12.4HCAug 11, 2020
Pen-based Interaction with Spreadsheets in Mobile Virtual RealityTravis Gesslein, Verena Biener, Philipp Gagel et al.
Virtual Reality (VR) can enhance the display and interaction of mobile knowledge work and in particular, spreadsheet applications. While spreadsheets are widely used yet are challenging to interact with, especially on mobile devices, using them in VR has not been explored in depth. A special uniqueness of the domain is the contrast between the immersive and large display space afforded by VR, contrasted by the very limited interaction space that may be afforded for the information worker on the go, such as an airplane seat or a small work-space. To close this gap, we present a tool-set for enhancing spreadsheet interaction on tablets using immersive VR headsets and pen-based input. This combination opens up many possibilities for enhancing the productivity for spreadsheet interaction. We propose to use the space around and in front of the tablet for enhanced visualization of spreadsheet data and meta-data. For example, extending sheet display beyond the bounds of the physical screen, or easier debugging by uncovering hidden dependencies between sheet's cells. Combining the precise on-screen input of a pen with spatial sensing around the tablet, we propose tools for the efficient creation and editing of spreadsheets functions such as off-the-screen layered menus, visualization of sheets dependencies, and gaze-and-touch-based switching between spreadsheet tabs. We study the feasibility of the proposed tool-set using a video-based online survey and an expert-based assessment of indicative human performance potential.
16.9HCJul 18, 2019
ReconViguRation: Reconfiguring Physical Keyboards in Virtual RealityDaniel Schneider, Alexander Otte, Travis Gesslein et al.
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality (VR). So far, the physical layout of keyboards has typically been transplanted into VR for replicating typing experiences in a standard desktop environment. In this paper, we explore how to fully leverage the immersiveness of VR to change the input and output characteristics of physical keyboard interaction within a VR environment. This allows individual physical keys to be reconfigured to the same or different actions and visual output to be distributed in various ways across the VR representation of the keyboard. We explore a set of input and output mappings for reconfiguring the virtual presentation of physical keyboards and probe the resulting design space by specifically designing, implementing and evaluating nine VR-relevant applications: emojis, languages and special characters, application shortcuts, virtual text processing macros, a window manager, a photo browser, a whack-a-mole game, secure password entry and a virtual touch bar. We investigate the feasibility of the applications in a user study with 20 participants and find that, among other things, they are usable in VR. We discuss the limitations and possibilities of remapping the input and output characteristics of physical keyboards in VR based on empirical findings and analysis and suggest future research directions in this area.
3.2RODec 10, 2017
Towards Fully Environment-Aware UAVs: Real-Time Path Planning with Online 3D Wind Field Prediction in Complex TerrainPhilipp Oettershagen, Florian Achermann, Benjamin Müller et al.
Today, low-altitude fixed-wing Unmanned Aerial Vehicles (UAVs) are largely limited to primitively follow user-defined waypoints. To allow fully-autonomous remote missions in complex environments, real-time environment-aware navigation is required both with respect to terrain and strong wind drafts. This paper presents two relevant initial contributions: First, the literature's first-ever 3D wind field prediction method which can run in real time onboard a UAV is presented. The approach retrieves low-resolution global weather data, and uses potential flow theory to adjust the wind field such that terrain boundaries, mass conservation, and the atmospheric stratification are observed. A comparison with 1D LIDAR data shows an overall wind error reduction of 23% with respect to the zero-wind assumption that is mostly used for UAV path planning today. However, given that the vertical winds are not resolved accurately enough further research is required and identified. Second, a sampling-based path planner that considers the aircraft dynamics in non-uniform wind iteratively via Dubins airplane paths is presented. Performance optimizations, e.g. obstacle-aware sampling and fast 2.5D-map collision checks, render the planner 50% faster than the Open Motion Planning Library (OMPL) implementation. Test cases in Alpine terrain show that the wind-aware planning performs up to 50x less iterations than shortest-path planning and is thus slower in low winds, but that it tends to deliver lower-cost paths in stronger winds. More importantly, in contrast to the shortest-path planner, it always delivers collision-free paths. Overall, our initial research demonstrates the feasibility of 3D wind field prediction from a UAV and the advantages of wind-aware planning. This paves the way for follow-up research on fully-autonomous environment-aware navigation of UAVs in real-life missions and complex terrain.
3.2HCSep 4, 2017
Feasibility of Corneal Imaging for Handheld Augmented RealityDaniel Schneider, Jens Grubert
Smartphones are a popular device class for mobile Augmented Reality but suffer from a limited input space. Around-device interaction techniques aim at extending this input space using various sensing modalities. In this paper we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the cornea. As current generation mobile devices lack high resolution front-facing cameras, we study the feasibility of around-device interaction using corneal reflective imaging based on a high resolution camera. We present a workflow, a technical prototype and a feasibility evaluation.