2,261 research outputs found
Turn-by-wire: Computationally mediated physical fabrication
Advances in digital fabrication have simultaneously created new capabilities while reinforcing outdated workflows that constrain how, and by whom, these fabrication tools are used. In this paper, we investigate how a new class of hybrid-controlled machines can collaborate with novice and expert users alike to yield a more lucid making experience. We demonstrate these ideas through our system, Turn-by-Wire. By combining the capabilities of a traditional lathe with haptic input controllers that modulate both position and force, we detail a series of novel interaction metaphors that invite a more fluid making process spanning digital, model-centric, computer control, and embodied, adaptive, human control. We evaluate our system through a user study and discuss how these concepts generalize to other fabrication tools
Levitating Particle Displays with Interactive Voxels
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
Expressive haptics for enhanced usability of mobile interfaces in situations of impairments
Designing for situational awareness could lead to better solutions for
disabled people, likewise, exploring the needs of disabled people could lead to
innovations that can address situational impairments. This in turn can create
non-stigmatising assistive technology for disabled people from which eventually
everyone could benefit. In this paper, we investigate the potential for
advanced haptics to compliment the graphical user interface of mobile devices,
thereby enhancing user experiences of all people in some situations (e.g.
sunlight interfering with interaction) and visually impaired people. We explore
technical solutions to this problem space and demonstrate our justification for
a focus on the creation of kinaesthetic force feedback. We propose initial
design concepts and studies, with a view to co-create delightful and expressive
haptic interactions with potential users motivated by scenarios of situational
and permanent impairments.Comment: Presented at the CHI'19 Workshop: Addressing the Challenges of
Situationally-Induced Impairments and Disabilities in Mobile Interaction,
2019 (arXiv:1904.05382
Storyfier: Exploring Vocabulary Learning Support with Text Generation Models
Vocabulary learning support tools have widely exploited existing materials,
e.g., stories or video clips, as contexts to help users memorize each target
word. However, these tools could not provide a coherent context for any target
words of learners' interests, and they seldom help practice word usage. In this
paper, we work with teachers and students to iteratively develop Storyfier,
which leverages text generation models to enable learners to read a generated
story that covers any target words, conduct a story cloze test, and use these
words to write a new story with adaptive AI assistance. Our within-subjects
study (N=28) shows that learners generally favor the generated stories for
connecting target words and writing assistance for easing their learning
workload. However, in the read-cloze-write learning sessions, participants
using Storyfier perform worse in recalling and using target words than learning
with a baseline tool without our AI features. We discuss insights into
supporting learning tasks with generative models.Comment: To appear at the 2023 ACM Symposium on User Interface Software and
Technology (UIST); 16 pages (7 figures, 23 tables
Do That, There: An Interaction Technique for Addressing In-Air Gesture Systems
When users want to interact with an in-air gesture system, they
must first address it. This involves finding where to gesture
so that their actions can be sensed, and how to direct their
input towards that system so that they do not also affect others
or cause unwanted effects. This is an important problem [6]
which lacks a practical solution. We present an interaction
technique which uses multimodal feedback to help users address
in-air gesture systems. The feedback tells them how
(“do that”) and where (“there”) to gesture, using light, audio
and tactile displays. By doing that there, users can direct their
input to the system they wish to interact with, in a place where
their gestures can be sensed. We discuss the design of our
technique and three experiments investigating its use, finding
that users can “do that” well (93.2%–99.9%) while accurately
(51mm–80mm) and quickly (3.7s) finding “there”
EyePACT: eye-based parallax correction on touch-enabled interactive displays
The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays
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