2,261 research outputs found

    Haptic Gdraw: A fun and Easy to Use 3D Haptically Enhanced Sculpting Program

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    We have developed a simple haptically-enhanced 3D sculpting application which utilizes Hermite spline-based primitives as building blocks to construct more complex solid models. To accomplish this, we have constructed a VR work environment which is intuitive and whose control affordances are made clear through the use of graspable handles. Haptics is used to support handle selection and provide physical constraints on handle movements consistent with their visual affordances. Our goal is to demonstrate how relatively simple haptic force constraints can combine with a visually intuitive and compelling environment to enable a program that is fun and easy to use

    inFORM: Dynamic Physical Affordances and Constraints through Shape and Object Actuation

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    Past research on shape displays has primarily focused on rendering content and user interface elements through shape output, with less emphasis on dynamically changing UIs. We propose utilizing shape displays in three different ways to mediate interaction: to facilitate by providing dynamic physical affordances through shape change, to restrict by guiding users with dynamic physical constraints, and to manipulate by actuating physical objects. We outline potential interaction techniques and introduce Dynamic Physical Affordances and Constraints with our inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction. A set of motivating examples demonstrates how dynamic affordances, constraints and object actuation can create novel interaction possibilities.National Science Foundation (U.S.). Graduate Research Fellowship (Grant 1122374)Swedish Research Council (Fellowship)Blanceflor Foundation (Scholarship

    Kosketuskäyttöliittymän toteuttaminen olemassa olevaan ohjelmaan

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    The purpose of this work was to evaluate the migration steps of a windowing desktop application into a touch based input enabled software. The study was conducted on an already existing building information modelling software called Tekla BIMsight. The task was to retain all the functionality already in the software while making it possible to be used on touch-enabled devices, such as tablets or convertible laptops with a swivel display. Design and implementation of the system has been documented as part of the thesis, as well as most problematic issues during this period. The effects of the implementation are validated and tested with real users and the results from that study were documented. The usability study was conducted to obtain quantitative and qualitative metrics of the usability. The nature of the input mechanism, direct or indirect, affects the user experience greatly. The final system should be as responsive as possible to maintain a good level of perceived performance. Early prototyping and access to the target devices is critical to the success of a migration process. There are several common mistakes that should be avoided in the design and implementation phases. Not all the problems were critical, but many of them were identified as very cumbersome for the user that would affect the positive user experience of the software. With each new context for a user interface the problems need to be solved again and only experience from such solutions can help alleviate this task. The implemented touch support can be verified to meet the set requirements very well: It allows the system to be used on touch based input environments and all the major user interface elements support this.Työn tarkoituksena oli toteuttaa ja arvioida toimenpiteet ja. menetelmät joilla olemassa olevaan käyttöliittymään voidaan lisätä tuki kosketuskäytölle. Ominaisuudet lisättiin rakennusten tietomallinnuksen tarkasteluohjelmaan, Tekla BIMsight. Tehtävänä oli säilyttää kaikki aiemmat toiminnot ja tehdä ohjelmasta tehokkaasti käytettävä kosketuslaitteilla, kuten tableteilla ja kääntyvällä näytöllä varustetuilla kannettavilla. Suunnittelu ja toteutus järjestelmälle on dokumentoitu työssä ja kaikkein vaativimmat ongelmat. Toteutetun tuen vaikutuksia arvioitiin oikeiden käyttäjien kanssa tehdyssä käyttäjätutkimuksessa, jonka tulokset on esitetty. Käytettävyystutkimuksella hankittiin kvantitatiivista ja kvalitatiivista tietoa tuotteesta. Laite jolla ohjelmistoa käytetään vaikuttaa ohjelmasta saatuun käyttökokemukseen merkittävästi. Hyvän käyttökokemuksen saavuttamiseksi lopullisen järjestelmän käytön tulisi olla sujuvaa. Aikaisten prototyyppien kokeilu ja kohdelaitteiden saatavuus ovat tärkeitä tekijöitä siirtymäprosessin kannalta. Yleisiä ongelmatilanteita ja haasteita joita kohdattiin suunnittelu- ja toteutusvaiheissa on listattu työssä. Loppukäyttäjän kannalta useat ongelmat olivat rasittavia ja vaikuttaisivat käyttökokemukseen negatiivisesti jos niitä ei korjata. Uuden käyttöympäristön tuomat ongelmat joudutaan ratkaisemaan aina uudestaan. Vain kokemuksella vastaavista tilanteista on merkittävästi etua itse ratkaisujen löytämiselle. Toteutetun kosketuskäyttöliittymän tuen voidaan todeta vastaavan sille asetettuja tavoitteita ja vaatimuksia hyvin; se mahdollistaa ohjelman käyttämisen kosketuskäyttöliittymän omaavissa laitteissa ja kaikkein merkittävimmät käyttöliittymäelementit on tuettuina

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques

    ISAR: Ein Autorensystem für Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem für Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    Effects of Gender and Position of Test Stimuli on Undergraduates \u27 Spatial Task Performance

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    This study predicted that sex differences in performance can occur where the sense of touch serves as vision, and that the position of the test array may significantly affect performance. Sixty-four college undergraduates (32 males and 32 females), with ages ranging from 18-27 (M = 20.06, SD = 1.82) were recruited from the psychology subject pool of Eastern Illinois University for participation. Apparatus consisted of templates with raised line drawings of tilted jars containing water drawn on them. The subjects were blindfolded and instructed to interpret four jar drawings at a time. The task consisted of identifying the jar with the correct water line. All subjects participated in 8 trials. Half were tested on an upright test array, and the rest on an array that was tilted. The data were analyzed using a 2 X 2 X 4 (Gender X Position of Test Array X Angle of Jar) ANOVA. The results indicated that gender was significantly related to performance of the task, and that males performed better than females did, F (1,180) = 8.1, p\u3c0.01, while the position of the test array was not, F (1,180) = .83, p\u3e0.37

    Effects of Gender and Position of Test Stimuli on Undergraduates \u27 Spatial Task Performance

    Get PDF
    This study predicted that sex differences in performance can occur where the sense of touch serves as vision, and that the position of the test array may significantly affect performance. Sixty-four college undergraduates (32 males and 32 females), with ages ranging from 18-27 (M = 20.06, SD = 1.82) were recruited from the psychology subject pool of Eastern Illinois University for participation. Apparatus consisted of templates with raised line drawings of tilted jars containing water drawn on them. The subjects were blindfolded and instructed to interpret four jar drawings at a time. The task consisted of identifying the jar with the correct water line. All subjects participated in 8 trials. Half were tested on an upright test array, and the rest on an array that was tilted. The data were analyzed using a 2 X 2 X 4 (Gender X Position of Test Array X Angle of Jar) ANOVA. The results indicated that gender was significantly related to performance of the task, and that males performed better than females did, F (1,180) = 8.1, p\u3c0.01, while the position of the test array was not, F (1,180) = .83, p\u3e0.37
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