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Статті в журналах з теми "Digital gesture"

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Hesenius, Marc, Markus Kleffmann, and Volker Gruhn. "AugIR Meets GestureCards: A Digital Sketching Environment for Gesture-Based Applications." Interacting with Computers 33, no. 2 (March 2021): 134–54. http://dx.doi.org/10.1093/iwcomp/iwab017.

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Abstract To gain a common understanding of an application’s layouts, dialogs and interaction flows, development teams often sketch user interface (UI). Nowadays, they must also define multi-touch gestures, but tools for sketching UIs often lack support for custom gestures and typically just integrate a basic predefined gesture set, which might not suffice to specifically tailor the interaction to the desired use cases. Furthermore, sketching can be enhanced with digital means, but it remains unclear whether digital sketching is actually beneficial when designing gesture-based applications. We extended the AugIR, a digital sketching environment, with GestureCards, a hybrid gesture notation, to allow software engineers to define custom gestures when sketching UIs. We evaluated our approach in a user study contrasting digital and analog sketching of gesture-based UIs.
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van den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (July 11, 2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.

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AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
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Vogiatzidakis, Panagiotis, and Panayiotis Koutsabasis. "Gesture Elicitation Studies for Mid-Air Interaction: A Review." Multimodal Technologies and Interaction 2, no. 4 (September 29, 2018): 65. http://dx.doi.org/10.3390/mti2040065.

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Mid-air interaction involves touchless manipulations of digital content or remote devices, based on sensor tracking of body movements and gestures. There are no established, universal gesture vocabularies for mid-air interactions with digital content or remote devices based on sensor tracking of body movements and gestures. On the contrary, it is widely acknowledged that the identification of appropriate gestures depends on the context of use, thus the identification of mid-air gestures is an important design decision. The method of gesture elicitation is increasingly applied by designers to help them identify appropriate gesture sets for mid-air applications. This paper presents a review of elicitation studies in mid-air interaction based on a selected set of 47 papers published within 2011–2018. It reports on: (1) the application domains of mid-air interactions examined; (2) the level of technological maturity of systems at hand; (3) the gesture elicitation procedure and its variations; (4) the appropriateness criteria for a gesture; (5) participants number and profile; (6) user evaluation methods (of the gesture vocabulary); (7) data analysis and related metrics. This paper confirms that the elicitation method has been applied extensively but with variability and some ambiguity and discusses under-explored research questions and potential improvements of related research.
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Zhong, Yushan, Yifan Jia, and Liang Ma. "Design and implementation of children’s gesture education games based on AI gesture recognition technology." MATEC Web of Conferences 355 (2022): 03043. http://dx.doi.org/10.1051/matecconf/202235503043.

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In order to cultivate children’s imagination and creativity in the cognitive process, combined with the traditional hand shadow game, a children’s gesture education game based on AI gesture recognition technology is designed and developed. The game uses unity development platform, with children’s digital gesture recognition as the content, designs and implements the basic functions involved in the game, including AI gesture recognition function, character animation function, interface interaction function, AR photo taking function and question answering system function. The game is finally released on the mobile terminal. Players can recognize gestures through mobile cameras, interact with virtual cartoon characters in the game, watch cartoon character animation, understand popular science knowledge, and complete the answers in the game. The educational games can better assist children to learn digital gestures, enrich children’s ways of cognition, expand children’s imagination, and let children learn easily with happy educational games.
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McNamara, Alison. "Digital Gesture-Based Games." International Journal of Game-Based Learning 6, no. 4 (October 2016): 52–72. http://dx.doi.org/10.4018/ijgbl.2016100104.

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This study aims to provide an account of phase three of the doctoral process where both students and teachers' views contribute to the design and development of a gesture-based game in Ireland at post-primary level. The research showed the school's policies influenced the supportive Information and Communication Technology (ICT) infrastructure, classroom environments influenced a student's ability to participate and teachers' perspectives impacted upon whether they adopted games into their classrooms. While research has been conducted in relation to training schemes for teachers, it is agreed that they are the main change agents in the classroom. Therefore, this study focuses on the game itself and its design elements that support and enhance mathematics education within the Irish context. Practical guidelines for both the game, school's policies and classroom environments are provided based upon the research for mathematics educators and practitioners of game-based learning strategies in their classrooms.
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Santosh Kumar J, Vamsi, Vinod, Madhusudhan and Tejas. "Design and Development of IoT Device that Recognizes Hand Gestures using Sensors." September 2021 7, no. 09 (September 27, 2021): 29–34. http://dx.doi.org/10.46501/ijmtst0709006.

