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ISMAR 2014 - Sep 10-12 - Munich, Germany

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ISMAR Papers for Session "User Interfaces"

User Interfaces
Session : 
User Interfaces
Date & Time : September 11 02:00 pm - 03:45 pm
Location : HS1
Chair : Steven Feiner, Columbia University
Papers : 
Grasp-Shell vs Gesture-Speech: A comparison of direct and indirect natural interaction techniques in Augmented Reality
Authors: Thammathip Piumsomboon, David Altimira, Hyungon Kim, Adrian Clark, Gun Lee, Mark Billinghurst
Abstract :
In order for natural interaction in Augmented Reality (AR) to become widely adopted, the techniques used need to be shown to support precise interaction, and the gestures used proven to be easy to understand and perform . Recent research has explored free-hand gesture interaction with AR interfaces, but there have been few formal evaluations conducted with such systems. In this paper we introduce and evaluate two natural interaction techniques: the free-hand gesture based Grasp-Shell, which provides direct physical manipulation of virtual content; and the multi-modal Gesture-Speech, which combines speech and gesture for indirect natural interaction. These techniques support object selection, 6 degree of freedom movement, uniform scaling, as well as physics-based interaction such as pushing and flinging. We conducted a study evaluating and comparing Grasp-Shell and Gesture-Speech for fundamental manipulation tasks. The results show that Grasp-Shell outperforms Gesture-Speech in both efficiency and user preference for translation and rotation tasks, while Gesture-Speech is better for uniform scaling. They could be good complementary interaction methods in a physics-enabled AR environment, as this combination potentially provides both control and interactivity in one interface. We conclude by discussing implications and future directions of this research.
Improving Co-presence with Augmented Visual Communication Cues for Sharing Experience through Video Conference
Authors: Seungwon Kim, Gun Lee, Nobuchika SAKATA, Mark Billinghurst
Abstract :
Video conferencing is becoming more widely used in areas other than face-to-face conversation, such as sharing real world experience with remote friends or family. In this paper we explore how adding augmented visual communication cues can improve the experience of sharing remote task space and collaborating together. We developed a prototype system that allows users to share live video view of their task space taken on a Head Mounted Display (HMD) or Handheld Display (HHD), and communicate through not only voice but also using augmented pointer or annotations drawn on the shared view. To explore the effect of having such an interface for remote collaboration, we conducted a user study comparing three video-conferencing conditions with different combination of communication cues: (1) voice only, (2) voice + pointer, and (3) voice + annotation. The participants used our remote collaboration system to share a parallel experience of puzzle solving in the user study, and we found that adding augmented visual cues significantly improved the sense of being together. The pointer was the most preferred additional cue by users for parallel experience, and there were different states of the users’ behavior found in remote collaboration.
A Study of Depth Perception in Hand-Held Augmented Reality using Autostereoscopic Displays
Authors: Matthias Berning, Daniel Kleinert, Till Riedel, Michael Beigl
Abstract :
Displaying three-dimensional content on a flat display is bound to reduce the impression of depth, particularly for mobile video see-trough augmented reality. Several applications in this domain can benefit from accurate depth perception, especially if there are contradictory depth cues, like occlusion in a x-ray visualization. The use of stereoscopy for this effect is already prevalent in head-mounted displays, but there is little research on the applicability for hand-held augmented reality. We have implemented such a prototype using an off-the-shelf smartphone equipped with a stereo camera and an autostereoscopic display. We designed and conducted an extensive user study to explore the effects of stereoscopic hand-held augmented reality on depth perception. The results show that in this scenario depth judgment is mostly influenced by monoscopic depth cues, but our system can improve positioning accuracy in challenging scenes.
Measurements of Live Actor Motion in Mixed Reality Interaction
Authors: Gregory Hough, Ian Williams, Cham Athwal
Abstract :
This paper presents a method for measuring the magnitude and impact of errors in mixed reality interactions. We define the errors as measurements of hand placement accuracy and consistency within bimanual movement of an interactive virtual object. First, a study is presented which illustrates the amount of variability between the hands and the mean distance of the hands from the surfaces of a common virtual object. The results allow a discussion of the most significant factors which should be considered in the frame of developing realistic mixed reality interaction systems. The degree of error was found to be independent of interaction speed, whilst the size of virtual object and the position of the hands are significant. Second, a further study illustrates how perceptible these errors are to a third person viewer of the interaction (e.g. an audience member). We found that interaction errors arising from the overestimation of an object surface affected the visual credibility for the viewer considerably more than an underestimation of the object. This work is presented within the application of a real-time Interactive Virtual Television Studio, which offers convincing real-time interaction for live TV production. We believe the results and methodology presented here could also be applied for designing, implementing and assessing interaction quality in many other Mixed Reality applications.

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