1 Towards Augmented Reality-Driven Human-City
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Designing transparent display experience through the use of kinetic interaction A Master’s Thesis by Interaction Design Master’s Programme Rafael Rybczyński School of Arts and Communication (K3) Malmö University, Sweden August 2017 MSwedenugust 2017 Designing transparent display experience through the use of kinetic interaction Interaction Design Master’s Programme School of Arts and Communication (K3) Malmö University, Sweden August 2017 Author: Rafael Rybczyński Supervisor: Susan Kozel Examiner: Clint Heyer Thesis Project I 15 credits 2017 Acknowledgements Over the lengths of this thesis project I have received support and encouragement from a many people. First of all, I would like to thank my supervisor Susan Kozel for advising me to trust my own instinct. Moreover I would like humbly to thank all the participants without whom this project would not have been possible. Also humbly I thank Alvar, Sanna, and Susanne for shelter and feedback. For proofreading my thanks goes to Jan Felix Rybczyński and Sanna Minkkinen. Finally, my deepest gratitude is reserved to my father Dr. med. Jerzy Antoni Rybczyński. Rest in peace. I would have wished for you reading this paper. Author’s notes Often during the process of doing this study I was asked why transparent displays. What’s the point? Probably I would say this goes way back to my childhood when enjoying my father reading novel stories to us as good night stories. A good example of great stories was Scheerbart’s utopian architectural vision The Gray Cloth who told about the great Swiss architect who traveled by an airship. Wherever he went, he designed buildings made from brightly colored glass, including the roof. -
Interaction Methods for Smart Glasses: a Survey
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/ACCESS.2018.2831081, IEEE Access Date of publication xxxx 00, 0000, date of current version xxxx 00, 0000. Digital Object Identifier 10.1109/ACCESS.2018.Doi Number Interaction Methods for Smart Glasses: A survey Lik-Hang LEE1, and Pan HUI1&2 (Fellow, IEEE). 1The Hong Kong University of Science and Technology, Department of Computer Science and Engineering 2The University of Helsinki, Department of Computer Science Corresponding author: Pan HUI (e-mail: panhui@ cse.ust.hk). ABSTRACT Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. -
Multimodal Interfaces Sharon Oviatt Center for Human-Computer
Chapter to appear in Handbook of Human-Computer Interaction, (ed. by J. Jacko & A. Sears), Lawrence Erlbaum: New Jersey, 2002. Multimodal Interfaces Sharon Oviatt Center for Human-Computer Communication, Computer Science Dept. Oregon Graduate Institute of Science & Technology Beaverton, Oregon, USA 1. What are multimodal systems, and why are we building them? Multimodal systems process two or more combined user input modes— such as speech, pen, touch, manual gestures, gaze, and head and body movements— in a coordinated manner with multimedia system output. This class of systems represents a new direction for computing, and a paradigm shift away from conventional WIMP interfaces. Since the appearance of Bolt’s (1980) “Put That There” demonstration system, which processed speech in parallel with touch-pad pointing, a variety of new multimodal systems has emerged. This new class of interfaces aims to recognize naturally occurring forms of human language and behavior, which incorporate at least one recognition-based technology (e.g., speech, pen, vision). The development of novel multimodal systems has been enabled by the myriad input and output technologies currently becoming available, including new devices and improvements in recognition-based technologies. This chapter will review the main types of multimodal interfaces, their advantages and cognitive science underpinnings, primary features and architectural characteristics, and general research in the field of multimodal interaction and interface design. The growing interest in multimodal interface design is inspired largely by the goal of supporting more transparent, flexible, efficient, and powerfully expressive means of human-computer interaction. Multimodal interfaces are expected to be easier to learn and use, and are preferred by users for many applications. -
Casual Immersive Viewing with Smartphones
