Tesis sobre el tema "Interfacce Tangibili"
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Garreau, Ludovic. "Élaboration d'une interface tangible pour l'assemblage en CAO". Bordeaux 1, 2005. http://www.theses.fr/2005BOR13013.
Texto completoMendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces". Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.
Texto completoTechnology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject.
Dourado, Antonio Miguel Batista. "Modelo de especificação de interfaces tangíveis de mesa TTUI-SM". Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/508.
Texto completoFinanciadora de Estudos e Projetos
In the scenario of computational interfaces development, researches efforts aim to offer new ways of interaction that are closer to the natural way which humans interact with the real world. Amongst the diversity of interface modalities, the tabletop tangible interfaces make the link between physical objects and virtual objects, making possible to "grasp" the interface and interact with it physically, also counting on multitouch interactions. However, in the development process of this kind of interface, there is a lack of specification s model that supports, not only the physical objects interaction, but multitouch interactions as well, and that organizes and classifies the specification in a more agile manner, easier to document and implement. Thus, this work presents a new tabletop tangible user interface specification model, TTUI-SM, that classifies and organizes the interface element specification within many components. A diagramatic tool, TTUI-SMT, was developed based on this model, aiming to make the interface specification and development faster, easier and automatized. To validate the model and tool, two studycases were introduced and specified. An experiment was conducted to evaluate both model and tool, resulting in the comprovation, through questionnaires analysis, of the proposed benefits.
No cenário de desenvolvimento de interfaces computacionais, os avanços nas pesquisas buscam oferecer novas formas de interação que se aproximam da forma natural com que o homem interage com o mundo real. Dentre as diversas interfaces avançadas, as interfaces tangíveis de mesa (tabletop), promovem a ligação entre objetos físicos e objetos virtuais, possibilitando ao usuário interagir com objetos digitais por meio do ambiente físico, e também por meio de interações multitoques. Entretanto, o processo de desenvolvimento deste tipo de interface carece de um modelo de especificação que contemple, além das interações por meio de objetos, interações multitoques e que organize e classifique a especificação de uma maneira mais ágil e mais fácil de documentar e implementar. Assim, este trabalho apresenta um novo modelo de especificação de elementos de interface tangível de mesa, denominado TTUI-SM, que organiza a especificação de elementos de interface em diversos componentes. Uma ferramenta diagramática, o TTUI-SMT, baseada neste modelo de especificação, também foi desenvolvida visando agilizar, facilitar e automatizar o processo de especificação da interface e do seu desenvolvimento. Para validar o modelo e a ferramenta, dois estudos de caso foram introduzidos e especificados. Um experimento foi conduzido para avaliar o modelo e a ferramenta e, por meio de questionários, os benefícios propostos foram validados.
Gillet, Alexandre. "Interface tangible pour la modélisation moléculaire". Paris 7, 2007. http://www.theses.fr/2007PA077178.
Texto completoThe evolving technology of computer auto-fabrication makes it possible to produce physical models for complex biological molecules and assemblies. Augmented reality has recently developed as a computer interface technology that enables the mixing of real world objects and computer generated graphics. We report an application that demonstrates the use of auto-fabricated tangible models and augmented reality for research and communication in molecular biology. We have extended our molecular modeling environment, PMV, to support the fabrication of a wide variety of physical molecular models, and to adapt an augmented reality System that allows virtual 3-D representations to be overlaid onto the tangible molecular models. Users can easily change the overlaid information, switching between different representations of the molecule, displays of molecular properties, or dynamic information. The physical models provide a powerful, intuitive interface for manipulating the computer models, streamlining the interface between human intent. The physical model, and the computational activity
Shkirando, Elizaveta. "Tangible interfaces for children’s mental healthcare". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23295.
Texto completoAl-Megren, Shiroq. "A tangible user interface for interactive data visualisation". Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13819/.
Texto completoGallardo, Grassot Daniel 1984. "Expanding tangible tabletop interfaces beyond the display". Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/292735.
