doi: 10.1016/S0953-5438(09)00004-6pmid: N/A
Abstract This content is only available as a PDF. © 2008 Elsevier B.V. All rights reserved.
doi: 10.1016/S0953-5438(09)00004-6pmid: N/A
Abstract This content is only available as a PDF. © 2008 Elsevier B.V. All rights reserved.
Varona, Javier; Jaume-i-Capó, Antoni; Gonzèlez, Jordi; Perales, Francisco J.
doi: 10.1016/j.intcom.2008.10.001pmid: N/A
AbstractIn most of the existing human–computer interfaces, enactive knowledge as new natural interaction paradigm has not been fully exploited yet. Recent technological advances have created the possibility to enhance naturally and significantly the interface perception by means of visual inputs, the so-called Vision-Based Interfaces (VBI). In the present paper, we explore the recovery of the user’s body posture by means of combining robust computer vision techniques and a well known inverse kinematics algorithm in real-time. Specifically, we focus on recognizing the user’s motions with a particular mean, that is, a body gesture. Defining an appropriate representation of the user’s body posture based on a temporal parameterization, we apply non-parametric techniques to learn and recognize the user’s body gestures. This scheme of recognition has been applied to control a computer videogame in real-time to show the viability of the presented approach.
Boulic, Ronan; Maupu, Damien; Thalmann, Daniel
doi: 10.1016/j.intcom.2008.10.002pmid: N/A
AbstractDue to its intrinsic complexity, full-body postural input has been mostly limited to off-line motion capture and to on-line puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now mature enough to envision the on-line full-body postural control of virtual mannequins involved in precise reaching tasks. We have investigated such tasks for mannequins of differing body heights in comparison to that of the system user. Such broad-range avatar control is relevant for virtual prototyping in various industrial sectors as a single person is responsible for evaluating a virtual prototype for a full range of potential end-users. In the present paper we report on two scaling strategies that can be enforced in such a context of height-differing avatar control. Both scaling strategies have been evaluated in a wide-range reach study both in front of a stationary immersive display and with an HMD. A comparison is also made with a baseline scenario, which exploits a simple rigid shape (i.e. a proxy), to assess the specific influence of controlling a complex articulated avatar.
Khatchatourov, Armen; Castet, Julien; Florens, Jean-Loup; Luciani, Annie; Lenay, Charles
doi: 10.1016/j.intcom.2008.10.013pmid: N/A
AbstractFor hand–object interaction in real situations the interplay between the local tactile interaction and force interaction seems to be very important. In current haptic interfaces, however, two different trends are present: force feedback devices which offer a permanent invariable grip and a resultant force, and tactile devices, which offer variable local patterns, often used for texture rendering. The purpose of the present work is to combine the two types of devices in a coherent manner. In the new device presented here, the tactile stimulation is obtained from strictly the same interaction loop, and obeys to the same physical model, as the force feedback, providing the information on the spatial distribution of forces circulating between the object and the fingertip. An experiment on following sharp edges of virtual object comparing the force feedback alone and different tactile augmentations is presented and discussed, alone with some open epistemological issues.
doi: 10.1016/j.intcom.2008.08.004pmid: N/A
AbstractTo apply enactive principles within human–computer interaction poses interesting challenges to the way that we design and evaluate interfaces, particularly those that possess a strong sensorimotor character. This article surveys the field of tactile sensory substitution, an area of science and engineering that lies at the intersection of such research domains as neuroscience, haptics, and sensory prosthetics. It is argued that this area of research is of high relevance to the design and understanding of enactive interfaces that make use of touch, and is also a fertile arena for revealing fundamental issues at stake in the design and implementation of enactive interfaces, ranging from engineering, to human sensory physiology, and the function and plasticity of perception. A survey of these questions is provided, alongside a range of current and historical examples.
Sinclair, Stephen; Wanderley, Marcelo M.
doi: 10.1016/j.intcom.2008.10.012pmid: N/A
AbstractThis paper describes DIMPLE, a software application for haptic force-feedback controllers which allows easy creation of interactive rigid-body simulations. DIMPLE makes extensive use of an established standard for control-rate transmission of audio control commands, which can be used to drive many simultaneous parameters of a given audio/visual synthesis engine.Because it is used with a high-level, visual multimedia programming language, DIMPLE allows fast and uncomplicated development of responsive, haptically-enabled virtual environments useful for fast prototyping of applications in fields where lower level programming skills may not be widespread. Examples of specific scenes constructed using DIMPLE are given, with applications to perception, HCI research, music, and multimedia. A pilot evaluation study was performed comparing DIMPLE to another implementation of a specific scene, which showed comparable results between subjects’ overall impressions of the simulation.
Antle, Alissa N.; Corness, Greg; Droumeva, Milena
doi: 10.1016/j.intcom.2008.10.005pmid: N/A
AbstractA recent trend in ubiquitous computing is the development of new forms of interfaces, which rely on embodied interaction. We focus on the definition of embodiment that refers to the ways in which abstract concepts rely on metaphorical extensions of embodied schemata shaped by processes below the level of conscious awareness as explored by Lakoff and Johnson [Lakoff, G., Johnson, M., 1980. Metaphors We Live By. Chicago Press, Chicago, IL, USA]. Our inquiry focuses on understanding the role embodied metaphors may play in supporting people to understand the possibilities for physical interaction in augmented spaces. We explore this issue through the development and evaluation of an interactive audio environment. We instantiate metaphor theory by using embodied schemata as the basis for the interactional metaphor that relates full-body input actions to audio output responses. We demonstrate and explore the benefits of this approach through a comparative experiment in which adults and children learn to use our audio environment. The results from our experiment indicated that embodied metaphors improve usability however, other factors including discoverability, perceivability of feedback and duplicity of structural isomorphism may mediate these metaphor-based benefits. We have generalized our main findings as a set of suggestions for the design of embodied style interfaces that rely on physical interaction.
Khoo, Eng Tat; Merritt, Tim; Cheok, Adrian David
doi: 10.1016/j.intcom.2008.10.009pmid: N/A
Present computer games and digital entertainment do not usually facilitate intergenerational family interactions. According to recent survey results in Japan, there is a high percentage of older people who own and play electronic or computer games, but rarely do they play the games with their family members. It is a positive sign that more older people are participating in the digital games arena, but it would be even more beneficial if they could interact actively with the young family members through gaming activities. This could possibly strengthen family bonding and bridge the gap between older people and youth culture.This paper presents steps for designing an intergenerational family entertainment system which focuses on physical and social interactions using a mixed reality floor system. The main design goals include: facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Detailed implementation of these steps is presented in the design of our intergenerational entertainment system, Age Invaders. Four main prototype iterations for the system is presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aids in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience, which is heavily based in physicality. The use of one portion of the user base which is most proficient with technology before involving the novice users was found to empower novice users to begin to use digital technology.
Showing 1 to 10 of 18 Articles