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A hand gesture is a non-verbal means of communication involving the motion of fingers to convey information. Hand gestures are used in sign language and are a way of communication for deaf and mute people and also implemented to control devices too. The purpose of gesture recognition in devices has always been providing the gap between the physical world and the digital world. The way humans interact among themselves with the digital world could be implemented via gestures using algorithms. Gestures can be tracked using gyroscope, accelerometers, and more as well. So, in this project we aim to provide an electronic method for hand gesture recognition that is cost-effective, this system makes use of flex sensors, ESP32 board. A flex sensor works on the principle of change in the internal resistance to detect the angle made by the user’s finger at any given time. The flexes made by hand in different combinations amount to a gesture and this gesture can be converted into signals or as a text display on the screen. A smart glove is designed which is equipped with custom-made flex sensors that detect the gestures and convert them to text and an ESP32 board, the component used to supplement the gestures detected by a flex sensor. This helps in identifying machines the human sign language and perform the task or identify a word through hand gestures and respond according to it.
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Powar, Salonee, Shweta Kadam, Sonali Malage, and Priyanka Shingane. "Automated Digital Presentation Control using Hand Gesture Technique." ITM Web of Conferences 44 (2022): 03031. http://dx.doi.org/10.1051/itmconf/20224403031.

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In today’s digital world Presentation using a slideshow is an effective and attractive way that helps speakers to convey information and convince the audience. There are ways to control slides with devices like mouse, keyboard, or laser pointer, etc. The drawback is one should have previous knowledge about the devices in order to manage them. Gesture recognition has acquired importance a couple of years prior and are utilized to control applications like media players, robot control, gaming. The hand gesture recognition system builds the use of gloves, markers and so on However, the utilization of such gloves or markers expands the expense of the system. In this proposed system, Artificial intelligence-based hand gesture detection methodology is proposed. Users will be able to change the slides of the presentation in both forward and backward directions by just doing hand gestures. Use of hand gestures cause connection simple, helpful, and doesn’t need any additional gadget. The suggested method is to help speakers for a productive presentation with natural improved communication with the computer. Specifically, the proposed system is more viable than utilizing a laser pointer since the hand is more apparent and thus can better grab the attention of the audience.
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Zhao, Shichao. "Exploring How Interactive Technology Enhances Gesture-Based Expression and Engagement: A Design Study." Multimodal Technologies and Interaction 3, no. 1 (February 27, 2019): 13. http://dx.doi.org/10.3390/mti3010013.

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The interpretation and understanding of physical gestures play a significant role in various forms of art. Interactive technology and digital devices offer a plethora of opportunities for personal gesture-based experience and they assist in the creation of collaborative artwork. In this study, three prototypes for use with different digital devices (digital camera, PC camera, and Kinect) were designed. Subsequently, a series of workshops were conducted and in-depth interviews with participants from different cultural and occupational backgrounds. The latter were designed to explore how to specifically design personalised gesture-based expressions and how to engage the creativity of the participants in their gesture-based experiences. The findings indicated that, in terms of gesture-based interaction, the participants preferred to engage with the visual traces that were displayed at specific timings in multi-experience spaces. Their gesture-based interactions could effectively support non-verbal emotional expression. In addition, the participants were shown to be strongly inclined to combine their personal stories and emotions into their own gesture-based artworks. Based on the participants’ different cultural and occupational backgrounds, their artistic creation could be spontaneously formed.
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Wattamwar, Aniket. "Sign Language Recognition using CNN." International Journal for Research in Applied Science and Engineering Technology 9, no. 9 (September 30, 2021): 826–30. http://dx.doi.org/10.22214/ijraset.2021.38058.

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Abstract: This research work presents a prototype system that helps to recognize hand gesture to normal people in order to communicate more effectively with the special people. Aforesaid research work focuses on the problem of gesture recognition in real time that sign language used by the community of deaf people. The problem addressed is based on Digital Image Processing using CNN (Convolutional Neural Networks), Skin Detection and Image Segmentation techniques. This system recognizes gestures of ASL (American Sign Language) including the alphabet and a subset of its words. Keywords: gesture recognition, digital image processing, CNN (Convolutional Neural Networks), image segmentation, ASL (American Sign Language), alphabet
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Adak, Nitin, and Dr S. D. Lokhande Dr. S. D. Lokhande. "An Accelerometer-Based Digital Pen for Handwritten Digit and Gesture Recognition." Indian Journal of Applied Research 3, no. 12 (October 1, 2011): 207–10. http://dx.doi.org/10.15373/2249555x/dec2013/61.

