pointing device
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2022 ◽  
Author(s):  
Mengxue Hou ◽  
Qiuyang Tao ◽  
Fumin Zhang

Abstract We investigate the interaction between a human and a miniature autonomous blimp using a wand as pointing device. The wand movement generated by the human is followed by the blimp through a tracking controller.The Vector Integration to Endpoint (VITE) model, previously applied to human-computer interface (HCI), has been applied to model the human generated wand movement when interacting with the blimp. We show that the closed-loop human-blimp dynamics are exponentially stable. Similar to HCI using computer mouse, overshoot motion of the blimp has been observed. The VITE model can be viewed as a special reset controller used by the human to generate wand movements that effectively reduce the overshoot of blimp motion. Moreover, we have observed undershoot motion of the blimp due to its inertia, which does not appear in HCI using computer mouse. The asymptotic stability of the human-blimp dynamics is beneficial towards tolerating the undershoot motion of the blimp.


2021 ◽  
Vol 4 ◽  
pp. 1-8
Author(s):  
Thibaud Chassin ◽  
Jens Ingensand ◽  
Guillaume Touya ◽  
Sidonie Christophe

Abstract. For the past twenty years, the adoption of Virtual Geographic Environments is thriving. This democratization is due to numerous new opportunities offered by this medium. However, in participatory urban planning these interactive 3D geovisualizations are still labeled as very advanced means, and are only scarcely used. The involvement of citizens in urban decision-making is indeed carefully planned ahead to limit off-topic feedback. A better comprehension of Virtual Geographic Environments, and more specifically of users’ strategic behaviors while interacting with this medium could enhance participants’ contributions. The users’ strategic behavior was assessed in this article through an experimental study. A total of 107 participants completed online tasks about the identification of 3D scenes’ footprints, the comparison of buildings’ heights, and the visibility of objects through the scenes. The interactions of the participants were recorded (i.e. pressed keys, pointing device interactions), as well as the camera positions adopted to complete specific tasks. The results show that: (1) users get more efficient throughout the study; (2) interruptions in 3D manipulation appear to highlight difficulties in interacting with the virtual environments; (3) users tend to centralize their positions within the scene, notably around their starting position; (4) the type of task strongly affects the behavior of users, limiting or broadening their explorations. The results of this experimental study are a valuable resource that can be used to improve the design of future urban planning projects involving Virtual Geographic Environments, e.g. with the creation of personalized 3D tools.


ACTA IMEKO ◽  
2021 ◽  
Vol 10 (3) ◽  
pp. 81
Author(s):  
Joi Oh ◽  
Fumihiro Kato ◽  
Iwasaki Yukiko ◽  
Hiroyasu Iwata

This paper introduces a novel interface ‘3D head pointer’ for the operation of a wearable robotic arm in 3D space. The developed system is intended to assist its user in the execution of routine tasks while operating a robotic arm. Previous studies have demonstrated the difficulty a user faces in simultaneously controlling a robotic arm and their own hands. The proposed method combines a head-based pointing device and voice recognition to manipulate the position and orientation as well as to switch between these two modes. In a virtual reality environment, the position instructions of the proposed system and its usefulness were evaluated by measuring the accuracy of the instructions and the time required using a fully immersive head-mounted display (HMD). In addition, the entire system, including posture instructions with two switching methods (voice recognition and head gestures), was evaluated using an optical transparent HMD. The obtained results displayed an accuracy of 1.25 cm and 3.56° with the 20-s time span necessary for communicating an instruction. These results demonstrate that voice recognition is a more effective switching method than head gestures.


Author(s):  
Dr. S. K. Sonkar ◽  
Gouri Aher ◽  
Nikita Anerao ◽  
Shivam Gavhale ◽  
Aditya Kadlag

In the software industry many whiteboard software are available. Each of them has its own pros and cons. One of the main disadvantages of these whiteboard software is the need of accurate pointing devices. Here we introduce the Smart virtual Board, which is a hand movements based writing software. It uses the hand movements for writing. User doesn’t need an external hardware pointing device to draw. Instead the different hand movements of the fingertips are used for writing purposes. We designed this system as a primary level software product. The software can be further upgraded by improving the current features. The disadvantage of the traditional writing software is that they use traditional writing devices like mouse light, pens etc. Now it overcomes by Computer vision technology. The next evolutionary technology that will take over the world will be the hand movement technology. By using hand movements for communicating with system.


