51 research outputs found

    An Exploration Of Unmanned Aerial Vehicle Direct Manipulation Through 3d Spatial Interaction

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    We present an exploration that surveys the strengths and weaknesses of various 3D spatial interaction techniques, in the context of directly manipulating an Unmanned Aerial Vehicle (UAV). Particularly, a study of touch- and device- free interfaces in this domain is provided. 3D spatial interaction can be achieved using hand-held motion control devices such as the Nintendo Wiimote, but computer vision systems offer a different and perhaps more natural method. In general, 3D user interfaces (3DUI) enable a user to interact with a system on a more robust and potentially more meaningful scale. We discuss the design and development of various 3D interaction techniques using commercially available computer vision systems, and provide an exploration of the effects that these techniques have on an overall user experience in the UAV domain. Specific qualities of the user experience are targeted, including the perceived intuition, ease of use, comfort, and others. We present a complete user study for upper-body gestures, and preliminary reactions towards 3DUI using hand-and-finger gestures are also discussed. The results provide evidence that supports the use of 3DUI in this domain, as well as the use of certain styles of techniques over others

    Balancing User Experience for Mobile One-to-One Interpersonal Telepresence

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    The COVID-19 virus disrupted all aspects of our daily lives, and though the world is finally returning to normalcy, the pandemic has shown us how ill-prepared we are to support social interactions when expected to remain socially distant. Family members missed major life events of their loved ones; face-to-face interactions were replaced with video chat; and the technologies used to facilitate interim social interactions caused an increase in depression, stress, and burn-out. It is clear that we need better solutions to address these issues, and one avenue showing promise is that of Interpersonal Telepresence. Interpersonal Telepresence is an interaction paradigm in which two people can share mobile experiences and feel as if they are together, even though geographically distributed. In this dissertation, we posit that this paradigm has significant value in one-to-one, asymmetrical contexts, where one user can live-stream their experiences to another who remains at home. We discuss a review of the recent Interpersonal Telepresence literature, highlighting research trends and opportunities that require further examination. Specifically, we show how current telepresence prototypes do not meet the social needs of the streamer, who often feels socially awkward when using obtrusive devices. To combat this negative finding, we present a qualitative co-design study in which end users worked together to design their ideal telepresence systems, overcoming value tensions that naturally arise between Viewer and Streamer. Expectedly, virtual reality techniques are desired to provide immersive views of the remote location; however, our participants noted that the devices to facilitate this interaction need to be hidden from the public eye. This suggests that 360^\circ cameras should be used, but the lenses need to be embedded in wearable systems, which might affect the viewing experience. We thus present two quantitative studies in which we examine the effects of camera placement and height on the viewing experience, in an effort to understand how we can better design telepresence systems. We found that camera height is not a significant factor, meaning wearable cameras do not need to be positioned at the natural eye-level of the viewer; the streamer is able to place them according to their own needs. Lastly, we present a qualitative study in which we deploy a custom interpersonal telepresence prototype on the co-design findings. Our participants preferred our prototype instead of simple video chat, even though it caused a somewhat increased sense of self-consciousness. Our participants indicated that they have their own preferences, even with simple design decisions such as style of hat, and we as a community need to consider ways to allow customization within our devices. Overall, our work contributes new knowledge to the telepresence field and helps system designers focus on the features that truly matter to users, in an effort to let people have richer experiences and virtually bridge the distance to their loved ones

    BimodalGaze:Seamlessly Refined Pointing with Gaze and Filtered Gestural Head Movement

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    Eye gaze is a fast and ergonomic modality for pointing but limited in precision and accuracy. In this work, we introduce BimodalGaze, a novel technique for seamless head-based refinement of a gaze cursor. The technique leverages eye-head coordination insights to separate natural from gestural head movement. This allows users to quickly shift their gaze to targets over larger fields of view with naturally combined eye-head movement, and to refine the cursor position with gestural head movement. In contrast to an existing baseline, head refinement is invoked automatically, and only if a target is not already acquired by the initial gaze shift. Study results show that users reliably achieve fine-grained target selection, but we observed a higher rate of initial selection errors affecting overall performance. An in-depth analysis of user performance provides insight into the classification of natural versus gestural head movement, for improvement of BimodalGaze and other potential applications

