7,095 research outputs found

    Teegi: Tangible EEG Interface

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    We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.Comment: to appear in UIST-ACM User Interface Software and Technology Symposium, Oct 2014, Honolulu, United State

    Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments

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    Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of cooperation, multi-user object manipulation has rarely been studied. This paper describes a behavioral experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object were integrated together either symmetrically or asymmetrically. The former only allowed the common component of participants' actions to take place, but the latter used the mean. Symmetric action integration was superior for sections of the task when both participants had to perform similar actions, but if participants had to move in different ways (e.g., one maneuvering themselves through a narrow opening while the other traveled down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the reduction in performance caused by having to cooperate with another person)

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    Friction surfaces: scaled ray-casting manipulation for interacting with 2D GUIs

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    The accommodation of conventional 2D GUIs with Virtual Environments (VEs) can greatly enhance the possibilities of many VE applications. In this paper we present a variation of the well-known ray-casting technique for fast and accurate selection of 2D widgets over a virtual window immersed into a 3D world. The main idea is to provide a new interaction mode where hand rotations are scaled down so that the ray is constrained to intersect the active virtual window. This is accomplished by changing the control-display ratio between the orientation of the user’s hand and the ray used for selection. Our technique uses a curved representation of the ray providing visual feedback of the orientation of both the input device and the selection ray. The users’ feeling is that they control a flexible ray that gets curved as it moves over a virtual friction surface defined by the 2D window. We have implemented this technique and evaluated its effectiveness in terms of accuracy and performance. Our experiments on a four-sided CAVE indicate that the proposed technique can increase the speed and accuracy of component selection in 2D GUIs immersed into 3D worlds.Peer ReviewedPostprint (author’s final draft

    I\u27m Very Much Myself : The Construction and Communication of ASMRtist Identities

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    YouTube is an online space where people can form a self-presentation strategy and construct an identity through a personal channel. The Autonomous Sensory Meridian Response (ASMR) is a physiological response that has been described as tingles. Individuals on YouTube have created a multitude of ASMR videos to induce these feelings. In these videos, the creators tend to whisper into the microphone, softly touch the camera with their hands or props, or act out a particularly relaxing situation, such as a massage or haircut. This study examines ASMR videos and ASMR content creators as they construct and communicate their identities through their ASMR videos and their YouTube channels. Using Hecht et al.\u27s (2005) communication theory of identity, this study focused on the ways that content creators use their YouTube channels to construct and communicate their online identities. Through a content analysis, virtual ethnography, and interviews, this study discovered common themes in ASMR videos and several strategies in which ASMR content creators use to communicate their ASMR identities. I conclude that ASMR content creators use the layers of CTI to enact authenticity to legitimate and communicate their ASMR identity

    What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games: Revised and Commented Edition

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    What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? The author examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, the author argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch

    Tangible user interface integration in engineering

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    International audienceIn this paper we describe the 1 design and the development of two specific tangible user interface (TUI) platforms.Theaimof thefirst oneis to support computer aided design (CAD) parts assembly operations in the mechanical product domain.Theaimof the second one is mainly designed to help stakeholders during the task of validation of subsoil model in the field of geosciences. In this paper, we propose a design methodology of the tangible parts (also called props) based on our previous experiences in TUI development. This methodology is mainly based on multidisciplinary work and user tests and we assume that this process is reproducible

    Grasping the Void: Immersion Tactics Using Gesture Controlled Physics Interaction Systems in Virtual Reality

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    This thesis uses the HTC Vive in Unity to compare two different types of object interaction systems in order to determine the effectiveness of physics based interaction systems in a virtual environment. The research problem that motivates this project is the fact that there is no standardized method for defining successful object interaction techniques in VR. There are numerous interaction techniques in VR that fall short of simulating realistic object interaction. This project explores a physics based interaction system and examines how effective it is by comparing it to a non-physics based system. A model house with various interactable objects is created to compare the two interaction systems. The first system, the naive interaction system, parents an object to the controller model, allowing the user to pick up and throw things in a very simple fashion. This system is compared to a physics based Newtonian system that takes into account mass and velocity during object interactions. The Newtonian system promotes a much deeper sense of immersion for a user due to how accurately the system simulates real life physical interactions. It is clear that creating a high level of mental and physical presence is crucial for a VR experience. Object interaction systems are an integral component of a VR experience that directly contribute to the realism and levels of virtual presence that a user achieves within a virtual environment. The results of this project conclude that physics based interaction systems provide levels of realism and immersion that the naive systems currently cannot achieve The results of this project are beneficial because they demonstrate the positive impact physics based interaction systems have on a VR experience and the need for improved physics systems for the future of VR development
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