11 research outputs found

    Towards a Taxonomy for In-Vehicle Interactions Using Wearable Smart Textiles: Insights from a User-Elicitation Study

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    Textiles are a vital and indispensable part of our clothing that we use daily. They are very flexible, often lightweight, and have a variety of application uses. Today, with the rapid developments in small and flexible sensing materials, textiles can be enhanced and used as input devices for interactive systems. Clothing-based wearable interfaces are suitable for in-vehicle controls. They can combine various modalities to enable users to perform simple, natural, and efficient interactions while minimizing any negative effect on their driving. Research on clothing-based wearable in-vehicle interfaces is still underexplored. As such, there is a lack of understanding of how to use textile-based input for in-vehicle controls. As a first step towards filling this gap, we have conducted a user-elicitation study to involve users in the process of designing in-vehicle interactions via a fabric-based wearable device. We have been able to distill a taxonomy of wrist and touch gestures for in-vehicle interactions using a fabric-based wrist interface in a simulated driving setup. Our results help drive forward the investigation of the design space of clothing-based wearable interfaces for in-vehicle secondary interactions.</jats:p

    Design and Evaluation of Controller-based Raycasting Methods for Efficient Alphanumeric and Special Character Entry in Virtual Reality

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    Alphanumeric and special characters are essential during text entry. Text entry in virtual reality (VR) is usually performed on a virtual Qwerty keyboard to minimize the need to learn new layouts. As such, entering capitals, symbols, and numbers in VR is often a direct migration from a physical/touchscreen Qwerty keyboard&#x2014;that is, using the mode-switching keys to switch between different types of characters and symbols. However, there are inherent differences between a keyboard in VR and a physical/touchscreen keyboard, and as such, a direct adaptation of mode-switching via switch keys may not be suitable for VR. The high flexibility afforded by VR opens up more possibilities for entering alphanumeric and special characters using the Qwerty layout. In this work, we designed two controller-based raycasting text entry methods for alphanumeric and special characters input (Layer-ButtonSwitch and Key-ButtonSwitch) and compared them with two other methods (Standard Qwerty Keyboard and Layer-PointSwitch) that were derived from physical and soft Qwerty keyboards. We explored the performance and user preference of these four methods via two user studies (one short-term and one prolonged use), where participants were instructed to input text containing alphanumeric and special characters. Our results show that Layer-ButtonSwitch led to the highest statistically significant performance, followed by Key-ButtonSwitch and Standard Qwerty Keyboard, while Layer-PointSwitch had the slowest speed. With continuous practice, participants&#x0027; performance using Key-ButtonSwitch reached that of Layer-ButtonSwitch. Further, the results show that the key-level layout used in Key-ButtonSwitch led users to parallel mode switching and character input operations because this layout showed all characters on one layer. We distill three recommendations from th results that can help guide the design of text entry techniques for alphanumeric and special characters in VR

    Cyclic Shear Behavior of Frozen Cement-Treated Sand–Concrete Interface

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    The cyclic shear behavior of frozen cement-treated soil–concrete interfaces is critical for analyzing soil–structure interfaces and foundation design in cold regions and artificially frozen ground. The cyclic shear behavior of the interface between frozen cement-treated sand and structure is investigated in this paper at various normal stresses and temperatures. Experimental results include the variation of the peak shear stress, peak normal displacement, shear stiffness with the number of cycles, and the relationship between peak shear stress and smoothness under certain conditions. Peak shear stresses of warm frozen cement-treated sand and cold frozen cement-treated sand varied with cycle number. Additionally, the former is significantly larger than the latter in the stable phase. The peak normal displacement showed the same results, indicating that the ice crystals formed on the surface and the strength of the frozen cement-treated sand have significant differences at various temperatures. The study’s findings aid in understanding the complexities of the cyclic shear behavior of frozen cement-treated sand and structure interfaces and provide references on frozen cement-treated sand zones in practical engineering

    VRCockpit: Mitigating Simulator Sickness in VR Games Using Multiple Egocentric 2D View Frames

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    Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair players' immersion, performance, and enjoyment. Researchers have explored techniques to mitigate SS. While these techniques have been shown to help lessen SS, they may not be applicable to games because they cannot be easily integrated into various types of games without impacting gameplay, immersion, and performance. In this research, we introduce a new SS mitigation technique, VRCockpit. VRCockpit is a visual technique that surrounds the player with four 2D views, one for each cardinal direction, that show 2D copies of the areas of the 3D environment around the player. To study its effectiveness, we conducted two different experiments, one with a car racing game, followed by a first-person shooter game. Our results show that VRCockpit has the potential to mitigate SS and still allows players to have the same level of immersion and gameplay performance.Comment: 8 pages, 4 figures, 2 table

