Proceedings of the 2016 Symposium on Spatial User Interaction最新文献

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MocaBit 2.0: A Gamified System to Examine Behavioral Patterns through Granger Causality MocaBit 2.0:通过格兰杰因果关系检验行为模式的游戏化系统
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989199
S. Yoo, Sudarshan Seshasayee
{"title":"MocaBit 2.0: A Gamified System to Examine Behavioral Patterns through Granger Causality","authors":"S. Yoo, Sudarshan Seshasayee","doi":"10.1145/2983310.2989199","DOIUrl":"https://doi.org/10.1145/2983310.2989199","url":null,"abstract":"In this paper, we approach the study to shed light on the relationship between multi user's movement and influence through vision-based technology, gamification, and Granger Causality (GC). This research utilizes GC test in a gamified mo-cap system, named MocaBit, in order to figure out whether player's personal movement and influence affect each other with specific time-lag. As a result, it turned out that user's velocity and curvature have statistically affected other user's actions.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115154924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Metric for Short-Term Hand Comfort and Discomfort: Exploring Hand Posture Evaluation 短期手部舒适和不适的度量:探索手部姿势评估
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985752
Jonas Mayer, Nicholas Katzakis
{"title":"A Metric for Short-Term Hand Comfort and Discomfort: Exploring Hand Posture Evaluation","authors":"Jonas Mayer, Nicholas Katzakis","doi":"10.1145/2983310.2985752","DOIUrl":"https://doi.org/10.1145/2983310.2985752","url":null,"abstract":"We propose a metric for quick short-term comfort and discomfort evaluation of non-resting hand postures. The metric is further improved using data from user studies. Comparing subjective user ratings with the metric indicates the metric to be a fitting model for perceived comfort and discomfort. Our results also indicate that there is an effect of hand comfort and discomfort on precision and performance in a 3D target pointing task.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127620473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Grasp, Grab or Pinch? Identifying User Preference for In-Air Gestural Manipulation 抓,抓还是捏?识别用户对空中手势操作的偏好
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989209
Alvin Jude, G. M. Poor, Darren Guinness
{"title":"Grasp, Grab or Pinch? Identifying User Preference for In-Air Gestural Manipulation","authors":"Alvin Jude, G. M. Poor, Darren Guinness","doi":"10.1145/2983310.2989209","DOIUrl":"https://doi.org/10.1145/2983310.2989209","url":null,"abstract":"In-air gestural interactions can be used in desktop or other similar systems to perform cursor-based movements typically done with a mouse. One form of interaction that is required here is that of gestural manipulation, such as the ability to select a target and then move or rotate it, or any other forms of manipulation. In this paper, we implemented and evaluated 3 different gestures for users to manipulate objects on a screen, which we referred to as \"grasp,\" \"grab\" and \"pinch.\" We performed a usability study, which showed a strong preference for the \"grasp\" gesture.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132559052","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models 探索油藏模型中优化井位的沉浸式界面
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985762
R. Mota, S. Cartwright, E. Sharlin, H. Hamdi, M. Sousa, Zhangxin Chen
{"title":"Exploring Immersive Interfaces for Well Placement Optimization in Reservoir Models","authors":"R. Mota, S. Cartwright, E. Sharlin, H. Hamdi, M. Sousa, Zhangxin Chen","doi":"10.1145/2983310.2985762","DOIUrl":"https://doi.org/10.1145/2983310.2985762","url":null,"abstract":"As the oil and gas industry's ultimate goal is to uncover efficient and economic ways to produce oil and gas, well optimization studies are crucially important for reservoir engineers. Although this task has a major impact on reservoir productivity, it has been challenging for reservoir engineers to perform since it involves time-consuming flow simulations to search a large solution space for an optimal well plan. Our work aims to provide engineers a) an analytical method to perform static connectivity analysis as a proxy for flow simulation, b) an application to support well optimization using our method and c) an immersive experience that benefits engineers and supports their needs and preferences when performing the design and assessment of well trajectories. For the latter purpose, we explore our tool with three immersive environments: a CAVE with a tracked gamepad; a HMD with a tracked gamepad; and a HMD with a Leap Motion controller. This paper describes our application and its techniques in each of the different immersive environments. This paper also describes our findings from an exploratory evaluation conducted with six reservoir engineers, which provided insight into our application, and allowed us to discuss the potential benefits of immersion for the oil and gas domain.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"381 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124752051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Window-Shaping: 3D Design Ideation in Mixed Reality 窗形:混合现实中的3D设计构思
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989189
Ke Huo, Vinayak, K. Ramani
{"title":"Window-Shaping: 3D Design Ideation in Mixed Reality","authors":"Ke Huo, Vinayak, K. Ramani","doi":"10.1145/2983310.2989189","DOIUrl":"https://doi.org/10.1145/2983310.2989189","url":null,"abstract":"We present, Window-Shaping, a mobile, markerless, mixed-reality (MR) interface for creative design ideation that allows for the direct creation of 3D shapes on and around physical objects. Using the sketch-and-inflate scheme, we present a design workflow where users can create dimensionally consistent and visually coherent 3D models by borrowing visual and dimensional attributes from existing physical objects.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124646560","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks 眨眼过程中虚拟现实的阈下重新定向和重新定位
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989204
E. Langbehn, G. Bruder, Frank Steinicke