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Дисертації з теми "Digital gesture"

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Meyer, John. "Technological Proximity: Ambient Digital Interaction in Architecture." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438801.

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Donovan, Jared William Awarua. "Framing Movements for Gesture Interface Design." Thesis, The University of Queensland, 2011. https://eprints.qut.edu.au/56822/1/donovan-Framing_movements_for_gesture_interface_design-reduced-size.pdf.

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Анотація:
Gesture interfaces are an attractive avenue for human-computer interaction, given the range of expression that people are able to engage when gesturing. Consequently, there is a long running stream of research into gesture as a means of interaction in the field of human-computer interaction. However, most of this research has focussed on the technical challenges of detecting and responding to people’s movements, or on exploring the interaction possibilities opened up by technical developments. There has been relatively little research on how to actually design gesture interfaces, or on the kinds of understandings of gesture that might be most useful to gesture interface designers. Running parallel to research in gesture interfaces, there is a body of research into human gesture, which would seem a useful source to draw knowledge that could inform gesture interface design. However, there is a gap between the ways that ‘gesture’ is conceived of in gesture interface research compared to gesture research. In this dissertation, I explore this gap and reflect on the appropriateness of existing research into human gesturing for the needs of gesture interface design. Through a participatory design process, I designed, prototyped and evaluated a gesture interface for the work of the dental examination. Against this grounding experience, I undertook an analysis of the work of the dental examination with particular focus on the roles that gestures play in the work to compare and discuss existing gesture research. I take the work of the gesture researcher McNeill as a point of focus, because he is widely cited within gesture interface research literature. I show that although McNeill’s research into human gesture can be applied to some important aspects of the gestures of dentistry, there remain range of gestures that McNeill’s work does not deal with directly, yet which play an important role in the work and could usefully be responded to with gesture interface technologies. I discuss some other strands of gesture research, which are less widely cited within gesture interface research, but offer a broader conception of gesture that would be useful for gesture interface design. Ultimately, I argue that the gap in conceptions of gesture between gesture interface research and gesture research is an outcome of the different interests that each community brings to bear on the research. What gesture interface research requires is attention to the problems of designing gesture interfaces for authentic context of use and assessment of existing theory in light of this.
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Ponce, Jason Benjamin. "Fractured bodies gesture, pleasure, and politics in contemporary computer music performance /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2007. http://wwwlib.umi.com/cr/ucsd/fullcit?p1447328.

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Thesis (D.M.A.)--University of California, San Diego, 2007.
Title from 1st page of PDF file (viewed Mar. 5, 2008). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references: P. 50-55.
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Marrin, Teresa Anne. "Toward an understanding of musical gesture : mapping expressive intention with the digital baton." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/58262.

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Molnàr, Margit. "Tourner la page : autour de la matérialité de l'objet de lecture : observations sémiotiques, perspectives pédagogiques." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20058/document.

