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Sökning: WFRF:(Yantaç Asim Evren)

  • Resultat 1-4 av 4
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1.
  • Baytas, Mehmet Aydin, et al. (författare)
  • LabDesignAR: Configuring multi-camera motion capture systems in augmented reality
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : ACM. - 9781450355483 ; Part F131944
  • Konferensbidrag (refereegranskat)abstract
    • We present LabDesignAR, an augmented reality application to support the planning, setup, and reconfiguration of marker-based motion capture systems with multiple cameras. LabDesignAR runs on the Microsoft HoloLens and allows the user to place an arbitrary number of virtual "holographic" motion capture cameras into an arbitrary space, in situ. The holographic cameras can be arbitrarily positioned, and different lens configurations can be selected to visualize the resulting fields of view and their intersections. LabDesignAR also demonstrates a hybrid natural gestural interaction technique, implemented through a fusion of the vision-based hand tracking capabilities of an augmented reality headset and instrumented gesture recognition with an electromyography armband. The source code for LabDesignAR and its supporting components can be found online.
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2.
  • Kunz, Andreas, et al. (författare)
  • Tangible tabletops for emergency response: an exploratory study
  • 2013
  • Ingår i: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation (MIDI '13). - 9781450323031 ; , s. 10-
  • Konferensbidrag (refereegranskat)abstract
    • Effective handling of location-based data is important to emergency response management (ERM). Expert team members co-located around maps typically discuss events while drawing freeform areas or while using physical placeholders representing incidents. Key ERM functions are filtering data, selecting information recipients, searching datasets, drawing time-dependent freeform areas, and zooming in on one region while leaving others unchanged. Under time pressure the mouse and keyboard could be insufficient; intuitive graspable solutions, such as tangible user interfaces (TUIs), may be better suited for ERM. We present CoTracker, a tangible tabletop system with expected potential for ERM teamwork. On an interactive map expert team members can discuss an operational picture using TUIs like bricks, frames, and pens. With the participation of domain experts for cognitive walk-through studies, we examined how generic and specialized TUIs can support ERM-related functions. We present some insights into the design of ERM-focused tangible tabletops.
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3.
  • Obaid, Mohammad, et al. (författare)
  • Developing a Prototyping Method for Involving Children in the Design of Classroom Robots
  • 2018
  • Ingår i: International Journal of Social Robotics. - : Springer Science and Business Media LLC. - 1875-4791 .- 1875-4805. ; 10:2, s. 279-291
  • Tidskriftsartikel (refereegranskat)abstract
    • Including children in the design of technologies that will have an impact on their daily lives is one of the pillars of user-centered design. Educational robots are an example of such a technology where children’s involvement is important. However, the form in which this involvement should take place is still unclear. Children do not have a lot of experience with educational robots yet, while they do have some ideas of what robot could be like from popular media, such as BayMax from the Big Hero 6 movie. In this paper we describe two pilot studies to inform the development of an elicitation method focusing on form factors; a first study in which we have asked children between 8 and 15 years old to design their own classroom robot using a toolkit, the Robo2Box, and a second study where we have compared the use of the Robo2Box toolkit and clay as elicitation methods. We present the results of the two studies, and discuss the implications of the outcomes to inform further development of the Robo2Box for prototyping classroom robots by children.
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4.
  • Obaid, Mohammad, 1982, et al. (författare)
  • How would you gesture navigate a drone? A user-centered approach to control a drone
  • 2016
  • Ingår i: AcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference. - New York, NY, USA : ACM. - 9781450343671 ; , s. 113-121
  • Konferensbidrag (refereegranskat)abstract
    • Gestural interaction with flying drones is now on the rise; however, little work has been done to reveal the gestural preferences from users directly. In this paper, we present an elicitation study to help in realizing user-defined gestures for drone navigation. We apply a user-centered approach in which we collected data from 25 participants performing gestural interactions for twelve drone actions of which ten are navigational actions. The analyses of 300 gesture data collected from our participants reveal a user-defined gestural set of possible suitable gestures to control a drone. We report results that can be used by software developers, engineers or designers; and included a taxonomy for the set of user-defined gestures, gestural agreement scores, time performances and subjective ratings for each action. Finally, we discuss the gestural set with implementation insights and conclude with future directions.
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  • Resultat 1-4 av 4

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