Motion-Based Interaction for Head-Mounted Displays

Total Page:16

File Type:pdf, Size:1020Kb

Motion-Based Interaction for Head-Mounted Displays Motion-based Interaction for Head- Mounted Displays Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy By Wenge Xu May 2021 PGR Declaration of Academic Honesty NAME (Print) Wenge Xu STUDENT NUMBER 201324739 SCHOOL/INSTITUTE University of Liverpool TITLE OF WORK Motion-based Interaction for Head-Mounted Displays This form should be completed by the student and appended to any piece of work that is submitted for examination. Submission by the student of the form by electronic means constitutes their confirmation of the terms of the declaration. Students should familiarise themselves with Appendix 4 of the PGR Code of Practice: PGR Policy on Plagiarism and Dishonest Use of Data, which provides the definitions of academic malpractice and the policies and procedures that apply to the investigation of alleged incidents. Students found to have committed academic malpractice will receive penalties in accordance with the Policy, which in the most severe cases might include termination of studies. STUDENT DECLARATION I confirm that: • I have read and understood the University’s PGR Policy on Plagiarism and Dishonest Use of Data. • I have acted honestly, ethically and professionally in conduct leading to assessment for the programme of study. • I have not copied material from another source nor committed plagiarism nor fabricated, falsified or embellished data when completing the attached material. • I have not copied material from another source, nor colluded with any other student in the preparation and production of this material. • If an allegation of suspected academic malpractice is made, I give permission to the University to use source-matching software to ensure that the submitted material is all my own work. SIGNATURE………………………………………………………………………… DATE………………………………………………………………………………… ii Abstract Recent advances in affordable sensing technologies have enabled motion-based interaction (MbI) for head-mounted displays (HMDs). Unlike traditional input devices like the mouse and keyboard, which often offer comparatively limited interaction possibilities (e.g., single-touch interaction), MbI does not have these constraints and is more natural because they reflect more closely people do things in real life. However, several issues exist in MbI for HMDs due to the technical limitations of the sensing and tracking devices, higher degrees of freedom afforded to users, and limited research in the area due to the rapid advancement of HMDs and tracking technologies. This thesis first outlines four core challenges in the design space of MbI for HMDs: (1) boundary awareness for hand-based interaction, (2) efficient hands-free head-based interface for HMDs, (3) efficient and feasible full-body interaction for general tasks with HMDs, and (4) accessible full-body interaction for applications in HMDs. Then, this thesis presents an investigation into the contributions of these challenges in MbI for HMDs. The first challenge is addressed by providing visual feedback during interaction tailored for such technologies. The second challenge is addressed by using a circular layout with a go-and-hit selection style for head-based interaction using text entry as the scenario. In addition, this thesis explores additional interaction mechanisms that leverage the affordances of these techniques, and in doing so, we propose directional full-body motions as an interaction approach to perform general tasks with HDMs as an example to address the third challenge. The last challenge is addressed by (1) exploring the differences between performing full-body interaction for HMDs and common displays (i.e., TV) and (2) providing a set of design guidelines that are specific to current and future HMDs. The results of this thesis show that: (1) visual methods for boundary awareness can help with mid-air hand-based interaction in HMDs; (2) head-based interaction and interfaces that take advantages of MbI, such as a circular interface, can be very efficient and low error hands-free input method for HMDs; (3) directional full-body interaction can be a feasible and efficient interaction approach