Texto completoThe rising popularity of interactive tabletops and surfaces is spawning research and innovation in a wide variety of areas, including hardware and software technologies, interaction design and novel interaction techniques, all of which seek to promote richer, more powerful and more natural interaction modalities. Among these modalities, combined interaction on and above the surface, both with gestures and with tangible objects, is a very promising area. This dissertation is about expanding tangible and tabletops surfaces beyond the display by exploring and developing a system from the three different perspectives: hardware, software, and interaction design. This dissertation, studies and summarizes the distinctive affordances of conventional 2D tabletop devices, with a vast literature review and some additional use cases developed by the author for supporting these findings, and subsequently explores the novel and not yet unveiled potential affordances of 3D-‐augmented tabletops. It overviews the existing hardware solutions for conceiving such a device, and applies the needed hardware modifications to an existing prototype developed and rendered to us by Microsoft Research Cambridge. For accomplishing the interaction purposes, it is developed a vision system for 3D interaction that extends conventional 2D tabletop tracking for the tracking of hand gestures, 6DoF markers and on-‐surface finger interaction. It finishes by conceiving a complete software framework solution, for the development and implementation of such type of applications that can benefit from these novel 3D interaction techniques, and implements and test several software prototypes as proof of concepts, using this framework. With these findings, it concludes presenting continuous tangible interaction gestures and proposing a novel classification for 3D tangible and tabletop gestures.
Brave, Scott Brenner 1973. "Tangible interfaces for remote communication and collaboration". Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/29140.
Texto completoUllmer, Brygg Anders. "Models and mechanisms for tangible user interfaces". Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29129.
Texto completoFlyckt, Magnus. "Cubieo: Ambiguity in Tangible Collaborative User Interfaces". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19640.
Texto completoRivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences". Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.
Texto completoThis thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
Martinez, Xavier. "Tracking sans marqueur de modèles physiques modulaires et articulés : vers une interface tangible pour la manipulation de simulations moléculaires". Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS231/document.
Texto completoPhysical molecular models have long been used in the structural biology and chemistry fields. Despite the emergence of numerical representations offering various and dynamic molecular visualizations to analyze the simulation results, molecular physical models are still being used. Direct manipulation and assembly of physical models ease to create and memorize a mental representation of 3D molecular structures. Interaction techniques to manipulate virtual 3D objects are not reaching the fineness and the benefits of the perceptual cues and manipulation skills of physical models. Moreover, interacting with virtual molecular representations remains a hard task because of the complexity of molecular structures, their size, their flexibility and the various data that define them. In this thesis, we address this issue by designing a molecular tangible interface combining the perks of physical and virtual representations. To match the flexibility and modularity of biomolecules to manipulate, this work met challenges in different scientific fields with the constraint to not use a tracker based system. The first step was to choose, conceive and build a physical model to handle the manifold degrees of freedom of molecules. The second step consisted in creating a numerical representation of mechanical properties of the physical model. Lastly, we needed to develop tracking methods using real-time image processing algorithms in order to control the virtual representation by coupling it to the physical one. New image processing methods have been implemented and evaluated to identify and track atoms in the image space. A Structure from Motion method was designed and adapted to reconstruct in 3D the atom positions by using a small amount of points and by including biochemical knowledge to guide the reconstruction. At last, we address the visualization of physical and dynamic virtual representations, sometimes co-localized in an Augmented Reality context. High performance visualization methods adapted to this context have been developed to enhance shape and cavity perception, two major specifics of biological molecules. For instance, ambient occlusion or sphere raycasting with dynamic shadows can augment a physical object taking the real illumination of the scene for a better insertion in an Augmented Reality context. The impact of this work targets both the education in molecular biology and the research field: the rational drug design field could benefit from the expertise of the user to optimize the design of drugs by manipulating biomolecule's numerous degrees of freedom using a tangible interface. Just like Fold'It is contributing to solve the folding problem, a similar approach could be used to solve the molecular docking problem using advanced manipulation interfaces
Kim, Ji-Sun. "Tangible User Interface for CAVE based on Augmented Reality Technique". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/30836.
Texto completoMaster of Science
Ullmer, Brygg Anders. "Tangible interfaces for manipulating aggregates of digital information". Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/29264.
Texto completoIncludes bibliographical references (p. 255-269).
This thesis develops new approaches for people to physically represent and interact with aggregates of digital information. These support the concept of Tangible User Interfaces (TUIs), a genre of human-computer interaction that uses spatially reconfigurable physical objects as representations and controls for digital information. The thesis supports the manipulation of information aggregates through systems of physical tokens and constraints. In these interfaces, physical tokens act as containers and parameters for referencing digital information elements and aggregates. Physical constraints are then used to map structured compositions of tokens onto a variety of computational interpretations. This approach is supported through the design and implementation of several systems. The mediaBlocks system enables people to use physical blocks to "copy and paste" digital media between specialized devices and general-purpose computers, and to physically compose and edit this content (e.g., to build multimedia presentations). This system also contributes new tangible interface techniques for binding, aggregating, and disaggregating sequences of digital information into physical objects.
