课题基金 / 基金详情

Collaboration technology and multi-user interfaces

Collaboration technology and multi-user interfaces
协作技术和多用户界面
批准号:
RGPIN-2016-04326
负责人:
Booth, Kellogg
金额:
$2.26万
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2020
资助国家:
加拿大
项目状态:
已结题
起止时间:
2020-01-01 至 2021-12-31

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中文摘要
翻译
这项拟议的研究是关于共享显示协作技术的多年计划的一部分,该计划与两个密切相关的项目(A)用于在大型墙壁显示上指向和选择的交互技术,以及(B)用于学生在课堂上参与的教学动机的技术。 在大屏幕上进行指向和选择。传统的图形用户界面使用WIMP(窗口、图标、菜单和指针)范例。指向和选择是基本的构建块。尽管有多点触摸、触觉和语音输入,但定点仍然是一种重要的交互技术,特别是对于协作环境中的大显示器(3米宽或更宽)(董事会会议室、教室和会议室/项目室)。在“半空”指点中,用户站在显示器前面,没有可以将指点的手放在上面的表面。空中指点使用激光指示器、专门的魔杖和依赖计算机视觉的游戏设备(任天堂Wii或微软Kinect);混合型解决方案跟踪身体运动,以解读手势,以实现“自然”的指点。我之前的研究表明,增益(屏幕上光标或跟踪器移动与手部移动的比率)或与屏幕的距离(与增益相关但不相同)会影响用于评估指向性能的标准Fitts定律模型的准确性;我最近的论文发表在ACM Trans上。关于计算机-人的交互(Shoemaker等人,2012)认为,对于某些增益值,Welford的两部分公式(在预测移动时间时将移动幅度与目标宽度脱钩)要好于一部分Fitts定律公式。我们随后的研究改变了3D立体目标到屏幕的距离,并发现当双目深度变化时,会产生类似的效果。接下来的步骤将系统地研究虚拟和物理环境中的增益和深度之间的关系。 课堂技术,以提高学生的参与度。MOOC被认为是传统课堂讲课的终结;“翻转课堂”将课堂时间从讲课转向通常在教程或实验室进行的活动。我相信,仍有机会部署技术,使传统讲座变得“可扩展”,实现MOOC和翻转教室承诺的优势,同时保留课堂讲座的好处。课堂展示相当于传统讲堂中6到10块全尺寸的黑板,提供了丰富的持久信息(而不是PowerPoint短暂的线性涓涓细流)。使用简单的学生响应系统、智能手机或平板电脑进行富有想象力的互动可以将学生带入圈子。我研究的下一步将设计和评估基于班级的协作互动和多团队“竞赛”,以利用电脑游戏的诱人性质(即所谓的讲座“游戏化”),为学生提供积极的学习机会。
英文摘要
The proposed research is part of a multi-year program on shared display collaboration technology with two closely linked projects (a) interaction techniques for pointing and selection on large wall displays, and (b) pedagogically-motivated technology for student engagement in classrooms. Pointing and selection on large screens. Traditional GUIs use a WIMP (windows, icons, menus, and pointers) paradigm. Pointing and selection are fundamental building blocks. Despite multi-touch, haptics, and voice input, pointing remains a significant interaction technique, especially for large displays (3m wide or more) in collaborative settings (board rooms, classrooms, and meeting/project rooms). In "mid-air" pointing a user stands in front of a display and has no surface on which to rest the pointing hand. Mid-air pointing uses laser pointers, specialized wands, and gaming devices (Nintendo Wii or Microsoft Kinect) that rely on computer vision; hybrid solutions track body movement to interpret gestures for "natural" pointing. My prior studies showed that gain (the ratio of cursor or tracker movement on the screen to hand movement) or distance from the screen (related to but not the same as gain) affect the accuracy of the standard Fitts's Law model for assessing pointing performance; my most recent paper in ACM Trans. on Computer-Human Interaction (Shoemaker et al., 2012) argued that Welford's two-part formulation that decouples movement amplitude from target width when predicting movement time is better than a one-part Fitts's Law formulation for some gain values. Our subsequent studies varied distance-to-the screen for 3D stereo targets and found similar effects when binocular depth varies. The next steps will systematically examine relationships between gain and depth in both virtual and physical environments. In-classroom technology to increase student engagement. MOOCs are argued to be the death of the traditional classroom lecture; "flipped classrooms" re-target classroom time away from lectures toward activities usually done in tutorials or labs. I believe there are still opportunities to deploy technology to make traditional lectures "scalable" and achieve the advantages promised by MOOCs and flipped classrooms while preserving the benefits of classroom lectures. Classroom displays equivalent to the 6 to 10 full-size blackboards in a traditional lecture hall provide rich persistent information (rather than PowerPoint's ephemeral linear trickle). Imaginative interaction using simple student response systems, smart phones, or tablets can bring students "into the loop." The next steps in my research will design and evaluate class-based collaborative interaction and multi-team "competitions" to take advantage of the captivating nature of computer games (the so-called "gamification" of lectures) to provide students active learning opportunities.
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Collaboration technology and multi-user interfaces
  • 批准号:
    RGPIN-2016-04326
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.26万
  • 财政年份:
    2019
  • 负责人:
    Booth, Kellogg
  • 依托单位:
Collaboration technology and multi-user interfaces
  • 批准号:
    RGPIN-2016-04326
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.26万
  • 财政年份:
    2018
  • 负责人:
    Booth, Kellogg
  • 依托单位:
Collaboration technology and multi-user interfaces
  • 批准号:
    RGPIN-2016-04326
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.26万
  • 财政年份:
    2017
  • 负责人:
    Booth, Kellogg
  • 依托单位:
Collaborative visualization tools for urban design
  • 批准号:
    514443-2017
  • 项目类别:
    Engage Grants Program
  • 资助金额:
    $1.82万
  • 财政年份:
    2017
  • 负责人:
    Booth, Kellogg
  • 依托单位:
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