More light on your table: Table-sized Sketchy VR in support of fluid collaboration

Size: px
Start display at page:

Download "More light on your table: Table-sized Sketchy VR in support of fluid collaboration"

Transcription

1 More light on your table: Table-sized Sketchy VR in support of fluid collaboration Hiroyuki UMEMURO*, Ianus KELLER**, Pieter Jan STAPPERS** *Department of Industrial Engineering and Management, Tokyo Institute of Technology O-Okayama, Meguro-ku, Tokyo Japan, {umemuro, ** Department of Industrial Design, Faculty of Industrial Design Engineering, Delft University of Technology, Landberghstraat 15, NL-2628 CE Delft, the Netherlands, Abstract: Despite two decades of impressive technological improvement, Virtual Reality is only slowly becoming useful in real-world applications for designers. Many VR applications are perceptually overwhelming with high quality graphics and stunning animation, but the support of everyday natural interaction between human and computer, and between humans supported by a computer, is only progressing slowly. Analysis of existing VR technology suggests that the large-scale applications (such as the CAVE and flight simulators) and small-scale applications (such as surgical trainers and miniature holographic systems) lend themselves best for large passive audiences (like a theater with audience) and active single users, respectively. Middle-sized table top systems are probably best suited to support multiple users working together. After all, a table in itself affords use by more people (e.g. eating together). In this poster we compare a number of existing and proposed table-sized VR setups which aim for a high degree of free interaction. Issues of discussion are the need for simultaneous access (multiple users having democratic control over the input/output channels), sketchy interaction (fluidity of expression, allowing suggestive rather than prescriptive information), tangibility (merging virtual and physical), openness (showing clearly to the user what parameters the system is sensing), and rapid implementation (flexibility in how quickly applications can be supported using). We also discuss the importance of aesthetic and technical factors in the expression of interfaces, arguing that most often, virtual reality applications have been used as advanced visualisation systems. An important element is projecting on top of the table from above. Especially for designers involved in interaction design, with its high emphasis on usability and experience, and Kansei factors, VR can be a tool for quickly exploring new interaction styles. In order support these designers, VR tools must enable flexible, rapid, and suggestive implementations of virtual and augmented interface designs. Key words: Virtual Reality, collaborative design, body-scaled interaction, direct manipulation, design prototype 1. Introduction Despite two decades of impressive technological improvement, Virtual Reality is only slowly becoming useful in real-world applications for designers. In order for Virtual Reality to become useful for designers, we need to look at it from a completely different angle, relying on the designer s ability to create, discuss and explore complex problems, in stead of relying on technology and visualization to solve these problems for the designer. Though many VR applications are perceptually overwhelming with high quality graphics and

2 stunning animation, their support of everyday natural interaction between human and computer, and between humans supported by a computer, is only progressing slowly. The early visions of Virtual Reality systems as a technology that supports people at using their natural skills in a simulated environment, which seamlessly connects to their everyday experience, is still far out of reach. One major problem is the high entry threshold to VR, formed by the necessity of complex hardware and complex software. For instance, simple 3D manipulations such as unscrewing the lid off a jar, is typically implemented using two sensorgloves with some haptic feedback and 6D magnetic sensing; the user is encumbered by electrical wiring, and mistakes are made because these systems are hard to calibrate precisely. Moreover, the user cannot correct visually, because he is visually shut off as his VR goggles show the simulated world and exclude light from the real environment. Only with the most advanced systems can such everyday tasks be performed in a natural way. Moreover, there are also software problems, in that almost all VR simulations require extensive custom programming. For these reasons, VR systems are not yet suited for the early, explorative phases of design, although they can be very useful already for less interactive applications such as visualising endproducts. A VR system that supports the early design phases should have a very low threshold for exploring interactive simulations. In our teaching experience, industrial design students are good at conceptualizing VR interactions, but often it can take weeks or months of programming before the interactions can be first experienced. By that time the designer has progressed to other projects. We find there is a need for interactive simulation systems that combine the ease of use of some traditional media with the interactive and dynamic opportunities of VR technology. The answer to that need is not just a simpler programming interface or a dedicated simulation software architecture. We argue here that a solution comes from focusing on the activities of the users, and using a little bit of technology there where it enhances the existing strengths of existing skills and traditional media. We do not claim this is the only way forward, but that designers can benefit from a sketchy form of VR, which stays inbetween on the one hand the totally free conceptualization activities of role-playing and cardboard prototyping, and on the other hand the formalized communication activities of scenario-writing, storyboarding, and systems implementation. 2. Virtual Reality and design tools In this paper, we use the term Virtual Reality (VR) to mean advanced, multi-sensory, input and display techniques creating a synthetic environment in which the user can leverage the skills he or she acquired in the natural environment. This definition is intentional, indicating a striving for what we want the user to experience and do, rather than technological, as would be defining VR through the means of particular hardware, such as a CAVE, a Head-Mounted-Display (see below) or other means of extending the users body by virtual means. Besides these by now archetypal examples of VR, this definition also includes related techniques such as media-spaces (highly interactive large 2D projection systems, see e.g., [11]), augmented reality (mixing computer graphics and physical objects, [1]), and flight simulators. From a user-centered viewpoint, these different technologies pose similar problems, namely, catering to the user s spatial and interactive skills. From a technological viewpoint, there are signs that they are already merging, and radically changing the current interaction paradigms which, even for VR, are still designed around the mouse-and-pointing paradigm ([1],[9]). In

