Academic literature on the topic 'Interfacce Tangibili'

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Journal articles on the topic "Interfacce Tangibili"

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Jeng, Taysheng, and Chia-Hsun Lee. "Tangible Design Media: Toward An Interactive CAD Platform." International Journal of Architectural Computing 1, no. 2 (June 2003): 153–68. http://dx.doi.org/10.1260/147807703771799157.

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This paper presents an interactive CAD platform that uses a tangible user interface to visualize and modify 3D geometry through manipulation of physical artifacts. The tangible user interface attempts to move away from the commonly used non-intuitive desktop CAD environment to a 3D CAD environment that more accurately mimics traditional desktop drawing and pin-up situations. An important goal is to reduce the apparent complexity of CAD user interfaces and reduce the cognitive load on designers. Opportunities for extending tangible design media toward an interactive CAD platform are discussed.
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Xohua-Chacón, José Antonio, Edgard Iván Benítez-Guerrero, and Carmen Mezura-Godoy. "A Tangible System for Learning Relational Algebra." Revista Colombiana de Computación 19, no. 1 (June 1, 2018): 39–55. http://dx.doi.org/10.29375/25392115.3228.

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Tangible User Interfaces (TUIs) are those in which users interact with a digital system through the direct manipulation of physical objects (tokens). Tokens are directly linked to a certain data/functionality within the system, so manipulation of these objects affects the system behavior. This paper introduces TanQuery, a tangible system to support the process of learning Relational Algebra. TanQuery incorporates components to detect and track tokens, and to analyze and execute query trees. The system was tested by university students, and obtained results allowed to observe and analyze that students found this type of interface useful and pleasant. Keywords: Tangible user interfaces; relational algebra.
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Beer, Wolfgang. "GeoPointer – approaching tangible augmentation of the real world." International Journal of Pervasive Computing and Communications 7, no. 1 (April 5, 2011): 60–74. http://dx.doi.org/10.1108/17427371111123694.

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PurposeThe aim of this paper is to present an architecture and prototypical implementation of a context‐sensitive software system which combines the tangible user interface approach with a mobile augmented reality (AR) application.Design/methodology/approachThe work which is described within this paper is based on a creational approach, which means that a prototypical implementation is used to gather further research results. The prototypical approach allows performing ongoing tests concerning the accuracy and different context‐sensitive threshold functions.FindingsWithin this paper, the implementation and practical use of tangible user interfaces for outdoor selection of geographical objects is reported and discussed in detail.Research limitations/implicationsFurther research is necessary within the area of context‐sensitive dynamically changing threshold functions, which would allow improving the accuracy of the selected tangible user interface approach.Practical implicationsThe practical implication of using tangible user interfaces within outdoor applications should improve the usability of AR applications.Originality/valueDespite the fact that there exist a multitude of research results within the area of gesture recognition and AR applications, this research work focuses on the pointing gesture to select outdoor geographical objects.
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de Vries, Bauke, Henri Achten, Maciej Orzechowski, Amy Tan, Nicole Segers, Vincent Tabak, Joran Jessurun, and Marc Coomans. "The Tangible Interface: Experiments as an Integral Part of a Research Strategy." International Journal of Architectural Computing 1, no. 2 (June 2003): 133–52. http://dx.doi.org/10.1260/147807703771799148.

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The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we present research on new tangible interfaces for architectural design support. In particular, we focus on the research methodological question how to investigate such devices. The research strategy is introduced and discussed, after which concrete implementations of this strategy are shown. Based on this work, we conclude that the combination of interface and the context of its use in terms of design method and user needs form crucial aspects for such research and cannot be considered separately.
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Zamorano Urrutia, Francisco Javier, Catalina Cortés Loyola, and Mauricio Herrera Marín. "A Tangible User Interface to Facilitate Learning of Trigonometry." International Journal of Emerging Technologies in Learning (iJET) 14, no. 23 (December 6, 2019): 152. http://dx.doi.org/10.3991/ijet.v14i23.11433.