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Que peut-il bien cacher ce titre ? Ou plutôt révéler ? Il laisse entendre une certaine inclinaison au jeu de mots. Ceci parle déjà du style. « Tourner la page » puisqu’il s’agit de livre, de lecture. « Tourner la page » puisque le temps du livre semble être compté, à en croire certains pronostics auxquels ce travail ne réagit pas. «Autour de la matérialité » puisque la page papier du codex tourne littéralement autour d’un axe matériel, soit-il cousu, broché ou collé. « Autour » encore car il est question de matérialité, qualité intrinsèque et fondamentale qui définit l’écriture, détermine le rapport au langage écrit et le distingue de sa version numérique. « Objet de lecture », terme qui permet d’élargir le cercle des supports de lecture traditionnellement représentés par des livres aux objets technologiques, tout en précisant qu’ils ne sont pas des livres. « Objet » encore, car l’approche sémio-pragmatique tient à souligner le côté objectal de la lecture face à son côté linguistique. « Observations », ce mot précise et qualifie le non-aboutissement et la teneur approximative de ce qui est dit et comment il est dit dans ce mémoire. « Sémiotiques » indique la méthode et le point de vue sous lequel le propos est déployé. « Perspectives pédagogiques », c’est pour annoncer l’ambition de cette étude de se projeter vers le domaine dont elle est inspirée et vers lequel elle retourne, en espérant créer des passerelles et y apporter des propositions pluridisciplinaires. Ce résumé en forme d’explicitation du titre prétend également servir de plan qui suit le cheminement de la réflexion sur le rapport de l’homme à l’écriture à la base de la matérialité de celle-ci
What could this title hide? Or reveal instead? It insinuates a certain tendency to a play on words. It hints at style. “Turn the page” since it’s about books, about reading practice. “Turn the page” because the days of books seem numbered, to believe certain prognostication to which this work does not address. However, there are new, digital pages. "About the materiality", since the paper page of the codex is turning literally around a material axis, sewn, stapled or glued. “Materiality", it is as an intrinsic quality of the book object which defines the products of writing. “Reading object,” it means different objects of reading, traditionally represented by printed books. While, now, it is possible to read technological objects too. “Object” once more, for the semio-pragmatic approach that desires to emphasize the material aspect of reading practice versus its linguistic aspect. “Observations,” it specifies and qualifies the approximate tenor of what is said and how it is said. “Semiotics,” it is the definition of the method and of the point of view under which these objects are investigated. “Pedagogical perspectives”, it is to refer to the field from which this study took its inspiration. Also, towards that it returns hoping to create bridges between several disciplines. This summary is a kind of explanation of the title, also intends to indicate the way of the reflection that develops the relationship of man to the written word that is based on the materiality
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Zhu, Hong Min. "Real-time hand gesture recognition using motion tracking." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2182870.

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Karlaputi, Sarada. "Evaluating the Feasibility of Accelerometers in Hand Gestures Recognition." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699862/.

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Gesture recognition plays an important role in human computer Interaction for intelligent computing. Major applications like Gaming, Robotics and Automated Homes uses gesture recognition techniques which diminishes the usage of mechanical devices. The main goal of my thesis is to interpret SWAT team gestures using different types of sensors. Accelerometer and flex sensors were explored extensively to build a prototype for soldiers to communicate in the absence of line of sight. Arm movements were recognized by flex sensors and motion gestures by Accelerometers. Accelerometers are used to measure acceleration in respect to movement of the sensor in 3D. Flex sensors changes its resistance based on the amount of bend in the sensor. SVM is the classification algorithm used for classification of the samples. LIBSVM (Library for Support Vector Machines) is integrated software for support vector classification, regression and distribution estimation which supports multi class classification. Sensors data is connected to the WI micro dig to digitize the signal and to transmit it wirelessly to the computing device. Feature extraction and Signal windowing were the two major factors which contribute for the accuracy of the system. Mean Average value and Standard Deviation are the two features considered for accelerometer sensor data classification and Standard deviation is used for the flex sensor analysis for optimum results. Filtering of the signal is done by identifying the different states of signals which are continuously sampled.
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Miranda, Leonardo Cunha de. "Artefatos e linguagens de interação com sistemas digitais contemporâneos = os anéis interativos ajustáveis para a televisão digital interativa." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275786.

