[1]
Augmenting the Field-of-View of Head-Mounted Displays with Sparse Peripheral
Displays
Augmented AR and VR Experiences
/
Xiao, Robert
/
Benko, Hrvoje
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1221-1232
© Copyright 2016 ACM
Summary: In this paper, we explore the concept of a sparse peripheral display, which
augments the field-of-view of a head-mounted display with a lightweight,
low-resolution, inexpensively produced array of LEDs surrounding the central
high-resolution display. We show that sparse peripheral displays expand the
available field-of-view up to 190° horizontal, nearly filling the human
field-of-view. We prototyped two proof-of-concept implementations of sparse
peripheral displays: a virtual reality headset, dubbed SparseLightVR, and an
augmented reality headset, called SparseLightAR. Using SparseLightVR, we
conducted a user study to evaluate the utility of our implementation, and a
second user study to assess different visualization schemes in the periphery
and their effect on simulator sickness. Our findings show that sparse
peripheral displays are useful in conveying peripheral information and
improving situational awareness, are generally preferred, and can help reduce
motion sickness in nausea-susceptible people.
[2]
SnapToReality: Aligning Augmented Reality to the Real World
Augmented AR and VR Experiences
/
Nuernberger, Benjamin
/
Ofek, Eyal
/
Benko, Hrvoje
/
Wilson, Andrew D.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1233-1244
© Copyright 2016 ACM
Summary: Augmented Reality (AR) applications may require the precise alignment of
virtual objects to the real world. We propose automatic alignment of virtual
objects to physical constraints calculated from the real world in real time
("snapping to reality"). We demonstrate SnapToReality alignment techniques that
allow users to position, rotate, and scale virtual content to dynamic, real
world scenes. Our proof-of-concept prototype extracts 3D edge and planar
surface constraints. We furthermore discuss the unique design challenges of
snapping in AR, including the user's limited field of view, noise in constraint
extraction, issues with changing the view in AR, visualizing constraints, and
more. We also report the results of a user study evaluating SnapToReality,
confirming that aligning objects to the real world is significantly faster when
assisted by snapping to dynamically extracted constraints. Perhaps more
importantly, we also found that snapping in AR enables a fresh and expressive
form of AR content creation.
[3]
Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced
Virtual Reality Experiences
VR & Feedback
/
Azmandian, Mahdi
/
Hancock, Mark
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew D.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1968-1979
© Copyright 2016 ACM
Summary: Manipulating a virtual object with appropriate passive haptic cues provides
a satisfying sense of presence in virtual reality. However, scaling such
experiences to support multiple virtual objects is a challenge as each one
needs to be accompanied with a precisely-located haptic proxy object. We
propose a solution that overcomes this limitation by hacking human perception.
We have created a framework for repurposing passive haptics, called haptic
retargeting, that leverages the dominance of vision when our senses conflict.
With haptic retargeting, a single physical prop can provide passive haptics for
multiple virtual objects. We introduce three approaches for dynamically
aligning physical and virtual objects: world manipulation, body manipulation
and a hybrid technique which combines both world and body manipulation. Our
study results indicate that all our haptic retargeting techniques improve the
sense of presence when compared to typical wand-based 3D control of virtual
objects. Furthermore, our hybrid haptic retargeting achieved the highest
satisfaction and presence scores while limiting the visible side-effects during
interaction.
