1,291 research outputs found

    Interaktion mit Medienfassaden : Design und Implementierung interaktiver Systeme für große urbane Displays

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    Media facades are a prominent example of the digital augmentation of urban spaces. They denote the concept of turning the surface of a building into a large-scale urban screen. Due to their enormous size, they require interaction at a distance and they have a high level of visibility. Additionally, they are situated in a highly dynamic urban environment with rapidly changing conditions, which results in settings that are neither comparable, nor reproducible. Altogether, this makes the development of interactive media facade installations a challenging task. This thesis investigates the design of interactive installations for media facades holistically. A theoretical analysis of the design space for interactive installations for media facades is conducted to derive taxonomies to put media facade installations into context. Along with this, a set of observations and guidelines is provided to derive properties of the interaction from the technical characteristics of an interactive media facade installation. This thesis further provides three novel interaction techniques addressing the form factor and resolution of the facade, without the need for additionally instrumenting the space around the facades. The thesis contributes to the design of interactive media facade installations by providing a generalized media facade toolkit for rapid prototyping and simulating interactive media facade installations, independent of the media facade’s size, form factor, technology and underlying hardware.Die wachsende Zahl an Medienfassenden ist ein eindrucksvolles Beispiel für die digitale Erweiterung des öffentlichen Raums. Medienfassaden beschreiben die Möglichkeit, die Oberfläche eines Gebäudes in ein digitales Display zu wandeln. Ihre Größe erfordert Interaktion aus einer gewissen Distanz und führt zu einer großen Sichtbarkeit der dargestellten Inhalte. Medienfassaden-Installationen sind bedingt durch ihre dynamische Umgebung nur schwerlich vergleich- und reproduzierbar. All dies macht die Entwicklung von Installationen für Medienfassaden zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Entwicklung interaktiver Installationen für Medienfassaden. Es wird eine theoretische Analyse des Design-Spaces interaktiver Medienfassaden-Installationen durchgeführt und es werden Taxonomien entwickelt, die Medienfassaden-Installationen in Bezug zueinander setzen. In diesem Zusammenhang werden ausgehend von den technischen Charakteristika Eigenschaften der Interaktion erarbeitet. Zur Interaktion mit Medienfassaden werden drei neue Interaktionstechniken vorgestellt, die Form und Auflösung der Fassade berücksichtigen, ohne notwendigerweise die Umgebung der Fassade zu instrumentieren. Die Ergebnisse dieser Arbeit verbessern darüber hinaus die Entwicklung von Installationen für Medienfassaden, indem ein einheitliches Medienfassaden-Toolkit zum Rapid-Prototyping und zur Simulation interaktiver Installationen vorgestellt wird, das unabhängig von Größe und Form der Medienfassade sowie unabhängig von der verwendeten Technologie und der zugrunde liegenden Hardware ist

