With the annual progress of these information technologies in a new era such as Mobile Internet and the Internet of Things, and the degree of population aging in our country is increasing by year as well. However, whe...
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We propose Third-Person Piloting, a novel drone manipulation interface that increases situational awareness using an interactive third-person perspective from a second, spatially coupled drone. The pilot uses a contro...
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ISBN:
(纸本)9781450368162
We propose Third-Person Piloting, a novel drone manipulation interface that increases situational awareness using an interactive third-person perspective from a second, spatially coupled drone. The pilot uses a controller with a manipulatable miniature drone. Our algorithm understands the relationship between the pilot's eye position and the miniature drone and ensures that the same spatial relationship is maintained between the two real drones in the sky. This allows the pilot to obtain various third-person perspectives by changing the orientation of the miniature drone while maintaining standard primary drone control using the conventional controller. We design and implement a working prototype with programmable drones and propose several representative operation scenarios. We gather user feedback to obtain the initial insights of our interface design from novices, advanced be-ginners, and experts. Our result suggests that the interactive third-person perspective provided by the second drone offers sufficient potential for increasing situational awareness and supporting their primary drone operations.
The proceedings contain 70 papers. The topics discussed include: GravitySpot: guiding users in front of public displays using on-screen visual cues;tactile animation by direct manipulation of grid displays;cLuster: sm...
ISBN:
(纸本)9781450337793
The proceedings contain 70 papers. The topics discussed include: GravitySpot: guiding users in front of public displays using on-screen visual cues;tactile animation by direct manipulation of grid displays;cLuster: smart clustering of free-hand sketches on large interactive surfaces;Impacto: simulating physical impact by combining tactile stimulation with electrical muscle stimulation;GelTouch: localized tactile feedback through thin, programmable gel;extreme computational photography;improving haptic feedback on wearable devices through accelerometer measurements;Tiltcasting: 3D interaction on large displays using a mobile device;procedural modeling using autoencoder networks;Encore: 3D printed augmentation of everyday objects with printed -over, affixed and interlocked attachments;ReForm: integrating physical and digital design through bidirectional fabrication;and FoveAR: combining an optically see-through near-eye display with spatial augmented reality projections.
We introduce CapstanCrunch, a force resisting, palm-grounded haptic controller that renders haptic feedback for touching and grasping both rigid and compliant objects in a VR environment. In contrast to previous contr...
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ISBN:
(纸本)9781450368162
We introduce CapstanCrunch, a force resisting, palm-grounded haptic controller that renders haptic feedback for touching and grasping both rigid and compliant objects in a VR environment. In contrast to previous controllers, CapstanCrunch renders human-scale forces without the use of large, high force, electrically power consumptive and expensive actuators. Instead, CapstanCrunch integrates a friction-based capstan-plus-cord variable-resistance brake mechanism that is dynamically controlled by a small internal motor. The capstan mechanism magnifies the motor's force by a factor of around 40 as an output resistive force. Compared to active force control devices, it is low cost, low electrical power, robust, safe, fast and quiet, while providing high force control to user interaction. We describe the design and implementation of CapstanCrunch and demonstrate its use in a series of VR scenarios. Finally, we evaluate the performance of CapstanCrunch in two user studies and compare our controller with an active haptic controller with the ability to simulate different levels of convincing object rigidity and/or compliance.
userinterfaces in self-order terminals aim to satisfy the need for information of a broad audience and thus get easily cluttered. Online shops present personalized product recommendations based on previously gathered...
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ISBN:
(纸本)9781450368179
userinterfaces in self-order terminals aim to satisfy the need for information of a broad audience and thus get easily cluttered. Online shops present personalized product recommendations based on previously gathered user data to channel the user's attention. In contrast, stateless point-of-sales machines generally have no access to the user's personal information nor previous purchase behavior. user preferences must therefore be determined during the interaction. We thus propose using gaze data to determine preferences in real-time. In this paper we present a system for dynamic gaze-based filtering.
We present TilePoP, a new type of pneumatically-actuated interface deployed as foor tiles which dynamically pop up by infating into large shapes constructing proxy objects for whole-body interactions in Virtual Realit...
