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Artigos de revistas sobre o assunto "Shared tabletop"

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Lemasurier, Gregory, Gal Bejerano, Victoria Albanese, Jenna Parrillo, Holly A. Yanco, Nicholas Amerson, Rebecca Hetrick e Elizabeth Phillips. "Methods for Expressing Robot Intent for Human–Robot Collaboration in Shared Workspaces". ACM Transactions on Human-Robot Interaction 10, n.º 4 (31 de dezembro de 2021): 1–27. http://dx.doi.org/10.1145/3472223.

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Human–robot collaboration is becoming increasingly common in factories around the world; accordingly, we need to improve the interaction experiences between humans and robots working in these spaces. In this article, we report on a user study that investigated methods for providing information to a person about a robot’s intent to move when working together in a shared workspace through signals provided by the robot. In this case, the workspace was the surface of a tabletop. Our study tested the effectiveness of three motion-based and three light-based intent signals as well as the overall level of comfort participants felt while working with the robot to sort colored blocks on the tabletop. Although not significant, our findings suggest that the light signal located closest to the workspace—an LED bracelet located closest to the robot’s end effector—was the most noticeable and least confusing to participants. These findings can be leveraged to support human–robot collaborations in shared spaces.
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Beng Liang, Ong, Teo Rhun Ming, Noris Mohd Norowi e Azrul Hazri Jantan. "Using Continuous Spatial Configuration for Bezel Issues in a Multi-Mobile System". International Journal of Engineering & Technology 7, n.º 4.31 (9 de dezembro de 2018): 431–36. http://dx.doi.org/10.14419/ijet.v7i4.31.23724.

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With the rapid moving technology and innovation, the current digital technology such as smartphones and tabletop system have become vital necessities to accommodate people’s daily activities. As a more robust alternative to tabletop system, the multi-mobile system is also benefiting humans’ interaction by combining multiple mobile devices to become a shared and larger touch surface display. This paper demonstrates the study on effects of bezels on a multi-mobile system which allows users to perform collaborative drawing task with mobile devices in an ad-hoc manner. Unfortunately, gaps and physical design of the mobile devices between the mobile displays cause inherent design problems to the multi-display structure. Before conducting the experiments, two prototypes have been designed; high-fidelity prototype (without solution) and iterative prototype (with the continuous spatial configuration). Two user studies have been conducted with the prototypes by observing groups of students performing an interactive drawing task and the findings were compared. Results from the first user study show gaps and disjointed objects were observed in the drawing outcomes, while in the second user study, where the Continuous Spatial Configuration was implemented as a solution to this bezel issue, the gaps and spaces between the screens were eliminated by 94.8%. From this study, it is believed that implementing the Continuous Spatial Configuration in the prototype designs can improve the user experience in the context of collaboration beyond the use of expensive tabletops systems.  Â
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Hagen, Simen, e Frode Eika Sandnes. "Visual scoping and personal space on shared tabletop surfaces". Journal of Ambient Intelligence and Humanized Computing 3, n.º 2 (20 de outubro de 2011): 95–102. http://dx.doi.org/10.1007/s12652-011-0076-9.

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Oppl, Stefan, e Christian Stary. "Facilitating shared understanding of work situations using a tangible tabletop interface". Behaviour & Information Technology 33, n.º 6 (2 de outubro de 2013): 619–35. http://dx.doi.org/10.1080/0144929x.2013.833293.

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Echtler, Florian, Vitus Maierhöfer, Nicolai Brodersen Hansen e Raphael Wimmer. "SurfaceCast: Ubiquitous, Cross-Device Surface Sharing". Proceedings of the ACM on Human-Computer Interaction 7, ISS (31 de outubro de 2023): 286–308. http://dx.doi.org/10.1145/3626475.

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Real-time online interaction is the norm today. Tabletops and other dedicated interactive surface devices with direct input and tangible interaction can enhance remote collaboration, and open up new interaction scenarios based on mixed physical/virtual components. However, they are only available to a small subset of users, as they usually require identical bespoke hardware for every participant, are complex to setup, and need custom scenario-specific applications. We present SurfaceCast, a software toolkit designed to merge multiple distributed, heterogeneous end-user devices into a single, shared mixed-reality surface. Supported devices include regular desktop and laptop computers, tablets, and mixed-reality headsets, as well as projector-camera setups and dedicated interactive tabletop systems. This device-agnostic approach provides a fundamental building block for exploration of a far wider range of usage scenarios than previously feasible, including future clients using our provided API. In this paper, we discuss the software architecture of SurfaceCast, present a formative user study and a quantitative performance analysis of our framework, and introduce five example application scenarios which we enhance through the multi-user and multi-device features of the framework. Our results show that the hardware- and content-agnostic architecture of SurfaceCast can run on a wide variety of devices with sufficient performance and fidelity for real-time interaction.
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Dhagat, Priya, Joshua Coan, Ayanava Ganguly, Cole Puetz, David Silvestri e Syra Madad. "Enhancing Healthcare Preparedness: Lessons from a Tabletop Exercise on Highly Pathogenic Avian Influenza (HPAI)". Tropical Medicine and Infectious Disease 10, n.º 2 (6 de fevereiro de 2025): 47. https://doi.org/10.3390/tropicalmed10020047.

