Printed Program (pdf) - CHI 2012 - Association for Computing ...
Printed Program (pdf) - CHI 2012 - Association for Computing ...
Printed Program (pdf) - CHI 2012 - Association for Computing ...
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Surround Haptics: Tactile Feedback <strong>for</strong><br />
Immersive Gaming Experiences i317<br />
Ali Israr, Seung-Chan Kim, Disney Research, USA<br />
Jan Stec, Disney Research, USA<br />
Ivan Poupyrev, Disney Research, USA<br />
In this paper we propose an architecture <strong>for</strong> rendering rich and<br />
high-resolution haptic feedback on the user’s body while playing<br />
interactive games. The haptic architecture consists of three main<br />
elements, namely, haptic engine, haptic API/codec, and haptic<br />
display. The haptic engine extracts events from the game, assigns<br />
haptic feedback to these events, and sends coded packets to<br />
haptic API/codec. The haptic API/codec translates the coded<br />
packets and computes driving signals based on carefully<br />
evaluated algorithms derived from psychophysical modeling of<br />
tactile perception. The driving signals are then routed to the<br />
haptic display embedded with an array of vibratory transducers. A<br />
user feels high resolution and refined tactile sensations on the<br />
body through the display. We have integrated the Surround<br />
Haptics system with a driving simulation game to provide an<br />
enjoyable gaming experience.<br />
MUSTARD: A Multi User See Through AR Display i318<br />
Abhijit Karnik, Walterio Mayol-Cuevas, Sriram Subramanian,<br />
University of Bristol, UK<br />
(See associated paper on page 91)<br />
BodiPod: Interacting with 3D Human Anatomy<br />
via a 360° Cylindrical Display i321a<br />
John Bolton, Peng Wang, Kibum Kim, Roel Vertegaal, Queen’s<br />
University, Canada<br />
We present BodiPod, a 3D 360 degree stereoscopic human<br />
anatomy browser. Our cylindrical display allows users to view a<br />
human anatomy volume at full scale from any perspective. Shutter<br />
glasses are only required if users want to examine the data<br />
stereoscopically. Users can change views simply by walking around<br />
the display volume, and interact with the human anatomy model<br />
inside the display through gesture and speech interactions, which<br />
include scaling, rotation, peeling, slicing and labeling. Our<br />
demonstration shows that using a cylindrical display has the<br />
benefits of providing stereoscopic rendering of human anatomy<br />
models at life-size scale that can be examined from any angle,<br />
while allowing interactions from an appropriate viewing distance.<br />
TeleHuman: Effects of 3D Perspective on Gaze<br />
and Pose Estimation with a Life-size Cylindrical<br />
Telepresence Pod i321b<br />
John Bolton, Kibum Kim, Queen’s University, Canada<br />
Jeremy Cooperstock, McGill University, Canada<br />
Audrey Girouard, Carleton University, Canada<br />
Roel Vertegaal, Queen’s University, Canada<br />
(See associated paper on page 91)<br />
Interactivity<br />
Hanging off a Bar i326<br />
Florian 'Floyd' Mueller, Cagdas 'Chad' Toprak, Eberhard Graether,<br />
Wouter Walmink, RMIT University, Australia<br />
Bert Bongers, University Technology Sydney, Australia<br />
Elise van den Hoven, Eindhoven University of Technology,<br />
Netherlands<br />
Exertion Games involve physical ef<strong>for</strong>t and as a result can facilitate<br />
physical health benefits. We present Hanging off a Bar, an action<br />
hero-inspired Exertion Game in which players hang off an exercise<br />
bar over a virtual river <strong>for</strong> as long as possible. Initial observations<br />
from three events with audiences ranging from the general public<br />
to expert game designers suggest that Hanging off a Bar can be<br />
engaging <strong>for</strong> players and facilitate intense exertion within<br />
seconds. Furthermore, we collected suggestions <strong>for</strong> what game<br />
elements players believe could entice them to increase their<br />
physical ef<strong>for</strong>t investment. These suggestions, combined with<br />
Hanging off a Bar as research vehicle due to the easy<br />
measurement of exertion through hanging time, enable future<br />
explorations into the relationship between digital game elements<br />
and physical exertion, guiding designers on how to support<br />
exertion in digital games.<br />
Vignette: Interactive Texture Design and<br />
Manipulation with Free<strong>for</strong>m Gestures <strong>for</strong><br />
Pen-and-Ink Illustration i330<br />
Rubaiat Habib Kazi, National University of Singapore, Singapore<br />
Takeo Igarashi, JST ERATO Igarashi Design Interface Project,<br />
Japan<br />
Shengdong Zhao, National University of Singapore, Singapore<br />
Richard Davis, Singapore Management University, Singapore<br />
Vignette is an interactive system that facilitates texture creation in<br />
pen-and-ink illustrations. Unlike existing systems, Vignette<br />
preserves illustrators’ workflow and style: users draw a fraction of a<br />
texture and use gestures to automatically fill regions with the<br />
texture. We currently support both 1D and 2D synthesis with<br />
stitching. Our system also has interactive refinement and editing<br />
capabilities to provide a higher level texture control, which helps<br />
artists achieve their desired vision. A user study with professional<br />
artists shows that Vignette makes the process of illustration more<br />
enjoyable and that first time users can create rich textures from<br />
scratch within minutes.<br />
360° Panoramic Overviews <strong>for</strong> Location-Based<br />
Services i405<br />
Alessandro Mulloni, Hartmut Seichter, Graz University of<br />
Technology, Austria<br />
Andreas Dünser, HIT Lab NZ, New Zealand<br />
Patrick Baudisch, Hasso Plattner Institute, Germany<br />
Dieter Schmalstieg, Graz University of Technology, Austria<br />
(See associated paper on page 91)<br />
<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 111