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1

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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3

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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4

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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5

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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6

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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10

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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11

Kim, Youngwon Ryan, Suhan Park e Gerard J. Kim. "“Blurry Touch Finger”: Touch-Based Interaction for Mobile Virtual Reality with Clip-on Lenses". Applied Sciences 10, n.º 21 (8 de novembro de 2020): 7920. http://dx.doi.org/10.3390/app10217920.

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In this paper, we propose and explore a touch screen based interaction technique, called the “Blurry Touch Finger” for EasyVR, a mobile VR platform with non-isolating flip-on glasses that allows the fingers accessible to the screen. We demonstrate that, with the proposed technique, the user is able to accurately select virtual objects, seen under the lenses, directly with the fingers even though they are blurred and physically block the target object. This is possible owing to the binocular rivalry that renders the fingertips semi-transparent. We carried out a first stage basic evaluation assessing the object selection performance and general usability of Blurry Touch Finger. The study has revealed that, for objects with the screen space sizes greater than about 0.5 cm, the selection performance and usability of the Blurry Touch Finger, as applied in the EasyVR configuration, was comparable to or higher than those with both the conventional head-directed and hand/controller based ray-casting selection methods. However, for smaller sized objects, much below the size of the fingertip, the touch based selection was both less performing and usable due to the usual fat finger problem and difficulty in stereoscopic focus.
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12

Sultana, Afroza. "PERFORMANCE EVALUATION FOR TOUCH-BASED INTERACTION OF OLDER ADULTS". ACM SIGACCESS Accessibility and Computing, n.º 111 (29 de janeiro de 2015): 38–41. http://dx.doi.org/10.1145/2809904.2809913.

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Acien, Alejandro, Aythami Morales, Julian Fierrez, Ruben Vera‐Rodriguez e Javier Hernandez‐Ortega. "Active detection of age groups based on touch interaction". IET Biometrics 8, n.º 1 (5 de novembro de 2018): 101–8. http://dx.doi.org/10.1049/iet-bmt.2018.5003.

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Shiomi, Masahiro, Hidenobu Sumioka e Hiroshi Ishiguro. "Special Issue on Human-Robot Interaction in Close Distance". Journal of Robotics and Mechatronics 32, n.º 1 (20 de fevereiro de 2020): 7. http://dx.doi.org/10.20965/jrm.2020.p0007.

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As social robot research is advancing, the interaction distance between people and robots is decreasing. Indeed, although we were once required to maintain a certain physical distance from traditional industrial robots for safety, we can now interact with social robots in such a close distance that we can touch them. The physical existence of social robots will be essential to realize natural and acceptable interactions with people in daily environments. Because social robots function in our daily environments, we must design scenarios where robots interact closely with humans by considering various viewpoints. Interactions that involve touching robots influence the changes in the behavior of a person strongly. Therefore, robotics researchers and developers need to design such scenarios carefully. Based on these considerations, this special issue focuses on close human-robot interactions. This special issue on “Human-Robot Interaction in Close Distance” includes a review paper and 11 other interesting papers covering various topics such as social touch interactions, non-verbal behavior design for touch interactions, child-robot interactions including physical contact, conversations with physical interactions, motion copying systems, and mobile human-robot interactions. We thank all the authors and reviewers of the papers and hope this special issue will help readers better understand human-robot interaction in close distance.
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15

Yamauchi, Takashi, Jinsil Seo e Annie Sungkajun. "Interactive Plants: Multisensory Visual-Tactile Interaction Enhances Emotional Experience". Mathematics 6, n.º 11 (29 de outubro de 2018): 225. http://dx.doi.org/10.3390/math6110225.

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Using a multisensory interface system, we examined how people’s emotional experiences change as their tactile sense (touching a plant) was augmented with visual sense (“seeing” their touch). Our system (the Interactive Plant system) senses the electrical capacitance of the human body and visualizes users’ tactile information on a flat screen (when the touch is gentle, the program draws small and thin roots around the pot; when the touch is more harsh or abrupt, big and thick roots are displayed). We contrasted this multimodal combination (touch + vision) with a unimodal interface (touch only or watch only) and measured the impact of the multimodal interaction on participants’ emotion. We found significant emotional gains in the multimodal interaction. Participants’ self-reported positive affect, joviality, attentiveness and self-assurance increased dramatically in multimodal interaction relative to unimodal interaction; participants’ electrodermal activity (EDA) increased in the multimodal condition, suggesting that our plant-based multisensory visual-tactile interaction raised arousal. We suggest that plant-based tactile interfaces are advantageous for emotion generation because haptic perception is by nature embodied and emotional.
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Alapetite, Alexandre, Emilie Møllenbach, Anders Stockmarr e Katsumi Minakata. "A Rollercoaster to Model Touch Interactions during Turbulence". Advances in Human-Computer Interaction 2018 (18 de outubro de 2018): 1–16. http://dx.doi.org/10.1155/2018/2698635.

