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Träfflista för sökning "WFRF:(Fjeld K) "

Sökning: WFRF:(Fjeld K)

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  • Chaudron, Michel, 1969, et al. (författare)
  • Interactive Surfaces for Collaborative Software Design
  • 2016
  • Ingår i: Proceedings of the Nordichi '16: The 9th Nordic Conference on Human-Computer Interaction - Game Changing Design. - New York, NY, USA : ACM. - 9781450347631 ; , s. Article number a143-
  • Konferensbidrag (refereegranskat)abstract
    • Large drawing boards have long been software engineers' tools of choice for collaborative software design. Recently, traditional design tools such as whiteboards and flip charts are being replaced by large interactive surfaces such as touch-sensitive wall-mounted displays or interactive tabletops. This workshop explores the novel opportunities that these interactive modeling tools offer for collaborative software engineering, as well as the technical and cognitive challenges that they introduce.
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4.
  • Chen, C., et al. (författare)
  • Using Crowdsourcing for Scientific Analysis of Industrial Tomographic Images
  • 2016
  • Ingår i: ACM Transactions on Intelligent Systems and Technology. - : Association for Computing Machinery (ACM). - 2157-6912 .- 2157-6904. ; 7:4
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we present a novel application domain for human computation, specifically for crowdsourcing, which can help in understanding particle-tracking problems. Through an interdisciplinary inquiry, we built a crowdsourcing system designed to detect tracer particles in industrial tomographic images, and applied it to the problem of bulk solid flow in silos. As images from silo-sensing systems cannot be adequately analyzed using the currently available computational methods, human intelligence is required. However, limited availability of experts, as well as their high cost, motivates employing additional nonexperts. We report on the results of a study that assesses the task completion time and accuracy of employing nonexpert workers to process large datasets of images in order to generate data for bulk flow research. We prove the feasibility of this approach by comparing results from a user study with data generated from a computational algorithm. The study shows that the crowd is more scalable and more economical than an automatic solution. The system can help analyze and understand the physics of flow phenomena to better inform the future design of silos, and is generalized enough to be applicable to other domains.
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5.
  • Hoshikawa, Yukai, et al. (författare)
  • Demonstration of RedirectedDoors: Manipulating User's Orientation while Opening Doors in Virtual Reality
  • 2022
  • Ingår i: Proceedings - SIGGRAPH Asia 2022 XR, SA 2022. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • We present an installation demonstrating the applicability of RedirectedDoors, a redirection technique that occasionally manipulates the user's orientation during door-opening motions. In this demo, the player explores an indoor virtual environment containing doors while wearing a head-mounted display (HMD), and their orientation in reality is manipulated as a function of the door's opening angle. In addition, when the player opens the door by pushing or pulling the doorknob in virtual reality, the corresponding passive haptic feedback is provided by the self-actuated doorknob-type prop. When reaching the goal, they can see the manipulation results by comparing their virtual position with a real landmark position. Consequently, this demo both makes the player's experience more realistic and presents the virtual environment in a comparatively small physical space.
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6.
  • Hoshikawa, Yukai, et al. (författare)
  • RedirectedDoors: Redirection while Opening Doors in Virtual Reality
  • 2022
  • Ingår i: Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022. ; , s. 464-473
  • Konferensbidrag (refereegranskat)abstract
    • We propose RedirectedDoors, a novel space-efficient technique for redirection in VR focused on door-opening behavior. This technique manipulates the user's walking direction by rotating the entire virtual environment (VE) at a certain angular ratio of the door being opened. This ratio is called door rotation gain. At the same time, the virtual door's position is kept unmanipulated so that a realistic door-opening user experience can be ensured. We designed and implemented the rotational manipulation algorithm and two types of door-opening interfaces; with and without a doorknob-Type passive haptic prop. We then conducted a user study (N = 12) to investigate redirection performance and user feedback as we examined three independent variables: door rotation gain, door-opening interface, and door-opening direction (push/pull). From the results, the estimated detection thresholds generally showed a higher space efficiency of redirection with our technique. Our results also showed that providing the haptic feedback led to a higher noticeability of redirection, but at the same time supported a higher subjective sense of realism and less discomfort. Following our results, we discuss which combinations of gain and door-opening direction can jointly provide lower noticeability and higher acceptability.
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7.