{"title":"Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks","authors":"E. Langbehn, G. Bruder, Frank Steinicke","doi":"10.1145/2983310.2989204","DOIUrl":"https://doi.org/10.1145/2983310.2989204","url":null,"abstract":"Locomotion in Immersive Virtual Environments (IVEs) is one of the most basic interactions, while human walking is the most natural user-interface for this. Obviously, this technique is limited by the available physical space. Redirected Walking (RDW) wants to overcome this issue by subliminal redirection of the user inside the physical space. Traditional RDW algorithms need a circle with a radius of 22m to allow the user the exploration of an infinite virtual world. Because this is still too large to fit in a room-scale setup, we have to optimize detection thresholds and algorithms. Bolte et al. already examined reorientation and repositioning during saccades and showed that a subtle manipulation is possible. In this poster we describe how we investigated reorientation and repositioning of the user in the virtual world during eye blinks. Furthermore, we present an experimental setup for evaluating detection thresholds of reorientation and repositioning during eye blinks. And we indicate first impressions of the perception and the usability.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124659382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
A Non-grounded and Encountered-type Haptic Display Using a Drone 一种使用无人机的非接地和遭遇式触觉显示器
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985746
Kotaro Yamaguchi, G. Kato, Yoshihiro Kuroda, K. Kiyokawa, H. Takemura
{"title":"A Non-grounded and Encountered-type Haptic Display Using a Drone","authors":"Kotaro Yamaguchi, G. Kato, Yoshihiro Kuroda, K. Kiyokawa, H. Takemura","doi":"10.1145/2983310.2985746","DOIUrl":"https://doi.org/10.1145/2983310.2985746","url":null,"abstract":"Encountered-type haptic displays recreate realistic haptic sensations by producing physical surfaces on demand for a user to explore directly with his or her bare hands. However, conventional encountered-type devices are fixated in the environment thus the working volume is limited. To address the limitation, we investigate the potential of an unmanned aerial vehicle (drone) as a flying motion base for a non-grounded encountered-type haptic device. As a lightweight end-effector, we use a piece of paper hung from the drone to represent the reaction force. Though the paper is limp, the shape of paper is held stable by the strong airflow induced by the drone itself. We conduct two experiments to evaluate the prototype system. First experiment evaluates the reaction force presentation by measuring the contact pressure between the user and the end-effector. Second experiment evaluates the usefulness of the system through a user study in which participants were asked to draw a straight line on a virtual wall represented by the device.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130573776","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 48
Katsukazan: An Intuitive iOS App for Informing People About Volcanic Activity in Japan Katsukazan:一款直观的iOS应用程序,可以告诉人们日本的火山活动
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989191
Paul Haimes, Tetsuaki Baba
{"title":"Katsukazan: An Intuitive iOS App for Informing People About Volcanic Activity in Japan","authors":"Paul Haimes, Tetsuaki Baba","doi":"10.1145/2983310.2989191","DOIUrl":"https://doi.org/10.1145/2983310.2989191","url":null,"abstract":"Events in recent years have drawn attention to disaster risks related to volcanic activity in Japan. People having easy access to information regarding Japan's active volcanoes is of great importance - particularly as early work in our research indicated that visitors to Japan are unaware of these risks. Both disaster literature and interaction design theory emphasise considering the needs of users as part of the design process. Therefore, we are involving users at each step of the design process as we create an iOS application that allows people to explore and contextualise this information in a simple yet meaningful way.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132298472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Acquario: A Tangible Spatially-Aware Tool for Information Interaction and Visualization Acquario:一个用于信息交互和可视化的有形空间感知工具
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2989208
Sydney Pratte, T. Seyed, F. Maurer
{"title":"Acquario: A Tangible Spatially-Aware Tool for Information Interaction and Visualization","authors":"Sydney Pratte, T. Seyed, F. Maurer","doi":"10.1145/2983310.2989208","DOIUrl":"https://doi.org/10.1145/2983310.2989208","url":null,"abstract":"Acquario is an interactive, spatially aware personal cubic display that can be used as an interaction tool for visualizations. Acquario uses the Pepper's ghost effect to transform a web-based visualization into a \"holographic\" visualization that can be interacted with using gestures, proximity or custom laser printed tangible objects with embedded NFC tags. The aim of Acquario is to enable proximity, tangible and gestural interactions for designers for keyboard and mouse based interactions, allowing users an innovative and \"hands on\" means.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116789879","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Thumbs-Up: 3D Spatial Thumb-Reachable Space for One-Handed Thumb Interaction on Smartphones 大拇指向上:智能手机上单手拇指交互的三维空间大拇指可达空间
Proceedings of the 2016 Symposium on Spatial User Interaction Pub Date : 2016-10-15 DOI: 10.1145/2983310.2985755
Khalad Hasan, Junhyeok Kim, David Ahlström, Pourang Irani
{"title":"Thumbs-Up: 3D Spatial Thumb-Reachable Space for One-Handed Thumb Interaction on Smartphones","authors":"Khalad Hasan, Junhyeok Kim, David Ahlström, Pourang Irani","doi":"10.1145/2983310.2985755","DOIUrl":"https://doi.org/10.1145/2983310.2985755","url":null,"abstract":"People very often use mobile devices with one hand to free the second hand for other tasks. In such cases, the thumb of the hand holding the device is the only available input finger, making multi-touch interactions impossible. Complicating interaction further, the screen area that can be reached with the thumb while holding the device is limited, which makes distant on-screen areas inaccessible. Motivated by emerging portable object tracking technologies, we explore how spatial mid-air thumb-gestures could potentially be used in combination with on-screen touch input to facilitate one-handed interaction. From a user study we identify the 3D thumb-reachable space when holding a smartphone. We call this space \"Thumbs-Up\". This space extends up to 74 mm above the screen, making it possible to create interactions for the thumb of the hand holding the smartphone. We furthermore demonstrate how such Thumbs-Up techniques, when combined with on-screen interaction, can extend the input vocabulary in one-handed situations.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128200068","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
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