20,078 research outputs found
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education
© 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners
Workplace Surfaces as Resource for Social Interactions
Space and spatial arrangements play an important role in our everyday social interactions. The way we use and manage our surrounding space is not coincidental, on the contrary, it reflects the way we think, plan and act. Within collaborative contexts, its ability to support social activities makes space an important component of human cognition in the post-cognitive era. As technology designers, we can learn a lot by rigorously understanding the role of space for the purpose of designing collaborative systems. In this paper, we describe an ethnographic study on the use of workplace surfaces in design studios. We introduce the idea of artful surfaces. Artful surfaces are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. Using examples from our fieldwork, we show that artful surfaces have both functional and inspirational characteristics. We indentify four types of artful surfaces: personal, shared, project-specific and live surfaces. We believe that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work
Virtual Texture Generated using Elastomeric Conductive Block Copolymer in Wireless Multimodal Haptic Glove.
Haptic devices are in general more adept at mimicking the bulk properties of materials than they are at mimicking the surface properties. This paper describes a haptic glove capable of producing sensations reminiscent of three types of near-surface properties: hardness, temperature, and roughness. To accomplish this mixed mode of stimulation, three types of haptic actuators were combined: vibrotactile motors, thermoelectric devices, and electrotactile electrodes made from a stretchable conductive polymer synthesized in our laboratory. This polymer consisted of a stretchable polyanion which served as a scaffold for the polymerization of poly(3,4-ethylenedioxythiophene) (PEDOT). The scaffold was synthesized using controlled radical polymerization to afford material of low dispersity, relatively high conductivity (0.1 S cm-1), and low impedance relative to metals. The glove was equipped with flex sensors to make it possible to control a robotic hand and a hand in virtual reality (VR). In psychophysical experiments, human participants were able to discern combinations of electrotactile, vibrotactile, and thermal stimulation in VR. Participants trained to associate these sensations with roughness, hardness, and temperature had an overall accuracy of 98%, while untrained participants had an accuracy of 85%. Sensations could similarly be conveyed using a robotic hand equipped with sensors for pressure and temperature
Human-Computer Interaction for BCI Games: Usability and User Experience
Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings
Emotion Detection Using Noninvasive Low Cost Sensors
Emotion recognition from biometrics is relevant to a wide range of
application domains, including healthcare. Existing approaches usually adopt
multi-electrodes sensors that could be expensive or uncomfortable to be used in
real-life situations. In this study, we investigate whether we can reliably
recognize high vs. low emotional valence and arousal by relying on noninvasive
low cost EEG, EMG, and GSR sensors. We report the results of an empirical study
involving 19 subjects. We achieve state-of-the- art classification performance
for both valence and arousal even in a cross-subject classification setting,
which eliminates the need for individual training and tuning of classification
models.Comment: To appear in Proceedings of ACII 2017, the Seventh International
Conference on Affective Computing and Intelligent Interaction, San Antonio,
TX, USA, Oct. 23-26, 201
Empowering and assisting natural human mobility: The simbiosis walker
This paper presents the complete development of the Simbiosis Smart Walker. The device is equipped with a set of sensor subsystems to acquire user-machine interaction forces and the temporal evolution of user's feet during gait. The authors present an adaptive filtering technique used for the identification and separation of different components found on the human-machine interaction forces. This technique allowed isolating the components related with the navigational commands and developing a Fuzzy logic controller to guide the device. The Smart Walker was clinically validated at the Spinal Cord Injury Hospital of Toledo - Spain, presenting great acceptability by spinal chord injury patients and clinical staf
Supervised cross-modal factor analysis for multiple modal data classification
In this paper we study the problem of learning from multiple modal data for
purpose of document classification. In this problem, each document is composed
two different modals of data, i.e., an image and a text. Cross-modal factor
analysis (CFA) has been proposed to project the two different modals of data to
a shared data space, so that the classification of a image or a text can be
performed directly in this space. A disadvantage of CFA is that it has ignored
the supervision information. In this paper, we improve CFA by incorporating the
supervision information to represent and classify both image and text modals of
documents. We project both image and text data to a shared data space by factor
analysis, and then train a class label predictor in the shared space to use the
class label information. The factor analysis parameter and the predictor
parameter are learned jointly by solving one single objective function. With
this objective function, we minimize the distance between the projections of
image and text of the same document, and the classification error of the
projection measured by hinge loss function. The objective function is optimized
by an alternate optimization strategy in an iterative algorithm. Experiments in
two different multiple modal document data sets show the advantage of the
proposed algorithm over other CFA methods
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