空中互动:增加互动桌面的深度

Otmar Hilliges, S. Izadi, Andrew D. Wilson, Steve Hodges, A. Garcia-Mendoza, A. Butz
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引用次数: 260

摘要

尽管交互界面具有许多独特和引人注目的特性,但它们所支持的交互本质上是与显示界面绑定在一起的。在本文中,我们提出了一种技术,使用户可以在桌面表面和桌面表面之间无缝切换。我们的目标是利用表面以上的空间,结合常规的桌面显示,以更直观的方式在三维空间中操作数字内容。我们的目标是设计一种技术,与我们在现实世界中操作物理对象的方式非常相似;从概念上讲,允许虚拟物体从桌面表面“捡起”,以便操纵它们的三维位置或方向。我们描绘了这种技术的演变,在两个后投影视觉桌面上实现。两者都使用特殊的投影屏幕材料,以允许在显着深度以外的感应。现有的和新的计算机视觉技术被用来感知桌面上的手势和姿势,这可以与更熟悉的多点触摸交互一起使用。以这种方式在表面上进行交互会带来许多有趣的挑战。特别是,它打破了大多数桌面所提供的直接交互隐喻。我们提出了一种新的基于阴影的技术来帮助缓解这个问题。我们根据自己的观察和最初的用户反馈讨论了我们的技术的优点和局限性,并通过比较和对比我们的桌面实现提供了各种见解
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactions in the air: adding further depth to interactive tabletops
Although interactive surfaces have many unique and compelling qualities, the interactions they support are by their very nature bound to the display surface. In this paper we present a technique for users to seamlessly switch between interacting on the tabletop surface to above it. Our aim is to leverage the space above the surface in combination with the regular tabletop display to allow more intuitive manipulation of digital content in three-dimensions. Our goal is to design a technique that closely resembles the ways we manipulate physical objects in the real-world; conceptually, allowing virtual objects to be 'picked up' off the tabletop surface in order to manipulate their three dimensional position or orientation. We chart the evolution of this technique, implemented on two rear projection-vision tabletops. Both use special projection screen materials to allow sensing at significant depths beyond the display. Existing and new computer vision techniques are used to sense hand gestures and postures above the tabletop, which can be used alongside more familiar multi-touch interactions. Interacting above the surface in this way opens up many interesting challenges. In particular it breaks the direct interaction metaphor that most tabletops afford. We present a novel shadow-based technique to help alleviate this issue. We discuss the strengths and limitations of our technique based on our own observations and initial user feedback, and provide various insights from comparing, and contrasting, our tabletop implementations
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