9 research outputs found
Kin'touch: understanding how visually impaired people explore tactile maps
International audienceTactile or interactive maps are largely used as an orientation aid for visually impaired people. Yet, little is known about haptic exploration strategies and their influence on the resultant cognitive mapping. We have designed a prototype with the potential to automatically analyze different users' exploration strategies. This prototype integrates data from the MS Kinect camera and a multi-touch table. It registers location of hands and digits on a tactile map. Results of preliminary studies show that this approach is promising
What Caused that Touch? Expressive Interaction with a Surface through Fiduciary-Tagged Gloves
The hand has incredible potential as an expressive input device. Yet most touch technologies imprecisely recognize limited hand parts (if at all), usually by inferring the hand part from the touch shapes. We introduce the fiduciarytagged glove as a reliable, inexpensive, and very expressive way to gather input about: (a) many parts of a hand (fingertips, knuckles, palms, sides, backs of the hand), and (b) to discriminate between one personâs or multiple peoplesâ hands. Examples illustrate the interaction power gained by being able to identify and exploit these various hand parts. ACM Classification: H5.2 [Information interfaces an
Usage and recognition of finger orientation for multi-touch tabletop interaction
Abstract. Building on the observation that finger orientation is an inherent part of human's interaction in the real world, exploiting finger orientation for multitouch tabletop interaction would facilitate more natural interaction techniques. We motivate this by means of examples where the finger orientation improves or enriches interaction. Afterwards, we present a simple and fast approach to detect the finger orientation reliably for multi-touch tabletop interaction. The steps involved are computationally cheap and therefore suit the needs of tracking software operating under time-critical conditions. We show that the presented approach enables the detection of finger orientation also for fingers that touch the tabletop surface only slightly. Further, recognition rates on real data gained from the camera within a multi-touch tabletop are presented in order to give a measure for the precision and reliability of the presented approach
AUGMENTED TOUCH INTERACTIONS WITH FINGER CONTACT SHAPE AND ORIENTATION
Touchscreen interactions are far less expressive than the range of touch that human hands are capable of - even considering technologies such as multi-touch and force-sensitive surfaces. Recently, some touchscreens have added the capability to sense the actual contact area of a finger on the touch surface, which provides additional degrees of freedom - the size and shape of the touch, and the finger's orientation. These additional sensory capabilities hold promise for increasing the expressiveness of touch interactions - but little is known about whether users can successfully use the new degrees of freedom. To provide this baseline information, we carried out a study with a finger-contact-sensing touchscreen, and asked participants to produce a range of touches and gestures with different shapes and orientations, with both one and two fingers. We found that people are able to reliably produce two touch shapes and three orientations across a wide range of touches and gestures - a result that was confirmed in another study that used the augmented touches for a screen lock application
Stereoscopic bimanual interaction for 3D visualization
Virtual Environments (VE) are being widely used in various research fields for several decades such as 3D visualization, education, training and games. VEs have the potential to enhance the visualization and act as a general medium for human-computer interaction (HCI). However, limited research has evaluated virtual reality (VR) display technologies, monocular and binocular depth cues, for human depth perception of volumetric (non-polygonal) datasets. In addition, a lack of standardization of three-dimensional (3D) user interfaces (UI) makes it challenging to interact with many VE systems.
To address these issues, this dissertation focuses on evaluation of effects of stereoscopic and head-coupled displays on depth judgment of volumetric dataset. It also focuses on evaluation of a two-handed view manipulation techniques which support simultaneous 7 degree-of-freedom (DOF) navigation (x,y,z + yaw,pitch,roll + scale) in a multi-scale virtual environment (MSVE). Furthermore, this dissertation evaluates auto-adjustment of stereo view parameters techniques for stereoscopic fusion problems in a MSVE. Next, this dissertation presents a bimanual, hybrid user interface which combines traditional tracking devices with computer-vision based "natural" 3D inputs for multi-dimensional visualization in a semi-immersive desktop VR system. In conclusion, this dissertation provides a guideline for research design for evaluating UI and interaction techniques
Expanding tangible tabletop interfaces beyond the display
Lâaugment
de
popularitat
de
les
taules
i
superfĂcies
interactives
estĂ
impulsant
la
recerca
i
la
innovaciĂł
en
una
gran
varietat
dâĂ rees,
incloent-Ââhi
maquinari,
programari,
disseny
de
la
interacciĂł
i
noves
tĂšcniques
dâinteracciĂł.
Totes,
amb
lâobjectiu
de
promoure
noves
interfĂcies
dotades
dâun
llenguatge
més
ric,
potent
i
natural.
Entre
totes
aquestes
modalitats,
la
interacciĂł
combinada
a
sobre
i
per
damunt
de
la
superfĂcie
de
la
taula
mitjançant
tangibles
i
gestos
Ă©s
actualment
una
Ă rea
molt
prometedora.
Aquest
document
tracta
dâexpandir
les
taules
interactives
més
enllĂ
de
la
superfĂcie
per
mitjĂ
de
lâexploraciĂł
i
el
desenvolupament
dâun
sistema
o
dispositiu
enfocat
des
de
tres
vessants
diferents:
maquinari,
programari
i
disseny
de
la
interacciĂł.
