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1.
Touch screens are a key component of consumer mobile devices such as smartphones and tablets, as well as an increasingly common self-service component of information retrieval on fixed screens and mobile devices in-store. The ubiquity of touch screens in daily life increases consumer accessibility and extended use for shopping, whilst software innovations have increased the functionality of touch screens, for example the extent to which images respond to fingertip control. This study examines how users engage with interactive visual rotation and tactile simulation features while browsing fashion clothing products on touch screen devices and thus contributes to retail touch screen research that previously focused on in-store kiosks and window displays. Findings show that three dimensions of user engagement (endurability, novelty and felt involvement) are positively influenced by both forms of manipulation. In order to examine the extent to which touch screen user engagement varies with individual preferences for an in-store experience, the paper also examines whether user engagement outcomes are mediated by an individual's need for physical touch. Findings indicate that the need for touch does not explain the variance between individuals. We conclude that touch screen technology complements the physical retail environment.  相似文献   

2.
Head gaze, or the orientation of the head, is a very important attentional cue in face to face conversation. Some subtleties of the gaze can be lost in common teleconferencing systems, because a single perspective warps spatial characteristics. A recent random hole display is a potentially interesting display for group conversation, as it allows multiple stereo viewers in arbitrary locations, without the restriction of conventional autostereoscopic displays on viewing positions. We represented a remote person as an avatar on a random hole display. We evaluated this system by measuring the ability of multiple observers with different horizontal and vertical viewing angles to accurately and simultaneously judge which targets the avatar is gazing at. We compared three perspective conditions: a conventional 2D view, a monoscopic perspective-correct view, and a stereoscopic perspective-correct views. In the latter two conditions, the random hole display shows three and six views simultaneously. Although the random hole display does not provide high quality view, because it has to distribute display pixels among multiple viewers, the different views are easily distinguished. Results suggest the combined presence of perspective-correct and stereoscopic cues significantly improved the effectiveness with which observers were able to assess the avatar׳s head gaze direction. This motivates the need for stereo in future multiview displays.  相似文献   

3.
Abstract— This study develops an autostereoscopic display based on a multiple miniature projector array to provide a scalable solution for a high‐resolution 3‐D display with large viewing freedom. To minimize distortion and dispersion, and to maximize the modulation transfer function (MTF) of the projection image to optimize 3‐D image quality, a dedicated projection lens and an accurate six‐axis adjusting platform for the miniature projector were designed and fabricated. Image‐blending technology based on a lookup table was adopted to combine images from 30 miniature projectors into a seamless single image. The result was a 35‐in. autostereoscopic display with 60 views ata 30° viewing angle, 90° FOV, and large range of viewing distance. The proposed system exhibits very smooth motion parallax when viewers move around in front of it.  相似文献   

4.
This article deals with the development of learning methods for an intelligent control system for an autonomous mobile robot. On the basis of visual servoing, an approach to learning the skill of tracking colored guidelines is proposed. This approach utilizes a robust and adaptive image processing method to acquire features of the colored guidelines and convert them into the controller input. The supervised learning procedure and the neural network controller are discussed. The method of obtaining the learning data and training the neural network are described. Experimental results are presented at the end of the article. This work was presented, in part, at the Sixth International Symposium on Artificial Life and Robotics, Tokyo, Japan, January 15–17, 2001  相似文献   

5.
In joint tasks, adjusting to the actions of others is critical for success. For joint visual search tasks, research has shown that when search partners visually receive information about each other’s gaze, they use this information to adjust to each other’s actions, resulting in faster search performance. The present study used a visual, a tactile and an auditory display, respectively, to provide search partners with information about each other’s gaze. Results showed that search partners performed faster when the gaze information was received via a tactile or auditory display in comparison to receiving it via a visual display or receiving no gaze information. Findings demonstrate the effectiveness of tactile and auditory displays for receiving task-relevant information in joint tasks and are applicable to circumstances in which little or no visual information is available or the visual modality is already taxed with a demanding task such as air-traffic control. Practitioner Summary: The present study demonstrates that tactile and auditory displays are effective for receiving information about actions of others in joint tasks. Findings are either applicable to circumstances in which little or no visual information is available or when the visual modality is already taxed with a demanding task.  相似文献   

