17 research outputs found

    An empirical investigation of gaze selection in mid-air gestural 3D manipulation

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    In this work, we investigate gaze selection in the context of mid-air hand gestural manipulation of 3D rigid bodies on monoscopic displays. We present the results of a user study with 12 participants in which we compared the performance of Gaze, a Raycasting technique (2D Cursor) and a Virtual Hand technique (3D Cursor) to select objects in two 3D mid-air interaction tasks. Also, we compared selection confirmation times for Gaze selection when selection is followed by manipulation to when it is not. Our results show that gaze selection is faster and more preferred than 2D and 3D mid-air-controlled cursors, and is particularly well suited for tasks in which users constantly switch between several objects during the manipulation. Further, selection confirmation times are longer when selection is followed by manipulation than when it is not

    CUBICA: An Example of Mixed Reality

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    Nowadays, one of the hot issues in the agenda is, undoubtedly, the concept of Sustainable Computing. There are several technologies in the intersection of Sustainable Computing and Ambient Intelligence. Among them we may mention “Human-Centric Interfaces for Ambient Intelligence” and “Collaborative Smart Objects” technologies. In this paper we present our efforts in developing these technologies for “Mixed Reality”, a paradigm where Virtual Reality and Ambient Intelligence meet. Cubica is a mixed reality educational application that integrates virtual worlds with tangible interfaces. The application is focused on teaching computer science, in particular “sorting algorithms”. The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations. This educational application has been tested with students at different educational levels in secondary education, having obtained promising results in terms of increased motivation for learning and better understanding of abstract concepts.We want to thank the faculty of the I.E.S. “Joan Coromines”, at Benicarló (Valencia, Spain), for their support while evaluating the system. In particular, the contribution of Lorenzo Otero was essential during that process. The work described in this paper was partially funded by the Spanish National Plan of I+D+i (TIN2010-17344), and by the Spanish Ministry of Industry (TSI-020100-2010-743)

    Interaction Tangible sur Table, définitions et modÚles

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    International audienceIn recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interaction on a table, which is a common furniture in everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for research and development in HCI. In this article, we present definitions, models, and key issues elicited from the literature that enable understanding and reasoning about the couple within an interactive system. Then, we propose a framework that allows to characterize applications supported by the couple in a domain-independent manner.Depuis quelques annĂ©es les interfaces tangibles impliquant des interactions rĂ©alisĂ©es via un objet (ou plusieurs) prennent de plus en plus d’importance dans les recherches en interaction homme-machine. L’objet tangible reprĂ©sente un sujet ou une action ; l’objet agit sur le systĂšme, telle une action sur une interface « classique ». L’interaction sur table, c’est-Ă -dire sur un meuble prĂ©sent dans la vie courante et utilisĂ© Ă  diverses fins (bureau, table Ă  manger, table de salon, table bar, etc.), ouvre un champ nouveau de recherche et de dĂ©veloppement. La mise en exergue, issue de l’état de l’art, des dĂ©finitions, modĂšles et problĂ©matiques, permet d’abord d’apprĂ©hender le couple (table, objet tangible) au sein d’un systĂšme interactif. Puis, nous proposons un cadre qui permet de positionner des applications mettant en oeuvre le couple (table, objet tangible). Le cadre est dĂ©crit de maniĂšre Ă  ĂȘtre utilisĂ© pour positionner des applications indĂ©pendamment du domaine

    Adaptive User Interfaces in Complex Supervisory Tasks

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    School of Electrical and Computer Engineerin

    Abstract visualization of large-scale time-varying data

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    The explosion of large-scale time-varying datasets has created critical challenges for scientists to study and digest. One core problem for visualization is to develop effective approaches that can be used to study various data features and temporal relationships among large-scale time-varying datasets. In this dissertation, we first present two abstract visualization approaches to visualizing and analyzing time-varying datasets. The first approach visualizes time-varying datasets with succinct lines to represent temporal relationships of the datasets. A time line visualizes time steps as points and temporal sequence as a line. They are generated by sampling the distributions of virtual words across time to study temporal features. The key idea of time line is to encode various data properties with virtual words. We apply virtual words to characterize feature points and use their distribution statistics to measure temporal relationships. The second approach is ensemble visualization, which provides a highly abstract platform for visualizing an ensemble of datasets. Both approaches can be used for exploration, analysis, and demonstration purposes. The second component of this dissertation is an animated visualization approach to study dramatic temporal changes. Animation has been widely used to show trends, dynamic features and transitions in scientific simulations, while animated visualization is new. We present an automatic animation generation approach that simulates the composition and transition of storytelling techniques and synthesizes animations to describe various event features. We also extend the concept of animated visualization to non-traditional time-varying datasets--network protocols--for visualizing key information in abstract sequences. We have evaluated the effectiveness of our animated visualization with a formal user study and demonstrated the advantages of animated visualization for studying time-varying datasets

    Supporting Collaborative Learning in Computer-Enhanced Environments

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    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested
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