(cont.) Tangible query interfaces allow people to physically express and manipulate database queries. This system demonstrates ways in which tangible interfaces can manipulate larger aggregates of information. One of these query approaches has been evaluated in a user study, which has compared favorably with a best-practice graphical interface alternative. These projects are used to support the claim that physically constrained tokens can provide an effective approach for interacting with aggregates of digital information.
by Brygg Anders Ullmer.
Ph.D.
Kumpf, Adam (Adam A. ). "Trackmate : large-scale accessibility of Tangible User Interfaces". Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51659.
Texto completoIncludes bibliographical references (p. 95-99).
There is a long history of Tangible User Interfaces (TUI) in the community of human-computer interaction, but surprisingly few of these interfaces have made it beyond lab and gallery spaces. This thesis explores how the research community may begin to remedy the disconnect between modern TUIs and the everyday computing experience via the creation and dissemination of Trackmate, an accessible (both ubiquitous and enabling) tabletop tangible user interface that scales to a large number of users with minimal hardware and configuration overhead. Trackmate is entirely open source and designed: to be community- centric; to leverage common objects and infrastructure; to provide a low floor, high ceiling, and wide walls for development; to allow user modifications and improvisation; to be shared easily via the web; and to work alongside a broad range of existing applications and new research interface prototypes.
by Adam Kumpf.
S.M.
Mazalek, Alexandra 1976. "Tangible interfaces for interactive point-of-view narratives". Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61854.
Texto completoIncludes bibliographical references (p. 143-145).
This thesis presents three storytelling systems for interactive point-of- view narratives using tangible interface technology. The focus is the design and development of computational story models and interfaces that enable users to experience new forms of interaction with stories in the digital medium. Specifically, I propose that having multiple tightly related character viewpoints can be used as a means of structuring comprehensive and coherent interactive story experiences. Furthermore, I also claim that by using tangible interfaces that are tightly integrated into the narrative model and story content, users can have rich interactive story experiences in which the interaction/interface does not distract from their engagement in the story.
Alexandra Mazalek.
S.M.
Bataille, Iris. "Tangible User Interfaces in the Smart Home Environment". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22791.
Texto completoOishi, Jun 1966. "A tangible interface for a virtual reality presentation and design". Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28792.
Texto completoIncludes bibliographical references (p. 58).
It is important for city planning projects and large-scale building construction to involve stakeholders and feedback their opinion to the project. This thesis introduces a Tangible Interface for Virtual Reality Presentation and Design (TIVR). TIVR is designed to establish an intuitive, interactive user interface that will enable better communication between architects, city planners, clients, neighborhoods, and stakeholders. This thesis also evaluates the effectiveness by experimental conditions. The results suggests that TIVR provide a better condition for stakeholders to understand the project and state their opinion.
by Jun Oishi.
S.M.
Aliyev, Elmar y Oujun Anders Xu. "IoT in research methods - Interactive Zipper: A study about a tangible interface". Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20399.
Texto completoUser Interfaces are necessary for us when communicating with the machines. Early human-computer interactions were based upon the usage of puncture card to communicate with the computer, that later transformed into Graphical User Interfaces and Command Line Interfaces during the latter half of the 20th century. Today there are a lot of different kinds of interfaces for various types of devices, such as the touch interface for our smartphones. Due to the ease and possibilities of using the touch, further development in this area has been desired. An interface that gives the user the possibility to manipulate data in real life, is called a haptic interface. In this paper an interactive zipper is presented as a tangible interface that is part of the haptic interface. The study focuses on how a technological invention with a tangible interface can be used to gather feedbacks in the form of a numeric scale and how it compares to a numeric scale presented on paper. An experiment based on two questionnaires was used to gather the feedbacks, one was paper-based and the other based upon the interactive zipper, and it ended with an evaluation of the interactive zipper. The results showed that there are not any big differences between the numeric scale presented on paper compared to the interactive zipper.
Jansen, Yvonne. "Visualisation physique et tangible de l'information". Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00981521.
Texto completoJi, Ze. "Development of tangible acoustic interfaces for human computer interaction". Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.