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In mathematics education, studies reveal difficulties in the teaching-learning of trigonometry in secondary and higher education, due to the fact that students are not encouraged to achieve a deep conceptual understanding of abstract concepts. Several studies demonstrate that incorporating digital technologies has a positive impact on students’ learning. However, most of the existing technologies do not consider the use of the body and multiple senses. Tangible User Interfaces (TUIs) in contrast, can host bodily interactions that have the potential of enhancing learning. Nonetheless, there is a lack of applications of TUIs for trigonometry education. This study consisted in designing and validating a tangible interface for the teaching-learning of basic concepts of trigonometry. The interface hosts a pedagogical experience that privileges exploration through physical manipulation and fosters intuitive and collaborative learning. A Pre-Test was applied to 121 students to determine previous knowledge, yielding a 29.1% performance. After two sessions using the interface, the results of a Post-Test reveal an increase of 37.1%, confirming the educational effectiveness of the interface and the pedagogical experience to facilitate learning of basic concepts of trigonometry.
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Kanev, Kamen. "Tangible Interfaces for Interactive Multimedia Presentations." Mobile Information Systems 4, no. 3 (2008): 183–93. http://dx.doi.org/10.1155/2008/982947.

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This article is devoted to tangible interfaces for steering and control of interactive multimedia presentations. Various methods for digital encoding of physical objects are considered and their applicability in surface encoding for tangible interface components is discussed. Experiments with presentation controls, based on direct interaction with digitally encoded printed handouts are reported. An innovative approach for transferring presentation controls from printed handouts to surfaces of real physical objects is introduced. Consequently labels, digitally enhanced with CLUSPI codes are created and presentation control trials involving real products with digitally encoded surfaces are conducted. USB and wireless cameras are employed as CLUSPI readers for implementing surface based interactions and a portable communication device with an embedded camera is considered as a possible truly mobile solution.
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Michailidis, Heracles, Eleni Michailidi, Stavroula Tavoultzidou, and George F. Fragulis. "Teaching young learners a foreign language via tangible and graphical user interfaces." SHS Web of Conferences 102 (2021): 01014. http://dx.doi.org/10.1051/shsconf/202110201014.

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The use of tangible interfaces in teaching has been proved more effective, user -friendly and helpful in collaborative learning departments, when compared to traditional teaching approaches. In particular, the tangible interface “Makey Makey” is a modern tool that enhances collaboration between pupils, with positive results in education, despite the limited research done on this interface so far. “Makey Makey” succeeds in motivating and engaging young learners in the learning process, showing better performance and scoring results. In addition, its use in teaching has been shown to benefit the learning process in every age learning group.The development and use of such an innovative teaching/learning approach helps young learners perceive the educational process in a different way and assimilate new cognitive fields more effectively. Moreover, educators profit as well, as they can eliminate difficulties and teach more efficiently using examples based on their teaching approach, while enhancing young learners’ parallel skills as well. This study will confirm previous research results stating that assimilation of new concepts is easier with tangible interfaces than with graphical ones, as well as that young learners participating in the survey have shown significant progress in knowledge acquisition when compared to their prior knowledge.
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Pugnali, Alex, Amanda Sullivan, and Marina Umashi Bers. "The Impact of User Interface on Young Children’s Computational Thinking." Journal of Information Technology Education: Innovations in Practice 16 (2017): 171–93. http://dx.doi.org/10.28945/3768.

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Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning
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Desset, Fabien. "Synesthesia in Percy Bysshe Shelley’s ekphrasis: from audible paintings to tangible ideas." Interfaces, no. 36 (January 1, 2015): 187–218. http://dx.doi.org/10.4000/interfaces.239.

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Angelini, Leonardo, Francesco Carrino, Maurizio Caon, Frédéric Lemaréchal, Nadine Couture, Omar Abou Khaled, and Elena Mugellini. "Testing the Tangible Interactive Window with Older Adults." GeroPsych 29, no. 4 (December 2016): 215–24. http://dx.doi.org/10.1024/1662-9647/a000159.

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Abstract. Social relationships are crucial for older adults’ well-being. Past research demonstrated that video-communication technology could reduce social isolation. However, most commercial telecommunication systems have interfaces that are too complex to be operated by older adults without assistance. In this paper, we present a system that exploits the tangible affordances of a physical window to provide a natural interface for an always-on video-communication system. In addition, we present a case study focused on the system accessibility and user acceptance with 8 older adults living in a retirement home. We also describe the preliminary findings based on an observation study and on a semistructured interview. Finally, we discuss the possible improvements and impact this system might have on older adults’ life.
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Dissertations / Theses on the topic "Interfacce Tangibili"

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Garreau, Ludovic. "Élaboration d'une interface tangible pour l'assemblage en CAO." Bordeaux 1, 2005. http://www.theses.fr/2005BOR13013.

