We present a study exploring upper body 3D spatial interaction metaphors for control and communication with Unmanned Aerial Vehicles (UAV) such as the Parrot AR Drone. We discuss the design and implementation of five interaction techniques using the Microsoft Kinect, based on metaphors inspired by UAVs, to support a variety of flying operations a UAV can perform. Techniques include a first-person interaction metaphor where a user takes a pose like a winged aircraft, a game controller metaphor, where a user's hands mimic the control movements of console joysticks, "proxy" manipulation, where the user imagines manipulating the UAV as if it were in their grasp, and a pointing metaphor in which the user assumes the identity of a monarch and commands the UAV as such. We examine qualitative metrics such as perceived intuition, usability and satisfaction, among others. Our results indicate that novice users appreciate certain 3D spatial techniques over the smartphone application bundled with the AR Drone. We also discuss the trade-offs in the technique design metrics based on results from our study.
Abstract:We present an exploratory study to assess the benefits of using Augmented Reality (AR) in training sports rule comprehension. Soccer is the chosen context for this study due to the wide range of complexity in the rules and regulations. Observers must understand and holistically evaluate the proximity of players in the game to the ball and other visual objects, such as the goal, penalty area, and other players. Grounded in previous literature investigating the effects of Virtual Reality (VR) scenarios on transfer of training (ToT), we explore how three different interfaces influence user perception using both qualitative and quantitative measures. To better understand how effective augmented reality technology is when combined with learning systems, we compare results on the effects of learning outcomes in three interface conditions: AR, VR and a traditional Desktop interface. We also compare these interfaces as measured by user experience, engagement, and immersion. Results show that there were no significance difference among VR and AR; however, these participants outperformed the Desktop group which needed a higher number of adaptations to acquire the same knowledge.
We present a within-subjects user study to compare robot teleoperation schemes based on traditional PC and game console input hardware, to a 3D spatial interaction interface. The goal of the study is to explore whether 3D spatial gestures can be an effective teleoperation scheme for multiple robot configurations in a heterogeneous Human-Robot Team (HRT). Our research explores the user’s performance and disposition towards each teleoperation scheme so as to study their preferences regarding the efficacy of gesture-based teleoperation. Our results indicate that despite little training and lack of exposure on using 3D spatial interaction schemes to control robots, users are able to complete a complex task with the robot team with no statistically significant difference in quantitative performance. Qualitative statistics are analyzed and a discussion of user preferences is provided.
We present a modeling approach to develop an agent that assists users discreetly in teleoperation when avateering a robot via an inexpensive motion sensor. Avateering is a powerful metaphor, and can be an effective teleoperating strategy. Avateering a Humanoid Robot (HR) with no wearable device encumberment, such as using the popular Kinect/NUI motion sensor, is also desirable and very promising. However, this control scheme makes it difficult for the slave robot to make contact and interact with objects with high accuracy due to factors such as viewpoint, individually-unique and unilateral human-side control imprecision, and lack of informative tactile feedback. Our research explores the addition of an assistive agent that arbitrates user input without disrupting the overall experience and expectation. Additionally, our agent assists with maintaining a higher level of accuracy for interaction tasks, in our case, a grasping and lifting scenario. Using the Webots robot simulator, we implemented 4 assistive agents to augment the user in avateering the Darwin-OP robot. The agent iterations are described, and results of a user study are presented. We discuss user perception towards the avateering metaphor when enhanced by the agent and also when unassisted, including perceived easiness of the task, responsiveness of the robot, and accuracy.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.