609 research outputs found

    Image Retrieval within Augmented Reality

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    Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden fĂŒr beide Forschungsbereiche dargelegt und genutzt, um Designziele fĂŒr Konzepte zu entwerfen. Eine Taxonomie fĂŒr Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen fĂŒr Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen fĂŒr Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte fĂŒr Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsĂ€tzlich positiv aufgenommen wurde und bietet Erkenntnisse ĂŒber unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der DurchfĂŒhrung von Image Retrieval in der erweiterten RealitĂ€t.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 DeïŹnition of Image Retrieval 2.1.2 ClassiïŹcation of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 DeïŹnition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query SpeciïŹcation 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query SpeciïŹcation 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further WorkThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identiïŹed for both ïŹelds of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 DeïŹnition of Image Retrieval 2.1.2 ClassiïŹcation of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 DeïŹnition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query SpeciïŹcation 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query SpeciïŹcation 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Wor

    ATTACKS AND COUNTERMEASURES FOR WEBVIEW ON MOBILE SYSTEMS

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    ABSTRACT All the mainstream mobile operating systems provide a web container, called ``WebView\u27\u27. This Web-based interface can be included as part of the mobile application to retrieve and display web contents from remote servers. WebView not only provides the same functionalities as web browser, more importantly, it enables rich interactions between mobile apps and webpages loaded inside WebView. Through its APIs, WebView enables the two-way interaction. However, the design of WebView changes the landscape of the Web, especially from the security perspective. This dissertation conducts a comprehensive and systematic study of WebView\u27s impact on web security, with a particular focus on identifying its fundamental causes. This dissertation discovers multiple attacks on WebView, and proposes new protection models to enhance the security of WebView. The design principles of these models are also described as well as the prototype implementation in Android platform. Evaluations are used to demonstrate the effectiveness and performance of these protection models

    Phrasing Bimanual Interaction for Visual Design

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    Architects and other visual thinkers create external representations of their ideas to support early-stage design. They compose visual imagery with sketching to form abstract diagrams as representations. When working with digital media, they apply various visual operations to transform representations, often engaging in complex sequences. This research investigates how to build interactive capabilities to support designers in putting together, that is phrasing, sequences of operations using both hands. In particular, we examine how phrasing interactions with pen and multi-touch input can support modal switching among different visual operations that in many commercial design tools require using menus and tool palettes—techniques originally designed for the mouse, not pen and touch. We develop an interactive bimanual pen+touch diagramming environment and study its use in landscape architecture design studio education. We observe interesting forms of interaction that emerge, and how our bimanual interaction techniques support visual design processes. Based on the needs of architects, we develop LayerFish, a new bimanual technique for layering overlapping content. We conduct a controlled experiment to evaluate its efficacy. We explore the use of wearables to identify which user, and distinguish what hand, is touching to support phrasing together direct-touch interactions on large displays. From design and development of the environment and both field and controlled studies, we derive a set methods, based upon human bimanual specialization theory, for phrasing modal operations through bimanual interactions without menus or tool palettes

    Exploring the use of mobile multi-media to support connectedness

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.Includes bibliographical references (p. 73-75).The practical demands of modern life obligate people to spend time physically seperated from the people they care about. To cope, people turn to communications technology like the telephone, e-mail, and instant messaging (IM) to maintain a connection with social contacts. These communication modalities are limited in their ability to provide social-connectedness by their failure to balance expressiveness, overhead, and social obligation. Clique Here is a mobile communications platform that attempts to address this limitation and support a higher degree of social-connectedness by complementing mobile telephone capability with media rich awareness and multiple lightweight communication modes. The Clique Here system consists of a mobile client, implemented on a camera embedded mobile handset, a home client, implemented on a wireless web tablet, and communication between clients is facillitated by an application server.by Joseph Edmund Corral.M.Eng

