In this work we present Sublime, a new concept of Steady-State Visually Evoked Potential (SSVEP) based Brain-Computer interface (BCI) where brain-computer communication occurs by capturing imperceptible visual stimuli...
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ISBN:
(纸本)9781450360869
In this work we present Sublime, a new concept of Steady-State Visually Evoked Potential (SSVEP) based Brain-Computer interface (BCI) where brain-computer communication occurs by capturing imperceptible visual stimuli integrated in the virtual scene and effortlessly conveying subliminal information to a computer. The technology was tested in a Virtual Reality (VR) environment, where the subject could navigate between the different menus by just gazing at them. The ratio between the stimuli frequencies and the refresh rate of the VR display creates an undesired perception of beats for which different solutions are proposed. To inform the user of target activation, real-time feedback in the form of loading bars is incorporated under each selectable object. We conducted experiments with several subjects and though the system is slower than a conventional joystick, users reported a satisfactory overall experience, in part due to the unexpected responsiveness of the system, as well as due to the fact that virtual objects flickered at a rate that did not cause annoyance. Since the imperceptible visual stimuli can be integrated unobtrusively to any element of the virtual world, we conclude that the potential applications of Sublime are extensive, especially in situations where knowing user's visual focus can be relevant.
Shape-changing interfaces match forms and haptics with functions and bring affordances to devices. I believe that shape-changing interfaces will be increasingly available to end-users in the future. To increase accept...
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ISBN:
(纸本)9781450359498
Shape-changing interfaces match forms and haptics with functions and bring affordances to devices. I believe that shape-changing interfaces will be increasingly available to end-users in the future. To increase acceptance of shape-changing interfaces by end-users, we need to provide designers with design criteria and framework closely grounded on their current skills and needs. Also, we need to provide them with prototyping tools to enable quick assessment of ideas in the physical world. In this paper, I introduce the three threads of my Ph.D. research in the direction of providing the design tools. First, I advance existing shape-changing interface taxonomies to broaden design vocabulary and systemize design framework, based on the classification of everyday objects. Second, I conduct a study with end-users to suggest interaction techniques and design guidelines for shape-changing interfaces from their current practice. Lastly, I develop a physical prototyping tool for shape-changing interfaces to shorten prototyping iterations based on well-known Lego-like bricks.
We are pursuing a vision of reactive interior spaces that are aware of people's actions and transform according to changing needs. We envision furniture and walls that act as interactive displays and that shapeshi...
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ISBN:
(纸本)9781450360869
We are pursuing a vision of reactive interior spaces that are aware of people's actions and transform according to changing needs. We envision furniture and walls that act as interactive displays and that shapeshift to the correct physical form, and the appropriate interactive visual content and modality. This paper briefly describes our proposal based on our recent efforts on realizing this vision.
Mixed reality (MR) has changed the perspective we see and interact with our world. While the current-generation of MR head-mounted devices (HMDs) are capable of generating high quality visual contents, interation in m...
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ISBN:
(纸本)9781450360869
Mixed reality (MR) has changed the perspective we see and interact with our world. While the current-generation of MR head-mounted devices (HMDs) are capable of generating high quality visual contents, interation in most MR applications typically relies on in-air hand gestures, gaze, or voice. These interfaces although are intuitive to learn, may easily lead to inaccurate operations due to fatigue or constrained by the environment. In this work, we present Dual-MR, a novel MR interation system that i) synchronizes the MR viewpoints of HMD and handheld smartphone, and ii) enables precise, tactile, immersive and user-friendly object-level manipulations throught the multi-touch input of smartphone. In addition, Dual-MR allows multiple users to join the same MR coordinate system to facilite the collaborate in the same physical space, which further broadens its usability. A preliminary user study shows that our system easily overwhelms the conventional interface, which combines in-air hand gesture and gaze, in the completion time for a series of 3D object manipulation tasks in MR.
Programming by Demonstration (PBD) promises to enable data scientists to collect web data. However, in formative interviews with social scientists, we learned that current PBD tools are insufficient for many real-worl...
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ISBN:
(纸本)9781450359481
Programming by Demonstration (PBD) promises to enable data scientists to collect web data. However, in formative interviews with social scientists, we learned that current PBD tools are insufficient for many real-world web scraping tasks. The missing piece is the capability to collect hierarchically-structured data from across many different webpages. We present Rousillon, a programming system for writing complex web automation scripts by demonstration. users demonstrate how to collect the first row of a 'universal table' view of a hierarchical dataset to teach Rousillon how to collect all rows. To offer this new demonstration model, we developed novel relation selection and generalization algorithms. In a within-subject user study on 15 computer scientists, users can write hierarchical web scrapers 8 times more quickly with Rousillon than with traditional programming.