Texto completoPangaro, Gian Antonio 1976. "The actuated Workbench : 2D actuation in tabletop tangible interfaces". Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/17620.
Texto completoPage 108 blank.
Includes bibliographical references (p. 103-107).
The Actuated Workbench is a new actuation mechanism that uses magnetic forces to control the two-dimensional movement of physical objects on flat surfaces. This mechanism is intended for use with existing tabletop Tangible User Interfaces, providing computer-controlled movement of the physical objects on the table, and creating an additional feedback layer for Human Computer Interaction (HCI). Use of this actuation technique makes possible new kinds of physical interactions with tabletop interfaces, and allows the computer to maintain consistency between the physical and digital states of data objects in the interface. This thesis focuses on the design and implementation of the actuation mechanism as an enabling technology, introduces new techniques for motion control, and discusses practical and theoretical implications of computer-controlled movement of physical objects in tabletop tangible interfaces.
Gian Antonio Pangaro.
S.M.
Xambó, Anna. "Tabletop tangible interfaces for music performance : design and evaluation". Thesis, Open University, 2015. http://oro.open.ac.uk/42473/.
Texto completoFerreira, João Serpa Soares Moradas. "Numerical methods and tangible interfaces for pollutant dispersion simulation". Doctoral thesis, Faculdade de Ciências e Tecnologia, 2005. http://hdl.handle.net/10362/9305.
Texto completoThe first main objective of this thesis is to reduce numerical errors in advection-diffusion modelling. This is accomplished by presenting DisPar methods, a class of numerical schemes for advection-diffusion or transport problems, based on a particle displacement distribution for Markov processes. The development and analyses of explicit and implicit DisPar formulations applied to one and two dimensional uniform grids are presented. The first explicit method, called DisPar-1, is based on the development of a discrete probability distribution for a particle displacement, whose numerical values are evaluated by analysing average and variance. These two statistical parameters depend on the physical conditions (velocity, dispersion coefficients and flows). The second explicit method,DisPar-k, is an extension of the previous one and it is developed for one and two dimensions. Besides average and variance, this method is also based on a specific number of particle displacement moments. These moments are obtained by the relation between the advection-diffusion and the Fokker-Planck equation, assuming a Gaussian distribution for the particle displacement distribution. The number of particle displacement moments directly affects the spatial accuracy of the method, and it is possible to achieve good results for pure-advection situations. The comparison with other methods showed that the main DisPar disadvantage is the presence of oscillations in the vicinity of step concentration profiles. However, the models that avoid those oscillations generally require complex and expensive computational techniques, and do not perform so well as DisPar in Gaussian plume transport. The application of the 2-D DisPar to the Tagus estuary demonstrates the model capacity of representing mass transport under complex flows. Finally, an implicit version of DisPar is also developed and tested in linear conditions, and similar results were obtained in terms of truncation error and particle transport methods. The second main objective of this thesis, to contribute to modelling cost reduction, is accomplished by presenting TangiTable, a tangible interface for pollutant dispersion simulation composed by a personal computer, a camera, a video projector and a table. In this system, a virtual environment is projected on the table, where the users place objects representing infrastructures that affect the water of an existent river and the air quality. The environment and the pollution dispersion along the river are then projected on the table. TangiTable usability was tested in a public exhibition and the feedback was very positive. Future uses include public participation and collaborative work applications.
Fundação para a Ciência e Tecnologia - scholarship contract BD/5064/2001 and the research contract MGS/33998/99-00
Bijman, Nicolaas Peter. "Exploring affordances of tangible user interfaces for interactive lighting". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248002.
Texto completoDen här studien utforskar gripbar (tangible) interaktionsdesign med fokus på ljus och belysning. Vid användning av ett gripbart (tangible) gränssnitt används den fysiska miljön som gränssnitt. Detta skiljer sig till stor del från interaktion med ett grafiskt användargränssnitt, där alla interaktioner sker och begränsas av en skärms egenskaper. Denna studie fokuserar på rumslig (spatial) interaktionsdesign, vilket är en del av gripbar interaktionsdesign. Rumslig interaktion refererar till översättning, rotation eller plats av objekt eller människor i ett utrymme. Ett användartest har utförts för att testa vad för effekt olika rumsliga indata och designegenskaper har på förväntad utdata för ljus och belysning. Resultatet från användartestet visar att starka affordances och begränsningar, tillsammans med överlappningen av rumslig indata och utdata för ljus och belysning, är de viktigaste egenskaperna för att designa tydliga övergångar.
