Literatura científica selecionada sobre o tema "Actuated tangible interaction"

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Artigos de revistas sobre o assunto "Actuated tangible interaction"

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Smiley, Jim, Benjamin Lee, Siddhant Tandon, Maxime Cordeil, Lonni Besançon, Jarrod Knibbe, Bernhard Jenny e Tim Dwyer. "The MADE-Axis". Proceedings of the ACM on Human-Computer Interaction 5, ISS (3 de novembro de 2021): 1–23. http://dx.doi.org/10.1145/3488546.

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Tangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings.
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Vonach, Emanuel, Christoph Schindler e Hannes Kaufmann. "StARboard & TrACTOr: Actuated Tangibles in an Educational TAR Application". Multimodal Technologies and Interaction 5, n.º 2 (9 de fevereiro de 2021): 6. http://dx.doi.org/10.3390/mti5020006.

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We explore the potential of direct haptic interaction in a novel approach to Tangible Augmented Reality in an educational context. Employing our prototyping platform ACTO, we developed a tabletop Augmented Reality application StARboard for sailing students. In this personal viewpoint environment virtual objects, e.g., sailing ships, are physically represented by actuated micro robots. These align with virtual objects, allowing direct physical interaction with the scene. When a user tries to pick up a virtual ship, its physical robot counterpart is grabbed instead. We also developed a tracking solution TrACTOr, employing a depth sensor to allow tracking independent of the table surface. In this paper we present concept and development of StARboard and TrACTOr. We report results of our user study with 18 participants using our prototype. They show that direct haptic interaction in tabletop AR scores en-par with traditional mouse interaction on a desktop setup in usability (mean SUS = 86.7 vs. 82.9) and performance (mean RTLX = 15.0 vs. 14.8), while outperforming the mouse in factors related to learning like presence (mean 6.0 vs 3.1) and absorption (mean 5.4 vs. 4.2). It was also rated the most fun (13× vs. 0×) and most suitable for learning (9× vs. 4×).
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Overholt, Dan, Edgar Berdahl e Robert Hamilton. "Advancements in Actuated Musical Instruments". Organised Sound 16, n.º 2 (28 de junho de 2011): 154–65. http://dx.doi.org/10.1017/s1355771811000100.

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This article presents recent developments in actuated musical instruments created by the authors, who also describe an ecosystemic model of actuated performance activities that blur traditional boundaries between the physical and virtual elements of musical interfaces. Actuated musical instruments are physical instruments that have been endowed with virtual qualities controlled by a computer in real-time but which are nevertheless tangible. These instruments provide intuitive and engaging new forms of interaction. They are different from traditional (acoustic) and fully automated (robotic) instruments in that they produce sound via vibrating element(s) that are co-manipulated by humans and electromechanical systems. We examine the possibilities that arise when such instruments are played in different performative environments and music-making scenarios, and we postulate that such designs may give rise to new methods of musical performance. The Haptic Drum, the Feedback Resonance Guitar, the Electromagnetically Prepared Piano, the Overtone Fiddle and Teleoperation with Robothands are described, along with musical examples and reflections on the emergent properties of the performance ecologies that these instruments enable. We look at some of the conceptual and perceptual issues introduced by actuated musical instruments, and finally we propose some directions in which such research may be headed in the future.
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Gonzalez, Jesse T., e Scott E. Hudson. "Layer by Layer, Patterned Valves Enable Programmable Soft Surfaces". Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 6, n.º 1 (29 de março de 2022): 1–25. http://dx.doi.org/10.1145/3517251.

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Programmable surfaces, which can be instructed to alter their shape or texture, may one day serve as a platform for tangible interfaces and adaptive environments. But so far, these structures have been constrained in scale by a challenging fabrication process, as the numerous constituent actuators must be built and assembled individually. We look towards emerging trends in mechanical engineering and consider an alternate framework --- layer-driven design, which enables the production of dynamic, discretely-actuated surfaces at multiple scales. By centering the construction around patterning and stacking, forgoing individual assembly in favor of bulk processes such as photo-etching and laser cutting, we avoid the need for multiple manufacturing steps that are repeated for each of the many actuators that compose the surface. As an instance of this layer-driven model, we build an array of electrostatic valves, and use this composite material (which we refer to as Stoma-Board) to drive four types of pneumatic transducers. We also show how this technique may be readily industrialized, through integration with the highly mature and automated manufacturing processes of modern electronics.
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Ha, Minhyeok, Jihun Lee, Yongbeom Cho, Minwoo Lee, Hyunwoo Baek, Jungmin Lee, Jongmin Seo et al. "A Hybrid Upper‐Arm‐Geared Exoskeleton with Anatomical Digital Twin for Tangible Metaverse Feedback and Communication". Advanced Materials Technologies, 7 de dezembro de 2023. http://dx.doi.org/10.1002/admt.202301404.

