Traces of Time through Space

2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-20
Author(s):  
Nurit Kirshenbaum ◽  
Kylie Davidson ◽  
Jesse Harden ◽  
Dr. Chris North ◽  
Dylan Kobayashi ◽  
...  

Technology have long been a partner of workplace meeting facilitation. The recent outbreak of COVID-19 and the cautionary measures to reduce its spread have made it more prevalent than ever before in the form of online-meetings. In this paper, we recount our experiences during weekly meetings in three modalities: using SAGE2 - a collaborative sharing software designed for large displays - for co-located meetings, using a conventional projector for co-located meetings, and using the Zoom video-conferencing tool for distributed meetings. We view these meetings through the lens of effective meeting attributes and share ethnographic observations and attitudinal survey conducted in our research lab. We discuss patterns of content sharing, either sequential, parallel, or semi-parallel, and the potential advantages of creating complex canvases of content. We see how the SAGE2 tool affords parallel content sharing to create complex canvases, which represent queues of ideas and contributions (past, present, and future) using the space on a large display to suggest the progression of time through the meeting.

Symmetry ◽  
2020 ◽  
Vol 12 (3) ◽  
pp. 329
Author(s):  
Chien-Hsiung Chen ◽  
Jian-Li Wang

It is difficult to select small targets in freehand distal pointing on large displays due to physical fatigue and jitter. Previous research proposed many solutions but not through the semantic meaning of hand behaviors. The purpose of this study is to investigate the hand behaviors, including hand shapes and motions in the Z-dimension between small and large target selections, by means of two controlled experiments. The generated results indicated that the following: (1) when interacting with a large display from a remote distance, users preferred to complete a low-precision task by the whole hand while using the finger in high-precision tasks. As a result, users moved small targets by the index finger gesture while moving large targets by open hand gesture; (2) selection of small targets led to hand stretching which might reduce the interaction distance; (3) the orientation had significant effects on hand motions in the Z-dimension. The relationship between orientation and hand motions in the Z-dimension is similar to a sinusoidal function; (4) mouse-like pointing had much impact on freehand interaction. Based on these results, some design guidelines for freehand interaction and design suggestions for freehand pointing were discussed.


Author(s):  
Zhiming Wu ◽  
Tao Lin ◽  
Ningjiu Tang ◽  
Shaomei Wu

Large displays are becoming ubiquitous and one important property of large displays is that they afford larger visual angles and physically larger screen sizes. However, there has been little investigation of the effects of large displays on users; furthermore, few studies have employed physiological measures, nor isolated the effects on presence and emotional responses of large visual angle and physically large screen size. This study, then, examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display can increase the sense of presence, engagement, and emotional responses when players are playing games. More interestingly, the physically larger sizes offered by a large display seem to also be able to affect these player experiences, even at identical visual angles with small displays.


Author(s):  
Elisa Rubegni ◽  
Vito Gentile ◽  
Alessio Malizia ◽  
Salvatore Sorce ◽  
Niko Kargas

Abstract During the last decade, touchless gestural interfaces have been widely studied as one of the most promising interaction paradigms in the context of pervasive displays. In particular, avatars and silhouettes have proved to be effective in making the touchless capacity of displays self-evident. In this paper, we focus on a child–display interaction approach to avatar-based touchless gestural interfaces. We believe that large displays offer an opportunity to stimulate children’s experiences and engagement; for instance, learning about art is very engaging for children but can bring a number of challenges. Our study aims to contribute to the literature on both pervasive displays and child–computer interaction by reporting the results of a study involving 107 children aged 2 to 10 years. The main purposes of this study were to discover: (1) whether an avatar (movable or immovable) provides interactions that are intuitive for children and therefore help to overcome so-called “affordance blindness”; (2) whether an avatar-based touchless interface makes children’s experiences engaging and enjoyable therefore improving recall of content provided through the interaction (learning about art). The study unveiled relevant outcomes in terms of affordance blindness and two-handed interactions. We provide evidence indicating that chronological age influences the style of child–avatar interaction. Finally, it is suggested that avatars could facilitate the development of new effective educational technologies for young children.


2013 ◽  
Vol 9 (1) ◽  
pp. 50-63
Author(s):  
Tao Lin ◽  
Zhiming Wu ◽  
Ningjiu Tang ◽  
Shaomei Wu

Large displays are becoming ubiquitous and one important property of large displays is that they afford larger visual angles and physically larger screen sizes. However, there has been little investigation of the effects of large displays on users; furthermore, few studies have employed physiological measures, nor isolated the effects on presence and emotional responses of large visual angle and physically large screen size. This study, then, examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display can increase the sense of presence, engagement, and emotional responses when players are playing games. More interestingly, the physically larger sizes offered by a large display seem to also be able to affect these player experiences, even at identical visual angles with small displays.


2019 ◽  
Author(s):  
David Reagan

The “Collectome” is an interface for curating, sharing, and scheduling collections of related Web content for display on ultra-resolution display walls. These collections can be used to support a broad range of applications, including teaching, information dissemination, and creative activities. The Collectome was developed as part of the Immersive Scholars program through the NCSU Libraries and the Mellon Foundation. We will demonstrate applications of the Collectome across a variety of academic domains and will share information on how Liberact attendees can easily leverage it on large-scale, public displays at their own institutions.


Author(s):  
Борис Барладян ◽  
Boris Barladyan ◽  
Лев Шапиро ◽  
Lev Shapiro ◽  
Курбан Маллачиев ◽  
...  

Elaboration of modern airplane cockpit has tendency to use large displays instead of a lot of separate indicators. The large display should combine information about flight navigation and state of plane equipment. Information coming from a wide variety of devices should be displayed simultaneously. Therefore multi-windows rendering is vitally important here. Its implementation must be embedded in real-time operating system which controls the aircraft. Development of a Safety Critical Compositor for multi-windows rendering for OpenGL SC 1.0.1 software is considered in the paper. It works under the real-time operating system JetOS newly designed for aircraft. Development is based on the use of extensions designed to work in multi-core systems in addition to standard JetOS partitioning services.


Author(s):  
Fulpagare Priya K. ◽  
Nitin N. Patil

Social Network is an emerging e-service for Content Sharing Sites (CSS). It is an emerging service which provides reliable communication. Some users over CSS affect user’s privacy on their personal contents, where some users keep on sending annoying comments and messages by taking advantage of the user’s inherent trust in their relationship network. Integration of multiple user’s privacy preferences is very difficult task, because privacy preferences may create conflict. The techniques to resolve conflicts are essentially required. Moreover, these methods need to consider how users would actually reach an agreement about a solution to the conflict in order to offer solutions acceptable by all of the concerned users. The first mechanism to resolve conflicts for multi-party privacy management in social media that is able to adapt to different situations by displaying the enterprises that users make to reach a result to the conflicts. Billions of items that are uploaded to social media are co-owned by multiple users. Only the user that uploads the item is allowed to set its privacy settings (i.e. who can access the item). This is a critical problem as users’ privacy preferences for co-owned items can conflict. Multi-party privacy management is therefore of crucial importance for users to appropriately reserve their privacy in social media.


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