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We contribute to a project introducing the use of a large single touch-screen as a concept for future airplane cockpits. Human-machine interaction in this new type of cockpit must be optimised to cope with the different types of normal use as well as during moments of turbulence (which can occur during flights varying degrees of severity). We propose an original experimental setup for reproducing turbulence (not limited to aviation) based on a touch-screen mounted on a rollercoaster. Participants had to repeatedly solve three basic touch interactions: a single click, a one-finger drag-and-drop, and a zoom operation involving a 2-finger pinching gesture. The completion times of the different tasks as well as the number of unnecessary interactions with the screen constitute the collected user data. We also propose a data analysis and statistical method to combine user performance with observed turbulence, including acceleration and jerk along the different axes. We then report some of the implications of severe turbulence on touch interaction and make recommendations as to how this can be accommodated in future design solutions.
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17

Zhang, Hai Bin, Chao Tan, Xi Cheng e Chao Su. "Multi-Touch Wireless Monitoring System Based on Android". Applied Mechanics and Materials 475-476 (dezembro de 2013): 214–18. http://dx.doi.org/10.4028/www.scientific.net/amm.475-476.214.

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Multi-touch wireless monitoring technology is one of the industrial control fields of human-computer interaction in the future development direction. The multi-touch system is based on android. We install it into the android system comes with a mobile terminal and WIFI will transfer all kinds of control signals to the industrial PC or embedded platform with WIFI module. And the embedded platform will complete the decoding and control PLC, so the multi-touch based on the android system of industrial control will be implemented. It can provide an effective solution for multi-touch applications in industrial fields.
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18

Graichen, Lisa, Matthias Graichen e Josef F. Krems. "Evaluation of Gesture-Based In-Vehicle Interaction: User Experience and the Potential to Reduce Driver Distraction". Human Factors: The Journal of the Human Factors and Ergonomics Society 61, n.º 5 (29 de janeiro de 2019): 774–92. http://dx.doi.org/10.1177/0018720818824253.

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Objective: We observe the effects of in-vehicle system gesture-based interaction versus touch-based interaction on driver distraction and user experience. Background: Driver distraction is a major problem for traffic safety, as it is a contributing factor to a number of accidents. Visual distraction in particular has a highly negative impact on the driver. One possibility for reducing visual driver distraction is to use new forms of interaction in the vehicle, such as gesture-based interaction. Method: In this experiment, participants drove on a motorway or in a city scenario while using touch-based interaction or gesture-based interaction. Subjective data, such as acceptance and workload, and objective data, including glance behavior, were gathered. Results: As a result, participants rated their subjective impressions of safe driving as higher when using gesture-based interaction. More specifically, acceptance and attractiveness were higher, and workload was lower. The participants performed significantly fewer glances to the display and the glances were much shorter. Conclusion: Gestures are a positive alternative for in-vehicle interaction since effects on driver distraction are less significant when compared to touch-based interaction. Application: Potential application of this research includes interaction design of typical in-vehicle information and entertainment functions.
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Hernandez‐Ortega, J., A. Morales, J. Fierrez e A. Acien. "Detecting age groups using touch interaction based on neuromotor characteristics". Electronics Letters 53, n.º 20 (setembro de 2017): 1349–50. http://dx.doi.org/10.1049/el.2017.0492.

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Soni, Nikita, Ailish Tierney, Katarina Jurczyk, Schuyler Gleaves, Elisabeth Schreiber, Kathryn A. Stofer e Lisa Anthony. "Collaboration around Multi-touch Spherical Displays: A Field Study at a Science Museum". Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (13 de outubro de 2021): 1–34. http://dx.doi.org/10.1145/3476067.

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Multi-touch spherical displays that enable groups of people to collaboratively interact are increasingly being used in informal learning settings such as museums. Prior research on large flatscreen displays has examined group collaboration patterns in museum settings to inform the design of group learning experiences around these displays. However, previous research has shown differences in how users conceptualize interacting with spherical and flatscreen displays, thereby making it important to separately investigate how groups naturally collaborate around spherical displays in a museum setting. The spherical form factor of the display affords new forms of collaboration: unlike flatscreen displays, spherical displays do not have a definite front or center, thus intrinsically creating both shared and private touch interaction areas on the display based on users' viewing angles or physical arrangements. We conducted a 5-day long field study at a local science museum during which 571 visitors (370 adults and 201 children) in 211 groups interacted with a walk-up-and-use collaborative learning application showing global science data visualizations, on a multi-touch spherical display. We qualitatively analyzed groups' natural collaboration patterns including their physical arrangements (F-formations), their collaboration profiles (e.g., turn-taker or independent), and the nature of group discussion around the display. Our results show that groups often engaged in both independent as well as closely collaborative group explorations when interacting around the sphere: physical spacing between group members around the sphere was strongly linked to the way groups collaborated. It was less common for group members to make and accept suggestions or coordinate touch interactions when they did not share the same fields-of-view or touch interaction space with each other around the sphere. We discuss implications for supporting group collaboration in this context which will inform the design of future walk-up-and-use multi-touch spherical display applications for use in public settings.
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Saxena, Abhijeet, Prof Juwairia Qamruddin e Prof Kushal K. Dubey. "The Tactile Sensory Experience in Interior Design: Exploring the Impact of Touch on Emotional Responses". International Journal for Research in Applied Science and Engineering Technology 11, n.º 5 (31 de maio de 2023): 120–29. http://dx.doi.org/10.22214/ijraset.2023.51402.

