Dissertations / Theses on the topic 'Multimodal user interface'

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1

Schneider, Thomas W. "A Voice-based Multimodal User Interface for VTQuest." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/33267.

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The original VTQuest web-based software system requires users to interact using a mouse or a keyboard, forcing the usersâ hands and eyes to be constantly in use while communicating with the system. This prevents the user from being able to perform other tasks which require the userâ s hands or eyes at the same time. This restriction on the userâ s ability to multitask while using VTQuest is unnecessary and has been eliminated with the creation of the VTQuest Voice web-based software system. VTQuest Voice extends the original VTQuest functionality by providing the user with a voice interface to interact with the system using the Speech Application Language Tags (SALT) technology. The voice interface provides the user with the ability to navigate through the site, submit queries, browse query results, and receive helpful hints to better utilize the voice system. Individuals with a handicap that prevents them from using their arms or hands, users who are not familiar with the mouse and keyboard style of communication, and those who have their hands preoccupied need alternative communication interfaces which do not require the use of their hands. All of these users require and benefit from a voice interface being added onto VTQuest. Through the use of the voice interface, all of the systemâ s features can be accessed exclusively with voice and without the use of a userâ s hands. Using a voice interface also frees the userâ s eyes from being used during the process of selecting an option or link on a page, which allows the user to look at the system less frequently. VTQuest Voice is implemented and tested for operation on computers running Microsoft Windows using Microsoft Internet Explorer with the correct SALT and Adobe Scalable Vector Graphics (SVG) Viewer plug-ins installed. VTQuest Voice offers a variety of features including an extensive grammar and out-of-turn interaction, which are flexible for future growth. The grammar offers ways in which users may begin or end a query to better accommodate the variety of ways users may phrase their queries. To accommodate for abbreviations of building names and alternate pronunciations of building names, the grammar also includes nicknames for the buildings. The out-of-turn interaction combines multiple steps into one spoken sentence thereby shortening the interaction and also making the process more natural for the user. The addition of a voice interface is recommended for web applications which a user may need to use his or her eyes and hands to multitask. Additional functionality which can be added later to VTQuest Voice is touch screen support and accessibility from cell phones, Personal Digital Assistants (PDAs), and other mobile devices.
Master of Science
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2

Reeves, Leah. "OPTIMIZING THE DESIGN OF MULTIMODAL USER INTERFACES." Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4130.

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Due to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information presentation (e.g., via which modalities) to capitalize on an individual operator's information processing capabilities and the inherent efficiencies associated with redundant sensory information, thereby alleviating information overload. The present effort addresses this issue by proposing a theoretical framework (Architecture for Multi-Modal Optimization, AMMO) from which multimodal display design guidelines and adaptive automation strategies may be derived. The foundation of the proposed framework is based on extending, at a functional working memory (WM) level, existing information processing theories and models with the latest findings in cognitive psychology, neuroscience, and other allied sciences. The utility of AMMO lies in its ability to provide designers with strategies for directing system design, as well as dynamic adaptation strategies (i.e., multimodal mitigation strategies) in support of real-time operations. In an effort to validate specific components of AMMO, a subset of AMMO-derived multimodal design guidelines was evaluated with a simulated weapons control system multitasking environment. The results of this study demonstrated significant performance improvements in user response time and accuracy when multimodal display cues were used (i.e., auditory and tactile, individually and in combination) to augment the visual display of information, thereby distributing human information processing resources across multiple sensory and WM resources. These results provide initial empirical support for validation of the overall AMMO model and a sub-set of the principle-driven multimodal design guidelines derived from it. The empirically-validated multimodal design guidelines may be applicable to a wide range of information-intensive computer-based multitasking environments.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
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3

McGee, Marilyn Rose. "Investigating a multimodal solution for improving force feedback generated textures." Thesis, University of Glasgow, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.274183.

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4

BOLLINI, LETIZIA. "Multimodal Directing in New-Media. The design of the human-computer interface as a directorship of communication modes integrated in a global medium." Doctoral thesis, Politecnico di Milano, 2002. http://hdl.handle.net/10281/10854.

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This research work is meant to offer a theoretical contribution to the study of Visual Design: in particular, the concept of Multimodal Directorship in New Media is approached, defined and developed. Multimodal Directorship is presented as knowledge framewok for research and experimentation of communication languages supporting human-computer interfaces design. The research about Multimodal Directorship gives a theoretical ground to develop better hermeneutic and design methods. The starting point of this research is to define New-Media as digital communication tools structured around hypertextual links. Many, active communication channels (i. e. visual, textual, acoustic and so on) convey simoultaneously information to the user perception. Every single channel does not act indipendently: it must work as a co-operating element with the other modes of communication within a complex system. Interface design in New Media is part of an interdisciplinary context where a system of direction is identified, articulating the design of modes and languages specific of different perceptions into a global, single, efficient medium. As stated in the cognitive psychology approach of the San Diego School, and from the metaphore of the multimedial authoring software of Canter, the human-computer interaction is very similar to a theatre drama. In this framework the action of the designer is analysed and accordingly the metaphore is resolved. Following this approach the communications designer acts very similarly to a movie or theater director coordinating all the psycho-perceptual effects. The knowledge and the know-how extend therefore outside the traditional field of composition and graphical communication and the designer is involved in a global approach to project. The designer is the privileged author of the intertextual script that writes the different expression modes and the user, as co-author, during the interaction will activate the different communication modes by experiencing the interface. Designers tried to adapt in a mimetical and naïve way the previouse experiences usual in professional practice to digital media. The potential expressions of new-media have been missed and misused. Only the mymesis of traditional media (i. e. like printed paper) was exploited. The challenge for the Multimodal Directorship is to find out a new grammatic and sintaxis to sintetyze the different communication modalities. The methodology doesn’t depend on an episodic technological development aiming to the creation of new languages to cope with the technological innovation. The directorship approach should develop within an abstract, conceptual framework; is constantly growing through interaction with other research fields like semiotic, cognitive psycology, information technology and so on. The knowledge that comes out from design research modifies the professional process. The Multimodal Directorship as discipline of new-media design utilies and reshapes knowledge previously produced within its own field, and foster constantly a critical knowledge on the professional practice.
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5

Cross, E. Vincent Gilbert Juan E. "Human coordination of robot teams an empirical study of multimodal interface design /." Auburn, Ala, 2009. http://hdl.handle.net/10415/1701.

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6

Ronkainen, S. (Sami). "Designing for ultra-mobile interaction:experiences and a method." Doctoral thesis, University of Oulu, 2010. http://urn.fi/urn:isbn:9789514261794.

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Abstract Usability methodology has matured into a well-defined, industrially relevant field with its own findings, theories, and tools, with roots in applying information technology to user interfaces ranging from control rooms to computers, and more recently to mobile communications devices. The purpose is regularly to find out the users’ goals and to test whether a design fulfils the usability criteria. Properly applied, usability methods provide reliable and repeatable results, and are excellent tools in fine-tuning existing solutions The challenges of usability methodologies are in finding new concepts and predicting their characteristics before testing, especially when it comes to the relatively young field of mobile user interfaces. Current usability methods concentrate on utilising available user-interface technologies. They do not provide means to clearly identify, e.g., the potential of auditory or haptic output, or gestural input. Consequently, these new interaction techniques are rarely used, and the long-envisioned useful multimodal user interfaces are yet to appear, despite their assumed and existing potential in mobile devices. Even the most advocated and well-known multimodal interaction concepts, such as combined manual pointing and natural language processing, have not materialised in applications. An apparent problem is the lack of a way to utilise a usage environment analysis in finding out user requirements that could be met with multimodal user interfaces. To harness the full potential of multimodality, tools to identify both little or unused and overloaded modalities in current usage contexts are needed. Such tools would also help in putting possibly existing novel interaction paradigms in context and pointing out possible deficiencies in them. In this thesis, a novel framework for analysing the usage environment from a user-centric perspective is presented. Based on the findings, a designer can decide between offering a set of multiple devices utilising various user-interface modalities, or a single device that offers relevant modalities, perhaps by adapting to the usage environment. Furthermore, new techniques for creating mobile user interfaces utilising various modalities are proposed. The framework has evolved from the experiences gathered from the designs of experimental and actual product-level uni- and multimodal user interface solutions for mobile devices. It has generated novel multimodal interaction and interface techniques that can be used as building blocks in system designs.
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Almutairi, Badr. "Multimedia communication in e-government interface : a usability and user trust investigation." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10503.

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In the past few years, e-government has been a topic of much interest among those excited about the advent of Web technologies. Due to the growing demand for effective communication to facilitate real-time interaction between users and e-government applications, many governments are considering installing new tools by e-government portals to mitigate the problems associated with user – interface communication. Therefore, this study is to indicate the use of multimodal metaphors such as audio-visual avatars in e-government interfaces; to increase the user performance of communications and to reduce information overload and lack of trust that is common with many e-government interfaces. However, only a minority of empirical studies has been focused on assessing the role of audio-visual metaphors in e-government. Therefore, the subject of this thesis’ investigation was the use of novel combinations of multimodal metaphors in the presentation of messaging content to produce an evaluation of these combinations’ effects on the users’ communication performance as well as the usability of e-government interfaces and perception of trust. The thesis outlines research comprising three experimental phases. An initial experiment was to explore and compare the usability of text in the presentation of the messaging content versus recorded speech and text with graphic metaphors. The second experimental was to investigate two different styles of incorporating initial avatars versus the auditory channel. The third experiment examined a novel approach around the use of speaking avatars with human-like facial expressions, obverse speaking avatars full body gestures during the presentation of the messaging content to compare the usability and communication performance as well as the perception of trust. The achieved results demonstrated the usefulness of the tested metaphors to enhance e-government usability, improve the performance of communication and increase users’ trust. A set of empirically derived ground-breaking guidelines for the design and use of these metaphors to generate more usable e-government interfaces was the overall provision of the results.
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Zanello, Marie-Laure. "Contribution à la connaissance sur l'utilisation et la gestion de l'interface multimodale." Université Joseph Fourier (Grenoble), 1997. http://www.theses.fr/1997GRE10139.