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Анотація:
Orientador: Maria Cecília Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-16T23:18:27Z (GMT). No. of bitstreams: 1 Miranda_LeonardoCunhade_D.pdf: 4387805 bytes, checksum: b138e75ab0fe002567c99b3af4fd3a50 (MD5) Previous issue date: 2010
Resumo: A digitalização da transmissão da televisão terrestre no Brasil e, consequentemente, a possibilidade de oferta de interatividade na televisão estabelece um novo paradigma de interação do telespectador com essa mídia com extremo potencial de impacto social, especialmente para a população brasileira. Entretanto, a existência de artefatos digitais comumente utilizados para a interação com o sistema de televisão hoje praticado não garante que esses dispositivos sejam os mais adequados aos avanços propostos com a Televisão Digital Interativa (TVDI). Além disso, a convivência de um número cada vez maior de equipamentos que fazem uso de controle remoto leva a interfaces mais complexas considerando os problemas existentes com o controle remoto já discutido na literatura por vários autores. O foco desta pesquisa de doutorado foi, portanto, investigar o design da interação nessa nova mídia com o objetivo de propor, desenvolver e validar novas formas de interação entre os usuários e a TVDI. Com base no entendimento de que uma interação mais direta com a TVDI passa pela necessidade de fazer com que o foco da interação se dirija mais à interface das aplicações interativas do que ao artefato físico de interação, chegamos a alguns resultados desta pesquisa. A tecnologia resultante desta pesquisa de doutorado saiu do plano das ideias, passando pelo seu projeto conceitual, de forma participativa, até sua implementação e validação junto a representantes do público-alvo. Podemos destacar algumas contribuições decorrentes da realização desta pesquisa no contexto dos artefatos físicos de interação com a TVDI: i) taxonomia para os artefatos físicos de interação; ii) recomendações de uso dos artefatos físicos de interação conhecidos na literatura; iii) análise sócio-técnica do domínio/contexto de novos artefatos físicos de interação; iv) diretrizes para novos artefatos físicos de interação; v) modelo de interação baseado em gestos via artefato físico de interação; vi) guidelines de design para novos artefatos físicos de interação; vii) especificações do design do produto e da linguagem de interação de um novo artefato digital para a TVDI; viii) implementações de protótipos de hardware e software do novo artefato digital para a TVDI; e ix) validação das especificações e dos protótipos do novo artefato digital para a TVDI junto ao público-alvo.
Abstract: The digitalization of terrestrial television broadcasting in Brazil and consequently the possibility of offering interactivity on television establish a new paradigm of interaction for the spectator with the media that has great potential to make a social impact, especially for the Brazilian population. However, the existence of digital artifacts commonly used to interact with current television system does not guarantee that those devices are adequate to the developments with the Interactive Digital Television (iDTV). Moreover, the coexistence of an increasing number of devices that make use of the remote control could result in more complex interfaces, considering the problems with remote control already discussed in the literature by several authors. The objective of this Ph.D. research was to investigate the interaction design in the iDTV with the purpose of proposing, developing and validating new ways of interaction with this new media. The research results are grounded in the understanding that a more direct interaction with iDTV involves making the focus of the interaction more on the interface of the interactive applications than on the physical artifact of interaction itself. The technology resulting from this research involved since its conceptual design, with a participatory approach, to its implementation and validation with real users from the target audience. Some contributions of this research in the context of physical artifacts of interaction with the iDTV can be highlighted: i) taxonomy for the physical artifacts of interaction; ii) use recommendations of physical artifacts of interaction known in the literature; iii) socio-technical analysis of the domain/context of new physical artifacts of interaction; iv) guidelines for new physical artifacts of interaction; v) gesture based interaction model via physical artifact of interaction; vi) design guidelines for new physical artifacts of interaction; vii) product design and interaction language specifications for new digital artifact for iDTV; viii) implementations of hardware and software prototypes for the new digital artifact for iDTV; and ix) validation of the specifications and prototypes of the new digital artifact for iDTV with the target audience.
Doutorado
Interação Humano-Computador
Doutor em Ciência da Computação
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Perez, Mauricio. "Gesto musical e o uso de interfaces físicas digitais na performance do livre electronics." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27158/tde-03022017-161231/.