[4]
Pre-Touch Sensing for Mobile Interaction
Touch Interaction
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Hinckley, Ken
/
Heo, Seongkook
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Pahud, Michel
/
Holz, Christian
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Benko, Hrvoje
/
Sellen, Abigail
/
Banks, Richard
/
O'Hara, Kenton
/
Smyth, Gavin
/
Buxton, William
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2869-2881
© Copyright 2016 ACM
Summary: Touchscreens continue to advance including progress towards sensing fingers
proximal to the display. We explore this emerging pre-touch modality via a
self-capacitance touchscreen that can sense multiple fingers above a mobile
device, as well as grip around the screen's edges. This capability opens up
many possibilities for mobile interaction. For example, using pre-touch in an
anticipatory role affords an "ad-lib interface" that fades in a different UI --
appropriate to the context -- as the user approaches one-handed with a thumb,
two-handed with an index finger, or even with a pinch or two thumbs. Or we can
interpret pre-touch in a retroactive manner that leverages the approach
trajectory to discern whether the user made contact with a ballistic vs. a
finely-targeted motion. Pre-touch also enables hybrid touch + hover gestures,
such as selecting an icon with the thumb while bringing a second finger into
range to invoke a context menu at a convenient location. Collectively these
techniques illustrate how pre-touch sensing offers an intriguing new
back-channel for mobile interaction.
[5]
Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics
for Enhanced Virtual Reality Experience
Video Showcase Presentations
/
Azmandian, Mahdi
/
Hancock, Mark
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew D.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3
© Copyright 2016 ACM
Summary: Manipulating a virtual object with appropriate passive haptic cues provides
a satisfying sense of presence in virtual reality. However, scaling such
experiences to support multiple virtual objects is a challenge as each one
needs to be accompanied with a precisely-located haptic proxy object. We
showcase a solution that overcomes this limitation by hacking human perception.
Our framework for repurposing passive haptics, called haptic retargeting,
leverages the dominance of vision when our senses conflict. With haptic
retargeting, a single physical prop can provide passive haptics for multiple
virtual objects. We introduce three approaches for dynamically aligning
physical and virtual objects: body manipulation, world manipulation and a
hybrid technique which combines both world and body warping. This video
accompanies our CHI paper.
[6]
A Demonstration of Haptic Retargeting: Dynamic Repurposing of Passive
Haptics for Enhanced Virtual Reality Experience
Interactivity Demos
/
Azmandian, Mahdi
/
Hancock, Mark
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew D.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3647-3650
© Copyright 2016 ACM
Summary: Manipulating a virtual object with appropriate passive haptic cues provides
a satisfying sense of presence in virtual reality. However, scaling such
experiences to support multiple virtual objects is a challenge as each one
needs to be accompanied with a precisely-located haptic proxy object. We
showcase a solution that overcomes this limitation by hacking human perception.
Our framework for repurposing passive haptics, called haptic retargeting,
leverages the dominance of vision when our senses conflict. With haptic
retargeting, a single physical prop can provide passive haptics for multiple
virtual objects. We introduce three approaches for dynamically aligning
physical and virtual objects: body manipulation, world manipulation and a
hybrid technique which combines both world and body manipulation. This
demonstration accompanies our CHI 2016 paper.
[7]
Room2Room: Enabling Life-Size Telepresence in a Projected Augmented Reality
Environment
Rich Telepresence
/
Pejsa, Tomislav
/
Kantor, Julian
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1716-1725
© Copyright 2016 ACM
Summary: Room2Room is a telepresence system that leverages projected augmented
reality to enable life-size, co-present interaction between two remote
participants. Our solution recreates the experience of a face-to-face
conversation by performing 3D capture of the local user with color + depth
cameras and projecting their life-size virtual copy into the remote space. This
creates an illusion of the remote per-son's physical presence in the local
space, as well as a shared understanding of verbal and non-verbal cues (e.g.,
gaze, pointing.) In addition to the technical details of two prototype
implementations, we contribute strategies for projecting remote participants
onto physically plausible locations, such that they form a natural and
consistent conversational formation with the local participant. We also present
observations and feedback from an evaluation with 7 pairs of participants on
the usability of our solution for solving a collaborative, physical task.
[8]
FoveAR: Combining an Optically See-Through Near-Eye Display with
Projector-Based Spatial Augmented Reality
Session 2B: 3D & Augmented Reality
/
Benko, Hrvoje
/
Ofek, Eyal
/
Zheng, Feng
/
Wilson, Andrew D.