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Abstract: Touch or the tactile sense is a important element of human interaction, and it has the power to generate emotional responses in individuals. The presence of heavy objects can give the impression of importance to job candidates, rough objects can make social interactions appear more challenging, and hard objects can lead to a more rigid approach in negotiations [1]. In the context of interior design, touch can be used to create a sensory experience and influence the emotional responses of those who inhabit a space. In this paper, we explore the role of touch or tactile sense in interior design and its impact on emotional experience. Through experiments, this study will examine the effects of different types of touch surfaces, such as smooth versus textured, . Our results show that to how much degree, the touch can significantly impact emotional response in interior spaces, with certain types of touch surfaces generating specific emotional responses. These findings will have important implications for the use of touch in interior design and suggest that designers should consider to incorporate the role of touch based on these findings to create a sensory based experience for the users of space.
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Xie, Wentao, Huangxun Chen, Jing Wei, Jin Zhang e Qian Zhang. "RimSense". Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 7, n.º 4 (19 de dezembro de 2023): 1–24. http://dx.doi.org/10.1145/3631456.

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Smart eyewear's interaction mode has attracted significant research attention. While most commercial devices have adopted touch panels situated on the temple front of eyeglasses for interaction, this paper identifies a drawback stemming from the unparalleled plane between the touch panel and the display, which disrupts the direct mapping between gestures and the manipulated objects on display. Therefore, this paper proposes RimSense, a proof-of-concept design for smart eyewear, to introduce an alternative realm for interaction - touch gestures on eyewear rim. RimSense leverages piezoelectric (PZT) transducers to convert the eyeglass rim into a touch-sensitive surface. When users touch the rim, the alteration in the eyeglass's structural signal manifests its effect into a channel frequency response (CFR). This allows RimSense to recognize the executed touch gestures based on the collected CFR patterns. Technically, we employ a buffered chirp as the probe signal to fulfil the sensing granularity and noise resistance requirements. Additionally, we present a deep learning-based gesture recognition framework tailored for fine-grained time sequence prediction and further integrated with a Finite-State Machine (FSM) algorithm for event-level prediction to suit the interaction experience for gestures of varying durations. We implement a functional eyewear prototype with two commercial PZT transducers. RimSense can recognize eight touch gestures on the eyeglass rim and estimate gesture durations simultaneously, allowing gestures of varying lengths to serve as distinct inputs. We evaluate the performance of RimSense on 30 subjects and show that it can sense eight gestures and an additional negative class with an F1-score of 0.95 and a relative duration estimation error of 11%. We further make the system work in real-time and conduct a user study on 14 subjects to assess the practicability of RimSense through interactions with two demo applications. The user study demonstrates RimSense's good performance, high usability, learnability and enjoyability. Additionally, we conduct interviews with the subjects, and their comments provide valuable insight for future eyewear design.
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Zheng, Xiqian, Masahiro Shiomi, Takashi Minato e Hiroshi Ishiguro. "How Can Robots Make People Feel Intimacy Through Touch?" Journal of Robotics and Mechatronics 32, n.º 1 (20 de fevereiro de 2020): 51–58. http://dx.doi.org/10.20965/jrm.2020.p0051.

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This study investigates the effects of the touch characteristics that change the intimacy perceived by humans in human-robot touch interaction with an android robot having a human-like feminine appearance. Past studies on human-robot touch interaction focused on understanding which types of human touches are used to express emotions to robots. However, they less focused on how a robot’s touch characteristics can affect humans’ perceived intimacy. In this study, first, we concentrated on two types of touch characteristics (type and place) and their effects on the perceived intimacy of a commonly used emotion in human-robot interaction, namely happiness. The results showed that the touch types are useful for changing the perceived intimacy, although the touched place did not exhibit any significant effects. Based on the results of our first experiment, we investigated the effects of different touch characteristics (length and part). We concluded that the touch part is useful to change the perceived intimacy, although the touch length did not exhibit any significant effects. Finally, the results suggested that a pat (type) by the fingers (part) is a better combination to express intimacy with our robot.
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Park, Wanjoo, Muhammad Hassan Jamil e Mohamad Eid. "Alpha interbrain synchrony during mediated interpersonal touch". PLOS ONE 19, n.º 5 (17 de maio de 2024): e0300128. http://dx.doi.org/10.1371/journal.pone.0300128.

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Interpersonal touch plays a crucial role in human communication, development, and wellness. Mediated interpersonal touch (MIT), a technology to distance or virtually simulated interpersonal touch, has received significant attention to counteract the negative consequences of touch deprivation. Studies investigating the effectiveness of MIT have primarily focused on self-reporting or behavioral correlates. It is largely unknown how MIT affects neural processes such as interbrain functional connectivity during human interactions. Given how users exchange haptic information simultaneously during interpersonal touch, interbrain functional connectivity provides a more ecologically valid way of studying the neural correlates associated with MIT. In this study, a palm squeeze task is designed to examine interbrain synchrony associated with MIT using EEG-based hyperscanning methodology. The phase locking value (PLV) index is used to measure interbrain synchrony. Results demonstrate that MIT elicits a significant increase in alpha interbrain synchronization between participants’ brains. Especially, there was a significant difference in the alpha PLV indices between no MIT and MIT conditions in the early stage (130–470 ms) of the interaction period (t-test, p < 0.05). Given the role that alpha interbrain synchrony plays during social interaction, a significant increase in PLV index during MIT interaction seems to indicate an effect of social coordination. The findings and limitations of this study are further discussed, and perspectives on future research are provided.
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Kovács, Radek, Artsiom Klunin, Jana Korečková e Matúš Sloboda. "The Acceptance of Nudges to Encourage HEI Students to Graduate: A Comparative Study". NISPAcee Journal of Public Administration and Policy 17, n.º 2 (1 de dezembro de 2024): 51–79. https://doi.org/10.2478/nispa-2024-0013.

