首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Perception of compliant objects through a human system interface with visual–haptic feedback was investigated. Participants had to explore virtual cubes at different compliances by squeezing them with their fingers and observing them visually and haptically. The cubes were rendered by admittance control. Perception of compliance was analyzed using an adaptive staircase method. Results showed that visual–haptic perception of compliant environments is less accurate than perception of position and force stimuli. Furthermore, due to the important role of the visual feedback cross-modal comparisons are more difficult than bimodal comparisons.
Martin BussEmail:
  相似文献   

2.
Assembly/Disassembly (A/D) simulations using haptic devices are facing difficulties while simulating insertion/extraction operations, such as removing cylinders from holes. In order to address this configuration as well as others, an approach based on contact identification between components is presented in this paper. This approach can efficiently contribute either to a new A/D simulation preparation process relying on two types of shape representations (mesh and CAD NURBS models), or directly to the real time simulation process when it is performed with 6D haptic devices. The model processing pipeline is described and illustrated to show how information can be propagated and used for contact detection. Then, the contact identification process is introduced and illustrated through an example.
Jean-Claude LéonEmail:
  相似文献   

3.
Neuro-cognitively inspired haptic user interfaces   总被引:1,自引:1,他引:0  
Haptic systems and devices are a recent addition to multimodal systems. These devices have widespread applications such as surgical simulations, medical and procedural training, scientific visualizations, assistive and rehabilitative devices for individuals who have physical or neurological impediments and assistive devices for individuals who are blind. While the potential of haptics in natural human machine interaction is undisputable, the realization of such means is still a long way ahead. There are considerable research challenges to development of natural haptic interfaces. The study of human tactile abilities is a recent endeavor and many of the available systems still do not incorporate the domain knowledge of psychophysics, biomechanics and neurological elements of haptic perception. Development of smart and effective haptic interfaces and devices requires extensive studies that link perceptual phenomena with measurable parameters and incorporation of such domain knowledge in the engineering of haptic interfaces. This paper presents design, development and usability testing of a neuro-cognitively inspired haptic user interface for individuals who are blind. The proposed system design is inspired by neuro-cognitive basis of haptic perception and incorporates the computational aspects and requirements of multimodal information processing system. Usability testing of the system suggests that a biologically inspired haptic user interfaces may form a powerful paradigm for haptic user interface design.
Sethuraman PanchanathanEmail:
  相似文献   

4.
The Stanford Event Heap has been shown to provide appropriate support for constructing interactive workspace applications. Given this success it is natural to consider the Event Heap as a platform to support other classes of Ubiquitous Computing applications. In this paper we argue that the distributed, spontaneous nature of these applications places additional demands on the Event Heap that require extensions to both the engineering and API. Suitable extensions are described and their use to support a typical Ubicomp application is discussed.
Oliver Storz (Corresponding author)Email:
Adrian FridayEmail:
Nigel DaviesEmail:
  相似文献   

5.
ONTRACK: Dynamically adapting music playback to support navigation   总被引:3,自引:3,他引:0  
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite effectively navigate complicated routes.
Matt Jones (Corresponding author)Email:
Steve JonesEmail:
Gareth BradleyEmail:
Nigel WarrenEmail:
David BainbridgeEmail:
Geoff HolmesEmail:
  相似文献   

6.
The purpose of this study is to see in which forms and under which conditions social presence turns into collaboration. Eight couples were asked to find some objects in a virtual environment in which collaboration was allowed but not mandatory. The qualitative analysis of the video recordings shows that all participants resorted to collaboration in forms that were justified by the requirements of the task, the environmental affordances and the different expertise.
Luciano GamberiniEmail: Phone: +39-049-8276605Fax: +39-049-8276600
  相似文献   

7.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed.
Timo Jokela (Corresponding author)Email:
Jussi KoivumaaEmail:
Jani PirkolaEmail:
Petri SalminenEmail:
Niina KantolaEmail:
  相似文献   

8.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive, although they had several important reservations about camera-phone technology more generally. Data from our pointing-device task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings, design lessons for camera-phone and visual-tag applications are presented.
Eleanor Toye (Corresponding author)Email:
Richard SharpEmail:
Anil MadhavapeddyEmail:
David ScottEmail:
Eben UptonEmail:
Alan BlackwellEmail:
  相似文献   

9.
3D computer graphics have been an important feature in games development since it was first introduced in the early 80s and there is no doubt that 3D based content is often viewed as more attractive in games than the more abstract 2D graphics. Many games publishers are keen to leverage their success in the console market into the mobile phone platform. However, the resource constraints of mobile phones and the fragmented nature of the environment present considerable challenges for games developers. In this paper we consider some of the current constraints together with current and, probable, future developments both in the software and hardware of mobile phones. As part of this process we benchmark some of the latest and most prevalent software and hardware devices to ascertain both the quality of the graphics produced and the effects upon battery life. Whilst our test results highlight that the current market does indeed present challenges, our research into the future developments highlights the fact we are approaching greater standardization, which will be an important factor for the successful development of 3D mobile games.
Fadi Chehimi (Corresponding author)Email:
Paul CoultonEmail:
Reuben EdwardsEmail:
  相似文献   

10.
The prevalent visions of ambient intelligence emphasise natural interaction between user and functions and services embedded in the environment or available through mobile devices. In these scenarios the physical and virtual worlds seamlessly gear into each other, making crossing the border between these worlds natural or even invisible to the user. The bottleneck in reaching these scenarios appear in the natural mapping between the physical objects and their virtual counterparts. The emergence of local connectivity in mobile devices opens possibilities for implementing novel user interface paradigms to enhance this mapping. We present physical selection paradigm for implementing an intuitive human technology interaction for mobile devices. In order to demonstrate the feasibility of the paradigm we implemented two experimental set-ups using commercially available smart phones with IrDA connectivity. The experiments involved selecting a website by physically pointing at its symbol and making a phone call by pointing at an icon representing the person to be called. In tentative user experiments the physical selection method was more time-efficient and it was perceived more positively by the users than a conventional method.
Heikki AilistoEmail:
  相似文献   

