7 research outputs found

    Interaction events in contactless gestural systems: from motion to interaction

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    International audienceContactless interactive systems appear to have an interesting context of application in interactive art, however practical example often involve low interactivity; we think this is due to the fact that this interaction paradigm is still poorly understood, and tools for interaction design are still missing. We present a simple interaction technique (Point-and-Move) that allows to point-and-click without instrument through distance; through this example, we show that the presented concept and framework has nice and flexible properties. Finally, we illustrate the approach on the two artistic installation we participated to, and also provide uncontrolled user experience feedback on the presented interaction technique, from these installations

    Exploring Fingers' Limitation of Texture Density Perception on Ultrasonic Haptic Displays

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    International audienceRecent research in haptic feedback is motivated by the crucial role that tactile perception plays in everyday touch interactions. In this paper, we describe psychophysical experiments to investigate the perceptual threshold of individual fingers on both the right and left hand of right-handed participants using active dynamic touch for spatial period discrimination of both sinusoidal and square-wave gratings on ultra-sonic haptic touchscreens. Both one-finger and multi-finger touch were studied and compared. Our results indicate that users' finger identity (index finger, middle finger, etc.) significantly affect the perception of both gratings in the case of one-finger exploration. We show that index finger and thumb are the most sensitive in all conditions whereas little finger followed by ring are the least sensitive for haptic perception. For multi-finger exploration, the right hand was found to be more sensitive than the left hand for both gratings. Our findings also demonstrate similar perception sensitivity between multi-finger exploration and the index finger of users' right hands (i.e. dominant hand in our study), while significant difference was found between single and multi-finger perception sensitivity for the left hand

    Visiteurs, sculptures et réalité augmentée : l’expérience Ikonikat 3D au Louvre-Lens

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    In the field of Museum Studies, the notion of "visitor's experience" invites us to go beyond the ordinary oppositions between phenomenological perspective and pragmatic approach. In order to experiment the fruitfulness of this epistemic overcoming, we have developed the method of "annotation drawing" in situation. The first results already allow us to identify the different social-semiotic registers that unfold in such a situation of museum visit, questioning the museography and provoking a dialogue with the expert knowledge of the art historian. Initially focused on painting, a transposition of our method to sculpture enriches the problematic and accentuates the importance of taking into account the performative dimensions of the visitor's gaze and body. This imperative induces a development in "augmented reality" of our digital device, called "Ikonikat 3D", and an analysis of its effects on the social interaction. We have thus begun a study with this technology on the reception of casts of Louvre antiques, exhibited at the Louvre-Lens Museum. In front of the exhibited artworks, using the camera of a tablet and pointing it towards the sculpture, visitors can draw on the image that appears on their screen. They can turn around a work of art and make a drawing without losing the display of their successive drawings on the work. This interaction between visitors and the sculptures with Ikonikat 3D allows for unprecedented visitor feedback and engagement.Dans le domaine des études muséales, la notion d'"expérience de visite" nous invite à dépasser les oppositions ordinaires entre perspective phénoménologique et approche pragmatique. Afin d'expérimenter la fécondité de ce dépassement épistémique, nous avons développé la méthode du " tracé d'annotation " en situation. Les premiers résultats nous permettent déjà d'identifier les différents registres socio-sémiotiques qui se déploient dans une telle situation de visite muséale, interrogeant la muséographie et provoquant un dialogue avec le savoir expert de l'historien d'art. Initialement centrée sur la peinture, une transposition de notre méthode à la sculpture enrichit la problématique et accentue l'importance de la prise en compte des dimensions performatives du regard et du corps du visiteur. Cet impératif induit un développement en " réalité augmentée " de notre dispositif numérique, appelé " Ikonikat 3D ", et une analyse de ses effets sur l'interaction sociale. Nous avons ainsi entamé une étude avec cette technologie sur la réception de moulages d'antiques du Louvre, exposés au musée du Louvre-Lens. Devant les œuvres exposées, en utilisant la caméra d’une tablette et en l'orientant vers la sculpture, les visiteurs peuvent dessiner sur l'image qui apparaît sur leur écran. Ils peuvent tourner autour d'une œuvre d'art et faire un dessin sans perdre l'affichage de leurs dessins successifs sur l'œuvre. Cette interaction entre les visiteurs et les sculptures avec Ikonikat 3D permet un retour et un engagement inédit des visiteurs

    Exploring Fingers' Limitation of Texture Density Perception on Ultrasonic Haptic Displays

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    International audienceRecent research in haptic feedback is motivated by the crucial role that tactile perception plays in everyday touch interactions. In this paper, we describe psychophysical experiments to investigate the perceptual threshold of individual fingers on both the right and left hand of right-handed participants using active dynamic touch for spatial period discrimination of both sinusoidal and square-wave gratings on ultra-sonic haptic touchscreens. Both one-finger and multi-finger touch were studied and compared. Our results indicate that users' finger identity (index finger, middle finger, etc.) significantly affect the perception of both gratings in the case of one-finger exploration. We show that index finger and thumb are the most sensitive in all conditions whereas little finger followed by ring are the least sensitive for haptic perception. For multi-finger exploration, the right hand was found to be more sensitive than the left hand for both gratings. Our findings also demonstrate similar perception sensitivity between multi-finger exploration and the index finger of users' right hands (i.e. dominant hand in our study), while significant difference was found between single and multi-finger perception sensitivity for the left hand

    Exploring Fingers' Limitation of Texture Density Perception on Ultrasonic Haptic Displays

    Get PDF
    International audienceRecent research in haptic feedback is motivated by the crucial role that tactile perception plays in everyday touch interactions. In this paper, we describe psychophysical experiments to investigate the perceptual threshold of individual fingers on both the right and left hand of right-handed participants using active dynamic touch for spatial period discrimination of both sinusoidal and square-wave gratings on ultra-sonic haptic touchscreens. Both one-finger and multi-finger touch were studied and compared. Our results indicate that users' finger identity (index finger, middle finger, etc.) significantly affect the perception of both gratings in the case of one-finger exploration. We show that index finger and thumb are the most sensitive in all conditions whereas little finger followed by ring are the least sensitive for haptic perception. For multi-finger exploration, the right hand was found to be more sensitive than the left hand for both gratings. Our findings also demonstrate similar perception sensitivity between multi-finger exploration and the index finger of users' right hands (i.e. dominant hand in our study), while significant difference was found between single and multi-finger perception sensitivity for the left hand

    Autonomous electromagnetic mapping system in augmented reality

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    EMC Europe 2019, International Symposia and Workshops on Electromagnetic Compatibility, Barcelone, ESPAGNE, 02-/09/2019 - 06/09/2019Mapping or scanning the electromagnetic emissions of electronic cards or any environment requires the use of relatively complex mechanical or electronic devices. These systems may be difficult to transport and not well suited to perform measurements in confined environments. Moreover, they can require long acquisition times. Being autonomous, compact and fast, the scanning system proposed in this article aims to overcome these constraints. It makes it possible to map the electromagnetic environment directly on site or in locations difficult to access, such as inside a vehicle for example. This scanner is composed of a smartphone coupled to removable EM field sensors to allow covering different configurations. Using augmented reality technology, it has an interface that allows communication via an USB port between the smartphone and the various sensors. In this paper, the device is described and measurement results illustrating its potential are presented
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