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Dans le cadre de l'interaction homme-machine multimodale, le presuppose de base est que la communication humaine est multimodale et efficace, et qu'il doit donc en etre de meme pour ce cas particulier d'interaction. On peut cependant se demander si les modalites que l'on cherche a integrer dans les interfaces correspondent a une potentialite humaine, si elles peuvent etre mises en uvre par l'utilisateur, dans quelle mesure, et surtout si elles augmentent ou non l'efficacite de l'interaction. L'objectif de ce travail est donc d'etudier, par le biais de deux experiences et de leur analyse comparative avec une troisieme, le comportement d'utilisateurs potentiels d'interfaces multimodales. Nos resultats montrent, entre autres, une utilisation spontanee et simple de la multimodalite ; un apprentissage est donc necessaire pour une utilisation performante et complexe de ces nouvelles possibilites d'interaction. Nous avons pu aussi observer une interdependance entre le type de tache a realiser et l'utilisation d'une modalite ou d'une autre, ou encore l'interet de la multimodalite comme moyen de repousser les situations bloquantes.
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García, Sánchez Juan Carlos. "Towards a predictive interface for the specification of intervention tasks in underwater robotics." Doctoral thesis, Universitat Jaume I, 2021. http://dx.doi.org/10.6035/14101.2021.93456.

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Robots play a critical role in our everyday lives, performing tasks as diverse as maintenance, surveillance, exploration in harsh environments, or search and rescue operations. Concerning the different environments where they operate, the submarine is one of those that has increased its activity the most. Nowadays, there are three types of robots: ROVs, AUVs and HROVs. Despite the differences in structure and capabilities, there is a problem common to all three: the human-robot interaction has various deficiencies, and the user continues to play a central role from the point of view of decision-making. This thesis is focused on research related to human-robot interaction: the use of algorithms to assist the user during the mission specification (making the user interface easy to use), the exploration of a multimodal interface and the proposal for a robot control architecture (allowing change from autonomous to teleoperated, or vice versa).
Los robots desempeñan un papel fundamental en nuestra vida cotidiana, realizando tareas tan diversas como mantenimiento, vigilancia, exploración en entornos hostiles u operaciones de búsqueda y rescate. De entre todos los entornos donde actúan, el submarino es uno de los que más ha aumentado su actividad. Los tipos de robots utilizados son: ROVs, AUVs y HROVs. Existe un problema común a los tres: la interacción hombre-robot presenta diversas deficiencias y el usuario sigue jugando un papel central desde el punto de vista de la toma de decisiones. La presente tesis está centrada en la investigación relacionada con la interacción hombre-robot: el uso de algoritmos para asistir al usuario durante la especificación de la misión (haciendo que la interfaz de usuario sea fácil de usar), la exploración de una interfaz multimodal y la propuesta de una arquitectura de control del robot (permitiendo cambiar desde autónomo a teleoperado, o viceversa).
Programa de Doctorat en Informàtica
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Husseini, Orabi Ahmed. "Multi-Modal Technology for User Interface Analysis including Mental State Detection and Eye Tracking Analysis." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36451.

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We present a set of easy-to-use methods and tools to analyze human attention, behaviour, and physiological responses. A potential application of our work is evaluating user interfaces being used in a natural manner. Our approach is designed to be scalable and to work remotely on regular personal computers using expensive and noninvasive equipment. The data sources our tool processes are nonintrusive, and captured from video; i.e. eye tracking, and facial expressions. For video data retrieval, we use a basic webcam. We investigate combinations of observation modalities to detect and extract affective and mental states. Our tool provides a pipeline-based approach that 1) collects observational, data 2) incorporates and synchronizes the signal modality mentioned above, 3) detects users' affective and mental state, 4) records user interaction with applications and pinpoints the parts of the screen users are looking at, 5) analyzes and visualizes results. We describe the design, implementation, and validation of a novel multimodal signal fusion engine, Deep Temporal Credence Network (DTCN). The engine uses Deep Neural Networks to provide 1) a generative and probabilistic inference model, and 2) to handle multimodal data such that its performance does not degrade due to the absence of some modalities. We report on the recognition accuracy of basic emotions for each modality. Then, we evaluate our engine in terms of effectiveness of recognizing basic six emotions and six mental states, which are agreeing, concentrating, disagreeing, interested, thinking, and unsure. Our principal contributions include the implementation of a 1) multimodal signal fusion engine, 2) real time recognition of affective and primary mental states from nonintrusive and inexpensive modality, 3) novel mental state-based visualization techniques, 3D heatmaps, 3D scanpaths, and widget heatmaps that find parts of the user interface where users are perhaps unsure, annoyed, frustrated, or satisfied.
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Nordmark, Anton. "Designing Multimodal Warning Signals for Cyclists of the Future." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74884.

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Traffic is a complex environment in which many actors take part; several new technologies bring promises of reducing this complexity. However, cyclists—a particularly vulnerable road user group—have so far been somewhat put aside in these new developments, among them being Cooperative Intelligent Traffic Systems (C-ITS) and their aspects of human–computer interaction. This master’s thesis of industrial design engineering presents five multimodal collision warning signals for cyclists—future ones in these supposed C-ITS—using a novel application of bone conduction headphones (BCH) via sensations of both sound and touch. The thesis project was conducted as a complementary subset of the larger research project ‘V2Cyclist’ orchestrated by RISE Interactive. V2Cyclist set out to adapt the wireless V2X-protocol for cyclists by developing a physical prototype in the form of a bicycle helmet and corresponding human–computer interface. A significant part of the theoretical framework for this thesis was multiple resource theory: tasks in a different modality can be performed more effectively than in one already taxed attentively. Literature on human factors was also applied, particularly with regards to the perception of sound; evidence suggests that humans evolved a perceptual bias for threatening and ‘looming’ sounds that appear to encroach our peripersonal space; ethological findings point toward the association with low-frequency sounds to largeness. Sound design techniques usually applied to more artistic ends, such as synthesis and mixing, were repurposed for the novel, audiotactile context of this thesis. The thesis process was rooted in design thinking and consisted of four stages: context immersion, ideation, concept development, and lastly evaluation; converging and diverging the novel design space of using BCH in an audiotactile, i.e. bimodal way. The divergent approach generated a wide range of ideas. The later convergent approach did not result in one, definite design as further evaluation is required but also due to unknowns in terms of future hardware and network constraints. Given the plurality and diversity of cyclists, it may well follow that there is no optimal collision warning design in the singular. Hence, a range of five different solutions is presented. Each of the five multimodal collision warnings presents a different approach to conveying a sense of danger and urgency. Some warning signals are static in type, while others are more dynamic. Given the presumed rarity of collision warnings, multiple design techniques and rationales were applied separately, as well as in combination, to create different warning stimuli that signaled high urgency in an intuitive way. Namely, the use of: conventions in design and culture; explicitness in the form of speech; visceral appeal via threatening and animalistic timbres; dynamic and procedurally generated feedback; multimodal salience; crossmodal evocation of ‘roughness;’ size-sound symbolism to imply largeness; and innately activating characteristics of looming sounds.
Trafiken är en komplex miljö med många deltagare; diverse ny teknik gör anspråk på att underlätta denna komplexitet. Men, cyklister—en särskilt utsatt grupp av trafikanter—har hittills hamnat i skymundan för sådana utvecklingar. Vidare, aspekten av användbara gränssnitt för cyklister inom sådana uppkopplade och samverkande trafiksystem (C-ITS) har utforskats desto mindre. Det här examensarbetet inom Teknisk design presenterar fem multimodala kollisionsvarningar avsedda för cyklister—framtida sådana i dessa C-ITS—genom en ny och bimodal användning av benledande hörlurar via både ljud och vibrationer. Examensarbetet genomfördes i koppling till forskningsprojektet V2Cyclist, orkestrerat av RISE Interactive, vars projektmål var att anpassa det trådlösa kommunikationsprotokollet V2X för cyklister via en fysisk prototyp i form av en cykelhjälm och parallellt utveckla ett tillhörande användargränssnitt. En viktig del av det teoretiska ramverket för det här examensarbetet grundar sig på multiple resource theory: uppgifter kan utföras mer effektivt i en annan modalitet än i en som redan är belastad med uppmärksamhet. Mänskliga faktorer och teori om vår uppfattning användes; bevis pekar på att människor har evolutionärt utvecklat en bias för hotande ljud som upplevs inkräkta på vårt närmsta personliga revir; etologiska rön visar på en koppling mellan lågfrekventa ljud och ‘storhet.’ Tekniker inom ljuddesign vanligtvis använda till mer artistiska ändamål, såsom syntes och mixning, användes här till godo för att utforska den nya och bimodala designrymden. Processen för arbetet grundade sig i design thinking och bestod av fyra faser: kontextfördjupning, idégenerering, konceptutveckling, och utvärdering. En ny och tidigare outforskad designrymd beståendes av en bimodal, ljudtaktil användning av benledande hörlurar divergerades och konvergerades. Ett initialt utforskande angreppssätt gav upphov till en bred mängd av idéer. Ett senare renodlande angreppssätt gick, dock, inte hela vägen till endast en optimal lösning, då vidare utvärdering krävs men också på grund av okända teknologiska begränsningar. Dessutom, givet cyklisters stora mångfald, kan det möjligtvis följa att det inte finns någon enskild design av den optimala kollisionsvarningen. Ett spann på fem olika lösningar presenteras därmed. Fem koncept för multimodala kollisionsvarningar presenteras där varje variant uttrycker fara och kritiskhet på olika sätt. Vissa är statiska i typ, medan andra verkar mer kontinuerligt och dynamiskt. Det antogs att kollisionsvarningar sker sällan. Olika designtekniker och motiveringar har använts, ibland i kombination med varandra, för att skapa kollisionsvarningar vars avsikter omedelbart förstås: normer inom design och kultur gällande ljud; uttalad kommunikation i form av tal; anspråk på människors biologiska intuition via hotfulla och djurliknande klangfärger; dynamisk och procedurellt genererad feedback; multimodal effektfullhet; korsmodal känsla av grova texturer; size-sound symbolism för att antyda ‘storhet;’ samt de naturligt aktiverande egenskaperna hos looming sounds.
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Leme, Ricardo Roberto. "Uma proposta de design da interação multimodal para e com a terceira idade para dispositivos móveis." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/633.