for general tasks involving HMDs; (4) full-body interaction for applications in HMDs should be iii designed differently than for traditional displays. In addition to these results, this thesis provides a set of design recommendations and takeaway messages for MbI for HMDs. iv Acknowledgements First and foremost, I would like to thank my supervisor Dr. Hai-Ning Liang for his support, encouragement, and remarkable patience. I never expected to learn so much as a PhD student, and I could not have asked for a better person to work with. Without his guidance and constant feedback, this thesis would not have been possible. Secondly, I sincerely extend my gratitude to my supervisory team (i.e., Prof. Yong Yue, Dr. Bing Wu Berberich, and Mr. Phil Jimmieson) and advisory members (i.e., Dr. Terry Pane, Dr. Xing Huang, and Dr. Jie Zhang) for their feedback and insightful comments on my work. Thirdly, I would like to thank everybody at the X-CHI lab for being great friends, colleagues, and collaborators. Lei, Rongkai, Yiming, and Mengqi, I wish you guys an enjoyable PhD journey. Special thanks to my PhD colleague Diego Monteiro: thank you for everything in the past three years, I cannot wait to see you again in the UK. Fourthly, I am very grateful and owe a lot to my family. I would like to thank my parents, Yunming Xu and Haiyan Tang, for their supports, care, and love. My brother Junkai Xu for having fun with me in my leisure time and holidays. Finally, special thanks to my fiancée Xiaolin Zhao for understanding my choice of doing a PhD and her encouragement and support throughout my PhD journey. Lastly, thank you very much to everyone who helped me during my PhD studies. v Publications and Author’s Contributions Statements Materials from this dissertation have been previously published in the journals and conferences listed below. The publication from which each chapter is derived is noted in the parentheses. 1. Wenge Xu et al., “Pointing and Selection Methods for Text Entry in Augmented Reality Head Mounted Displays,” in Proceedings of 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Beijing, China, 2019, pp. 279-288, doi: 10.1109/ISMAR.2019.00026. (Chapter 3) 2. Wenge Xu et al., “Exploring Visual Techniques for Boundary Awareness During Interaction in Augmented Reality Head-Mounted Displays,” in Proceedings of 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Atlanta, GA, USA, 2020, pp. 204-211, doi: 10.1109/VR46266.2020.00039. (Chapter 5) 3. Wenge Xu et al., “RingText: Dwell-free and hands-free Text Entry for Mobile Head-Mounted Displays using Head Motions,” in IEEE Transactions on Visualization and Computer Graphics, vol. 25, no. 5, pp. 1991-2001, May 2019, doi: 10.1109/TVCG.2019.2898736. (Chapter 6) 4. Wenge Xu et al., “DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays,” in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, UK, 2019, paper 444, pp. 1–14, doi: 10.1145/3290605.3300674. (Chapter 7) 5. Wenge Xu et al., “Assessing the Effects of a Full-body Motion-based Exergame in Virtual Reality,” in Proceedings of the Seventh International Symposium of Chinese CHI, Xiamen, China, 2019, pp. 1–6, doi: 10.1145/3332169.3333574. (Chapter 8) 6. Wenge Xu et al., “Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames,” in Games for Health Journal, 2020, ahead of print, doi: 10.1089/g4h.2019.0102. (Chapter 9) vi Materials that contribute to this dissertation but not used as a chapter: 1. Wenge Xu et al., “Directional Motion-based Interfaces for Virtual and Augmented Reality Head-mounted Displays,” in proceedings of 2018 International Computers, Signals and Systems Conference (ICOMSSC), Dalian, China, 2018, pp. 1-5, doi: 10.1109/ICOMSSC45026.2018.8942021. 2. Difeng Yu et al., “PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks,” in IEEE Transactions on Visualization and Computer Graphics, 2018, vol. 24, no. 11, pp. 2927-2935, Nov 2018, doi: 10.1109/TVCG.2018.2868581. 3. Difeng Yu et al., “DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays,” in Proceedings of 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Beijing, China, 2019, pp. 103-114, doi: 10.1109/ISMAR.2019.00-20. 4. Wenge Xu et al., “Health Benefits of Digital Videogames for the Aging Population: A Systematic Review,” in Games for Health Journal, 2020, ahead of print, doi: 10.1089/g4h.2019.0130. 