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ISBN:
(纸本)9781450368162
We present TilePoP, a new type of pneumatically-actuated interface deployed as foor tiles which dynamically pop up by infating into large shapes constructing proxy objects for whole-body interactions in Virtual Reality. TilePoP consists of a 2D array of stacked cube-shaped airbags designed with specifc folding structures, enabling each airbag to be infated into a physical proxy and then defated down back to its original tile shape when not in use. TilePoP is capable of providing haptic feedback for the whole body and can even support human body weight. Thus, it allows new interaction possibilities in VR. Herein, the design and implementation of TilePoP are described in detail along with demonstrations of its applications and the results of a preliminary user evaluation conducted to understand the users' experience with TilePoP.
The rapid advancement of augmented reality technology brings museum visitors enhanced interaction and immersion experience. However, most existing augmented reality museums adopt individual-based userinterfaces that ...
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ISBN:
(纸本)9781450368179
The rapid advancement of augmented reality technology brings museum visitors enhanced interaction and immersion experience. However, most existing augmented reality museums adopt individual-based userinterfaces that hinder joint interaction across multiple users. We present the distance-driven userinterface (DUI) to enable collaborative exhibit viewing in augmented reality museum. We classify the users in four groups according to the user-exhibit distance and assign each group specific interaction privileges - put simply, the DUI elicits the users standing far from an exhibit to explore more of the desired exhibit by approaching closer to the exhibit. We describe the DUI architecture and preliminarily evaluate users' acceptance and effectiveness of the DUI and find that, the DUI is interpretable, improves users' awareness of collaboration, and increases user interests to the exhibit with considerably improved willingness of approaching the exhibit.
The presenters will demo a web-based Data Science Learning Platform (DSLP) that makes data science education accessible to students with limited or no programming background. The DSLP platform offers students with sev...
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ISBN:
(纸本)9781450390712
The presenters will demo a web-based Data Science Learning Platform (DSLP) that makes data science education accessible to students with limited or no programming background. The DSLP platform offers students with several benefits such as: (1) learn a web-based userinterface to perform data science tasks without requiring coding, (2) explore popular Python data science libraries (e.g., Pandas, Matplotlib, Numpy, or Scikit-Learn) through real-time code exemplification to prepare them for advanced data science topics, (3) become familiar with the on-site user guide and helpful tips to make the platform easy to use, (4) write their own code within a sandbox, and (5) monitor their own progress by tracking their platform usage. The demo will walk through the steps of using the DSLP to perform various data science tasks and the participants will be able to try out the features mentioned above. The demo will also cover the design of course materials, including hands-on practices and lab assignments using the DSLP platform. The typical participants include instructors who are interested in teaching introductory-level data science to high school students or non-computing college majors with little or no programming background. Participants need to have a laptop with access to the Internet to attend the hands-on exercises workshop. The laptop should have a current web browser (e.g., Safari or Chrome) installed to access the web-based learning platform. This demo describes work supported by the National Science Foundation under Award 2021287.
Isolation is one of the largest contributors to a lack of well-being, increased anxiety and loneliness in older adults. In collaboration with elders in living facilities, we designed the Memory Music Box;a low-thresho...
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ISBN:
(纸本)9781450368162
Isolation is one of the largest contributors to a lack of well-being, increased anxiety and loneliness in older adults. In collaboration with elders in living facilities, we designed the Memory Music Box;a low-threshold platform to increase connectedness. The HCI community has contributed notable research in support of elders through monitoring, tracking and memory augmentation. Despite the Information and Communication Technologies field (ICT) advances in providing new opportunities for connection, challenges in accessibility increase the gap between elders and their loved ones. We approach this challenge by embedding a familiar form factor with innovative applications, performing design evaluations with our key target group to incorporate multi-iteration learnings. These findings culminate in a novel design that facilitates elders in crossing technology and communication barriers. Based on these findings, we discuss how future inclusive technologies for the older adults' can balance ease of use, subtlety and elements of Cognitively Sustainable Design.
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