6.
Photographs have always been artifacts for creating memories and engaging in storytelling activities with others. To date there has been much research in the HCI community towards sharing of both analog and digital photographs. With recent advances in network technology further research has been done with photos being shared almost immediately after capture. However, most of the research has focused on synchronous sharing with groups of distributed users and little has been done to focus on how synchronous capture and sharing could benefit a group of collocated mobile users. To help start exploration in this area we have created Mobiphos. In this article we present how synchronous capture and sharing affects how groups of mobile, collocated users engage with their environment and each other while touring a city. We also discuss the design guidelines of Mobiphos and the implications for future photoware for the mobile, collocated context.  相似文献   

7.
It is well known that the usability of a typical touch screen depends on several parameters, including interface design, device characteristics, and input operations. However, there is virtually no knowledge regarding how people evaluate interaction with 3D display‐integrated touch screen. Twenty‐one participants were asked to use standard touch screen to point to targets in planes of different planes on an autostereoscopic display and evaluate how natural and easy this action was. Clear differences in pointing experiences across depth levels and input operators were found. Pointing to targets in a back plane was reported to be more natural and easier than the same action with targets in a front plane. The use of finger input was less unnatural than the use of a stylus, but the use of stylus with icons in the front plane was more fun and entertaining.  相似文献   

8.
Three studies of different mobile-device hand postures are presented. The first study measures the performance of postures in Fitts’ law tasks using one and two hands, thumbs and index fingers, horizontal and vertical movements, and front- and back-of-device interaction. Results indicate that the index finger performs well on both the front and the back of the device, and that thumb performance on the front of the device is generally worse. Fitts’ law models are created and serve as a basis for comparisons. The second study examines the orientation of shapes on the front and back of a mobile device. It shows that participants’ expectations of visual feedback for finger movements on the back of a device reverse the direction of their finger movements to favor a “transparent device” orientation. The third study examines letter-like gestures made on the front and back of a device. It confirms the performance of the index finger on the front of the device, while showing limitations in the ability for the index finger on the back to perform complex gestures. Taken together, these results provide an empirical foundation upon which new mobile interaction designs can be based. A set of design implications and recommendations are given based directly on the findings presented.  相似文献   

9.
Large interactive displays have become ubiquitous in our everyday lives, but these displays are designed for the needs of sighted people. In this paper, we specifically address assisting people with visual impairments to aim at a target on a large wall-mounted display. We introduce a novel haptic device, which explores the use of vibrotactile feedback in blind user search strategies on a large wall-mounted display. Using mid-air gestures aided by vibrotactile feedback, we compared three target-aiming techniques: Random (baseline) and two novel techniques – Cruciform and Radial. The results of our two experiments show that visually impaired participants can find a target significantly faster with the Cruciform and Radial techniques than with the Random technique. In addition, they can retrieve information on a large display about twice as fast by augmenting speech feedback with haptic feedback in using the Radial technique. Although a large number of studies have been done on assistive interfaces for people who have visual impairments, very few studies have been done on large vertical display applications for them. In a broader sense, this work will be a stepping-stone for further research on interactive large public display technologies for users who are visually impaired.  相似文献   

10.
Application of multiple conventional approaches to a particular multi-criteria decision making (MCDM) problem often suffers rank reversal giving rise to confusion and ambiguity in appropriate decision making. To eradicate the confusion, this paper proposes a De Novo multi-approaches multi-criteria decision making method namely Technique of Precise Order Preference (TPOP). The TPOP first examines the inconsistency in the ranking order of the alternatives of a MCDM problem by using multiple conventional approaches. If inconsistency/rank reversal in ranking order of the alternatives exists then TPOP, using advanced version of entropy weighting method introduced in this research work, measures weights of the final selection values of conventional approaches. Subsequently, TPOP based on these weights and final selection values computes precise selection indices (PSI) that determines accurate ranking order for the alternatives. The proposed technique is illustrated by two real life examples on material handling device (MHD) ranking and selection problems. The first example is initially solved using five conventional integrated fuzzy multi-criteria decision making techniques (FMCDMs) whereas the second example is taken from previous researchers’ works. The results obtained using TPOP justify the validity, applicability and requirements of the proposed technique. The study shows that the proposed multi-approaches, multi-criteria decision making technique can be a useful and effective model in MCDM.  相似文献   

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