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Artigos de revistas sobre o assunto "Touch-Based interaction"

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Liu, Yang (Alison), Yi Shen, Cheng Luo e Hock Chuan Chan. "Reach Out and Touch: Eliciting the Sense of Touch Through Gesture-Based Interaction". Journal of the Association for Information Systems 22, n.º 6 (2021): 1686–714. http://dx.doi.org/10.17705/1jais.00704.

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With the development of gesture-based interaction technologies (e.g., touchscreen devices and kinetic controllers), consumers can directly use their hands to interact with web interfaces, which may assist in creating a sense of touch for consumers. Drawing on feelings-as-information theory, this study investigates the impacts of two types of gesture-based interaction (i.e., touchscreen interaction and mid-air interaction) on consumers’ sense of touch. Results from a laboratory experiment showed that touchscreen interaction elicited a higher sense of touch than mid-air interaction when the importance of product haptic information was high. However, touchscreen interaction did not differ from mid-air interaction in terms of eliciting consumers’ sense of touch when the importance of product haptic information was low. Furthermore, consumers’ sense of touch improved their shopping experience satisfaction by reducing uncertainty about products and fostering attachment to products. Theoretically, this study contributes to the existing literature by empirically investigating the effects of gesture-based interaction on consumers’ bodily sensations, elucidating the role of the sense of touch in affecting consumers’ virtual product experience, and highlighting the impact of the interaction method on consumer behavior. This study also provides practical insights into the application of gesture-based interaction technologies.
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LI Wen-sheng, 李文生, 邓春健 DENG Chun-jian e 吕燚 LV Yi. "Interaction Gesture Analysis Based on Touch Screen". Chinese Journal of Liquid Crystals and Displays 26, n.º 2 (2011): 194–99. http://dx.doi.org/10.3788/yjyxs20112602.0194.

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Konda, Ankith, Vikas Reddy e Prasad K. D. V. Yarlagadda. "An Intuitive Multi-Touch Surface and Gesture Based Interaction for Video Surveillance Systems". International Journal of Future Computer and Communication 3, n.º 3 (2014): 197–201. http://dx.doi.org/10.7763/ijfcc.2014.v3.295.

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Isomursu, Minna, e Mari Ervasti. "Touch-Based Access to Mobile Internet". International Journal of Mobile Human Computer Interaction 1, n.º 4 (outubro de 2009): 58–79. http://dx.doi.org/10.4018/jmhci.2009062605.

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This article reports user experience findings from two field trials where Mobile Internet access was supported through Near Field Communication (NFC)-based tag infrastructure. The authors’ results show that touch-based interaction can provide enhancement to the Mobile Internet user experience in: (1) content and service discovery, (2) Mobile Internet access, and (3) integrated situated and embodied experience. The problems related to service discovery can be solved by providing location-based access, and by using visual cues embedded into the environment for discovering content and services. Mobile Internet access through touch solves the problem of memorizing complicated URLs and the challenge of typing with a mobile device keypad. As touch-based access builds a semantic bridge between the physical context of use and the Mobile Internet experience, the user experience converges seamlessly into one where both the physical and digital worlds play a role.
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Chen, Hui, e Hanqiu Sun. "Body-Based Haptic Interaction Model for Touch-Enabled Virtual Environments". Presence: Teleoperators and Virtual Environments 15, n.º 2 (abril de 2006): 186–203. http://dx.doi.org/10.1162/pres.2006.15.2.186.

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In this paper, we propose a novel body-based haptic interaction model that simulates the intrinsic physical properties of the tool and virtual objects during the haptic interaction. When tracing the haptic tool interacting with objects, the body-based force evaluation model based on Hertz's contact theory including both frictional and frictionless contacts is developed in our system. Physical properties of different object materials expressed by Poisson's ratio and Young's modulus are involved to simulate the realistic touch perception between the haptic tool and objects. The neighborhood of transmitted force is dynamically determined in relation to the contact load, and a discrete solution method is applied to accelerate the computation rate of realistic haptic interaction. Our experimental results have shown satisfactory performance of the body-based haptic model we have developed while interacting in touch-enabled virtual environments.
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Wang, Feng, Qi Fan, Hui Deng e Ji Bin Yin. "PWIG - Interactive Paradigm of Direct Touch Interaction". Advanced Materials Research 765-767 (setembro de 2013): 1722–25. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1722.