3 this section we present considerations for low-threshold VR use for interactive collaborative design. The issues we address are the need for sketchy, expressive displays, non-monopolized interaction, augmented interfaces mixing virtual and real world elements, and real-time collaboration at a distance. We discuss these issues also in the context of close-to-practice research through design, i.e., we discuss prototypes that can be tested in real-life design tasks by designers, not partial solutions which can only be tested in clinically reduced laboratory tasks. The latter type of projects are important, but too often run the risk of missing the aim of true usefulness for the designer. 2.1 Body scale The biological and psychological space of experience and action is not scale-free such as the space concepts of Euclidean geometry and Newtonian physics which underly most of our technology and scientific thinking. Typically, we use our fingers and hands in precision tasks in a small region. We use our hands and arms for layout actions within approximately a tabletop range. The space beyond that is important for our orientation and situational awareness, but we need special products, i.e., remote controls, for action-at-a-distance. An encompassing VR system should support the user at all three scales, but existing VR systems currently only support one of these scales at a time. [7] describe the TRI system (short for Three Ranges of Interaction ) developed at TU Delft, in which these different ranges are addressed. TRI implements a separate 2D interface for each of the three ranges illustrated in Figure 1. TRI is shown in Figure 2. The large range interface is a curved, panoramic screen, the medium range interface is a tabletop projection, and the small range is a WACOM pen tablet. In this paper we limit ourselves to the medium range, that of hand and arm movements, because it is technically the easiest one to address, and psychologically an important one for designers, as it is the scale at which traditional sketches, models, and plans are made, manipulated, and viewed. Figure 1. Body-scaled partitioning of space. From left to right: detailed manipulation in a close range, layout and placement in the middle range, and overview and context in the large range.

4 Figure 2. The TRI system offers separate interfaces for the three scales of interaction. 2.2 Holography versus sketchiness Designers s tools for the early phases of a design process are characterized by fluent interaction, sketchy expression, and the juxtaposition of many elements (e.g., [10], [12]). Figure 3 shows an example of a compound design sketch. Design support tools have, until recently, provided very little or no support for expressive vagueness. Notable exceptions are expressive rendering filters for 3D CAD (which unfortunately still require non-sketchy creation of the CAD model), and the sketchy 3D CAD program Teddy described in [4]. A design space for interaction should similarly not enforce a rigid, totally structured, interface, but allow for suggestive expressions, graded emphasis, incompleteness, and improvised use of its means. Figure 3. A conceptual design sketch typically consists of a loose juxtaposition of different sketch elements of various visual styles, with deliberate vagueness helping the designer focus on certain aspects of the design, and lowering the threshold for readers to provide constructive criticism. In the TRI system, sketchiness is promoted by beaming light from the front on informal surfaces such as cardboard or tracing paper. The display surfaces are made non-rectangular, to emphasize the nature of informal sketches, and to avoid a pixel-screen like appearance, thereby encouraging the designer using the system to create informal visualisations with an emphasis on content rather than form. Moreover, TRI uses front projection on purpose. With front projection, light falls on the body of the user, and on objects, when they are on or over the table. Such shadows are often regarded as technical imperfections, as errors to be reduced or eliminated in traditional VR systems. In TRI we acknowledge these effects as signs that the user and his body are part of the

5 simulation, and we promote creative use of these shadows. In a range of student projects, various uses of these effects have been investigated. In one project students used shadows as input device for kitchen stove configuration test. In another project a top view camera was used to bring in the hands of the designers in their own sketches. By taking a picture of the designer s hand while handling a model and projecting it in the same place. By using pen and paper on the same place and in the same scale the designers bring back their hands in the design process. Figure 4 Left: with front-projection, the shadow of the hand can be used as just like a mouse (registered by a camera below the table; see also Figure 6). Right: projecting views from a camera that is aimed down toward the table. 2.3 Augmented interfaces No matter how much effort we put into our visualizations on computer screens or print outs, they never match seeing the real model. Currently we use our models only for the basic form and color and we go into prototyping a real working or interactive products with buttons, screens and switches in a different phase. Using projected light we are able to quickly and exploratively project our interfaces, buttons and layouts on our rough models before we go into a working prototype. We do not use any technological blackbox transformations of our physical models to interact with the system such as 3D-scanning, keeping the mental threshold for the users as low as possible. This system has been successfully used by different masters students in their design projects. Figures 4 and 5 show some example projects. In each case, the software consisted of a small program written in Macromedia Director. The first versions of these prototypes were implemented in less than three days, by design students with little programming experience. In earlier projects, where we used traditional VR programming with 3D graphics, tests of this complexity would take people weeks before anything could be interactively tried out. In the current projects, a lot of time is freed up to experience, explore, and iteratively improve the conceptual design of the sketchy VR implementation using both software techniques and physical media such as cardboard, mirrors, felt tip pens, etc.

6 Figure 5 The material expression of the foam model is changed by projecting textures over it. In this use of the system, the models stand on a glass table, which heightens the convincingness of the simulated appearance, because no shadows are shown. 2.4 Collaboration Most current computer setups, including VR, implement a one-on-one dialogue between a single user and a single computer. In many offices, and design offices are no exception here, a visitor sees people s backs, their heads covering the small screens where they work. The same goes for much Virtual Reality work. As Krueger, one of the pioneers in the field of Virtual Reality, concluded in [8]: While Virtual Reality was once billed as the disappearing interface, a quick glance at a goggled, gloved, suited, and tethered participant makes that claim seem like self-parody. The heavily built-in test subjects of high-end holographic Virtual Reality are well supported for some spatial tasks, but at the price of being cut off from the real world, and from people they work with. Design work in the conceptual phases of a design project requires a lot of collaboration and communication. Design teams interact in discussing and adapting their designs. With traditional media, collaborative work often occurs on a table, with participants standing around it, and all participants having direct access to the materials on the table. With computer-mediated solutions, the interaction is most often channeled through a single input device, such as a mouse, which is held by one user at a time. The collaboration table setup, developed at the Tokyo Institute of Technology, uses a setup similar to TRI s middle range, but aimed at supporting multiple people at multiple locations. Again, front projection is used, but in this setup, Light Emitting Diodes are used as trackable physical objects. A camera under the table tracks the positions of the diodes, allowing simultaneous tracking of several tagged objects. (In TRI, only very simple shadow interaction has been implemented, not multi-point tracking). By linking several tables through an internet connection, both co-located and separated collaboration was supported. In [14], the system is described and a user-test is reported. Observation of the user s behavior with the setup shows that collaborating users can work in parallel, without taking turns, and that participants retain an overview of what is happening on the table.

