7 research outputs found

    Insight into goal-directed movements: beyond Fitts' law

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    Various methods and measures have been developed to assess the quality of input devices and interaction techniques. One approach to investigating the performance of input devices and interaction techniques is to focus on the quality of the produced movements. The current paper proposes a new method of analyzing goal-directed movements by dividing them into meaningful phases. In addition to the proposed analysis method a selection of measures is suggested to assess different aspects of rapidly aimed movements. In order to evaluate the added value of the proposed analysis method an experiment has been conducted to compare two input devices (mouse versus stylus with tablet) with respect to their performance on a multi-directional pointing task. The results show that the analysis into several phases reveals clear differences in the movement strategy

    VIEWs: Visual interaction enriched windows

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    We discuss how an augmented-reality platform can be used as a transparent interface to a windows environment. The resulting Visual Interaction Enriched Windows (VIEWs) intend to realize an evolutionary rather than a revolutionary transition from the classical desktop environment to an augmented-reality (AR) environment. Therefore, in VIEWs, windows applications can still be controlled by standard means, i.e., by using mouse and keyboard. In this way, acquired user skills with existing windows applications can still be exploited. The additional interaction styles that are offered by the AR platform, including two-handed interaction, pen input with in-place visual feedback, and transparency, may however be used to improve specific interactions, such as sketching and handwriting, that are more difficult to perform on a classical desktop. The user is free at all times to choose the interaction style that best suits his/her needs when performing specific operations. The VIEWs concept has been implemented as part of an existing AR tool for designers

    On the use of mixed reality environments to evaluate interaction with light

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    \u3cp\u3eThis position paper presents a proposal for evaluating interaction with light in a mixed reality setup. Current processes of designing and testing new forms of user interaction (UI) for controlling lighting are long and end up being restricted in actually testing a small number of possible interactions. Apart from the apparent advantage of overcoming testing a small number of potential interactions, the advantages of a simulated environment lie in the fact that such an environment is fully controllable and adaptable to the researchers' needs. Finally, we sketch potential challenges of using a mixed reality setup for evaluating interaction with light.\u3c/p\u3

    The role of ambient intelligence in future lighting systems - Summary of the workshop

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    \u3cp\u3eLED-based lighting systems have introduced radically new possibilities in the area of artificial lighting. Being physically small the LED can be positioned or embedded into luminaires, materials and even the very fabric of a building or environment. Hundreds of LEDs can be used in a single luminaire or space, of which could also have different light output properties. The light switch therefore in many situations will need to be enhanced or fully replaced by intelligent controls and smart environments that are sensitive to the context and responsive to the people in the environment. Future lighting systems will become a part of the Ambient Intelligence (AmI). In this workshop, we explored how the vision and principles of the AmI paradigm can be applied to future lighting systems that are capable of creating a large range of functional, decorative, and ambient light effects. This paper summarizes the workshop paper contributions and the outcome of our discussion on the key design and research challenges for the field of Interactive Ambient Lighting systems.\u3c/p\u3

    Utilizing virtual environments for the evaluation of lighting controls

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    When designing a new user interaction (UI) technology or applying UI modalities to a product or system, the designer can select from many methods and tools to assist them with evaluating the UI’s function and appeal with end users. Testing early in a design process is highly desirable since any issues found can be resolved more easily and often at less expense. However, for lighting solutions, these methods and tools are less suitable due to the qualities of light as a medium. Light is often detached from the UI itself and the light output is generally experienced throughout an environment which is often encompassing the users. For example, testing a new UI to control a yet to be installed media façade is not a simple system to mock up in advance, due to scale and cost. There is a need therefore, within the lighting industry, to have tools or methods with which design teams can test lighting UI, in conjunction with the light output, early in the design process. A potential solution is to use virtual environments. These would provide designers with a space in which they can show virtual light output that can be controlled using any developmental UI; this would enable them to evaluate lighting UI much earlier and potentially in more detail than is currently possible. In this paper we report on a user study that compares three different environments (physical, virtual CAVE and screen) in a bid to determine whether the virtual environments could provide reliable evaluations of UI for lighting versus a real setup. Our findings show that virtual environments indeed have the potential to elicit similar evaluative feedback from end users as a real environment when considering the functional utilitarian elements.

    User interaction techniques for future lighting systems

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    LED-based lighting systems have introduced radically new possibilities in the area of artificial lighting. Being physically small the LED can be positioned or embedded into luminaires, materials and even the very fabric of a building or environment. Together with new functionality and flexibility comes complexity; the simple light switch is not anymore sufficient to control our light. This workshop explores new ways of interacting with light. The goal is to define directions for new forms of user interaction that will be able to support the emerging LED-based lighting systems

    Results of the 'user interaction techniques for future lighting systems' workshop at INTERACT 2011

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    \u3cp\u3eTechnological advances in lighting lead towards the development of intelligent LED systems and require reconsidering the way we interact with lighting systems. In this paper, we report on the workshop 'User Interaction Techniques for Future Lighting System' that was held in conjunction with INTERACT 2011 in Lisbon, Portugal. It was organized to initiate a dialogue between HCI researchers in the lighting domain and establish a research community around this emerging topic, as few researchers systematically study this matter. The goal of the workshop was to formulate the key research challenges for user interaction with future lighting systems. This paper summarizes the workshop paper contributions and the results of a creative session held during the workshop. Moreover, we present an initial list of research challenges for this emerging field.\u3c/p\u3
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