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The direct touch interaction is considered as an important part of natural human-computer interaction and has become one of the hotspots in recent years. However, current touch interactive designs still rely on traditional WIMP paradigm seriously. To prompt and develop a dedicated user interface for direct touch interaction, in this paper, we explore the interactive features of the touch user interface through statistical analysis method. We classify and summary on the components of user interface from three current mainstream mobile platforms, further abstract the components for touch operation paradigm and finally propose an interactive paradigm based on the Post-WIMP environment: PWIG (Page/Frame, Widget, Icon/Button and Gesture) paradigm. After the evaluation of PWIG paradigm, we think PWIG paradigm is more suitable for direct touch interaction and should guide the design of the natural user interface for direct touch systems.
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Peng, Qizhao, Weiwei Wang, Xiaoyan Yang, Yi Wang e Jian Chen. "Research on Affective Interaction in Mini Public Transport Based on IPA-FMEA". Sustainability 15, n.º 9 (22 de abril de 2023): 7033. http://dx.doi.org/10.3390/su15097033.

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In the promotion of sustainable modes of transport, especially public transport, reasonable failure risk assessment at the critical moment in the process of service provider touch with users can improve the service quality to a certain extent. This study presents a product service touch point evaluation approach based on the importance–performance analysis (IPA) of user and failure mode and effect analysis (FMEA). Firstly, the authors capture service product service touch points in the process of user interaction with the product by observing the user behavior in a speculative design experiment, and perform the correlation analysis of the service product service touch point. Second, the authors use the IPA analysis method to evaluate and classify the product service touch points and identify the key product service touch points. Thirdly, the authors propose to analyze the failure of key product service touch points based on user-perceived affective interaction and clarify the priority of each key touch point. Finally, reluctant interpersonal communication, as the key failure caused by high risk, is derived according to the evaluation report, which leads to establishing new product service touch points and improving the overall user experience to promote sustainable transports with similar forms and characteristics.
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Chen, Si, Dandan Cheng e Quan Zhou. "Design and Application of Interactive Algorithm for Advertising Media Screen Based on Smart Sensor". Scientific Programming 2022 (15 de março de 2022): 1–10. http://dx.doi.org/10.1155/2022/4467739.

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Touch is one of the most important human senses. With the popularization of touch-screen mobile phones, tablet computers, and other devices, touch-screen interactive technology has become a norm in people’s daily lives, and advertisements that were once dominated by vision and hearing have added an interactive experience in the dimension of touch. Traditional advertising media screens can only complete simple information dissemination functions and cannot interact with users in a two-way manner. They can only receive information one-way and passively and lack interactivity. Touch-screen interactive advertising forms a good interaction with the target audience, thereby disseminating advertising information to achieve the purpose of promotion or brand image building. This paper designs a set of advertising media screen interaction systems based on smart sensors, including a gesture interaction module, a remote interaction module, and a touch interaction module. The gesture interaction module can recognize 5 static gestures and send gesture commands to control the advertising media screen. The remote interaction module can remotely control the advertising media screen, and the touch interaction module can control the advertising media screen through the touch screen. According to the functional requirements, the overall design of software and hardware is given, and the technical background of each module of the software is introduced. Next, the depth image-based gesture recognition method is studied. The number of fingers and the center distance feature are fused as feature vectors, and the weighted template matching method is used to classify and recognize gestures. Finally, the design and implementation of the interactive system are introduced.
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Cuello Mejía, Dario Alfonso, Hidenobu Sumioka, Hiroshi Ishiguro e Masahiro Shiomi. "Modeling a Pre-Touch Reaction Distance around Socially Touchable Upper Body Parts of a Robot". Applied Sciences 11, n.º 16 (9 de agosto de 2021): 7307. http://dx.doi.org/10.3390/app11167307.

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Although before-touch situations are essential to achieve natural touch interactions between people and robots, they receive less attention than after-touch situations. This study reports pre-touch reaction distance analysis results around touchable upper body parts, i.e., shoulders, elbows, and hands, based on human–human pre-touch interaction. We also analyzed the effects of gender, approach side, speed, and acclimation in modeling the pre-touch reaction distance, and found that the distance around the hands is smaller than the distance around the shoulders and elbows, and speed and acclimation affect the distance. On the other hand, gender and approach side do not significantly affect the pre-touch reaction distance. Finally, we implemented the results in a male-looking android and confirmed that it reacted toward pre-touch based on the obtained model.
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Hayes, Sean T., e Julie A. Adams. "Adaptive Control-Display Ratios for Smartphones". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, n.º 1 (setembro de 2016): 815–19. http://dx.doi.org/10.1177/1541931213601186.