Author(s):  
Mrigank Singh ◽  
◽  
Sheenu Rizvi

The corporate world today basically relies on presentations of ideas and statistics. In the board room, the presenters are highly conscious of depicting confidence in their presen-tation. This would entail accessibility and mobility to the presenter or media viewer. As the extent of Artificial Intelligence is increasing in all directions, I am utilizing its extreme capabilities to create a software that would help in accessibility and save time and money. This paper describes a software written in Python 3.8 and makes use of Python libraries like OpenCV and PyAutoGUI to receive input from the computer’s Webcam and recognize gestures to control the PowerPoint Presentation and Portable Document For-mat (PDF) files or the Media Control. The user interface is built with the Python library PyQt5. This paper aims are to help people control their Presentations and Portable Document Format (PDF) files, and many other media through their hand gestures, without using a mouse or any other pointing device. The software would not require any other external hardware; hence it would not burn a hole in people’s pockets.


2021 ◽  
Vol 3 (2) ◽  
Author(s):  
Maitri Widya Mutiara ◽  
Augustina Ika Widyani ◽  
Margaretha Sandi

Communication is the main tool for humans to convey information, especially for people with disabilities, communication is very much needed so that they can comunicate Communication will support educational patterns and people with disabilities will be able to get the ideal education. The Banten branch of the Sayap Ibu Foundation has a Special School which is an institution that is engaged in providing education for neglected children with special needs, especially persons with disabilities with Cerebral Palsy conditions. The contribution of product design procurement in designing user-based tools in providing educational communication aids for Cerebral Palsy children at the Sayap Ibu Orphanage is an effort to realize the design of assistive devices for independent educational patterns so that they can type with motor limitations in moving their fingers. Trials and fundamental research in multidisciplinary child development and special education combined in the contribution of tactical design, this design product was developed by the principal, therapist, and the writing team to be realized into a useful design product for Cerebral Palsy children in supporting communication in education they received. With the trial & error method that has been carried out by partners, it is developed with detailed mapping of respondent activities that will be made on a 1: 1 scale for educational communication tools, namely Prototype: Fitted Head Pointing Device. The typing aid that is placed on the head and hands due to the limitations of the respondents in moving their fingers is considered very effective in helping them to type and express their limited forms of communication.ABSTRAK:Komunikasi adalah alat dan modal utama untuk manusia dapat menyampaikan informasi, terutama untuk penyandang disabilias komunikasi menjadi sangat dibutuhkan untuk mereka dapat menyampaikan informasi dan mendapatkan informasi. Komunikasi akan menunjang pola edukasi dan penyandang disabilitas akan dapat mendapatkan pendidikan yang ideal. Yayasan Sayap Ibu cabang Banten memiliki Sekolah Sayap Ibu yang merupakan salah satu lembaga yang bergerak di bidang penyelenggaraan pendidikan bagi anak-anak berkebutuhan khusus yang terlantar khususnya penyandang disabilitas dengan kondisi Cerebral Palsy. Kontribusi pengadaan produk desain dalam perancangan alat bantu berbasis pengguna dalam penyediaan alat bantu komunikasi edukatif untuk anak Cerebral Palsy Panti Asuhan Sayap Ibu ini adalah upaya mewujudkan perancangan alat bantu untuk pola edukasi mandiri agar mereka dapat mengetik dengan keterbatasan motorik dalam menggerakan jemari tangan mereka. Uji coba riset mendasar dalam multidisiplin tumbuh kembang anak dan pendidikan khusus dipadu dalam kontribusi desain taktis produk desain ini dikembangkan oleh kepala sekolah, terapis, dan tim penulis untuk dapat di realisasikan menjadi sebuah produk desain yang bermanfaat untuk anak Cerebral Palsy dalam menunjang komunikasi di pendidikan yang mereka terima. Dengan metode uji coba (trial & eror) yang telah di lakukan pihak mitra di kembangkan dengan pemetaan detail aktivitas responden akan dibuat dalam skala 1:1 alat bantu komunikasi edukatif yaitu Prototype: Fitted Head Pointing Device. Alat bantu mengetik yang di letakan di kepala dan tangan karena keterbatasan responden dalam menggerakan jemari ini dianggap sangat efektif untuk membantu mereka dapat mengetik dan mengekspresikan bentuk komunikasi mereka yang terbatas


