发表机构
Sony CSL; Carnegie Mellon University; Apple Inc; The University of Tokyo(索尼计算机科学实验室; 卡内基梅隆大学; 苹果公司; 东京大学)
机构由 AI 辅助整理,请以论文原文为准。AI 中文总结
本研究提出一种结合语音、指向和时空演示的交互技术,用于对话式三维创作,通过演示指定行为,实验表明其完成率和准确性显著优于纯语音,并获多数用户偏好。
AI 中文摘要
人们通过将语言与演示相结合来传达事物应如何移动:“像这样打开它。”我们提出了一种交互技术,将这种表达资源引入对话式三维创作中。基于“Put-That-There”系统,我们的系统结合了语音、指向和时空演示来指定可编辑的行为。手部运动为机制的轴、枢轴、范围和节奏提供证据;动画预览使解释可检查。用户通过进一步的言语或演示来细化行为,系统可以请求演示以澄清意图。在一项比较三种输入配置的十二名参与者研究中,我们的系统实现了89%的参与者声明完成率,而仅使用语音时为47%,在六项分类准确性指标上观察到的匹配率最高,并在两项上并列,且被九名参与者偏好。这项工作使演示成为持续创作对话的一部分:行为可以被展示、检查和修订。
英文摘要
People communicate how things should move by combining words with demonstrations: "open it like this." We present an interaction technique that brings this expressive resource to conversational 3D authoring. Building on "Put-That-There," our system combines speech, pointing, and spatiotemporal demonstrations to specify editable behavior. A hand movement supplies evidence for a mechanism's axis, pivot, range, and pace; an animated preview makes the interpretation inspectable. Users refine behavior through further words or demonstrations, and the system can request a demonstration to clarify intent. In a twelve-participant study comparing three input configurations, our system achieved 89% participant-declared completion versus 47% with speech alone, had the highest observed match rates on six categorical accuracy measures and tied on two, and was preferred by nine participants. This work makes demonstration part of an ongoing authoring conversation: behavior can be shown, inspected, and revised.