Durant
lâinici
dâaquest
document
sâestudien
i
es
resumeixen
els
diferents
trets
caracterĂstics
de
les
superfĂcies
interactives
tangibles
convencionals
o
2D
i
es
presenten
els
treballs
previs
desenvolupats
per
lâautor
en
solucions
de
programari
que
acaben
resultant
en
aplicacions
que
suggereixen
lâĂșs
de
la
tercera
dimensiĂł
a
les
superfĂcies
tangibles.
Seguidament,
es
presenta
un
repĂ s
del
maquinari
existent
en
aquest
tipus
dâinterfĂcies
per
tal
de
concebre
un
dispositiu
capaç
de
detectar
gestos
i
generar
visuals
per
sobre
de
la
superfĂcie,
per
introduir
els
canvis
realitzats
a
un
dispositiu
existent,
desenvolupat
i
cedit
per
Microsoft
Reseach
Cambridge.
Per
tal
dâexplotar
tot
el
potencial
dâaquest
nou
dispositiu,
es
desenvolupa
un
nou
sistema
de
visiĂł
per
ordinador
que
estén
el
seguiment
dâobjectes
i
mans
en
una
superfĂcie
2D
a
la
detecciĂł
de
mans,
dits
i
etiquetes
amb
sis
graus
de
llibertat
per
sobre
la
superfĂcie
incloent-Ââhi
la
interacciĂł
tangible
i
tĂ ctil
convencional
a
la
superfĂcie.
Finalment,
es
presenta
una
eina
de
programari
per
a
generar
aplicacions
per
al
nou
sistema
i
es
presenten
un
seguit
dâaplicacions
per
tal
de
provar
tot
el
desenvolupament
generat
al
llarg
de
la
tesi
que
es
conclou
presentant
un
seguit
de
gestos
tant
a
la
superfĂcie
com
per
sobre
dâaquesta
i
situant-Ââlos
en
una
nova
classificaciĂł
que
alhora
recull
la
interacciĂł
convencional
2D
i
la
interacciĂł
estesa
per
damunt
de
la
superfĂcie
desenvolupada.The
rising
popularity
of
interactive
tabletops
and
surfaces
is
spawning
research
and
innovation
in
a
wide
variety
of
areas,
including
hardware
and
software
technologies,
interaction
design
and
novel
interaction
techniques,
all
of
which
seek
to
promote
richer,
more
powerful
and
more
natural
interaction
modalities.
Among
these
modalities,
combined
interaction
on
and
above
the
surface,
both
with
gestures
and
with
tangible
objects,
is
a
very
promising
area.
This
dissertation
is
about
expanding
tangible
and
tabletops
surfaces
beyond
the
display
by
exploring
and
developing
a
system
from
the
three
different
perspectives:
hardware,
software,
and
interaction
design.
This
dissertation,
studies
and
summarizes
the
distinctive
affordances
of
conventional
2D
tabletop
devices,
with
a
vast
literature
review
and
some
additional
use
cases
developed
by
the
author
for
supporting
these
findings,
and
subsequently
explores
the
novel
and
not
yet
unveiled
potential
affordances
of
3D-Ââaugmented
tabletops.
It
overviews
the
existing
hardware
solutions
for
conceiving
such
a
device,
and
applies
the
needed
hardware
modifications
to
an
existing
prototype
developed
and
rendered
to
us
by
Microsoft
Research
Cambridge.
For
accomplishing
the
interaction
purposes,
it
is
developed
a
vision
system
for
3D
interaction
that
extends
conventional
2D
tabletop
tracking
for
the
tracking
of
hand
gestures,
6DoF
markers
and
on-Ââsurface
finger
interaction.
It
finishes
by
conceiving
a
complete
software
framework
solution,
for
the
development
and
implementation
of
such
type
of
applications
that
can
benefit
from
these
novel
3D
interaction
techniques,
and
implements
and
test
several
software
prototypes
as
proof
of
concepts,
using
this
framework.
With
these
findings,
it
concludes
presenting
continuous
tangible
interaction
gestures
and
proposing
a
novel
classification
for
3D
tangible
and
tabletop
gestures
3D-Modellierung mit interaktiven OberflÀchen
3D models are at the core of many important applications from industry, science, and also entertainment. The creation of 3D models is a complex and time consuming process. Current modeling tools are hard to learn and require a deep understanding of the underlying mathematical models. Furthermore, established input devices like the mouse and keyboard do not utilize the full interaction potential -- especially regarding bimanual control -- of the human hand. The growing interest and the commercial breakthrough of multi-touch displays and interactive surfaces raises questions about their potential in the context of 3d modeling, which are thoroughly discussed and evaluated in this work. The presented approach is closely aligned to the whole processing chain for multi-touch applications, starting with the hardware and tracking issues, continuing with fundamental design discussions and operations like selection and 3D manipulation of objects and finishing with complex modeling techniques and metaphors. In regard to hardware and tracking, a robust illumination setup for the diffuse illumination technique is presented along with two extensions of this approach, i.e., hover detection and hand distinction. The design space is organized into specific design dimensions characterized by extremal positions to allow a better overview of design choices and a classification of existing and future systems. Fundamental techniques for selection and integrated 3D manipulation with six degrees of freedom are presented and empirically evaluated. Finally, two established modeling techniques -- implicit surfaces and virtual sculpting -- are extended and evaluated for multi-touch input
Analysing, visualising and supporting collaborative learning using interactive tabletops
The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures studentâs activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of studentâs collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacherâs understanding about studentâs collaboration and learning in small groups