Casual Immersive Viewing with Smartphones Ismo Rakkolainen, Roope Raisamo Matthew Turk, Tobias Höllerer Karri Palovuori TAUCHI Research Center Computer Science Department Department of Electronics University of Tampere University of California Tampere Univ. of Tech. 33014 Tampere, Finland Santa Barbara, CA 93106, USA 33720 Tampere, Finland [email protected] mturk, [email protected] [email protected] 1 ABSTRACT ter stereoscope , yet suitable for a much wider range of media. In this paper, we explore how to better integrate virtual reality Such an embedded VR viewer would always be available to the viewing to a smartphone. We present novel designs for casual user. Along with various sensors it would also bring spatial 3D (short-term) immersive viewing of spatial and 3D content, such as and immersive user interfaces (UI) closer to mainstream usage. augmented and virtual reality, with smartphones. Our goal is to Lightweight and high-resolution virtual views can be created with create a simple and low-cost casual-viewing design which could various kinds of hand-held micro-displays or head-mounted dis- be retrofitted and eventually be embedded into smartphones, in- plays (HMD), or projected to the environment with pico projec- stead of using larger spatial viewing accessories. We explore dif- tors. Current HMDs are not pocket-sized or suitable for casual ferent designs and implemented several prototypes. One prototype use. Even lightweight HMDs are too big to be carried everywhere uses thin and light near-to-eye optics with a smartphone display, and may not always be available. They are very immersive and thus providing the user with the functionality of a large, high- suitable for use at homes and offices for many purposes, but they resolution virtual display. -
An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and Caregiver Report of Safety and Lack of Negative Effects
bioRxiv preprint doi: https://doi.org/10.1101/164335; this version posted July 19, 2017. The copyright holder for this preprint (which was not certified by peer review) is the author/funder. All rights reserved. No reuse allowed without permission. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. An Augmented Reality Social Communication Aid for Children and Adults with Autism: User and caregiver report of safety and lack of negative effects. Ned T. Sahin1,2*, Neha U. Keshav1, Joseph P. Salisbury1, Arshya Vahabzadeh1,3 1Brain Power, 1 Broadway 14th Fl, Cambridge MA 02142, United States 2Department of Psychology, Harvard University, United States 3Department of Psychiatry, Massachusetts General Hospital, Boston * Corresponding Author. Ned T. Sahin, PhD, Brain Power, 1 Broadway 14th Fl, Cambridge, MA 02142, USA. Email: [email protected]. Abstract Background: Interest has been growing in the use of augmented reality (AR) based social communication interventions in autism spectrum disorders (ASD), yet little is known about their safety or negative effects, particularly in head-worn digital smartglasses. Research to understand the safety of smartglasses in people with ASD is crucial given that these individuals may have altered sensory sensitivity, impaired verbal and non-verbal communication, and may experience extreme distress in response to changes in routine or environment. Objective: The objective of this report was to assess the safety and negative effects of the Brain Power Autism System (BPAS), a novel AR smartglasses-based social communication aid for children and adults with ASD. BPAS uses emotion-based artificial intelligence and a smartglasses hardware platform that keeps users engaged in the social world by encouraging “heads-up” interaction, unlike tablet- or phone-based apps. -
The Use of Smartglasses in Everyday Life
University of Erfurt Faculty of Philosophy The Use of Smartglasses in Everyday Life A Grounded Theory Study Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Dr. phil.) at the Faculty of Philosophy of the University of Erfurt submitted by Timothy Christoph Kessler from Munich November 2015 URN: urn:nbn:de:gbv:547-201600175 First Assessment: Prof. Dr. Joachim R. Höflich Second Assessment: Prof. Dr. Dr. Castulus Kolo Date of publication: 18th of April 2016 Abstract We live in a mobile world. Laptops, tablets and smartphones have never been as ubiquitous as they have been today. New technologies are invented on a daily basis, lead- ing to the altering of society on a macro level, and to the change of the everyday life on a micro level. Through the introduction of a new category of devices, wearable computers, we might experience a shift away from the traditional smartphone. This dissertation aims to examine the topic of smartglasses, especially Google Glass, and how these wearable devices are embedded into the everyday life and, consequently, into a society at large. The current research models which are concerned with mobile communication are only partly applicable due to the distinctive character of smartglasses. Furthermore, new legal and privacy challenges for smartglasses arise, which are not taken into account by ex- isting theories. Since the literature on smartglasses is close to non-existent, it is argued that new models need to be developed in order to fully understand the impact of smart- glasses on everyday life and society as a whole. -
Arxiv:1409.1484V3 [Cs.CV] 3 Apr 2015 Literature with Respect to Naming This Video Perspective
