Many research projects have demonstrated the benefits of bimanual interaction for a variety of tasks. When choosing bimanual input, system designers must select the input device that each hand will control. In this paper, we argue for the use of pen and touch two-handed input, and describe an experiment in which users were faster and committed fewer errors using pen and touch input in comparison to using either touch and touch or pen and pen input while performing a representative bimanual task. We present design principles and an application in which we applied our design rationale toward the creation of a learnable set of bimanual, pen and touch input commands.
Abstract. In this paper, we present three different ways of interrupting people to posture guidance. We developed an ergonomically adjustable office chair equipped with four sensors measuring the office worker's posture. It is important that users do some training after bad posture and be alerted of this; therefore, we implemented three different alert modalities (Graphical Feedback, Physical Feedback, and Vibrotactile Feedback), with the goal to find out which of the techniques is the most effective interruption modality without causing a huge disruption effect. To measure the task-performance, we conducted a formal user study. Our user study results show there are different effects on performance and disruptiveness caused by the three interruption techniques. While the vibrotactile feedback might have higher information awareness benefits at the beginning, it causes a huge intrusion side-effect. Thus, the physical feedback was rated less disruptive to the workflow as the other two feedback modalities.
In this paper, we describe the design of menus for multiuser digital tabletops. On direct input surfaces, occlusions created by the user's hand decrease interaction performance with menus. The key design criteria are to avoid these occlusions and to adapt the menu placement to the user's handedness and position on the tabletop. We present an adaptive menu placement method based on direct touch and pen tracking that allows correct menu placement around the table. As an extension, we propose adding a gesture input area for fast interaction which can be partly occluded by the user's hand.
Mit dem Begriff "Industrie 4.0" werden heute die unterschiedlichsten Trends rund um die Weiterentwicklung von Produktionsstätten zusammengefasst. Ein Großteil dieser Entwicklungen wird durch die Player der IKT-Industrie forciert und Industrie 4.0 bezeichnet damit oft nur die fortlaufende "Informatisierung" klassischer Fabriken. Trotz dieser vorwiegend technokratischen Sicht von Industrie 4.0 sind viele Experten der Ansicht, dass gerade der Mensch in Zukunft als Wissensarbeiter in der Produktion eine wesentliche Drehscheibe in Smart Factories darstellen wird. Die Unterstützung von Wissensarbeitern durch handlungs-und entscheidungsrelevante Informationen über innovative Endgeräte wie beispielsweise Datenbrillen ist dabei ein zentrales Thema. Der vorliegende Beitrag beschreibt vor diesem Hintergrund mögliche IKT-Lösungen für den Produktionsarbeiter der Zukunft entlang der vier Anwendungsfälle "Assistierter Bediener" (personalized augmented operator)," Produktions-Wissensmanagement" (worker-centric knowledge sharing and management), "Selbstlernender Arbeitsplatz" (self-learning manufacturing workplaces) und "Mobiles Lernen in der Produktion" (in-situ mobile learning in the production).
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