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AbstractThe pandemic coincided with rapid advancements in virtual reality (VR) and mixed reality (MR) in healthcare. The idea of virtually replicating the real world and its associated experiences has garnered significant attention under the newly coined term “metaverse.” The metaverse serves as a communication platform that integrates physical and virtual experiences. However, the lack of physical interaction between users and virtual environments remains an obstacle. This study introduces a hybrid upper‐arm‐geared exoskeleton system that combines an anatomical digital‐twin model with tangible VR torque feedback and an MR remote healthcare monitoring in a musculoskeletal interface device format. The device employs a dual epicyclic geared motor actuator capable of exerting torque feedback. It derived torque profiles that simulate physical interactions with hysteretic damping in the virtual environment. An anatomical digital twin model is also incorporated into the fabricated device in an MR format and assessed the device's performance using electromyogram and thermographic sensors. In addition, it evaluated haptic fidelity and versatility as an immersive metaverse wearable and performed support vector machine‐based analysis for motion feature classification. It believes this approach has the potential to be highly beneficial for providing tangible metaverse feedback and communication combined with a human‐informed digital‐twin model for remote healthcare monitoring in the postpandemic era.
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Teses / dissertações sobre o assunto "Actuated tangible interaction"

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Le, 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.

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Dans ce manuscrit, je présente mes travaux visant à rendre les interfaces tangibles plus polyvalentes et plus physiques afin de réduire l’espace entre le réel et le virtuel. Pour ce faire, j'étudie et conçois des dispositifs technologiques permettant d’interagir avec le monde numérique exploitant au mieux le potentiel de nos mains. Je commence par examiner l’état de l’art et souligne le besoin d’approfondissement dans cette direction. J’y observe la spécificité des systèmes existants, limitant leur utilisation et diffusion, de même que l’utilisation récurrente d’écrans et autres dispositifs de projections comme moyen de représentation du monde numérique. Tirant les leçons de la recherche existante, je choisis d'orienter mes travaux autour de dispositifs physiques constitués uniquement de collections d’objets génériques et interactifs. Mon but est d’apporter plus de polyvalence aux interfaces purement tangibles. J’articule pour cela ma recherche en quatre temps. Je mène tout d’abord une étude comparant les interfaces tangibles et tactiles, dans le but d’évaluer de potentiels bénéfices de l’utilisation d’objets physiques. J’étudie conjointement l’influence de l’épaisseur des objets sur la manipulation. Les résultats suggèrent tout d’abord de modérer les conclusions de nombre d’études existantes, quant aux avantages de la tangibilité en terme de performances. Ces résultats confirment toutefois l’amélioration de l’agrément lors de l’utilisation de dispositifs physiques, expliquée par une plus grande variété ainsi qu’une plus grande fiabilité des manipulations réalisées. Je présente dans un deuxième temps SmartTokens, un dispositif à base de petits objets capable de détecter et reconnaître les manipulations auxquelles ils sont sujets. J’illustre les SmartTokens dans un scénario de gestion de notifications et de tâches personnelles. Je poursuis en introduisant les Interfaces en essaim, une sous-catégorie des interfaces tangibles, constituée de collections de nombreux robots autonomes et interactifs. Pour les illustrer, je présente les Zooids, une plateforme ouverte pour développer des Interfaces en essaim. Je démontre le potentiel quant à leur polyvalence avec un assortiment d’applications, et clarifie les règles de conception des Interfaces en essaim. Je définis les physicalisations de données composites, et les implémentent en utilisant les Zooids. Je termine en ouvrant perspectives et futures directions, et en tirant les conclusions des travaux réalisés au cours de cette thèse
In 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
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Riedenklau, Eckard [Verfasser]. "Development of actuated Tangible User Interfaces: new interaction concepts and evaluation methods / Eckard Riedenklau". Bielefeld : Universitätsbibliothek Bielefeld, 2016. http://d-nb.info/1082845000/34.