    Prospects of Mobile Search

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    Search faces (at least) two major challenges. One is to improve efficiency of retrieving relevant content for all digital formats (images, audio, video, 3D shapes, etc). The second is making relevant information retrievable in a range of platforms, particularly in high diffusion ones as mobiles. The two challenges are interrelated but distinct. This report aims at assessing the potential of future Mobile Search. Two broad groups of search-based applications can be identified. The first one is the adaptation and emulation of web search processes and services to the mobile environment. The second one is services exploiting the unique features of the mobile devices and the mobile environments. Examples of these context-aware services include location-based services or interfacing to the internet of things (RFID networks). The report starts by providing an introduction to mobile search. It highlights differences and commonalities with search technologies on other platforms (Chapter 1). Chapter 2 is devoted to the supply side of mobile search markets. It describes mobile markets, presents key figures and gives an outline of main business models and players. Chapter 3 is dedicated to the demand side of the market. It studies usersÂż acceptance and demand using the results on a case study in Sweden. Chapter 4 presents emerging trends in technology and markets that could shape mobile search. It is the author's view after discussing with many experts. One input to this discussion was the analysis of on forward-looking scenarios for mobile developed by the authors (Chapter 5). Experts were asked to evaluate these scenarios. Another input was a questionnaire to which 61 experts responded. Drivers, barriers and enablers for mobile search have been synthesised into SWOT analysis. The report concludes with some policy recommendations in view of the likely socio-economic implications of mobile search in Europe.JRC.DG.J.4-Information Societ

    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

    Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

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    Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations.Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstĂŒtzt. Graph-Visualisierungen sind dabei eine spezielle Variante der DatenreprĂ€sentation, deren Nutzen in vielerlei AnwendungsfĂ€llen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen AnsĂ€tze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporĂ€r die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel VergrĂ¶ĂŸerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von KantenĂŒberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug fĂŒr einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit prĂ€sentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die FunktionalitĂ€t als auch fĂŒr die Interaktion an großen, vertikalen Displays. Insbesondere trĂ€gt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natĂŒrliche Interaktion mit unterschiedlichen ModalitĂ€ten zu unterstĂŒtzen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken fĂŒr die natĂŒrliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch MobilgerĂ€te vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage fĂŒr diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. ZusĂ€tzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion fĂŒr Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen DisplaywĂ€nden belegt durch empirische Nutzerstudien

    Designing a Pattern, Darkly

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    There is growing academic, regulatory, and legislative interest in “dark patterns”—digital design practices that influence user behavior in ways that may not align with users’ interests. For instance, websites may present information in ways that influence user decisions, or use design elements that make it easier for users to engage in one behavior (e.g., purchasing the items in a shopping cart) than another (e.g., reviewing the items in that shopping cart). The general thrust of this interest is that dark patterns are problematic and require regulatory or legislative action. While acknowledging that many concerns about dark patterns are legitimate, this Article discusses the more nuanced reality about “patterns,” that design is, simply, hard. All design influences user behavior, sometimes in positive ways, sometimes in negative, sometimes deliberately, sometimes not. This Article argues for a more cautionary approach to addressing the concerns of dark patterns. The most problematic uses of dark patterns almost certainly run afoul of existing consumer protection law. That authority––not new, broader rules—should be the first recourse to addressing these concerns. Beyond that, this is an area where the marketplace––including the design professionals working to improve User Interface and User Experience design practices––should be allowed to continue to develop, but with the understanding that Congress and regulators have a keen interest in ensuring that consumer interests are reflected in those practices

    Applying touch gesture to improve application accessing speed on mobile devices.