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Dans le domaine de l'assemblage mécanique, les logiciels CAO, tout en aidant le concepteur dans sa tâche, masquent des problèmes n'apparaissant que lors de la phase de fabrication. Par exemple, la mise en position relative de deux pièces est triviale à l'aide de la souris mais peut s'avérer complexe voire impossible dans la réalité. Dans cette thèse, nous proposons de résoudre ce problème en permettant au concepteur de tester réellement l'assemblage le plus tôt possible dans le processus de conception. Dans ce but, nous avons choisi de créer une interface tangible adapteé au contrainte d'assemblage. Nous avons choisi le concepi des interfaces tangibles, car les périphériques d'entrées (interacteurs) sont des objets réels qui ont un comportement ou une apparence proche du comportement des objets virtuelles. Ainsi, chaque interface tangible est spécifique à une application et peut faire apparaître des problèmes liés au comportement des objets virtuelles (l'assemblage dans notre cas). Dans un premier temps, nous avons dégagé des principes de conception et exprimé les caractéristiques d'une interface tangible. Puis dans un second temps, nous avons établi une taxinomie sur les principes d'interaction, à partir de laquelle nous avons fait émerger plusieurs principes d'interaction et la manière de les employer selon l'utilité et de l'usage de l'action. Après ces travaux nous avons également étudié l'assemblaghe avec des chercheurs en conception mécanique pour comprendre le comportement que devrait avoir nos interacteurs. Puis nous avons terminé par la réalisation d'un suivi vidéo pour capturer les informations des interacteurs. Nous avons concrétisé tous ces travaux dans le cadre du projet ESKUA sous la forme d'un prototype. Ce prototype comprenant trois composants : les interacteurs (objets réels), la plate-forme (cadre de manipulation), la communication interacteur-odinateur (vidéo), permet de manipuler plusieurs modèles CAO simultanément par le biais des interacteurs.
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Mendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Technology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject.
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Dourado, Antonio Miguel Batista. "Modelo de especificação de interfaces tangíveis de mesa TTUI-SM." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/508.

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In the scenario of computational interfaces development, researches efforts aim to offer new ways of interaction that are closer to the natural way which humans interact with the real world. Amongst the diversity of interface modalities, the tabletop tangible interfaces make the link between physical objects and virtual objects, making possible to "grasp" the interface and interact with it physically, also counting on multitouch interactions. However, in the development process of this kind of interface, there is a lack of specification s model that supports, not only the physical objects interaction, but multitouch interactions as well, and that organizes and classifies the specification in a more agile manner, easier to document and implement. Thus, this work presents a new tabletop tangible user interface specification model, TTUI-SM, that classifies and organizes the interface element specification within many components. A diagramatic tool, TTUI-SMT, was developed based on this model, aiming to make the interface specification and development faster, easier and automatized. To validate the model and tool, two studycases were introduced and specified. An experiment was conducted to evaluate both model and tool, resulting in the comprovation, through questionnaires analysis, of the proposed benefits.
No cenário de desenvolvimento de interfaces computacionais, os avanços nas pesquisas buscam oferecer novas formas de interação que se aproximam da forma natural com que o homem interage com o mundo real. Dentre as diversas interfaces avançadas, as interfaces tangíveis de mesa (tabletop), promovem a ligação entre objetos físicos e objetos virtuais, possibilitando ao usuário interagir com objetos digitais por meio do ambiente físico, e também por meio de interações multitoques. Entretanto, o processo de desenvolvimento deste tipo de interface carece de um modelo de especificação que contemple, além das interações por meio de objetos, interações multitoques e que organize e classifique a especificação de uma maneira mais ágil e mais fácil de documentar e implementar. Assim, este trabalho apresenta um novo modelo de especificação de elementos de interface tangível de mesa, denominado TTUI-SM, que organiza a especificação de elementos de interface em diversos componentes. Uma ferramenta diagramática, o TTUI-SMT, baseada neste modelo de especificação, também foi desenvolvida visando agilizar, facilitar e automatizar o processo de especificação da interface e do seu desenvolvimento. Para validar o modelo e a ferramenta, dois estudos de caso foram introduzidos e especificados. Um experimento foi conduzido para avaliar o modelo e a ferramenta e, por meio de questionários, os benefícios propostos foram validados.
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Gillet, Alexandre. "Interface tangible pour la modélisation moléculaire." Paris 7, 2007. http://www.theses.fr/2007PA077178.

