220 research outputs found

    EyePACT: eye-based parallax correction on touch-enabled interactive displays

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    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

    AirLogic:Embedding Pneumatic Computation and I/O in 3D Models to Fabricate Electronics-Free Interactive Objects

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    Researchers have developed various tools and techniques towards the vision of on-demand fabrication of custom, interactive devices. Recentwork has 3D-printed artefacts like speakers, electromagnetic actuators, and hydraulic robots. However, these are non-trivial to instantiate as they require post-fabrication mechanical- or electronic assembly. We introduce AirLogic: a technique to create electronics-free, interactive objects by embedding pneumatic input, logic processing, and output widgets in 3D-printable models. AirLogic devices can perform basic computation on user inputs and create visible, audible, or haptic feedback; yet they do not require electronic circuits, physical assembly, or resetting between uses. Our library of 13 exemplar widgets can embed AirLogic-style computational capabilities in existing 3D models. We evaluate our widgets' performance-quantifying the loss of airfow (1) in each widget type, (2) based on printing orientation, and (3) from internal object geometry. Finally, we present fve applications that illustrate AirLogic's potential

    3D Printing Magnetophoretic Displays

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    We present a pipeline for printing interactive and always-on magnetophoretic displays using affordable Fused Deposition Modeling (FDM) 3D printers. Using our pipeline, an end-user can convert the surface of a 3D shape into a matrix of voxels. The generated model can be sent to an FDM 3D printer equipped with an additional syringe-based injector. During the printing process, an oil and iron powder-based liquid mixture is injected into each voxel cell, allowing the appearance of the once-printed object to be editable with external magnetic sources. To achieve this, we made modifications to the 3D printer hardware and the firmware. We also developed a 3D editor to prepare printable models. We demonstrate our pipeline with a variety of examples, including a printed Stanford bunny with customizable appearances, a small espresso mug that can be used as a post-it note surface, a board game figurine with a computationally updated display, and a collection of flexible wearable accessories with editable visuals

    Opisthenar : hand poses and finger tapping recognition by observing back of hand using embedded wrist camera

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    We introduce a vision-based technique to recognize static hand poses and dynamic finger tapping gestures. Our approach employs a camera on the wrist, with a view of the opisthenar (back of the hand) area. We envisage such cameras being included in a wrist-worn device such as a smartwatch, fitness tracker or wristband. Indeed, selected off-the-shelf smartwatches now incorporate a built-in camera on the side for photography purposes. However, in this configuration, the fingers are occluded from the view of the camera. The oblique angle and placement of the camera make typical vision-based techniques difficult to adopt. Our alternative approach observes small movements and changes in the shape, tendons, skin and bones on the opisthenar area. We train deep neural networks to recognize both hand poses and dynamic finger tapping gestures. While this is a challenging configuration for sensing, we tested the recognition with a real-time user test and achieved a high recognition rate of 89.4% (static poses) and 67.5% (dynamic gestures). Our results further demonstrate that our approach can generalize across sessions and to new users. Namely, users can remove and replace the wrist-worn device while new users can employ a previously trained system, to a certain degree. We conclude by demonstrating three applications and suggest future avenues of work based on sensing the back of the hand.Postprin

    Brave New GES World:A Systematic Literature Review of Gestures and Referents in Gesture Elicitation Studies

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    How to determine highly effective and intuitive gesture sets for interactive systems tailored to end users’ preferences? A substantial body of knowledge is available on this topic, among which gesture elicitation studies stand out distinctively. In these studies, end users are invited to propose gestures for specific referents, which are the functions to control for an interactive system. The vast majority of gesture elicitation studies conclude with a consensus gesture set identified following a process of consensus or agreement analysis. However, the information about specific gesture sets determined for specific applications is scattered across a wide landscape of disconnected scientific publications, which poses challenges to researchers and practitioners to effectively harness this body of knowledge. To address this challenge, we conducted a systematic literature review and examined a corpus of N=267 studies encompassing a total of 187, 265 gestures elicited from 6, 659 participants for 4, 106 referents. To understand similarities in users’ gesture preferences within this extensive dataset, we analyzed a sample of 2, 304 gestures extracted from the studies identified in our literature review. Our approach consisted of (i) identifying the context of use represented by end users, devices, platforms, and gesture sensing technology, (ii) categorizing the referents, (iii) classifying the gestures elicited for those referents, and (iv) cataloging the gestures based on their representation and implementation modalities. Drawing from the findings of this review, we propose guidelines for conducting future end-user gesture elicitation studies

    Learning Visual Importance for Graphic Designs and Data Visualizations

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    Knowing where people look and click on visual designs can provide clues about how the designs are perceived, and where the most important or relevant content lies. The most important content of a visual design can be used for effective summarization or to facilitate retrieval from a database. We present automated models that predict the relative importance of different elements in data visualizations and graphic designs. Our models are neural networks trained on human clicks and importance annotations on hundreds of designs. We collected a new dataset of crowdsourced importance, and analyzed the predictions of our models with respect to ground truth importance and human eye movements. We demonstrate how such predictions of importance can be used for automatic design retargeting and thumbnailing. User studies with hundreds of MTurk participants validate that, with limited post-processing, our importance-driven applications are on par with, or outperform, current state-of-the-art methods, including natural image saliency. We also provide a demonstration of how our importance predictions can be built into interactive design tools to offer immediate feedback during the design process

    Grand Challenges in Shape-Changing Interface Research

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    Shape-changing interfaces have emerged as an new method for interacting with computers, using dynamic changes in a device’s physical shape for input and output. With the advances of research into shape-changing interfaces, we see a need to synthesize the main, open research questions. The purpose of this synthesis is to formulate common challenges across the diverse fields engaged in shape-change research, to facilitate progression from single prototypes and individual design explorations to grander scientific goals, and to draw attention to challenges that come with maturity, including those concerning ethics, theory-building, and societal impact. In this article we therefore present 12 grand challenges for research on shape-changing interfaces, derived from a three-day workshop with 25 shape-changing interface experts with backgrounds in design, computer science, human-computer interaction, engineering, robotics, and material science

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Demo: Spatial augmented reality for physical drawing

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    International audienceSpatial augmented reality (SAR) makes possible the projection of virtual environments into the real world. In this demo, we propose to demonstrate our SAR tools dedicated to the creation of physical drawings. From the most simple tools: the projection on virtual guidelines enabling to trace lines and curves to more advanced techniques enabling stereoscopic drawing through the projection of a 3D scene. This demo presents how we can use computer graphics tools to ease the drawing, and how it will enable new kinds of physical drawings
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