Investigating Midair Virtual Keyboard Input Using a Head Mounted Display
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												  UC Berkeley UC Berkeley Electronic Theses and DissertationsUC Berkeley UC Berkeley Electronic Theses and Dissertations Title Perceptual and Context Aware Interfaces on Mobile Devices Permalink https://escholarship.org/uc/item/7tg54232 Author Wang, Jingtao Publication Date 2010 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Perceptual and Context Aware Interfaces on Mobile Devices by Jingtao Wang A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Computer Science in the Graduate Division of the University of California, Berkeley Committee in charge: Professor John F. Canny, Chair Professor Maneesh Agrawala Professor Ray R. Larson Spring 2010 Perceptual and Context Aware Interfaces on Mobile Devices Copyright 2010 by Jingtao Wang 1 Abstract Perceptual and Context Aware Interfaces on Mobile Devices by Jingtao Wang Doctor of Philosophy in Computer Science University of California, Berkeley Professor John F. Canny, Chair With an estimated 4.6 billion units in use, mobile phones have already become the most popular computing device in human history. Their portability and communication capabil- ities may revolutionize how people do their daily work and interact with other people in ways PCs have done during the past 30 years. Despite decades of experiences in creating modern WIMP (windows, icons, mouse, pointer) interfaces, our knowledge in building ef- fective mobile interfaces is still limited, especially for emerging interaction modalities that are only available on mobile devices. This dissertation explores how emerging sensors on a mobile phone, such as the built-in camera, the microphone, the touch sensor and the GPS module can be leveraged to make everyday interactions easier and more efficient.
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												  Albere Albe 1a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH PRODUCT-LIST 2020 All Products Excluding Shipping Fees TM Price per Unit (or otherwise explained) 2 In Euro albere TM albere TM albereGamepads ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ID CATEGORY TITLE TM 2 albere TM albere TM albere ALBERE ELECTRONICS GmbH GAMEPADS Lanjue USB GamePad 13001-S (PC) ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH GAMEPADS Tracer Gamepad Warrior PC GAMEPADS VR Bluetooth Gamepad White GAMEPADS Esperanza Vibration Gamepad USB Warrior PC/PS3 GAMEPADS Gembird JPD-UDV-01 GAMEPADS Competition PRO Powershock Controller (PS3/PC) GAMEPADS PDP Rock Candy Red GAMEPADS PC Joystick USB U-706 GAMEPADS Konix Drakkar Blood Axe GAMEPADS Gembird USB Gamepad JPD-UB-01 GAMEPADS Element GM-300 Gamepad GAMEPADS Intex DM-0216 GAMEPADS Esperanza Corsair Red GAMEPADS Havit HV-G69 GAMEPADS Nunchuck Controller Wii/Wii U White GAMEPADS Esperanza Fighter Black GAMEPADS Esperanza Fighter Red GAMEPADS VR Bluetooth Gamepad 383346582 GAMEPADS 744 GAMEPADS CO-100 GAMEPADS Shinecon SC-B01 GAMEPADS Gamepad T066 GAMEPADS Media-Tech MT1506 AdVenturer II GAMEPADS Scene It? Buzzers XBOX 360 Red GAMEPADS Media-Tech MT1507 Corsair II Black GAMEPADS Esperanza EGG107R Black/Red GAMEPADS Esperanza Wireless Gladiator Black GAMEPADS 239 GAMEPADS PowerWay USB GAMEPADS Nunchuck Controller Wii/Wii U Red GAMEPADS Powertech BO-23
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												  User Guide Blackberry 8800 Smartphone SWD-280419-0222085634-001 ContentsUser Guide BlackBerry 8800 Smartphone SWD-280419-0222085634-001 Contents BlackBerry basics..................................................................................................................................................................................................................................9 Switch applications..........................................................................................................................................................................................................................................9 Assign an application to a Convenience key................................................................................................................................................................................................9 Set owner information......................................................................................................................................................................................................................................9 Turn on standby mode......................................................................................................................................................................................................................................9 About links.........................................................................................................................................................................................................................................................9
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												  Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm TaskOld Dominion University ODU Digital Commons Psychology Theses & Dissertations Psychology Spring 2019 Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task Shelby K. Long Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/psychology_etds Part of the Applied Behavior Analysis Commons, Human Factors Psychology Commons, and the Robotics Commons Recommended Citation Long, Shelby K.. "Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task" (2019). Master of Science (MS), Thesis, Psychology, Old Dominion University, DOI: 10.25777/yh1y-0016 https://digitalcommons.odu.edu/psychology_etds/231 This Thesis is brought to you for free and open access by the Psychology at ODU Digital Commons. It has been accepted for inclusion in Psychology Theses & Dissertations by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. EFFECTS OF CONTROL DEVICE AND TASK COMPLEXITY ON PERFORMANCE AND TASK SHEDDING DURING A ROBOTIC ARM TASK by Shelby K. Long B.S. December 2013, Georgia Institute of Technology A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF SCIENCE PSYCHOLOGY OLD DOMINION UNIVERSITY May 2019 Approved by: James P. Bliss (Director) Yusuke Yamani (Member) Xiaoxiao Hu (Member) ABSTRACT EFFECTS OF CONTROL DEVICE AND TASK COMPLEXITY ON PERFORMANCE AND TASK SHEDDING DURING A ROBOTIC ARM TASK Shelby K. Long Old Dominion University, 2019 Director: Dr. James P. Bliss The use of robotic arms across domains is increasing, but the relationship between control features and performance is not fully understood.