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Smartphones pose new design challenges for precise interactions, prompting the development of indirect interaction techniques that improve performance by reducing the occlusion caused by touch input. Direct touch interaction (e.g., tap to select) is imprecise, due to occlusion and the finger’s surface area. Many cursor-based interaction techniques address this issue; however, these techniques do not dynamically adjust the control-to-display movement ratio ( CDratio ) to improve accuracy and interaction times. This paper analyzes the performance benefits of applying adaptive CDratio enhancements to smartphone interaction for target-selection tasks. Existing desktop computer enhancements and a new enhancement method, Magnetic Targets, are compared. Magnetic Targets resulted in significantly shorter target selection times compared to the existing enhancements. Further, a simple method that combined enhancements to provide a CDratio based on a greater context of the interactions demonstrated performance improvements.
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Teses / dissertações sobre o assunto "Touch-Based interaction"

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Gauci, Francesca. "Game Accessibility for Children with Cognitive Disabilities : Comparing Gesture-based and Touch Interaction". Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-107102.

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The interest in video games has grown substantially over the years, transforming from a means of recreation to one of the most dominating fields in entertainment. However, a significant number of individuals face several obstacles when playing games due to disabilities. While efforts towards more accessible game experiences have increased, cognitive disabilities have been often neglected, partly because games targeting cognitive disabilities are some of the most difficult to design, since cognitive accessibility barriers can be present at any part of the game. In recent years, research in human-computer interaction has explored gesture-based technologies and interaction, especially in the context of games and virtual reality. Research on gesture-based interaction has concentrated on providing a new form of interaction for people with cognitive disabilities. Several studies have shown that gesture interaction may provide several benefits to individuals with cognitive disabilities, including increased cognitive, motor and social aptitudes. This study aims to explore the impact of gesture-based interaction on the. accessibility of video games for children with cognitive disabilities. Accessibility of gesture interaction is evaluated against touch interaction as the baseline, a comparison founded on previous studies that have argued for the high level of accessibility and universal availability of touchscreen devices. As such, a game prototype was custom designed and developed to support both types of interaction, gestures and touch. The game was presented to several users during an interaction study, where every user played the game with both methods of interaction. The game and outcome of the user interaction study were further discussed with field experts. This study contributes towards a better understanding of how gesture interaction impacts the accessibility in games for children with cognitive disabilities. This study concludes that there are certain drawbacks with gesture-based games, especially with regards to precision, accuracy, and ergonomics. As a result, the majority of users preferred the touch interaction method. Nevertheless, some users also considered the gesture game to be a fun experience. Further, discussion with experts produces several points of improvement to make gesture interaction more accessible. The findings of the study are a departure point for a deeper analysis of gestures and how they can be integrated into the gaming world.
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Fard, Hossein Ghodosi, e Bie Chuangjun. "Braille-based Text Input for Multi-touch Screen Mobile Phones". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5555.

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ABSTRACT: “The real problem of blindness is not the loss of eyesight. The real problem is the misunderstanding and lack of information that exist. If a blind person has proper training and opportunity, blindness can be reduced to a physical nuisance.”- National Federation of the Blind (NFB) Multi-touch screen is a relatively new and revolutionary technology in mobile phone industry. Being mostly software driven makes these phones highly customizable for all sorts of users including blind and visually impaired people. In this research, we present new interface layouts for multi-touch screen mobile phones that enable visionless people to enter text in the form of Braille cells. Braille is the only way for these people to directly read and write without getting help from any extra assistive instruments. It will be more convenient and interesting for them to be provided with facilities to interact with new technologies using their language, Braille. We started with a literature review on existing eyes-free text entry methods and also text input devices, to find out their strengths and weaknesses. At this stage we were aiming at identifying the difficulties that unsighted people faced when working with current text entry methods. Then we conducted questionnaire surveys as the quantitative method and interviews as the qualitative method of our user study to get familiar with users’ needs and expectations. At the same time we studied the Braille language in detail and examined currently available multi-touch mobile phone feedbacks. At the designing stage, we first investigated different possible ways of entering a Braille “cell” on a multi-touch screen, regarding available input techniques and also considering the Braille structure. Then, we developed six different alternatives of entering the Braille cells on the device; we laid out a mockup for each and documented them using Gestural Modules Document and Swim Lanes techniques. Next, we prototyped our designs and evaluated them utilizing Pluralistic Walkthrough method and real users. Next step, we refined our models and selected the two bests, as main results of this project based on good gestural interface principles and users’ feedbacks. Finally, we discussed the usability of our elected methods in comparison with the current method visually impaired use to enter texts on the most popular multi-touch screen mobile phone, iPhone. Our selected designs reveal possibilities to improve the efficiency and accuracy of the existing text entry methods in multi-touch screen mobile phones for Braille literate people. They also can be used as guidelines for creating other multi-touch input devices for entering Braille in an apparatus like computer.
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Hardy, Robert. "Exploring touch-based phone interaction with tagged physical objects : exemplified using near-field communication". Thesis, Lancaster University, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.661129.