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.129-135
© Copyright 2015 ACM
Summary: Optically see-through (OST) augmented reality glasses can overlay
spatially-registered computer-generated content onto the real world. However,
current optical designs and weight considerations limit their diagonal field of
view to less than 40 degrees, making it difficult to create a sense of
immersion or give the viewer an overview of the augmented reality space. We
combine OST glasses with a projection-based spatial augmented reality display
to achieve a novel display hybrid, called FoveAR, capable of greater than 100
degrees field of view, view dependent graphics, extended brightness and color,
as well as interesting combinations of public and personal data display. We
contribute details of our prototype implementation and an analysis of the
interactive design space that our system enables. We also contribute four
prototype experiences showcasing the capabilities of FoveAR as well as
preliminary user feedback providing insights for enhancing future FoveAR
experiences.
[9]
Sensing Tablet Grasp + Micro-mobility for Active Reading
Session 7A: Wearable and Mobile Interactions
/
Yoon, Dongwook
/
Hinckley, Ken
/
Benko, Hrvoje
/
Guimbretière, François
/
Irani, Pourang
/
Pahud, Michel
/
Gavriliu, Marcel
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.477-487
© Copyright 2015 ACM
Summary: The orientation and repositioning of physical artefacts (such as paper
documents) to afford shared viewing of content, or to steer the attention of
others to specific details, is known as micro-mobility. But the role of grasp
in micro-mobility has rarely been considered, much less sensed by devices. We
therefore employ capacitive grip sensing and inertial motion to explore the
design space of combined grasp + micro-mobility by considering three classes of
technique in the context of active reading. Single user, single device
techniques support grip-influenced behaviors such as bookmarking a page with a
finger, but combine this with physical embodiment to allow flipping back to a
previous location. Multiple user, single device techniques, such as passing a
tablet to another user or working side-by-side on a single device, add fresh
nuances of expression to co-located collaboration. And single user, multiple
device techniques afford facile cross-referencing of content across devices.
Founded on observations of grasp and micro-mobility, these techniques open up
new possibilities for both individual and collaborative interaction with
electronic documents.
[10]
CrossMotion: Fusing Device and Image Motion for User Identification,
Tracking and Device Association
Poster Session 1
/
Wilson, Andrew D.
/
Benko, Hrvoje
Proceedings of the 2014 International Conference on Multimodal Interaction
2014-11-12
p.216-223
© Copyright 2014 ACM
Summary: Identifying and tracking people and mobile devices indoors has many
applications, but is still a challenging problem. We introduce a cross-modal
sensor fusion approach to track mobile devices and the users carrying them. The
CrossMotion technique matches the acceleration of a mobile device, as measured
by an onboard internal measurement unit, to similar acceleration observed in
the infrared and depth images of a Microsoft Kinect v2 camera. This matching
process is conceptually simple and avoids many of the difficulties typical of
more common appearance-based approaches. In particular, CrossMotion does not
require a model of the appearance of either the user or the device, nor in many
cases a direct line of sight to the device. We demonstrate a real time
implementation that can be applied to many ubiquitous computing scenarios. In
our experiments, CrossMotion found the person's body 99% of the time, on
average within 7cm of a reference device position.
[11]
Sensing techniques for tablet+stylus interaction
Input techniques
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Hinckley, Ken
/
Pahud, Michel
/
Benko, Hrvoje
/
Irani, Pourang
/
Guimbretière, François
/
Gavriliu, Marcel
/
Chen, Xiang 'Anthony'
/
Matulic, Fabrice
/
Buxton, William
/
Wilson, Andrew
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.605-614
© Copyright 2014 ACM
Summary: We explore grip and motion sensing to afford new techniques that leverage
how users naturally manipulate tablet and stylus devices during pen + touch
interaction. We can detect whether the user holds the pen in a writing grip or
tucked between his fingers. We can distinguish bare-handed inputs, such as drag
and pinch gestures produced by the nonpreferred hand, from touch gestures
produced by the hand holding the pen, which necessarily impart a detectable
motion signal to the stylus. We can sense which hand grips the tablet, and
determine the screen's relative orientation to the pen. By selectively
combining these signals and using them to complement one another, we can tailor
interaction to the context, such as by ignoring unintentional touch inputs
while writing, or supporting contextually-appropriate tools such as a magnifier
for detailed stroke work that appears when the user pinches with the pen tucked
between his fingers. These and other techniques can be used to impart new,
previously unanticipated subtleties to pen + touch interaction on tablets.
