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.::HCI International, Crete 2003::.

3D Modelling is Not for WIMPs

.::ABSTRACT::.
This study compares a traditional 3D WIMP (Window Icon Menu Pointer) modeller to a prototype of a novel system with a 6DOF haptic feedback device, stereovision and a co-located display, both in quantitative and qualitative terms. The novel system was conceived to overcome limitations of traditional interaction techniques and devices when dealing with three-dimensions. Experimental results confirm the fundamental role of spatial input for 3D modelling and the significant contribution of haptics and stereovision to qualitative and quantitative performance. A review of relevant research and motivations for the study is presented along with a discussion of main outcomes.

paper in PDF format

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.::5th European Academy of Design Conference, Bacelona 2003::.

Haptics: For a More Experimental Quality in a Computer Interface

.::ABSTRACT::.
Applied artists and product designers encounter difficulties in adapting to digital tools which could theoretically improve their practice. The Tacitus project has adopted user-centered methodologies to investigate the potential advantage offered by digital media, particularly during the germinal phase of the design process, by developing a novel interface which exploits spatial input, haptic force-feedback and stereovision. This paper presents theoretical implications and experimental results obtained from the first studies of an early prototype for sketching in three dimensions, with the focus on qualitative evaluation. The underlying principle of the 3D sketching 'widget' is to support designers by merging those qualities typically offered by sketching and modeling with advantages of digital interfaces. The first part of the paper presents a review of guidelines extracted from research within the Design and the Scientific Community. The second part describes the prototype, with qualitative evaluation of its advantages and drawbacks, in terms of usability and perceived workload, for feed back into iterative development.

paper in PDF format

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.::Crafts in the 20th Century, Edinburgh 2002::.

Thinking in space: concept physical models and the call for new digital tools.

paper in PDF format

.::ABSTRACT::.
This paper investigates the potential benefit of "gestural" and haptic (touch) interaction and stereovision in computing for three-dimensional form conceptualisation and spatial reasoning in the germinal phase of the design process. Specifications for suitable digital support will be extracted from current design practice in concept design with the focus on "physical concept models". Potential advantages and limitations will be briefly discussed and general directions for research outlined.

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.::Eurohaptics 2002::.

The Effect of Haptic Feedback and Stereo Graphics in a 3D Target Acquisition Task.

paper in PDF format

.::ABSTRACT::.
Interaction in three dimensional virtual environments is difficult, often resulting in physical or mental fatigue. Haptic interfaces have previously been employed with 2D and 2.5D desktop metaphors in order to improve targeting performance. This paper extends the principle to a 3D environment targeting task. Subjects completed a targeting task with and without haptic feedback, in the form of "virtual magnets" that physically attract the user towards targets in the environment, and with and without the provision of stereo depth cues via a stereo emitter and shutter glasses. It was found that the virtual magnets improved subjects accuracy, but did not improve the time taken to reach the target. Stereo cues improved both the subjects' spatial accuracy, and significantly improved the temporal measure of performance.

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.::Eurohaptics 2001::.

Tacitus Project: Identifying Multi-Sensory Perceptions in Creative 3D Practice for Development of a Haptic Computing System for Applied Artists

paper in PDF format

.::ABSTRACT::.
This paper outlines the major motivating factors concerning a novel collaborative project between Edinburgh College of Art and Edinburgh Virtual Environment Centre. The "Tacitus" project will investigate the use of multimodal virtual environments, specifically, the haptic modality, with regards to the creative processes employed by designers working within the field of applied arts. The salient areas of research are described, and the methods by which information regarding these areas will be obtained are considered. Initial investigations have revealed a strong need to mimic the traditional applied artists' workspaces, with co-location of visual and haptic cues a priority.

.::**********************::.

.::Digital Creativity Journal::.

Tacitus Project: Identifying Multi-Sensory Perceptions in Creative 3D Practice for Development of a Haptic Computing System for Applied Artists

paper in PDF format

.::ABSTRACT::.
Sorry, the abstract is not currently available.

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.::Additional works (not available for download)::.

A Methodology for the Objective Analysis of Tacit Knowledge - A Study of the Effect of Impaired Haptic and Audio Feedback on Experts and Novices during a Manual Forging Task.

.::ABSTRACT::.

An important application of haptic interface technologies is to allow domain experts to transfer manual skills to virtual environments. To achieve this goal, we must develop objective methodologies to identify tacit, expert knowledge and the factors that influence its application. Due to the limited bandwidth of current computer interfaces, salient sensory information regarding tasks and environments is often impaired or omitted. If skill transfer between real and simulated environments is to be effective, it is necessary to objectively identify and measure the contribution of sensory modalities, such that they can be efficiently encoded within the limited bandwidth of information transfer that is available. In this paper, we provide a methodology for identifying tacit knowledge regarding skilled performance. Tacit knowledge is that which is known, but cannot be articulated. We demonstrate an application of this methodology with a manual task from the applied arts. Expert and Novice Subjects completed a forging task with and without haptic (cutaneous) and auditory cues. It was found that impaired audio cues diminished the experts' performance, while the novices were unaffected. Hence, it was demonstrated that audio cues are required for experts to employ skills they have developed in a forging context.

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