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Today, mobile phones provide a versatile platform that is able to support a multitude of new applications. However, an inherent obstacle with mobile phones is their limited output capabilities. This poses constraints on the user's ability to find and interact with the software applications installed due to factors such as the limited screen size of the device. The goal of the herein work is to extend the phone's user interface to the physical environment. The user's interactions with the physical environment are through phone touches; thus, explicit and direct. Moreover, in addition to the environment providing spatial awareness visually, the phones also lend their capabilities (e.g. input modalities, display, storage, etc.) to the interaction. The approach taken in this thesis is to support touch-based object interaction through the use of tagging technologies. This involves augmenting the physical environment with devices that can be sensed by the phone. If the data stored on the device represents the physical object, the phone can effectively sense this object. Furthermore, the advantage of tagging technologies is the freedom provided to create a variety of different user interfaces. Currently, the majority of implemented solutions focus on single-tag interaction paradigms whereby the phone reads only one tag to accomplish a goal. In order to explore the potential of touch-based mobile interaction further, mUltiple touches (using multiple tags) could be concatenated to achieve expressive interactions. The contribution of this project is the fut1her analysis of touch-based object interactions and the creation of guidelines for the development of such systems, as well as to establish developer supp0l1 for the future development.
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Yan, Zhixin. "A Unified Multi-touch Gesture based Approach for Efficient Short-, Medium-, and Long-Distance Travel in VR". Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/392.

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As one of the main topics in Virtual Reality (VR), travel interfaces have been studied by many researchers in the past decades. However, it is still a challenging topic today. One of the design problems is the tradeoff between speed and precision. Some tasks (e.g., driving) require a user to travel long distances with less concern about precise movement, while other tasks (e.g., walking) require users to approach nearby objects in a more precise way, and to care less about the speed. Between these two extremes there are scenarios when both speed and precision become equally important. In the real world, we often seamlessly balance these requirements. However, most VR systems only support a single travel mode, which may be good for one range of travel, but not others. We propose and evaluate a new VR travel framework which supports three separate multi-touch travel techniques for different distance ranges, that all use the same input device with a unifying metaphor of the user’s fingers becoming their legs. We investigate the usability and user acceptance for the fingers-as-legs metaphor, as well as the efficiency, naturalness, and impact on spatial awareness such an interface has.
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Cavez, Vincent. "Designing Pen-based Interactions for Productivity and Creativity". Electronic Thesis or Diss., université Paris-Saclay, 2025. http://www.theses.fr/2025UPASG013.

