Motion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with humans. All haptic turk setups consist of a player who is supported by one or more "turkers". The player enjoys an interactive expe-rience, such as a flight simulation. The motion in the player's experience is generated by the turkers who manually lift, tilt, and push the player's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are dis-played on turkers' mobile devices, which they attach to the player's body. We also present an immersive set-up based on a head-mounted display.
Figure 1: With our proposed gesture output, the device outputs messages to users using the same gesture language used for input. (a) Here, the user draws an to check the house number of the upcoming meeting. (b) The device replies by translating the user's finger along the path of an . (c) The pocketOuija is one of the two force feedback touchscreen devices we built that support gesture output. It translates the user's finger by means of a transparent plastic foil overlaid onto the screen actuated using motors located on the back of the device. ABSTRACTWe propose using spatial gestures not only for input but also for output. Analogous to gesture input, the proposed gesture output moves the user's finger in a gesture, which the user then recognizes. We use our concept in a mobile scenario where a motion path forming a "5" informs users about new emails, or a heart-shaped path serves as a message from a friend. We built two prototypes: (1) The long-RangeOuija is a stationary prototype that offers a motion range of up to 4cm; (2) The pocketOuija is self-contained mobile device based on an iPhone with up to 1cm motion range. Both devices actuate the user's fingers by means of an actuated transparent foil overlaid onto a touchscreen. We conducted 3 studies on the longRangeOuija. Participants recognized 2cm marks with 97% accuracy, Graffiti digits with 98.8%, pairs of Graffiti digits with 90.5%, and Graffiti letters with 93.4%. Participants previously unfamiliar with Graffiti identified 96.2% of digits and 76.4% of letters, suggesting that properly designed gesture output is guessable. After the experiment, the same participants were able to enter 100% of Graffiti digits by heart and 92.2% of letters. This suggests that participants learned gesture input as a side effect of using gesture output on our prototypes.
Motion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with humans. All haptic turk setups consist of a player who is supported by one or more humanactuators. The player enjoys an interactive experience, such as a flight simulation. The motion in the player's experience is generated by the actuators who manually lift, tilt, and push the player's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are displayed on actuators' mobile devices, which they attach to the player's body. We demonstrate a range of installations based on mobile phones, projectors, and head-mounted displays. In our user study, participants rated not only the experience as player as enjoyable (6.1/7), but also the experience as an actuator (4.4/7). The approach of leveraging humans allows us to deploy our approach anytime anywhere, as we demonstrate by deploying at an art festival in the Nevada desert.
Figure 1: This example of a museum exhibit on basic molecules allows visitors to interact by kicking physical objects aroundwhich we call kickables. (a) This visitor starts a tutorial video by pushing a kickable from pause to play. (b) Another visitor scrubs through a different video. (c) This visitor assembles a water molecule by moving a red hydrogen atom towards a blue oxygen atom. ABSTRACTWe introduce the concept of tangibles that users manipulate with their feet. We call them kickables. Unlike traditional tangibles, kickables allow for very large interaction surfaces as kickables reside on the ground. The main benefit of kickables over other foot-based modalities (e.g., foot touch), is their strong affordance, which we validate in two user studies. This affordance makes kickables well-suited for walkup installations, such as tradeshows or museum exhibits. We present a custom design as well as five sets of standard kickables to help application designers create kickable applications faster. Each set supports multiple standard controls, such as push buttons, switches, dials, and sliders. In doing so, each set explores a different design principle, in particular different mechanical constraints. We demonstrate an implementation on our pressure-sensing floor.
Security has recently become a very important concern for entities using IPv6 networks. This is especially true with the recent news reports where governments and companies have admitted to credible cyber attacks against them in which confidential information and the security of data have been compromised. In this paper we will introduce a flexible framework that can be used for penetration testing of IPv6 networks. Due to the large address space in each of the IPv6 subnets, the traditional scanning approaches do not work. Here we introduce our new scanning algorithm which will find the IPv6 nodes on the Internet which are using Domain Name System (DNS) servers. Our implementation results showed that the use of the DNS Security Extension (DNSSEC) with NSEC3 [4], which is a new and promising approach for the prevention of zone walking, was not able to prevent us from gathering information about nodes on different networks.
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