Choi, Kyung Yun. "BioResonant interfaces : tangible, subliminal biofeedback to regulate physiological states". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123633.
Texto completoCataloged from PDF version of thesis.
Includes bibliographical references (pages 75-86).
This thesis introduces BioResonant interfaces, which bidirectionally communicate with the user's body to provide information on their physiological state. This facilitates regulation of their stress levels and ultimately a more mindful daily life. Based on the principle of respiratory sinus arrhythmia (RSA) and physiological synchronization, the BioResonant interface is designed to stimulate at the subconscious level using subliminal tactile biofeedback. Through this process, the user's physiological state can be aligned with their desired state. I present three different forms of the BioResonant Interface, a wearable device, a cushion, and a kinetic display, which utilize either heart rate (HR) or breathing rate (BR), or both. I present their fabrication, design, and evaluation method in the following interaction scale order: local interaction with the skin; general interaction with the body; and embodied interaction with the environment.
First, I introduce a mobile heart rate rhythmic regulator-ambienBeat-which provides subtle tactile stimulus. This wearable device in the form of a watch monitors heart rate and interacts with the skin in the wrist area. Second, I explore using both types of real-time biometric data-HR and BR-to regulate physiological state. somaPneu, an actuating cushion the size of an adult's upper body, provides two different forms of tactile stimulus simultaneously by changing its volume and generating a pulse. In contrast to ambienBeat, somaPneu interacts with the broader somatosensory system of the user's body. Lastly, I present a kinetic display-reSpire-which regulates users' breathing patterns through embodied tangible interactions with their inner state and with people around them. It encourages them to perform dynamic body motions to interact with the shape-changing fabrics that represent their own BR.
This thesis closes by providing my vision for the BioResonant interface, which encourages a better understanding of ourselves for richer intrapersonal and interpersonal interactions.
by Kyung Yun Choi.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
Samothrakis, Eric. "Designing interactive musical interfaces : musical and collaborative media projects using tangible and gestural interfaces". Thesis, University of Bristol, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.687608.
Texto completoStenbacka, Erik. "Cubieo : Observations of Explorative User Behavior with an Abstract Tangible Interface". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19639.
Texto completoAlbalawi, Rania. "Evaluating Tangible User Interface-based Mobile-learning System for Young Children". Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24365.
Texto completoCOSTA, DEBORA MENDONCA CARDADOR CORREA DA. "A CRITIQUE OF TANGIBLE USER INTERFACE DESIGN BASED ON SEMIOTIC ENGINEERING". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24035@1.
Texto completoCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
Com a incorporação de recursos computacionais aos elementos físicos, a computação evolui para a ubiquidade e está presente nos elementos do ambiente físico. Casas, móveis e objetos do dia-a-dia, isto é, o ambiente que nos cerca, são as novas interfaces com as quais as pessoas interagem para colaborar e se informar. Essas novas interfaces implicam em um novo paradigma de interação, ainda pouco conhecido e explorado, como é o caso das Interfaces Tangíveis (Tangible User Interfaces - TUIs), que usam artefatos físicos para representação e controle de informações digitais. Desenvolver Interfaces Tangíveis requer combinar o trabalho voltado para o concreto (forma) com a abstração característica do desenvolvimento de software (comportamento). Este trabalho propõe um método denominado Prototipação Colaborativa de Tangíveis Baseada na Engenharia Semiótica, que combina as abordagens de prototipação e da Engenharia Semiótica no projeto de interfaces tangíveis. Ao combinar estas abordagens, o método agrega os benefícios da experimentação continuada de forma estruturada proporcionada pela prototipação com as vantagens do foco na comunicabilidade da Engenharia Semiótica no projeto de tangíveis. Um estudo de caso é conduzido a fim de investigar a contribuição do método proposto para incorporação da perspectiva da Engenharia Semiótica ao projeto de interfaces tangíveis.