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Анотація:
Este trabalho analisa o uso de interfaces físicas digitais na criação e performance da música eletroacústica em tempo real, sobretudo pelo conceito de gesto musical. Para tal propósito, primeiramente, foi realizado um estudo sistemático de dois objetos centrais para pesquisa, a saber, as interfaces digitais e o conceito de gesto em música. Revisitamos alguns elementos sobre a construção de instrumentos musicais digitais, acrescentado novas perspectivas à luteria digital a partir da concepção de gesto musical, como por exemplo, na concepção de mapeamento. Além disso, levantamos algumas questões estéticas referentes tanto a compreensão destas interfaces como instrumentos musicais quanto seu uso na composição musical e na performance do live electronics. O conceito de gesto musical, por usa vez, é compreendido neste trabalho como uma questão emergente da prática musical na contemporaneidade. Apontamos para os diferentes entendimentos das pesquisas em música sobre os significados contidos neste conceito, como suas dimensões corporal e sonora e suas capacidades cinética e semântica. Assim, expandimos o conceito de gesto musical em um contexto que utiliza estas interfaces para ideias como as de corporalidade, fisicalidade e causalidade. Posteriormente, propomos a junção entre os elementos presentes no conceito de gesto musical com os elementos constitutivos das interfaces e com a prática de criação musical e performance mediada por elas, principalmente sobre o ponto de vista da causalidade. Desta maneira reconhecemos que o relacionamento entre as ações corporais e os movimentos sonoros contribuem para a significação musical nas práticas que utilizam interfaces físicas digitais. Identificamos que estas relações de causalidade podem se apresentar desde modelos físico-naturais de coerência gestual, como em relações artificiais entre gesto e som e seus substituintes. Finalmente, é apresentada uma metodologia de análise para performances que utilizam estas interfaces, como aqui compreendidas, que contemplam tanto como a interface se apresenta para o músico que a toca quanto como a relação entre performer e interface podem ser compreendidas pelo espectador-ouvinte. Estas proposições demonstram como as interfaces estão inseridas em um contexto que considera o corpo como um elemento estético na criação da música eletroacústica ao vivo.
This research analyzes the use of digital physical interfaces in the creation and performance of electroacoustic music in real time, especially the concept of musical gesture. For this purpose, first, we conducted a systematic study of two central objects for research, namely, digital interfaces and the concept of gesture in music. We revisit some core elements of the construction of digital musical instruments, added new perspectives to digital luthiery from the concept of musical gesture as the mapping. In addition, we raised some aesthetic issues both an understanding of these interfaces as musical instruments as their use in musical composition and performance of live electronics. The concept of musical gesture, in turn, is understood in this study as an emerging issue of musical practice nowadays. We pointed to the different understandings of research in music about the meanings contained in this concept, as body and sound dimensions and kinetic and semantic capabilities. Thus, we have expanded the concept of musical gesture in a context that uses these interfaces to ideas such as corporeality, physicality and causality. Subsequently, we propose the junction between the elements present in the concept of musical gesture with the constituent elements of the interfaces and the practice of music creation and performance mediated by them, especially on the point of view of causality. Thus we recognize that the relationship between bodily actions and sound movements contribute to the musical significance in practices that use digital physical interfaces. We identify that these causal relationships may present from physical and natural models of gestural coherence, as artificial relationship between gesture and sound and their surrogates Finally, it is presented a methodology for performances that use these interfaces, as here understood, which include both how the interface is presented to the musician that plays much like the relationship between performer and interface can be understood by the viewer-listener. These proposals demonstrate how the interfaces are inserted in a context that considers the body as an aesthetic element in the practice of the live electroacoustic music.
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Sylverberg, Tomas. "A Framework for Mobile Paper-based Computing." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8415.

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Анотація:

Military work-practice is a difficult area of research where paper-based approaches are still extended. This thesis proposes a solution which permits the digitalization of information at the same time as workpractice remains unaltered for soldiers working with maps in the field. For this purpose, a mobile interactive paper-based platform has been developed which permits the users to maintain their current work-flow. The premise of the solution parts from a system consisting of a prepared paper-map, a cellular phone, a desktop computer, and a digital pen with bluetooth connection. The underlying idea is to permit soldiers to take advantage of the information a computerized system can offer, at the same time as the overhead it incurs is minimized. On one hand this implies that the solution must be light-weight, on the other it must retain current working procedures as far as possible. The desktop computer is used to develop new paper-driven applications through the application provided in the development framework, thus allowing the tailoring of applications to the changing needs of military operations. One major component in the application suite is a symbol recognizer which is capable of recognizing symbols parting from a template which can be created in one of the applications. This component permits the digitalization of information in the battlefield by drawing on the paper-map. The proposed solution has been found to be viable, but still there is a need for further development. Furthermore, there is a need to adapt the existing hardware to the requirements of the military to make it usable in a real-world situation.

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Книги з теми "Digital gesture"

1

1950-, Ahuja Narendra, ed. Face detection and gesture recognition for human-computer interaction. Boston: Kluwer Academic, 2001.

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2

Yang, Ming-Hsuan. Face Detection and Gesture Recognition for Human-Computer Interaction. Boston, MA: Springer US, 2001.

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3

International Conference on Automatic Face and Gesture Recognition (5th 2002 Washington, D.C.). Fifth IEEE International Conference on Automatic Face and Gesture Recognition: Proceedings : 20-21 May, 2002, Washington, D.C. Los Alamitos, Calif: IEEE Computer Society, 2002.

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4

International, Workshop on Recognition Analysis and Tracking of Faces and Gestures in Real-Time Systems (1999 Kerkyra Greece). International Workshop on Recognition, Analysis, and Tracking of Faces and Gestures in Real-Time Systems: September 26-27, 1999, Corfu, Greece. Los Alamitos, Calif: IEEE Computer Society, 1999.