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L'évolution des technologies d'autofabrication assister par ordinateur permet la création de modèles physique pour des molécules biologiques complexes. La réalité augmentée, technologie d'interface d'ordinateur, permet le mélange d'objets réels et graphiques générés par ordinateur. Nous présentons une application qui démontre l'utilisation de modèles tangible de molécule et de la réalité augmenté pour la recherche et la communication en biologie moléculaire. L'environnement utilise de nouvelles techniques d'interaction homme ordinateur et de modélisation moléculaire pour permettre à l'utilisateur de manipuler facilement les models et l'information moléculaire. Cette nouvelle interface permet aux biologistes moléculaires d'explorer les relations spatiales et dynamiques de systèmes moléculaires étudiés. Les modèles physiques fournissent une interface intuitive pour manipuler les modèles d'ordinateur, améliorant l'interface entre l'intention humaine, le modèle physique, et l'activité informatique
The evolving technology of computer auto-fabrication makes it possible to produce physical models for complex biological molecules and assemblies. Augmented reality has recently developed as a computer interface technology that enables the mixing of real world objects and computer generated graphics. We report an application that demonstrates the use of auto-fabricated tangible models and augmented reality for research and communication in molecular biology. We have extended our molecular modeling environment, PMV, to support the fabrication of a wide variety of physical molecular models, and to adapt an augmented reality System that allows virtual 3-D representations to be overlaid onto the tangible molecular models. Users can easily change the overlaid information, switching between different representations of the molecule, displays of molecular properties, or dynamic information. The physical models provide a powerful, intuitive interface for manipulating the computer models, streamlining the interface between human intent. The physical model, and the computational activity
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Shkirando, Elizaveta. "Tangible interfaces for children’s mental healthcare." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23295.

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The area of healthcare has a lot of challenges and restrictions when it comes to design. There is no access to one of the users. A research on this topic resulted in the creation of Robbi – an interactive toy that supports communication between a child and psychologist during their therapy sessions.Children (patients) as stakeholders are a very vulnerable party of this project and as they were not involved in the process directly; there was no opportunity for intervention, observation or action research. When the therapeutic session is happening, the setting of the environment has to be as comfortable for the client as possible and the presence of a third person at the session would disturb the result in a severe way.I would argue here that the therapists can act as proxies in the projects related to design for MHC clients. Psychology therapists are skilled and experienced observers and area experts. In many cases we actually have to think: who is the real end user of our design? What relationships are there between the stakeholders and the solution are? As the project involves therapists as participatory design actors it is fair to say that the therapists are primary users of the design concept that is to be created. It has to fit all the needs of the doctor, enable them to make the therapy sessions more efficient, engaging and profound. At the same time the concept has to be developed in the framework of interaction for children in terms of visuals, tangibility, emotional content and usability.
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Al-Megren, Shiroq. "A tangible user interface for interactive data visualisation." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13819/.

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Information visualisation (infovis) tools are integral for the analysis of large abstract data, where interactive processes are adopted to explore data, investigate hypotheses and detect patterns. New technologies exist beyond post-windows, icons, menus and pointing (WIMP), such as tangible user interfaces (TUIs). TUIs expand on the affordance of physical objects and surfaces to better exploit motor and perceptual abilities and allow for the direct manipulation of data. TUIs have rarely been studied in the field of infovis. The overall aim of this thesis is to design, develop and evaluate a TUI for infovis, using expression quantitative trait loci (eQTL) as a case study. The research began with eliciting eQTL analysis requirements that identified high- level tasks and themes for quantitative genetic and eQTL that were explored in a graphical prototype. The main contributions of this thesis are as follows. First, a rich set of interface design options for touch and an interactive surface with exclusively tangible objects were explored for the infovis case study. This work includes characterising touch and tangible interactions to understand how best to use them at various levels of metaphoric representation and embodiment. These design were then compared to identify a set of options for a TUI that exploits the advantages of touch and tangible interaction. Existing research shows computer vision commonly utilised as the TUI technology of choice. This thesis contributes a rigorous technical evaluation of another promising technology, micro-controllers and sensors, as well as computer vision. However the findings showed that some sensors used with micro-controllers are lacking in capability, so computer vision was adopted for the development of the TUI. The majority of TUIs for infovis are presented as technical developments or design case studies, but lack formal evaluation. The last contribution of this thesis is a quantitative and qualitative comparison of the TUI and touch UI for the infovis case study. Participants adopted more effective strategies to explore patterns and performed fewer unnecessary analyses with the TUI, which led to significantly faster performance. Contrary to common belief bimanual interactions were infrequently used for both interfaces, while epistemic actions were strongly promoted for the TUI and contributed to participants’ efficient exploration strategies.
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Gallardo, Grassot Daniel 1984. "Expanding tangible tabletop interfaces beyond the display." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/292735.