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Conçus pour une utilisation avec la souris et le clavier, les outils aidant à la productivité et à la créativité sont puissants sur les ordinateurs de bureau, mais leur structure devient un obstacle lorsqu'ils sont transposés sur des surfaces interactives offrant une saisie tactile et au stylet.En effet, les opportunités offertes par le stylet en termes de précision et d'expressivité ont été démontrées dans la littérature sur en IHM. Cependant, les outils de productivité et de créativité nécessitent une refonte minutieuse exploitant ces propriétés uniques pour tirer parti de l'intuitivité qu'ils offrent, tout en conservant les avantages liés à la structure. Cette articulation délicate entre le stylet et la structure a été négligée dans la littérature.Mon travail de thèse se concentre sur cette articulation à travers deux cas d'utilisation afin de répondre à la question de recherche générale : « Comment concevoir des interactions basées sur le stylet pour la productivité et la créativité sur des surfaces interactives ? » Je considère que la productivité dépend de l'efficacité, tandis que la créativité repose à la fois sur l'efficacité et la flexibilité, et j'explore des interactions qui favorisent ces deux dimensions.Mon premier projet, TableInk, explore un ensemble de techniques d'interaction basées sur le stylet et conçues pour les logiciels de tableurs, et propose des lignes directrices pour promouvoir l'efficacité sur les surfaces interactives. Je commence par analyser les logiciels commerciaux et par mener une étude d'élicitation pour comprendre ce que les utilisateurs peuvent faire et ce qu'ils aimeraient faire avec les tableurs sur des surfaces interactives. Sur la base de ces analyses, je conçois des techniques d'interaction qui exploitent les opportunités offertes par le stylet pour réduire les frictions et permettre plus d'opérations par manipulation directe sur et à travers la grille. Je prototype ces techniques d'interaction et mène une étude qualitative auprès d'utilisateurs qui effectuent diverses opérations sur tableurs avec leurs propres données. Les observations montrent que l'utilisation du stylet pour contourner la structure constitue un moyen prometteur de favoriser l'efficacité dans un outil de productivité.Mon deuxième projet, EuterPen, explore un ensemble de techniques d'interaction basées sur le stylet, et conçues pour les logiciels de notation musicale, et propose des lignes directrices pour promouvoir à la fois l'efficacité et la flexibilité sur les surfaces interactives. Je commence par une série de neuf entretiens avec des compositeurs professionnels afin de prendre du recul et de comprendre à la fois leur processus de réflexion et leur processus de travail avec leurs outils actuels sur ordinateur de bureau. Sur la base de cette analyse double, j'élabore des lignes directrices pour la conception de fonctionnalités ayant le potentiel de promouvoir à la fois l'efficacité pour les opérations fréquentes ou complexes et la flexibilité dans l'exploration des idées. Ensuite, je mets en œuvre ces lignes directrices à travers un processus de conception itératif : deux phases de prototypage, un atelier de conception participative et une série finale d'entretiens avec huit compositeurs professionnels. Les observations montrent qu'en plus d'utiliser le stylet pour profiter de la structure afin de favoriser l'efficacité, tirer parti de ses propriétés pour briser temporairement la structure constitue un moyen prometteur de promouvoir la flexibilité dans un outil de soutien à la créativité.Je conclus ce manuscrit en discutant de différentes manières d'interagir avec la structure, en présentant un ensemble de recommandations pour soutenir la conception d'interactions basées sur le stylet pour les outils de productivité et de créativité, et en élaborant sur les applications futures que cette thèse ouvre
Designed with the mouse and keyboard in mind, productivity tools and creativity support tools are powerful on desktop computers, but their structure becomes an obstacle when brought to interactive surfaces supporting pen and touch input.Indeed, the opportunities provided by the pen for precision and expressivity have been demonstrated in the HCI literature, but productivity and creativity tools require a careful redesign leveraging these unique affordances to take benefit from the intuitiveness they offer while keeping the advantages of structure. This delicate articulation between pen and structure has been overlooked in the literature.My thesis work focuses on this articulation with two use cases to answer the broad research question: “How to design pen-based interactions for productivity and creativity on interactive surfaces?” I argue that productivity depends on efficiency while creativity depends on both efficiency and flexibility, and explore interactions that promote these two dimensions.My first project, TableInk, explores a set of pen-based interaction techniques designed for spreadsheet programs and contributes guidelines to promote efficiency on interactive surfaces. I first conduct an analysis of commercial spreadsheet programs and an elicitation study to understand what users can do and what they would like to do with spreadsheets on interactive surfaces. Informed by these, I design interaction techniques that leverage the opportunities of the pen to mitigate friction and enable more operations by direct manipulation on and through the grid. I prototype these interaction techniques and conduct a qualitative study with information workers who performed a variety of spreadsheet operations on their own data. The observations show that using the pen to bypass the structure is a promising mean to promote efficiency with a productivity tool.My second project, EuterPen, explores a set of pen-based interaction techniques designed for music notation programs and contributes guidelines to promote both efficiency and flexibility on interactive surfaces. I first conduct a series of nine interviews with professional composers in order to take a step back and understand both their thought process and their work process with their current desktop tools. Building on this dual analysis, I derive guidelines for the design of features which have the potential to promote both efficiency with frequent or complex operations and flexibility in regard to the exploration of ideas. Then, I act on these guidelines by engaging in an iterative design process for interaction techniques that leverage the opportunities of the pen: two prototyping phases, a participatory design workshop, and a final series of interviews with eight professional composers. The observations show that on top of using the pen to leverage the structure for efficiency, using its properties to temporarily break the structure is a promising mean to promote flexibility with a creativity support tool.I conclude this manuscript by discussing several ways to interact with structure, presenting a set of guidelines to support the design of pen-based interactions for productivity and creativity tools, and elaborating on the future applications this thesis opens
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Tikkanen, Marjo. "What makes the flow - Understanding the immateriality of screen-based interactions". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21577.