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Tabletop exercises offer a structured opportunity to assess strengths and potential gaps in preparedness and response plans in a safe learning environment. The New York City Health + Hospitals System-Wide Special Pathogens Program conducted an innovative and multidisciplinary tabletop exercise involving escalating scenarios of highly pathogenic avian influenza (HPAI) H5N1 in 2023. The goals were to assess patient screening processes for infectious diseases within healthcare facilities, infection prevention and control strategies, risk communication, and notification and involvement of public health stakeholders. Participants reflected on previous outbreak responses, discussed the importance of risk communication, and shared insights on tools and resources that would better support healthcare professionals in identifying and managing patients with HPAI/H5N1 infection. Key takeaways included establishing clear protocols for HPAI/H5N1 management, providing timely education to healthcare professionals, and assessing useful communication modalities. Methods: The exercise included escalating scenarios involving a single case of HPAI/H5N1 advancing to community transmission. Key participants spanned clinical departments, infection prevention and control, emergency management, and local public health stakeholders. Structured discussions targeted triggers for escalation, infection prevention strategies, and communication pathways. Results: Findings highlighted the need for tailored screening criteria, robust infection prevention protocols, clear communication strategies, and collaboration with public health authorities. Specific improvements included refining triage and isolation protocols, enhancing staff education, and leveraging syndromic surveillance systems. Conclusion: This exercise underscored the importance of proactive planning, multidisciplinary collaboration, and integration of biosafety measures to strengthen healthcare system resilience against HPAI/H5N1.
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Maquil, Valérie, Hoorieh Afkari, Béatrice Arend, Svenja Heuser e Patrick Sunnen. "Balancing Shareability and Positive Interdependence to Support Collaborative Problem-Solving on Interactive Tabletops". Advances in Human-Computer Interaction 2021 (22 de abril de 2021): 1–17. http://dx.doi.org/10.1155/2021/6632420.

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To support collaboration, researchers from different fields have proposed the design principles of shareability (engaging users in shared interactions around the same content) and positive interdependence (distributing roles and information to make users dependent on each other). While, on its own, each principle was shown to successfully support collaboration in different contexts, these principles are also partially conflicting, and their combination creates several design challenges. This paper describes how shareability and positive interdependency were jointly implemented in an interactive tabletop-mediated environment called Orbitia, with the aim of inducing collaboration between three adult participants. We present the design details and rationale behind the proposed application. Furthermore, we describe the results of an empirical evaluation focusing on joint problem-solving efficiency, collaboration styles, participation equity, and perceived collaboration effectiveness.
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Cho, Yeonhee, Michele Newman, Caroline Pitt, Jason C. Yip e Jin Ha Lee. "You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports". Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (14 de outubro de 2024): 1–29. http://dx.doi.org/10.1145/3677116.

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Tilt, characterized by heightened frustration, is a prevalent issue in esports, significantly impacting team dynamics and player well-being. Traditional Human-Computer Interaction (HCI) solutions often focus on individual strategies, overlooking the team-based nature of esports. This study introduces 'TILTED', a tabletop game co-designed with youth esports players, aimed at fostering open communication and empathy to collectively manage tilt. Findings from four user testing sessions with collegiate esports teams reveal that team-based interventions like 'TILTED' can enhance team cohesion and provide effective strategies for emotional regulation. The game facilitates understanding and empathy among teammates for managing emotions and maintaining a positive team atmosphere. Our research underscores the importance of resetting strategies and shared mental models in helping to mitigate tilt and offers design implications for future team-based interventions to enhance team dynamics and tilt management strategies as a team.
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Blick, Sarah. "Bringing Pilgrimage Home: The Production, Iconography, and Domestic Use of Late-Medieval Devotional Objects by Ordinary People". Religions 10, n.º 6 (20 de junho de 2019): 392. http://dx.doi.org/10.3390/rel10060392.

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Tracing the devotional beliefs and practices of everyday people during the late Middle Ages through documents is tricky, as most were written with other purposes in mind. To make up for this, it is necessary to examine the abundant material culture that survives from this period. By analyzing a variety of finds and comparing them with well-known objects used by the upper classes, it becomes evident that ordinary people shared the same religious views and practices. Both classes were interested in pieces that inspired active devotional and amuletic practice. They were intended to be gazed at and handled, then rested on a tabletop or nailed to a wall. Some folded, some rang, some could be blown through, while others were gazed upon. Lower quality materials and production of pieces had no impact on their ultimate use in the home.
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Tang, Rong, Elizabeth Quigley, Jeremy Guillette e Christopher Erdmann. "Shared discovery using a library tool on an interactive tabletop: Team composition, collaboration style and process". Proceedings of the American Society for Information Science and Technology 50, n.º 1 (2013): 1–15. http://dx.doi.org/10.1002/meet.14505001054.