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Abstract The study aims to shed light on the acceptance of nudges to encourage HEI students to graduate successfully and to prevent drop-out. The example of two Central European countries with significantly high drop-out rates examines the acceptance of high- and low-touch nudges. The nudges were classified as high-touch or low-touch based on the potential costs of the intervention and whether the intervention involved in-person interaction. The results show that the general acceptance of proposed nudges is similarly high, whereby high-touch nudges are more popular than low-touch ones in both countries. Further, high-touch nudges have a significantly higher level of acceptance. The findings suggest that a communication form (text messaging, email, face-to-face interaction) can influence the acceptance level of the pro-graduation nudge.
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Keshmiri, Soheil, Masahiro Shiomi, Kodai Shatani, Takashi Minato e Hiroshi Ishiguro. "Critical Examination of the Parametric Approaches to Analysis of the Non-Verbal Human Behavior: A Case Study in Facial Pre-Touch Interaction". Applied Sciences 10, n.º 11 (30 de maio de 2020): 3817. http://dx.doi.org/10.3390/app10113817.

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A prevailing assumption in many behavioral studies is the underlying normal distribution of the data under investigation. In this regard, although it appears plausible to presume a certain degree of similarity among individuals, this presumption does not necessarily warrant such simplifying assumptions as average or normally distributed human behavioral responses. In the present study, we examine the extent of such assumptions by considering the case of human–human touch interaction in which individuals signal their face area pre-touch distance boundaries. We then use these pre-touch distances along with their respective azimuth and elevation angles around the face area and perform three types of regression-based analyses to estimate a generalized facial pre-touch distance boundary. First, we use a Gaussian processes regression to evaluate whether assumption of normal distribution in participants’ reactions warrants a reliable estimate of this boundary. Second, we apply a support vector regression (SVR) to determine whether estimating this space by minimizing the orthogonal distance between participants’ pre-touch data and its corresponding pre-touch boundary can yield a better result. Third, we use ordinary regression to validate the utility of a non-parametric regressor with a simple regularization criterion in estimating such a pre-touch space. In addition, we compare these models with the scenarios in which a fixed boundary distance (i.e., a spherical boundary) is adopted. We show that within the context of facial pre-touch interaction, normal distribution does not capture the variability that is exhibited by human subjects during such non-verbal interaction. We also provide evidence that such interactions can be more adequately estimated by considering the individuals’ variable behavior and preferences through such estimation strategies as ordinary regression that solely relies on the distribution of their observed behavior which may not necessarily follow a parametric distribution.
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Kurschl, Werner, Mirjam Augstein, Thomas Burger e Claudia Pointner. "User modeling for people with special needs". International Journal of Pervasive Computing and Communications 10, n.º 3 (26 de agosto de 2014): 313–36. http://dx.doi.org/10.1108/ijpcc-07-2014-0040.

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Purpose – The purpose of this paper is to present an approach where a novel user modeling wizard for people with motor impairments is used to gain a deeper understanding of very specific (touch-based and touchless) interaction patterns. The findings are used to set up and fill a user model which allows to automatically derive an application- and user-specific configuration for natural user interfaces. Design/methodology/approach – Based on expert knowledge in the domain of software/user interfaces for people with special needs, a test-case –based user modeling tool was developed. Task-based user tests were conducted with seven users for the touch-based interaction scenario and with five users for the touchless interaction scenario. The participants are all people with different motor and/or cognitive impairments. Findings – The paper describes the results of different test cases that were designed to model users’ touch-based and touchless interaction capabilities. To evaluate the tool’s findings, experts additionally judged the participants’ performance (their opinions were compared to the tool’s findings). The results suggest that the user modeling tool could quite well capture users’ capabilities. Social implications – The paper presents a tool that can be used to model users’ interaction capabilities. The approach aims at taking over some of the (very time-consuming) configuration tasks consultants have to do to configure software according to the needs of people with disabilities. This can lead to a wider accessibility of software, especially in the area of gesture-based user interaction. Originality/value – Part of the approach has been published in the proceedings of the Interactional Conference on Advances in Mobile Computing and Multimedia 2014. Significant additions have been made since (e.g. all of the touchless interaction part of the approach and the related user study).
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Herman, L., Z. Stachoň, R. Stuchlík, J. Hladík e P. Kubíček. "TOUCH INTERACTION WITH 3D GEOGRAPHICAL VISUALIZATION ON WEB: SELECTED TECHNOLOGICAL AND USER ISSUES". ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W2 (5 de outubro de 2016): 33–40. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w2-33-2016.

