3DAthlon: 3D Gestural Interfaces to Support a 3-Stage Contest in VR

Author(s):  
Jeronimo G. Grandi ◽  
Henrique G. Debarba ◽  
Juliano Franz ◽  
Victor Oliveira ◽  
Abel Ticona ◽  
...  
Keyword(s):  
2015 ◽  
Vol 21 (3) ◽  
pp. 285-288 ◽  
Author(s):  
Richard Brown

This article is written from the perspective of the artist, programmer, and exhibitor of the Mimetic Starfish, a gestural responsive ALife artwork first created for the Millennium Dome in 2000 and recently exhibited at the Emoção Art.ficial in Brazil in 2012. The author concludes with the suggestion that despite the advances in technology and the ubiquitous presence of touch and gestural interfaces, it is the underlying aesthetic and socially engaging qualities of the Mimetic Starfish that ensure its currency, presence, relevance, and continuing exhibition.


Work ◽  
2020 ◽  
Vol 66 (4) ◽  
pp. 933-944
Author(s):  
Maurizio Caon ◽  
Rico Süsse ◽  
Benoit Grelier ◽  
Omar Abou Khaled ◽  
Elena Mugellini

BACKGROUND: Connected bike computers can support professional cyclists in achieving better performances but interacting with them requires taking their hands off the handlebar compromising focus and safety. OBJECTIVE: This research aims at exploring the design of an ergonomic interface based on micro-gestures that can allow cyclists to interact with a device while holding the handlebar. METHODS: Three different studies were conducted with seven professional cyclists adopting the gesture-elicitation technique. One study aimed at eliciting free micro-gestures; a second to evaluate gestures recognizable with a smart glove; the last focused on the gestures recognized through an interactive armband. RESULTS: The analysis of the micro-gestures elicited during these studies allowed producing a first set of guidelines to design gestural interfaces for drop-bars (a specific type of handlebar for road bikes). These guidelines suggest which fingers to use and how to design their movement in order to provide an ergonomic interface. It also introduces the principle of symmetry for the attribution of symbols to symmetric referents. Finally, it provides suggestions on the design of the interactive drop-bar. CONCLUSIONS: The guidelines provided in this paper can support the design of gestural interfaces for professional cyclists that can enhance performance and increase safety.


2016 ◽  
Vol 2016 ◽  
pp. 1-10 ◽  
Author(s):  
Gabriel Alves Mendes Vasiljevic ◽  
Leonardo Cunha de Miranda ◽  
Erica Esteves Cunha de Miranda

As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.


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