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Mais fontes

Teses / dissertações sobre o assunto "Shared tabletop"

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ROCCHI, CESARE. "A shared tabletop interface for fostering conversation after the museum visit". Doctoral thesis, Università Politecnica delle Marche, 2009. http://hdl.handle.net/11566/242233.

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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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Zachariáš, Michal. "Návrh a Aplikace Dvourozměrných Vizuálních Markerů pro Speciální Účely". Doctoral thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-412574.

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Současné vizuální markerové systémy mají jednu zásadní nevýhodu oproti tzv. markerless přístupům - pohyb kamery je omezen na oblast pokrytou markery. V každém snímku musí být marker dostatečně velký, aby jej bylo možné identifikovat a vypočítat pozici a rotaci kamery. Zároveň musí být dostatečně malý, aby se celý (nebo alespoň jeho podstatná část) vešel do záběru kamery. Avšak tyto požadavky jsou protichůdné. Tato práce nabízí řešení tohoto problému za pomoci konceptu Marker Fields. Jde o strukturu, jejíž přítomnost je možné v obraze kamery snadno detekovat a identifikovat část, na kterou se kamera právě dívá, a to na základě jakékoli (malé) podoblasti s definovanou velikostí. Aby bylo možné podoblasti identifikovat zblízka i zdálky, nejsou od sebe odděleny, ale do velké míry se překrývají. V této práci jsou vysvětleny různé implementace konceptu marker fields, spolu s jejich zamýšleným použitím a výhodami a nevýhodami. Jako důkaz použitelnosti marker fields v reálném světě, se druhá největší část této práce věnuje popisu jejich reálných aplikací.
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(6861467), Hui Tang. "ShapeUD: A Real-time, Modifiable, Tangible Interactive Tabletop System for Collaborative Urban Design". Thesis, 2019.

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This research was to develop a real-time, modifiable, tangible interactive tabletop system for participatory urban design. The targeting user group was those stakeholders in urban design charrettes. Previous system solutions overlooked the importance of the modifiable tangible medium in the situation of reaching spatial-temporal consensus. These design issues impeded communication between the stakeholders and the professionals. Users of these systems had difficulties expressing ideas to professionals during the collaborative design process. Literature in evolving technology in the smart city context, collaborative urban design, embodied interaction, and depth-sensing was referred to guide the system design. Based on the review, this research identified the pivotal role of a shapeable and tangible medium in the system. The prototype system unified the modifiable, realistic model with its digital equivalent in urban analytics in real-time. By integrating tangible interaction, depth-sensing, and large touch screen tabletop, an intuitive, immersive decision-making interface for non-professional stakeholders could be created. During the system implementation, system elements centering ‘tangible interoperability’ were documented along the system pipeline. A heuristic evaluation, a method of usability inspection, was conducted to assess and to guide the future system design. The result was promising and inspiring. In the end, challenges and directions of system design were discussed. The contribution of this research included: discovering direction, centering tangibility, implementing a prototype, and documenting elements in each stage along the system pipeline of designing a modifiable tangible interactive tabletop system for the urban design charrette.
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Leung, Manshiu. "Tablet shapes and in vitro evaluation of coated hydrophilic matrix tablets novel mupirocin formulations non-acidic enteric coating of omeprazole and novel hot-melt coating process". Thesis, 2002. http://hdl.handle.net/1957/31105.