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The use of both 3D visualization and devices with touch displays is increasing. In this paper, we focused on the Web technologies for 3D visualization of spatial data and its interaction via touch screen gestures. At the first stage, we compared the support of touch interaction in selected JavaScript libraries on different hardware (desktop PCs with touch screens, tablets, and smartphones) and software platforms. Afterward, we realized simple empiric test (within-subject design, 6 participants, 2 simple tasks, LCD touch monitor Acer and digital terrain models as stimuli) focusing on the ability of users to solve simple spatial tasks via touch screens. An in-house testing web tool was developed and used based on JavaScript, PHP, and X3DOM languages and Hammer.js libraries. The correctness of answers, speed of users’ performances, used gestures, and a simple gesture metric was recorded and analysed. Preliminary results revealed that the pan gesture is most frequently used by test participants and it is also supported by the majority of 3D libraries. Possible gesture metrics and future developments including the interpersonal differences are discussed in the conclusion.
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Travis, Charlotte, e Pietro Murano. "A comparative study of the usability of touch-based and mouse-based interaction". International Journal of Pervasive Computing and Communications 10, n.º 1 (abril de 2014): 115–34. http://dx.doi.org/10.1108/ijpcc-01-2014-0015.

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Jorritsma, Wiard, Jonatan T. Prins e Peter M. A. van Ooijen. "Comparing Four Touch-Based Interaction Techniques for an Image-Based Audience Response System". International Journal of Human-Computer Interaction 31, n.º 6 (12 de maio de 2015): 440–50. http://dx.doi.org/10.1080/10447318.2015.1039437.

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Wu, Li Ming, Qi Li e Si Cheng Chen. "Research of Multi-Touch Projection Camera Interaction Techniques Based on SOPC". Applied Mechanics and Materials 543-547 (março de 2014): 784–87. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.784.

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Projection-camera interaction is a human-computer interaction technology which uses projector-camera as input-output devices, and combined with human movement as interactive mode. Introducting radial distortion and tangential distortion of lens to projection-geometric calibrate the camera system, the platform is used the Xilinx main processor Virtex-4 FX experimental box to building a projection-camera interactive implementation platform, and used the Baum-Welch algorithm which based on hidden Markov model for training gesture.
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32

Jung, Ho-Kyun, e Hyungjun Park. "Tangible AR Interaction based on Fingertip Touch Using Small-Sized Markers". Transactions of the Society of CAD/CAM Engineers 18, n.º 5 (1 de outubro de 2013): 374–83. http://dx.doi.org/10.7315/cadcam.2013.374.

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33

Gallotti Rodrigues, Paulo, Alberto Barbosa Raposo e Luciano Pereira Soares. "A Virtual Touch Interaction Device for Immersive Applications". International Journal of Virtual Reality 10, n.º 4 (1 de janeiro de 2011): 1–10. http://dx.doi.org/10.20870/ijvr.2011.10.4.2824.

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Traditional interaction devices such as computer mice and keyboards do not adapt very well to immersive envi-ronments, since they were not necessarily designed for users who may be standing or in movement. Moreover, in the current inte-raction model for immersive environments, based on wands and 3D mice, a change of context is necessary in order to execute non-immersive tasks. These constant context changes from im-mersive to 2D desktops introduce a rupture in user interaction with the application. The objective of this work is to study how to adapt interaction techniques from touch surface based systems to 3D virtual environments to reduce this physical rupture from the fully immersive mode to the desktop paradigm. In order to do this, a wireless glove (v-Glove) that maps to a touch interface in a vir-tual reality immersive environment was developed, enabling it to interact in 3D applications. The glove has two main functionalities: tracking the position of the user's index finger and vibrating the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.
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34

Wahab, Norshahriah, e Halimah Badioze Zaman. "The Significance of Multi-Touch Table in Collaborative Setting: How Relevant this Technology in Military Decision Making". Applied Mechanics and Materials 278-280 (janeiro de 2013): 1830–33. http://dx.doi.org/10.4028/www.scientific.net/amm.278-280.1830.

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Abstract : The power of large and interactive surface of Multi-touch Table lies not in the technology as an end but more the means of enable multiple users to efficiently process visually oriented data. This technology offers different orientations for multiple users which also give advantage such as more than one user to input commands directly to the display surface, either via a pen-based device or directly with their fingers. The aptitude to interact directly with one’s manipulation of data provides opportunities for developing richer, more natural of hands-on and further the neutrality of human-computer interaction metaphors. Touch-enabled surfaces are becoming used in various setting such as in education, military and business. It is situated in a variety of work and public places to accommodate sharing information and enriching the interaction on the interface. Adding to this point is that the technology offers a large interactional surface and makes it simpler to support collaborative work. This paper reports on preliminary results from this ongoing research on military decision making, including the significance of multi-touch table application in diversity of domains, namely military and education and last but not least is the fundamental characteristics of Multi-touch Table user-interface functionalities that needed in the development of Multi-touch Table content.
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35

Li, Xiang, Yue Liu, Tao Yang e Jing Hui Xie. "A Novel HCI Platform for Power Control System". Advanced Materials Research 588-589 (novembro de 2012): 1462–65. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1462.

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In this paper we present a novel HCI (human-computer interaction) system and develop a prototype based on the characteristics of the power control system. This system includes multi-touch input module, laser pointer input module and arc projection-based tiled display module. Users can use their fingers, gestures and laser pointers to control the multi-touch platform; they can also use laser pointers to control the arc projection display system and see the feedback results through the multi-touch projection display and arc projection display. The system can make the power control system more effective and convenient because of its natural and comfortable interaction mode as well as its multi-user feature.
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AKDENİZ, Gülsüm, Özgen Deniz DELİKTAŞ, Ayse Ceren FİNCAN, Gulsen YİLMAZ, Tahir YOLDAŞ e Pınar ÖZIŞIK. "Examining the Relationship Between Touch and Visual Perception: Pareidolia Perception in the Social Brain". Pamukkale Medical Journal 17, n.º 2 (27 de outubro de 2023): 3. http://dx.doi.org/10.31362/patd.1362435.

