671 research outputs found

    Propagation of transient electromagnetic waves in time-varying media - Direct and inverse scattering problems

    Get PDF
    Wave propagation of transient electromagnetic waves in time-varying media is considered. The medium, which is assumed to be inhomogeneous and dispersive, lacks invariance under time translations. The spatial variation of the medium is assumed to be in the depth coordinate, i.e., it is stratified. The constitutive relations of the medium is a time integral of a generalized susceptibility kernel and the field. The generalized susceptibility kernel depends on one spatial and two time coordinates. The concept of wave splitting is introduced. The direct and inverse scattering problems are solved by the use of an imbedding or a Green functions approach. The direct and the inverse scattering problems are solved for a homogeneous semi-infinite medium. Explicit algorithms are developed. In this inverse scattering problem, a function depending on two time coordinates is reconstructed. Several numerical computations illustrate the performance of the algorithms

    The Office of the Future: Virtual, Portable, and Global.

    Get PDF
    Virtual reality has the potential to change the way we work. We envision the future office worker to be able to work productively everywhere solely using portable standard input devices and immersive head-mounted displays. Virtual reality has the potential to enable this, by allowing users to create working environments of their choice and by relieving them from physical world limitations, such as constrained space or noisy environments. In this paper, we investigate opportunities and challenges for realizing this vision and discuss implications from recent findings of text entry in virtual reality as a core office task

    Velocitap: Investigating fast mobile text entry using sentence-based decoding of touchscreen keyboard input

    Get PDF
    We present VelociTap: a state-of-the-art touchscreen keyboard decoder that supports a sentence-based text entry approach. VelociTap enables users to seamlessly choose from three word-delimiter actions: pushing a space key, swiping to the right, or simply omitting the space key and letting the decoder infer spaces automatically. We demonstrate that VelociTap has a significantly lower error rate than Google’s keyboard while retaining the same entry rate. We show that intermediate visual feedback does not significantly affect entry or error rates and we find that using the space key results in the most accurate results. We also demonstrate that enabling flexible word-delimiter options does not incur an error rate penalty. Finally, we investigate how small we can make the keyboard when using VelociTap. We show that novice users can reach a mean entry rate of 41 wpm on a 40mm wide smartwatch-sized keyboard at a 3% character error rate.This is the accepted manuscript. The final version is available from ACM at http://dl.acm.org/citation.cfm?id=2702135

    Crowdsourcing design guidance for contextual adaptation of text content in augmented reality

    Get PDF
    Funding Information: This work was supported by EPSRC (grants EP/R004471/1 and EP/S027432/1). Supporting data for this publication is available at https://doi.org/10.17863/CAM.62931.Augmented Reality (AR) can deliver engaging user experiences that seamlessly meld virtual content with the physical environment. However, building such experiences is challenging due to the developer's inability to assess how uncontrolled deployment contexts may infuence the user experience. To address this issue, we demonstrate a method for rapidly conducting AR experiments and real-world data collection in the user's own physical environment using a privacy-conscious mobile web application. The approach leverages the large number of distinct user contexts accessible through crowdsourcing to efciently source diverse context and perceptual preference data. The insights gathered through this method complement emerging design guidance and sample-limited lab-based studies. The utility of the method is illustrated by reexamining the design challenge of adapting AR text content to the user's environment. Finally, we demonstrate how gathered design insight can be operationalized to provide adaptive text content functionality in an AR headset.Publisher PD

    Investigating the accessibility of crowdwork tasks on Mechanical Turk

    Get PDF
    Funding Information: This work was supported by the EPSRC (grants EP/R004471/1 and EP/S027432/1). Supporting data for this publication is available at https://doi.org/10.17863/CAM.62937.Crowdwork can enable invaluable opportunities for people with disabilities, not least the work fexibility and the ability to work from home, especially during the current Covid-19 pandemic. This paper investigates how engagement in crowdwork tasks is affected by individual disabilities and the resulting implications for HCI. We first surveyed 1,000 Amazon Mechanical Turk (AMT) workers to identify demographics of crowdworkers who identify as having various disabilities within the AMT ecosystem-including vision, hearing, cognition/mental, mobility, reading and motor impairments. Through a second focused survey and follow-up interviews, we provide insights into how respondents cope with crowdwork tasks. We found that standard task factors, such as task completion time and presentation, often do not account for the needs of users with disabilities, resulting in anxiety and a feeling of depression on occasion. We discuss how to alleviate barriers to enable effective interaction for crowdworkers with disabilities.Publisher PD

    Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards

    Get PDF
    We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual feedback, and examine the efficiency of different strategies of use. We analyze a total of 24 hours of typing data in VR from 24 participants and find that novice users are able to retain about 60% of their typing speed on a desktop keyboard and about 40-45\% of their typing speed on a touchscreen keyboard. We also find no significant learning effects, indicating that users can transfer their typing skills fast into VR. Besides investigating baseline performances, we study the position in which keyboards and hands are rendered in space. We find that this does not adversely affect performance for desktop keyboard typing and results in a performance trade-off for touchscreen keyboard typing

    First-time fathers experiences of their prenatal preparation in relation to challenges met in the early parenthood period : Implications for early parenthood preparation

    Get PDF
    Objective to describe first-time fathers experiences of their prenatal preparation in relation to challenges met in the early parenthood period. Design a qualitative study was conducted and data was analysed with a phenomenographical approach. Setting and participants 15 first-time fathers were recruited from three postnatal units in southern Sweden and interviewed approximately one month after their baby was born. Measurements and findings three categories and 14 conceptions about fathers' experiences of their preparation emerged from the data. ‘Acquiring knowledge and forming realistic expectations' was essential for ‘Developing strategies' and ‘Being facilitated and supported' enhanced these processes. Key conclusions and implications for practice supporting fathers to develop strategies for life with a new baby and providing expert guidance to fruitful and accurate information may help the construction of a fatherhood identity and strengthen the fatherhood role. The findings can be used to develop a parental preparation for early parenthood that will correspond to fathers' needs
    • …
    corecore