5. Wenge Xu et al., “Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation,” in JMIR Serious Games vol. 8, no. 3, pp. e17972, 2020, doi: 10.2196/17972. 6. Wenge Xu et al., “VirusBoxing: A HIIT-based VR Boxing Game,” in Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY’20 EA), Virtual Event, Canada, 2020, pp 1-5, doi: 10.1145/3383668.3419958. 7. Xueshi Lu et al., “Exploration of Hands-free Text Entry Techniques For Virtual Reality,” in Proceedings of 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Virtual, Brazil, 2020, pp 1-6, doi: 10.1109/ISMAR50242.2020.00061. 8. Wenge Xu et al., “Effect of Gameplay
Recommended publications
  • Työohjeistuksen Kehittäminen Lisätyn Todellisuuden Avulla
    Minna Vanhatapio TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto Minna Vanhatapio Opinnäytetyö Syksy 2016 YAMK, Teknologialiiketoiminta Oulun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu Ylempi ammattikorkeakoulututkinto, Teknologialiiketoiminta Tekijä: Minna Vanhatapio Opinnäytetyön nimi: Työohjeistuksen kehittäminen lisätyn todellisuuden avulla, Tukiasematehtaan tuotanto Työn ohjaaja: Hannu Päätalo Työnvalmistumislukukausi ja -vuosi: Syksy 2016 Sivumäärä: 107 Opinnäytetyössä tutustuttiin Augmented Reality -tekniikkaan eli lisättyyn todellisuuteen. Lisätyllä todellisuudella tarkoitetaan reaaliaikaista näkymää, jonka päälle lisätään tietokonegrafiikalla tuo- tettua informaatiota kuten 3D-kuvia, ääntä ja videoita. Informaatio voidaan näyttää esimerkiksi äly- puhelimessa, tabletissa, tietokoneen näytöllä tai älylaseilla. Tavoitteena oli tarjota toimeksiantajalle kattava kuva lisätystä todellisuudesta ja sen tämän hetkisistä mahdollisuuksista työohjeistuksessa sekä selvittää mitä hyötyjä sillä voitaisiin saavuttaa Nokia Networksin tukiasematuotannossa. Työssä tutkittiin voitaisiinko lisätyn todellisuuden avulla tuotannon työohjeistusta parantaa, sekä pohdittiin laajemmin mitä tekniikan käyttöönotto vaatii ja mitä kaikkea on otettava huomioon. Tutki- mus suoritettiin tutustumalla tekniikkaa kehittäneiden tutkijoiden tutkimuksiin, käyttäjien ja eri käyt- töalojen ammattilaisten arviointeihin sekä haastateltiin
    [Show full text]
  • Exploratory Research Into Potential Practical Uses Of
    50th ASC Annual International Conference Proceedings Copyright 2014 by the Associated Schools of Construction Exploratory Research into Potential Practical uses of Next Generation Wearable Wireless Voice-Activated Augmented Reality (VAAR) Devices by Building Construction Site Personnel Christopher J. Willis PhD, CAPM, LEED Green Assoc., P.Eng Concordia University Montreal Quebec The miniaturization and increased functionalities of next generation augmented reality (AR) devices, as well as advances in computing technology in the form of cloud computing, is moving the building construction industry closer to adoption of AR devices for use by building construction site personnel. There is therefore a need to understand the potential practical uses of next generation AR devices in building construction site work. A conceptualization of a next generation AR device suitable for use by site personnel is provided. Based on this conceptualization, a focus group of industry professionals and postgraduate researchers have determined that potential practical uses of such a device include: easy access to digital information to support work tasks, live streaming of videos of tasks being worked on, and easy creation of a repository of as-built photographs and videos. Potential applied research studies that will aid in the adoption of next generation AR devices by site personnel include those associated with usability testing, labor productivity measurement and improvement, and suitability testing based on nature of work tasks. The major implication of this exploratory study is that its findings will help to bridge the gap between next generation AR devices and practical use in building construction. Keywords: Augmented Reality, Building Construction, Cloud Computing, Next Generation, Practical Use Introduction Augmented reality (AR) is an emerging technology that is increasingly acquiring greater relevance and usage.
