2,510 research outputs found

    Prop-Based Haptic Interaction with Co-location and Immersion: an Automotive Application

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    Most research on 3D user interfaces aims at providing only a single sensory modality. One challenge is to integrate several sensory modalities into a seamless system while preserving each modality's immersion and performance factors. This paper concerns manipulation tasks and proposes a visuo-haptic system integrating immersive visualization, tactile force and tactile feedback with co-location. An industrial application is presented

    3D Object Position using Automatic Viewpoint Transitions

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    Session: Papers: 3D user interfacesInternational audienceThis paper presents IUCA (Interaction Using Camera Animations), a new interaction technique for 3D objects manipulation. IUCA allows efficient interaction in a full-resolution perspective view by integrating transients animated transitions to orthographic views into the manipulation task. This provides an interaction in context, with precise object positioning and alignment. An evaluation of the technique shows that, compared to the classical configurations, IUCA allows to reduce pointing time by 14% on average. Testing with professional 3D designers and novice users indicate that IUCA is easy to use and to learn; and that users feel comfortable with it

    The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture

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    ABSTRACT The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. However, the definition of what constitutes “hardcore” and “casual” is inconsistent (Adams, 2000; Alexandre, 2012; Jacobs & Ip, 2003; Juul, 2010; Kim, 2001; Kuittinen, Kultima, Niemelä & Paavilainen, 2007; Wallace & Robbins, 2006). Therefore, it is beneficial to better understand these terms considering the implications: less audience infighting, more accurately tailored game design/marketing, and less ambiguous/sensationalist gaming journalism/media. A sample of 109 undergraduate students from a large university (19,000 undergraduates) in an upstate New York city (metropolitan population of 1.1 million) completed an online survey, reporting their perceptions of hardcore gaming. Values were then attributed to certain video game criteria based on the survey results and applied to popular games. The sum of these values produced a hardcore index for the “scorecard.” To assess the scorecard’s validity, correlations were run between our final values and an independently collected hardcore percentage publicly available on the Wii’s Nintendo Channel (327,818.45 average respondents per game). Results suggest hardcore gaming is perceived as a harsh subculture consisting of long play times, challenging play, anti-social behavior, and content not suitable for children. The index produced by the resulting “hardcore scorecard” was significantly correlated (r = .765, p \u3c .01) with the independently collected data on the Nintendo Channel. Thus, the current research provides tools the gaming industry (users, developers, journalists) can use to their advantage by better understanding and defining the term “hardcore,” as well as a valuable blueprint for future research to continue refining and improving

    Rake Cursor: Improving Pointing Performance with Concurrent Input Channels

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    International audienceWe investigate the use of two concurrent input channels to perform a pointing task. The first channel is the traditional mouse input device whereas the second one is the gaze position. The rake cursor interaction technique combines a grid of cursors controlled by the mouse and the selection of the active cursor by the gaze. A controlled experiment shows that rake cursor pointing drastically outperforms mouse-only pointing and also significantly outperforms the state of the art of pointing techniques mixing gaze and mouse input. A theory explaining the improvement is proposed: the global difficulty of a task is split between those two channels, and the sub-tasks could partly be performed concurrently

    AirMouse: Finger Gesture for 2D and 3D Interaction

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    International audienceThis paper presents AirMouse, a new interaction technique based on finger gestures above the laptop's keyboard. At a reasonably low cost, the technique can replace the traditional methods for pointing in two or three dimensions. Moreover, the device-switching time is reduced and no additional surface than the one for the laptop is needed. In a 2D pointing evaluation, a vision-based implementation of the technique is compared with commonly used devices. The same implementation is also compared with the two most commonly used 3D pointing devices. The two user experiments show the benefits of the polyvalent technique: it is easy to learn, intuitive and efficient by providing good performance. In particular, our conducted experiment shows that performance with AirMouse is promising in comparison with a touchpad and with dedicated 3D pointing devices. It shows that AirMouse offers better performance as compared to FlowMouse, a previous solution using fingers above the keyboard

    Twenty-first-century African and Asian Migration to Europe and the Rise of the Ethno-topographic Narrative

