419 research outputs found

    Beyond Halo and Wedge: Visualizing out-of-view objects on head-mounted virtual and augmented reality devices

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    Head-mounted devices (HMDs) for Virtual and Augmented Reality (VR/AR) enable us to alter our visual perception of the world. However, current devices suffer from a limited field of view (FOV), which becomes problematic when users need to locate out of view objects (e.g., locating points-of-interest during sightseeing). To address this, we developed and evaluated in two studies HaloVR, WedgeVR, HaloAR and WedgeAR, which are inspired by usable 2D off-screen object visualization techniques (Halo, Wedge). While our techniques resulted in overall high usability, we found the choice of AR or VR impacts mean search time (VR: 2.25s, AR: 3.92s) and mean direction estimation error (VR: 21.85°, AR: 32.91°). Moreover, while adding more out-of-view objects significantly affects search time across VR and AR, direction estimation performance remains unaffected. We provide implications and discuss the challenges of designing for VR and AR HMDs

    Health information seals of approval: What do they signify?

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    Much of the health information available to consumers on the Internet is incomplete, out of date, and even inaccurate. Seals of approval or trustmarks have been suggested as a strategy to assist consumers to identify high quality information. Little is known, however, about how consumers interpret such seals. This study addresses this issue by examining assumptions about the quality criteria that are reflected by a seal of approval. This question is of particular importance because a wide variety of quality criteria have been suggested for online health information, including core aspects of quality such as accuracy, currency, and completeness, proxy indicators of quality such as the disclosure of commercial interests, and indicators that reflect the quality of the site or the interaction it affords, such as the availability of a search mechanism. The results of this study suggest that seals of approval are assumed to certify information quality primarily with respect to core quality indicators, aspects that subjects both consider to be important and feel relatively less able to evaluate for themselves (compared to their ability to rate proxy indicators of information or indicators of site or interaction quality). This assumption is largely inconsistent with practice: most seals of approval involve assessment of proxy indicators of information quality, rather than direct assessment of content. These results identify a problem that certification or accreditation bodies must address, since unless and until consumer expectations are congruent with evaluation practice, seals of approval seem to promise more than they deliver

    Quantifying gaze and mouse interactions on spatial visual interfaces with a new movement analytics methodology

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    This research was supported by the Royal Society International Exchange Programme (grant no. IE120643).Eye movements provide insights into what people pay attention to, and therefore are commonly included in a variety of human-computer interaction studies. Eye movement recording devices (eye trackers) produce gaze trajectories, that is, sequences of gaze location on the screen. Despite recent technological developments that enabled more affordable hardware, gaze data are still costly and time consuming to collect, therefore some propose using mouse movements instead. These are easy to collect automatically and on a large scale. If and how these two movement types are linked, however, is less clear and highly debated. We address this problem in two ways. First, we introduce a new movement analytics methodology to quantify the level of dynamic interaction between the gaze and the mouse pointer on the screen. Our method uses volumetric representation of movement, the space-time densities, which allows us to calculate interaction levels between two physically different types of movement. We describe the method and compare the results with existing dynamic interaction methods from movement ecology. The sensitivity to method parameters is evaluated on simulated trajectories where we can control interaction levels. Second, we perform an experiment with eye and mouse tracking to generate real data with real levels of interaction, to apply and test our new methodology on a real case. Further, as our experiment tasks mimics route-tracing when using a map, it is more than a data collection exercise and it simultaneously allows us to investigate the actual connection between the eye and the mouse. We find that there seem to be natural coupling when eyes are not under conscious control, but that this coupling breaks down when instructed to move them intentionally. Based on these observations, we tentatively suggest that for natural tracing tasks, mouse tracking could potentially provide similar information as eye-tracking and therefore be used as a proxy for attention. However, more research is needed to confirm this.Publisher PDFPeer reviewe