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Made available in DSpace on 2016-06-02T19:07:09Z (GMT). No. of bitstreams: 1 LEME_Ricardo_2015.pdf: 7202991 bytes, checksum: e01ea6e52b9be5ca7ceca1056abb2bcc (MD5) Previous issue date: 2015-01-23
The use of small mobile devices such as smartphones and tablets has been growing in various public in Brazil. Even though many devices have features such as touch, gestures, voice, many applications do not adopt such resources to support different ways of interaction. Among the various audiences that have been using the mobile devices in Brazil, it can highlight the elderly person. To understand the needs of elderly audience is important not only observe their actions as well as brings them to inside of the process of development. User Centered Design (UCD) is a methodology that uses models, methods and processes for software design aiming to fulfill the user needs, composed by the steps of research, development and evaluation. Based on the UCD principals, this work presents an approach to support the design of interaction which besides being to the user, is also developed with the elderly user adding to the UCD cycle the techniques of participatory design and of personas. The application developed by the approach allows the elderly users to use the multimodal interaction according to their preferences and to the context of use. The methodology of this work was composed by three steps. First, a systematic review gave the support to the fundamentals and to the delimitation of the work scope. After that, the approach was designed based on UCD method including the participatory aspects. The proposal verification was conducted following the approach phases with the participation of a total of 279 elderly users. The results show that the elderly user, as a active member of the development process, aiding on the identification of real interaction aspects of the application.
O uso de dispositivos móveis, como smartphones e tablets vem crescendo junto a vários públicos no Brasil. Mesmo que muitos dispositivos possuam características tais como toque, gestos, voz, muitas aplicações não adotam tais recursos para apoiar diferentes formas de interação. Entre os diversos públicos que utilizam os dispositivos móveis no Brasil, pode-se destacar o usuário da terceira idade. Para entender as necessidades deste público, é importante não somente observar as suas ações, mas trazê-los para o processo de desenvolvimento. O Design Centrado no Usuário (UCD) é uma metodologia que utiliza modelos, métodos e processos de design de software com o objetivo para atender as necessidades do usuário, composto pelas etapas de pesquisa, desenvolvimento e avaliação. Com base nos princípios da UCD, este trabalho apresenta uma abordagem para apoiar o projeto de interação que além de ser para o usuário, também é desenvolvido com o usuário da terceira idade somando-se ao ciclo da UCD as técnicas de design participativo e de personas. A aplicação desenvolvida pela abordagem permite que os usuários idosos utilizem a interação multimodal de acordo com as suas preferências e para o contexto de utilização. A metodologia deste trabalho foi composta por três etapas. Em primeiro lugar, uma revisão sistemática deu o apoio para os fundamentos e para a delimitação do âmbito de trabalho. Depois disso, a abordagem foi concebida com base no método da UCD incluindo os aspectos de participação. A abordagem proposta foi realizada seguindo as fases de aproximação com a participação de um total de 279 usuários idosos. Os resultados mostram que o usuário idoso, como um membro ativo do processo de desenvolvimento, pode auxiliar na identificação de aspectos reais de interação da aplicação.
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Morin, Philippe. "Partner, un système de dialogue homme-machine multimodal pour applications finalisées à forte composante orale." Nancy 1, 1994. http://www.theses.fr/1994NAN10423.

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L'objet de notre étude porte sur l'élaboration d'un système générique de dialogue homme-machine multimodal, le système Partner. Ses objectifs portent d'une part sur la création d'une interface multimodale conviviale et robuste, et d'autre part sur la définition d'une architecture propre à faciliter le développement d'applications variées. Sa contribution se situe dans le cadre d'applications finalisées. L'interface multimodale qu'il fournit, permet à un utilisateur coopératif de communiquer naturellement avec une application au moyen de la parole, mais aussi au moyen d'autres périphériques comme une souris, un écran tactile et un clavier. Un modèle sémantique multimodal est utilisé pour assurer l'indépendance du système vis-à-vis des périphériques d'entrées/sorties et de la langue. L'approche de Partner est basée sur une analyse des besoins interactionnels des applications qui a conduit à l'identification d'invariants dialogue. Il se caractérise par une architecture originale qui est de type client/serveur. Elle correspond à une décomposition de l'activité de communication en deux domaines d'expertise qui permet de décharger les applications des aspects interactionnels du dialogue pour que celles-ci puissent se focaliser sur leur tache. Un environnement de développement (toolkit dialogue) est mis à la disposition des concepteurs d'applications. Pour assurer une interaction conviviale et robuste, le système fournit également des mécanismes pour la gestion d'erreurs et d'incertitudes, et propose différentes solutions pour assister les utilisateurs dans leur interaction avec la machine. Partner est un système de dialogue opérationnel qui a donne lieu, à ce jour, à la réalisation de trois applications qui fonctionnent en temps réel et en plusieurs langues
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Kernchen, Jochen Ralf. "Mobile multimodal user interfaces." Thesis, University of Surrey, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.531385.

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Miners, William Ben. "Toward Understanding Human Expression in Human-Robot Interaction." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/789.

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Intelligent devices are quickly becoming necessities to support our activities during both work and play. We are already bound in a symbiotic relationship with these devices. An unfortunate effect of the pervasiveness of intelligent devices is the substantial investment of our time and effort to communicate intent. Even though our increasing reliance on these intelligent devices is inevitable, the limits of conventional methods for devices to perceive human expression hinders communication efficiency. These constraints restrict the usefulness of intelligent devices to support our activities. Our communication time and effort must be minimized to leverage the benefits of intelligent devices and seamlessly integrate them into society. Minimizing the time and effort needed to communicate our intent will allow us to concentrate on tasks in which we excel, including creative thought and problem solving.

An intuitive method to minimize human communication effort with intelligent devices is to take advantage of our existing interpersonal communication experience. Recent advances in speech, hand gesture, and facial expression recognition provide alternate viable modes of communication that are more natural than conventional tactile interfaces. Use of natural human communication eliminates the need to adapt and invest time and effort using less intuitive techniques required for traditional keyboard and mouse based interfaces.

Although the state of the art in natural but isolated modes of communication achieves impressive results, significant hurdles must be conquered before communication with devices in our daily lives will feel natural and effortless. Research has shown that combining information between multiple noise-prone modalities improves accuracy. Leveraging this complementary and redundant content will improve communication robustness and relax current unimodal limitations.

This research presents and evaluates a novel multimodal framework to help reduce the total human effort and time required to communicate with intelligent devices. This reduction is realized by determining human intent using a knowledge-based architecture that combines and leverages conflicting information available across multiple natural communication modes and modalities. The effectiveness of this approach is demonstrated using dynamic hand gestures and simple facial expressions characterizing basic emotions. It is important to note that the framework is not restricted to these two forms of communication. The framework presented in this research provides the flexibility necessary to include additional or alternate modalities and channels of information in future research, including improving the robustness of speech understanding.

The primary contributions of this research include the leveraging of conflicts in a closed-loop multimodal framework, explicit use of uncertainty in knowledge representation and reasoning across multiple modalities, and a flexible approach for leveraging domain specific knowledge to help understand multimodal human expression. Experiments using a manually defined knowledge base demonstrate an improved average accuracy of individual concepts and an improved average accuracy of overall intents when leveraging conflicts as compared to an open-loop approach.
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Lingam, Sumanth (Sumanth Kumar) 1978. "User interfaces for multimodal systems." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8614.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2001.
Includes bibliographical references (leaves 68-69).
As computer systems become more powerful and complex, efforts to make computer interfaces more simple and natural become increasingly important. Natural interfaces should be designed to facilitate communication in ways people are already accustomed to using. Such interfaces allow users to concentrate on the tasks they are trying to accomplish, not worry about what they must do to control the interface. Multimodal systems process combined natural input modes- such as speech, pen, touch, manual gestures, gaze, and head and body movements- in a coordinated manner with multimedia system output. The initiative at W3C is to make the development of interfaces simple and easy to distribute applications across the Internet in an XML development environment. The languages so far such as HTML designed at W3C are for a particular platform and are not portable to other platforms. User Interface Markup Language (UIML) has been designed to develop cross-platform interfaces. It will be shown in this thesis that UIML can be used not only to develop multi-platform interfaces but also for creating multimodal interfaces. A survey of existing multimodal applications is performed and an efficient and easy-to-develop methodology is proposed. Later it will be also shown that the methodology proposed satisfies a major set of requirements laid down by W3C for multimodal dialogs.
by Sumanth Lingam.
M.Eng.
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Bourgeois, Paul Alan, and David K. Hsiao. "The instrumentation of the multimodel and multilingual user interface." Thesis, Monterey, California: Naval Postgraduate School, 1993. http://hdl.handle.net/10945/24184.