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Building upon previous research done on interactivity attributes describing the aesthetic quality of interactions, this paper aims to explore the sense of ow in screen-based interactions, narrowing down to the finer details that make the personality of the interactive experience. The goal is to provide a deeper knowledge on the concrete, expressive qualities of screen based interaction, being “the immaterial material” moulded in the design process. The relevant information for practicing designers is the awareness of what emotions certain interactions elicit and how interactions can be used to convey brand personality.The process conducted followed a research through design methodology, as the aim was to explore the defined design space rather than answer a specific problem. Two major user studies provided insights and refocus in the process along the way to the final result: a set of guidelines and a prototype embodying them. The guidelines provide some details on designing flow experiences on a mobile screen, and are to serve as inspiration and reference to future work and design practice. The prototype, called ‘The Embodiment’ serves as an illustration of the guidelines, as mere words are not able to fully describe the dynamic quality.
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Kuhlman, Lane M. "Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1244003264.

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Vargas, Gonzalez Andres. "SketChart: A Pen-Based Tool for Chart Generation and Interaction". Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6375.

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It has been shown that representing data with the right visualization increases the understanding of qualitative and quantitative information encoded in documents. However, current tools for generating such visualizations involve the use of traditional WIMP techniques, which perhaps makes free interaction and direct manipulation of the content harder. In this thesis, we present a pen-based prototype for data visualization using 10 different types of bar based charts. The prototype lets users sketch a chart and interact with the information once the drawing is identified. The prototype's user interface consists of an area to sketch and touch based elements that will be displayed depending on the context and nature of the outline. Brainstorming and live presentations can benefit from the prototype due to the ability to visualize and manipulate data in real time. We also perform a short, informal user study to measure effectiveness of the tool while recognizing sketches and users acceptance while interacting with the system. Results show SketChart strengths and weaknesses and areas for improvement.
M.S.
Masters
Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science
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Junior, José Augusto Costa Martins. "Interação usuário-TV digital interativa: contribuições via controle remoto". Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-28062011-115007/.

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O sistema de TV digital interativa está em fase de implantação no Brasil. O middleware Ginga, responsável por permitir a apresentação de programas interativos, prevê que usuários possam interagir com aplicações apresentadas na TV ao pressionar de teclas em um controle remoto. Considerando que controles remotos tradicionais apresentam limitações de usabilidade, este trabalho teve o objetivo investigar a aplicação de conceitos de computação ubíqua, em particular interfaces naturais e multimodais, como alternativas para prover interatividade entre usuários e programas de TV digital. Como resultado, um dispositivo móvel alternativo ao controle remoto tradicional foi utilizado no projeto de novos mecanismos de interação que incluem interfaces baseadas em telas sensíveis ao toque, interfaces sensíveis a gestos capturados por dispositivos que contêm acelerômetros, e interfaces que contêm microfones que permitem entrada de dados por voz. A construção de protótipos correspondentes foi beneficiada pela (assim como beneficiou) implementação prévia de um componente que oferece funcionalidades para envio de dados multimodais para um receptor de TV digital contendo o middleware Ginga, e de um componente que, instalado no receptor, permite a comunicação peer-to-peer entre dispositivos sem fio
The tradicional Brazilian TV system is being replaced by an interactive digital platform. The Ginga middleware, responsible for allowing the presentation of interactive programs, is able to support user interactions with TV applications by means of key presses on a remote control. Since traditional remotes have usability limitations, this work aimed at investigating the application of ubiquitous computing concepts, such as natural and multimodal interfaces, to provide alternatives for the interaction among users and TV applications. Considering the availability of mobile devices such as smartphones, prototype interfaces based on touch screens, as well as gesture-based, accelerometer-based, and voice-based interfaces have been designed and implemented to allow the interaction usually provided by remote controls. The implementation of those interfaces was supported by the previous development of components providing multimodal interaction and peer-to-peer communication in the context of the Brazilian interactive digital TV system middleware
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Weigel, Martin [Verfasser], e Jürgen [Akademischer Betreuer] Steimle. "Interactive on-skin devices for expressive touch-based interactions / Martin Weigel ; Betreuer: Jürgen Steimle". Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1136607838/34.

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Livros sobre o assunto "Touch-Based interaction"

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. Touch-Based Human-Machine Interaction. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3.

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Stenslie, Ståle. Virtual touch: A study of the use and experience of touch in artistic, multimodal and computer-based environments. Oslo: Oslo School of Architecture and Design, 2010.

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Yan, Shuo, Arokia Nathan, Hang Zhao e Shuo Gao. Touch-Based Human-Machine Interaction: Principles and Applications. Springer International Publishing AG, 2022.