    [Show full text]
  • Augmented Reality Environments for Immersive and Non Linear Virtual Storytelling
    Augmented reality environments for immersive and non linear virtual storytelling Stefanos Kougioumtzis University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Nikitas N. Karanikolas Technological Educational Institution (TEI) of Athens, Department of Informatics Ag. Spyridonos St., 12210 Aigaleo, Greece [email protected] Themis Panayiotopoulos University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Abstract The work reported in this paper has the purpose of creating a virtual environment where the recipients (the user) will experience a virtual story telling. In order to introduce the user to a plausible, near to reality experience, we use augmentation methods to create an environment maintaining its physical properties, while three dimensional virtual objects and textures change it for the needs of a real time and controlled scenario. The augmentation is implemented using marker based techniques while the superimposed objects are rendered through the wearable equipment that the user is carrying. In the current implementation we try to blend intelligent non controllable characters that interpret the users’ choices and actions in order to intensify his or her interest for the story, while the real time events are being acted. The user is free to explore, interact and watch the desired events, while others are being carried out in parallel. Keywords: virtual reality, mixed reality, virtual story-telling, wearable systems, computer vision 1. Introduction and problems outline telling, tangible devices, that have already achieved this goal in some extent. As technology moves forward, the needs and purposes of virtuality are getting more and The techniques of Augmented Reality have more clear.
    [Show full text]
  • Field Service Support with Google Glass and Webrtc
    Field Service Support with Google Glass and WebRTC Support av Fälttekniker med Google Glass och WebRTC PATRIK OLDSBERG Examensarbete inom Datorteknik, Grundnivå, 15 hp Handledare på KTH: Reine Bergström Examinator: Ibrahim Orhan TRITA-STH 2014:68 KTH Skolan för Teknik och Hälsa 136 40 Handen, Sverige Abstract The Internet is dramatically changing the way we com- municate, and it is becoming increasingly important for communication services to adapt to context in which they are used. The goal of this thesis was to research how Google Glass and WebRTC can be used to create a communi- cation system tailored for field service support. A prototype was created where an expert is able to provide guidance for a field technician who is wearing Google Glass. A live video feed is sent from Glass to the expert from which the expert can select individual images. When a still image is selected it is displayed to the technician through Glass, and the expert is able to provide instructions using real time annotations. An algorithm that divides the selected image into segments was implemented using WebGL. This made it possible for the expert to highlight objects in the image by clicking on them. The thesis also investigates different options for ac- cessing the hardware video encoder on Google Glass. Sammanfattning Internet har dramatiskt ändrat hur vi kommunicerar, och det blir allt viktigare för kommunikationssystem att kunna anpassa sig till kontexten som de används i. Målet med det här examensarbetet var att undersöka hur Google Glass och WebRTC kan användas för att skapa ett kommunikationssystem som är skräddarsytt för support av fälttekniker.
    [Show full text]
  • Head-Mounted Mixed Reality Projection Display for Games Production and Entertainment
    Pers Ubiquit Comput DOI 10.1007/s00779-015-0847-y ORIGINAL ARTICLE Head-mounted mixed reality projection display for games production and entertainment 1 2 2 3 Daniel Kade • Kaan Aks¸it • Hakan U¨ rey • Og˘uzhan O¨ zcan Received: 20 November 2014 / Accepted: 3 April 2015 Ó Springer-Verlag London 2015 Abstract This research presents a mixed reality (MR) gaming applications as well. Therefore, our MR prototype application that is designed to be usable during a motion could become of special interest because the prototype is capture shoot and supports actors with their task to per- lightweight, allows for freedom of movement and is a low- form. Through our application, we allow seeing and ex- cost, stand-alone mobile system. Moreover, the prototype ploring a digital environment without occluding an actor’s also allows for 3D vision by mounting additional hardware. field of vision. A prototype was built by combining a retroreflective screen covering surrounding walls and a Keywords Head-mounted projection display Á Mixed headband consisting of a laser scanning projector with a reality Á Motion capture Á Laser projector Á Immersive smartphone. Built-in sensors of a smartphone provide environments Á Games production navigation capabilities in the digital world. The presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances 1 Introduction and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential Entertainment industry products such as video games and use case, we built a gaming application using our MR films are deeply depending on computer-generated imagery prototype and tested it with 45 participants.
