We present a new graphical three-dimensional user interface for synchronous cooperative work, called Spin, designed for multi-user real-time applications to be used in, for example, meetings and learning situations.We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the user's scope of interaction in comparison to a real-life situation. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the feeling of collaboration within the three-dimensional workspace and keep visible a maximum of information. This workspace is created using artificial geometry -as opposed to true threedimensional geometry -and spatial distortion, a technique which allows all the documents and information to be displayed simultaneously while centering the user's focus of attention. Users interact with each other via their respective clone, a three-dimensional representation, displayed in each interlocutor interface, and animated with user action on shared documents. An appropriate object manipulation system is used to point out and manipulate 3D documents, through direct manipulation, using 3D device and some interaction metaphors. Keywords: Synchronous CSCW, three-dimensional interface, 3D interaction. IntroductionTechnological progress has given us access to fields which previously only existed in our imaginations. Progress made in computers and in communications networks has benefited computer-supported cooperative work (CSCW), an area where many technical and human obstacles have to be overcome if it is to be considered a valid tool. We need to bear in mind the difficulties inherent in cooperative work and in the user's ability to perceive a third dimension. The shortcomings of two-dimensional interfacesCurrent WIMP ( Windows Icon Mouse Pointer) office interfaces have considerable ergonomic limitations. Two-dimensional space is not effective when it comes to displaying massive amounts of data; this results in shortcomings such as window overlapping and the need for iconic representation of information. Window display systems, be they Xll or Windows, do not make the distinction between applications, and information is displayed in identical windows regardless of the user's task.Until recently, network technology only allowed for asynchronous sessions; and because the hardware being used was not powerful enough, interfaces could only use two-dimensional representations of the workspace. This created many problems: moving within the simulated three-dimensional space was limited, metaphors were not realistic, there were difficulties representing users and their relation to the interface. Moreover, because graphical interaction was low (proprioception was not exploited) users had difficulties to get themselves involved in the outstanding task. Interfaces: New ScopeWe are putting forward a new interface concept, based on computer animation in real time. Widespread use of 3D graphics...
This paper aims to investigate the semantic perceptual space of synthetic tactile textures rendered via an ultrasonic based haptic tablet and the parameters influencing this space. Through a closed card sorting task, 30 participants had to explore 32 tactile-only textures and describe each texture using adjectives. A factorial analysis of mixed data was conducted. Results suggest a 2 dimensional space with tactile textures belonging to a continuum of rough to smooth adjectives. Influence of waveform and amplitude is shown to play an important role in perceiving a texture as smooth or rough, and spatial period is a possible modulator of different degrees of roughness or smoothness. Finally, we discuss how these findings can be used by designers on tactile feedback devices.
Abstract. We investigated the use of a new haptic device called the DigiHaptic in a 3D steering task. Unlike other devices intended to interact in 3D with one end-effector, the DigiHaptic has three levers that the user may handle simultaneously or not in elastic mode to rate control objects. We compared it to the SpaceMouse -another elastic device -to evaluate the influence that degrees of freedom (DOF) separation have in terms of accuracy (coordination and errors) and speed (time). The task consisted of steering paths that required the use of two or three DOF simultaneously. We found that users performed faster on the SpaceMouse but were less coordinated and accurate than on the DigiHaptic for the most complicated paths.
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