10,390 research outputs found
Design and Evaluation of Menu Systems for Immersive Virtual Environments
Interfaces for system control tasks in virtual environments (VEs) have not been extensively studied. This paper focuses on various types of menu systems to be used in such environments. We describe the design of the TULIP menu, a menu system using Pinch Glovesâ„¢, and compare it to two common alternatives: floating menus and pen and tablet menus. These three menus were compared in an empirical evaluation. The pen and tablet menu was found to be significantly faster, while users had a preference for TULIP. Subjective discomfort levels were also higher with the floating menus and pen and tablet
A First Step Towards Nuance-Oriented Interfaces for Virtual Environments
Designing usable interfaces for virtual environments (VEs) is not a trivial task. Much of the difficulty stems from the complexity and volume of the input data. Many VEs, in the creation of their interfaces, ignore much of the input data as a result of this. Using machine learning (ML), we introduce the notion of a nuance that can be used to increase the precision and power of a VE interface. An experiment verifying the existence of nuances using a neural network (NN) is discussed and a listing of guidelines to follow is given. We also review reasons why traditional ML techniques are difficult to apply to this problem
Affordances and Feedback in Nuance-Oriented Interfaces
Virtual Environments (VEs) and perceptive user interfaces must deal with complex users and their modes of interaction. One way to approach this problem is to recognize users’ nuances (subtle conscious or unconscious actions). In exploring nuance-oriented interfaces, we attempted to let users work as they preferred without being biased by feedback or affordances in the system. The hope was that we would discover the users’ innate models of interaction. The results of two user studies were that users are guided not by any innate model but by affordances and feedback in the interface. So, without this guidance, even the most obvious and useful components of an interface will be ignored
Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments
Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Glovesâ„¢ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques
Hartree-Fock calculations for the ground and first excited states of H2
Hartree-Fock calculation for ground and first excited state of H
Bright Source Subtraction Requirements For Redshifted 21 cm Measurements
The \hi 21 cm transition line is expected to be an important probe into the
cosmic dark ages and epoch of reionization. Foreground source removal is one of
the principal challenges for the detection of this signal. This paper
investigates the extragalactic point source contamination and how accurately
bright sources ( ~Jy) must be removed in order to detect 21 cm
emission with upcoming radio telescopes such as the Murchison Widefield Array
(MWA). We consider the residual contamination in 21 cm maps and power spectra
due to position errors in the sky-model for bright sources, as well as
frequency independent calibration errors. We find that a source position
accuracy of 0.1 arcsec will suffice for detection of the \hi power spectrum.
For calibration errors, 0.05 % accuracy in antenna gain amplitude is required
in order to detect the cosmic signal. Both sources of subtraction error produce
residuals that are localized to small angular scales, \kperp \gtrsim 0.05
Mpc, in the two-dimensional power spectrum.Comment: 12 pages, 19 Figures, submitted to Ap
The Sensitivity of First Generation Epoch of Reionization Observatories and Their Potential for Differentiating Theoretical Power Spectra
Statistical observations of the epoch of reionization (EOR) power spectrum
provide a rich data set for understanding the transition from the cosmic "dark
ages" to the ionized universe we see today. EOR observations have become an
active area of experimental cosmology, and three first generation
observatories--MWA, PAST, and LOFAR--are currently under development. In this
paper we provide the first quantitative calculation of the three dimensional
power spectrum sensitivity, incorporating the design parameters of a planned
array. This calculation is then used to explore the constraints these first
generation observations can place on the EOR power spectrum. The results
demonstrate the potential of upcoming power spectrum observations to constrain
theories of structure formation and reionization.Comment: 7 pages with 5 figures. Submitted to Ap
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