    [Show full text]
  • Towards Disappearing User Interfaces for Ubiquitous Computing: Human Enhancement from Sixth Sense to Super Senses
    J Ambient Intell Human Comput DOI 10.1007/s12652-016-0409-9 ORIGINAL RESEARCH Towards disappearing user interfaces for ubiquitous computing: human enhancement from sixth sense to super senses 1 1 Terence K. L. Hui • R. Simon Sherratt Received: 25 March 2016 / Accepted: 5 September 2016 Ó The Author(s) 2016. This article is published with open access at Springerlink.com Abstract The enhancement of human senses electronically 1 Introduction is possible when pervasive computers interact unnoticeably with humans in ubiquitous computing. The design of The growing importance of human computer interaction computer user interfaces towards ‘‘disappearing’’ forces the (HCI) is a result of the widespread deployment of com- interaction with humans using a content rather than a menu puters connecting with humans. Early computer users were driven approach, thus the emerging requirement for huge computer specialists and programmers when the major number of non-technical users interfacing intuitively with design goals for computers were processing-power and billions of computers in the Internet of Things is met. processing-speed during the time a single mainframe Learning to use particular applications in ubiquitous com- computer occupied a whole room. Usability became a puting is either too slow or sometimes impossible so the profound issue when personal computers prevailed in the design of user interfaces must be naturally enough to late 70s since personnel and non-professionals had joined facilitate intuitive human behaviours. Although humans the user group with no prior computer science knowledge from different racial, cultural and ethnic backgrounds own (Shackel 1997). Ubiquitous Computing proposed by Wei- the same physiological sensory system, the perception to ser (1991)as‘‘The Computer for The 21st Century’’ has the same stimuli outside the human bodies can be different.
    [Show full text]
  • Touch-Based Interaction for Mobile Virtual Reality with Clip-On Lenses
    applied sciences Article “Blurry Touch Finger”: Touch-Based Interaction for Mobile Virtual Reality with Clip-on Lenses Youngwon Ryan Kim 1, Suhan Park 2 and Gerard J. Kim 2,* 1 Korea Electronics Technology Institute, Gwangju 61011, Korea; [email protected] 2 Digital Experience Laboratory, Korea University, Seoul 02841, Korea; [email protected] * Correspondence: [email protected] Received: 15 October 2020; Accepted: 5 November 2020; Published: 8 November 2020 Abstract: In this paper, we propose and explore a touch screen based interaction technique, called the “Blurry Touch Finger” for EasyVR, a mobile VR platform with non-isolating flip-on glasses that allows the fingers accessible to the screen. We demonstrate that, with the proposed technique, the user is able to accurately select virtual objects, seen under the lenses, directly with the fingers even though they are blurred and physically block the target object. This is possible owing to the binocular rivalry that renders the fingertips semi-transparent. We carried out a first stage basic evaluation assessing the object selection performance and general usability of Blurry Touch Finger. The study has revealed that, for objects with the screen space sizes greater than about 0.5 cm, the selection performance and usability of the Blurry Touch Finger, as applied in the EasyVR configuration, was comparable to or higher than those with both the conventional head-directed and hand/controller based ray-casting selection methods. However, for smaller sized objects, much below the size of the fingertip, the touch based selection was both less performing and usable due to the usual fat finger problem and difficulty in stereoscopic focus.