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Yan, Shuo, Arokia Nathan, Hang Zhao e Shuo Gao. Touch-Based Human-Machine Interaction: Principles and Applications. Springer International Publishing AG, 2021.

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Parker, Martin. Sonikebana. University of Edinburgh, 2024. http://dx.doi.org/10.2218/ed.9781836450542.

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Sonikebana is a long-form composition designed for nine loudspeakers inside wooden boxes on wheels. The audience is invited to move the speakers around the room in order to shape their experience of the piece itself. Sometimes the slightest touch of a speaker will cause the music to take on a completely new direction, leading to the emergence of new sonic forms. At other points, the speakers react less obviously and audiences are encouraged to listen instead. The formal idea for this piece is based on a model borrowed from the refined Japanese art form of flower arranging called Ikebana. This involves the careful arrangement of plant matter in order to reveal something already present (but hidden) in the materials being arranged. This approach has been applied to a sound piece where audiences take on the role of designer and listener. The compositional structure of the work allows for direct and un-rehearsed audience intervention, but without compromising the ultimate intent. Sonikebana was first realised as the public facing dimension of an interdisciplinary EU-funded research project with biologists, ecologists, computer scientists and artists called City Sounds. Version 1 used field recordings taken as part of the research project and focused on sample manipulation techniques. Version 2 developed from this experience. Having observed audience behavior around the boxes and tested the hardware and software systems, Version 2 focused on sound synthesis techniques, form and audience interaction. It was presented in August 2019 as part of the Edinburgh Art Festival. The sounds of Version 2 were synthesised from analysis of video shot at Little Sparta, the garden of Ian Hamilton Finlay. The movement of foliage shimmering in the wind was used to excite a range of novel synthesis and computer sound processes.
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Capítulos de livros sobre o assunto "Touch-Based interaction"

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Touch Detection Technologies". In Touch-Based Human-Machine Interaction, 19–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_3.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Ambient Touch Interactivities". In Touch-Based Human-Machine Interaction, 1–4. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_1.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Properties of Touch Events". In Touch-Based Human-Machine Interaction, 5–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_2.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Emerging Applications". In Touch-Based Human-Machine Interaction, 179–229. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_7.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "User Experience Evaluation". In Touch-Based Human-Machine Interaction, 155–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_6.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Haptic Feedback". In Touch-Based Human-Machine Interaction, 91–108. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_4.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Performance Optimization". In Touch-Based Human-Machine Interaction, 109–54. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_5.

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Gao, Shuo, Shuo Yan, Hang Zhao e Arokia Nathan. "Conclusion". In Touch-Based Human-Machine Interaction, 231. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68948-3_8.

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Scott MacKenzie, I. "Fitts’ Throughput and the Remarkable Case of Touch-Based Target Selection". In Human-Computer Interaction: Interaction Technologies, 238–49. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20916-6_23.

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Wies, Evan F., M. Sile O’Modhrain, Christopher J. Hasser, John A. Gardner e Vladimir L. Bulatov. "Web-based touch display for accessible science education". In Haptic Human-Computer Interaction, 52–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44589-7_6.

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Trabalhos de conferências sobre o assunto "Touch-Based interaction"

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Broll, Gregor, Roman Graebsch, Maximilian Scherr, Sebastian Boring, Paul Holleis e Matthias Wagner. "Touch to Play -- Exploring Touch-Based Mobile Interaction with Public Displays". In 2011 3rd International Workshop on Near Field Communication - NFC'11. IEEE, 2011. http://dx.doi.org/10.1109/nfc.2011.20.

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Wang, Changbo, Jinqiu Dai e Long Wang. "3D Multi-touch recognition based virtual interaction". In 2010 3rd International Congress on Image and Signal Processing (CISP). IEEE, 2010. http://dx.doi.org/10.1109/cisp.2010.5646357.

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Hahne, Uwe, Jonas Schild, Stefan Elstner e Marc Alexa. "Multi-touch focus+context sketch-based interaction". In the 6th Eurographics Symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1572741.1572755.

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Bravo, J., R. Hervas, C. Sanchez, G. Chavira e S. Nava. "Touch-based interaction: an approach through NFC". In 3rd IET International Conference on Intelligent Environments (IE 07). IEE, 2007. http://dx.doi.org/10.1049/cp:20070404.

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Vishal, Boga, e K. Deepak Lawrence. "Paper piano — Shadow analysis based touch interaction". In 2017 2nd International Conference on Man and Machine Interfacing (MAMI). IEEE, 2017. http://dx.doi.org/10.1109/mami.2017.8307890.