One of the main drawbacks of the fixation-based gaze interfaces is that they are unable to distinguish top-down attention (or selection, a gaze with a purpose) from stimulus driven bottom-up attention (or navigation, ...
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ISBN:
(纸本)9781450359498
One of the main drawbacks of the fixation-based gaze interfaces is that they are unable to distinguish top-down attention (or selection, a gaze with a purpose) from stimulus driven bottom-up attention (or navigation, a stare without any intentions) without time durations or unnatural eye movements. We found that using the bistable image called the Necker's cube as a button userinterface (UI) helps to remedy the limitation. When users switch two rivaling percepts of the Necker's cube at will, unique eye movements are triggered and these characteristics can be used to indicate a button press or a selecting action. In this paper, we introduce (1) the cognitive phenomenon called "percept switch" for gaze interaction, and (2) propose "perceptual switch" or the Necker's cube userinterface (UI) which uses "percept switch" as the indication of a selection. Our preliminary experiment confirms that perceptual switch can be used to distinguish voluntary gaze selection from random navigation, and discusses that the visual elements of the Necker's cube such as size and biased visual cues could be adjusted for the optimal use of individual users.
This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a ...
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ISBN:
(纸本)9781450360869
This paper presents an immersive 3D virtual reality application accessed through the web that allows users to create their own custom virtual art galleries. The application allows users to select paintings based on a time range or country and then it dynamically generates the 3D virtual exhibit. Various features about the exhibit can be customized, such as the floor texture and wall color. users can also save their exhibit, so it can be shared with others.
Locomotion, the most basic interaction in Virtual Environments (VE), enables users to move around the virtual world. Locomotion in Virtual Reality (VR) is a problem which has not been solved completely since existing ...
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ISBN:
(纸本)9781450359498
Locomotion, the most basic interaction in Virtual Environments (VE), enables users to move around the virtual world. Locomotion in Virtual Reality (VR) is a problem which has not been solved completely since existing techniques have a specific set of requirements and limitations. In addition, the uncertainty about the impact that virtual cues have on users perception complicates the development of better locomotion interfaces. A broadly applicable locomotion technique that is easy to use and addresses the issues of presence, cybersickness and fatigue has yet to be developed. Though optical flow and vestibular cues are dominant in navigation, other cues such as auditory, arm feedback, wind, etc. play a role. The proposed research aims to evaluate and improve upon a set of locomotion techniques for different modes of locomotion in virtual scenarios, as well as the transitions between them. The outcome measures of the evaluations of the different scenarios are usefulness for spatial orientation, presence, fatigue, cybersickness and user preference. The envisioned contribution of my thesis is research towards the design of a locomotion technique that is easy to use and addresses the shortcomings of current implementations.
The proceedings contain 133 papers. The topics discussed include: sublime: a hands-free virtual reality menu navigation system using a high-frequency SSVEP-based brain-computer interface;audio-tactile proximity feedba...
ISBN:
(纸本)9781450360869
The proceedings contain 133 papers. The topics discussed include: sublime: a hands-free virtual reality menu navigation system using a high-frequency SSVEP-based brain-computer interface;audio-tactile proximity feedback for enhancing 3D manipulation;tactile hand motion and pose guidance for 3D interaction;design and implementation of a multi-person fish-tank virtual reality display;standards-compliant HTTP adaptive streaming of static light fields;VR safari park: a concept-based world building interface using blocks and world tree;balloonygen: extended tabletop display embedded with balloon-like deformable spherical screen;and comparison of the usability of a car infotainment system in a mixed reality environment and in a real car.
We present a textile sensor, capable of detecting multi-touch and multi-pressure input on non-planar surfaces and demonstrate how such sensors can be fabricated and integrated into pressure stabilized membrane envelop...
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ISBN:
(纸本)9781450359498
We present a textile sensor, capable of detecting multi-touch and multi-pressure input on non-planar surfaces and demonstrate how such sensors can be fabricated and integrated into pressure stabilized membrane envelopes (i.e. inflatables). Our sensor design is both stretchable and flexible/bendable and can conform to various three-dimensional surface geometries and shape-changing surfaces. We briefly outline an approach for basic signal acquisition from such sensors and how they can be leveraged to measure internal air-pressure of inflatable objects without specialized air-pressure sensors. We further demonstrate how standard electronic circuits can be integrated with malleable inflatable objects without the need for rigid enclosures for mechanical protection.
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