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18

Raisamo, Roope. "Multimodal human-computer interaction a constructive and empirical study /." Tampere, [Finland] : University of Tampere, 1999. http://acta.uta.fi/pdf/951-44-4702-6.pdf.

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19

McGee, David R. "Augmenting environments with multimodal interaction /." Full text open access at:, 2003. http://content.ohsu.edu/u?/etd,222.

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20

Rovelo, Ruiz Gustavo Alberto. "Multimodal 3D User Interfaces for Augmented Reality and Omni-Directional Video." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/53916.

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[EN] Human-Computer Interaction is a multidisciplinary research field that combines, amongst others, Computer Science and Psychology. It studies human-computer interfaces from the point of view of both, technology and the user experience. Researchers in this area have now a great opportunity, mostly because the technology required to develop 3D user interfaces for computer applications (e.g. visualization, tracking or portable devices) is now more affordable than a few years ago. Augmented Reality and Omni-Directional Video are two promising examples of this type of interfaces where the user is able to interact with the application in the three-dimensional space beyond the 2D screen. The work described in this thesis is focused on the evaluation of interaction aspects in both types of applications. The main goal is contributing to increase the knowledge about this new type of interfaces to improve their design. We evaluate how computer interfaces can convey information to the user in Augmented Reality applications exploiting human multisensory capabilities. Furthermore, we evaluate how the user can give commands to the system using more than one type of input modality, studying Omnidirectional Video gesture-based interaction. We describe the experiments we performed, outline the results for each particular scenario and discuss the general implications of our findings.
[ES] El campo de la Interacción Persona-Computadora es un área multidisciplinaria que combina, entre otras a las Ciencias de la Computación y Psicología. Estudia la interacción entre los sistemas computacionales y las personas considerando tanto el desarrollo tecnológico, como la experiencia del usuario. Los dispositivos necesarios para crear interfaces de usuario 3D son ahora más asequibles que nunca (v.gr. dispositivos de visualización, de seguimiento o móviles) abriendo así un área de oportunidad para los investigadores de esta disciplina. La Realidad Aumentada y el Video Omnidireccional son dos ejemplos de este tipo de interfaces en donde el usuario es capaz de interactuar en el espacio tridimensional más allá de la pantalla de la computadora. El trabajo presentado en esta tesis se centra en la evaluación de la interacción del usuario con estos dos tipos de aplicaciones. El objetivo principal es contribuir a incrementar la base de conocimiento sobre este tipo de interfaces y así, mejorar su diseño. En este trabajo investigamos de qué manera se pueden emplear de forma eficiente las interfaces multimodales para proporcionar información relevante en aplicaciones de Realidad Aumentada. Además, evaluamos de qué forma el usuario puede usar interfaces 3D usando más de un tipo de interacción; para ello evaluamos la interacción basada en gestos para Video Omnidireccional. A lo largo de este documento se describen los experimentos realizados y los resultados obtenidos para cada caso en particular. Se presenta además una discusión general de los resultados.
[CAT] El camp de la Interacció Persona-Ordinador és una àrea d'investigació multidisciplinar que combina, entre d'altres, les Ciències de la Informàtica i de la Psicologia. Estudia la interacció entre els sistemes computacionals i les persones considerant tant el desenvolupament tecnològic, com l'experiència de l'usuari. Els dispositius necessaris per a crear interfícies d'usuari 3D són ara més assequibles que mai (v.gr. dispositius de visualització, de seguiment o mòbils) obrint així una àrea d'oportunitat per als investigadors d'aquesta disciplina. La Realitat Augmentada i el Vídeo Omnidireccional són dos exemples d'aquest tipus d'interfícies on l'usuari és capaç d'interactuar en l'espai tridimensional més enllà de la pantalla de l'ordinador. El treball presentat en aquesta tesi se centra en l'avaluació de la interacció de l'usuari amb aquests dos tipus d'aplicacions. L'objectiu principal és contribuir a augmentar el coneixement sobre aquest nou tipus d'interfícies i així, millorar el seu disseny. En aquest treball investiguem de quina manera es poden utilitzar de forma eficient les interfícies multimodals per a proporcionar informació rellevant en aplicacions de Realitat Augmentada. A més, avaluem com l'usuari pot utilitzar interfícies 3D utilitzant més d'un tipus d'interacció; per aquesta raó, avaluem la interacció basada en gest per a Vídeo Omnidireccional. Al llarg d'aquest document es descriuen els experiments realitzats i els resultats obtinguts per a cada cas particular. A més a més, es presenta una discussió general dels resultats.
Rovelo Ruiz, GA. (2015). Multimodal 3D User Interfaces for Augmented Reality and Omni-Directional Video [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/53916
TESIS
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21

Wang, Yifei. "Designing chatbot interfaces for language learning : ethnographic research into affect and users' experiences." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/2742.

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During the past few decades, there has been increasing attention to multimodal adaptive language learning interface design. The purpose of this study was to examine users’ experiences with a chatbot language learning interface through the lens of cognitive emotions and emotions in learning. A particular focus of this study was on users’ interactions with a chatbot in a public setting and in a private environment. Focusing on the event of users’ interaction with a chatbot interface, seventy-five interactions were videotaped in this study, in which fifteen users were asked to interact with the chatbot “Lucy” for their language learning. The video-stimulated post interaction interviews with participants provided complementary data for understanding their experiences with the language learning system. Analysis of twenty-five interactions selected from a total of seventy-five revealed five main factors of chatbot language tutor interface design and their relative significance in the process of users’ meaning making and knowledge construction. Findings showed that users’ sensory, emotional, cultural, linguistic and relational engagement influenced their responses to the chatbot interface, which in turn, shaped their learning processes. Building on a theoretical framework of cognitive emotions and emotions in learning, this study documented users’ language learning processes with the chatbot language learning interface by investigating users’ experiences. The findings and techniques resulting from this study will help designers and researchers achieve a better understanding of users’ experiences with technology and the role of emotions in the processes of learning when using technology and assist them to improve the design of language learning environments.
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Wang, Chong, and 王翀. "Joint color-depth restoration with kinect depth camera and its applications to image-based rendering and hand gesture recognition." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/206343.

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Ciuffreda, Antonio. "An empirical investigation in using multi-modal metaphors to browse internet search results : an investigation based upon experimental browsing platforms to examine usability issues of multi-nodal metaphors to communicate internet-based search engine results." Thesis, University of Bradford, 2008. http://hdl.handle.net/10454/4301.

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This thesis explores the use of multimodality to communicate retrieved results of Internet search engines. The investigation aimed to investigate suitable multimodal metaphors which would increase the level of usability of Internet search engine interfaces and enhance users` experience in the search activity. The study consisted of three experiments based on questionnaires and Internet search activities with a set of text-based and multimodal interfaces. These interfaces were implemented in two browsing platforms, named AVBRO and AVBRO II. In the first experiment, the efficiency of specific multimodal metaphors to communicate additional information of retrieved results was investigated. The experiment also sought to obtain users` views of these metaphors with a questionnaire. An experimental multimodal interface of the AVBRO platform, which communicated additional information with a combination of three 2D graphs and musical stimuli, was used as a basis for the experiment, together with the Google search engine. The results obtained led to the planning of a second experiment. The aim of this experiment was to obtain and compare the level of usability of four different experimental multimodal interfaces and one traditional text-based interface, all implemented in the AVBRO II platform. Effectiveness, efficiency and users` satisfaction were used as criteria to evaluate the usability of these interfaces. In the third and final experiment the usability analysis of a traditional text-based interface and the two most suitable experimental multimodal interfaces of the AVBRO II platform was further investigated. Learnability, errors rate, efficiency, memorability and users` satisfaction were used as criteria to evaluate the usability of these interfaces. The analysis of the results obtained from these experiments provided the basis for a set of design guidelines for the development of usable interfaces based on a multimodal approach.
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Le, gouis Benoît. "Contribution to the study of haptic perception and renderinf of deformable virtual objects." Thesis, Rennes, INSA, 2017. http://www.theses.fr/2017ISAR0019/document.