    Design and recognition of microgestures for always-available input

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    Gestural user interfaces for computing devices most commonly require the user to have at least one hand free to interact with the device, for example, moving a mouse, touching a screen, or performing mid-air gestures. Consequently, users find it difficult to operate computing devices while holding or manipulating everyday objects. This limits the users from interacting with the digital world during a significant portion of their everyday activities, such as, using tools in the kitchen or workshop, carrying items, or workout with sports equipment. This thesis pushes the boundaries towards the bigger goal of enabling always-available input. Microgestures have been recognized for their potential to facilitate direct and subtle interactions. However, it remains an open question how to interact using gestures with computing devices when both of the user’s hands are occupied holding everyday objects. We take a holistic approach and focus on three core contributions: i) To understand end-users preferences, we present an empirical analysis of users’ choice of microgestures when holding objects of diverse geometries. Instead of designing a gesture set for a specific object or geometry and to identify gestures that generalize, this thesis leverages the taxonomy of grasp types established from prior research. ii) We tackle the critical problem of avoiding false activation by introducing a novel gestural input concept that leverages a single-finger movement, which stands out from everyday finger motions during holding and manipulating objects. Through a data-driven approach, we also systematically validate the concept’s robustness with different everyday actions. iii) While full sensor coverage on the user’s hand would allow detailed hand-object interaction, minimal instrumentation is desirable for real-world use. This thesis addresses the problem of identifying sparse sensor layouts. We present the first rapid computational method, along with a GUI-based design tool that enables iterative design based on the designer’s high-level requirements. Furthermore, we demonstrate that minimal form-factor devices, like smart rings, can be used to effectively detect microgestures in hands-free and busy scenarios. Overall, the presented findings will serve as both conceptual and technical foundations for enabling interaction with computing devices wherever and whenever users need them.Benutzerschnittstellen fĂŒr ComputergerĂ€te auf Basis von Gesten erfordern fĂŒr eine Interaktion meist mindestens eine freie Hand, z.B. um eine Maus zu bewegen, einen Bildschirm zu berĂŒhren oder Gesten in der Luft auszufĂŒhren. Daher ist es fĂŒr Nutzer schwierig, GerĂ€te zu bedienen, wĂ€hrend sie GegenstĂ€nde halten oder manipulieren. Dies schrĂ€nkt die Interaktion mit der digitalen Welt wĂ€hrend eines Großteils ihrer alltĂ€glichen AktivitĂ€ten ein, etwa wenn sie KĂŒchengerĂ€te oder Werkzeug verwenden, GegenstĂ€nde tragen oder mit SportgerĂ€ten trainieren. Diese Arbeit erforscht neue Wege in Richtung des grĂ¶ĂŸeren Ziels, immer verfĂŒgbare Eingaben zu ermöglichen. Das Potential von Mikrogesten fĂŒr die Erleichterung von direkten und feinen Interaktionen wurde bereits erkannt. Die Frage, wie der Nutzer mit GerĂ€ten interagiert, wenn beide HĂ€nde mit dem Halten von GegenstĂ€nden belegt sind, bleibt jedoch offen. Wir verfolgen einen ganzheitlichen Ansatz und konzentrieren uns auf drei KernbeitrĂ€ge: i) Um die PrĂ€ferenzen der Endnutzer zu verstehen, prĂ€sentieren wir eine empirische Analyse der Wahl von Mikrogesten beim Halten von Objekte mit diversen Geometrien. Anstatt einen Satz an Gesten fĂŒr ein bestimmtes Objekt oder eine bestimmte Geometrie zu entwerfen, nutzt diese Arbeit die aus frĂŒheren Forschungen stammenden Taxonomien an Griff-Typen. ii) Wir adressieren das Problem falscher Aktivierungen durch ein neuartiges Eingabekonzept, das die sich von alltĂ€glichen Fingerbewegungen abhebende Bewegung eines einzelnen Fingers nutzt. Durch einen datengesteuerten Ansatz validieren wir zudem systematisch die Robustheit des Konzepts bei diversen alltĂ€glichen Aktionen. iii) Auch wenn eine vollstĂ€ndige Sensorabdeckung an der Hand des Nutzers eine detaillierte Hand-Objekt-Interaktion ermöglichen wĂŒrde, ist eine minimale Ausstattung fĂŒr den Einsatz in der realen Welt wĂŒnschenswert. Diese Arbeit befasst sich mit der Identifizierung reduzierter Sensoranordnungen. Wir prĂ€sentieren die erste, schnelle Berechnungsmethode in einem GUI-basierten Designtool, das iteratives Design basierend auf den Anforderungen des Designers ermöglicht. Wir zeigen zudem, dass GerĂ€te mit minimalem Formfaktor wie smarte Ringe fĂŒr die Erkennung von Mikrogesten verwendet werden können. Insgesamt dienen die vorgestellten Ergebnisse sowohl als konzeptionelle als auch als technische Grundlage fĂŒr die Realisierung von Interaktion mit ComputergerĂ€ten wo und wann immer Nutzer sie benötigen.Bosch Researc
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