[12]
RoomAlive: magical experiences enabled by scalable, adaptive
projector-camera units
Augmented reality II
/
Jones, Brett
/
Sodhi, Rajinder
/
Murdock, Michael
/
Mehra, Ravish
/
Benko, Hrvoje
/
Wilson, Andrew
/
Ofek, Eyal
/
MacIntyre, Blair
/
Raghuvanshi, Nikunj
/
Shapira, Lior
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.637-644
© Copyright 2014 ACM
Summary: RoomAlive is a proof-of-concept prototype that transforms any room into an
immersive, augmented entertainment experience. Our system enables new
interactive projection mapping experiences that dynamically adapts content to
any room. Users can touch, shoot, stomp, dodge and steer projected content that
seamlessly co-exists with their existing physical environment. The basic
building blocks of RoomAlive are projector-depth camera units, which can be
combined through a scalable, distributed framework. The projector-depth camera
units are individually auto-calibrating, self-localizing, and create a unified
model of the room with no user intervention. We investigate the design space of
gaming experiences that are possible with RoomAlive and explore methods for
dynamically mapping content based on room layout and user position. Finally we
showcase four experience prototypes that demonstrate the novel interactive
experiences that are possible with RoomAlive and discuss the design challenges
of adapting any game to any room.
[13]
Dyadic projected spatial augmented reality
Augmented reality II
/
Benko, Hrvoje
/
Wilson, Andrew D.
/
Zannier, Federico
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.645-655
© Copyright 2014 ACM
Summary: Mano-a-Mano is a unique spatial augmented reality system that combines
dynamic projection mapping, multiple perspective views and device-less
interaction to support face to face, or dyadic, interaction with 3D virtual
objects. Its main advantage over more traditional AR approaches, such as
handheld devices with composited graphics or see-through head worn displays, is
that users are able to interact with 3D virtual objects and each other without
cumbersome devices that obstruct face to face interaction. We detail our
prototype system and a number of interactive experiences. We present an initial
user experiment that shows that participants are able to deduce the size and
distance of a virtual projected object. A second experiment shows that
participants are able to infer which of a number of targets the other user
indicates by pointing.
[14]
TouchMover: actuated 3D touchscreen with haptic feedback
ITS'13 best paper & ITS'13 best note
/
Sinclair, Mike
/
Pahud, Michel
/
Benko, Hrvoje
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.287-296
© Copyright 2013 ACM
Summary: This paper presents the design and development of a novel visual+haptic
device that co-locates 3D stereo visualization, direct touch and touch force
sensing with a robotically actuated display. Our actuated immersive 3D display,
called TouchMover, is capable of providing 1D movement (up to 36cm) and force
feedback (up to 230N) in a single dimension, perpendicular to the screen plane.
In addition to describing the details of our design, we showcase how TouchMover
allows the user to: 1) interact with 3D objects by pushing them on the screen
with realistic force feedback, 2) touch and feel the contour of a 3D object, 3)
explore and annotate volumetric medical images (e.g., MRI brain scans) and 4)
experience different activation forces and stiffness when interacting with
common 2D on-screen elements (e.g., buttons). We also contribute the results of
an experiment which demonstrates the effectiveness of the haptic output of our
device. Our results show that people are capable of disambiguating between 10
different 3D shapes with the same 2D footprint by touching alone and without
any visual feedback (85% recognition rate, 12 participants).