  • Kudo, Yoshiki, et al. (författare)
  • AdapTable: Extending Reach over Large Tabletops through Flexible Multi-Display Configuration
  • 2018
  • Ingår i: ISS 2018 - Proceedings of the 2018 ACM International Conference on Interactive Surfaces and Spaces. - New York, NY, USA : ACM. ; , s. 213-225
  • Konferensbidrag (refereegranskat)abstract
    • © 2018 ACM. Large interactive tabletops are beneficial for various tasks involving exploration and visualization, but regions of the screen far from users can be difficult to reach. We propose AdapTable; a concept and prototype of a flexible multi-display tabletop that can physically reconfigure its layout, allowing for interaction with difficult-to-reach regions. We conducted a design study where we found users preferred to change screen layouts for full-screen interaction, motivated by reduced physical demands and frustration. We then prototyped AdapTable using four actuated tabletop displays each propelled by a mobile robot, and a touch menu was chosen to control the layout. Finally, we conducted a user study to evaluate how well AdapTable addresses the reaching problem compared with a conventional panning technique. Our findings show that AdapTable provides a more efficient method for complex full-screen interaction.
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8.
  • Le, Khanh Duy, 1989, et al. (författare)
  • MirrorTablet: Exploring a low-cost mobile system for capturing unmediated hand gestures in remote collaboration
  • 2017
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. ; , s. 79-89
  • Konferensbidrag (refereegranskat)abstract
    • Direct and natural images of hand gestures have been shown to benefit remote collaboration on physical tasks in several settings, including ad-hoc ones. However, to capture such unmediated hand gestures within collaborative tasks, existing approaches require stationary hardware systems or heavily instrumented mobile devices, making them unfeasible for use at ad-hoc workplaces. We present MirrorTablet, a low-cost mirror-based system taking advantage of the built-in front-facing camera of a tablet to capture the user’s unmediated hand interactions on and above the screen. This system requires minimal instrumentation of the tablet and can be easily (un-)mounted, making it suitable for mobile usage. A user study with ten pairs of participants on a helper-worker setup working on construction tasks showed that MirrorTablet improved task completion time and had positive effects on participants’ perceived workload when working with unfamiliar tasks compared to using a common sketch-only interface. In addition, qualitative feedback yielded design considerations on hand visualization for mobile device remote collaboration on physical tasks.
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9.
  • Le, Khanh Duy, 1989, et al. (författare)
  • Ubitile: A Finger-Worn I/O Device for Tabletop Vibrotactile Pattern Authoring
  • 2016
  • Ingår i: 9th Nordic Conference on Human-Computer Interaction, NordiCHI 2016, Gothenburg, Sweden, 23-27 October 2016. - New York, NY, USA : ACM. - 9781450347631 ; , s. 4-
  • Konferensbidrag (refereegranskat)abstract
    • While most mobile platforms offer motion sensing as input for creating tactile feedback, it is still hard to design such feedback patterns while the screen becomes larger, e.g. tabletop surfaces. This demonstration presents Ubitile, a finger-worn concept offering both motion sensing and vibration feedback for authoring of vibrotactile feedback on tabletops. We suggest the mid-air motion input space made accessible using Ubitile outperforms current GUI-based visual input techniques for designing tactile feedback. Additionally Ubitile offers a hands-free input space for the tactile output. Ubitile integrates both input and output spaces within a single wearable interface, jointly affording spatial authoring/editing and active tactile feedback on- and above- tabletops.
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10.
  • Zhu, K. N., et al. (författare)
  • WristOrigami: Exploring foldable design for multi-display smartwatch
  • 2018
  • Ingår i: DIS 2018 - Proceedings of the 2018 Designing Interactive Systems Conference. - New York, NY, USA : ACM. - 9781450351980 ; , s. 1207-1218
  • Konferensbidrag (refereegranskat)abstract
    • We present WristOrigami, an origami-inspired design concept and system extending the interaction with smartwatches through a foldable structure with multiple on-wrist displays. The current design provides extra affordances via folding, flipping, and elastic pulling actions on a multidisplay smartwatch. To motivate the design of WristOrigami, we developed a taxonomy that could be useful for analyzing and characterizing the origami-inspired multi-display smartwatch interaction. Through a participatory-design study with a set of prototypes with different levels of fidelity, we investigated users' perception of WristOrigami in a wide range of applications with the presented features, and summarized a list of common shape configurations. We summarized our findings into seven design recommendations, to inform the future design of foldable smartwatch interactions. We further developed a set of application demonstrations as proofs-of-concept.
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