102 research outputs found

    View recommendation for multi-camera demonstration-based training

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    While humans can effortlessly pick a view from multiple streams, automatically choosing the best view is a challenge. Choosing the best view from multi-camera streams poses a problem regarding which objective metrics should be considered. Existing works on view selection lack consensus about which metrics should be considered to select the best view. The literature on view selection describes diverse possible metrics. And strategies such as information-theoretic, instructional design, or aesthetics-motivated fail to incorporate all approaches. In this work, we postulate a strategy incorporating information-theoretic and instructional design-based objective metrics to select the best view from a set of views. Traditionally, information-theoretic measures have been used to find the goodness of a view, such as in 3D rendering. We adapted a similar measure known as the viewpoint entropy for real-world 2D images. Additionally, we incorporated similarity penalization to get a more accurate measure of the entropy of a view, which is one of the metrics for the best view selection. Since the choice of the best view is domain-dependent, we chose demonstration-based training scenarios as our use case. The limitation of our chosen scenarios is that they do not include collaborative training and solely feature a single trainer. To incorporate instructional design considerations, we included the trainer’s body pose, face, face when instructing, and hands visibility as metrics. To incorporate domain knowledge we included predetermined regions’ visibility as another metric. All of those metrics are taken into account to produce a parameterized view recommendation approach for demonstration-based training. An online study using recorded multi-camera video streams from a simulation environment was used to validate those metrics. Furthermore, the responses from the online study were used to optimize the view recommendation performance with a normalized discounted cumulative gain (NDCG) value of 0.912, which shows good performance with respect to matching user choices

    After Kosovo: a political science symposium - perspectives from Southern Italy

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    "Im Mai 1999 veranstalteten eine Gruppe von Forschern und Kursteilnehmern des Arbeitsbereiches Politik- und Sozialwissenschaften sowie einige Kollegen aus anderen Ländern zum dritten Mal ein Symposium im malerischen Dorf Positano (Süditalien). Auf der Tagesordnung beim diesjährigen Treffen stand das für einen Politikwissenschaftler vorrangige Thema jener Wochen: die militärischen, politischen und kulturellen Geschehnisse im Kosovo. Die Teilnehmer überdachten 15 Fragen hinsichtlich der Kosovo-Krise, oder genauer, die Konsequenzen jener Geschehnisse für die politische Wissenschaft. Das Ziel dieses Beitrages ist es, die spontanen Gedanken zu diesen Fragen aufzuzeichnen. Trotz unterschiedlicher Meinungen und Erklärungsansätze gelang es den Teilnehmern, die wesentlichen Konsequenzen aus diesem Konflikt, der viel mehr war als eine Balkan-Krise, herauszuarbeiten. So muß die politische Rolle der deutschen und russischen Akteure neu überdacht werden. Das Möglichkeit militärischer Missionen und die Option für westlichen Gesellschaften, einen Krieg zu führen, müssen neu bewertet werden. Sowohl der sogenannte neue internationale Auftrag als auch die veränderte Rolle der UNO sowie das westfälische Prinzip der Staatensouveränität müssen neu diskutiert werden. Der vielleicht interessanteste Aspekt ist die Frage nach der politischen Improvisation sowie die Frage nach virtuellen Politiken und das Fehlen einer politischen Agenda." (Textauszug)"In May 1999, a group of researchers and students from the Department of Political and Social Sciences and some colleagues from other countries got together for the third time in the picturesque Campanian village of Positano. The context of this year's meeting, the public discussions made it unavoidable to take up the most urgent subject for political scientists in those weeks: the military, political and cultural events in and around Kosovo. The participants got some 15 questions regarding the Kosovo crisis or rather, more exactly, regarding possible consequences of the events for political science. The aim of this paper, however, was to preserve the spontaneous character of the original inputs. While stressing different aspects and advancing various explanations, most participants of Horizons 1999 agreed in a remarkable way on some fundamental consequences of this conflict which was much more than a Balkan crisis. German and Russian actors' role and impact have to be reassessed. The future potential of military missions and the capability of Western societies to wage war must be re-evaluated. The so-called new international order -or disorder- is to be discussed, as well as the changing role of the UN and the Westphalian principle of sovereignty. The possibly most interesting aspects may be related to the questions of adhocism, virtual politics and missing agendas, possibly leading towards a new conception of agency." (extract

    Lean to Fly: Leaning-Based Embodied Flying can Improve Performance and User Experience in 3D Navigation