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This dissertation is comprised of four distinct formulation sections, which are described below: A novel solid dosage formulation was investigated for achieving zero-order drug release profile by combining tablet shape design and tablet membrane film coating. Verapmail (model drug) was compressed into hydrophilic matrix tablet cores of flat-faced and bi-convex shape, which were encapsulated with membrane controlling film. The hydrophilic tablet core contained hydroxypropyl methylcellulose (HPMC) 15 LV, pectin, and Avecil��. The membrane film coating solution was comprised of deionized water, Opadry��, Surelease�� and talc. The combination of membrane film coating and tablet shape design was found to influence in vitro verapamil release profile towards the zero-order release demonstrated by the commercial Covera HS�� (Pharmacia). An alternative formulation for the commercial Bactroban�� (Smithkline Beacham) ointment 2% was developed. Both the texture and consistency of the new ointment were comparable to the Bactroban�� ointment. The new and the commercial formulations were found to be equivalent in drug release by the Bauer-Kirby test. Mupirocin remained unstable in the new formulation. Mg����� was added to help stabilize mupirocin and was shown to complex with mupirocin by nuclear magnetic resonance (NMR). The modified formulation including Mg����� however failed to stabilize mupirocin. The stability assay results showed an average of 67.2% mupirocin recovery along with 25.2% degradation products. A generic omeprazole formulation was developed, which was comprised of nonpareil core, omeprazole matrix layer, and an enteric locating layer of ammoniated hydroxypropyl methylcellulose phthalate (HPMCP) 55S. The new formulation was gastro-resistant in protecting against omeprazole degradation for up to 2 h, but failed to dissolve as rapidly as the commercial Prilosec�� (Astra Merk) in simulated intestinal fluid. The addition of expotab�� to the enteric coating layer failed to improve omeprazole dissolution rate. A novel hot-melt coating methodology utilizing direct blending technique has been developed. The processing steps for the direct blending hot-melt coating are: (a) Hot-melt system preparation; (b) Dispersion/dissolution of the active ingredient(s) in the hot-melt system; (c) Pre-heating of the coating substrate; and (d) Cooling and congealing of the hot-melt on substrate surface. Immunogenic effect was observed in mice administered with enteric-coated ragweed pollen extract (RPE) alpha fraction by the hot-melt coating encapsulation with direct blending method. The effect was not shown to be statistically significant.
Graduation date: 2003
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Cheng, Ya-Hsun, e 鄭雅薰. "Research on the Action of Using Tabletop Game Teaching to Promote Students'' Ability to Share,Communicate and Cooperate". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/r8s7c8.

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碩士
長榮大學
經營管理研究所
105
The main task of this research is to develop a teaching project of “enhancing ability of expression, communication and sharing through tabletop game.” After implementing such project, this research made further analysis on the difference of these abilities from subject students. Through action research, taking students from a grade-one class in YongKang, Tainan City, the researcher as both their class teacher and life-and-study teacher, with 10 sessions from Nov 9th 2016 to Jan 6th 2017 collected and analyzed the materials from teaching video, feedback sheets, data of teaching journal, notes and interview records with cooperative researcher, this research came to following conclusions. 1. This research program teaching curriculum to achieve the goal of living and learning areas . 2. Through introducing tabletop game, teachers may guide students to express their observations and opinions of others or anything happen through adequate vocabulary or attitude. 3. Learning through tabletop game guide students to stand on others side, show empathy and get along well with each other. 4. Through cooperation in board game, students learn how to listen to each other’s opinion, follow the rules and complete mission through cooperation. 5. The board game can be the medium of "ability to express, communicate and share" the ability to train. From the results above, researcher propose concrete recommendations on teaching practice and direction for future researches. 1. Board game teaching activities can be designed in conjunction with language learning . 2. The board game can be used as a medium for class management. 3. Board games teaching can be applied on counseling activities. 4. It is recommended that the educational authorities set up a board games library materials for teachers to make use of the class teaching activities.
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Livros sobre o assunto "Shared tabletop"

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Greher, Gena R., e Suzanne L. Burton, eds. Creative Music Making at Your Fingertips. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190078119.001.0001.

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Hand-held mobile devices such as iPads, tablets, and smartphones hold potential for creative music making experiences within P-12 and higher education contexts. Yet navigating this technology and associated apps while embracing pedagogical change can be a daunting task. The book explores the enormous potential of rather small technological devices to transform the music-making experiences of students. The authors provide evidence for, ideas about, and examples of the role that mobile technology such as an iPad, tablet, or other hand-held device plays in the development of musical thinking and musical engagement of our students—in or outside of school. The promise of mobile devices for music education lies in their possibilities. In this book and on the companion website, the authors share strategies that will spark your imagination to explore digital musicianship and the use of mobile devices for your students’ musical engagement.
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Wilkinson, Ed. Chasing Church News: The Former Editor of the Tablet Shares His Most Compelling Photos Throughout a 50--Year Career. Independent Publisher, 2022.

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BOSS, Adams. How to Share Books on Kindle: A Visual Tutorial on How to Share Books with Friends and Family Members on Your Kindle Tablet Like a Pro in 3 Minutes. Independently Published, 2019.

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Cumiskey, Kathleen M., e Larissa Hjorth. Haunting Hands. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190634971.001.0001.