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Lee, Hyun-Chul, e Jung-Woon Lee. "Design Approach for Touch Based User Interfaces". In People and Computers XXII Culture, Creativity, Interaction. BCS Learning & Development, 2008. http://dx.doi.org/10.14236/ewic/hci2008.56.

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Chan, Angela, Niloofar Zarei, Takashi Yamauchi, Jinsil Seo e Francis Quek. "Touch Media: Investigating the Effects of Remote Touch on Music-based Emotion Elicitation". In 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII). IEEE, 2019. http://dx.doi.org/10.1109/acii.2019.8925469.

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Zhang, Hongxin, Mengqi Li, Jiaxin Liu e Yilin Yang. "A Low-Pass-Filter-Based Touch-Less Interaction System". In 2016 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2016. http://dx.doi.org/10.1109/icvrv.2016.79.

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Lv, Zhihan, Shengzhong Feng, Liangbing Feng e Haibo Li. "Extending touch-less interaction on vision based wearable device". In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223380.

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Chen, Qingshuang, Rana Abu-Zhaya, Amanda Seidl e Fengqing Zhu. "CNN Based Touch Interaction Detection for Infant Speech Development". In 2019 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR). IEEE, 2019. http://dx.doi.org/10.1109/mipr.2019.00012.

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Relatórios de organizações sobre o assunto "Touch-Based interaction"

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Sadot, Einat, Christopher Staiger e Mohamad Abu-Abied. Studies of Novel Cytoskeletal Regulatory Proteins that are Involved in Abiotic Stress Signaling. United States Department of Agriculture, setembro de 2011. http://dx.doi.org/10.32747/2011.7592652.bard.

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In the original proposal we planned to focus on two proteins related to the actin cytoskeleton: TCH2, a touch-induced calmodulin-like protein which was found by us to interact with the IQ domain of myosin VIII, ATM1; and ERD10, a dehydrin which was found to associate with actin filaments. As reported previously, no other dehydrins were found to interact with actin filaments. In addition so far we were unsuccessful in confirming the interaction of TCH2 with myosin VIII using other methods. In addition, no other myosin light chain candidates were found in a yeast two hybrid survey. Nevertheless we have made a significant progress in our studies of the role of myosins in plant cells. Plant myosins have been implicated in various cellular activities, such as cytoplasmic streaming (1, 2), plasmodesmata function (3-5), organelle movement (6-10), cytokinesis (4, 11, 12), endocytosis (4, 5, 13-15) and targeted RNA transport (16). Plant myosins belong to two main groups of unconventional myosins: myosin XI and myosin VIII, both closely related to myosin V (17-19). The Arabidopsis myosin family contains 17 members: 13 myosin XI and four myosin VIII (19, 20). The data obtained from our research of myosins was published in two papers acknowledging BARD funding. To address whether specific myosins are involved with the motility of specific organelles, we cloned the cDNAs from neck to tail of all 17 Arabidopsis myosins. These were fused to GFP and used as dominant negative mutants that interact with their cargo but are unable to walk along actin filaments. Therefore arrested organelle movement in the presence of such a construct shows that a particular myosin is involved with the movement of that particular organelle. While no mutually exclusive connections between specific myosins and organelles were found, based on overexpression of dominant negative tail constructs, a group of six myosins (XIC, XIE, XIK, XI-I, MYA1 and MYA2) were found to be more important for the motility of Golgi bodies and mitochondria in Nicotiana benthamiana and Nicotiana tabacum (8). Further deep and thorough analysis of myosin XIK revealed a potential regulation by head and tail interaction (Avisar et al., 2011). A similar regulatory mechanism has been reported for animal myosin V and VIIa (21, 22). In was shown that myosin V in the inhibited state is in a folded conformation such that the tail domain interacts with the head domain, inhibiting its ATPase and actinbinding activities. Cargo binding, high Ca2+, and/or phosphorylation may reduce the interaction between the head and tail domains, thus restoring its activity (23). Our collaborative work focuses on the characterization of the head tail interaction of myosin XIK. For this purpose the Israeli group built yeast expression vectors encoding the myosin XIK head. In addition, GST fusions of the wild-type tail as well as a tail mutated in the amino acids that mediate head to tail interaction. These were sent to the US group who is working on the isolation of recombinant proteins and performing the in vitro assays. While stress signals involve changes in Ca2+ levels in plants cells, the cytoplasmic streaming is sensitive to Ca2+. Therefore plant myosin activity is possibly regulated by stress. This finding is directly related to the goal of the original proposal.
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