    [Show full text]
  • Augmented Government Transforming Government Services Through Augmented Reality
    Augmented government Transforming government services through augmented reality A GovLab Study About GovLab GovLab is a think tank in the Federal practice of Deloitte Consulting LLP that focuses on innovation in the public sector. It works closely with senior government executives and thought leaders from across the globe. GovLab Fellows conduct research into key issues and emerging ideas shaping the public, private, and non-profit sectors. Through exploration and analysis of government’s most pressing challenges, GovLab seeks to develop innovative yet practical ways that governments can transform the way they deliver their services and prepare for the challenges ahead. About Deloitte Deloitte refers to one or more of Deloitte Touche Tohmatsu Limited, a UK private company limited by guarantee, and its network of member firms, each of which is a legally separate and independent entity. Please see www. deloitte.com/about for a detailed description of the legal structure of Deloitte Touche Tohmatsu Limited and its member firms. Please see www.deloitte. com/us/about for a detailed description of the legal structure of Deloitte LLP and its subsidiaries. Certain services may not be available to attest clients under the rules and regulations of public accounting. As used in this document, “Deloitte” means Deloitte Consulting LLP, a subsid- iary of Deloitte LLP. Please see www.deloitte.com/us/about for a detailed description of the legal structure of Deloitte LLP and its subsidiaries. ertain services may not be available to attest clients under the rules and regulations of public accounting. Augmented Government Transforming government services through augmented reality 3 Contents 1 Introduction 9 Seeing beyond borders 15 Expanding perimeters 21 The eye of the storm 26 What’s next? 28 Recent public sector thought leadership 29 Endnotes 32 Contacts 4 Introduction On September 27, 1998, football fans who tuned in to watch the game between the Baltimore Ravens and the Cincinnati Bengals witnessed “These new technologies are changing … much more than a 31–24 Bengal win.
    [Show full text]
  • A User Study to Analyse the Experience of Augmented Reality Board Games
    Bachelor’s Thesis in Digital Game Development June 2019 A user study to analyse the experience of augmented reality board games Giedre Jursenaite Daniel Bengtsson Faculty of Computing, Blekinge Institute of Technology, 371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Bachelor’s Thesis in Digital Game Development. The thesis is equivalent to 10 weeks of full-time studies. The authors declare that they are the sole authors of this thesis and that they have not used any sources other than those listed in the bibliography and identified as references. They further declare that they have not submitted this thesis at any other institution to obtain a degree. Contact Information: Author(s): Giedre Jursenaite E-mail: [email protected] Daniel Bengtsson E-mail: [email protected] University advisor: M.Sc. Diego Navarro Department of Computer Science Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Background. Augmented Reality (AR) is a variant of virtual reality (VR), but where VR replaces reality with a virtual one, AR expands it allowing the user to see the real world and virtual information at the same time. Many have tried to adapt this technology for video and board games and although there are plenty of AR video games or mobile game applications there are no one selling AR board games. Some studies keep coming up from time to time trying to enhance board games with AR through graphics and extra information about player statistics, but there are not many that adapt game logic in AR games.
    [Show full text]
  • Smart Glasses: Interaction, Privacy and Social Implications
    Smart glasses: Interaction, privacy and social implications Ubiquitous Computing Seminar FS2014 Student report Marica Bertarini ETH Zurich Department of Computer Science Zurich, Switzerland [email protected] ABSTRACT INTERACTION Smart glasses are wearable devices that display real-time The main purpose of smart glasses is to provide users with information directly in front of users’ field of vision by us- information and services relevant for their contexts and ing Augmented Reality (AR) techniques. Generally, they useful for the users to perform their tasks; in other words, can also perform more complex tasks, run some applica- such devices augment users’ senses. In addition, they allow tions, and support Internet connectivity. This paper pro- users to do basic operations available on today common vides an overview of some methods that can be adopted to mobile devices such as reading, writing e-mails, writing allow gesture-based interaction with smart glasses, as well text messages, making notes, and answering calls. as of some interaction design considerations. Additionally, Therefore, although most of the usage of smart glasses is it discusses some social effects induced by a wide-spread passive for the users, i.e. reading content on the little screen deployment of smart glasses as well as possible privacy of the device, active interaction with such devices is fun- concerns. damental to control them and supply inputs. In fact, users Keywords: Smart glasses, Head-worn displays, input tech- need ways to ask smart glasses for instance to open a par- niques, interaction, body interaction, in-air interaction, pri- ticular application, answer something they need to know, vacy, social implications insert content for emails, messages or input fields, or to control games.