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    The first two decades of the twenty-first century have witnessed a rise in the publication of narratives concerning contemporary African and Asian migration to Europe, written individually or collectively, by Asian, African and/or European authors. While scholarly attention has increasingly turned to these texts, our purpose is to further investigate them from a pan-European perspective and to propose a model for their analysis as a distinct literary genre. We therefore introduce the ethno-topographic narrative to define, classify and systematically analyze twenty-first-century migration narratives published in Europe in relation to theory, method, corpus, generic type, individual or collective authorship, border and periphery/center, literal and figurative spaces, and multi-voiced modes of narration, including the gaze of the migrant, among other literary and taxonomic criteria. Focusing on five representative samples from Germany, Sweden, Italy, the UK and Greece, we argue that the new geopolitically-charged genre to which these texts belong constitutes a dynamic part of European literatures that attempts to unsettle the monolithic European canon, rejecting, as it does so, the label of the “exotic” text displaying “foreign” characters. Our approach is grounded on the implications of the three components of ethno-topographic (ethnos, topos, graphein), which enable a tripartite form of literary analysis

    Two-Finger 3D Rotations for Novice Users: Surjective and Integral Interactions

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    International audienceNow that 3D interaction is available on tablets and smart phones, it becomes critical to provide efficient 3D interaction techniques for novice users. This paper investigates interaction techniques for 3D rotation with two fingers of a single hand, on multitouch mobile devices. We introduce two new rotation techniques that allow integral control of the 3 axes of rotation. These techniques also satisfy a new criterion that we introduce: surjection. We ran a study to compare the new techniques with two widely used rotation techniques from the literature. Results indicate that surjection and integration lead to a performance improvement of a group of participants who had no prior experience in 3D interaction. Qualitative results also indicate participants' preference for the new interaction techniques

    GPU accelerated real-time multi-functional spectral-domain optical coherence tomography system at 1300 nm.

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    We present a GPU accelerated multi-functional spectral domain optical coherence tomography system at 1300 nm. The system is capable of real-time processing and display of every intensity image, comprised of 512 pixels by 2048 A-lines acquired at 20 frames per second. The update rate for all four images with size of 512 pixels by 2048 A-lines simultaneously (intensity, phase retardation, flow and en face view) is approximately 10 frames per second. Additionally, we report for the first time the characterization of phase retardation and diattenuation by a sample comprised of a stacked set of polarizing film and wave plate. The calculated optic axis orientation, phase retardation and diattenuation match well with expected values. The speed of each facet of the multi-functional OCT CPU-GPU hybrid acquisition system, intensity, phase retardation, and flow, were separately demonstrated by imaging a horseshoe crab lateral compound eye, a non-uniformly heated chicken muscle, and a microfluidic device. A mouse brain with thin skull preparation was imaged in vivo and demonstrated the capability of the system for live multi-functional OCT visualization

    The fossil crown wasp Electrostephanus petiolatus Brues in Baltic Amber (Hymenoptera, Stephanidae): designation of a neotype, revised classification,and a key to amber Stephanidae.

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    The fossil crown wasp Electrostephanus petiolatus Brues comb. rev.(Stephanidae, Electrostephaninae) is re-described from a single male preserved in middle Eocene Baltic Amber. The holotype was lost or destroyed around the time of World War II and subsequent interpretations of its identity have been based solely on the brief descriptive comments provided by Brues in his original account. The new specimen matches the original description and illustration provided by Brues in every detail and we hereby consider them to be conspecific, selecting the specimen as a neotype for the purpose of stabilizing the nomenclature for this fossil species. This neotype exhibits a free first metasomal tergum and sternum, contrary to the assertion of previous workers who indicated these to be fused. Accordingly, this species does indeed belong to the genus Electrostephanus Brues rather than to Denaeostephanus Engel & Grimaldi (Stephaninae). Electrostephanus petiolatus is transferred to a new subgenus, Electrostephanodes n. subgen. , based on its elongate pseudo- petiole and slender gaster, but may eventually warrant generic status as the phylogenetic placement of these fossil lineages continues to be clarifi ed. A revised key to the Baltic amber crown wasps is provided
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