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Purpose: Human perception is a complex system based on the interaction of different modalities. However, it is unclear how adults’ perception of social touch influences their social dimension of visual perception. The aim of this study is to investigate the relationship between social touch perception and visual perception in the social brain. Materials and methods: The survey study recruited 802 healthy participants. Thus, a self-report survey that included the Social Touch Questionnaire consisting of three factors and the pareidolia test were used. Pearson’s Correlation and one- way ANOVA was performed for analysis. Result: We display a statistically significant negative correlation between face reaction time, personal social touch factor, and liking personal social touch factor. An adverse important relationship emerged between pareidolia reaction time, liking of personal social touch, and social touch behavior factors. Conclusion: According to our results, multimodal perception necessitates the simultaneous activation of multiple heteromodal associations in the social brain. Our findings can be interpreted as an interaction between the Dorsal and Ventral Attention Networks and the Social Brain Network.
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37

Nanjappan, Vijayakumar, Rongkai Shi, Hai-Ning Liang, Haoru Xiao, Kim King-Tong Lau e Khalad Hasan. "Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study". Applied Sciences 9, n.º 15 (5 de agosto de 2019): 3177. http://dx.doi.org/10.3390/app9153177.

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Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.
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38

Sasangohar, Farzan, I. Scott MacKenzie e Stacey D. Scott. "Evaluation of Mouse and Touch Input for a Tabletop Display Using Fitts' Reciprocal Tapping Task". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 53, n.º 12 (outubro de 2009): 839–43. http://dx.doi.org/10.1177/154193120905301216.

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User performance with a tabletop display was tested using touch-based and mouse-based interaction in a traditional pointing task. Dependent variables were throughput, error rate, and movement time. In a study with 12 participants, touch had a higher throughput with average of 5.53 bps compared to 3.83 bps for the mouse. Touch also had a lower movement time on average, with block means ranging from 403 ms to 1051 ms vs. 607 ms to 1323 ms with the mouse. Error rates were lower for the mouse at 2.1%, compared to 9.8% for touch. The high error rates using touch were attributed to problems in selecting small targets with the finger. It is argued that, overall, touch input is a preferred and efficient input technique for tabletop displays, but that more research is needed to improve touch selection of small targets.
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Abrahao, Andre Luiz, Amanda Cavalcanti, Luis Pereira e Licínio Roque. "Accessibility Study of Touch and Gesture Interaction with Seniors." Journal on Interactive Systems 5, n.º 2 (6 de novembro de 2014): 1. http://dx.doi.org/10.5753/jis.2014.647.

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At a time when there is the widespread use of new applications with touch and gesture interfaces, it is important to question whether these represent a positive differential to the accessibility of the senior population or whether they are yet another excluding info artifact. The purpose of this article is to present preliminary results for the potential and limitations of touch and gesture interfaces, through the proposal of usability heuristics for this audience, which subsequently will be proven, rebutted and calibrated by a prototype game for tablets with features based on cognitive and motor rehabilitation. The intention is that the game prototype based on the activities of harvesting, collecting of bunches of ripe grapes, carrying baskets and crushing grapes to make wine prove or refute the proposed heuristics.
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40

Xi, Cheng, Tan Chao e Ling Lu. "Designation of Monitoring System with Multi-Touch Based on Configuration Software and Windows Presentation Foundation". Advanced Materials Research 756-759 (setembro de 2013): 218–22. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.218.

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The monitoring system developed by traditional configuration software is extensively used in the industrial field, and application of keyboard & mouse and single-touch is the main operation mode. The multi-touch is a fresh human-computer interaction mode, which can provide the user with safer and more convenient operation experience. This design takes configuration software ControlEase (INSPEC) based on .Net framework in WINDOWS7 as development platform, and next-generation Microsoft graphics system development software WPF (Windows Presentation Foundation) is selected as development tools. WPF multi-touch control is realized based on .NET 4.0, which can be appropriately embedded in various kinds of the configuration software that run on different platforms. WPF multi-touch software frame is accomplished, which can combine with varieties of configuration software to make common configuration software in industrial application creatively own multi-touch functions.
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41

Guo, Chao, Jun Zhang e Yong Feng Zhi. "Driver Study of Touch Screen Based on S3C2440 and Embedded Linux". Advanced Materials Research 542-543 (junho de 2012): 1023–28. http://dx.doi.org/10.4028/www.scientific.net/amr.542-543.1023.

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As one of Linux development directions, embedded Linux has many achievements and mature products. Its stability, reliability and the high efficiency is being proved by the facts. Linux has a great potential in the embedded area, which is loved by many businesses, scientific research units. The embedded Linux opens the source code, provides technical support widely and has good extendibility, supports a lot of hardware. All these are the advantages of embedded Linux. Touch screen has been an important human-computer interaction device, for they are light, flexible and take up less space. Most mobile devices offer a touch screen which is used together with a pen in order to take the role of the mouse for application control. A kind of touch screen control system based on ARM and Linux is introduced in detail. Circuit diagram and touch screen working principle is given. In this paper, touch screen driver based on embedded Linux is designed, analyzed and transplanted. Finally, touch screen can be used normally after calibrating.
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42

Brecher, Christian, Daniel Kolster e Werner Herfs. "Audio-Tactile Feedback Mechanisms for Multi-Touch HMI Panels of Production Engineering Systems". International Journal of Automation Technology 6, n.º 3 (5 de maio de 2012): 369–76. http://dx.doi.org/10.20965/ijat.2012.p0369.