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    When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situational awareness and spatial updating in VR. We compared it to Gamepad, a standard flying interface. For both interfaces, participants were seated on a swivel chair and controlled simulated rotations by physically rotating. They either leaned (forward/backward, right/left, up/down) or used the Gamepad thumbsticks for simulated translation. In a gamified 3D navigational search task, participants had to find eight balls within 5 min. Those balls were hidden amongst 16 randomly positioned boxes in a dark environment devoid of any landmarks. Compared to the Gamepad, participants collected more balls using the HeadJoystick. It also minimized the distance travelled, motion sickness, and mental task demand. Moreover, the HeadJoystick was rated better in terms of ease of use, controllability, learnability, overall usability, and self-motion perception. However, participants rated HeadJoystick could be more physically fatiguing after a long use. Overall, participants felt more engaged with HeadJoystick, enjoyed it more, and preferred it. Together, this provides evidence that leaning-based interfaces like HeadJoystick can provide an affordable and effective alternative for flying in VR and potentially telepresence drones

    How Automatic Speed Control Based on Distance Affects User Behaviours in Telepresence Robot Navigation Within Dense Conference-like Environments

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    Telepresence robots allow users to be spatially and socially present in remote environments. Yet, it can be challenging to remotely operate telepresence robots, especially in dense environments such as academic conferences or workplaces. In this paper, we primarily focus on the effect that a speed control method, which automatically slows the telepresence robot down when getting closer to obstacles, has on user behaviors. In our first user study, participants drove the robot through a static obstacle course with narrow sections. Results indicate that the automatic speed control method significantly decreases the number of collisions. For the second study we designed a more naturalistic, conference-like experimental environment with tasks that require social interaction, and collected subjective responses from the participants when they were asked to navigate through the environment. While about half of the participants preferred automatic speed control because it allowed for smoother and safer navigation, others did not want to be influenced by an automatic mechanism. Overall, the results suggest that automatic speed control simplifies the user interface for telepresence robots in static dense environments, but should be considered as optionally available, especially in situations involving social interactions

    Conclusion Resources

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    When we interact with a system, we often require a way of issuing commands to access the available functionality. Within desktop environments, the issuing of commands has received much attention, resulting in a clear understanding of the basic issues of system control. Even with a large body of available commands with a complex structure, users can still manage to interact with desktop systems. Why a lecture on 3D system control? Unfortunately, we can not simply transfer our knowledge of system control in desktop environments into three dimensional environments. The action of system control in 3D environments differs too much from its 2D equivalent: users have to deal with many more degrees of freedom for selection, input and output devices differ considerably, and the extra (3rd) dimension poses new difficulties and possibilities on representation of interfaces. What are the main aims of the lecture, and how is the lecture organized? This lecture aims to supply a basic overview of what factors are involved when developing system control interfaces for three dimensional environments. The lecture is organized based on a categorisation, which will be illuminated by four groups of system contro

    3DUI design inspired by assistive technology

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    Within this article, we offer a new design perspective for the analysis, creation, and validation of 3D user interfaces using assistive technology as source of inspiration. While 3DUI design has matured over the last decade, many open issues remain to be solved. An assistive technology design perspective can aid: it can offer a stringent test environment to uncover issues and provides a different view on design by looking at human potential. Subsequently, we will look at major fields of interest, identifying pitfalls in 3DUI design and how assistive technology can be used to overcome these issues, outlining particular fields of research, or research directions, that deserve further attention

    Human-potential driven design of 3D user interfaces

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    In particular driven by today’s game console technology, the number of 3D interaction techniques that integrate multiple modalities is steadily increasing. However, many developers do not fully explore and deploy the sensorimotor possibilities of the human body, partly because of methodological and knowledge limitations. In this paper, we propose a design approach for 3D interaction techniques, which considers the full potential of the human body. We show how “human potential” can be analyzed and how such analysis can be instrumental in designing new or alternative multi-sensory and potentially full body interfaces

    Factors

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    This paper focuses at the usage of neuromuscular electrical stimulation (NMES) for achieving pseudo-haptic feedback. By stimulating the motor nerves, muscular contractions can be triggered that can be matched to a haptic event. Reflecting an initial user test, we will explain how this process can be realized, by investigating the physiological processes involved. Relating the triggered feedback to general haptics, its potential in future interfaces will be identified and laid out in a development roadmap
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