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L’augment de popularitat de les taules i superfícies interactives està impulsant la recerca i la innovació en una gran varietat d’àrees, incloent-­‐hi maquinari, programari, disseny de la interacció i noves tècniques d’interacció. Totes, amb l’objectiu de promoure noves interfícies dotades d’un llenguatge més ric, potent i natural. Entre totes aquestes modalitats, la interacció combinada a sobre i per damunt de la superfície de la taula mitjançant tangibles i gestos és actualment una àrea molt prometedora. Aquest document tracta d’expandir les taules interactives més enllà de la superfície per mitjà de l’exploració i el desenvolupament d’un sistema o dispositiu enfocat des de tres vessants diferents: maquinari, programari i disseny de la interacció. Durant l’inici d’aquest document s’estudien i es resumeixen els diferents trets característics de les superfícies interactives tangibles convencionals o 2D i es presenten els treballs previs desenvolupats per l’autor en solucions de programari que acaben resultant en aplicacions que suggereixen l’ús de la tercera dimensió a les superfícies tangibles. Seguidament, es presenta un repàs del maquinari existent en aquest tipus d’interfícies per tal de concebre un dispositiu capaç de detectar gestos i generar visuals per sobre de la superfície, per introduir els canvis realitzats a un dispositiu existent, desenvolupat i cedit per Microsoft Reseach Cambridge. Per tal d’explotar tot el potencial d’aquest nou dispositiu, es desenvolupa un nou sistema de visió per ordinador que estén el seguiment d’objectes i mans en una superfície 2D a la detecció de mans, dits i etiquetes amb sis graus de llibertat per sobre la superfície incloent-­‐hi la interacció tangible i tàctil convencional a la superfície. Finalment, es presenta una eina de programari per a generar aplicacions per al nou sistema i es presenten un seguit d’aplicacions per tal de provar tot el desenvolupament generat al llarg de la tesi que es conclou presentant un seguit de gestos tant a la superfície com per sobre d’aquesta i situant-­‐los en una nova classificació que alhora recull la interacció convencional 2D i la interacció estesa per damunt de la superfície desenvolupada.
The rising popularity of interactive tabletops and surfaces is spawning research and innovation in a wide variety of areas, including hardware and software technologies, interaction design and novel interaction techniques, all of which seek to promote richer, more powerful and more natural interaction modalities. Among these modalities, combined interaction on and above the surface, both with gestures and with tangible objects, is a very promising area. This dissertation is about expanding tangible and tabletops surfaces beyond the display by exploring and developing a system from the three different perspectives: hardware, software, and interaction design. This dissertation, studies and summarizes the distinctive affordances of conventional 2D tabletop devices, with a vast literature review and some additional use cases developed by the author for supporting these findings, and subsequently explores the novel and not yet unveiled potential affordances of 3D-­‐augmented tabletops. It overviews the existing hardware solutions for conceiving such a device, and applies the needed hardware modifications to an existing prototype developed and rendered to us by Microsoft Research Cambridge. For accomplishing the interaction purposes, it is developed a vision system for 3D interaction that extends conventional 2D tabletop tracking for the tracking of hand gestures, 6DoF markers and on-­‐surface finger interaction. It finishes by conceiving a complete software framework solution, for the development and implementation of such type of applications that can benefit from these novel 3D interaction techniques, and implements and test several software prototypes as proof of concepts, using this framework. With these findings, it concludes presenting continuous tangible interaction gestures and proposing a novel classification for 3D tangible and tabletop gestures.
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Brave, Scott Brenner 1973. "Tangible interfaces for remote communication and collaboration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/29140.

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Ullmer, Brygg Anders. "Models and mechanisms for tangible user interfaces." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29129.

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Flyckt, Magnus. "Cubieo: Ambiguity in Tangible Collaborative User Interfaces." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19640.

