|
.::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
.::**********************::.
.::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
.::**********************::.
.::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.
.::**********************::.
.::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.
.::**********************::.
.::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.
.::**********************::.
.::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.
|