5 resultados para Mensch
em Digital Peer Publishing
Resumo:
In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.
Resumo:
In der Auftragszusammenstellung spielt der Mensch u. a. aufgrund seiner hohen Flexibilität bezüglich der Aufgabeneinteilung und der Fähigkeit, unterschiedlich dimensionierte Objekte leicht handzuhaben eine wesentliche Rolle. Um die Leistungen der Mitarbeiter individuell beurteilen zu können, ist die Berücksichtigung heterogener Arbeitsinhalte notwendig. Beispielsweise ist anzunehmen, dass Kommissionieraufträge mit relativ schweren Artikeln mehr Zeit in Anspruch nehmen als Aufträge mit leichteren Artikeln. Ebenso nimmt der Kommissionieraufwand zu, wenn mehr Auftragspositionen anzufahren sind und wenn größere Distanzen zurückgelegt werden müssen. Durch die Quantifizierung solcher Leistungseinflussfaktoren auf Mitarbeiterebene können individuelle Leistungsprofile erstellt werden, aus denen ganzheitliche Leistungsbeurteilungen sowie Optimierungen in der Personaleinsatzplanung und Kommissionierauftragssteuerung hervorgehen.
Resumo:
Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.
Resumo:
Immersive virtual environments (IVEs) have the potential to afford natural interaction in the three-dimensional (3D) space around a user. However, interaction performance in 3D mid-air is often reduced and depends on a variety of ergonomics factors, the user's endurance, muscular strength, as well as fitness. In particular, in contrast to traditional desktop-based setups, users often cannot rest their arms in a comfortable pose during the interaction. In this article we analyze the impact of comfort on 3D selection tasks in an immersive desktop setup. First, in a pre-study we identified how comfortable or uncomfortable specific interaction positions and poses are for users who are standing upright. Then, we investigated differences in 3D selection task performance when users interact with their hands in a comfortable or uncomfortable body pose, while sitting on a chair in front of a table while the VE was displayed on a headmounted display (HMD). We conducted a Fitts' Law experiment to evaluate selection performance in different poses. The results suggest that users achieve a significantly higher performance in a comfortable pose when they rest their elbow on the table.