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Virtual reality is currently experiencing a comeback. A considerable market has developed for VR computer games and educational applications. Some solutions integrate tracked devices which allow users to freely move within a certain space. Virtual 3D model can be visually explored, implemented collision detected allows users to get a feedback for instance by sound or vibration. For research projects there are several approaches which offer to get the actual feedback for the fingers of a hand, when the users virtually touches the surface of a 3D model. However, in the consumer market currently no product is sold which offers this direct feedback for the whole hand. In this paper we introduce a low-cost hand exoskeleton which is usable in conjunction with commodity hardware. It covers each of the five fingers of the user's hand, its design is open-source, low-cost, can be customized and 3D printed by individuals. It aims at improving the haptic perception of users, bases of a popular physical computing platform and is designed to be assembled even by electronically unexperienced users. We show the integration of our lean interface of the wireless exoskeleton into exemplary VR environment and describe a calibration process which is flexible for customizations.
Tactile materials play a major role in making information available to blind people and support their understanding for spatial matters. Due to the complex manual manufacturing process there is still a lack of suitable models for the visually impaired. Millions of 3D models are currently available on the internet and can be searched by dedicated retrieval sites. Most of them can be printed by 3D printers; however, this often isn't a trivial task even for sighted users. Blind peoples' self-dependence could be drastically increased if they were able to autonomously print 3D models at home. This paper analyses the individual tasks to actually print 3D models and adapts them to steps accessible for blind people. We introduce a workflow for the combined use of 3D printing software and consumer hardware. We verified our approach by a formal user study with visually impaired people which showed its feasibility.
Tactile maps support blind and visually impaired people in orientation and to familiarize with unfamiliar environments. Interactive approaches complement these maps with auditory feedback. However, commonly these approaches focus on blind people. We present an approach which incorporates visually impaired people by visually augmenting relevant parts of tactile maps. These audiovisual tactile maps can be used in conjunction with common tablet computers and smartphones. By integrating conductive elements into 3D printed tactile maps, they can be recognized by a single touch on the mobile device's display, which eases the handling for blind and visually impaired people. To allow multiple elevation levels in our transparent tactile maps, we conducted a study to reconcile technical and physiological requirements of off-the-shelf 3D printers, capacitive touch inputs and the human tactile sense. We propose an interaction concept for 3D printed audiovisual tactile maps, verify its feasibility and test it with a user study. Our discussion includes economic considerations crucial for a broad dissemination of tactile maps for both blind and visually impaired people.
CapCodes: Capacitive 3D Printable Identification and On-screen Tracking for Tangible Interaction
(2019)
Electronic markers can be used to link physical representations and virtual content for tangible interaction, such as visual markers commonly used for tabletops. Another possibility is to leverage capacitive touch inputs of smartphones, tablets and notebooks. However, existing approaches either do not couple physical and virtual representations or require significant post-processing. This paper presents and evaluates a novel approach using a coding scheme for the automatic identification of tangibles by touch inputs when they are touched and shifted. The codes can be generated automatically and integrated into a great variety of existing 3D models from the internet. The resulting models can then be printed completely in one cycle by off-the-shelf 3D printers; post processing is not needed. Besides the identification, the object's position and orientation can be tracked by touch devices. Our evaluation examined multiple variables and showed that the CapCodes can be integrated into existing 3D models and the approach could also be applied to untouched use for larger tangibles.
BikeVR
(2020)
While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated.
The efficiency of text input by today’s smartphones is significantly limited by the small extents of the virtual keyboard displayed for allowing alphanumeric inputs. Future smartphones will integrate projectors which allow to project multimedia content as well as the smartphones’ dialogs. This paper introduces a concept to project the whole smartphone’s display onto a surface allowing the user to realize text inputs by interacting with the virtual keyboard projection. This projection is analyzed by standard image processing algorithms. Finally, an experimental implementation shows the feasibility of this concept.
Touch input on modern smartphones can be tedious, especially if the touchscreen is small. Smartphones with integrated projectors can be used to overcome this limitation by projecting the screen contents onto a surface, allowing the user to interact with the projection by means of simple hand gestures. In this work, we propose a novel approach for projector smartphones that allows the user to remotely interact with the smartphone screen via its projection. We detect user's interaction using the built-in camera, and forward detected hand gestures as touch input events to the operating system. In order to avoid costly computations, we additionally use built-in motion sensors. We verify the proposed method using an implementation for the consumer smartphone Samsung
Galaxy Beam equipped with a deflection mirror.
This paper examines different approaches for the identification of users by their personal behavior and discusses techniques which could be used in the context of websites. Such web tracking approaches have the potential to identify users even if they use multiple or shared devices. For web pages mouse and touch input are widely used. Therefore, we propose a survey to evaluate the feasibility to identify users by their interaction behavior.