[15]
Motion and context sensing techniques for pen computing
Input 1: pens and consistency
/
Hinckley, Ken
/
Chen, Xiang 'Anthony'
/
Benko, Hrvoje
Proceedings of the 2013 Conference on Graphics Interface
2013-05-29
p.71-78
© Copyright 2013 Authors
Summary: We explore techniques for a slender and untethered stylus prototype enhanced
with a full suite of inertial sensors (three-axis accelerometer, gyroscope, and
magnetometer). We present a taxonomy of enhanced stylus input techniques and
consider a number of novel possibilities that combine motion sensors with pen
stroke and touchscreen inputs on a pen + touch slate. These inertial sensors
enable motion-gesture inputs, as well sensing the context of how the user is
holding or using the stylus, even when the pen is not in contact with the
tablet screen. Our initial results suggest that sensor-enhanced stylus input
offers a potentially rich modality to augment interaction with slate computers.
[16]
Understanding touch selection accuracy on flat and hemispherical deformable
surfaces
Input 2: haptic and gestures
/
Bacim, Felipe
/
Sinclair, Mike
/
Benko, Hrvoje
Proceedings of the 2013 Conference on Graphics Interface
2013-05-29
p.197-204
© Copyright 2013 Authors
Summary: Touch technology is rapidly evolving, and soon deformable, movable and
malleable touch interfaces may be part of everyday computing. While there has
been a lot of work on understanding touch interactions on flat surfaces, as
well as recent work about pointing on curved surfaces, little is known about
how surface deformation affects touch interactions. This paper presents the
study of how different features of deformable surfaces affect touch selection
accuracy, both in terms of position and control of the deformation distance,
which refers to the distance traveled by the finger when deforming the surface.
We conducted three separate user studies, investigating how touch interactions
on a deformable surface are affected not only by the compliant force feedback
generated by the elastic surface, but also by the use of visual feedback, the
use of a tactile delimiter to indicate the maximum deformation distance, and
the use of hemispherical surface shape. The results indicate that, when
provided with visual feedback, users can achieve sub-millimeter precision for
deformation distance. In addition, without visual feedback, users tend to
overestimate deformation distance especially in conditions that require less
deformation and therefore provide less surface tension. While the use of a
tactile delimiter to indicate maximum deformation improves the distance
estimation accuracy, it does not eliminate overestimation. Finally, the shape
of the surface also affects touch selection accuracy for both touch position
and deformation distance.
[17]
IllumiRoom: peripheral projected illusions for interactive experiences
Video showcase presentations
/
Jones, Brett R.
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew D.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2825-2826
© Copyright 2013 ACM
Summary: IllumiRoom is a proof-of-concept system that augments the area surrounding a
television with projected visualizations to enhance traditional gaming
experiences. Our system demonstrates how projected visualizations in the
periphery can negate, include, or augment the existing physical environment and
complement the content displayed on the television screen. We can change the
appearance of the room, induce apparent motion, extend the field of view, and
enable entirely new physical gaming experiences. Our system is entirely
self-calibrating and is designed to work in any room.
[18]
Displays take new shape: an agenda for future interactive surfaces
Workshop summaries
/
Steimle, Jürgen
/
Benko, Hrvoje
/
Cassinelli, Alvaro
/
Ishii, Hiroshi
/
Leithinger, Daniel
/
Maes, Pattie
/
Poupyrev, Ivan
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3283-3286
© Copyright 2013 ACM
Summary: This workshop provides a forum for discussing emerging trends in interactive
surfaces that leverage alternative display types and form factors to enable
more expressive interaction with information. The goal of the workshop is to
push the current discussion forward towards a synthesis of emerging
visualization and interaction concepts in the area of improvised, minimal,
curved and malleable interactive surfaces. By doing so, we aim to generate an
agenda for future research and development in interactive surfaces.