With the embedding of computing resources into physical elements, computing is moving toward ubiquity (or pervasiveness) and is present throughout the physical environment. Homes, furniture, and everyday life objects are the interfaces with which people now interact. Such new interfaces harbinger a new interaction paradigm that is little known and exploited to date, such as Tangible User Interfaces (TUIs) that use physical artefacts for representing and manipulating digital information. Developing TUIs means acknowledging both concrete (form) and abstract (behavior) aspects of an interface. This work proposes a method called Collaborative Tangible Prototyping Based on Semiotics Engineering that combines prototyping and Semiotic Engineering approaches to tangible interfaces design. By combining these approaches, the method brings together the benefits of continued structured experimentation provided by prototyping with the advantages of a focus on communicability from Semiotic Engineering for designing tangibles. A case study is conducted to investigate whether the proposed method contributes to incorporate the Semiotic Engineering perspective in the design of tangible user interfaces.
Sung, Hyungie. "The tangible map : designing the user interface for a public installation". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113102.
Texto completoThis 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 32).
The Mobile Experience Lab in the MIT Comparative Media Studies Department is developing the Tangible Map in order to determine the potential of three-dimensional digital displays as a medium of providing information about the physical world. The Tangible Map is a three-dimensional digital map installation in the Atlas Service Center that aims to provide an interactive and personalized experience with the MIT campus. The Tangible Map will provide users the opportunity to both search for specific facts about the campus as well as learn new and surprising insights about their own community. Through a sequence of development, design reviews, and user testing, the Tangible Map investigates the capabilities of providing information through various access points in a public installation, and the Mobile Experience Lab aspires to better inform and unite the greater community at MIT.
by Hyungie Sung.
M. Eng.
Gisvold, Aleksander y Esben Aarseth. "Using Gamification and Tangible User Interfaces to Treat Asthmatic Children". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26749.
Texto completoFarr, William John. "Tangible user interfaces and social interaction in children with autism". Thesis, University of Sussex, 2011. http://sro.sussex.ac.uk/id/eprint/6962/.
Texto completoMaynes-Aminzade, Daniel 1979. "Applications of computer-controlled actuation in workbench tangible user interfaces". Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/62096.
Texto completoIncludes bibliographical references (p. 60-62).
Tangible user interfaces give physical form to digital information, bridging the gap between the digital world of bits and the physical world of atoms. They offer many advantages over traditional graphical user interfaces, including two-handed manipulation, simplified multi-user collaboration, and the use of natural human spatial and tactile abilities. In the majority of existing tangible interfaces, different modalities are used for input and output; while the user provides input through the manipulation of physical objects, the computer produces only graphical output. This can lead to inconsistencies between the digital and physical representations of the same object. The goal of this thesis is to address this limitation by adding computer-controlled actuation to tangible interfaces. Actuation allows the computer to manipulate graspable objects the same way that a human user can. By developing and evaluating a variety of applications that use actuation, we demonstrate how it can best be employed in tangible interfaces.
by Daniel Maynes-Aminzade.
S.M.
Patten, James McMichael 1977. "Sensetable : a wireless object tracking platform for tangible user interfaces". Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62354.
Texto completoIncludes bibliographical references (p. 107-110).
Sensetable is a system that electromagnetically tracks the positions and orientations of multiple wireless objects on a tabletop display surface. The system offers two types of improvements over existing tracking approaches such as computer vision. First, the system tracks objects quickly and accurately without susceptibility to occlusion or changes in lighting conditions. Second, the tracked objects have state that can be modified by attaching physical dials and modifiers. The system can detect these changes in real-time. I present several new interaction techniques developed in the context of this system. Finally, I present several applications of the system, the most thoroughly developed of which is system dynamics simulation.
by James McMichael Patten.
S.M.
Al-Kutubi, Mostafa. "Sensor fusion for tangible acoustic interfaces for human computer intreraction". Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54654/.
Texto completoNowacka, Diana. "Autonomous behaviour in tangible user interfaces as a design factor". Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3708.
Texto completoSilva, Luís Manuel Raposo. "Interface multitoque para exploração de colecção de arte". Master's thesis, Faculdade de Ciências e Tecnologia, 2010. http://hdl.handle.net/10362/5309.
