usually placed in front of the operator's view. In the case of the vehicle, the driver can see not only various information on the HUD but also the backgrounds (driving environment) through the HUD. However, the projected information on the HUD may interfere with the colors in the background because the HUD is transparent. For example, a red message on the HUD will be less noticeable when there is an overlap between it and the red brake light from the front vehicle. As the first step to solve this issue, how to evaluate the mutual interference between the information on the HUD and backgrounds is important. Therefore, this paper proposes a method to evaluate the mutual interference based on saliency. It can be evaluated by comparing the HUD part cut from a saliency map of a measured image with the HUD image.Comment: 10 pages, 5 fighres, 1 table, accepted by IFAC-HMS 201

    Pervasive Displays Research: What's Next?

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    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Smart driving assistance systems : designing and evaluating ecological and conventional displays

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    In-vehicle information systems have been shown to increase driver workload and cause distraction; both are causal factors for accidents. This simulator study evaluates the impact that two designs for a smart driving aid and scenario complexity has on workload, distraction and driving performance. Results showed that real-time delivery of smart driving information did not increase driver workload or adversely affect driver distraction, while having the effect of decreasing mean driving speed in both the simple and complex driving scenarios. Important differences were also highlighted between conventional and ecologically designed smart driving interfaces with respect to subjective workload and peripheral detection

    The effect of representation location on interaction in a tangible learning environment

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    Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital--based table-top representation. The implications of these findings for learning are discussed
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