7 Figure 6. Two collaboration tables linked by a network connection. 3. Discussion and conclusion The approach to VR applications focusing on interaction and overall experience, as opposed to visualization and impressive renderings has resulted in the two setups for tabletop collaborative interaction, introduced in the sections above. Scheme 1 gives an overview of the effects of these solutions in our VR Setups. Body Scaled Interaction By involving the whole body, arms and posture in the interaction we enable more active involvement and expressivity Sketchy aesthetics Allowing for improvised interaction and suggestive visualization evokes active interpretation and explorative use Augmented interface Projecting computer images on physical objects mixes the real with virtual without requiring extensive calibration or confusing our users Collaboration The horizontal plane and scale of the table projection suggests collaborative use and allows for overview and parallel work Scheme 1. The criteria for the VR Setups and the effect they have on their use. The idea of tabletop interaction itself is not new. Several systems have been built in research labs around the world, and have been tested with applications in fields such as city planning and architectural design (see e.g., [2], [3], [5], [15]). As yet, not many systems have been used for supporting concept development in industrial design engineering. Still, the above examples indicate that by using computers and beamers as augmented versions of traditional media, new ideas for computer-supported tools can be explored with relatively unsophisticated means. In fact, a low level of technical sophistication can sometimes be a critical factor for the success, by lowering the acceptance threshold of users, and the development thresholds of system developers. In sketchy design visualisations, realism is consciously avoided so the viewer s attention is focused on the creative process instead of a preconceived goal. Similarly, in Virtual Reality, levels of sketchiness can be introduced to increase user engagement, and to enable designers to quickly explore new and unorthodox tools and techniques. Visual artefacts such as shadows, visibility of the projection surface, or non-rectangular display sizes can be an advantage, just as visible line styles in concept sketches. By avoiding technical perfection, such as holographically precise 3D

8 displays, an extra stage is enabled in which designers can participate in the development and use of VR systems, without being detracted by technical issues such as calibration and programming. References 1. Azuma, R.T. (1997) A survey of augmented reality. Presence: Teleoperators and Virtual Environments 6,4, Buxton, W., Fitzmaurice, G., Balakrishnan, R., Kurtenbach, G. (2000) Large Displays In Automotive Design. IEEE Computer Graphics and Applications 20(4), Fass, A., Forlizzi, J., Pausch, R. (2002) MessyDesk and MessyBoard: Two Designs Inspired By the Goal of Improving Human Memory. Proceedings of DIS 2002, Designing Interactive Systems, Igarashi, T., Matsuoka, S., Tanaka, H. (1999). Teddy: A Sketching Interface for 3D Freeform Design. SIGGRAPH 99 Conference Proceedings, Los Angeles, Ishii, H., and Ullmer, B. (1997) Tangible bits: Towards seamless interfaces between people, bits, and atoms. Proceedings CHI Keller, Hoeben, & Stappers (2000) Aesthetics, interaction, and usability in 'sketchy' design tools. Exchange Online Journal, 1(1), ( 7. Keller, A.I., Stappers, P.J., & Hoeben, A. (2001) TRI: Inspiration Support for a design studio environment. International Journal of Design Computing, 3, pp 17. ( 8. Krueger, M. (1995) When, why, and whether to experience virtual reality. Proceedings of Virtual Reality World 95, Lewis, T. (1997) Absorb and extend: Resistance is futile. IEEE Computer, May, McKim, R.H. (1980), Experiences in Visual Thinking, Wadsworth, California. 11. Simpson, R.S. (1997) Videowalls: The book of the big electronic image. Oxford, England: Focal Press, 2nd edition 12. Stappers, P.J., & Hennessey, J. M. (1999b) Towards electronic napkins and beermats: Computer support for visual ideation skills. In: Paton, R.C. & Neilson, E. Visual Representations and interpretations. Proceedings of VRI 98, Liverpool, September 22-24, pages Berlin, Springer. 13. Weiser M., and Brown, J.S. (1997) The Coming Age of Calm Technology, In P. Denning & R. Metcalfe (Eds.), Beyond Calculation: The Next Fifty Years of Computing, Springer-Verlag, New York, Umemuro, H. (2003) Collaboration table: An alternative medium for multi-user multi-site collaboration. 15. Wellner, P. (1993). Interacting with paper on the DigitalDesk. Communications ACM, 36 (7),

Presence for design: Creating an atmosphere with video collages. Ianus Keller (presenting), Pieter Jan Stappers (TU Delft) and Jorrit Adriaanse (SARA)

Presence for design: Creating an atmosphere with video collages. Ianus Keller (presenting), Pieter Jan Stappers (TU Delft) and Jorrit Adriaanse (SARA) Presence for design: Creating an atmosphere with video collages Ianus Keller (presenting), Pieter Jan Stappers (TU Delft) and Jorrit Adriaanse (SARA) Delft University of Technology, Faculty of Industrial

More information

Beyond: collapsible tools and gestures for computational design

Beyond: collapsible tools and gestures for computational design Beyond: collapsible tools and gestures for computational design The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation As Published

More information

COLLABORATION WITH TANGIBLE AUGMENTED REALITY INTERFACES.

COLLABORATION WITH TANGIBLE AUGMENTED REALITY INTERFACES. COLLABORATION WITH TANGIBLE AUGMENTED REALITY INTERFACES. Mark Billinghurst a, Hirokazu Kato b, Ivan Poupyrev c a Human Interface Technology Laboratory, University of Washington, Box 352-142, Seattle,

More information

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT TAYSHENG JENG, CHIA-HSUN LEE, CHI CHEN, YU-PIN MA Department of Architecture, National Cheng Kung University No. 1, University Road,

More information

The Mixed Reality Book: A New Multimedia Reading Experience

The Mixed Reality Book: A New Multimedia Reading Experience The Mixed Reality Book: A New Multimedia Reading Experience Raphaël Grasset raphael.grasset@hitlabnz.org Andreas Dünser andreas.duenser@hitlabnz.org Mark Billinghurst mark.billinghurst@hitlabnz.org Hartmut

More information

3D Modelling Is Not For WIMPs Part II: Stylus/Mouse Clicks

3D Modelling Is Not For WIMPs Part II: Stylus/Mouse Clicks 3D Modelling Is Not For WIMPs Part II: Stylus/Mouse Clicks David Gauldie 1, Mark Wright 2, Ann Marie Shillito 3 1,3 Edinburgh College of Art 79 Grassmarket, Edinburgh EH1 2HJ d.gauldie@eca.ac.uk, a.m.shillito@eca.ac.uk