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L'haptique joue un rôle majeur dans l'interaction avec des environnements virtuels, avec de nombreuses applications en entraînement virtuel, en prototypage et en assistance de téléopérations. En particulier, les objets déformables représentent un défi pour la simulation à cause de leur comportement intrinsèquement complexe. À cause des besoins particuliers en terme de puissance liés à l'interaction haptique, il est en général nécessaire de faire un compromis entre efficacité et précision, et tirer le meilleur parti de ce compromis reste un défi majeur. Les objectifs de ce doctorat sont premièrement d'améliorer l'interaction haptique avec des objets virtuels déformables au comportement complexe, et enfin d'étudier en quoi la perception peut nous aider dans cette tâche.Dans cette thèse, nous proposons dans un premier temps un modèle pour la simulation physique d'objets hétérogènes déformables. Plus précisément, nous nous intéressons au problème de la multirésolution géométrique pour les objets hétérogènes, en nous concentrant sur la représentation de l'hétérogénéité à basse résolution des objets simulés. La contribution consiste en une méthode d'attribution de l'élasticité pour la basse résolution de l'objet, et une évaluation de ce changement de géométrie sur la perception haptique.Nous nous intéressons ensuite à une autre classe de comportements complexes, les changements topologiques, en proposant un pipeline de simulation pour la déchirure haptique bimanuelle d'objets déformables fins. Cette contribution se concentre sur deux aspects essentiels à la simulation efficace de déchirure, à savoir la détection de collision pour les objets surfaciques, et la simulation physique efficace de déchirure. La simulation est particulièrement optimisée pour la propagation de déchirure.Le dernier aspect couvert dans cette thèse est l'influence de l'environnement sur la perception haptique de raideur, et plus particulièrement les environnements de Réalité Augmentée (RA). Comment perçoit-on les objets en RA par rapport à la Réalité Virtuelle (RV)? Est-ce que nous interagissons de la même manière dans ces deux environnements? Pour répondre à ces questions, nous avons mené une expérience pour comparer la perception haptique de raideur d'un piston virtuel entouré dans un premier cas d'objets de la vie quotidienne en RA, et du même piston entouré par une reproduction virtuelle de cet environnement réel en RV.Ces contributions ouvrent de nouvelles perspectives pour l'interaction haptique avec des environnements virtuels, depuis la simulation efficace et fidèle d'objets déformables au comportement complexe à une meilleure compréhension de la perception haptique et des stratégies d'interaction
Haptics is a key part for the interaction with physically-based environments, with many applications in virtual training, prototyping and teleoperations assistance. In particular, deformable objects are challenging, due to the complexity oftheir behavior. Due to the specific need in performance associated to haptic interaction, a trade-off is usually necessarybetween accuracy and efficiency, and taking the best of this trade-off is a major challenge. The objectives of this PhD are to improve haptic rendering with physically-based deformable objects that exhibit complex behavior, and study how perception can be used to achieve this goal.In this PhD, we first propose a model for the physically-based simulation of complex heterogeneous deformable objects. More specifically, we address the issue of geometric multiresolution for deformable heterogeneous objects, with a major focus on the heterogeneity representation at the coarse resolution of the simulated objects. The contribution consists in a method for elasticity attribution at coarser resolution of the object, and an evaluation of the geometric coarsening on the haptic perception.We then focus on another class of complex objects behavior, topology changes, by proposing a simulation pipeline forbimanual haptic tearing of thin deformable surfaces. This contribution mainly focuses on two main aspects for an efficientsimulation of tearing, namely collision detection for thin objects and efficient physically-based simulation of tearing phenomena. The simulation is especially optimized for tear propagation.The last aspect that is covered by this PhD is the influence of the environment over haptic perception of stiffness, and more specifically of Augmented Reality (AR) environments. How are objects perceived in AR compared to Virtual Reality (VR)? Do we interact the same way on these two environments? In order to assess these questions, we conducted an experiment aiming at comparing the haptic stiffness perception of a piston surrounded by everyday life objects in AR and of the same piston surrounded by a virtual replica of the real environment in VR.These contributions open new perspectives for haptic interaction with virtual environments, from the efficient yet faithful simulation of complex deformable objects behavior to a better understanding of haptic perception and interaction strategies
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Singh, Anjeli Gilbert Juan E. "The potential benefits of multi-modal social interaction on the web for senior users." Auburn, Ala., 2009. http://hdl.handle.net/10415/2007.

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Bueno, Danilo Camargo. "HyMobWeb: uma abordagem para a adaptação híbrida de interfaces Web móveis sensíveis ao contexto e com suporte à multimodalidade." Universidade Federal de São Carlos, 2017. https://repositorio.ufscar.br/handle/ufscar/9157.

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The use of mobile devices to browse the Web has become increasingly popular as a consequence of easy access to the Internet. However, moving from the desktop development to the mobile platform features, requests from developers an important focus on interaction elements which fit into the interaction demands. There by, several approaches have emerged for adaptation of Web applications. One of the most adopted solution by Web developers are front-end frameworks . Nevertheless, this technique has shortcomings that directly impact in the interaction elements and user satisfaction. In this scenario, the objective of this work is to propose a hybrid adaptation approach of context-sensitive Web interfaces with multimodality support, called HyMobWeb, which aims to help developers to create solutions closer to the device’s characteristics, to the contexts of use and the needs of end-users. The approach is composed of stages of static and dynamic adaptation. Static adaptation subsidizes developers in marking elements to be adapted through a grammar that can reduce the coding effort of solutions that address aspects related to multimodality and context sensitivity. Dynamic adaptation is responsible for analyzing changes in the context of the user and performing the marked adaptations in static adaptation. The approach was outlined from a review of the literature on mobile Web interface adaptation and three exploratory studies. The first and second study dealt with end users’ difficulties regarding the use of non-mobile Web applications. The third is about gaps in traditional adaptations - made through frameworks front-end - in relation to the users needs. Aiming to evaluate the approach, two evaluations were carried out, one from the perspective of the developer and another from the end user. The first one focused on verifying the acceptance of the proposal by software developers in the use of the grammar and resources proposed from it. The second sought to identify if the adaptation, previously implemented by the developers, brought satisfaction to the end-users during its use. The findings suggested that HyMobWeb brought significant contributions to the work of the developers and that the resources explored by the approach provided positive reactions to the satisfaction of end-users.
O uso de dispositivos móveis para navegar na Web tornou-se cada vez mais popular devido à proliferação dos aparelhos e sua facilidade de acesso. No entanto, a transição da plataforma desktop para mobile inseriu um novo desafio aos desenvolvedores sobre o uso de elementos de interação e de suas funcionalidades. Com isso, surgiram diversas abordagens para adaptação das aplicações Web. Entre elas, uma das mais comuns entre Desenvolvedores Web é a utilização de frameworks front-end . Contudo, estes frameworks possuem limitantes nas funcionalidades de adaptação das interfaces com deficiências que impactam diretamente nos elementos de interação e na satisfação do usuário. Diante deste cenário, este trabalho tem como objetivo propor a HyMobWeb, uma abordagem híbrida de adaptação de interfaces Web móveis sensíveis ao contexto e com suporte a multimodalidade, que visa a auxiliar os desenvolvedores na criação de soluções mais próximas às características do dispositivo, aos contextos de utilização, e as necessidades dos usuários finais. A abordagem é composta das etapas de adaptação estática e dinâmica. A adaptação estática subsidia os desenvolvedores na marcação de elementos a serem adaptados através de uma gramática que pode reduzir o esforço de codificação de soluções que abordam aspectos relacionados à multimodalidade e à sensibilidade ao contexto. A adaptação dinâmica é a responsável por analisar as mudanças no contexto do usuário e realizar as adaptações marcadas na adaptação estática. A abordagem foi delineada a partir de uma revisão da literatura acerca da adaptação de interface Web em dispositivos móveis e três estudos exploratórios. O primeiro estudo tratou sobre as dificuldades dos usuários finais em relação à utilização de aplicações Web não adaptadas aos dispositivos móveis. O segundo sobre os impactos da adição da multimodalidade em tais ambientes. Enquanto o terceiro, sobre as lacunas existentes nas adaptações tradicionais - realizadas através de frameworks front-end - em relação às necessidades dos usuários finais. Visando avaliar a abordagem, duas avaliações foram realizadas: uma na perspectiva do desenvolvedor e outra do usuário final. A primeira focou em verificar aceitação da proposta por parte dos desenvolvedores de software no uso da gramática e recursos propostos a partir dela. A segunda buscou identificar se a adaptação, previamente implementada pelos desenvolvedores, trazia satisfação para os usuários finais durante seu uso. Os resultados encontrados sugeriram que a HyMobWeb trouxe contribuições significativas para o trabalho dos desenvolvedores e que os recursos explorados pela abordagem propiciaram reações positivas na satisfação dos usuários finais
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27

Rubio, Carlos R. (Carlos Roberto). "An API for smart objects and multimodal user interfaces for the smart home and office." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100642.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 94).
As more people move to cities, space is becoming more limited and expensive. Robotic furniture can increase functionality and optimize space, allowing spaces to feel as if they were three times the size. These mechatronic systems need capable electronics and connected microcontrollers to bring furniture to the Internet of Things (IoT). We present these electronics and firmware for three smart robotic spaces. These smart spaces need powerful software and computing systems to enable the transformations and give magic to the space. We present software written for three smart robotic spaces. The right user interfaces are vital for rich user experience. User studies with different smart home user interfaces show that although tactile interfaces are the most reliable and easiest to work with, people are hopeful for sufficiently robust gestural and speech interfaces in future smart homes. The urban homes and offices of the future are smart, customizable, and robotic.
by Carlos R. Rubio.
M. Eng.
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28

Olofsson, Stina. "Designing interfaces for the visually impaired : Contextual information and analysis of user needs." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144370.