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From natural disasters to private funerals, digital media are playing a central role in the documentation and commemoration of shared significant events and individual loss experiences. Yet few studies have fully engaged with the increasing role mobile media play in making meanings related to traumatic events across different individual and collective contexts. Haunting Hands provides the first in-depth study into understanding the role of mobile media in memorialization and bereavement as a cultural and social practice. Throughout the chapters in this book, we explore how mobile devices are both expanding upon older forms of memory-making and creating new channels for affective cultures whereby the visual, textual, oral, and haptic manifest in new ways. Encompassing everything from phones to tablets, mobile media are not only playing a key role in how we represent and remember life, but also in how we negotiate the increasingly integral role of the digital within rituals in and around death. Haunting Hands posits how, during times of distress, mobile media can assist, accompany, and at times augment the disruptive terrain of loss. The book expands upon debates in the area of online memorialization in that the mobile device itself takes prominence, not only for its communicative or social function, but also for the ways in which it can contain as well as generate an intimate space within it. In this way, the device becomes an important companion for mobile-emotive grief as the bereaved engage with emotionally charged digital content in solitary, sometimes secretive, and sometimes shared ways.
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Carrier, Mark. From Smartphones to Social Media. ABC-CLIO, LLC, 2018. http://dx.doi.org/10.5040/9798400654688.

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This book examines how today's technology, as it includes smartphones, computers, and the internet, shapes our physical health, cognitive and psychological development, and interactions with one another and the world around us. Technology has become a ubiquitous part of modern life, but its impact on our physical, psychological, and social health and development runs just as deep as does our dependence upon it. How is the development of babies' brains affected by their playing with their parents' smartphones and tablets? How have computers altered the way we process and learn information? How have texting and social networking sites such as Facebook changed the way in which we interact with others? Can online dating lead to meaningful real-world relationships? From Smartphones to Social Media investigates these questions and many complex issues related to technology. Readers will discover what researchers know about how the use of technology affects us through accessibly written, thematic chapters. The main text is complemented by a collection of case studies and interviews with a variety of experts, providing insight into how technology's positive and negative effects manifest in our everyday lives and what we can do to mediate the negative ones.
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Riggsby, Andrew. Mosaics of Knowledge. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190632502.001.0001.

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The book examines the invention, use, and diffusion of ancient Roman information technologies. In particular, it looks at technologies defined in conceptual terms—lists, tables, weights and measures, perspective and related artistic devices, and cartography—rather than mechanical ones (e.g., “tablet” or “scroll”). Each is viewed from both social and cognitive perspectives, as well as with attention to the interaction between the conceptual and its material instantiation. The study is particularly focused on the most powerful technologies, whose uptakes are in most cases sporadic across time, space, and use context. These systems display a tolerance for error and/or omission remarkable unless they are considered in the narrowest possible use-context. Similarly, they often presuppose shared knowledge (both of form and of content) that could only have existed in highly localized contexts. Further constraints on the use of these devices arise from preferences for facts that are constituted by the record, rather than recorded, and (at least in elite circles) for linear exposition on the model of oral discourse. As a consequence, on the one hand, Romans lived in a balkanized informational world. Persons in different “locations”—whether geographical, social, or occupational—would have had access to quite different informational resources, and the overall situation is thus not controlled by the needs of any particular class or group. On the other hand, seeming technological weakness often turn out to be illusory if we set them in their actual use-contexts.
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Hanson, Jarice. The Social Media Revolution. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798216015871.

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Social media shapes the ways in which we communicate, think about friends, and hear about news and current events. It also affects how users think of themselves, their communities, and their place in the world. This book examines the tremendous impact of social media on daily life. When the Internet became mainstream in the early 2000s, everything changed. Now that social media is fully entrenched in daily life, contemporary society has shifted again in how we communicate, behave as consumers, seek out and enjoy entertainment, and express ourselves. Every one of the new applications of social media presents us with a new way of thinking about the economy that supports technological development and communication content and offers new models that challenge us to think about the economic impact of communication in the 21st century. The Social Media Revolution examines the tremendous influence of social media on how we make meaning of our place in the world. The book emphasizes the economic impacts of how we use the Internet and World Wide Web to exchange information, enabling readers to see how social media has taken root and challenged previous media industries, laws, policies, and social practices. Each entry in this useful reference serves to document the history, impact, and criticism of every subject and shows how social media has become a primary tool of the 21st-century world—one that not only contributes to our everyday life and social practices but also affects the future of business. The coverage of topics is extremely broad, ranging from economic models and concepts relevant to social media, such as e-commerce, crowdfunding, the use of cyber currency, and the impact of freeware; to key technologies and devices like Android and Apple iOS, apps, the cloud, streaming, and smartphones and tablets; to major entrepreneurs, inventors, and subjects of social media, such as Julian Assange, Bill Gates, Steve Jobs, Marissa Mayer, Edward Snowden, Steve Wozniak, and Mark Zuckerberg.
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Capítulos de livros sobre o assunto "Shared tabletop"

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Piper, Anne Marie, e James D. Hollan. "Analyzing Multimodal Communication around a Shared Tabletop Display". In ECSCW 2009, 283–302. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-854-4_17.

