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相关概念视频

Gestalt Principles of Perception01:21

Gestalt Principles of Perception

268
Gestalt principles provide a framework for understanding how humans perceive objects as unified wholes within their context. These principles are essential in explaining the cognitive processes that make sense of complex visual stimuli by organizing them into coherent groups. One fundamental principle is proximity, which posits that objects located close to each other are perceived as a collective group. For instance, when dots are positioned near one another, the visual system interprets them...
268
Design Example: Resistive Touchscreen01:14

Design Example: Resistive Touchscreen

271
A device engineer plays a crucial role in designing user interfaces for mobile devices. One such interface is the resistive touchscreen, which fundamentally consists of two metallic layers: a flexible upper layer and a rigid lower layer, separated by a narrow gap. The high resistance between these two layers is a key characteristic of this design.
When a user touches the screen, the two layers make contact at a specific point known as the touchpoint. This contact reduces the resistance between...
271
Schemas01:42

Schemas

11.5K
A schema is a mental construct consisting of a cluster or collection of related concepts (Bartlett, 1932). There are many different types of schemata, and they all have one thing in common: schemata are a method of organizing information that allows the brain to work more efficiently. When a schema is activated, the brain makes immediate assumptions about the person or object being observed.
11.5K
Design Example01:23

Design Example

310
The innovation of touch-tone telephony revolutionized the telecommunications industry by replacing the traditional rotary dial with a dual-tone multi-frequency (DTMF) signaling system. This system uses a matrix-style keypad with buttons arranged in four rows and three columns, creating 12 distinct signals each assigned to a pair of frequencies. Each button press results in a simultaneous generation of two sinusoidal tones – one from a low-frequency group (697 to 941 Hz) and one from a...
310
Visual System01:26

Visual System

468
Light enters the eye through the cornea, a transparent, dome-shaped surface covering the surface of the eyeball that helps to direct and focus incoming light. This light is then channeled toward the pupil, an adjustable opening whose size is controlled by the iris. The iris, a pigmented muscle, regulates the amount of light entering the eye by contracting or dilating the pupil, thereby ensuring optimal light levels for clear vision.
Once through the pupil, the light passes through the lens, a...
468
Depth Perception and Spatial Vision01:15

Depth Perception and Spatial Vision

503
Depth perception is the ability to perceive objects three-dimensionally. It relies on two types of cues: binocular and monocular. Binocular cues depend on the combination of images from both eyes and how the eyes work together. Since the eyes are in slightly different positions, each eye captures a slightly different image. This disparity between images, known as binocular disparity, helps the brain interpret depth. When the brain compares these images, it determines the distance to an object.
503

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相关实验视频

Updated: May 23, 2025

A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
06:28

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从显示到交互:跨现实系统的设计模式.

Robbe Cools, Jihae Han, Augusto Esteves

    IEEE transactions on visualization and computer graphics
    |March 11, 2025
    PubMed
    概括

    本研究介绍了跨现实 (XR) 系统的11个设计模式,解决了对统一框架的需求. 这些模式有助于设计人员在现实-虚拟连续体中创建复杂的XR应用程序.

    科学领域:

    • 人与计算机的交互
    • 虚拟现实 虚拟现实 虚拟现实
    • 增强现实是一种增强现实.

    背景情况:

    • 交叉现实 (XR) 系统集成多种现实,创造复杂的用户体验.
    • 现有的XR研究缺乏统一的设计框架.
    • 这种差距阻碍了复杂的XR应用程序的开发.

    研究的目的:

    • 解决跨现实中需要设计框架的需求.
    • 为XR应用提供一套11个设计模式的综合集.
    • 支持设计人员创建新型XR系统.

    主要方法:

    • 对60篇关于交叉现实的研究论文进行了系统分析.
    • 确定经常出现的解决方案和设计策略.
    • 将设计模式分为基本,起源,显示和交互的分类.

    主要成果:

    • 针对跨现实应用的11个不同的设计模式被确定和定义.
    • 模式详细说明了意图,解决方案,应用示例,图表和原型.
    • 这些图案涵盖了XR设计的基本,起源,显示和交互方面.

    结论:

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    • 展示的设计模式为XR开发提供了基础框架.
    • 这些模式为设计师提供了实际的指导和灵感.
    • 这项工作有助于创建更具凝聚力和有效的跨现实系统.