    Exploring 3d gesture metaphors for interaction with unmanned aerial vehicles

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    We present a study exploring upper body 3D spatial interaction metaphors for control and communication with Unmanned Aerial Vehicles (UAV) such as the Parrot AR Drone. We discuss the design and implementation of five interaction techniques using the Microsoft Kinect, based on metaphors inspired by UAVs, to support a variety of flying operations a UAV can perform. Techniques include a first-person interaction metaphor where a user takes a pose like a winged aircraft, a game controller metaphor, where a user\u27s hands mimic the control movements of console joysticks, proxy manipulation, where the user imagines manipulating the UAV as if it were in their grasp, and a pointing metaphor in which the user assumes the identity of a monarch and commands the UAV as such. We examine qualitative metrics such as perceived intuition, usability and satisfaction, among others. Our results indicate that novice users appreciate certain 3D spatial techniques over the smartphone application bundled with the AR Drone. We also discuss the trade-offs in the technique design metrics based on results from our study. Copyright © 2013 ACM

    Nanoaperture fabrication via colloidal lithography for single molecule fluorescence analysis

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    In single molecule fluorescence studies, background emission from labeled substrates often restricts their concentrations to non-physiological nanomolar values. One approach to address this challenge is the use of zero-mode waveguides (ZMWs), nanoscale holes in a thin metal film that physically and optically confine the observation volume allowing much higher concentrations of fluorescent substrates. Standard fabrication of ZMWs utilizes slow and costly E-beam nano-lithography. Herein, ZMWs are made using a self-assembled mask of polystyrene microspheres, enabling fabrication of thousands of ZMWs in parallel without sophisticated equipment. Polystyrene 1 mu m dia. microbeads self-assemble on a glass slide into a hexagonal array, forming a mask for the deposition of metallic posts in the inter-bead interstices. The width of those interstices (and subsequent posts) is adjusted within 100-300 nm by partially fusing the beads at the polystyrene glass transition temperature. The beads are dissolved in toluene, aluminum or gold cladding is deposited around the posts, and those are dissolved, leaving behind an array ZMWs. Parameter optimization and the performance of the ZMWs are presented. By using colloidal self-assembly, typical laboratories can make use of sub-wavelength ZMW technology avoiding the availability and expense of sophisticated clean-room environments and equipment

    Data Management Strategy to Improve Global Use of Ocean Acidification Data and Information

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    International audienceOcean acidification (OA) refers to the general decrease in pH of the global ocean as a result of absorbing anthropogenic CO2 emitted in the atmosphere since preindustrial times (Sabine et al., 2004). There is, however, considerable variability in ocean acidification, and many careful measurements need to be made and compared in order to obtain scientifically valid information for the assessment of patterns, trends, and impacts over a range of spatial and temporal scales, and to understand the processes involved. A single country or institution cannot undertake measurements of worldwide coastal and open ocean OA changes; therefore, international cooperation is needed to achieve that goal. The OA data that have been, and are being, collected represent a significant public investment. To this end, it is critically important that researchers (and others) around the world are easily able to find and use reliable OA information that range from observing data (from time-series moorings, process studies, and research cruises), to biological response experiments (e.g., mesocosm), data products, and model output. [...