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Ito, Naoto, Hideyuki Takada e Ian Piumarta. "Effectiveness of Tabletop Interaction Using Tablet Terminals in a Shared Virtual Workspace". In Lecture Notes in Computer Science, 98–114. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-44799-5_8.

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Haller, Michael, Peter Brandl, Daniel Leithinger, Jakob Leitner, Thomas Seifried e Mark Billinghurst. "Shared Design Space: Sketching Ideas Using Digital Pens and a Large Augmented Tabletop Setup". In Advances in Artificial Reality and Tele-Existence, 185–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11941354_20.

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Heuser, Svenja, Béatrice Arend e Patrick Sunnen. "Reading Aloud in Human-Computer Interaction: How Spatial Distribution of Digital Text Units at an Interactive Tabletop Contributes to the Participants’ Shared Understanding". In Lecture Notes in Computer Science, 117–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60117-1_9.

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Abstract This paper is concerned with how the spatial distribution of written informings in a serious game activity at an interactive tabletop (ITT) induces participants to read aloud interactionally relevant information to each other in the process of co-constructing a shared understanding. Engaging in an unfamiliar game activity, the participants are all equally dependent on written informings from the interface that serve as a game manual and provide crucial information for jointly achieving the game task(s). When it comes to making use of these written informings, we find the participants to read them aloud, making them accountable within the group. Our findings from multimodal video analysis of two reading-aloud cases suggest that the written informing’s directionality and distribution (here, either designed as ‘distributed’ or ‘shared’ among the interface) regulate the participants’ access to information. And that participants who cannot visually access the information they are interested in reading (aloud) co-organize fine-grained joint successive actions build on and actualized by read-aloud utterances. These joint actions allow them to align their orientation and share their understanding of game activity-relevant content.
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Shen, Chia. "From Clicks to Touches: Enabling Face-to-Face Shared Social Interface on Multi-touch Tabletops". In Online Communities and Social Computing, 169–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73257-0_19.

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Favilla, Stu, Sonja Pedell, Andrew Murphy e Jeanie Beh. "Evaluating Shared Tablet Interactions Co-created for People Living with Moderate-to-Advanced Dementia". In Design for People Living with Dementia, 225–36. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003095460-18.

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Clancier, Philippe. "Formation and Administration of the Collections of Literary and Scholarly Tablets in First Millennium Babylonia". In Looking at it from Asia: the Processes that Shaped the Sources of History of Science, 3–35. Dordrecht: Springer Netherlands, 2010. http://dx.doi.org/10.1007/978-90-481-3676-6_1.

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Gupta, Richa. "Perceiving Sequences and Layouts Through Touch". In Haptics: Science, Technology, Applications, 283–91. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06249-0_32.

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AbstractAccessing graphical information is a challenge for persons with individuals with blindness and visual impairment (BVI). The primary method for making graphical information more accessible to BVI is to translate visual graphics into tactile graphics (TGs), sometimes called “raised line” graphics. Effective design of tactile graphics demands an in-depth investigation of perceptual foundations of exploration through touch. This work investigates primitives in tactile perception of spatial arrangements (i.e. sequences and layouts). Two experiments using tiles with different tactile shapes were arranged in a row on tabletop or within a 5 × 5 grid board. The goal of the experiments was to determine whether certain positions offered perceptual salience. The results indicate that positional primitives exist (e.g. corners, field edges and first and last positions in sequences), and these reinforce memory of spatial relationships. These inferences can influence effective tactile graphic design as well as design of inclusive and multi-modal interfaces/experiences.
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Haller, Michael, e Mark Billinghurst. "Interactive Tables". In Ubiquitous and Pervasive Computing, 741–62. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-960-1.ch045.

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Interactive tables are becoming increasingly popular. In this chapter, we describe a collaborative tabletop environment that is designed for brainstorming meetings. After describing the user requirements, we demonstrate different possible solutions for both the display and the tracking implementation, and summarize related work. Finally, we conclude with a more detailed description of the Shared Design Space. Using a digital pen, participants can annotate not only virtual paper, but also real printouts. By integrating both forms of physical and digital paper, we combine virtual and real drawings, three-dimensional models, and digital data in a single information space. We discuss the unique way that we have integrated these devices and how they can be used efficiently during a design process.
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Carbonell, Curtis D. "Warhammer 40,000". In Dread Trident, 166–94. Liverpool University Press, 2019. http://dx.doi.org/10.3828/liverpool/9781789620573.003.0006.