More information

Tangible interaction : A new approach to customer participatory design

Tangible interaction : A new approach to customer participatory design Tangible interaction : A new approach to customer participatory design Focused on development of the Interactive Design Tool Jae-Hyung Byun*, Myung-Suk Kim** * Division of Design, Dong-A University, 1

More information

Application of 3D Terrain Representation System for Highway Landscape Design

Application of 3D Terrain Representation System for Highway Landscape Design Application of 3D Terrain Representation System for Highway Landscape Design Koji Makanae Miyagi University, Japan Nashwan Dawood Teesside University, UK Abstract In recent years, mixed or/and augmented

More information

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms Published in the Proceedings of CHI '97 Hiroshi Ishii and Brygg Ullmer MIT Media Laboratory Tangible Media Group 20 Ames Street,

More information

The use of gestures in computer aided design

The use of gestures in computer aided design Loughborough University Institutional Repository The use of gestures in computer aided design This item was submitted to Loughborough University's Institutional Repository by the/an author. Citation: CASE,

More information

synchrolight: Three-dimensional Pointing System for Remote Video Communication

synchrolight: Three-dimensional Pointing System for Remote Video Communication synchrolight: Three-dimensional Pointing System for Remote Video Communication Jifei Ou MIT Media Lab 75 Amherst St. Cambridge, MA 02139 jifei@media.mit.edu Sheng Kai Tang MIT Media Lab 75 Amherst St.

More information

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real... v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)

More information

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa VIRTUAL REALITY Introduction Emil M. Petriu SITE, University of Ottawa Natural and Virtual Reality Virtual Reality Interactive Virtual Reality Virtualized Reality Augmented Reality HUMAN PERCEPTION OF

More information

Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data

Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data Hrvoje Benko Microsoft Research One Microsoft Way Redmond, WA 98052 USA benko@microsoft.com Andrew D. Wilson Microsoft

More information

Virtual Environments. Ruth Aylett

Virtual Environments. Ruth Aylett Virtual Environments Ruth Aylett Aims of the course 1. To demonstrate a critical understanding of modern VE systems, evaluating the strengths and weaknesses of the current VR technologies 2. To be able

More information

AN APPROACH TO 3D CONCEPTUAL MODELING

AN APPROACH TO 3D CONCEPTUAL MODELING AN APPROACH TO 3D CONCEPTUAL MODELING Using Spatial Input Device CHIE-CHIEH HUANG Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, Taiwan scottie@arch.nctu.edu.tw Abstract.

More information

Feelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces

Feelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces Feelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces Katrin Wolf Telekom Innovation Laboratories TU Berlin, Germany katrin.wolf@acm.org Peter Bennett Interaction and Graphics

More information

Magic Touch A Simple. Object Location Tracking System Enabling the Development of. Physical-Virtual Artefacts in Office Environments

Magic Touch A Simple. Object Location Tracking System Enabling the Development of. Physical-Virtual Artefacts in Office Environments Magic Touch A Simple Object Location Tracking System Enabling the Development of Physical-Virtual Artefacts Thomas Pederson Department of Computing Science Umeå University Sweden http://www.cs.umu.se/~top

More information

Prototyping of Interactive Surfaces

Prototyping of Interactive Surfaces LFE Medieninformatik Anna Tuchina Prototyping of Interactive Surfaces For mixed Physical and Graphical Interactions Medieninformatik Hauptseminar Wintersemester 2009/2010 Prototyping Anna Tuchina - 23.02.2009

More information

VEWL: A Framework for Building a Windowing Interface in a Virtual Environment Daniel Larimer and Doug A. Bowman Dept. of Computer Science, Virginia Tech, 660 McBryde, Blacksburg, VA dlarimer@vt.edu, bowman@vt.edu

More information

User Interface Software Projects

User Interface Software Projects User Interface Software Projects Assoc. Professor Donald J. Patterson INF 134 Winter 2012 The author of this work license copyright to it according to the Creative Commons Attribution-Noncommercial-Share

More information

Advanced User Interfaces: Topics in Human-Computer Interaction

Advanced User Interfaces: Topics in Human-Computer Interaction Computer Science 425 Advanced User Interfaces: Topics in Human-Computer Interaction Week 04: Disappearing Computers 90s-00s of Human-Computer Interaction Research Prof. Roel Vertegaal, PhD Week 8: Plan

More information

Immersive Simulation in Instructional Design Studios

Immersive Simulation in Instructional Design Studios Blucher Design Proceedings Dezembro de 2014, Volume 1, Número 8 www.proceedings.blucher.com.br/evento/sigradi2014 Immersive Simulation in Instructional Design Studios Antonieta Angulo Ball State University,

More information

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism REPORT ON THE CURRENT STATE OF FOR DESIGN XL: Experiments in Landscape and Urbanism This report was produced by XL: Experiments in Landscape and Urbanism, SWA Group s innovation lab. It began as an internal

More information

Controlling vehicle functions with natural body language

Controlling vehicle functions with natural body language Controlling vehicle functions with natural body language Dr. Alexander van Laack 1, Oliver Kirsch 2, Gert-Dieter Tuzar 3, Judy Blessing 4 Design Experience Europe, Visteon Innovation & Technology GmbH

More information

Novel machine interface for scaled telesurgery

Novel machine interface for scaled telesurgery Novel machine interface for scaled telesurgery S. Clanton, D. Wang, Y. Matsuoka, D. Shelton, G. Stetten SPIE Medical Imaging, vol. 5367, pp. 697-704. San Diego, Feb. 2004. A Novel Machine Interface for

More information

Model & scale as conceptual devices in architectural representation

Model & scale as conceptual devices in architectural representation Model & scale as conceptual devices in architectural representation Stellingwerff, Martijn 1 Koorstra, Peter 1 Keywords: scale model; representation; design process Abstract This year we celebrate the

More information

Design Research & Tangible Interaction

Design Research & Tangible Interaction Design Research & Tangible Interaction Elise van den Hoven, Joep Frens, Dima Aliakseyeu, Jean-Bernard Martens, Kees Overbeeke, Peter Peters Industrial Design department Eindhoven University of Technology,