    Eye&Head:Synergetic Eye and Head Movement for Gaze Pointing and Selection

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    Eye gaze involves the coordination of eye and head movement to acquire gaze targets, but existing approaches to gaze pointing are based on eye-tracking in abstraction from head motion. We propose to leverage the synergetic movement of eye and head, and identify design principles for Eye&Head gaze interaction. We introduce three novel techniques that build on the distinction of head-supported versus eyes-only gaze, to enable dynamic coupling of gaze and pointer, hover interaction, visual exploration around pre-selections, and iterative and fast confirmation of targets. We demonstrate Eye&Head interaction on applications in virtual reality, and evaluate our techniques against baselines in pointing and confirmation studies. Our results show that Eye&Head techniques enable novel gaze behaviours that provide users with more control and flexibility in fast gaze pointing and selection

    A multi-decade record of high quality fCO2 data in version 3 of the Surface Ocean CO2 Atlas (SOCAT)

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    The Surface Ocean CO2 Atlas (SOCAT) is a synthesis of quality-controlled fCO2 (fugacity of carbon dioxide) values for the global surface oceans and coastal seas with regular updates. Version 3 of SOCAT has 14.7 million fCO2 values from 3646 data sets covering the years 1957 to 2014. This latest version has an additional 4.6 million fCO2 values relative to version 2 and extends the record from 2011 to 2014. Version 3 also significantly increases the data availability for 2005 to 2013. SOCAT has an average of approximately 1.2 million surface water fCO2 values per year for the years 2006 to 2012. Quality and documentation of the data has improved. A new feature is the data set quality control (QC) flag of E for data from alternative sensors and platforms. The accuracy of surface water fCO2 has been defined for all data set QC flags. Automated range checking has been carried out for all data sets during their upload into SOCAT. The upgrade of the interactive Data Set Viewer (previously known as the Cruise Data Viewer) allows better interrogation of the SOCAT data collection and rapid creation of high-quality figures for scientific presentations. Automated data upload has been launched for version 4 and will enable more frequent SOCAT releases in the future. High-profile scientific applications of SOCAT include quantification of the ocean sink for atmospheric carbon dioxide and its long-term variation, detection of ocean acidification, as well as evaluation of coupled-climate and ocean-only biogeochemical models. Users of SOCAT data products are urged to acknowledge the contribution of data providers, as stated in the SOCAT Fair Data Use Statement. This ESSD (Earth System Science Data) “living data” publication documents the methods and data sets used for the assembly of this new version of the SOCAT data collection and compares these with those used for earlier versions of the data collection (Pfeil et al., 2013; Sabine et al., 2013; Bakker et al., 2014). Individual data set files, included in the synthesis product, can be downloaded here: doi:10.1594/PANGAEA.849770. The gridded products are available here: doi:10.3334/CDIAC/OTG.SOCAT_V3_GRID

    Ocean FAIR Data Services

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    Well-founded data management systems are of vital importance for ocean observing systems as they ensure that essential data are not only collected but also retained and made accessible for analysis and application by current and future users. Effective data management requires collaboration across activities including observations, metadata and data assembly, quality assurance and control (QA/QC), and data publication that enables local and interoperable discovery and access and secures archiving that guarantees long-term preservation. To achieve this, data should be findable, accessible, interoperable, and reusable (FAIR). Here, we outline how these principles apply to ocean data and illustrate them with a few examples. In recent decades, ocean data managers, in close collaboration with international organizations, have played an active role in the improvement of environmental data standardization, accessibility, and interoperability through different projects, enhancing access to observation data at all stages of the data life cycle and fostering the development of integrated services targeted to research, regulatory, and operational users. As ocean observing systems evolve and an increasing number of autonomous platforms and sensors are deployed, the volume and variety of data increase dramatically. For instance, there are more than 70 data catalogs that contain metadata records for the polar oceans, a situation that makes comprehensive data discovery beyond the capacity of most researchers. To better serve research, operational, and commercial users, more efficient turnaround of quality data in known formats and made available through Web services is necessary. In particular, automation of data workflows will be critical to reduce friction throughout the data value chain. Adhering to the FAIR principles with free, timely, and unrestricted access to ocean observation data is beneficial for the originators, has obvious benefits for users, and is an essential foundation for the development of new services made possible with big data technologies

    Enhancing The Gaming Experience Using 3D Spatial User Interface Technologies

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    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay experience
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