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    The touch gesture shortcut is one of the most significant contributions to Human-Computer Interaction (HCI). It is used in many fields: e.g., performing web browsing tasks (i.e., moving to the next page, adding bookmarks, etc.) on a smartphone, manipulating a virtual object on a tabletop device and communicating between two touch screen devices. Compared with the traditional Graphic User Interface (GUI), the touch gesture shortcut is more efficient, more natural, it is intuitive and easier to use. With the rapid development of smartphone technology, an increasing number of data items are showing up in users’ mobile devices, such as contacts, installed apps and photos. As a result, it has become troublesome to find a target item on a mobile device with traditional GUI. For example, to find a target app, sliding and browsing through several screens is a necessity. This thesis addresses this challenge by proposing two alternative methods of using a touch gesture shortcut to find a target item (an app, as an example) in a mobile device. Current touch gesture shortcut methods either employ a universal built-in system- defined shortcut template or a gesture-item set, which is defined by users before using the device. In either case, the users need to learn/define first and then recall and draw the gesture to reach the target item according to the template/predefined set. Evidence has shown that compared with GUI, the touch gesture shortcut has an advantage when performing several types of tasks e.g., text editing, picture drawing, audio control, etc. but it is unknown whether it is quicker or more effective than the traditional GUI for finding target apps. This thesis first conducts an exploratory study to understand user memorisation of their Personalized Gesture Shortcuts (PGS) for 15 frequently used mobile apps. An experiment will then be conducted to investigate (1) the users’ recall accuracy on the PGS for finding both frequently and infrequently used target apps, (2) and the speed by which users are able to access the target apps relative to GUI. The results show that the PGS produced a clear speed advantage (1.3s faster on average) over the traditional GUI, while there was an approximate 20% failure rate due to unsuccessful recall on the PGS. To address the unsuccessful recall problem, this thesis explores ways of developing a new interactive approach based on the touch gesture shortcut but without requiring recall or having to be predefined before use. It has been named the Intelligent Launcher in this thesis, and it predicts and launches any intended target app from an unconstrained gesture drawn by the user. To explore how to achieve this, this thesis conducted a third experiment to investigate the relationship between the reasons underlying the user’s gesture creation and the gesture shape (handwriting, non-handwriting or abstract) they used as their shortcut. According to the results, unlike the existing approaches, the thesis proposes that the launcher should predict the users’ intended app from three types of gestures. First, the non-handwriting gestures via the visual similarity between it and the app’s icon; second, the handwriting gestures via the app’s library name plus functionality; and third, the abstract gestures via the app’s usage history. In light of these findings mentioned above, we designed and developed the Intelligent Launcher, which is based on the assumptions drawn from the empirical data. This thesis introduces the interaction, the architecture and the technical details of the launcher. How to use the data from the third experiment to improve the predictions based on a machine learning method, i.e., the Markov Model, is described in this thesis. An evaluation experiment, shows that the Intelligent Launcher has achieved user satisfaction with a prediction accuracy of 96%. As of now, it is still difficult to know which type of gesture a user tends to use. Therefore, a fourth experiment, which focused on exploring the factors that influence the choice of touch gesture shortcut type for accessing a target app is also conducted in this thesis. The results of the experiment show that (1) those who preferred a name-based method used it more consistently and used more letter gestures compared with those who preferred the other three methods; (2) those who preferred the keyword app search method created more letter gestures than other types; (3) those who preferred an iOS system created more drawing gestures than other types; (4) letter gestures were more often used for the apps that were used frequently, whereas drawing gestures were more often used for the apps that were used infrequently; (5) the participants tended to use the same creation method as the preferred method on different days of the experiment. This thesis contributes to the body of Human-Computer Interaction knowledge. It proposes two alternative methods which are more efficient and flexible for finding a target item among a large number of items. The PGS method has been confirmed as being effective and has a clear speed advantage. The Intelligent Launcher has been developed and it demonstrates a novel way of predicting a target item via the gesture user’s drawing. The findings concerning the relationship between the user’s choice of gesture for the shortcut and some of the individual factors have informed the design of a more flexible touch gesture shortcut interface for ”target item finding” tasks. When searching for different types of data items, the Intelligent Launcher is a prototype for finding target apps since the variety in visual appearance of an app and its functionality make it more difficult to predict than other targets, such as a standard phone setting, a contact or a website. However, we believe that the ideas that have been presented in this thesis can be further extended to other types of items, such as videos or photos in a Photo Library, places on a map or clothes in an online store. What is more, this study also leads the way in tackling the advantage of a machine learning method in touch gesture shortcut interactions

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird
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