Texto completoCurrently, museum visitors are looking for a rich experience in interaction, which makes them more involved with museum collections. Due to the rapid progress of technology, as well as the popularization of the Internet and the recent trends to innovate the way we interact with information, museum visitors’ expectations are even higher. The need to keep up with technological advances, coupled with the increasing expectations of visitors, museums and galleries lead to the development of systems with creative interfaces that encourage visitors to interact with display devices. The use of tabletop displays has been a common practice, since it provides a more pleasant and collaborative atmosphere, which benefits the users. This becomes even more important if it allows the active participation of the visitors, in order to create an exhibition more accessible to all. In order to engage museum visitors with art collections, we propose the development of a multi-touch tabletop system for exploration of art collections. The proposed system will allow visitors a playful interaction, alone or in groups, in order to generate discussion around the displayed information. This allows for public participation by contributing with their knowledge and opinions. By assigning tags to the collection objects, the system will build a network of meanings constituted by the common knowledge of the visitors. With the implementation of the proposed system, we expect to collect information from visitors’ interactions, in order to produce a sociological study. This study intends to make analysis of cultural public who undertakes public communication of art at physical and virtual museums.
Clergeaud, Damien. "Collaboration interactive 3D en réalité virtuelle pour supporter des scénarios aérospatiaux". Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0708/document.
Texto completoThe aerospace industry is no longer composed of local and individualbusinesses. Due to the complexity of the products (their size, the numberof components, the variety of systems, etc.), the design of an aircraft or alauncher involves a considerable number of engineers with various fields of expertise.Furthermore, aerospace companies often have industrial facilities allover the world. In such a complex setting, it is necessary to build virtual experimentsthat can be shared between different remote sites. Specific problemsthen arise, particularly in terms of the perception of other immersed users.We are working with Airbus Group in order to design efficient collaborativeinteraction methods. These collaborative sessions allow multiple sites to beconnected within the same virtual experiment and enable experts from differentfields to be immersed simultaneously. For instance, if a problem occurs duringthe final stages of a launcher assembly, it may be necessary to bring togetherexperts on different sites who were involved in previous steps ( initial design,manufacturing processes). In this thesis, we propose various interaction technique in order to ease thecollaboration at different moments of an industrial process. We contributedin the context of communication between immersed users, taking notes inthe virtual environment and sharing it outside virtual reality and asymmetriccollaboration between a physical meeting room and a virtual environment
Fielding-Piper, Benjamin Tarquinn 1976. "The illuminated design environment : a 3-D tangible interface for landscape analysis". Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61127.
Texto completoIncludes bibliographical references (leaves 121-122).
This thesis outlines the reasons for the visual emphasis in current computer aided design interfaces. It describes the potential advantages of computer interfaces that allow a greater degree of physical interaction and it describes previous work that has attempted this goal. It describes the implementation of the Illuminated Design Environment as a platform that combines the advantages of physical and digital representation for the purposes of physical form design. The representational needs for the domain of landscape design are discussed and the implementation of Illuminating Clay, a tangible interface for landscape analysis, is described. The system is evaluated in the context of a landscape design class held at the MIT Department of Urban Studies and Planning, 2002. The thesis concludes with a discussion of the wider impact if the approach taken on the field of landscape design and computer aided design in general.
Benjamin Tarquinn Fielding-Piper.
S.M.
Ahuja, Dishaan (Dishaan D. ). "A 3-dimensional tangible mapping and data visualization interface for MIT campus". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105935.
Texto completoThis 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 47).
In this thesis, I describe the design and development of a tangible mapping, discovery and data visualization interface for MIT's campus. The interface is intended for eventual placement in MIT's Atlas Center - a reinvented and consolidated service center for employees, students, and visitors that is due to open in 2017. The interface consists of a large touchscreen placed flat on a table, with translucent and touch-sensitive 3D-printed MIT buildings laid out on top of the touchscreen. Users can interact with the interface by touching or long-pressing the buildings, or by interacting directly with the data presented on the touchscreen. Users are able to view a large amount of location-based information about MIT campus, including upcoming events, shuttle times, directions for indoor and outdoor navigation on campus, and various live social feeds, ranging from Twitter to the beloved free-food mailing list. Users can also send much of this information to their mobile device by scanning a QR code. The main contribution of this research is a tangible, extensible and aesthetically pleasing map of MIT's campus, which will be used for data visualization and discovery by the employees and visitors of MIT's Atlas Center.
by Dishaan Ahuja.
M. Eng.
Shahar, Eyal. "SoundStrand : a tangible interface for composing music with limited degrees of freedom". Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76531.
Texto completoCataloged from PDF version of thesis.
Includes bibliographical references (p. 83-88).
