An investigation into the use of intuitive control interfaces and distributed processing for enhanced three dimensional sound localization
- Authors: Hedges, Mitchell Lawrence
- Date: 2016
- Subjects: Human-computer interaction , Acoustic localization , Sound -- Equipment and supplies , Acoustical engineering , Surround-sound systems , Wireless sensor nodes
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4724 , http://hdl.handle.net/10962/d1020615
- Description: This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
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- Authors: Hedges, Mitchell Lawrence
- Date: 2016
- Subjects: Human-computer interaction , Acoustic localization , Sound -- Equipment and supplies , Acoustical engineering , Surround-sound systems , Wireless sensor nodes
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4724 , http://hdl.handle.net/10962/d1020615
- Description: This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
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User interface design guidelines for digital television virtual remote controls
- Authors: Wentzel, Alicia Veronica
- Date: 2016
- Subjects: Remote control , User interfaces (Computer systems) , Television broadcasting , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: vital:1158 , http://hdl.handle.net/10962/d1020617
- Description: The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
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- Authors: Wentzel, Alicia Veronica
- Date: 2016
- Subjects: Remote control , User interfaces (Computer systems) , Television broadcasting , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: vital:1158 , http://hdl.handle.net/10962/d1020617
- Description: The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
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Culturally-relevant augmented user interfaces for illiterate and semi-literate users
- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information. , TeX , Adobe Acrobat 9.51 Paper Capture Plug-in
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- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information. , TeX , Adobe Acrobat 9.51 Paper Capture Plug-in
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Designing and implementing a virtual reality interaction framework
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
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- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
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