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We present a novel, multilayer interaction approach that enables state transitions between spatially above-screen and 2D on-screen feedback layers. This approach supports the exploration of haptic features that are hard to simulate using rigid 2D screens. We accomplish this by adding a haptic layer above the screen that can be actuated and interacted with (pressed on) while the user interacts with on-screen content using pen input. The haptic layer provides variable firmness and contour feedback, while its membrane functionality affords additional tactile cues like texture feedback. Through two user studies, we look at how users can use the layer in haptic exploration tasks, showing that users can discriminate well between different firmness levels, and can perceive object contour characteristics. Demonstrated also through an art application, the results show the potential of multilayer feedback to extend on-screen feedback with additional widget, tool and surface properties, and for user guidance.
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.
General Chair Message
(2018)
3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation
(2018)
In this course, we will take a detailed look at different topics in the field of 3D user interfaces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numerous application areas, the need and interest in more effective interfaces becomes prevalent, among others driven forward by improved technologies, increasing application complexity and user experience requirements. Within this course, we highlight key issues in the design of diverse 3DUIs by looking closely into both simple and advanced 3D selection/manipulation and spatial navigation interface design topics. These topics are highly relevant, as they form the basis for most 3DUI-driven application, yet also can cause major issues (performance, usability, experience. motion sickness) when not designed properly as they can be difficult to handle. Within this course, we build on top of a general understanding of 3DUIs to discuss typical pitfalls by looking closely at theoretical and practical aspects of selection, manipulation, and navigation and highlight guidelines for their use.
Grailog embodies a systematics to visualize knowledge sources by graphical elements. Its main benefit is that the resulting visual presentations are easier to read for humans than the original symbolic source code. In this paper we introduce a methodology to handle the mapping from Datalog RuleML, serialized in XML, to an SVG representation of Grailog, also serialized in XML, via eXtensible Stylesheet Language Transformations (XSLT) 2.0/XML; the SVG is then rendered visually by modern Web browsers. This initial mapping is realized to target Grailog's "fully node copied" normal form. Elements can thus be translated one at a time, separating the fundamental Datalog-to-SVG translation concern from the concern of merging node copies for optimal (hyper)graph layout and avoiding its high computational complexity in this online tool. The resulting open source Grailog Knowledge-Source Visualizer (Grailog KS Viz) supports Datalog RuleML with positional relations of arity n>1. The on-the-fly transformation was shown to run on all recent major Web browsers and should be easy to understand, use, and extend.
Large, high-resolution displays are highly suitable for creation of digital environments for co-located collaborative task solving. Yet, placing multiple users in a shared environment may increase the risk of interferences, thus causing mental discomfort and decreasing efficiency of the team. To mitigate interferences coordination strategies and techniques were introduced. However, in a mixed-focus collaboration scenarios users switch now and again between loosely and tightly collaboration, therefore different coordination techniques might be required depending on the current collaboration state of team members. For that, systems have to be able to recognize collaboration states as well as transitions between them to ensure a proper adjustment of the coordination strategy. Previous studies on group behavior during collaboration in front of large displays investigated solely collaborative coupling states, not transitions between them though. To address this gap, we conducted a study with 12 participant dyads in front of a tiled display and let them solve two tasks in two different conditions (focus and overview). We looked into group dynamics and categorized transitions by means of changes in proximity, verbal communication, visual attention, visual interface, and gestures. The findings can be valuable for user interface design and development of group behavior models.
Seit 2012 wird an der Hochschule Bonn-Rhein-Sieg die Studieneingangsphase im Qualitätspakt Lehre gefördert. Ein wesentliches Anliegen im Projekt „Pro-MINT-us“ ist die Einbeziehung der gesamten Hochschule, um keine isolierten Maßnahmen anzubieten, sondern die im Projekt entwickelten Lehrideen nachhaltig zu verankern.
Large, high-resolution displays demonstrated their effectiveness in lab settings for cognitively demanding tasks in single user and collaborative scenarios. The effectiveness is mostly reached through inherent displays' properties - large display real estate and high resolution - that allow for visualization of complex datasets, and support of group work and embodied interaction. To raise users' efficiency, however, more sophisticated user support in the form of advanced user interfaces might be needed. For that we need profound understanding of how large, tiled displays impact users work and behavior. We need to extract behavioral patterns for different tasks and data types. This paper reports on study results of how users, while working collaboratively, process spatially fixed items on large, tiled displays. The results revealed a recurrent pattern showing that users prefer to process documents column wise rather than row wise or erratic.
In diesem Artikel wird darüber berichtet, ob die Glaubwürdigkeit von Avataren als mögliches Modulationskriterium für die virtuelle Expositionstherapie von Agoraphobie in Frage kommt. Dafür werden mehrere Glaubwürdigkeitsstufen für Avatare, die hypothetisch einen Einfluss auf die virtuelle Expositionstherapie von Agoraphobie haben könnten sowie ein potentielles Expositionsszenario entwickelt. Die Arbeit kann innerhalb einer Studie einen signifikanten Einfluss der Glaubwürdigkeitsstufen auf Präsenz, Kopräsenz und Realismus aufzeigen.