More information

sketching interfaces: toward more human interface design

sketching interfaces: toward more human interface design sketching interfaces: toward more human interface design Presented by Fanglin Chen CS Mini, Spring 2017 Reference: James Landay and Brad Myers. "Sketching Interfaces: Toward More Human Interface Design",

More information

Chapter 1 - Introduction

Chapter 1 - Introduction 1 "We all agree that your theory is crazy, but is it crazy enough?" Niels Bohr (1885-1962) Chapter 1 - Introduction Augmented reality (AR) is the registration of projected computer-generated images over

More information

ThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems

ThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems ThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems Wayne Piekarski and Bruce H. Thomas Wearable Computer Laboratory School of Computer and Information Science

More information

Toward an Augmented Reality System for Violin Learning Support

Toward an Augmented Reality System for Violin Learning Support Toward an Augmented Reality System for Violin Learning Support Hiroyuki Shiino, François de Sorbier, and Hideo Saito Graduate School of Science and Technology, Keio University, Yokohama, Japan {shiino,fdesorbi,saito}@hvrl.ics.keio.ac.jp

More information

Comparison of Haptic and Non-Speech Audio Feedback

Comparison of Haptic and Non-Speech Audio Feedback Comparison of Haptic and Non-Speech Audio Feedback Cagatay Goncu 1 and Kim Marriott 1 Monash University, Mebourne, Australia, cagatay.goncu@monash.edu, kim.marriott@monash.edu Abstract. We report a usability

More information

Abstract. Keywords: Multi Touch, Collaboration, Gestures, Accelerometer, Virtual Prototyping. 1. Introduction

Abstract. Keywords: Multi Touch, Collaboration, Gestures, Accelerometer, Virtual Prototyping. 1. Introduction Creating a Collaborative Multi Touch Computer Aided Design Program Cole Anagnost, Thomas Niedzielski, Desirée Velázquez, Prasad Ramanahally, Stephen Gilbert Iowa State University { someguy tomn deveri

More information

Interior Design using Augmented Reality Environment

Interior Design using Augmented Reality Environment Interior Design using Augmented Reality Environment Kalyani Pampattiwar 2, Akshay Adiyodi 1, Manasvini Agrahara 1, Pankaj Gamnani 1 Assistant Professor, Department of Computer Engineering, SIES Graduate

More information

Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire. Introduction

Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire. Introduction Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire Holger Regenbrecht DaimlerChrysler Research and Technology Ulm, Germany regenbre@igroup.org Thomas Schubert

More information

New interface approaches for telemedicine

New interface approaches for telemedicine New interface approaches for telemedicine Associate Professor Mark Billinghurst PhD, Holger Regenbrecht Dipl.-Inf. Dr-Ing., Michael Haller PhD, Joerg Hauber MSc Correspondence to: mark.billinghurst@hitlabnz.org

More information

LCC 3710 Principles of Interaction Design. Readings. Tangible Interfaces. Research Motivation. Tangible Interaction Model.

LCC 3710 Principles of Interaction Design. Readings. Tangible Interfaces. Research Motivation. Tangible Interaction Model. LCC 3710 Principles of Interaction Design Readings Ishii, H., Ullmer, B. (1997). "Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms" in Proceedings of CHI '97, ACM Press. Ullmer,

More information

Using VR and simulation to enable agile processes for safety-critical environments

Using VR and simulation to enable agile processes for safety-critical environments Using VR and simulation to enable agile processes for safety-critical environments Michael N. Louka Department Head, VR & AR IFE Digital Systems Virtual Reality Virtual Reality: A computer system used

More information

Using Mixed Reality as a Simulation Tool in Urban Planning Project for Sustainable Development

Using Mixed Reality as a Simulation Tool in Urban Planning Project for Sustainable Development Journal of Civil Engineering and Architecture 9 (2015) 830-835 doi: 10.17265/1934-7359/2015.07.009 D DAVID PUBLISHING Using Mixed Reality as a Simulation Tool in Urban Planning Project Hisham El-Shimy

More information

Chapter 1 Virtual World Fundamentals

Chapter 1 Virtual World Fundamentals Chapter 1 Virtual World Fundamentals 1.0 What Is A Virtual World? {Definition} Virtual: to exist in effect, though not in actual fact. You are probably familiar with arcade games such as pinball and target

More information

Effective Iconography....convey ideas without words; attract attention...

Effective Iconography....convey ideas without words; attract attention... Effective Iconography...convey ideas without words; attract attention... Visual Thinking and Icons An icon is an image, picture, or symbol representing a concept Icon-specific guidelines Represent the

More information

Course Descriptions / Graphic Design

Course Descriptions / Graphic Design Course Descriptions / Graphic Design ADE 1101 - History & Theory for Art & Design 1 The course teaches art, architecture, graphic and interior design, and how they develop from antiquity to the late nineteenth

More information

AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara

AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara AIEDAM Special Issue: Sketching, and Pen-based Design Interaction Edited by: Maria C. Yang and Levent Burak Kara Sketching has long been an essential medium of design cognition, recognized for its ability

More information

Computer Aided Design and Engineering (CAD)

Computer Aided Design and Engineering (CAD) Oakland Community College 2017-2018 Catalog 1 Computer Aided Design and Engineering (CAD) CAD 1050 Geometric Dimensioning and Tolerancing (GD&T) This course is designed to cover the fundamentals as well

More information

What was the first gestural interface?