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Over the last decade, touch screen interaction has been gaining wide acceptance in information technology and daily consumer products. Accordingly, first approaches to applications and devices for production engineering systems are now entering the market. Although they employ intuitive user concepts, touch screens for industrial HMI panels still lack haptic feedback. Since operators observes the machining process and machine handling is often done blind, false handling or wrong input signalsmay damagemachines or injure human workers. With this in mind, this paper presents a haptic feedback mechanism for touch-based interaction. A user evaluation performed on the developed system unveils increasing input security and thus an enhanced user experience.
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43

Kimoto, Mitsuhiko, e Masahiro Shiomi. "The experience of a tele-operated avatar being touched increases operator’s sense of discomfort". PeerJ Computer Science 10 (19 de março de 2024): e1926. http://dx.doi.org/10.7717/peerj-cs.1926.

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Recent advancements in tele-operated avatars, both on-screen and robotic, have expanded opportunities for human interaction that exceed spatial and physical limitations. While numerous studies have enhanced operator control and improved the impression left on remote users, one area remains underexplored: the experience of operators during touch interactions between an avatar and a remote interlocutor. Touch interactions have become commonplace with avatars, especially those displayed on or integrated with touchscreen interfaces. Although the need for avatars to exhibit human-like touch responses has been recognized as beneficial for maintaining positive impressions on remote users, the sensations and experiences of the operators behind these avatars during such interactions remain largely uninvestigated. This study examines the sensations felt by an operator when their tele-operated avatar is touched remotely. Our findings reveal that operators can perceive a sensation of discomfort when their on-screen avatar is touched. This feeling is intensified when the touch is visualized and the avatar reacts to it. Although these autonomous responses may enhance the human-like perceptions of remote users, they might also lead to operator discomfort. This situation underscores the importance of designing avatars that address the experiences of both remote users and operators. We address this issue by proposing a tele-operated avatar system that minimizes unwarranted touch interactions from unfamiliar interlocutors based on social intimacy.
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44

Åberg, Magnus, Maria Hedlin e Caroline Johansson. "Preschool anxieties: Constructions of risk and gender in preschool teachers’ talk on physical interaction with children". Journal of Early Childhood Research 17, n.º 2 (27 de novembro de 2018): 104–15. http://dx.doi.org/10.1177/1476718x18816347.

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Previous research shows that inexperienced preschool teachers experience anxiety in physical interaction with children. Against this backdrop, this article investigates how student-teachers and newly graduated preschool teachers talk about the risk of being accused of inappropriately touching children. This article is based on interviews with 20 women and men who recently started working in preschools, or who are soon to graduate as preschool teachers. Building on the notion of relational touch, the article shows that concerns over touch involve much more than the physical act itself. Relations among teachers, parents, children, management and policies are actualised in the informants’ narratives, narratives that are also tied to notions of gender and gender equality. The article shows that anxiety over touch is not gender-specific. The concept of relational touch is suggested as a tool to gain a nuanced understanding of the worries that especially newly educated preschool teachers can experience in relation to touch.
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45

Vallett, Richard, Ryan Young, Chelsea Knittel, Youngmoo Kim e Genevieve Dion. "Development of a Carbon Fiber Knitted Capacitive Touch Sensor". MRS Advances 1, n.º 38 (2016): 2641–51. http://dx.doi.org/10.1557/adv.2016.498.

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ABSTRACTTextiles, in combination with advances in materials and design, offer exciting new possibilities for human and environmental interaction, including biometric and touch-based sensing. Previous fabric-based or flexible touch sensors have generally required a large number of sensing electrodes positioned in a dense XY grid configuration and a multitude of wires. This paper investigates the design and manufacturing of a planar (two-dimensional, XY location) touch fabric sensor with only two electrodes (wires) to sense both planar touch and pressure, making it ideal for applications with limited space/complexity for wiring. The proposed knitted structure incorporates a supplementary method of sensing to detect human touch on the fabric surface, which offers advantages over previous methods of touch localization through an efficient use of wire connections and sensing materials. This structure is easily manufactured as a single component utilizing flatbed knitting techniques and electrically conductive yarns. The design requires no embedded electronics or solid components in the fabric, which allows the sensor to be flexible and resilient. This paper discusses the design, fabrication, sensing methods, and applications of the fabric sensor in robotics and human-machine interaction, smart garments, and wearables, as well as the highly transdisciplinary approach pursued in developing medical textiles and flexible embedded sensors.
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46

Ni, Bo, Jiaxing Cao, Zhiyong Mao, Lei Cheng, Huifeng Shen e Jigang Chen. "Research on Real-time Sensing Technology of Aerospace Interactive Behavior Based on Infrared Array Force Tactile". Journal of Physics: Conference Series 2078, n.º 1 (1 de novembro de 2021): 012065. http://dx.doi.org/10.1088/1742-6596/2078/1/012065.