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Games Workshop’s Warhammer 40,000 (40k) intellectual property is a tabletop war game, but it also has developed a complex narrative that describes the imaginary realized world in which the game is played. This chapter examines key elements within this ‘lore’ as an example of how a cohesive realized world emerges. It focuses on a seminal ‘origins’ event, the Horus Heresy, that occurred roughly ten-thousand years prior to the current game setting’s timeline. It examines how key moments, such as the defeat of Horus and the wounding of the Emperor began as brief comments in sourcebooks but, through the work of authors within its shared universe, expanded into detailed narratives. It also focuses on a few other key moments, such as those detailed in the Beast Arises series and the Gathering Storm storyline.
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Trabalhos de conferências sobre o assunto "Shared tabletop"

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Liu Jun, David Pinelle, Carl Gutwin e Sriram Subramanian. "Improving digital handoff in shared tabletop workspaces". In 2008 IEEE International Workshop on Horizontal Interactive Human Computer Systems (TABLETOP). IEEE, 2008. http://dx.doi.org/10.1109/tabletop.2008.4660177.

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Tena, Sara, Ignacio Aedo e Paloma Díaz. "Achieving Shared Understanding in Face–to–Face ‘Tabletop’ Exercises". In 27th International BCS Human Computer Interaction Conference (HCI 2013). BCS Learning & Development, 2013. http://dx.doi.org/10.14236/ewic/hci2013.27.

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Hagen, Simen, e Frode Eika Sandnes. "Visual Scoping of Private Information Displayed on Shared Tabletop Surfaces". In Trusted Computing (UIC/ATC). IEEE, 2010. http://dx.doi.org/10.1109/uic-atc.2010.55.

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Ryall, Kathy, Clifton Forlines, Chia Shen e Meredith Ringel Morris. "Exploring the effects of group size and table size on interactions with tabletop shared-display groupware". In the 2004 ACM conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1031607.1031654.

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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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Flowers, Jared, e Gloria Wiens. "Prediction of Human Reaching Pose Sequences in Human-Robot Collaboration". In ASME 2023 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/detc2023-115309.

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Abstract In Human-Robot Collaboration (HRC), robots and humans must work together in shared, overlapping, workspaces to accomplish tasks. If human and robot motion can be coordinated, then collisions between robot and human can seamlessly be avoided without requiring either of them to stop work. A key part of this coordination is anticipating humans’ future motion so robot motion can be adapted proactively. In this work, a generative neural network predicts a multi-step sequence of human poses for tabletop reaching motions. The multi-step sequence is mapped to a time-series based on a human speed versus motion distance model. The input to the network is the human’s reaching target relative to current pelvis location combined with current human pose. A dataset was generated of human motions to reach various positions on or above the table in front of the human starting from a wide variety of initial human poses. After training the network, experiments showed that the predicted sequences generated by this method matched the actual recordings of human motion within an L2 joint error of 7.6 cm and L2 link roll-pitch-yaw error of 0.301 radians on average. This method predicts motion for an entire reach motion without suffering from the exponential propagation of prediction error that limits the horizon of prior works.
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Surgenor, Brian, e Kevin Firth. "Application of Tablet Computers in a Capstone Design Course". In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34289.

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Tablet PCs look much like regular laptop computers, except their digitized screens can be swiveled around, folded over, and written on with a stylus. Instructors have recognized that this simple write-on feature gives them the opportunity to change the way in which they lecture in a classroom. This paper examines the application of tablet PCs outside of the lecture hall. Specifically, it describes the application of tablet computers to a final year capstone design course. Particular applications include the replacement of the traditional individual design notebook with a shared electronic notebook and enhancement of sketching as a communication tool. A description of the capstone course is given to provide a context for how the tablets were used. The impact of the tablet PCs is discussed and the results of a user survey are presented.
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Kaltenbrunner, Martin, e Florian Echtler. "Shared Infrastructures for Tangible Tabletops & Interactive Surfaces". In the 2015 International Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2817721.2835070.

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Tournet, Julie, Guillaume Besacier, Nippun Goyal, Phillip J. McClelland e Stacey D. Scott. "Comparing visual feedback techniques for object transfer between private and shared surfaces". In ITS '13: The ACM International Conference on Interactive Tabletops and Surfaces. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2512349.2512403.

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Seiko Myojin, Hirokazu Kato e Shogo Nishida. "Poster: Evaluation of a cup-shaped interface in tabletop AR environments". In 2009 IEEE Symposium on 3D User Interfaces. IEEE, 2009. http://dx.doi.org/10.1109/3dui.2009.4811224.

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Relatórios de organizações sobre o assunto "Shared tabletop"

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Anderson, Zachary W., Greg N. McDonald, Elizabeth A. Balgord e W. Adolph Yonkee. Interim Geologic Map of the Browns Hole Quadrangle, Weber and Cache Counties, Utah. Utah Geological Survey, dezembro de 2023. http://dx.doi.org/10.34191/ofr-760.