What was the first gestural interface? stanford hci group / cs247 Human-Computer Interaction Design Studio What was the first gestural interface? 15 January 2013 http://cs247.stanford.edu Theremin Myron Krueger 1 Myron Krueger There were things

More information

VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS

VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS Jaejoon Kim, S. Mandayam, S. Udpa, W. Lord, and L. Udpa Department of Electrical and Computer Engineering Iowa State University Ames, Iowa 500

More information

MEDIA AND INFORMATION

MEDIA AND INFORMATION MEDIA AND INFORMATION MI Department of Media and Information College of Communication Arts and Sciences 101 Understanding Media and Information Fall, Spring, Summer. 3(3-0) SA: TC 100, TC 110, TC 101 Critique

More information

A HYBRID DIRECT VISUAL EDITING METHOD FOR ARCHITECTURAL MASSING STUDY IN VIRTUAL ENVIRONMENTS

A HYBRID DIRECT VISUAL EDITING METHOD FOR ARCHITECTURAL MASSING STUDY IN VIRTUAL ENVIRONMENTS A HYBRID DIRECT VISUAL EDITING METHOD FOR ARCHITECTURAL MASSING STUDY IN VIRTUAL ENVIRONMENTS JIAN CHEN Department of Computer Science, Brown University, Providence, RI, USA Abstract. We present a hybrid

More information

Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops

Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops Sowmya Somanath Department of Computer Science, University of Calgary, Canada. ssomanat@ucalgary.ca Ehud Sharlin Department of Computer

More information

The Application of Virtual Reality in Art Design: A New Approach CHEN Dalei 1, a

The Application of Virtual Reality in Art Design: A New Approach CHEN Dalei 1, a International Conference on Education Technology, Management and Humanities Science (ETMHS 2015) The Application of Virtual Reality in Art Design: A New Approach CHEN Dalei 1, a 1 School of Art, Henan

More information

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright E90 Project Proposal 6 December 2006 Paul Azunre Thomas Murray David Wright Table of Contents Abstract 3 Introduction..4 Technical Discussion...4 Tracking Input..4 Haptic Feedack.6 Project Implementation....7

More information

HUMAN COMPUTER INTERFACE

HUMAN COMPUTER INTERFACE HUMAN COMPUTER INTERFACE TARUNIM SHARMA Department of Computer Science Maharaja Surajmal Institute C-4, Janakpuri, New Delhi, India ABSTRACT-- The intention of this paper is to provide an overview on the

More information

A Study of Navigation and Selection Techniques in Virtual Environments Using Microsoft Kinect

A Study of Navigation and Selection Techniques in Virtual Environments Using Microsoft Kinect A Study of Navigation and Selection Techniques in Virtual Environments Using Microsoft Kinect Peter Dam 1, Priscilla Braz 2, and Alberto Raposo 1,2 1 Tecgraf/PUC-Rio, Rio de Janeiro, Brazil peter@tecgraf.puc-rio.br

More information

DepthTouch: Using Depth-Sensing Camera to Enable Freehand Interactions On and Above the Interactive Surface

DepthTouch: Using Depth-Sensing Camera to Enable Freehand Interactions On and Above the Interactive Surface DepthTouch: Using Depth-Sensing Camera to Enable Freehand Interactions On and Above the Interactive Surface Hrvoje Benko and Andrew D. Wilson Microsoft Research One Microsoft Way Redmond, WA 98052, USA

More information

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL

More information

HELPING THE DESIGN OF MIXED SYSTEMS

HELPING THE DESIGN OF MIXED SYSTEMS HELPING THE DESIGN OF MIXED SYSTEMS Céline Coutrix Grenoble Informatics Laboratory (LIG) University of Grenoble 1, France Abstract Several interaction paradigms are considered in pervasive computing environments.

More information

A New Paradigm for Head-Mounted Display Technology: Application to Medical Visualization and Remote Collaborative Environments

A New Paradigm for Head-Mounted Display Technology: Application to Medical Visualization and Remote Collaborative Environments Invited Paper A New Paradigm for Head-Mounted Display Technology: Application to Medical Visualization and Remote Collaborative Environments J.P. Rolland', Y. Ha', L. Davjs2'1, H. Hua3, C. Gao', and F.

More information

Virtual Prototyping State of the Art in Product Design

Virtual Prototyping State of the Art in Product Design Virtual Prototyping State of the Art in Product Design Hans-Jörg Bullinger, Ph.D Professor, head of the Fraunhofer IAO Ralf Breining, Competence Center Virtual Reality Fraunhofer IAO Wilhelm Bauer, Ph.D,

More information

BASIC SKILLS IN THE STUDY OF FORM - GENERATING DIFFERENT STYLING PROPOSALS BASED ON VARIATIONS IN SURFACE ORIENTATION

BASIC SKILLS IN THE STUDY OF FORM - GENERATING DIFFERENT STYLING PROPOSALS BASED ON VARIATIONS IN SURFACE ORIENTATION INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN BASIC SKILLS IN THE STUDY OF FORM - GENERATING DIFFERENT

More information

Job Description. Commitment: Must be available to work full-time hours, M-F for weeks beginning Summer of 2018.

Job Description. Commitment: Must be available to work full-time hours, M-F for weeks beginning Summer of 2018. Research Intern Director of Research We are seeking a summer intern to support the team to develop prototype 3D sensing systems based on state-of-the-art sensing technologies along with computer vision

More information

TWO-HANDED GESTURE-BASED CAR STYLING IN A VIRTUAL ENVIRONMENT

TWO-HANDED GESTURE-BASED CAR STYLING IN A VIRTUAL ENVIRONMENT TWO-HANDED GESTURE-BASED CAR STYLING IN A VIRTUAL ENVIRONMENT ABSTRACT C. Hummels, A. Paalder, C. Overbeeke, P.J. Stappers and G. Smets* Delft University of Technology *Heerlen Open University The Netherlands

More information

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We

More information

Years 5 and 6 standard elaborations Australian Curriculum: Design and Technologies

Years 5 and 6 standard elaborations Australian Curriculum: Design and Technologies Purpose The standard elaborations (SEs) provide additional clarity when using the Australian Curriculum achievement standard to make judgments on a five-point scale. They can be used as a tool for: making

More information

One Size Doesn't Fit All Aligning VR Environments to Workflows

One Size Doesn't Fit All Aligning VR Environments to Workflows One Size Doesn't Fit All Aligning VR Environments to Workflows PRESENTATION TITLE DATE GOES HERE By Show of Hands Who frequently uses a VR system? By Show of Hands Immersive System? Head Mounted Display?

