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Publications

Publications by HumanISE

2016

Remote Proxemics

Authors
Sousa, M; Mendes, D; Medeiros, D; Ferreira, A; Pereira, JM; Jorge, JA;

Publication
Collaboration Meets Interactive Spaces

Abstract
Virtual meetings have become increasingly common with modern videoconference and collaborative software. While they allow obvious savings in time and resources, current technologies add unproductive layers of protocol to the flow of communication between participants, rendering the interactions far from seamless. In this work we describe in detail Remote Proxemics, an extension of proxemics aimed at bringing the syntax of co-located proximal interactions to virtual meetings. We also describe the role of Eery Space as a shared virtual locus that results from merging multiple remote areas, where meeting participants’ are located side-by-side as if they shared the same physical location. Thus rendering Remote Proxemics possible. Results from user evaluation on the proposed presence awareness techniques suggest that our approach is effective at enhancing mutual awareness between participants and sufficient to initiate proximal exchanges regardless of their geolocation, while promoting smooth interactions between local and remote people alike. © Springer International Publishing Switzerland 2016.

2016

Effects of Speed and Transitions on Target-based Travel Techniques

Authors
Medeiros, D; Cordeiro, E; Mendes, D; Sousa, M; Raposo, A; Ferreira, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Travel on Virtual Environments is the simple action where a user moves from a starting point A to a target point B. Choosing an incorrect type of technique could compromise the Virtual Reality experience and cause side effects such as spatial disorientation, fatigue and cybersickness. The design of effective travelling techniques demands to be as natural as possible, thus real walking techniques presents better results, despite their physical limitations. Approaches to surpass these limitations employ techniques that provide an indirect travel metaphor such as point-steering and target-based. In fact, target-based techniques evince a reduction in fatigue and cybersickness against the point-steering techniques, even though providing less control. In this paper we investigate further effects of speed and transition on target-based techniques on factors such as comfort and cybersickness using a Head-Mounted Display setup.

2016

Perceiving Depth: Optical versus Video See-through

Authors
Medeiros, D; Sousa, M; Mendes, D; Raposo, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Head-Mounted Displays (HMDs) and similar 3D visualization devices are becoming ubiquitous. Going a step forward, HMD seethrough systems bring virtual objects to real world settings, allowing augmented reality to be used in complex engineering scenarios. Of these, optical and video see-through systems differ on how the real world is captured by the device. To provide a seamless integration of real and virtual imagery, the absolute depth and size of both virtual and real objects should match appropriately. However, these technologies are still in their early stages, each featuring different strengths and weaknesses which affect the user experience. In this work we compare optical to video see-through systems, focusing on depth perception via exocentric and egocentric methods. Our study pairs Meta Glasses, an off-the-shelf optical see-through, to a modified Oculus Rift setup with attached video-cameras, for video see-through. Results show that, with the current hardware available, the video see-through configuration provides better overall results. These experiments and our results can help interaction designers for both virtual and augmented reality conditions.

2016

The Benefits of DOF Separation in Mid-air 3D Object Manipulation

Authors
Mendes, D; Relvas, F; Ferreira, A; Jorge, J;

Publication
22ND ACM CONFERENCE ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2016)

Abstract
Object manipulation is a key feature in almost every virtual environment. However, it is difficult to accurately place an object in immersive virtual environments using mid-air gestures that mimic interactions in the physical world, although being a direct and natural approach. Previous research studied mouse and touch based interfaces concluding that separation of degrees-of-freedom (DOF) led to improved results. In this paper, we present the first user evaluation to assess the impact of explicit 6 DOF separation in mid-air manipulation tasks. We implemented a technique based on familiar virtual widgets that allow single DOF control, and compared it against a direct approach and PRISM, which dynamically adjusts the ratio between hand and object motions. Our results suggest that full DOF separation benefits precision in spatial manipulations, at the cost of additional time for complex tasks. From our results we draw guidelines for 3D object manipulation in mid-air.

2016

Expeditious illustration of layer-cake models on and above a tactile surface

Authors
Lopes, DS; Mendes, D; Sousa, M; Jorge, J;

Publication
COMPUTERS & GEOSCIENCES

Abstract
Too often illustrating and visualizing 3D geological concepts are performed by sketching in 2D mediums, which may limit drawing performance of initial concepts. Here, the potential of expeditious geological modeling brought by hand gestures is explored. A spatial interaction system was developed to enable rapid modeling, editing, and exploration of 3D layer-cake objects. User interactions are acquired with motion capture and touch screen technologies. Virtual immersion is guaranteed by using stereoscopic technology. The novelty consists of performing expeditious modeling of coarse geological features with only a limited set of hand gestures. Results from usability-studies show that the proposed system is more efficient when compared to a windows-icon-menu-pointer modeling application.

2016

Separating Degrees of Freedom for Object Manipulation in VR

Authors
Relvas, F; Mendes, D; Ferreira, A; Jorge, J;

Publication
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)

Abstract
Manipulating objects is an essential aspect in virtual environments. Nonetheless, object positioning in immersive virtual environments relying in direct and natural approaches is still difficult. Previous research concluded that degrees-of-freedom separation in mouse and touch interfaces led to positive results. In this document we present a user evaluation to assess if explicit separation of degrees-of-freedom also benefits mid-air manipulation tasks. We implemented a virtual widget based technique that allows users to control a single DOF, and compared it against a direct approach and the PRISM technique, which adjusts the ratio between the hand and object movement. The results of our assessment suggest that full DOF separation benefits precision in spatial manipulations, at the expense of additional time for complex tasks. From these results we proposed a new technique that combines different aspects from the three techniques compared in our assessment.

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