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Abstract Aerospace robots can replace astronauts to complete dangerous work in the expanded space. How to efficiently and reliably interact with robots in complex and harsh space environment has become an urgent problem and technical challenge. Based on the infrared array force tactile technology, an infrared point force touch detection system is developed to realize the intention sensing of aerospace human-robot interaction. Based on multipoint positioning technology combined with image method and global combined optimal tracking method, the control software is designed, and the effective human-robot interaction in the process of cooperation is realized. Finally, the touch panel test effect of the system is given. This research can provide a theoretical basis for the practical application of aerospace human-robot interaction.
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47

De Bérigny Wall, Caitilin, e Xiangyu Wang. "InterANTARCTICA: Tangible User Interface for Museum Based Interaction". International Journal of Virtual Reality 8, n.º 3 (1 de janeiro de 2009): 19–24. http://dx.doi.org/10.20870/ijvr.2009.8.3.2737.

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This paper presents the design and concept for an interactive museum installation, InterANTARCTICA. The museum installation is based on a gesture-driven spatially surrounded tangible user interface (TUI) platform. The TUI allows a technological exploration of environmental climate change research by developing the status of interaction in museum installation art. The aim of the museum installation is to produce a cross-media platform suited to TUI and gestural interactions. We argue that our museum installation InterANTARCTICA pursues climate change in an interactive context, thus reinventing museum installation art in an experiential multi-modal context (sight, sound, touch).
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48

Isomursu, Minna, Juha Häikiö, Arto Wallin e Heikki Ailisto. "Experiences from a Touch-Based Interaction and Digitally Enhanced Meal-Delivery Service for the Elderly". Advances in Human-Computer Interaction 2008 (2008): 1–15. http://dx.doi.org/10.1155/2008/931701.

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This paper reports the results of a field experiment where home-dwelling elderly people used a mobile technology-based service to interact with a home care service to order meals to be delivered to their homes. The primary research focus was on examining the suitability of touch-based interaction in the everyday life activities of elderly users. The eight-week experiment took place in the autumn of 2006. The findings are based primarily on user experience and on the socioeconomic analysis done from the data collected before, during, and after the experiment. The results show that touch-based interaction was easy to learn and adopt, and that the users were able to successfully use it regardless of their physical or cognitive weaknesses. However, the socioeconomic value of the service was questionable. The paper also summarises methodological issues and findings related to user experience evaluation in an experimental setting.
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49

Fan, Neil Xu, e Robert Xiao. "Reducing the latency of touch tracking on ad-hoc surfaces". Proceedings of the ACM on Human-Computer Interaction 6, ISS (14 de novembro de 2022): 489–99. http://dx.doi.org/10.1145/3567730.

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Touch sensing on ad-hoc surfaces has the potential to transform everyday surfaces in the environment - desks, tables and walls - into tactile, touch-interactive surfaces, creating large, comfortable interactive spaces without the cost of large touch sensors. Depth sensors are a promising way to provide touch sensing on arbitrary surfaces, but past systems have suffered from high latency and poor touch detection accuracy. We apply a novel state machine-based approach to analyzing touch events, combined with a machine-learning approach to predictively classify touch events from depth data with lower latency and higher touch accuracy than previous approaches. Our system can reduce end-to-end touch latency to under 70ms, comparable to conventional capacitive touchscreens. Additionally, we open-source our dataset of over 30,000 touch events recorded in depth, infrared and RGB for the benefit of future researchers.
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50

Freitas, Alexandre, Diego Santos, Rodrigo Lima, Carlos Gustavo Santos e Bianchi Meiguins. "Pactolo Bar: An Approach to Mitigate the Midas Touch Problem in Non-Conventional Interaction". Sensors 23, n.º 4 (13 de fevereiro de 2023): 2110. http://dx.doi.org/10.3390/s23042110.

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New ways of interacting with computers is driving research, which is motivated mainly by the different types of user profiles. Referred to as non-conventional interactions, these are found with the use of hands, voice, head, mouth, and feet, etc. and these interactions occur in scenarios where the use of mouse and keyboard would be difficult. A constant challenge in the adoption of new forms of interaction, based on the movement of pointers and the selection of interface components, is the Midas Touch (MT) problem, defined as the involuntary action of selection by the user when interacting with the computer system, causing unwanted actions and harming the user experience during the usage process. Thus, this article aims to mitigate the TM problem in interaction with web pages using a solution centered on the Head Tracking (HT) technique. For this purpose, a component in the form of a Bar was developed and inserted on the left side of the web page, called the Pactolo Bar (PB), in order to enable or disable the clicking event during the interaction process. As a way of analyzing the effectiveness of PB in relation to TM, two stages of tests were carried out based on the collaboration of voluntary participants. The first step aims to find the data that would lead to the best configuration of the BP, while the second step aims to carry out a comparative analysis between the PB solution and the eViacam software, whose use is also focused on the HT technique. The results obtained from the use of PB were considered promising, since the analysis of quantitative data points to a significant prevention of involuntary clicks in the iteration interface and the analysis of qualitative data showed the development of a better user experience due to the ease of use, which can be noticed in elements such as the PB size, the triggering mechanism, and its positioning in the graphical interface. This study benefits in the context of the user experience, because, when using non-conventional interactions, basic items such as aspects of the graphic elements, and interaction events raise new studies that seek to mitigate the problem of the Midas Touch.
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