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This study investigates how ambiguous qualities in a tangible user interface can generate collaboration between the users of the artifact. The goal of the ambiguous qualities is to not have an interface with a generally accepted way of interaction. In this manner the participants are challenged in their own perception of what a tangible user interface consists of. Interactions with physical objects instead of a standard mouse/keyboard input can explore new techniques of interaction.
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Books on the topic "Interfacce Tangibili"

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Dragana, Radojičić, ed. Making the intangible tangible: The new interface of cultural heritage. Beograd: Institute of Etnography SASA, 2009.

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Beil, Benjamin, Gundolf S. Freyermuth, Hanns Christian Schmidt, and Raven Rusch, eds. Playful Materialities. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462003.

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Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
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Kappers, Astrid M. L. Haptics: Generating and Perceiving Tangible Sensations: International Conference, EuroHaptics 2010, Amsterdam, July 8-10, 2010. Proceedings. Berlin, Heidelberg: Springer-Verlag Bberlin Heidelberg, 2010.

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Hornecker, Eva, and Orit Shaer. Tangible User Interfaces: Past, Present and Future Directions. Now Publishers, 2010.

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Book chapters on the topic "Interfacce Tangibili"

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Baldwin, Mark S., Rushil Khurana, Duncan McIsaac, Yuqian Sun, Tracy Tran, Xiaoyi Zhang, James Fogarty, Gillian R. Hayes, and Jennifer Mankoff. "Tangible Interfaces." In Human–Computer Interaction Series, 715–35. London: Springer London, 2019. http://dx.doi.org/10.1007/978-1-4471-7440-0_36.

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Shamilov, Elias, Nirit Gavish, Hagit Krisher, and Eran Horesh. "Tangible User Interface." In Engineering Psychology and Cognitive Ergonomics, 471–79. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91122-9_38.

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Preim, Bernhard, and Raimund Dachselt. "Tangible User Interfaces." In Interaktive Systeme, 629–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-45247-5_12.

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Zatulovsky, Daniel, and Jihad El-Sana. "Tangible Stickers: A Sensor Based Tangible User Interface." In Virtual Reality and Augmented Reality, 297–304. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31908-3_19.

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Spindler, Martin, Victor Cheung, and Raimund Dachselt. "Dynamic Tangible User Interface Palettes." In Human-Computer Interaction – INTERACT 2013, 159–76. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_12.

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Huang, Jiung-Yao, Yong-Zeng Yeo, Lin Huei, and Chung-Hsien Tsai. "Image-Based Wearable Tangible Interface." In Advances in Intelligent Systems and Applications - Volume 2, 455–64. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35473-1_46.

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Kyung, Ki-Uk, and Junseok Park. "A Motion-Based Handheld Haptic Interface." In Haptics: Generating and Perceiving Tangible Sensations, 277–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14075-4_40.

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García-Canseco, Eloísa, Alain Ayemlong-Fokem, Alex Serrarens, and Maarten Steinbuch. "A Haptic Gearshift Interface for Cars." In Haptics: Generating and Perceiving Tangible Sensations, 315–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14075-4_46.

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Ishii, Hiroshi. "Tangible Bits: Coupling Physicality and Virtuality Through Tangible User Interfaces." In Mixed Reality, 229–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_13.

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Mahler, Thorsten, Marc Hermann, and Michael Weber. "Mobile Interfaces in Tangible Mnemonics Interaction." In Human-Computer Interaction. Ambient, Ubiquitous and Intelligent Interaction, 58–66. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02580-8_7.

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Conference papers on the topic "Interfacce Tangibili"

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Bozgeyikli, Lai Lila, and Evren Bozgeyikli. "Tangiball: Foot-Enabled Embodied Tangible Interaction with a Ball in Virtual Reality." In 2022 IEEE on Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 2022. http://dx.doi.org/10.1109/vr51125.2022.00103.

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Darley, Natalia Toralles, Tatiana Aires Tavares, Vinicius Costa, Gilberto Collares, and Viviane Terra. "Tangible Interfaces." In IHC 2017: Brazilian Symposium on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3160504.3160582.

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Blackwell, Alan F., and Darren Edge. "Articulating tangible interfaces." In the 3rd International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1517664.1517693.

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Bonnard, Quentin, Patrick Jermann, Amanda Legge, Frédéric Kaplan, and Pierre Dillenbourg. "Tangible paper interfaces." In the 2012 ACM international conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2396636.2396658.

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Jennings, Pamela. "Tangible social interfaces." In the 5th conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1056224.1056249.