    Hands-free Multi-Type Character Text Entry in Virtual Reality

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    Multi-type characters, including uppercase and lowercase letters, symbols, and numbers, are essential in text entry activities. Although multi-type characters are used in passwords, instant messages, and document composition, there has been limited exploration of multi-character text entry for virtual reality head-mounted displays (VR HMDs). Typically, multi-type character entry requires four kinds of keyboards between which users need to switch. In this research, we explore hands-free approaches for rapid multi-type character entry. Our work explores two efficient and usable hands-free approaches for character selection: eye blinks and dwell. To enable quick switching between keyboards, we leverage the usability and efficiency of continuous head motions in the form of cross-based activation. In a pilot study, we explored the usability and efficiency of four locations of the switch keys, the two hands-free selection mechanisms, and crossing-based switching. In the main experiment, we evaluated four user-inspired layouts designed according to the findings from the pilot study. Results show that both blinking and dwell can work well with crossing-based switching and could lead to a relatively fast text entry rate (5.64 words-per-minute (WPM) with blinking and 5.42 WPM with dwell) with low errors (lower than 3% not corrected error rate (NCER)) for complex 8-digit passwords with upper/lowercase letters, symbols, and numbers. For sentences derived from the Brown Corpus, participants can reach 8.48 WPM with blinking and 7.78 WPM with dwell. Overall, as a first exploration, our results show that it is usable and efficient to perform hands-free text entry in VR using either eye blinks or dwell for character selection and crossing for mode switching

    Examining cross-modal correspondence between ambient color and taste perception in virtual reality

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    This research explores the cross-modal correspondence effect of ambient color on people’s taste perception in virtual reality (VR). To this end, we designed and conducted two experiments to investigate whether and how taste-congruent ambient colors in VR influence taste perception measured by four aspects: 1) taste ratings of a neutral drink; 2) taste association with virtual environments; 3) associated scenarios when immersed in these virtual environments; and 4) participants’ liking of these environments. In Experiment 1, participants adjusted the ambient light with different cross-modal-related colors in the immersive environments and reported their scaling of the Virtual Reality Sickness Questionnaire (VRSQ). Comfortable light intensity for each ambient color was obtained and color recognition problems were observed. In Experiment 2, participants tasted black tea (as the neutral drink), after being exposed to eight different virtual environments with different ambient colors. Results showed that the pink ambient color significantly increased the sweetness ratings. Differences in the color-taste association and environment liking were also observed in the ambient color conditions. Our results provide new insights into the cross-modal correspondence effect on ambient color and taste perception not found in prior work in VR scenarios.</jats:p

    Hands-free Multi-Type Character Text Entry in Virtual Reality

    No full text
    Multi-type characters, including uppercase and lowercase letters, symbols, and numbers, are essential in text entry activities. Although multi-type characters are used in passwords, instant messages, and document composition, there has been limited exploration of multi-character text entry for virtual reality head-mounted displays (VR HMDs). Typically, multi-type character entry requires four kinds of keyboards between which users need to switch. In this research, we explore hands-free approaches for rapid multi-type character entry. Our work explores two efficient and usable hands-free approaches for character selection: eye blinks and dwell. To enable quick switching between keyboards, we leverage the usability and efficiency of continuous head motions in the form of cross-based activation. In a pilot study, we explored the usability and efficiency of four locations of the switch keys, the two hands-free selection mechanisms, and crossing-based switching. In the main experiment, we evaluated four user-inspired layouts designed according to the findings from the pilot study. Results show that both blinking and dwell can work well with crossing-based switching and could lead to a relatively fast text entry rate (5.64 words-per-minute (WPM) with blinking and 5.42 WPM with dwell) with low errors (lower than 3% not corrected error rate (NCER)) for complex 8-digit passwords with upper/lowercase letters, symbols, and numbers. For sentences derived from the Brown Corpus, participants can reach 8.48 WPM with blinking and 7.78 WPM with dwell. Overall, as a first exploration, our results show that it is usable and efficient to perform hands-free text entry in VR using either eye blinks or dwell for character selection and crossing for mode switching

    Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study

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    Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.Arts and Sciences, Irving K. Barber School of (Okanagan)Non UBCReviewedFacult

    First de novo whole genome sequencing and assembly of the bar-headed goose

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    Background The bar-headed goose (Anser indicus) mainly inhabits the plateau wetlands of Asia. As a specialized high-altitude species, bar-headed geese can migrate between South and Central Asia and annually fly twice over the Himalayan mountains along the central Asian flyway. The physiological, biochemical and behavioral adaptations of bar-headed geese to high-altitude living and flying have raised much interest. However, to date, there is still no genome assembly information publicly available for bar-headed geese. Methods In this study, we present the first de novo whole genome sequencing and assembly of the bar-headed goose, along with gene prediction and annotation. Results 10X Genomics sequencing produced a total of 124 Gb sequencing data, which can cover the estimated genome size of bar-headed goose for 103 times (average coverage). The genome assembly comprised 10,528 scaffolds, with a total length of 1.143 Gb and a scaffold N50 of 10.09 Mb. Annotation of the bar-headed goose genome assembly identified a total of 102 Mb (8.9%) of repetitive sequences, 16,428 protein-coding genes, and 282 tRNAs. In total, we determined that there were 63 expanded and 20 contracted gene families in the bar-headed goose compared with the other 15 vertebrates. We also performed a positive selection analysis between the bar-headed goose and the closely related low-altitude goose, swan goose (Anser cygnoides), to uncover its genetic adaptations to the Qinghai-Tibetan Plateau. Conclusion We reported the currently most complete genome sequence of the bar-headed goose. Our assembly will provide a valuable resource to enhance further studies of the gene functions of bar-headed goose. The data will also be valuable for facilitating studies of the evolution, population genetics and high-altitude adaptations of the bar-headed geese at the genomic level
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