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Marlier, Maudeline. "Interactions tangibles pour l’exploitation ferroviaire dans les centres opérationnels". Electronic Thesis or Diss., Bordeaux, 2025. http://www.theses.fr/2025BORD0025.

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Cette thèse explore le potentiel des interfaces tangibles (IT) et des objets tangibles actionnés pour améliorer la collaboration et la prise de décision dans les centres de contrôle ferroviaires. Malgré une intégration croissante d’outils numériques dans ces centres, le rôle des opérateurs reste crucial, notamment en période de crise, où une collaboration efficace est indispensable pour prendre des décisions critiques. Cette recherche débute par une analyse des centres de contrôle ferroviaires et montre le potentiel des IT pour interagir avec des informations numériques. À partir de cette analyse, j’ai développé un prototype d’IT démontrant comment les interactions tangibles peuvent améliorer la compréhension du réseau et des décisions lors d’un incident. J’ai ensuite élargi ce concept en concevant un deuxième prototype qui intègre des interactions tangibles actionnées pour répondre à des défis plus complexes, notamment en renforçant la collaboration et l’efficacité en situations de crise. Ensemble, ces prototypes explorent le potentiel des IT à transformer les opérations des centres de contrôle ferroviaire. Cette thèse examine également l’utilisation d’objets tangibles actionnés comme feedback pour de la collaboration à distance. Deux études ont été réalisées : la première explore la détectabilité des objets tangibles actionnés par rapport à un retour visuel seul lors d’une tâche exigeante. Les résultats suggèrent une meilleure perceptibilité des objets. La deuxième étude évalue si le feedback tangible permet aux utilisateurs de mieux percevoir les actions et la position de leur partenaire, sans attention soutenue, par rapport à un retour visuel seul. Les résultats suggèrent que les objets tangibles actionnés offrent une approche plus incarnée et efficace pour maintenir la conscience des activités en collaboration à distance. Ce travail de thèse met en avant les valeurs des interfaces tangibles et des interfaces tangibles actionnées pour partager des informations, aider les opérateurs à visualiser, comparer et résoudre les incidents de manière collaborative tout en comprenant les conséquences des décisions
This thesis explores how Tangible User Interfaces (TUIs) and actuated tangible objects can address collaboration and decision-making challenges in railway control centres. While railway control centres are increasingly incorporating digital tools, particularly with the expanding train traffic worldwide, the role of humans remains essential, especially during crises, when operators need to collaborate to make critical decisions. To tackle these challenges, this research begins with an analysis of railway control centres and the potential of TUIs to transform interactions by offering physical forms for digital information. From this analysis, I developed a tabletop prototype that demonstrated how tangible interactions can improve operators’ understanding of rail traffic scenarios and decision outcomes. I extended this concept by designing a second prototype. This new iteration introduced actuated tangible interactions to address more complex challenges, particularly enhancing collaboration and efficiency during crisis situations. Together, these prototypes explore the evolving potential of TUIs to transform railway control operations. Then, I investigates actuated tangible feedback in remote collaboration. I conducted two user studies: the first assessed the detectability of actuated tangible objects compared to visual-only feedback during a cognitively demanding task, showing that tangibles were significantly more noticeable. The second study focused on collaborative problem-solving, testing if tangible feedback allowed users to perceive their partner’s actions and location without requiring focused attention. Qualitative findings suggest that tangibles can offer a more embodied and effective approach to maintaining awareness in remote collaborative environments. Overall, this work highlights the value of TUIs and actuated interfaces to share information, help operators visualise, compare, and resolve incidents collaboratively while understanding the consequences of decisions
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Livros sobre o assunto "Actuated tangible interaction"

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Mi, Haipeng. Actuated Tangible User Interface: An Extensible Method for Tabletop Interaction. LAP LAMBERT Academic Publishing, 2014.