More information

Ubiquitous Computing Summer Episode 16: HCI. Hannes Frey and Peter Sturm University of Trier. Hannes Frey and Peter Sturm, University of Trier 1

Ubiquitous Computing Summer Episode 16: HCI. Hannes Frey and Peter Sturm University of Trier. Hannes Frey and Peter Sturm, University of Trier 1 Episode 16: HCI Hannes Frey and Peter Sturm University of Trier University of Trier 1 Shrinking User Interface Small devices Narrow user interface Only few pixels graphical output No keyboard Mobility

More information

Haptic Camera Manipulation: Extending the Camera In Hand Metaphor

Haptic Camera Manipulation: Extending the Camera In Hand Metaphor Haptic Camera Manipulation: Extending the Camera In Hand Metaphor Joan De Boeck, Karin Coninx Expertise Center for Digital Media Limburgs Universitair Centrum Wetenschapspark 2, B-3590 Diepenbeek, Belgium

More information

CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS

CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS CSE 190: Virtual Reality Technologies LECTURE #7: VR DISPLAYS Announcements Homework project 2 Due tomorrow May 5 at 2pm To be demonstrated in VR lab B210 Even hour teams start at 2pm Odd hour teams start

More information

DIGITAL SKETCHING: MEANS AND ENDS. 1. Sketching and computerization

DIGITAL SKETCHING: MEANS AND ENDS. 1. Sketching and computerization DIGITAL SKETCHING: MEANS AND ENDS A. KOUTAMANIS Delft University of Technology, Faculty of Architecture, Berlageweg 1, NL-2628 CR Delft, The Netherlands Email address:a.koutamanis@tudelft.nl Abstract.

More information

Augmented Reality Lecture notes 01 1

Augmented Reality Lecture notes 01 1 IntroductiontoAugmentedReality Lecture notes 01 1 Definition Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated

More information

SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS

SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS Ina Wagner, Monika Buscher*, Preben Mogensen, Dan Shapiro* University of Technology, Vienna,

More information

Non-formal Techniques for Early Assessment of Design Ideas for Services

Non-formal Techniques for Early Assessment of Design Ideas for Services Non-formal Techniques for Early Assessment of Design Ideas for Services Gerrit C. van der Veer 1(&) and Dhaval Vyas 2 1 Open University The Netherlands, Heerlen, The Netherlands gerrit@acm.org 2 Queensland

More information

Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction

Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction Minghao Cai 1(B), Soh Masuko 2, and Jiro Tanaka 1 1 Waseda University, Kitakyushu, Japan mhcai@toki.waseda.jp, jiro@aoni.waseda.jp

More information

Naturalness in the Design of Computer Hardware - The Forgotten Interface?

Naturalness in the Design of Computer Hardware - The Forgotten Interface? Naturalness in the Design of Computer Hardware - The Forgotten Interface? Damien J. Williams, Jan M. Noyes, and Martin Groen Department of Experimental Psychology, University of Bristol 12a Priory Road,

More information

Improvisation and Tangible User Interfaces The case of the reactable

Improvisation and Tangible User Interfaces The case of the reactable Improvisation and Tangible User Interfaces The case of the reactable Nadir Weibel, Ph.D. Distributed Cognition and Human-Computer Interaction Lab University of California San Diego http://hci.ucsd.edu/weibel

More information

The Daniel Zalik Academy. Science, Technology, Engineering, and Design

The Daniel Zalik Academy. Science, Technology, Engineering, and Design The Daniel Zalik Academy of Science, Technology, Engineering, and Design What is The Zalik Academy? The Daniel Zalik Academy is a state-of-the-art Science, Technology, Engineering, and Design institute

More information

Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process

Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process http://dx.doi.org/10.14236/ewic/hci2017.18 Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process Michael Urbanek and Florian Güldenpfennig Vienna University of Technology

More information

VISUALIZING CONTINUITY BETWEEN 2D AND 3D GRAPHIC REPRESENTATIONS

VISUALIZING CONTINUITY BETWEEN 2D AND 3D GRAPHIC REPRESENTATIONS INTERNATIONAL ENGINEERING AND PRODUCT DESIGN EDUCATION CONFERENCE 2 3 SEPTEMBER 2004 DELFT THE NETHERLANDS VISUALIZING CONTINUITY BETWEEN 2D AND 3D GRAPHIC REPRESENTATIONS Carolina Gill ABSTRACT Understanding

More information

Technical Specifications: tog VR

Technical Specifications: tog VR s: BILLBOARDING ENCODED HEADS FULL FREEDOM AUGMENTED REALITY : Real-time 3d virtual reality sets from RT Software Virtual reality sets are increasingly being used to enhance the audience experience and

More information

Physical Interaction and Multi-Aspect Representation for Information Intensive Environments

Physical Interaction and Multi-Aspect Representation for Information Intensive Environments Proceedings of the 2000 IEEE International Workshop on Robot and Human Interactive Communication Osaka. Japan - September 27-29 2000 Physical Interaction and Multi-Aspect Representation for Information

More information

Virtual Environments. CSCI 420 Computer Graphics Lecture 25. History of Virtual Reality Flight Simulators Immersion, Interaction, Real-time Haptics

Virtual Environments. CSCI 420 Computer Graphics Lecture 25. History of Virtual Reality Flight Simulators Immersion, Interaction, Real-time Haptics CSCI 420 Computer Graphics Lecture 25 Virtual Environments Jernej Barbic University of Southern California History of Virtual Reality Flight Simulators Immersion, Interaction, Real-time Haptics 1 Virtual

More information

Designing Semantic Virtual Reality Applications

Designing Semantic Virtual Reality Applications Designing Semantic Virtual Reality Applications F. Kleinermann, O. De Troyer, H. Mansouri, R. Romero, B. Pellens, W. Bille WISE Research group, Vrije Universiteit Brussel, Pleinlaan 2, 1050 Brussels, Belgium

More information

VIRTUAL REALITY TECHNOLOGY APPLIED IN CIVIL ENGINEERING EDUCATION: VISUAL SIMULATION OF CONSTRUCTION PROCESSES

VIRTUAL REALITY TECHNOLOGY APPLIED IN CIVIL ENGINEERING EDUCATION: VISUAL SIMULATION OF CONSTRUCTION PROCESSES VIRTUAL REALITY TECHNOLOGY APPLIED IN CIVIL ENGINEERING EDUCATION: VISUAL SIMULATION OF CONSTRUCTION PROCESSES Alcínia Z. Sampaio 1, Pedro G. Henriques 2 and Pedro S. Ferreira 3 Dep. of Civil Engineering