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Savary, Matthieu, Diemo Schwarz, Denis Pellerin, Florence Massin, Christian Jacquemin, and Roland Cahen. "Dirty tangible interfaces." In CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2479592.

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Chen, Chun-Wen, Kevin C. Tseng, and Shaofu Chang. "Modeling a Tangible User Interface for Navigation in an Information Space." In Applied Human Factors and Ergonomics Conference. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001296.

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The content elements and the connections between elements form an information space that is conceptually similar to a physical space. Navigation is a common problem in information space and in physical space. Using an appropriate metaphor is a key factor in transforming abstract information space into a tangible space that users can accept. This research proposes an interface design approach to navigate an information space, such as the contents of a website or a museum, with a tangible user interface (TUI). The goal of the TUI is to connect the digital and physical space with a visible and tangible form. Tangible objects are used as metaphors to manipulate the information space. Information finding tasks are given to the participants to test user performance and errors, and subjective satisfaction is evaluated with questionnaires. The effects of metaphors and the TUI/graphics user interface (GUI) are to be investigated. The results show that metaphors help users find information with better performance and lower error rates. Users also perceive more usability from interfaces with metaphors and think they can work better. The proposed TUI system can get similar errors and subjective usability as a GUI system, which users are more familiar with.
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Nowacka, Diana, and David Kirk. "Tangible autonomous interfaces (TAIs)." In the 8th International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2540930.2540942.

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Harjuniemi, Emmi. "Soft tangible user interfaces." In MUM '16: 15th International Conference on Mobile and Ubiquitous Multimedia. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3012709.3018008.

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Gilutz, Shuli, Sandra Calvert, Kathleen Kremer, Barbara Chamberlin, and Geri Gay. "Tangible interfaces for children." In the 2012 ACM annual conference extended abstracts. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2212776.2212402.

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Reports on the topic "Interfacce Tangibili"

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Tadros, Mariz, Sofya Shabab, and Amy Quinn-Graham. Violence and Discrimination Against Women of Religious Minority Backgrounds in Iraq. Institute of Development Studies, December 2022. http://dx.doi.org/10.19088/creid.2022.025.

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This volume is part of the Intersections series which explores how the intertwining of gender, religious marginality, socioeconomic exclusion and other factors shape the realities of women and men in contexts where religious inequalities are acute, and freedom of religion or belief is compromised. This volume looks at these intersections in the context of Iraq. Its aim is to amplify the voices of women (and men) whose experiences of religious otherisation have accentuated the impact of the intersections of gender, class, geography and ethnicity. At time of publication, in December 2022, the country is going through a particularly turbulent phase, prompting some to wonder why now? Isn’t it bad timing to focus on the experiences of minorities, let alone inter- and intra-gender dynamics? Iraq is caught in the middle of geo-strategic struggles of tectonic proportions but this is all the more reason to understand the dynamics of micro-politics through a gender-sensitive lens. Doing so sheds light on the interface between global, regional and local power struggles in tangible and concrete ways.
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Kelly, Luke. Lessons Learned on Cultural Heritage Protection in Conflict and Protracted Crisis. Institute of Development Studies (IDS), April 2021. http://dx.doi.org/10.19088/k4d.2021.068.

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This rapid review examines evidence on the lessons learned from initiatives aimed at embedding better understanding of cultural heritage protection within international monitoring, reporting and response efforts in conflict and protracted crisis. The report uses the terms cultural property and cultural heritage interchangeably. Since the signing of the Hague Treaty in 1954, there has bee a shift from 'cultural property' to 'cultural heritage'. Culture is seen less as 'property' and more in terms of 'ways of life'. However, in much of the literature and for the purposes of this review, cultural property and cultural heritage are used interchangeably. Tangible and intangible cultural heritage incorporates many things, from buildings of globally recognised aesthetic and historic value to places or practices important to a particular community or group. Heritage protection can be supported through a number of frameworks international humanitarian law, human rights law, and peacebuilding, in addition to being supported through networks of the cultural and heritage professions. The report briefly outlines some of the main international legal instruments and approaches involved in cultural heritage protection in section 2. Cultural heritage protection is carried out by national cultural heritage professionals, international bodies and non-governmental organisations (NGOs) as well as citizens. States and intergovernmental organisations may support cultural heritage protection, either bilaterally or by supporting international organisations. The armed forces may also include the protection of cultural heritage in some operations in line with their obligations under international law. In the third section, this report outlines broad lessons on the institutional capacity and politics underpinning cultural protection work (e.g. the strength of legal protections; institutional mandates; production and deployment of knowledge; networks of interested parties); the different approaches were taken; the efficacy of different approaches; and the interface between international and local approaches to heritage protection.
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Sett, Dominic, Florian Waldschmidt, Alvaro Rojas-Ferreira, Saut Sagala, Teresa Arce Mojica, Preeti Koirala, Patrick Sanady, et al. Climate and disaster risk analytics tool for adaptive social protection. United Nations University - Institute for Environment and Human Security, March 2022. http://dx.doi.org/10.53324/wnsg2302.

