Tangible interaction techniques to support asynchronous collaboration

Author(s):  
Andrew Irlitti ◽  
Stewart Von Itzstein ◽  
Leila Alem ◽  
Bruce Thomas
Author(s):  
Adrian David Cheok

In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case studies that will be presented here, we will show the very broad and significant impacts of mixed reality technology on variety aspects of human interactivity with regards to entertainment. On the technological aspect, the various systems we would be touching on incorporated different technologies ranging from the current mainstream ones such as GPS tracking, Bluetooth, RFID to pioneering researches of vision based tracking, augmented reality, tangible interaction techniques and 3D live mixed reality capture system. We will discuss each projects in detail in terms of their motivations and requirements of the particular application domain, their system description and design decisions, as well as their future impacts on the human social and physical entertainment field.


2014 ◽  
Vol 529 ◽  
pp. 197-201
Author(s):  
Yong Yan Guo ◽  
Miao Liu ◽  
Mei Yu Zhou

Due to limitations of technical and concepts, designers usually lack of concern for the visually impaired group. Tangible interaction and physical interaction are rapidly developing fields in the human-computer interaction research. This paper analyzes the concept of physical interaction techniques and investigates the behaviors and psychological characteristics of visually impaired group. By analyzing the design case, we study the process and methods of the physical interactive products.


2010 ◽  
Vol 15 (2-3) ◽  
pp. 133-146 ◽  
Author(s):  
Hyeongmook Lee ◽  
Mark Billinghurst ◽  
Woontack Woo

Author(s):  
Roderick Murray-Smith

This chapter reviews the role of theory and dynamic systems theory for understanding common interaction techniques including: targetting, trajectory generation, panning, scrolling and zooming. It explains how can be seen to be at the foundations of Human–Computer Interaction and might be essential for making progress in novel forms of interface. It reinterprets Fitts’ classical work with theoretic tools. It also highlights the limitations of theory for design of human–computer loops.


Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 715
Author(s):  
Alexander Schäfer ◽  
Gerd Reis ◽  
Didier Stricker

Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate through virtual worlds. An important component for achieving a high degree of immersion in VR is locomotion. Often discussed in the literature, a natural and effective way of controlling locomotion is still a general problem which needs to be solved. Recently, VR headset manufacturers have been integrating more sensors, allowing hand or eye tracking without any additional required equipment. This enables a wide range of application scenarios with natural freehand interaction techniques where no additional hardware is required. This paper focuses on techniques to control teleportation-based locomotion with hand gestures, where users are able to move around in VR using their hands only. With the help of a comprehensive study involving 21 participants, four different techniques are evaluated. The effectiveness and efficiency as well as user preferences of the presented techniques are determined. Two two-handed and two one-handed techniques are evaluated, revealing that it is possible to move comfortable and effectively through virtual worlds with a single hand only.


2021 ◽  
Vol 20 (2) ◽  
pp. 49-53
Author(s):  
Orit Shaer ◽  
Diana Tosca ◽  
Andrew Kun
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