More information

Using Web-Based Computer Graphics to Teach Surgery

Using Web-Based Computer Graphics to Teach Surgery Using Web-Based Computer Graphics to Teach Surgery Ken Brodlie Nuha El-Khalili Ying Li School of Computer Studies University of Leeds Position Paper for GVE99, Coimbra, Portugal Surgical Training Surgical

More information

Evaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface

Evaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface Evaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface Xu Zhao Saitama University 255 Shimo-Okubo, Sakura-ku, Saitama City, Japan sheldonzhaox@is.ics.saitamau.ac.jp Takehiro Niikura The University

More information

Virtual Environments. Virtual Reality. History of Virtual Reality. Virtual Reality. Cinerama. Cinerama

Virtual Environments. Virtual Reality. History of Virtual Reality. Virtual Reality. Cinerama. Cinerama CSCI 480 Computer Graphics Lecture 25 Virtual Environments Virtual Reality computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds

More information

ARK: Augmented Reality Kiosk*

ARK: Augmented Reality Kiosk* ARK: Augmented Reality Kiosk* Nuno Matos, Pedro Pereira 1 Computer Graphics Centre Rua Teixeira Pascoais, 596 4800-073 Guimarães, Portugal {Nuno.Matos, Pedro.Pereira}@ccg.pt Adérito Marcos 1,2 2 University

More information

AUGMENTED VIRTUAL REALITY APPLICATIONS IN MANUFACTURING

AUGMENTED VIRTUAL REALITY APPLICATIONS IN MANUFACTURING 6 th INTERNATIONAL MULTIDISCIPLINARY CONFERENCE AUGMENTED VIRTUAL REALITY APPLICATIONS IN MANUFACTURING Peter Brázda, Jozef Novák-Marcinčin, Faculty of Manufacturing Technologies, TU Košice Bayerova 1,

More information

Category Discussion Guides

Category Discussion Guides STEM Expo 2018-2019 Category Discussion Guides INFERNAL CONTRAPTION 2 INTELLIGENCE AND BEHAVIOR 3 THE LIVING WORLD 4 SCIENCE FICTION 5 REVERSE ENGINEERING AND INVENTION 6 THE PHYSICAL UNIVERSE 7 ROBOTICS

More information

1/22/13. Virtual Environments. Virtual Reality. History of Virtual Reality. Virtual Reality. Cinerama. Cinerama

1/22/13. Virtual Environments. Virtual Reality. History of Virtual Reality. Virtual Reality. Cinerama. Cinerama CSCI 480 Computer Graphics Lecture 25 Virtual Environments Apr 29, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ History of Virtual Reality Immersion,

More information

assessment of design tools for ideation

assessment of design tools for ideation C. M. Herr, N. Gu, S. Roudavski, M. A. Schnabel, Circuit Bending, Breaking and Mending: Proceedings of the 16th International Conference on Computer-Aided Architectural Design Research in Asia,429-438.

More information

Information Layout and Interaction on Virtual and Real Rotary Tables

Information Layout and Interaction on Virtual and Real Rotary Tables Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer System Information Layout and Interaction on Virtual and Real Rotary Tables Hideki Koike, Shintaro Kajiwara, Kentaro Fukuchi

More information

AR 2 kanoid: Augmented Reality ARkanoid

AR 2 kanoid: Augmented Reality ARkanoid AR 2 kanoid: Augmented Reality ARkanoid B. Smith and R. Gosine C-CORE and Memorial University of Newfoundland Abstract AR 2 kanoid, Augmented Reality ARkanoid, is an augmented reality version of the popular

More information

University of Huddersfield Repository

University of Huddersfield Repository University of Huddersfield Repository Gibson, Ian and England, Richard Fragmentary Collaboration in a Virtual World: The Educational Possibilities of Multi-user, Three- Dimensional Worlds Original Citation

More information

H enri H.C.M. Christiaans

H enri H.C.M. Christiaans H enri H.C.M. Christiaans DELFT UNIVERSITY OF TECHNOLOGY f Henri Christiaans is Associate Professor at the School of Industrial Design Engineering, Delft University of Technology In The Netherlands, and

More information

Virtual/Augmented Reality (VR/AR) 101

Virtual/Augmented Reality (VR/AR) 101 Virtual/Augmented Reality (VR/AR) 101 Dr. Judy M. Vance Virtual Reality Applications Center (VRAC) Mechanical Engineering Department Iowa State University Ames, IA Virtual Reality Virtual Reality Virtual

More information

SITUATED CREATIVITY INSPIRED IN PARAMETRIC DESIGN ENVIRONMENTS

SITUATED CREATIVITY INSPIRED IN PARAMETRIC DESIGN ENVIRONMENTS The 2nd International Conference on Design Creativity (ICDC2012) Glasgow, UK, 18th-20th September 2012 SITUATED CREATIVITY INSPIRED IN PARAMETRIC DESIGN ENVIRONMENTS R. Yu, N. Gu and M. Ostwald School

More information

INTERACTIVE SKETCHING OF THE URBAN-ARCHITECTURAL SPATIAL DRAFT Peter Kardoš Slovak University of Technology in Bratislava

INTERACTIVE SKETCHING OF THE URBAN-ARCHITECTURAL SPATIAL DRAFT Peter Kardoš Slovak University of Technology in Bratislava INTERACTIVE SKETCHING OF THE URBAN-ARCHITECTURAL SPATIAL DRAFT Peter Kardoš Slovak University of Technology in Bratislava Abstract The recent innovative information technologies and the new possibilities

More information

Selecting Photos for Sharing

Selecting Photos for Sharing MHCI Team Ben Elgart Saara Kamppari Bridget Lewis Ajay Prasad Yong Woo Rhee Lalatendu Satpathy Microsoft Live Labs Steven Drucker Selecting Photos for Sharing Client-Sponsored MHCI Capstone Project Ben

More information

Organic UIs in Cross-Reality Spaces

Organic UIs in Cross-Reality Spaces Organic UIs in Cross-Reality Spaces Derek Reilly Jonathan Massey OCAD University GVU Center, Georgia Tech 205 Richmond St. Toronto, ON M5V 1V6 Canada dreilly@faculty.ocad.ca ragingpotato@gatech.edu Anthony

More information