    Spherical tangible user interfaces in mixed reality

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    The popularity of virtual reality (VR) and augmented reality (AR) has grown rapidly in recent years, both in academia and commercial applications. This is rooted in technological advances and affordable head-mounted displays (HMDs). Whether in games or professional applications, HMDs allow for immersive audio-visual experiences that transport users to compelling digital worlds or convincingly augment the real world. However, as true to life as these experiences have become in a visual and auditory sense, the question remains how we can model interaction with these virtual environments in an equally natural way. Solutions providing intuitive tangible interaction would bear the potential to fundamentally make the mixed reality (MR) spectrum more accessible, especially for novice users. Research on tangible user interfaces (TUIs) has pursued this goal by coupling virtual to real-world objects. Tangible interaction has been shown to provide significant advantages for numerous use cases. Spherical tangible user interfaces (STUIs) present a special case of these devices, mainly due to their ability to fully embody any spherical virtual content. In general, spherical devices increasingly transition from mere technology demonstrators to usable multi-modal interfaces. For this dissertation, we explore the application of STUIs in MR environments primarily by comparing them to state-of-the-art input techniques in four different contexts. Thus, investigating the questions of embodiment, overall user performance, and the ability of STUIs relying on their shape alone to support complex interaction techniques. First, we examine how spherical devices can embody immersive visualizations. In an initial study, we test the practicality of a tracked sphere embodying three kinds of visualizations. We examine simulated multi-touch interaction on a spherical surface and compare two different sphere sizes to VR controllers. Results confirmed our prototype's viability and indicate improved pattern recognition and advantages for the smaller sphere. Second, to further substantiate VR as a prototyping technology, we demonstrate how a large tangible spherical display can be simulated in VR. We show how VR can fundamentally extend the capabilities of real spherical displays by adding physical rotation to a simulated multi-touch surface. After a first study evaluating the general viability of simulating such a display in VR, our second study revealed the superiority of a rotating spherical display. Third, we present a concept for a spherical input device for tangible AR (TAR). We show how such a device can provide basic object manipulation capabilities utilizing two different modes and compare it to controller techniques with increasing hardware complexity. Our results show that our button-less sphere-based technique is only outperformed by a mode-less controller variant that uses physical buttons and a touchpad. Fourth, to study the intrinsic problem of VR locomotion, we explore two opposing approaches: a continuous and a discrete technique. For the first, we demonstrate a spherical locomotion device supporting two different locomotion paradigms that propel a user's first-person avatar accordingly. We found that a position control paradigm applied to a sphere performed mostly superior in comparison to button-supported controller interaction. For discrete locomotion, we evaluate the concept of a spherical world in miniature (SWIM) used for avatar teleportation in a large virtual environment. Results showed that users subjectively preferred the sphere-based technique over regular controllers and on average, achieved lower task times and higher accuracy. To conclude the thesis, we discuss our findings, insights, and subsequent contribution to our central research questions to derive recommendations for designing techniques based on spherical input devices and an outlook on the future development of spherical devices in the mixed reality spectrum.Die Popularität von Virtual Reality (VR) und Augmented Reality (AR) hat in den letzten Jahren rasant zugenommen, sowohl im akademischen Bereich als auch bei kommerziellen Anwendungen. Dies ist in erster Linie auf technologische Fortschritte und erschwingliche Head-Mounted Displays (HMDs) zurückzuführen. Ob in Spielen oder professionellen Anwendungen, HMDs ermöglichen immersive audiovisuelle Erfahrungen, die uns in fesselnde digitale Welten versetzen oder die reale Welt überzeugend erweitern. Doch so lebensecht diese Erfahrungen in visueller und auditiver Hinsicht geworden sind, so bleibt doch die Frage, wie die Interaktion mit diesen virtuellen Umgebungen auf ebenso natürliche Weise gestaltet werden kann. Lösungen, die eine intuitive, greifbare Interaktion ermöglichen, hätten das Potenzial, das Spektrum der Mixed Reality (MR) fundamental zugänglicher zu machen, insbesondere für Unerfahrene. Die Forschung an Tangible User Interfaces (TUIs) hat dieses Ziel durch das Koppeln virtueller und realer Objekte verfolgt und so hat sich gezeigt, dass greifbare Interaktion für zahlreiche Anwendungsfälle signifikante Vorteile bietet. Spherical Tangible User Interfaces (STUIs) stellen einen Spezialfall von greifbaren Interfaces dar, insbesondere aufgrund ihrer Fähigkeit, beliebige sphärische virtuelle Inhalte vollständig verkörpern zu können. Generell entwickeln sich sphärische Geräte zunehmend von reinen Technologiedemonstratoren zu nutzbaren multimodalen Instrumenten, die auf eine breite Palette von Interaktionstechniken zurückgreifen können. Diese Dissertation untersucht primär die Anwendung von STUIs in MR-Umgebungen durch einen Vergleich mit State-of-the-Art-Eingabetechniken in vier verschiedenen Kontexten. Dies ermöglicht die Erforschung der Bedeutung der Verkörperung virtueller Objekte, der Benutzerleistung im Allgemeinen und der Fähigkeit von STUIs, die sich lediglich auf ihre Form verlassen, komplexe Interaktionstechniken zu unterstützen. Zunächst erforschen wir, wie sphärische Geräte immersive Visualisierungen verkörpern können. Eine erste Studie ergründet die Praxistauglichkeit einer einfach konstruierten, getrackten Kugel, die drei Arten von Visualisierungen verkörpert. Wir testen simulierte Multi-Touch-Interaktion auf einer sphärischen Oberfläche und vergleichen zwei Kugelgrößen mit VR-Controllern. Die Ergebnisse bestätigten die Praxistauglichkeit des Prototyps und deuten auf verbesserte Mustererkennung sowie Vorteile für die kleinere Kugel hin. Zweitens, um die Validität von VR als Prototyping-Technologie zu bekräftigen, demonstrieren wir, wie ein großes, anfassbares sphärisches Display in VR simuliert werden kann. Es zeigt sich, wie VR die Möglichkeiten realer sphärischer Displays substantiell erweitern kann, indem eine simulierte Multi-Touch-Oberfläche um die Fähigkeit der physischen Rotation ergänzt wird. Nach einer ersten Studie, die die generelle Machbarkeit der Simulation eines solchen Displays in VR evaluiert, zeigte eine zweite Studie die Überlegenheit des drehbaren sphärischen Displays. Drittens präsentiert diese Arbeit ein Konzept für ein sphärisches Eingabegerät für Tangible AR (TAR). Wir zeigen, wie ein solches Werkzeug grundlegende Fähigkeiten zur Objektmanipulation unter Verwendung von zwei verschiedenen Modi bereitstellen kann und vergleichen es mit Eingabetechniken deren Hardwarekomplexität zunehmend steigt. Unsere Ergebnisse zeigen, dass die kugelbasierte Technik, die ohne Knöpfe auskommt, nur von einer Controller-Variante übertroffen wird, die physische Knöpfe und ein Touchpad verwendet und somit nicht auf unterschiedliche Modi angewiesen ist. Viertens, um das intrinsische Problem der Fortbewegung in VR zu erforschen, untersuchen wir zwei gegensätzliche Ansätze: eine kontinuierliche und eine diskrete Technik. Für die erste präsentieren wir ein sphärisches Eingabegerät zur Fortbewegung, das zwei verschiedene Paradigmen unterstützt, die einen First-Person-Avatar entsprechend bewegen. Es zeigte sich, dass das Paradigma der direkten Positionssteuerung, angewandt auf einen Kugel-Controller, im Vergleich zu regulärer Controller-Interaktion, die zusätzlich auf physische Knöpfe zurückgreifen kann, meist besser abschneidet. Im Bereich der diskreten Fortbewegung evaluieren wir das Konzept einer kugelförmingen Miniaturwelt (Spherical World in Miniature, SWIM), die für die Avatar-Teleportation in einer großen virtuellen Umgebung verwendet werden kann. Die Ergebnisse zeigten eine subjektive Bevorzugung der kugelbasierten Technik im Vergleich zu regulären Controllern und im Durchschnitt eine schnellere Lösung der Aufgaben sowie eine höhere Genauigkeit. Zum Abschluss der Arbeit diskutieren wir unsere Ergebnisse, Erkenntnisse und die daraus resultierenden Beiträge zu unseren zentralen Forschungsfragen, um daraus Empfehlungen für die Gestaltung von Techniken auf Basis kugelförmiger Eingabegeräte und einen Ausblick auf die mögliche zukünftige Entwicklung sphärischer Eingabegräte im Mixed-Reality-Bereich abzuleiten