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This thesis explores how to design for the visually impaired. During the course of work, a literature study and interviews with blind and visually impaired people were conducted. The objective was to investigate what contextual information is wanted in new and unfamiliar spaces outside their home. The interviews also explored how they experience digital tools they are using today and what they think of the possibilities of voice and other user interfaces. The main finding from the study is that there are indications that multimodal interfaces are preferred. The interface should combine voice, haptic and graphics since the participants wanted to interact in different ways depending on functionality and context. Three main problem areas were identified, navigation, public transportation and shopping. Another result was that when developing for the visually impaired it should always be tested on people with a wide variation of vision loss to find the correct contextual information.
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Schäfer, Robbie [Verfasser]. "Model-Based Development of Multimodal and Multi-Device User Interfaces in Context-Aware Environments / Robbie Schäfer." Aachen : Shaker, 2007. http://d-nb.info/1163610100/34.

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30

Wåhlén, Herje. "Voice Assisted Visual Search." Thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38204.

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The amount and variety of visual information presented on electronic displays is ever-increasing. Finding and acquiring relevant information in the most effective manner possible is of course desirable. While there are advantages to presenting a large number of information objects on a screen at the same time, it can also hinder fast detection of objects of interest. One way of addressing that problem is Voice Assisted Visual Search (VAVS). A user supported by VAVS calls out an object of interest and is immediately guided to the object by a highlighting cue. This thesis is an initial study of the VAVS user interface technique. The findings suggest that VAVS is a promising approach, supported by theory and practice. A working prototype shows that locating objects of interest can be sped up significantly, requiring only half the amount of time taken without the use of VAVS, on average.
Voice-Assisted Visual Search
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31

Tan, Ning. "Posture and Space in Virtual Characters : application to Ambient Interaction and Affective Interaction." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00675937.

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Multimodal communication is key to smooth interactions between people. However, multimodality remains limited in current human-computer interfaces. For example, posture is less explored than other modalities, such as speech and facial expressions. The postural expressions of others have a huge impact on how we situate and interpret an interaction. Devices and interfaces for representing full-body interaction are available (e.g., Kinect and full-body avatars), but systems still lack computational models relating these modalities to spatial and emotional communicative functions.The goal of this thesis is to lay the foundation for computational models that enable better use of posture in human-computer interaction. This necessitates addressing several research questions: How can we symbolically represent postures used in interpersonal communication? How can these representations inform the design of virtual characters' postural expressions? What are the requirements of a model of postural interaction for application to interactive virtual characters? How can this model be applied in different spatial and social contexts?In our approach, we start with the manual annotation of video corpora featuring postural expressions. We define a coding scheme for the manual annotation of posture at several levels of abstraction and for different body parts. These representations were used for analyzing the spatial and temporal relations between postures displayed by two human interlocutors during spontaneous conversations.Next, representations were used to inform the design of postural expressions displayed by virtual characters. For studying postural expressions, we selected one promising, relevant component of emotions: the action tendency. Animations were designed featuring action tendencies in a female character. These animations were used as a social context in perception tests.Finally, postural expressions were designed for a virtual character used in an ambient interaction system. These postural and spatial behaviors were used to help users locate real objects in an intelligent room (iRoom). The impact of these bodily expressions on the user¡¯s performance, subjective perception and behavior was evaluated in a user studyFurther studies of bodily interaction are called for involving, for example, motion-capture techniques, integration with other spatial modalities such as gaze, and consideration of individual differences in bodily interaction.
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Zapata, Rojas Julian. "Translators in the Loop: Observing and Analyzing the Translator Experience with Multimodal Interfaces for Interactive Translation Dictation Environment Design." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34978.

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This thesis explores interactive translation dictation (ITD), a translation technique that involves interaction with multimodal interfaces equipped with voice recognition (VR) technology throughout the entire translation process. Its main objective is to provide a solid theoretical background and an analysis of empirical qualitative and quantitative data that demonstrate ITD’s advantages and challenges, with a view to integrating this technique into the translation profession. Many empirical studies in human-computer interaction have strived to demonstrate the efficiency of voice input versus keyboard input. Although it was implicit in the earliest works that voice input was expected to completely replace—rather than complement—text-input devices, it was soon proposed that VR often performed better in combination with other input modes. This study introduces multimodal interaction to translation, taking advantage of the unparallelled robustness of commercially available voice-and-touch-enabled multimodal interfaces such as touch-screen computers and tablets. To that end, an experiment was carried out with 14 professional English-to-French translators, who performed a translation task either with the physical prototype of an ITD environment, or with a traditional keyboard-and-mouse environment. The hypothesis was that the prototypical environment would consistently provide translators with a better translator experience (TX) than the traditional environment, considering the translation process as a whole. The notion of TX as introduced in this work is defined as a translator’s perceptions of and responses to the use or anticipated use of a product, system or service. Both quantitative and qualitative data were collected using different methods, such as video and screen recording, input logging and semi-structured interviews. The combined analysis of objective and subjective usability measures suggests a better TX with the experimental environment versus the keyboard-and-mouse workstation, but significant challenges still need to be overcome for ITD to be fully integrated into the profession. Thus, this doctoral study provides a basis for better-grounded research in translator-computer interaction and translator-information interaction and, more specifically, for the design and development of an ITD environment, which is expected to support professional translators’ cognitive functions, performance and well-being. Lastly, this research aims to demonstrate that translation studies research, and translation technology in particular, needs to be more considerate of the translator, the TX, and the changing realities of the interaction between humans, computers and information in the twenty-first century.
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VOLTA, ERICA. "Multisensory learning in adaptive interactive systems." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1001795.

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The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD.
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Jeon, Myounghoon. ""Spindex" (speech index) enhances menu navigation user experience of touch screen devices in various input gestures: tapping, wheeling, and flicking." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37101.

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In a large number of electronic devices, users interact with the system by navigating through various menus. Auditory menus can complement or even replace visual menus, so research on auditory menus has recently increased with mobile devices as well as desktop computers. Despite the potential importance of auditory displays on touch screen devices, little research has been attempted to enhance the effectiveness of auditory menus for those devices. In the present study, I investigated how advanced auditory cues enhance auditory menu navigation on a touch screen smartphone, especially for new input gestures such as tapping, wheeling, and flicking methods for navigating a one-dimensional menu. Moreover, I examined if advanced auditory cues improve user experience, not only for visuals-off situations, but also for visuals-on contexts. To this end, I used a novel auditory menu enhancement called a "spindex" (i.e., speech index), in which brief audio cues inform the users of where they are in a long menu. In this study, each item in a menu was preceded by a sound based on the item's initial letter. One hundred and twenty two undergraduates navigated through an alphabetized list of 150 song titles. The study was a split-plot design with manipulated auditory cue type (text-to-speech (TTS) alone vs. TTS plus spindex), visual mode (on vs. off), and input gesture style (tapping, wheeling, and flicking). Target search time and subjective workload for the TTS + spindex were lower than those of the TTS alone in all input gesture types regardless of visual type. Also, on subjective ratings scales, participants rated the TTS + spindex condition higher than the plain TTS on being 'effective' and 'functionally helpful'. The interaction between input methods and output modes (i.e., auditory cue types) and its effects on navigation behaviors was also analyzed based on the two-stage navigation strategy model used in auditory menus. Results were discussed in analogy with visual search theory and in terms of practical applications of spindex cues.
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Kern, Dagmar [Verfasser], Albrecht [Akademischer Betreuer] Schmidt, and Antonio [Akademischer Betreuer] Krüger. "Supporting the Development Process of Multimodal and Natural Automotive User Interfaces / Dagmar Kern. Gutachter: Antonio Krüger. Betreuer: Albrecht Schmidt." Duisburg, 2012. http://d-nb.info/1021899739/34.

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Mealla, Cincuegrani Sebastián. "Designing sonic interactions for implicit physiological computing." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/393715.

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La interacción persona-ordenador (HCI) estudia la relación entre usuarios y sistemas computacionales. Sin embargo, se concentra primordialmente en el control explícito, mediante dispositivos como el teclado o el ratón. A medida que los sistemas se vuelven más complejos, esta aproximación tradicional limita interacciones más naturales e intuitivas. Sin embargo, HCI puede incorporar información implícita del usuario a través de la Fisiología Computacional, dedicada a medir cambios psicofisiológicos (afectivos, perceptivos o cognitivos) para adaptar sistemas sin control explícito del usuario. Asimismo, el sonido ofrece ventajas para representar dichos estados, ya que puede ser procesado más rápidamente que las presentaciones visuales, es fácilmente localizable, posee una resolución temporal alta, y permite presentar múltiples flujos de datos simultaneamente. Esta tesis doctoral tiene por objetivo conceptualizar, prototipar y evaluar interacciones sonoras basadas en fisiología computacional implícita, en contextos HCI. En concreto, se evaluan sus cualidades de perceptualización, el rol de la complejidad de los mappings entre información fisiológica y sonido, y sus implicancias en la creación musical.
The field of Human-Computer Interaction (HCI) is devoted to understand the interplay between people and computers. However, it is mainly based on explicit control by means of devices such as the keyboard and mouse. As systems become increasingly complex, this traditional approach constitutes a bottleneck for seamless HCI. However, HCI can incorporate implicit user information through Physiological Computing, which monitors psychophysiological states (affective, perceptive or cognitive) for adapting computer systems without explicit user control. At the output level, sound appears as an excellent medium for representing implicit states, as it can be processed faster than visual presentation, can be easily localized, it has a good temporal resolution, and account for multiple data display. In this dissertation we conceptualize, prototype and evaluate sonic interactions for implicit Physiological Computing in the context of HCI, focusing on their perceptualization quality, the role of mapping complexity, and their meaningfulness in the musical domain.
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Möller, Andreas [Verfasser], Matthias [Akademischer Betreuer] Kranz, Gerhard [Akademischer Betreuer] Rigoll, and Uwe [Akademischer Betreuer] Baumgarten. "Leveraging Mobile Interaction with Multimodal and Sensor-Driven User Interfaces / Andreas Möller. Gutachter: Gerhard Rigoll ; Matthias Kranz ; Uwe Baumgarten. Betreuer: Matthias Kranz." München : Universitätsbibliothek der TU München, 2015. http://d-nb.info/1073970132/34.