1 The Evolution of First Person Vision Methods: A Survey A. Betancourt1,2, P. Morerio1, C.S. Regazzoni1, and M. Rauterberg2 1Department of Naval, Electric, Electronic and Telecommunications Engineering DITEN - University of Genova, Italy 2Designed Intelligence Group, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands F Abstract—The emergence of new wearable technologies such as ac- tion cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop 25 30 commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes Number of Articles the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field. 0 5 10 15 20 1997 1999 2001 2003 2005 2007 2009 2011 2013 Year Index Terms—First Person Vision, Egocentric Vision, Wearable De- vices, Smart-Glasses, Computer Vision, Video Analytics, Human- Fig. 1. Number of articles per year directly related to FPV video machine Interaction. analysis. This plot contains the articles published until 2014, to the best of our knowledge 1 INTRODUCTION Mann who, back in 1997 [12], described the field with these Portable head-mounted cameras, able to record dynamic high words : quality first-person videos, have become a common item “Let’s imagine a new approach to computing in which among sportsmen over the last five years. -
Urban Anomaly Analytics: Description, Detection, and Prediction
JOURNAL OF LATEX CLASS FILES, VOL. 14, NO. 8, AUGUST 2019 1 Urban Anomaly Analytics: Description, Detection, and Prediction Mingyang Zhang, Tong Li,Student Member, IEEE, Yue Yu, Yong Li,Senior Member, IEEE, Pan Hui,Fellow, IEEE and Yu Zheng,Senior Member, IEEE, Abstract—Urban anomalies may result in loss of life or property if not handled properly. Automatically alerting anomalies in their early stage or even predicting anomalies before happening are of great value for populations. Recently, data-driven urban anomaly analysis frameworks have been forming, which utilize urban big data and machine learning algorithms to detect and predict urban anomalies automatically. In this survey, we make a comprehensive review of the state-of-the-art research on urban anomaly analytics. We first give an overview of four main types of urban anomalies, traffic anomaly, unexpected crowds, environment anomaly, and individual anomaly. Next, we summarize various types of urban datasets obtained from diverse devices, i.e., trajectory, trip records, CDRs, urban sensors, event records, environment data, social media and surveillance cameras. Subsequently, a comprehensive survey of issues on detecting and predicting techniques for urban anomalies is presented. Finally, research challenges and open problems as discussed. Index Terms—Anomaly detection, spatiotemporal data mining, urban computing, event detection. F 1 INTRODUCTION their travel routes or transport. In this way, it will save RBAN anomalies are typically unusual events occur- people a lot of time on the commute and further improve U ring in urban environments, such as traffic conges- their quality of lives. tion and unexpected crowd gathering, which may pose Meanwhile, smart devices and various kinds of sensors tremendous threats to public safety and stability if not widely located in cities collect the data produced in urban timely handled [1], [2]. -
Factors Influencing Consumer Attitudes Towards M-Commerce AR Apps
“I see myself, therefore I purchase”: factors influencing consumer attitudes towards m-commerce AR apps Mafalda Teles Roxo and Pedro Quelhas Brito Faculdade de Economia da Universidade do Porto and LIAAD-INESC TEC, Portugal [email protected]; [email protected] Abstract Mobile commerce (m-commerce) is starting to represent a significant share of e-commerce. The use of Augmented Reality (AR) by brands to convey information about their products - within the store and mainly as mobile apps – makes it possible for researchers and managers to understand consumer reactions. Although attitudes towards AR have been studied, the overall effect of distinct aspects such as the influence of others, the imagery, projection and perceived presence, has not been tackled as far as we know. Therefore, we conducted a study on 218 undergraduate students, using a pre-test post-test experimental design to address the following questions: (1) Do AR media characteristics affect consumer attitudes towards the medium in a mobile shopping context? Also, (2) Do the opinion and physical presence of people influence the attitude towards an m-commerce AR app? It found that AR characteristics such as projection and imagery positively influence attitudes towards m-commerce AR apps, whereas social variables did not have any influence. Keywords: MAR; m-commerce; consumer psychology; AR-consumer relationship. 1 Introduction Simultaneously with the increasing percentage of e-commerce sales resulting from mobile retail commerce (m-commerce), it is estimated that in the U.S., by 2020, 49.2% of online sales will be made using mobile apps (Statista, 2019b). Also, in 2018, approximately 57% of internet users purchased fashion-related products online (Statista, 2019a). -
Machine Learning for Urban Computing Bilgeçağ Aydoğdu, Albert Ali Salah1