2020 ◽  
Vol 23 ◽  
pp. 29-56
Author(s):  
Rocío Martínez ◽  
Sara Siyavoshi ◽  
Sherman Wilcox

In this paper we describe a cognitive grammar approach to the study of signed language grammar. Using data from different signed languages, we explore three broad topics. First, we examine pointing, Place, and placing. We analyze pointing as a construction consisting of a pointing device, a symbolic structure which directs the interlocutor’s conceptual attention, and a Place, a symbolic structure consisting of a spatial location and a meaning, the focus of attention. Placing is a construction in which non-body anchored signs are placed at a location in space, thereby creating or recruiting a Place structure which can be used in subsequent discourse. We examine how these structures work in nominal grounding and in extended discourse. Second, we examine a cognitive grammar approach to grammatical modality. Our analysis is based on the cognitive model called the control cycle, which posits two types of control: effective, which describes our striving to influence what happens in the world, and epistemic, which concerns how we make sense of the world. We explore how effective and epistemic modality are expressed in facial displays, focusing on the brow furrow and a display with down-turned corners of the mouth we call the horseshoe mouth. Finally, we offer a brief account of a cognitive grammar approach to the relation between sign and gesture.


2020 ◽  
Vol 22 ◽  
pp. 29-56
Author(s):  
Rocío Martínez ◽  
Sara Siyavoshi ◽  
Sherman Wilcox

In this paper we describe a cognitive grammar approach to the study of signed language grammar. Using data from different signed languages, we explore three broad topics. First, we examine pointing, Place, and placing. We analyze pointing as a construction consisting of a pointing device, a symbolic structure which directs the interlocutor’s conceptual attention, and a Place, a symbolic structure consisting of a spatial location and a meaning, the focus of attention. Placing is a construction in which non-body anchored signs are placed at a location in space, thereby creating or recruiting a Place structure which can be used in subsequent discourse. We examine how these structures work in nominal grounding and in extended discourse. Second, we examine a cognitive grammar approach to grammatical modality. Our analysis is based on the cognitive model called the control cycle, which posits two types of control: effective, which describes our striving to influence what happens in the world, and epistemic, which concerns how we make sense of the world. We explore how effective and epistemic modality are expressed in facial displays, focusing on the brow furrow and a display with down-turned corners of the mouth we call the horseshoe mouth. Finally, we offer a brief account of a cognitive grammar approach to the relation between sign and gesture.


2020 ◽  
Vol 32 (1) ◽  
pp. 52-65
Author(s):  
Silvia Fajardo-Flores ◽  
J R G Pulido ◽  
María Andrade-Aréchiga

Abstract Writing mathematical contents on digital format is more common every day. The usual method is to use WYSIWYG (What You See Is What You Get) equation editors included in mainstream text editors. However, this method requires a good deal of interaction with formula templates and the use of a pointing device. While this type of equation editors is accessible to users without visual disabilities, they present barriers for users with visual disability (UWVDs). Keyboard-based equation editors should promote not only inclusion but also an acceptable performance for sighted and non-sighted users. In this article, we analyze the efficiency of the typing protocol of the Algebra Editor, an accessible keyboard-based equation editor prototype, with sighted users. Results suggest that the protocol allows typing approximately 60 characters per minute. We also analyze the type and frequency of errors made by participants and suggest improvements to the protocol, derived from the findings. These results can be used as a reference to compare the efficiency of the protocol with non-sighted users and with other equation editors in future studies.


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