15,745 research outputs found

    Flights in my hands : coherence concerns in designing Strip'TIC, a tangible space for air traffic controllers

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    Best Paper Honorable Mention awardInternational audienceWe reflect upon the design of a paper-based tangible interactive space to support air traffic control. We have observed, studied, prototyped and discussed with controllers a new mixed interaction system based on Anoto, video projection, and tracking. Starting from the understanding of the benefits of tangible paper strips, our goal is to study how mixed physical and virtual augmented data can support the controllers' mental work. The context of the activity led us to depart from models that are proposed in tangible interfaces research where coherence is based on how physical objects are representative of virtual objects. We propose a new account of coherence in a mixed interaction system that integrates externalization mechanisms. We found that physical objects play two roles: they act both as representation of mental objects and as tangible artifacts for interacting with augmented features. We observed that virtual objects represent physical ones, and not the reverse, and, being virtual representations of physical objects, should seamlessly converge with the cognitive role of the physical object. Finally, we show how coherence is achieved by providing a seamless interactive space

    When paper meets multi-touch : a study of multi-modal interactions in air traffic controls

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    International audienceWhen multiple modes of interaction are available, it is not obvious whether combining these technologies necessarily leads to a better user experience. It can be difficult to determine which modes are most appropriate for each interaction. However, complex activities such as air traffic control require multiple interaction techniques and modalities. As a result, in this paper, we study the technical challenges of adding finger detection to an augmented flight strip board used by air traffic controllers. We use our augmented strip board to evaluate interactions based on touch, digital pen and physical paper objects. From our user study, we find that users are able to quickly adapt to an interface that offers such a wide range of modalities. The availability of different modalities did not overburden the users and they did not find it difficult to determine the appropriate modality to use for each interaction

    Strip-TIC : exploring augmented paper strips for Air Traffic Controllers

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    International audienceThe current environment used by French air traffic controllers mixes digital visualization such as radar screens and tangible artifacts such as paper strips. Tangible artifacts do not allow controllers to update the system with the instructions they give to pilots. Previous attempts at replacing them in France failed to prove efficient. This paper is an engineering paper that describes Strip-TIC, a novel system for ATC that mixes augmented paper and digital pen, vision-based tracking and augmented rear and front projection. The system is now working and has enabled us to run workshops with actual controllers to study the role of writing and tangibility in ATC. We describe the system and solutions to technical challenges due to mixing competing technologies

    Holographic reality: enhancing the artificial reality experience throuhg interactive 3D holography

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    Holography was made know by several science-fiction productions, however this technology dates back to the year 1940. Despite the considerable age of this discovery, this technology remains inaccessible to the average consumer. The main goal of this manuscript is to advance the state of the art in interactive holography, providing an accessible and low-cost solution. The final product intends to nudge the HCI com munity to explore potential applications, in particular to be aquatic centric and environmentally friendly. Two main user studies are performed, in order to determine the impact of the proposed solution by a sample audience. Provided user studies include a first prototype as a Tangible User Interface - TUI for Holographic Reality - HR Second study included the Holographic Mounted Display - HMD for proposed HR interface, further analyzing the interactive holographic experience without hand-held devices. Both of these studies were further compared with an Augmented Reality setting. Obtained results demonstrate a significantly higher score for the HMD approach. This suggests it is the better solution, most likely due to the added simplicity and immersiveness features it has. However the TUI study did score higher in several key parameters, and should be considered for future studies. Comparing with an AR experience, the HMD study scores slightly lower, but manages to surpass AR in several parameters. Several approaches were outlined and evaluated, depicting different methods for the creation of Interactive Holographic Reality experiences. In spite of the low maturity of holographic technology, it can be concluded it is comparable and can keep up to other more developed and mature artificial reality settings, further supporting the need for the existence of the Holographic Reality conceptA tecnologia hologrĂĄfica tornou-se conhecida atravĂ©s da ficção cientĂ­fica, contudo esta tecnologia remonta atĂ© ao ano 1940. Apesar da considerĂĄvel idade desta descoberta, esta tecnologia continua a nĂŁo ser acessĂ­veil para o consumidor. O objetivo deste manuscrito Ă© avançar o estado de arte da Holografia Interactiva, e fornecer uma solução de baixo custo. O objetivo do produto final Ă© persuadir a comunidade HCI para a exploração de aplicaçÔes desta tecnologia, em particular em contextos aquĂĄticos e prĂł-ambientais. Dois estudos principais foram efetuados, de modo a determinar qual o impacto da solução pro posta numa amostra. Os estudos fornecidos incluem um protĂłtipo inicial baseado numa Interface TangĂ­vel e Realidade HologrĂĄfica e um dispositivo tangĂ­vel. O segundo estudo inclui uma interface baseada num dispositivo head-mounted e em Realidade HologrĂĄfica, de modo a analisar e avaliar a experiĂȘncia interativa e hologrĂĄfica. Ambos os estudos sĂŁo comparados com uma experiĂȘncia semelhante, em Realidade Aumentada. Os resultados obtidos demonstram que o estudo HMD recebeu uma avaliação significante mel hor, em comparação com a abordagem TUI. Isto sugere que uma abordagem "head-mounted" tende a ser melhor solução, muito provavelmente devido Ă s vantagens que possui em relação Ă  simplicidade e imersividade que oferece. Contudo, o estudo TUI recebeu pontuaçÔes mais altas em alguns parĂąmetros chave, e deve ser considerados para a implementação de futuros estudos. Comparando com uma experiĂȘncia de realidade aumentada, o estudo HMD recebeu uma avaliação ligeiramente menor, mas por uma margem mĂ­nima, e ultrapassando a AR em alguns parĂąmetros. VĂĄrias abordagens foram deliniadas e avaliadas, com diferentes mĂ©todos para a criação de experiĂȘncias de Realidade HologrĂĄfica. Apesar da pouca maturidade da tecnologia hologrĂĄfica, podemos concluir que a mesma Ă© comparĂĄvel e consegue acompanhar outros tipos de realidade artificial, que sĂŁo muito mais desenvolvidos, o que suporta a necessidade da existĂȘncia do conceito de Realidade HologrĂĄfica

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    Experiential Role of Artefacts in Cooperative Design

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    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Explaining multi-threaded task scheduling using tangible user interfaces in higher educational contexts

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    Endorsing the advantages of computer-based interaction within the educational domain, this study analysis the potential for tangible interactive technology to mitigate the challenges faced by higher educational institutes in explaining abstracted technical concepts. Implemented within a novel within the educational domain, this paper evaluates the efficacy of adopting a tangible user interface (TUI) to aid in the conceptual understanding of multi-threaded task scheduling and programming by undergraduate IT students. Making use of physical object representations, a description is provided for the distinctive development of a collaborative system that allows students to interact with and visualize the scheduling of multiple software threads onto a computer processes. The paper quantitatively studies the usefulness of the proposed TUI system with respect to traditional lectures by deploying the system within a university computing degree. Evaluation analysis of the obtained results highlight a significant improvement in the students' abilities to grasp the abstract and complex notions of multi-threading, thus validating the potential of the proposed study
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