    Digital factory – virtual reality environments for industrial training and maintenance

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    This study evaluates the use of virtual reality (VR) platforms, which is an integrated part of the digital factory for an industrial training and maintenance system. The digital factory-based VR platform provides an intuitive and immersive human–computer interface, which can be an efficient tool for industrial training and maintenance services. The outcomes from this study suggested that use of the VR platform for training and maintenance of complex industrial tasks should be encouraged and use of the VR platform for that purpose should be further evaluated. This paper highlighted the generic concept of the application of virtual reality technique within the digital factory to industrial maintenance and to build a low-cost VR application for a training and maintenance system. An application case on virtual reality technique in a power plant operations and maintenance is demonstrated within the scope of this research. Overall research implications on virtual reality concept in industrial applications are concluded with future research directions.fi=vertaisarvioitu|en=peerReviewed

    Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays

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    Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work

    Benefits & drawbacks of different means of interaction for placing objects above a video footage

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    Public Display Systems (PDS) increasingly have a greater presence in our cities. These systems provide information and advertising specifically tailored to audiences in spaces such as airports, train stations, and shopping centers. A large number of public displays are also being deployed for entertainment reasons. Sometimes designing and prototyping PDS come to be a laborious, complex and a costly task. This dissertation focuses on the design and evaluation of PDS at early development phases with the aim of facilitating low-effort, rapid design and the evaluation of interactive PDS. This study focuses on the IPED Toolkit. This tool proposes the design, prototype, and evaluation of public display systems, replicating real-world scenes in the lab. This research aims at identifying benefits and drawbacks on the use of different means to place overlays/virtual displays above a panoramic video footage, recorded at real-world locations. The means of interaction studied in this work are on the one hand the keyboard and mouse, and on the other hand the tablet with two different techniques of use. To carry out this study, an android application has been developed whose function is to allow users to interact with the IPED Toolkit using the tablet. Additionally, the toolkit has been modified and adapted to tablets by using different web technologies. Finally the users study makes a comparison about the different means of interaction