    [Show full text]
  • Trump Camp Posts Fake Video of Biden () Atlas | Partners in Parkour
    Serving robot finds work at Victoria restaurant () Utopia VR - The Metaverse for Everyone () Utopia VR Promo Video () Facebook warned over ‘very small’ indicator LED on smart glasses, as EU DPAs flag privacy concerns () Google’s Former AI Ethics Chief Has a Plan to Rethink Big Tech () Introducing iPhone 13 Pro | Apple () Introducing Apple Watch Series 7 | Apple () Apple reveals Apple Watch Series 7, featuring a larger, more advanced display () Xiaomi shows off concept smart glasses with MicroLED display () Xiaomi Smart Glasses | Showcase | A display in front of your eyes () ‘Neurograins’ Could be the Next Brain-Computer Interfaces () Welcome back to the moment. With Ray-Ban x Facebook () Facebook's Ray-Ban Stories smart glasses: Cool or creepy? () Introducing WHOOP 4.0 - The Personalized Digital Fitness and Health Coach () Introducing WHOOP Body - The Future of Wearable Technology () The Future of Communication in the Metaverse () Making pancakes with Reachy through VR Teleoperation () Trump Camp Posts Fake Video Of Biden () More than 50 robots are working at Singapore's high-tech hospital () The manual for Facebook’s Project Aria AR glasses shows what it’s like to wear them () Tesla Bot explained () Page 1 of 212 Tesla Bot Takes Tech Demos to Their Logical, Absurd Conclusion () Watch brain implant help man 'speak' for the first time in 15 years () An Artificial Intelligence Helped Write This Play. It May Contain Racism () Elon Musk REVEALS Tesla Bot () Meet Grace, a humanoid robot designed for healthcare () Horizon Workrooms - Remote Collaboration Reimagined () Atlas | Partners in Parkour () Inside the lab: How does Atlas work? () Neural recording and stimulation using wireless networks of microimplants () The Metaverse is a Dystopian Nightmare.
    [Show full text]
  • Overcoming Deficiencies in Nomadic Information Management Through Mobile Projected Interfaces
    Nomadic ProjectionWithin Reach: Overcoming Deficiencies in Nomadic Information Management through Mobile Projected Interfaces Dissertation zur Erlangung des Doktorgrades Dr. rer. nat. der Fakultät für Ingenieurwissenschaften, Informatik und Psychologie der Universität Ulm von Christian Winkler aus Lemgo Institut für Medieninformatik 2016 Acting dean: Prof. Dr. Tina Seufert Referees: Prof. Dr. Enrico Rukzio, Ulm University Prof. Dr. Michael Weber, Ulm University Prof. Dr. Albrecht Schmidt, University of Stuttgart Day of Defense: January 22, 2016 Christian Winkler: Nomadic Projection Within Reach Doctoral dissertation © 2016 This document was typeset in LATEX using the typographical look-and-feel classicthesis developed by André Miede available at http://code.google.com/p/classicthesis/. For Tine ABSTRACT The achievements in pervasive and nomadic computing, today, allow us to take and use our mobile devices such as smartphones and tablets everywhere we go. However, the mobility came at a cost: the small screen space of mobile devices leads to a deficient Human-Computer- Interaction (HCI) across several aspects, ranging from missing overview and awareness about the own digital information flow, to lacking sup- port for multi-tasking and (privacy-respectful) collaboration. Any more complex tasks quickly become cumbersome to perform on mobile de- vices, which created the demand for constantly increasing display sizes in recent years. However, physical screen sizes are constrained by the required mobility (smartphones have to fit pockets, the hand, and the ear), such as display resolutions are constrained by the capabilities of the human eye—and both have reached their limits as far as smart- phones and tablets are regarded. Conversely, mobile projection promises large projected displays to be created anywhere, anytime, from very tiny physical form factors by means of battery-powered pico-projectors that can be integrated, for instance, to smartphones.
    [Show full text]