Posts tagged: Visualisation

Paper accepted: A VR Prototype for One-Dimensional Movement Visualizations for Robotic Arms

Our paper introducing A VR Prototype for One-Dimensional Movement Visualizations for Robotic Arms, has been accepted for The 7th International Workshop on Virtual, Augmented, and Mixed-Reality for Human-Robot Interactions.

Read more →

A VR prototype for one-dimensional movement visualizations for robotic arms

To enable effective communication between users and autonomous robots, it is crucial to have a shared understanding of goals and actions. This is made possible through an intelligible interface that communicates relevant information. This intelligibility enhances user comprehension, enabling them to anticipate the robot's actions and respond appropriately. However, because robots can perform a wide variety of actions and communication resources are limited, such as the number of available "pixels", visualizations must be carefully designed. To tackle this challenge, we have developed a visual design framework. Leveraging Unity, we developed a Virtual Reality implementation to prototype and evaluate our framework. Within this framework, we introduce two visualization techniques for visualizing the movement of a robotic arm, laying a foundation for subsequent development and user testing.

A visual design space for one-dimensional intelligible human-robot interaction visualizations

To enable effective communication between users and autonomous robots, it is crucial to have a shared understanding of goals and actions. This is made possible through an intelligible interface that communicates relevant information. This intelligibility enhances user comprehension, enabling them to anticipate the robot's actions and respond appropriately. However, because robots can perform a wide variety of actions and communication resources are limited, such as the number of available "pixels", visualizations must be carefully designed. To tackle this challenge, we have developed a visual design framework and design space that can be used to create intelligible visualizations for human-robot interaction. Our framework focuses on three key components: information type, pixel layout, and robot type. We demonstrate how intelligibility can be integrated into interactions through prototype visualizations featuring a one-dimensional pixel layout, laying the groundwork for developing more detailed and understandable visualizations.

History in motion: Interactive 3D animated visualizations for understanding and exploring the modeling history of 3D CAD designs

We present History in Motion (HiM), an interactive visualization tool that enables CAD designers to interactively explore the design history of 3D CAD models. In contrast to manually exploring the modeling history of a CAD project, HiM finds relevant modeling features for geometry elements selected by the designer. We contribute a novel 3D interactive animation that visualizes how the modeling features interact, and are used on top of the CAD model, to realize the geometry. A control panel allows for a deeper exploration of the modeling features, with shortcuts for making modifications.

Semi-automatic extraction of digital work instructions from CAD models

Currently process engineers are using documents or authoring tools to bring the assembly instructions to the work floor. This is a time-consuming task, as instructions need to be created for each assembly operation. Furthermore, the engineer needs to be familiar with the assembly sequence. To assist the engineer, a tool is developed that i) uses a heuristic based on visibility, part similarity and proximity to semi-automatically determine the assembly sequence from a CAD model and ii) according to the computed sequence generates digital work instructions including visualizations and animations extracted from the CAD model. In essence, the assembly sequence generation works reversely: it determines the order in which components can be removed from the assembly, by evaluating whether the visibility of a component is obstructed by the remaining assembly. The reversed order is then returned as assembly sequence. During this process the engineer can modify the proposed sequence, add annotations and alter the visualizations of the proposed instructions, i.e., images or 3D-animations. We illustrate that the developed tool effectively supports process engineers and speeds up the creation of digital work instructions by some industrial validation cases, e.g., the assembly of a weaving machine.

Enhancing patient motivation through intelligibility in cardiac tele-rehabilitation

Physical exercise training and medication compliance are primary components of cardiac rehabilitation. When rehabilitating independently at home, patients often fail to comply with their prescribed medication and find it challenging to interpret exercise targets or be aware of the expected efforts. Our work aims to assist cardiac patients in understanding their condition better, promoting medication adherence and motivating them to achieve their exercise targets in a tele-rehabilitation setting. We introduce a patient-centric intelligible visualization approach to present prescribed medication and exercise targets to patients. We assessed efficacy of intelligible visualizations on patients' comprehension in two lab studies. We evaluated the impact on patient motivation and health outcomes in field studies. Patients were able to adhere to medication prescriptions, manage their physical exercises, monitor their progress and gained better self-awareness on how they achieved their rehabilitation targets. Patients confirmed that the intelligible visualizations motivated them to achieve their targets better. We observed an improvement in overall physical activity levels and health outcomes of patients.

Familiarisation: Restructuring layouts with visual learning models

In domains where users are exposed to large variations in visuo-spatial features among designs, they often spend excess time searching for common elements (features) in familiar locations. This paper contributes computational approaches to restructuring layouts such that features on a new, unvisited interface can be found quicker. We explore four concepts of familiarisation, inspired by the human visual system (HVS), to automatically generate a familiar design for each user.

Storyboards as a lingua franca in multidisciplinary design teams

Design, and in particular user-centered design processes for interactive systems, typically involve multidisciplinary teams. The different and complemen- tary perspectives of the team members enrich the design ideas and decisions, and the involvement of all team members is needed to achieve a user interface for a system that carefully considers all aspects, ranging from user needs to technical requirements. The difficulty is getting all team members involved in the early stages of design and communicating design ideas and decisions in a way that all team members can understand them and use them in an appropriate way in later stages of the process. This chapter describes the COMuICSer storyboarding technique, which presents the scenario of use of a future system in a way that is understandable for each team member, regardless of their background. Based on an observational study in which multidisciplinary teams collaboratively created storyboards during a co-located session, we present recommendations for the facilitation of co-located collaborative storyboarding sessions for multidisciplinary teams and digital tool support for this type of group work.

Hidden in plain sight: An exploration of a visual language for near-eye out-of-focus displays in the peripheral view

In this paper, we set out to find what encompasses an appropriate visual language for information presented on near-eye out-of-focus displays. These displays are positioned in a user's peripheral view, very near to the user's eyes, for example on the inside of the temples of a pair of glasses. We explored the usable display area, the role of spatial and retinal variables, and the influence of motion and interaction for such a language. Our findings show that a usable visual language can be accomplished by limiting the possible shapes and by making clever use of orientation and meaningful motion. We found that especially motion is very important to improve perception and comprehension of what is being displayed on near-eye out-of-focus displays, and that perception is further improved if direct interaction with the content is allowed.

Calculating and visualising energy expenditure to monitor physical activity in tele-rehabilitation

We have developed an approach that presents patients with an intelligible, user-friendly yet correct visualisation to check progress and verify adherence to the prescribed physical exercise program. Integrated in a comprehensive, mobile self-monitoring app, this patient-centric approach facilitates keeping patients motivated and engaged while rehabilitating remotely.

All Posts by Category or Tags.