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The Browns Hole quadrangle is in Weber and Cache Counties of northern Utah and covers the eastern part of Ogden Valley, a rapidly developing area of the Wasatch Range. The Middle and South Forks of the Ogden River bisect the quadrangle and are important watersheds and recreational areas to the communities of Ogden Valley and the Wasatch Front. The towns of Huntsville and Eden are just west of the quadrangle, unincorporated communities with year-round residents are present throughout the quadrangle, and numerous summer-cabin communities are present in the eastern part of the quadrangle. A portion of Powder Mountain ski resort, which draws year-round visitation and recreation, is present in the northwest corner of the quadrangle. The quadrangle contains the Willard thrust, a major thrust fault with approximately 30 mi (50 km) of eastward displacement that was active during the Cretaceous-Eocene Sevier orogeny (Yonkee and others, 2019). In the quadrangle, the Willard thrust places Neoproterozoic through Ordovician strata in the hanging wall over a fault-bounded lozenge of Cambrian strata and footwall Jurassic and Triassic strata (see cross section on Plate 2). Neoproterozoic strata comprise a succession of mostly clastic rocks deposited during rifting of western North America and breakup of the supercontinent Rodinia (Yonkee and others, 2014). These rocks include the Cryogenian-age Perry Canyon and Maple Canyon Formations, and the Ediacaran-age Kelley Canyon Formation, Papoose Creek Formation, Caddy Canyon Quartzite, Inkom Formation, Mutual Formation, and Browns Hole Formation. The Browns Hole Formation is a sequence of interbedded volcaniclastic rock and basalt lava flows that provides the only radiometric age control in the quadrangle. Provow and others (2021) reported a ~610 Ma detrital apatite U-Pb age from volcaniclastic sandstone at the base of the formation, Crittenden and Wallace (1973) reported a 580 ± 14 Ma K-Ar hornblende age for a volcanic clast, and Verdel (2009) reported a 609 ± 25 Ma U-Pb apatite age for a basalt flow near the top of the formation. Cambrian strata in the hanging wall include a thick basal clastic sequence (Geertsen Canyon Quartzite) overlain by a thick sequence of interbedded limestone, shale, and dolomite (Langston, Ute, and Blacksmith Formations). Hanging wall rocks are deformed by Willard thrust-related structures, including the Browns Hole anticline, Maple Canyon thrust, and numerous smaller folds and minor faults. Footwall rocks of the Willard thrust include highly deformed Cambrian strata within a fault-bounded lozenge exposed in the southern part of the quadrangle, and Jurassic and Triassic rocks exposed just south of the quadrangle. The Paleocene-Eocene Wasatch Formation unconformably overlies older rocks and was deposited over considerable paleotopography developed during late stages of the Sevier orogeny. The southwest part of the quadrangle is cut by a southwest-dipping normal fault system that bounds the east side of Ogden Valley. This fault is interpreted to have experienced an early phase of slip during local late Eocene to Oligocene collapse of the Sevier belt and deposition of volcanic and volcaniclastic rocks (Norwood Tuff) exposed west of the quadrangle (Sorensen and Crittenden, 1979), and a younger phase of slip during Neogene Basin and Range extension (Zoback, 1983). Lacustrine deposits and shorelines of Pleistocene-age Lake Bonneville are present in the southwest corner of the quadrangle near the mouth of the South Fork of the Ogden River and record the highstand of Lake Bonneville (Oviatt, 2015). Pleistocene glacial deposits, present in the northwest corner of the map, are likely related to the Pinedale glaciation, commonly expressed by two moraine building episodes in the Wasatch Range (Quirk and others, 2020). Numerous incised alluvial deposits and geomorphic surfaces are present along major drainages and record pre- and post-Lake Bonneville aggradational and degradational alluvial and colluvial sequences. Mass-movement deposits, including historically active landslides, are present throughout the quadrangle. Crittenden (1972) mapped the Browns Hole quadrangle at 1:24,000 scale, which provided an excellent foundation for the general stratigraphy and structure, but the 1972 map lacked important details of unconsolidated surficial units. As part of 1:62,500 scale mapping of the Ogden 30'x60' quadrangle, Coogan and King (2016) updated stratigraphic nomenclature, revised some contacts, and added more details for surficial units. For this map, we utilized new techniques for data acquisition and analysis to delineate surficial deposits, bedrock contacts, and faults more accurately and precisely. Mapping and field data collection were largely done in 2021–2022 using a combination of GPS-enabled tablets equipped with georectified aerial imagery (U.S. Department of Agriculture [USDA] National Agriculture Imagery Program [NAIP], 2009), orthoimagery (Utah Geospatial Resource Center [UGRC] State Geographic Information Database, 2018b, 2018c; 2021a, 2021b), and lidar data (UGRC State Geographic Information Database, 2006; 2011; 2013–2014; 2018a), previously published geologic maps, topographic maps, and applications for digital attitude collection. We also used hand-held GPS units, Brunton compasses, and field notebooks to collect geologic data. Field data were transferred to a Geographic Information System (GIS), where the map was compiled and completed.
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