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Trabalhos de conferências sobre o assunto "Actuated tangible interaction"

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Cordeil, Maxime, Benjamin Bach, Andrew Cunningham, Bastian Montoya, Ross T. Smith, Bruce H. Thomas e Tim Dwyer. "Embodied Axes: Tangible, Actuated Interaction for 3D Augmented Reality Data Spaces". In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376613.

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Otaran, Ata, Yu Jiang e Jürgen Steimle. "Sparsely actuated modular metamaterials for shape changing interfaces". In TEI '25: Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, 1–12. New York, NY, USA: ACM, 2025. https://doi.org/10.1145/3689050.3704942.

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Riedenklau, Eckard, Thomas Hermann e Helge Ritter. "An integrated multi-modal actuated tangible user interface for distributed collaborative planning". In TEI'12: Sixth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2012. http://dx.doi.org/10.1145/2148131.2148167.

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Lalioti, Vali, Ken Nakagaki, Ramarko Bhattacharya e Yasuaki Kakehi. "[e]Motion: Designing Expressive Movement in Robots and Actuated Tangible User Interfaces". In TEI '24: Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3623509.3634741.

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Wang, Yuhan, Keru Wang, Zhu Wang e Ken Perlin. "Robotecture: A Modular Shape-changing Interface Using Actuated Support Beams". In TEI '25: Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, 1–11. New York, NY, USA: ACM, 2025. https://doi.org/10.1145/3689050.3704925.

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Daniel, Maxime, Guillaume Rivière e Nadine Couture. "Designing an Expandable Illuminated Ring to Build an Actuated Ring Chart". In TEI '18: Twelfth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173225.3173294.

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Zhang, Lina, Yibin Huai, Zhian Hu, Jiayi Wu, Alvaro Cassinelli e Kening Zhu. "ThreadTessel: A Modularized Tangible Toolkit Leveraging Origami Tessellation for Designing Thread-actuated Shape-changing Structures". In TEI '25: Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, 1–15. New York, NY, USA: ACM, 2025. https://doi.org/10.1145/3689050.3704929.

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Marlier, Maudeline, Nicolas Renoir, Martin Hachet e Arnaud Prouzeau. "Exploring Interactions with Tangible and Actuated Tokens on a Shared Tabletop for Railway Traffic Management Control Centres". In TEI '25: Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction, 1–12. New York, NY, USA: ACM, 2025. https://doi.org/10.1145/3689050.3704938.

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Mansutti, Alessandro, Mario Covarrubias Rodriguez, Monica Bordegoni e Umberto Cugini. "Tactile Display for Virtual Shape Rendering Based on Servo Actuated Modules". In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47212.

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This paper presents a new concept of a desktop tangible shape display for virtual surface rendering. The proposed system is able to represent in the real environment the shape of a digital model of a product, which can be explored naturally through a free-hand interaction. Aim of the shape display is to allow product designers to explore the rendered surface through a continuous touch of curves lying on the product shape. Ideally, the designer selects curves, which can be considered as style features of the shape, on the shape surface, and evaluates the aesthetic quality of these curves by manual exploration. In order to physically represent these selected curves, a flexible surface is modelled by means of servo-actuated modules controlling a physical deforming strip. The behaviour of the strip is controlled by acting on the position and rotations of a discrete number of control sectors. Each control sector is controlled by a module, which is based on an absolute positioning approach and equipped with five degrees of freedom. The developed system is able to manage the elastic behaviour of the strip in terms of bending, twisting and local tangency. The tangency control allows us to manage the local tangency of the strip to the rendered trajectory, thus increasing the accuracy of the representation. Moreover, a preliminary second version of the module is presented, which has been designed so as to allow the control sectors to slide on the strip. Thanks to this feature, it will be possible to place the control sector in a given point of the trajectory, such as point of maximum, point of minimum or inflection points. The device is designed to be portable, low cost, modular and high performing in terms of types of shapes that can be represented. A prototype equipped with three modules has been developed in order to evaluate the usability and the performances of the display.
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Niiyama, Ryuma, Xu Sun, Lining Yao, Hiroshi Ishii, Daniela Rus e Sangbae Kim. "Sticky Actuator". In TEI '15: Ninth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2677199.2680600.

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