Machine Learning for Urban Computing Bilgeçağ Aydoğdu, Albert Ali Salah1 1. Introduction Increasing urbanization rates and growth of population in urban areas have brought complex problems to be solved in various fields such as urban planning, energy, health, safety, and transportation. Urban computing (UC) is the name of the process that involves collection, integration and analysis of heterogeneous urban data coming from various types of sensors in the city, with the purpose of tackling urban problems (Zheng et al., 2014). Within this framework, the first step of UC is to collect data through sensors like mobile phones, surveillance cameras, vehicles with sensors, or social media applications. The second step is to store, clean, and index the spatiotemporal data through different data management techniques by preparing it for data analytics. The third step is to apply different analysis approaches to solve urban tasks related to different problems. Machine learning methods are some of the most powerful analysis approaches for this purpose, because they can help model arbitrarily complex relationships between measurements and target variables, and they can adapt to dynamically changing environments, which is very important in UC, as cities are constantly in motion. Machine learning (ML) is a subfield of artificial intelligence (AI) that combines computer science and statistics with the objective of optimizing a performance criterion by learning models from data or from past experience (Alpaydın, 2020). The capabilities of ML have sharply increased in the last decades due to increased abilities of computers to store and process large volumes of data, as well as due to theoretical advances. -
ICT of the New Wave of Computing for Sustainable Urban Forms: Their Big Data and Context–Aware Augmented Typologies and Design Concepts
Accepted Manuscript Title: ICT of the New Wave of Computing for Sustainable Urban Forms: Their Big Data and Context–Aware Augmented Typologies and Design Concepts Author: Simon Elias Bibri John Krogstie PII: S2210-6707(16)30247-5 DOI: http://dx.doi.org/doi:10.1016/j.scs.2017.04.012 Reference: SCS 637 To appear in: Received date: 14-8-2016 Revised date: 20-4-2017 Accepted date: 20-4-2017 Please cite this article as: Bibri, S. E., and Krogstie, J.,ICT of the New Wave of Computing for Sustainable Urban Forms: Their Big Data and ContextndashAware Augmented Typologies and Design Concepts, Sustainable Cities and Society (2017), http://dx.doi.org/10.1016/j.scs.2017.04.012 This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting, typesetting, and review of the resulting proof before it is published in its final form. Please note that during the production process errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain. ICT of the New Wave of Computing for Sustainable Urban Forms: Their Big Data and Context–Aware Augmented Typologies and Design Concepts Simon Elias Bibri 1 NTNU Norwegian University of Science and Technology, Department of Computer and Information Science and Department of Urban Planning and Design, Sem Saelands veie 9, NO–7491, Trondheim, Norway John Krogstie NTNU Norwegian University of Science and Technology, Department of Computer and Information Science, Sem Saelands veie 9, NO–7491, Trondheim, Norway E–mail address: [email protected] Abstract Undoubtedly, sustainable development has inspired a generation of scholars and practitioners in different disciplines into a quest for the immense opportunities created by the development of sustainable urban forms for human settlements that will enable built environments to function in a more constructive and efficient way. -
Light Engines for XR Smartglasses by Jonathan Waldern, Ph.D
August 28, 2020 Light Engines for XR Smartglasses By Jonathan Waldern, Ph.D. The near-term obstacle to meeting an elegant form factor for Extended Reality1 (XR) glasses is the size of the light engine2 that projects an image into the waveguide, providing a daylight-bright, wide field-of-view mobile display For original equipment manufacturers (OEMs) developing XR smartglasses that employ diffractive wave- guide lenses, there are several light engine architectures contending for the throne. Highly transmissive daylight-bright glasses demanded by early adopting customers translate to a level of display efficiency, 2k-by-2k and up resolution plus high contrast, simply do not exist today in the required less than ~2cc (cubic centimeter) package size. This thought piece examines both Laser and LED contenders. It becomes clear that even if MicroLED (µLED) solutions do actually emerge as forecast in the next five years, fundamentally, diffractive wave- guides are not ideally paired to broadband LED illumination and so only laser based light engines, are the realistic option over the next 5+ years. Bottom Line Up Front • µLED, a new emissive panel technology causing considerable excitement in the XR community, does dispense with some bulky refractive illumination optics and beam splitters, but still re- quires a bulky projection lens. Yet an even greater fundamental problem of µLEDs is that while bright compared with OLED, the technology falls short of the maximum & focused brightness needed for diffractive and holographic waveguides due to the fundamental inefficiencies of LED divergence. • A laser diode (LD) based light engine has a pencil like beam of light which permits higher effi- ciency at a higher F#.