    Simulating ubiquitous computing environments

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    Dissertação de mestrado em Engenharia InformáticaUbiquitous computing (Ubicomp) technologies provide exciting new opportunities for enhancing physical spaces to support the needs and activities of people within them. The ability to develop such systems effectively will offer significant competitive advantage. Tools are required to predict problems related with use early in the design cycle. At the Department of Informatics in the University of Minho the rApid Prototyping for user EXperience (APEX) framework is being developed. This framework allows a rapid prototyping and simulation of ubiquitous environments. The goal of APEX is to ease the creation of immersive prototypes of ubiquitous environments, so that they can be realistically explored by the users. These prototypes enable the early evaluation of how users will experience the ubiquitous environment. This dissertation presents a state of the art in ubicomp simulation platforms. It also presents a study that defines analysis dimensions for immersive prototyping based on 3D simulation. Thus providing a framework to guide the alignment between specific evaluation goals and particular prototype properties. The focus of this dissertation is on creating two virtual environments based on real environments, with the goal of supporting the usability testing of those environments. These tests aim to assess aspects such as people’s reaction in virtual environments, assessing the ubiquitous environments created, and analyzing if these ubiquitous environments can provide a rich and desirable experience to users (based on user satisfaction when interacting with the system). Results indicate that indeed APEX can be used to provide early feedback on the design of ubiquitous computing environments.As tecnologias de computação ubíqua (ubicomp) oferecem novas oportunidades para enriquecer espaços físicos de modo a suportar as necessidades e actividades das pessoas dentro desses espaços. A capacidade para desenvolver sistemas eficientes irá fornecer uma vantagem competitiva significativa. Assim, são necessárias ferramentas para prever problemas relacionados com a sua utilização desde as fases iniciais do projecto de desenvolvimento. No Departamento de Informática da Universidade do Minho está a ser desenvolvido a plataforma APEX (rApid Prototyping for user EXperience). Esta plataforma permite a prototipagem rápida de ambientes ubíquos por simulação através de ambientes virtuais 3D. O objectivo da framework APEX é facilitar a criação de protótipos de ambientes ubíquos que possam ser explorados de forma imersiva pelos utilizadores. Esta dissertação apresenta o estado da arte em plataformas de simulação de computação ubíqua. Também é apresentado um estudo que define dimensões de análise para a prototipagem imersiva com simulações 3D. Fornecendo, assim, um enquadramento que permite guiar o alinhamento de objectivos específicos de avaliação e propriedades específicas de protótipos. A dissertação tem como objectivo principal a construção de dois ambientes virtuais baseados em ambientes reais, tendo em vista a realização de testes de usabilidade sobre eles. Estes testes visam avaliar aspectos como a reacção das pessoas em ambientes virtuais, a qualidade dos ambientes ubíquos tal como modelados e analisar se os ambientes ubíquos criados conseguem fornecer uma experiência rica e desejável ao utilizador (baseado-nos na satisfação do utilizador ao interagir com o sistema). Os resultados obtidos indicam que a APEX pode, de facto, ser utilizada para criar e avaliar protótipos de ambientes de computação ubíqua

    AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures

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    AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air - with 2-5 armatures poseable in 7DoF within the same workspace - to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. We explore flexible physical arrangement, feedforward of transition options, and layering of devices in-air across a variety of multi-device app scenarios. These include video conferencing with flexible arrangement of the person-space of multiple remote participants around a shared task-space, layered and tiled device formations with overview+detail and shared-to-personal transitions, and flexible composition of UI panels and tool palettes across devices for productivity applications. A preliminary interview study highlights user reactions to AirConstellations, such as for minimally disruptive device formations, easier physical transitions, and balancing "seeing and being seen"in remote work

    Exploring 3D Chemical Plant Using VRML

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    The research project focused on how virtual reality could create an immersive environment and improve in designing a chemical plant. The main problem is the difficulties in designing chemical plant since 2D plant layout cannot provide the real walking-through. The aim of this project is to develop and design 3D Chemical Plant which allows users to explore the virtual plant environment freely. The objectives of this project are to design and develop 3D Chemical Plant in the virtual environment; to enable user to walkthrough the chemical plant; and at the same time evaluate the effectiveness of the implementation of 3D Chemical Plant. In completion the project, the framework used is based on the waterfall modeling theory. This study also examines the structure and existing use of VRML (International standard for 3D modelling on the internet) in constmction and architectural practice as a means of investigating its role and potential for extensible construction information visualization in chemical plant. The phases involved in the framework used for project development is the initiation phase, design specification, project development, integration and testing and lastly project implementation. Developments tools have been used in the project are VRML and 3D Max 6. As a result from the evaluation conducted, the mean of 3.5 from level of satisfaction ranking shows that mostly the evaluators are satisfied with the project and feel that the realism of 3D chemical plant and suitability of color and textures will improve the designing of chemical plant in virtual environment. As conclusion, the research project show that VR!VE are very useful and give a good impact for the chemical Engineer in designing a chemical plant
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