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Ratzka, Andreas. "Patternbasiertes User Interface Design für multimodale Interaktion : Identifikation und Validierung von Patterns auf Basis einer Analyse der Forschungsliteratur und explorativer Benutzertests an Systemprototypen /." Boizenburg : Vwh, 2010. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=018938406&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Ratzka, Andreas. "Patternbasiertes User Interface Design für multimodale Interaktion Identifikation und Validierung von Patterns auf Basis einer Analyse der Forschungsliteratur und explorativer Benutzertests an Systemprototypen." Boizenburg Hülsbusch, 2009. http://d-nb.info/999633082/04.

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40

Alseid, Marwan N. K. "Multimodal interactive e-learning : an empirical study : an experimental study that investigates the effect of multimodal metaphors on the usability of e-learning interfaces and the production of empirically derived guidelines for the use of these metaphors in the software engineering process." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4246.

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This thesis investigated the use of novel combinations of multimodal metaphors in the presentation of learning information to evaluate the effect of these combinations on the usability of e-learning interfaces and on the users' learning performance. The empirical research described in this thesis comprised three experimental phases. In the first phase, an initial experiment was carried out with 30 users to explore and compare the usability and learning performance of facially animated expressive avatars with earcons and speech, and text with graphics metaphors. The second experimental phase involved an experiment conducted with 48 users to investigate their perception of avatar's facial expressions and body gestures when presented in both the absence and presence of interactive e-learning context. In addition, the experiment aimed at evaluating the role that an avatar could play as virtual lecturer in e-learning interfaces by comparing the usability and learning performance of three different modes of interaction: speaking facially expressive virtual lecturer, speaking facially expressive full-body animated virtual lecturer, and two speaking facially expressive virtual lecturers. In the third phase, a total of 24 users experimentally examined a novel approach for the use of earcons and auditory icons in e-learning interfaces to support an animated facially expressive avatar with body gestures during the presentation of the learning material. The obtained results demonstrated the usefulness of the tested metaphors to enhance e-learning usability and to enable users to attain better learning performance. These results provided a set of empirically derived innovative guidelines for the design and use of these metaphors to generate more usable e-learning interfaces. For example, when designing avatars as animated virtual lecturers in e-learning interfaces, specific facial expression and body gestures should be incorporated due to its positive influence in enhancing learners' attitude towards the learning process.
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Pruvost, Gaëtan. "Modélisation et conception d’une plateforme pour l’interaction multimodale distribuée en intelligence ambiante." Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112017/document.

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Cette thèse s’inscrit dans le domaine de l’intelligence ambiante et de l’interaction homme-machine. Elle a pour thème la génération d’interfaces homme-machine adaptées au contexte d’interaction dans les environnements ambiants. Les travaux de recherche présentés traitent des problèmes rencontrés lors de la conception d’IHM dans l'ambiant et notamment de la réutilisation de techniques d’interaction multimodales et multi-périphériques. Ce travail se divise en trois phases. La première est une étude des problématiques de l’IHM spécifiques à l’Ambiant et des architectures logicielles adaptées à ce cadre théorique. Cette étude permet d’établir les limites des approches actuelles et de proposer, dans la seconde phase, une nouvelle approche pour la conception d’IHM ambiante appelée DAME. Cette approche repose sur l’association automatique de composants logiciels qui construisent dynamiquement une IHM. Nous proposons deux modèles complémentaires qui permettent de décrire les caractéristiques ergonomiques et architecturales des composants. La conception de ces derniers est guidée par une architecture logicielle composée de plusieurs couches qui permet d’identifier les différents niveaux d’abstraction réutilisables d’un langage d’interaction. Un troisième modèle, appelé modèle comportemental, permet de spécifier des recommandations quant à l’instanciation de ces composants. Nous proposons un algorithme permettant de générer des IHM adaptées au contexte et d’évaluer la qualité de celles-ci par rapport aux recommandations du modèle comportemental. Dans la troisième phase, nous avons implémenté une plateforme réalisant la vision soutenue par DAME. Cette implémentation est confrontée aux utilisateurs finaux dans une expérience de validation qualitative. De ces travaux ressortent des résultats encourageants, ouvrant la discussion sur de nouvelles perspectives de recherche dans le cadre de l’IHM en informatique ambiante
This thesis deals with ambient intelligence and the design of Human-Computer Interaction (HCI). It studies the automatic generation of user interfaces that are adapted to the interaction context in ambient environments. This problem raises design issues that are specific to ambient HCI, particularly in the reuse of multimodal and multidevice interaction techniques. The present work falls into three parts. The first part is an analysis of state-of-the-art software architectures designed to solve those issues. This analysis outlines the limits of current approaches and enables us to propose, in the second part, a new approach for the design of ambient HCI called DAME. This approach relies on the automatic and dynamic association of software components that build a user interface. We propose and define two complementary models that allow the description of ergonomic and architectural properties of the software components. The design of such components is organized in a layered architecture that identifies reusable levels of abstraction of an interaction language. A third model, called behavioural model, allows the specification of recommendations about the runtime instantiation of components. We propose an algorithm that allows the generation of context-adapted user interfaces and the evaluation of their quality according to the recommendations issued from the behavioural model. In the third part, we detail our implementation of a platform that implements the DAME approach. This implementation is used in a qualitative experiment that involves end-users. Encouraging preliminary results have been obtained and open new perspectives on multi-devices and multimodal HCI in ambient computing
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YI, WANG JU, and 王如薏. "Experience Analysis on Multimodal User Interface of Activity Tracker." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/765g94.

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碩士
國立臺北科技大學
互動設計系碩士班(碩士在職專班)
104
With increasing health awareness, consumers use various devices and applications to record and manage personal exercise patterns. For different needs in exercise data and information, this research explores user experiences on device operation and uploading data to cloud in pilot and case studies. In the pilot study, three types of road running record devices are chosen: traditional pedometer, wearable device fitbit one with cloud-based web interface and Nike+ Running mobile application. By way of making personas for simulating the groups which use multi-modal exercise devices, it finds out the corresponding group for conducting in-depth interview, performing tasks and completing questionnaires in order to understand the user groups experience. It summarises the patterns and behaviours of the user group. In the case study, two web interfaces, classified version and integrated version, are designed based on user requirement to upload exercise data. The study uses eye trackers and usability software Morae to test, verify analyze their utility and effectiveness. The pilot study results include: (1) Multimodal exercise record device users are inclined to exercise focused group, health management group and social group. (2) Users care more about calories burned, distance, exercise frequency and sleep quality. Users care less on water and calories intake. (3) Exercise record devices should define main user group first, as too many features would impact on satisfaction level. (4) Improvement suggestions to exercise record devices and cloud web interfaces on the market. The case study results include: (1) Comparisons between classified and integrated interfaces. (2) Classified version performs better on eye movement tracking. (3) Classified version is also significantly better on satisfaction and usability than integrated version. (4) Integrated version layout is more suitable for heavy users. Six cloud interface design rules of multimodal exercise record device are proposed in the end for future reference.
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ZAPPIA, IVAN. "Model and framework for multimodal and adaptive user interfaces generation in the context of business processes development." Doctoral thesis, 2015. http://hdl.handle.net/2158/984637.

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This thesis addresses issues related to the automatic generation of user interfaces, in order to identify methods to effectively support the constant evolution of processes and, at the same time, to put the emphasis on fundamental concepts for the user such as usability, plasticity, adaptability and multi-modality. The proposed methodology foresees the definition of a set of four meta-models for the design of the various aspects of both the UI and the application development processes, with the definition of the different users involved in the different steps and the indication of the models produced at the end of each step of the process; said methodology is synthesized in a specific framework covering both the design and runtime phases of multimodal adaptive UIs and application life cycles, thus embracing a more holistic model-driven approach foreseeing the integration of methods for the automatic generation of user interfaces with the tools used for business process management. In particular the framework envisions: a Domain Model, to represent all the concepts characterizing each application domain; a Process Model, to represent the tasks fulfilling the application requirements; an Abstract User Interface Model, automatically generated from the two previously introduced models and describing any possible user interface generated for the specific use case; a Concrete User Interface Model, automatically generated from the abstract model and describing the family of concrete user interfaces for a specific use case once a particular target technology has been chosen.
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Amorim, Vítor Manuel da Costa. "Design e avaliação de um fantoma digital e multimodal de um ratinho, usando simulação computacional." Master's thesis, 2019. http://hdl.handle.net/10316/87812.