11.
This paper describes a prototype system, ZoneIT, for selectively controlling the functionality of mobile devices, e.g. the ringing of cellular telephones. ZoneIT exploits the fact that many such devices have short-range radio communication systems (e.g. Bluetooth and ZigBee). It uses such radio systems to allow these devices to communicate with Base Stations to learn what functionality is permissible in a particular zone. ZoneIT is secured by a process that enables mobile devices to authenticate base stations, and so protect against denial of service attacks.
Tim MoorsEmail:
  相似文献   

12.
The methods currently available for text entry on small mobile devices exhibit poor performance in terms of input speed, which presents a potential barrier to acceptance and growth. This paper presents an analysis of mobile text entry indicating that the likely solution is a combination of the use of language modelling and careful interaction design and verification. The paper argues that research in augmentative and alternative communication (AAC) is highly relevant to the mobile text entry problem and vice versa, and offers the opportunity to research solutions that will be feasible to implement on future generations of mobile devices. In the design of the system presented in this paper, fewer input buttons, natural language processing (NLP) and multimodal inputs are techniques that have been evaluated and applied. Contrary to initial expectations, analysis and evaluation showed that usability and human factors often are more significant factors in performance than the efficiency of the input method. In the conducted study, simplifications of a text-to-talk system increased productivity by 15%. This provides a strong indication that the best way to increase text production rates in realistic scenarios is to strive for simplicity and clarity in the interaction and user interface, rather than opting for including every possible time-saving feature in the system. Empirical validations of potential simplifications are therefore advocated as a general design methodology.
Anders Sewerin Johansen (Corresponding author)Email:
John Paulin HansenEmail:
  相似文献   

13.
Connecting the family with awareness systems   总被引:1,自引:1,他引:0  
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships. Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system, for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight, picture-based communication can play in the range of communication media available.
Natalia Romero (Corresponding author)Email:
Panos MarkopoulosEmail:
Joy van BarenEmail:
Boris de RuyterEmail:
Wijnand IJsselsteijnEmail:
Babak FarshchianEmail:
  相似文献   

14.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
Julian Togelius (Corresponding author)Email:
Simon LucasEmail:
Ho Duc ThangEmail:
Jonathan M. GaribaldiEmail:
Tomoharu NakashimaEmail:
Chin Hiong TanEmail:
Itamar ElhananyEmail:
Shay BerantEmail:
Philip HingstonEmail:
Robert M. MacCallumEmail:
Thomas HaferlachEmail:
Aravind GowrisankarEmail:
Pete BurrowEmail:
  相似文献   

15.
This paper investigates text entry on mobile devices using only five-keys. Primarily to support text entry on smaller devices than mobile phones, this method can also be used to maximise screen space on mobile phones. Reported combined Fitt’s law and keystroke modelling predicts similar performance with bigram prediction using a five-key keypad as is currently achieved on standard mobile phones using unigram prediction. User studies reported here show similar user performance on five-key pads as found elsewhere for novice nine-key pad users.
Mark D. DunlopEmail:
  相似文献   

16.
When creating a virtual environment open to the public a number of challenges have to be addressed. The equipment has to be chosen carefully in order to be be able to withstand hard everyday usage, and the application has not only to be robust and easy to use, but has also to be appealing to the user, etc. The current paper presents findings gathered from the creation of a multi-thematic virtual museum environment to be offered to visitors of real world museums. A number of design and implementation aspects are described along with an experiment designed to evaluate alternative approaches for implementing the navigation in a virtual museum environment. The paper is concluded with insights gained from the development of the virtual museum and portrays future research plans.
G. LepourasEmail: Phone: +30-2710-372201Fax: +30-2710-372206
  相似文献   

17.
Research on hybrid bionic systems (HBSs) is still in its infancy but promising results have already been achieved in laboratories. Experiments on humans and animals show that artificial devices can be controlled by neural signals. These results suggest that HBS technologies can be employed to restore sensorimotor functionalities in disabled and elderly people. At the same time, HBS research raises ethical concerns related to possible exogenous and endogenous limitations to human autonomy and freedom. The analysis of these concerns requires reflecting on the availability of scientific models accounting for key aspects of sensorimotor coordination and plastic adaptation mechanisms in the brain.
Pericle Salvini (Corresponding author)Email:
Edoardo DatteriEmail:
Cecilia LaschiEmail:
Paolo DarioEmail:
  相似文献   

18.
Over the last fifteen years, research on hair simulation has made great advances in the domains of modeling, animation and rendering, and is now moving towards more innovative interaction modalities. The combination of visual and haptic interaction within a virtual hairstyling simulation framework represents an important concept evolving in this direction. Our visuo-haptic hair interaction framework consists of two layers which handle the response to the user’s interaction at a local level (around the contact area), and at a global level (on the full hairstyle). Two distinct simulation models compute individual and collective hair behavior. Our multilayered approach can be used to efficiently address the specific requirements of haptics and vision. Haptic interaction with both models has been tested with virtual hairstyling tools.
Nadia Magnenat-ThalmannEmail:
  相似文献   

19.
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications, where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations into different cases, each being individually handled by a specialised contact algorithm.
Franz-Erich WolterEmail:
  相似文献   

20.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
Wojciech JaśkowskiEmail:
Krzysztof Krawiec (Corresponding author)Email:
Bartosz WielochEmail:
  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号