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Adaptive Social Protection (ASP) as discussed in this report is an approach to enhance the well-being of communities at risk. As an integrated approach, ASP builds on the interface of Disaster Risk Management (DRM), Climate Change Adaptation (CCA) and Social Protection (SP) to address interconnected risks by building resilience, thereby overcoming the shortcomings of traditionally sectoral approaches. The design of meaningful ASP measures needs to be informed by specific information on risk, risk drivers and impacts on communities at risk. In contrast, a limited understanding of risk and its drivers can potentially lead to maladaptation practices. Therefore, multidimensional risk assessments are vital for the successful implementation of ASP. Although many sectoral tools to assess risks exist, available integrated risk assessment methods across sectors are still inadequate in the context of ASP, presenting an important research and implementation gap. ASP is now gaining international momentum, making the timely development of a comprehensive risk analytics tool even more important, including in Indonesia, where nationwide implementation of ASP is currently under way. OBJECTIVE: To address this gap, this study explores the feasibility of a climate and disaster risk analytics tool for ASP (CADRAT-ASP), combining sectoral risk assessment in the context of ASP with a more comprehensive risk analytics approach. Risk analytics improve the understanding of risks by locating and quantifying the potential impacts of disasters. For example, the Economics of Climate Adaptation (ECA) framework quantifies probable current and expected future impacts of extreme events and determines the monetary cost and benefits of specific risk management and adaptation measures. Using the ECA framework, this report examines the viability and practicality of applying a quantitative risk analytics approach for non-financial and non-tangible assets that were identified as central to ASP. This quantitative approach helps to identify cost-effective interventions to support risk-informed decision making for ASP. Therefore, we used Nusa Tenggara, Indonesia, as a case study, to identify potential entry points and examples for the further development and application of such an approach. METHODS & RESULTS: The report presents an analysis of central risks and related impacts on communities in the context of ASP. In addition, central social protection dimensions (SPD) necessary for the successful implementation of ASP and respective data needs from a theoretical perspective are identified. The application of the quantitative ECA framework is tested for tropical storms in the context of ASP, providing an operational perspective on technical feasibility. Finally, recommendations on further research for the potential application of a suitable ASP risk analytics tool in Indonesia are proposed. Results show that the ECA framework and its quantitative modelling platform CLIMADA successfully quantified the impact of tropical storms on four SPDs. These SPDs (income, access to health, access to education and mobility) were selected based on the results from the Hazard, Exposure and Vulnerability Assessment (HEVA) conducted to support the development of an ASP roadmap for the Republic of Indonesia (UNU-EHS 2022, forthcoming). The SPDs were modelled using remote sensing, gridded data and available global indices. The results illustrate the value of the outcome to inform decision making and a better allocation of resources to deliver ASP to the case study area. RECOMMENDATIONS: This report highlights strong potential for the application of the ECA framework in the ASP context. The impact of extreme weather events on four social protection dimensions, ranging from access to health care and income to education and mobility, were successfully quantified. In addition, further developments of CADRAT-ASP can be envisaged to improve modelling results and uptake of this tool in ASP implementation. Recommendations are provided for four central themes: mainstreaming the CADRAT approach into ASP, data and information needs for the application of CADRAT-ASP, methodological advancements of the ECA framework to support ASP and use of CADRAT-ASP for improved resilience-building. Specific recommendations are given, including the integration of additional hazards, such as flood, drought or heatwaves, for a more comprehensive outlook on potential risks. This would provide a broader overview and allow for multi-hazard risk planning. In addition, high-resolution local data and stakeholder involvement can increase both ownership and the relevance of SPDs. Further recommendations include the development of a database and the inclusion of climate and socioeconomic scenarios in analyses.
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