EXPLORATION OF THE SMARTPHONE AS AN INPUT DEVICE FOR MANIPULATING 3D SPACE

2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Teng Peng Soh ◽  
Timothy Tzen Vun Yap ◽  
Hu Ng

The emerging capabilities of smartphones are fuelling a rise in the use of mobile phones as input devices. The complexity of 3D object manipulation has become a challenge for traditional input. Sensors and interaction methods available in a modern smartphone may turn it into an interactive input device for manipulation of 3D objects. This study investigates the usability of a smartphone as an input device for 3D, and also explores its potential as an optimal input method for manipulating 3D space. As such, usability study requirements are formulated, and prototype 3D software with defined tasks developed, to aid in the usability studies. User satisfaction is investigated for each defined task, with the aim to explore optimal interaction methods for different approaches in manipulating 3D objects.

2010 ◽  
Vol 2010 ◽  
pp. 1-11 ◽  
Author(s):  
Hossein Azari ◽  
Irene Cheng ◽  
Anup Basu

We introduce a different approach of applying stereoscopy principles to implement a virtual 3D pointing technique called stereo 3D mouse cursor (S3D-Cursor) based on two or more views of an ordinary mouse cursor. The basics of such an idea have already been applied as a by-product of some stereo-based visualization applications with usually less attention to its strengths or weaknesses as a generic alternative of its 2D counterpart in stereoscopic 3D space. Here, we examine if such an idea satisfies all or the main expected requirements of an abstract 3D cursor. Moreover, we analyze its accuracy and evaluate the applicability of this approach in terms of different efficiency factors. For this purpose, we have adapted a real-time point-based rendering software called QSplat to a multiview rendering version named QSplatMV. We have implemented the S3D-Cursor on top of this new application and developed a simple editing toolset for manipulating the virtual 3D objects. Our user evaluation results suggest the effectiveness of the approach in terms of detection accuracy and user satisfaction compared to using an ordinary mouse cursor on a conventional 2D screen.


Electronics ◽  
2021 ◽  
Vol 10 (17) ◽  
pp. 2149
Author(s):  
Eun-Seok Lee ◽  
Byeong-Seok Shin

This paper proposes an input mapping system that can transform various input signals from next-generation virtual reality devices to suit existing virtual reality content. Existing interactions of virtual reality content are developed based on input values for standardized commercial haptic controllers. This prevents the challenge of new ideas in content. However, controllers that are not compatible with existing virtual reality content have to take significant risks until commercialization. The proposed system allows content developers to map streams of new input devices to standard input events for use in existing content. This allows the reuse of code from existing content, even with new devices, effectively reducing development tasks. Further, it is possible to define a new input method from the perspective of content instead of the sensing results of the input device, allowing for content-specific standardization in content-oriented industries such as games and virtual reality.


Author(s):  
Ivana Jurič ◽  
◽  
Dragoljub Novaković ◽  
Nemanja Kašiković ◽  
Sandra Dedijer ◽  
...  

This paper examines the influence of the digitization input device on the print nonuniformity value when using the ISO 13660 method. This method belongs to the group of techniques called Image Analysis Method (IAM), so the basis for calculating the quality attributes is a digitized print. We selected six different devices: three flatbed scanners and three mobile phones. All settings were constant, such as the scan resolution (600 spi) and light source (D50). To have controlled prints, they were simulated using the MATLAB code - Macro Uniformity Toolbox and printed using the Epson Stylus PRO 7800 InkJet machine. We simulated random print nonuniformity know as small-scaled (graininess) and large-scaled (mottle). The calculated values differ drastically by changing the digitization device, while the values within the same group of devices are strongly correlated. The obtained results indicate the need to expand the standard and define more precise settings for input devices.


2020 ◽  
Vol 6 (3) ◽  
pp. 127-130
Author(s):  
Max B. Schäfer ◽  
Kent W. Stewart ◽  
Nico Lösch ◽  
Peter P. Pott

AbstractAccess to systems for robot-assisted surgery is limited due to high costs. To enable widespread use, numerous issues have to be addressed to improve and/or simplify their components. Current systems commonly use universal linkage-based input devices, and only a few applicationoriented and specialized designs are used. A versatile virtual reality controller is proposed as an alternative input device for the control of a seven degree of freedom articulated robotic arm. The real-time capabilities of the setup, replicating a system for robot-assisted teleoperated surgery, are investigated to assess suitability. Image-based assessment showed a considerable system latency of 81.7 ± 27.7 ms. However, due to its versatility, the virtual reality controller is a promising alternative to current input devices for research around medical telemanipulation systems.