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												  Using Your Smartphone As a Game Controller to Your PCBachelor Thesis Computer Science June 2013 Using your Smartphone as a Game Controller to your PC Marcus Löwegren Rikard Johansson School of Computing BTH-Blekinge Institute of Technology Address: 371 79 Karlskrona, Telephone: +46 455 38 50 00 This thesis is submitted to the School of Computing at Blekinge Institute of Technology in par- tial fulfillment of the requirements for the degree of Bachelor in Computer Science. The thesis is equivalent to 10 weeks of full time studies. Abstract Many people in the world today own a smartphone. Smartphones of today usually have an ad- vanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usu- ally have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the ad- vanced inputs and outputs of the smartphone and the connectivity possibilities makes the smart- phone a very viable option to be used as a game controller for the PC. We experimented with this developing the underlying architecture for the smartphone to communicate with the PC. Three different games were developed that users tested to see if the smartphone’s inputs are good enough to make it suitable for such purpose. We also attempted to find out if doing this made the gaming experience better, or in other words increased the enjoyment, of a PC game.
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												  The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singaporeof Ergo al no rn m u ic o s J Bhardwaj, J Ergonomics 2017, 7:4 Journal of Ergonomics DOI: 10.4172/2165-7556.1000209 ISSN: 2165-7556 Research Article Article Open Access The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore Abstract Video game controllers are often the primary input devices when playing video games on a myriad of consoles and systems. Many games are sometimes entirely shaped around a controller which makes the controllers paramount to a user’s gameplay experience. Due to the growth of the gaming industry and, by consequence, an increase in the variety of consumers, there has been an increased emphasis on the development of the ergonomics of modern video game controllers. These controllers now have to cater to a wider range of user anthropometrics and therefore manufacturers have to design their controllers in a manner that meets the anthropometric requirements for most of their potential users. This study aimed to analyse the evolution of video game controller ergonomics due to increased focus on user anthropometric data and to validate the hypothesis that these ergonomics have improved with successive generations of video game hardware. It has analysed and compared the key ergonomic features of the SEGA Genesis, Xbox, Xbox 360, and PS4 controllers to observe trends in their development, covering a range of 25 years of controller development. This study compared the dimensions of the key ergonomic features of the four controllers to ideal anthropometric values that have been standardised for use in other handheld devices such as TV remotes or machinery controls.
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												  It's Not the Model That Doesn't Fit, It's the Controller! the Role of CognitiveButler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design.
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												  Virtual Keyboard Based on Single Finger RecognitionA Virtual Keyboard Implementation Based on Finger Recognition Yang Zhang A thesis submitted to Auckland University of Technology in partial fulfillment of the requirements for the degree of Master of Computer and Information Sciences (MCIS) 2016 School of Engineering, Computer and Mathematical Sciences Abstract A keyboard requires a great deal of resources and is restricted by its physical features. Additionally, discarded keyboards also inevitably contribute to environmental pollution. Consequently, the touch screen is designed to replace the physical keyboard and thus reduce these flaws. However, the internal digital keyboard on the touch screen takes up a substantial amount of space, which causes some content to be covered. Moreover, the touch screen can be dirtied by fingerprints and become worn over time by human fingernails through frequent use. Hence, it is necessary to develop a new type of environment-friendly virtual keyboard with fewer flaws. In this thesis, the author develops a novel type of virtual keyboard that allows users to use fingers to type on a piece of paper at any fixed plane. Finger recognition is based on human skin tone and then the BWMORPH algorithm is utilized to recognize the user’s fingertip. If the user’s fingertip has remained on a key for a long time, the program will regard this key as an input. The experiments in this thesis adopt five kinds of customized paper keyboards on a wall to demonstrate the usability of the proposed virtual keyboard. Typing without touching the keyboard is fulfilled to ignore obstrutions covering the paper keyboard. The experiment results indicate that the overall recognition rate of the proposed virtual keyboard is 94.62%.