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Dissertação de Mestrado Integrado em Engenharia Biomédica apresentada à Faculdade de Ciências e Tecnologia
O cancro é um dos maiores problemas de saúde pública, sendo a segunda maior causa de morte a nível mundial. Dada a prevalência desta doença, enormes esforços têm sido feitos, no sentido de melhorar a prevenção, deteção e tratamento. Efeitos notórios destes esforços foram sentidos ao nível da imagem médica, muito devido ao aparecimento de objetos denominados por fantomas.A grande vantagem da utilização de fantomas em estudos científicos corresponde ao facto de conhecermos à partida a anatomia exata do objeto, providenciando um gold standard a partir do qual é possível desenvolver, avaliar e melhorar, aparelhos e técnicas de imagem.Os primeiros fantomas a surgir, foram os fantomas físicos, contudo, o facto de serem caros e requererem a utilização dos mais variados protocolos de segurança radioativa, limita o seu uso em larga escala. Os fantomas computacionais não têm esses constrangimentos, podendo ser utilizados em aplicações como simulação computacional. O facto de permitirem a realização de estudos integralmente no computador, torna-os mais versáteis, eficientes, precisos e seguros.Sabendo a importância dos fantomas computacionais em contexto científico o objetivo principal deste estudo é desenvolver um fantoma computacional estático de um rato. Para tal, dividiu-se o projeto em duas fases.Na primeira fase, correspondente à criação do fantoma computacional, procedeu-se à segmentação de dois tipos de imagens anatómicas, no caso de Tomografia Axial Computorizada (Computed Tomography, CT) e de Ressonância Magnética (Magnetic Ressonance Imaging, MRI). Este processo permitiu extrair as estruturas anatómicas presentes nas imagens médicas, através da associação de labels (valores numéricos) a cada pixel das imagens. Os resultados da segmentação produziram modelos tridimensionais de diferentes estruturas anatómicas, estando a grande maioria bem definida. O senão ocorre quando se sobrepõem ambas as segmentações (CT e MRI).Nesta sobreposição, aparecem algumas imperfeições no modelo tridimensional, fruto de um co-registo (fusão) deficiente das imagens de CT e MRI, tendo em conta estas imperfeições, houve a necessidade de aplicar algumas correções ao modelo tridimensional, as quais poderão ter impacto no realismo do mesmo.Na segunda fase, criou-se uma interface gráfica, cujo objetivo passava por substituir as labels identificativas, resultantes do processo de segmentação, por propriedades físicas úteis em contexto de simulação computacional. Para tal, recorreu-se à ferramenta Graphical User Interface Development Environment (GUIDE), pertencente ao software MATLAB.A interface pede os parâmetros de entrada (propriedades físicas) ao utilizador e substitui as labels pelos valores indicados. Os testes realizados com a aplicação de diferentes parâmetros de entrada vieram aprovar a utilização da interface para o propósito que foi desenhada.
Cancer is one of the biggest public health problems, being the second leading cause of death worldwide. Considering the worldwide prevalence of this disease, enormous efforts have been made to improve prevention, detection and treatment. Noticeble effects of these efforts were felt at medical imaging level, largely due to the appearance of phantoms.The advantage of using phantoms in scientific studies, is that it knows exactly anatomy of the object, providing a gold standard to develop, evaluate and improve imaging equipment and techniques. Their use enable possibility to test applied doses and image reconstruction processes.Physical phantoms appeared first. However, the fact that they are expensive and require the use of various radioactive safety protocols limits their use. Computational phantoms doesn´t have these constraints, they can be used in applications such as computer simulation. The fact that they allow for computerized simulations studies makes them more versatile, efficient, accurate and safe.Knowing the importance of computational phantoms in a scientific context, the principal objective of this study is to develop a static computational phantom of a mouse. To do this, the project was divided into two phases.In the first phase, corresponding to the creation of the computational phantom, we segmented anatomical images from two medical modalities: Computed Tomography (CT) and Magnetic Resonance Imaging (MRI). This process allowed to extract the anatomical structures presented in medical images, associating labels (numerical values) to each pixel of the images.Segmentation results produced three-dimensional models of different anatomical structures, with high definition. However, overlapping both segments (CT and MRI), some imperfections appear in the three-dimensional model resulting from a poor co-registration (fusion) of CT and MRI images. Given these imperfections, it was necessary to apply some corrections to the three-dimensional model, which could impact its realism.In the second phase, a graphical user interface was created, whose purpose was to replace the identification labels, resulting from the segmentation process, with physical properties useful in the context of computational simulation. For do this, we use the Graphical User Interface Development Environment (GUIDE) tool, which belongs to the MATLAB software.The interface prompts for input (physical properties) from the user and replaces the labels with the provided values. Tests performed using different inputs approved the use of the interface for its intended purpose.
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45

Gouveia, Duarte Paulo Ferreira. "A multimodal tablet-based interface for designing and reviewing 3D engineering models." Master's thesis, 2012. http://hdl.handle.net/10400.13/1192.

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The ability to view and interact with 3D models has been happening for a long time. However, vision-based 3D modeling has only seen limited success in applications, as it faces many technical challenges. Hand-held mobile devices have changed the way we interact with virtual reality environments. Their high mobility and technical features, such as inertial sensors, cameras and fast processors, are especially attractive for advancing the state of the art in virtual reality systems. Also, their ubiquity and fast Internet connection open a path to distributed and collaborative development. However, such path has not been fully explored in many domains. VR systems for real world engineering contexts are still difficult to use, especially when geographically dispersed engineering teams need to collaboratively visualize and review 3D CAD models. Another challenge is the ability to rendering these environments at the required interactive rates and with high fidelity. In this document it is presented a virtual reality system mobile for visualization, navigation and reviewing large scale 3D CAD models, held under the CEDAR (Collaborative Engineering Design and Review) project. It’s focused on interaction using different navigation modes. The system uses the mobile device's inertial sensors and camera to allow users to navigate through large scale models. IT professionals, architects, civil engineers and oil industry experts were involved in a qualitative assessment of the CEDAR system, in the form of direct user interaction with the prototypes and audio-recorded interviews about the prototypes. The lessons learned are valuable and are presented on this document. Subsequently it was prepared a quantitative study on the different navigation modes to analyze the best mode to use it in a given situation.
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46

Mann, Sandra [Verfasser]. "User concepts for in-car speech dialogue systems and their integration into a multimodal human-machine interface / vorgelegt von Sandra Mann." 2010. http://d-nb.info/1007327162/34.

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47

"A methodology for developing multimodal user interfaces of information systems." Université catholique de Louvain, 2008. http://edoc.bib.ucl.ac.be:81/ETD-db/collection/available/BelnUcetd-06202008-120602/.

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48

Mantravadi, Chandra Sekhar. "Adaptive multimodal integration of speech and gaze." 2009. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.000051872.

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"Cross-modality semantic integration and robust interpretation of multimodal user interactions." Thesis, 2010. http://library.cuhk.edu.hk/record=b6075023.

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Multimodal systems can represent and manipulate semantics from different human communication modalities at different levels of abstraction, in which multimodal integration is required to integrate the semantics from two or more modalities and generate an interpretable output for further processing. In this work, we develop a framework pertaining to automatic cross-modality semantic integration of multimodal user interactions using speech and pen gestures. It begins by generating partial interpretations for each input event as a ranked list of hypothesized semantics. We devise a cross-modality semantic integration procedure to align the pair of hypothesis lists between every speech input event and every pen input event in a multimodal expression. This is achieved by the Viterbi alignment that enforces the temporal ordering and semantic compatibility constraints of aligned events. The alignment enables generation of a unimodal paraphrase that is semantically equivalent to the original multimodal expression. Our experiments are based on a multimodal corpus in the navigation domain. Application of the integration procedure to manual transcripts shows that correct unimodal paraphrases are generated for around 96% of the multimodal inquiries in the test set. However, if we replace this with automatic speech and pen recognition transcripts, the performance drops to around 53% of the test set. In order to address this issue, we devised the hypothesis rescoring procedure that evaluates all candidates of cross-modality integration derived from multiple recognition hypotheses from each modality. The rescoring function incorporates the integration score, N-best purity of recognized spoken locative references (SLRs), as well as distances between coordinates of recognized pen gestures and their interpreted icons on the map. Application of cross-modality hypothesis rescoring improved the performance to generate correct unimodal paraphrases for over 72% of the multimodal inquiries of the test set.
We have also performed a latent semantic modeling (LSM) for interpreting multimodal user input consisting of speech and pen gestures. Each modality of a multimodal input carries semantics related to a domain-specific task goal (TG). Each input is annotated manually with a TG based on the semantics. Multimodal input usually has a simpler syntactic structure and different order of semantic constituents from unimodal input. Therefore, we proposed to use LSM to derive the latent semantics from the multimodal inputs. In order to achieve this, we characterized the cross-modal integration pattern as 3-tuple multimodal terms taking into account SLR, pen gesture type and their temporal relation. The correlation term matrix is then decomposed using singular value decomposition (SVD) to derive the latent semantics automatically. TG inference on disjoint test set based on the latent semantics achieves accurate performance for 99% of the multimodal inquiries.
Hui, Pui Yu.
Adviser: Helen Meng.
Source: Dissertation Abstracts International, Volume: 73-02, Section: B, page: .
Thesis (Ph.D.)--Chinese University of Hong Kong, 2010.
Includes bibliographical references (leaves 294-306).
Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [201-] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Abstract also in Chinese.
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Blumendorf, Marco [Verfasser]. "Multimodal interaction in smart environments : a model-based runtime system for ubiquitous user interfaces / vorgelegt von Marco Blumendorf." 2009. http://d-nb.info/997036575/34.

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