[19]
IllumiRoom: peripheral projected illusions for interactive experiences
Papers: interacting around devices
/
Jones, Brett R.
/
Benko, Hrvoje
/
Ofek, Eyal
/
Wilson, Andrew D.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.869-878
© Copyright 2013 ACM
Summary: IllumiRoom is a proof-of-concept system that augments the area surrounding a
television with projected visualizations to enhance traditional gaming
experiences. We investigate how projected visualizations in the periphery can
negate, include, or augment the existing physical environment and complement
the content displayed on the television screen. Peripheral projected illusions
can change the appearance of the room, induce apparent motion, extend the field
of view, and enable entirely new physical gaming experiences. Our system is
entirely self-calibrating and is designed to work in any room. We present a
detailed exploration of the design space of peripheral projected illusions and
we demonstrate ways to trigger and drive such illusions from gaming content. We
also contribute specific feedback from two groups of target users (10 gamers
and 15 game designers); providing insights for enhancing game experiences
through peripheral projected illusions.
[20]
The Design of Organic User Interfaces: Shape, Sketching and Hypercontext
Organic User Interfaces
/
Holman, David
/
Girouard, Audrey
/
Benko, Hrvoje
/
Vertegaal, Roel
Interacting with Computers
2013-03
v.25
n.2
p.133-142
© Copyright 2013 Authors
Summary: With the emergence of flexible display technologies, it will be necessary
for interface designers to move beyond flat interfaces and to contextualize
interaction in an object's physical shape. Grounded in early explorations of
organic user interfaces (OUIs), this paper examines the evolving relationship
between industrial and interaction designs and examines how not only what we
design is changing, but how we design too. First, we discuss how (and why) to
better support the design of OUIs: how supporting sketching, a fundamental
activity of many design fields, is increasingly critical and why a
'hypercontextualized' approach to their design can reduce the drawbacks met
when everyday objects become interactive. Finally, underlying both these points
is the maturation of technology to that of a computational material; when
interactive hardware is seamlessly melded into an object's shape, the
'computer' disappears and is better seen as a basic design material that,
incidentally, happens to have interactive behavior.
[21]
Steerable augmented reality with the beamatron
Augmented reality
/
Wilson, Andrew
/
Benko, Hrvoje
/
Izadi, Shahram
/
Hilliges, Otmar
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.413-422
© Copyright 2012 ACM
Summary: Steerable displays use a motorized platform to orient a projector to display
graphics at any point in the room. Often a camera is included to recognize
markers and other objects, as well as user gestures in the display volume. Such
systems can be used to superimpose graphics onto the real world, and so are
useful in a number of augmented reality and ubiquitous computing scenarios. We
contribute the Beamatron, which advances steerable displays by drawing on
recent progress in depth camera-based interactions. The Beamatron consists of a
computer-controlled pan and tilt platform on which is mounted a projector and
Microsoft Kinect sensor. While much previous work with steerable displays deals
primarily with projecting corrected graphics onto a discrete set of static
planes, we describe computational techniques that enable reasoning in 3D using
live depth data. We show two example applications that are enabled by the
unique capabilities of the Beamatron: an augmented reality game in which a
player can drive a virtual toy car around a room, and a ubiquitous computing
demo that uses speech and gesture to move projected graphics throughout the
room.
[22]
LightGuide: projected visualizations for hand movement guidance
Curves & mirages: gestures & interaction with nonplanar surfaces
/
Sodhi, Rajinder
/
Benko, Hrvoje
/
Wilson, Andrew
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.179-188
© Copyright 2012 ACM
Summary: LightGuide is a system that explores a new approach to gesture guidance
where we project guidance hints directly on a user's body. These projected
hints guide the user in completing the desired motion with their body part
which is particularly useful for performing movements that require accuracy and
proper technique, such as during exercise or physical therapy. Our
proof-of-concept implementation consists of a single low-cost depth camera and
projector and we present four novel interaction techniques that are focused on
guiding a user's hand in mid-air. Our visualizations are designed to
incorporate both feedback and feedforward cues to help guide users through a
range of movements. We quantify the performance of LightGuide in a user study
comparing each of our on-body visualizations to hand animation videos on a
computer display in both time and accuracy. Exceeding our expectations,
participants performed movements with an average error of 21.6mm, nearly 85%
more accurately than when guided by video.