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												  Motion Controller (Model CECH-ZCM1U)Increase the separation between the equipment and receiver. Checking the version of the PS3™ system software Hints Connect the equipment into an outlet on a circuit different from that to which the receiver is connected. To use the motion controller, the PS3™ system software must be version 3.70 or later. You can If you press and hold the T button, you can move the motion controller to navigate the XMB™ Consult the dealer or an experienced radio/TV technician for help. check the system software version by selecting (Settings) (System Settings) menu. Press the Move button or button to select an item. [System Information] on the XMB (XrossMediaBar) menu of the PS3™ system. If you press and hold down the PS button for at least one second, you can check the assigned You are cautioned that any changes or modifications not expressly approved by the party responsible for ™ controller number on the screen. compliance could void the user's authority to operate the equipment. Pairing the motion controller and the PS3™ system To quit a game, press the PS button on the motion controller, and then select (Game) (Quit Game). For assistance with this product, visit www.us.playstation.com or call SCEA Consumer Services at Before using the motion controller, you must first register or "pair" the motion controller and 1-800-345-7669. the PS3™ system. You only need to do this the first time you use the motion controller. Adjusting the motion controller’s settings 1 Turn on the PS3™ system. You can change settings for the motion controller by selecting (Settings) (Accessory Declaration of Conformity PlayStation Move motion controller / 2 Connect the motion controller to the PS3™ system using a USB cable.
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												  About Your SHIELD Controller SHIELD Controller OverviewAbout Your SHIELD controller Your NVIDIA® SHIELD™ controller works with your SHIELD tablet and SHIELD portable for exceptional responsiveness and immersion in today’s hottest games. It is the first-ever precision controller designed for both Android™ and PC gaming. Your controller includes the following features: Console-grade controls Ultra-responsive Wi-Fi performance Stereo headset jack with chat support Microphone for voice search Touch pad for easy navigation Rechargeable battery and USB charging cable Your controller is compatible with the SHIELD portable and the SHIELD tablet. It can also be used as a wired controller for a Windows 7 or Windows 8 PC running GeForce Experience. Learn more about wired PC support here. Your controller cannot be used with other Android devices at this time. SHIELD controller Overview The SHIELD controller box includes one SHIELD controller, one USB charging cable, one Support Guide, and one Quick Start Guide. Shield controller D-pad NVIDIA button Android navigation and Start buttons A B X Y buttons Left thumbstick Right thumbstick Touchpad Volume control Turn on or Turn Off your controller How to Turn On the Controller Tap the NVIDIA button. How to Turn Off the Controller Hold the NVIDIA button for 6 seconds. The controller automatically turns off when you turn off the SHIELD device the controller is connected to. The controller also automatically turns off after 10 minutes of idle time. NOTE The controller stays on during video and music playback on the SHIELD device. This allows the controller to be active to control media playback. How to Connect Your Controller to a SHIELD Device Your controller is compatible with the SHIELD portable and the SHIELD tablet.
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												  QUICK START GUIDE (European Models)QUICK START GUIDE (European Models) Your Advantage2™ keyboard combines Kinesis’ time-tested Contoured™ design with low-force Cherry mechanical key switches and the powerful new SmartSet™ Programming Engine™. The fully programmable Advantage2 sets a new standard for comfort and productivity. With the driverless SmartSet Programming Engine, you can quickly remap keys, record macros, build custom layouts, and access all the Onboard Programming Tools using the Program Key. However, Power User Mode grants access to Advanced Features such as direct-editing, backup, and sharing of the configuration text files, and easy firmware updates, via the integrated v-drive™ (virtual removable drive). No special software or drivers are needed. The Advantage2 is plug- and-play with all operating systems that support full-featured USB keyboards.* This Quick Start Guide covers the installation and basic setup of the Advantage2. For detailed instructions on customizing your keyboard, Advanced Features, and Warranty Information please download the Advantage2 User’s Manual at: kinesis.com/support/advantage2- non-us-versions Installation 1. Plug Advantage2 into your computer’s USB port. A device installation notice will appear on your screen. 2. When the auto-installation is completed, you should see a “device is ready to use” notice on your screen. 3. For maximum comfort, install the replaceable adhesive palm pads onto the keyboard’s integrated palm rests. 4. OPTIONAL: If you are connecting an Advantage foot pedal (FS007RJ11, FS007TAF) to the keyboard, plug it into the telephone - style connector at the back of the keyboard using the coupler provided with the pedal. Important Note The SmartSet Programming Engine provides powerful tools for customizing the keyboard’s layout and settings.
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												  City Research OnlineCity Research Online City, University of London Institutional Repository Citation: Hadjiminas, N. and Child, C. H. T. (2012). Be The Controller: A Kinect Tool Kit for Video Game Control - Recognition of Human Motion Using Skeletal Relational Angles. Paper presented at the 5th Annual International Conference On Computer Games, Multimedia And Allied Technology (CGAT 2012), 2012, Bali, Indonesia. This is the unspecified version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/2996/ Link to published version: Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] Be The Controller: A Kinect Tool Kit for Video Game Control Recognition of human motion using skeletal relational angles Nicholas Hadjiminas Christopher Child Department of Computing, Department of Computing, School of Informatics, City University School of Informatics, City University London, United Kingdom London, United Kingdom [email protected] [email protected] Abstract — As technology evolves, more interactive video game industry by storm becoming a prerequisite for new generation controllers are being developed in order to provide players with game consoles [1].