2010 ◽  
pp. 327-334
Author(s):  
Ambrose Azeta ◽  
Charles K. Ayo ◽  
Aderemi Aaron Anthony Atayero ◽  
Nicholas Ikhu-Omoregbe

Voice-based web e-Education is a technology-supported learning paradigm that allows phone-access of learners to e-Learning web-based applications. These applications are designed mainly for the visually impaired. They are however lacking in attributes of adaptive and reusable learning objects, which are emerging requirements for applications in these domain. This paper presents a framework for developing intelligent voice-based applications in the context of e-Education. The framework presented supports intelligent components such as adaptation and recommendation services. A prototype Intelligent Voice-based E-Education System (iVEES) was developed and subjected to test by visually impaired users. A usability study was carried out using the International Standard Organization’s (ISO) 9241-11 specification to determine the level of effectiveness, efficiency and user satisfaction. Report of our findings shows that the application is of immense benefit, based on the system’s inherent capacity for taking autonomous decision that are capable of adapting to users’ requests.


Author(s):  
Andreas Lorenz

The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.


Author(s):  
Holger Luczak ◽  
Christopher M. Schlick ◽  
Nicole Jochems ◽  
Sebastian Vetter ◽  
Bernhard Kausch

The fast aging of many western and eastern societies and their increasing reliance on information technology create a compelling need to reconsider older users’ interactions with computers. Changes in perceptual and motor skill capabilities that often accompany the aging process bring important implications for the design of information input devices. This paper summarizes the results of a laboratory study with different information input device. Three different input devices –– mouse, touch screen and eye-gaze –– were analyzed concerning efficiency, effectiveness and mental workload with respect to the age group of the computer user. The results derived from data of 90 subjects between 20 and 75 years show that regardless of participant’s age group the best performance in terms of short execution time results from touch screen information input. This effect is even more pronounced for the elderly.


Author(s):  
Cecil Piya ◽  
Karthik Ramani

In the real world, we use our innate manual dexterity to create and manipulate 3D objects. Conventional virtual design tools largely neglect this skill by imposing non-intuitive 2D control mechanisms for interacting with 3D design models. Their usage is thus cumbersome, time consuming and requires training. We propose a novel design paradigm that combines users’ manual dexterity with the physical affordances of non-instrumented and ordinary objects to support virtual 3D design constructions. We demonstrate this paradigm through Proto-TAI, a quick prototyping application where 2D shapes are assembled into 3D representations of ideated design concepts. Here, users can create 2D shapes in a pen-based sketch medium and use expressive handheld movements of a planar proxy to configure the shapes in 3D space. The proxy provides a metaphorical means for possessing and controlling the shapes. Here, a depth sensor and computer vision algorithms track the proxy’s spatial movement. The 3D design prototype constructed in our system can be fabricated using a laser cutter and physically assembled on-the-fly. Our system has vast implications in many design and assembly contexts, and we demonstrate its usability and efficacy through user studies and evaluations.


Urban Science ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 20 ◽  
Author(s):  
António Ascensão ◽  
Laura Costa ◽  
Cláudia Fernandes ◽  
Franklim Morais ◽  
Catarina Ruivo

The article delves into the potential application of space syntax methodology to landscape architecture. Anticipating the complexity of the landscape architectural design process, the use of 3D space syntax analysis made it possible to better understand the relations between urban space shapes and their functions. The application of an iterative process of project improvement optimizes the fulfilment of the landscape architect vision, through changes in ground shaping, selection of tree species and their spatial distribution. This article explores the vegetation attributes of vegetation that are necessary to consider in landscape architecture projects in the context of the DepthSpace 3D software, using the case study of an urban park in Maia—Portugal. To achieve this, it was necessary to define the attributes to be inserted in the software. The main attributes of vegetation that can be employed in landscape architecture projects are form and dimension, growth speed, and visual permeability (opacity) of the crown in winter and summer. The software proved itself a useful tool, not only in studying and evaluating the effects of the final design, but also during project development.


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