In this paper we explore the potential and limitations of vibrotactile displays in practical wearable applications, by comparing users' detection rate and response time to stimuli applied across the body in varied conditions. We examined which body locations are more sensitive to vibrations and more affected by movement; whether visual workload, expectation of location, or gender impact performance; and if users have subjective preferences to any of these conditions. In two experiments we compared these factors using five vibration intensities on up to 13 body locations. Our contributions are comparisons of tactile detection performance under conditions typifying mobile use, an experiment design that supports further investigation in vibrotactile communication, and guidelines for optimal display location given intended use.
The conversion of traditional film into stereo 3D has become an important problem in the past decade. One of the main bottlenecks is a disocclusion step, which in commercial 3D conversion is usually done by teams of artists armed with a toolbox of inpainting algorithms. A current difficulty in this is that most available algorithms are either too slow for interactive use, or provide no intuitive means for users to tweak the output.In this paper we present a new fast inpainting algorithm based on transporting along automatically detected splines, which the user may edit. Our algorithm is implemented on the GPU and fills the inpainting domain in successive shells that adapt their shape on the fly. In order to allocate GPU resources as efficiently as possible, we propose a parallel algorithm to track the inpainting interface as it evolves, ensuring that no resources are wasted on pixels that are not currently being worked on. Theoretical analysis of the time and processor complexity of our algorithm without and with tracking (as well as numerous numerical experiments) demonstrate the merits of the latter.Our transport mechanism is similar to the one used in coherence transport [7,27], but improves upon it by correcting a "kinking" phenomenon whereby extrapolated isophotes may bend at the boundary of the inpainting domain. Theoretical results explaining this phenomena and its resolution are presented.Although our method ignores texture, in many cases this is not a problem due to the thin inpainting domains in 3D conversion. Experimental results show that our method can achieve a visual quality that is competitive with the state-of-the-art while maintaining interactive speeds and providing the user with an intuitive interface to tweak the results.
Over the last two decades a vast number of services have moved online, and many new services have been created. Previous work shows that many users are overloaded by the number of webpages they use simultaneously. We introduce TabFour, a prototype web browser which integrates three features that address the design requirements identified in an initial design study. Webpages can be grouped into tasks, providing a unified target for resumption after an interruption. Tasks and pages can be annotated, supporting resumption after longer intervals. Finally, tasks can be shared through a simple yet novel web-service, allowing users to share groups of webpages more easily than with existing tools.
In this paper we describe LACOME, which is a collaboration system that allows multiple users to simultaneously publish their computer desktops to a shared large screen display, and also allows other users to interact with the displayed information on a variety of semantic levels. LACOME features our LSO (Large Screen Optimized) window manipulation technique that utilizes the entire window for manipulations instead of only the title-bar and borders and includes "snapping regions" that automatically move the cursor to the window"s boundary, allowing quick, accurate manipulations at the edges and corners of the screen.
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