S3doodle: Case Study for Stereoscopic Gui and user Content Creation

Diego González-Zúñiga 1 *, Jordi Carrabina 1
More Detail
1 Universitat Autònoma de Barcelona, Spain
* Corresponding Author
Online Journal of Communication and Media Technologies, Volume 5, Issue September 2015 - Special Issue, pp. 129-137. https://doi.org/10.30935/ojcmt/5695
OPEN ACCESS   1482 Views   774 Downloads   Published online: 01 Sep 2015
Download Full Text (PDF)

ABSTRACT

This article describes the web application called S3Doodle. It is an initial example of the combination of a stereoscopic graphical user interface that produces stereoscopic content and is controlled by hand gestures. The web application uses core stereo 3D concepts and implements them with cutting edge technology to create a differentiated experience. We use a spatial input control as an interface that allows us to introduce depth into the created compositions. S3Doodle’s creation is documented, and the experience we had while building it is explained, shedding light on which are the technical decisions behind. We also gather user’s comments from the utilization of the web app. This application serves us as a case study for exploring gestural and stereo interactions, from which we get initial reactions upon which we can provide a better experience for future applications.

CITATION

González-Zúñiga, D., & Carrabina, J. (2015). S3doodle: Case Study for Stereoscopic Gui and user Content Creation. Online Journal of Communication and Media Technologies, 5(September 2015 - Special Issue), 129-137. https://doi.org/10.30935/ojcmt/5695

REFERENCES

  • Bailly, G., Walter, R., Müller, J., Ning, T., & Lecolinet, E. (2011). Comparing Free Hand Menu Techniques for Distant. Human-Computer Interaction – INTERACT 2011 Lecture Notes in Computer Science Volume 6947, (pp. 248-262).
  • Broy, N., André, E., & Schmidt, A. (2012). Is stereoscopic 3D a better choice for information representation in the car? Proceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI '12 (p. 93). New York: ACM Press.
  • Broy, N., Schneegass, S., Alt, F., & Schmidt, A. (2014). FrameBox and MirrorBox. Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14 (pp. 2037-2046). New York: ACM Press.
  • González-Zúñiga, D., & Carrabina, J. (2015). Hacking HTML5 Canvas to Create a Stereo 3D Renderer. Proceedings of the IEEE 10th Symposium on 3D User Interfaces 2015 (pp. 155-156). Arles: IEEE.
  • Gonzalez-Zuniga, D., Chistyakov, A., & Carrabina, J. (2014). Re-defining a Pattern: Stereoscopic Web Perception. Latin America Transactions, IEEE, 12(3), 514-519.
  • Häkkilä, J., Posti, M., Koskenranta, O., & Ventä-Olkkonen, L. (2013). Design and evaluation of mobile phonebook application with stereoscopic 3D user interface. CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13. ACM Press.
  • Huhtala, J., Karukka, M., Salmimaa, M., & Häkkilä, J. (2011). Evaluating depth illusion as method of adding emphasis in autostereoscopic mobile displays. 3th International Conference on Human Computer Interaction with Mobile Devices and Services - MobileHCI '11 (p. 357). New York: ACM Press.
  • International 3D & Advanced Imaging Society. (2015). CES Las Vegas Report. Las Vegas.
  • Kulshreshth, A., Schild, J., & LaViola, J. (2012). Evaluating user performance in 3D stereo and motion enabled video games. FDG '12 Proceedings of the International Conference on the Foundations of Digital Games (pp. 33-40 ). ACM Press.
  • LEAP Motion. (2015, 04 13). Motion Controller for Games, Design and More. Retrieved from LEAP Motion: www.leapmotion.com
  • Mundy, P., & Newell, L. (2007). Attention, Joint Attention, and Social Cognition. Current directions in psychological science, 16(5), 269-274.
  • Puell, M. (2006). Optica Fisiolgica: El sistema optico del ojo y la vision binocular. Madrid: Universidad Complutense de Madrid.
  • Schild, J., LaViola, J., & Masuch, M. (2014). Altering Gameplay Behavior using Stereoscopic 3D Vision-Based Video Game Design . Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14 (pp. 207-216). New York: ACM Press.