This thesis presents SoundStrand, a novel tangible interface for composing music. A new paradigm is also presented - one that allows for music composition with limited degrees of freedom, and therefore is well suited for music creation through the use of tangible interfaces. SoundStrand is comprised of a set of building blocks that represent pre-composed musical segments. By sequentially connecting building blocks to one another, the user arranges these segments into a musical theme; and by individually twisting, stretching and bending the blocks, variations of the melodic, harmonic and rhythmic content are introduced. Software tools are made available to program the musical segments and govern SoundStrand's behavior. Additional work, namely the Coda system, is presented in order to put SoundStrand and the described paradigm in a wider context as tools for music sharing and learning.
by Eyal Shahar.
S.M.
Jansen, Yvonne. "Physical and tangible information visualization". Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.
Texto completoPereda, Javier. "Online Cultural Heritage : facilitating complex query making through Tangible User Interfaces". Thesis, University of Southampton, 2016. https://eprints.soton.ac.uk/420887/.
Texto completoHafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System". Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.
Texto completoEnglmeier, David [Verfasser] y Andreas [Akademischer Betreuer] Butz. "Spherical tangible user interfaces in mixed reality / David Englmeier ; Betreuer: Andreas Butz". München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2021. http://d-nb.info/1238017150/34.
Texto completoLe, Goc Mathieu. "Supporting Versatility in Tangible User Interfaces Using Collections of Small Actuated Objects". Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS563/document.
Texto completoIn this dissertation, I present my work aiming at making tangible user interfaces more versatile with a higher degree of physicality, in order to bridge the gap between digital and physical worlds. To this end, I study and design systems which support interaction with digital information while better leveraging human hand capabilities. I start with an examination of the current related work, and highlight the need for further research towards more versatility with a higher degree of physicality. I argue that the specificity of existing systems tends to impair their usability and diffusion and induce a dependence on screens and other projections as media to represent the digital world. Building on lessons learned from previous work, I choose to focus my work on physical systems made of collections of generic and interactive objects. I articulate my research in four steps. Firstly, I present a study that compares tangible and multitouch interfaces to help assess potential benefits of physical objects. At the same time, I investigate the influence of object thickness on how users manipulate objects. Results suggest that conclusions from numerous previous studies need to be tempered, in particular regarding the advantages of physicality in terms of performance. These results however confirm that physicality improves user experience, due to the higher diversity of possible manipulations. As a second step, I present SmartTokens, a system based on small objects capable of detecting and recognizing user manipulations. I illustrate SmartTokens in a notification and personal task management scenario. In a third step, I introduce Swarm User Interfaces as a subclass of tangible user interfaces that are composed of collections of many interactive autonomous robots. To illustrate them, I present Zooids, an open-source open-hardware platform for developing tabletop Swarm User Interfaces. I demonstrate their potential and versatility through a set of application scenarios. I then describe their implementation, and clarify design considerations for Swarm User Interfaces. As a fourth step, I define composite data physicalizations and implement them using Zooids. I finally draw conclusions from the presented work, and open perspectives and directions for future work
Lau, Norman. "ServiceSketch: A Collaborative Tabletop Tool for Service Design". Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/7.
Texto completoArafsha, Faisal. "Smart Clothes as a Tangible User Interface to Affect Human Emotions using Haptic Actuators". Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/20616.
Texto completoSirera, I. Pulido Judith. "Designing A Tangible Device for Re-Framing Unproductivity". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285518.
Texto completoI rapporten redogör vi utformningen av ett fysiskt verktyg vars syfte är att öka acceptansen för icke-produktiv tid. Först användes intervjuer för att skapa en bättre förståelse och insikt i vad en “produktiv upplevelse” är. Intervjuerna visade att, samtidigt som idéen av att vara produktiv kan ge positiva känslor i form av “uppfyllnad”, så kan hanteringen av icke-produktiv tid vara jobbig och därmed negativt påverka människors humör och självkänsla. Insikterna från intervjuerna användes som stöd för designen och implementationen av RU, ett fysiskt verktyg vars användning är menad att härleda till reflektion samt tid för självvård. Prototypen är en fysisk representation av vad som anses var den stereotypiska bilden av ett produktivt sinne. Prototypen spelar på idéen av att koppla samman och ge energi i syfte om att motivera användaren att uppleva oproduktiv tid som självvård. I en ytterligare exekverad studie använde deltagarna RU under 5 dagar där resultatet indikerade på att verktyget motiverar till reflektion i aktiviteter bortom jobb och en ökad medvetenhet om vikten i att ta sig tiden för självvård.