[23]
MirageTable: freehand interaction on a projected augmented reality tabletop
Curves & mirages: gestures & interaction with nonplanar surfaces
/
Benko, Hrvoje
/
Jota, Ricardo
/
Wilson, Andrew
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.199-208
© Copyright 2012 ACM
Summary: Instrumented with a single depth camera, a stereoscopic projector, and a
curved screen, MirageTable is an interactive system designed to merge real and
virtual worlds into a single spatially registered experience on top of a table.
Our depth camera tracks the user's eyes and performs a real-time capture of
both the shape and the appearance of any object placed in front of the camera
(including user's body and hands). This real-time capture enables perspective
stereoscopic 3D visualizations to a single user that account for deformations
caused by physical objects on the table. In addition, the user can interact
with virtual objects through physically-realistic freehand actions without any
gloves, trackers, or instruments. We illustrate these unique capabilities
through three application examples: virtual 3D model creation, interactive
gaming with real and virtual objects, and a 3D teleconferencing experience that
not only presents a 3D view of a remote person, but also a seamless 3D shared
task space. We also evaluated the user's perception of projected 3D objects in
our system, which confirmed that the users can correctly perceive such objects
even when they are projected over different background colors and geometries
(e.g., gaps, drops).
[24]
The 3rd dimension of CHI (3DCHI): touching and designing 3D user interfaces
Workshop summaries
/
Steinicke, Frank
/
Benko, Hrvoje
/
Krüger, Antonio
/
Keefe, Daniel
/
de la Riviére, Jean-Baptiste
/
Anderson, Ken
/
Häkkilä, Jonna
/
Arhippainen, Leena
/
Pakanen, Minna
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2695-2698
© Copyright 2012 ACM
Summary: In recent years 3D has gained increasing amount of attention -- interactive
visualization of 3D data has become increasingly important and widespread due
to the requirements of several application areas, and entertainment industry
has brought 3D experience to the reach of wide audiences through games, 3D
movies and stereoscopic displays. However, current user interfaces (UIs) often
lack adequate support for 3D interactions: 2D metaphors still dominate in GUI
design, 2D desktop systems are often limited in cases where natural interaction
with 3D content is required, and sophisticated 3D user interfaces consisting of
stereoscopic projections and tracked input devices are rarely adopted by
ordinary users. In the future, novel interaction design solutions are needed to
better support the natural interaction and utilize the special features of 3D
technologies.
In this workshop we address the research and industrial challenges involved
in exploring the space where the flat digital world of surface computing meets
the physical, spatially complex, 3D space in which we live. The workshop will
provide a common forum for researchers to share their visions of the future and
recent results in the area of improving 3D interaction and UI design.
[25]
Enhancing naturalness of pen-and-tablet drawing through context sensing
Graspable interfaces
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Sun, Minghui
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Cao, Xiang
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Song, Hyunyoung
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Izadi, Shahram
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Benko, Hrvoje
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Guimbretiere, Francois
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Ren, Xiangshi
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Hinckley, Ken
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.83-86
© Copyright 2011 ACM
Summary: Among artists and designers, the pen-and-tablet combination is widely used
for creating digital drawings, as digital pens outperform other input devices
in replicating the experience of physical drawing tools. In this paper, we
explore how contextual information such as the relationship between the hand,
the pen, and the tablet can be leveraged in the digital drawing experience to
further enhance its naturalness. By embedding sensors in the pen and the tablet
to sense and interpret these contexts, we demonstrate how several physical
drawing practices can be reflected and assisted in digital interaction
scenarios.