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5

Wissenschaftssprache digital: Die Zukunft von gestern. Konstanz: Konstanz University Press, 2014.

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6

Kevin, Zhou S., ed. Analysis and modeling of faces and gestures: Third international workshop, AMFG 2007 Rio de Janeiro, Brazil, October 20, 2007 : proceedings. Berlin: Springer, 2007.

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7

Freeman, Ena G. Phonovibratory Influences from Offset to Onset in Repeated Phonation: A Study of Sung Gestures using High-Speed Digital Imaging. [New York, N.Y.?]: [publisher not identified], 2018.

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8

Ahuja, Narendra, and Ming-Hsuan Yang. Face Detection and Gesture Recognition for Human-Computer Interaction (The International Series in Video Computing). Springer, 2001.

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9

Spiers, Emily. North American Pop-Feminism in the Post-Digital Era. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198820871.003.0004.

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This chapter begins with a discussion of digital feminisms in relation to the most recent pop-feminist guides published in North America, which reflect upon the union between pop-culture and feminism and question whether feminism really has succeeded in permeating pop-culture, and, if so, at what cost. The author then discusses a corpus of autofictions written by queer and feminist writers engaging with the same issues of self-hood and agency in neoliberal postfeminism examined by pop-feminists. She returns to the question raised in Chapter 2 about the relationship between the economics of production and the critical cultural product, between the transgressive riot-grrrl gesture and its appropriation by commercial forces, between the desire to reach new audiences and the normatizing forces of the mainstream, and between the normalization of queer and feminist protest culture and the hedonistic embrace of transgressive behaviours, products, and practices in heteronormative North American pop-culture.
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10

International Workshop on Recognition, Analysis, and Tracking of Faces and Gestures in Real-Time Systems: September 26-27, 1999, Corfu, Greece. Ieee Computer Society, 1999.

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Частини книг з теми "Digital gesture"

1

Benjamin, Andrew. "Empathy and Gesture." In Fragmentation of the Photographic Image in the Digital Age, 157–70. New York, NY: Routledge, 2020. | Series: [Routledge history of photography]: Routledge, 2019. http://dx.doi.org/10.4324/9781351027946-12.

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Impett, Leonardo. "Analyzing Gesture in Digital Art History." In The Routledge Companion to Digital Humanities and Art History, 386–407. New York : Routledge, 2020. | Series: [Routledge art history and visual studies companions]: Routledge, 2020. http://dx.doi.org/10.4324/9780429505188-33.

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Ijeh, Anthony C., and AL Ahmed Naufal. "Using Gesture Recognition to Prevent Drowning." In Crime Science and Digital Forensics, 20–40. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9780429322877-3.

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Andreoni, Giuseppe, Marco Mazzola, Oriana Ciani, Marta Zambetti, Maximiliano Romero, Fiammetta Costa, and Ezio Preatoni. "Method for Movement and Gesture Assessment (MMGA) in Ergonomics." In Digital Human Modeling, 591–98. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02809-0_62.

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5

Hoshino, Kiyoshi. "Hand Gesture Interface for Entertainment Games." In Handbook of Digital Games and Entertainment Technologies, 293–312. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_47.

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Hoshino, Kiyoshi. "Hand Gesture Interface for Entertainment Games." In Handbook of Digital Games and Entertainment Technologies, 1–20. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_47-1.

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7

Hörtner, Horst, Pascal Maresch, Robert Praxmarer, and Christian Naglhofer. "Libro Vision: Gesture-Controlled Virtual Book." In Technologies for Interactive Digital Storytelling and Entertainment, 258–63. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27797-2_34.

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8

Blankemeyer, Sebastian, Joshua Göke, Tobias Grimm, Benedikt Meier, and Annika Raatz. "Gesture-Based Robot Programming Using Microsoft Kinect." In Precision Assembly in the Digital Age, 72–81. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05931-6_7.

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9

Arfib, Daniel, Jean-Michel Couturier, and Loïc Kessous. "Design and Use of Some New Digital Musical Instruments." In Gesture-Based Communication in Human-Computer Interaction, 509–18. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24598-8_47.

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10

Ren, Yu, and Chengcheng Gu. "Real-Time Hand Gesture Recognition Based on Vision." In Entertainment for Education. Digital Techniques and Systems, 468–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_48.

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Тези доповідей конференцій з теми "Digital gesture"

1

Wei, Jian, Jiaqi Guo, Xiaoyuan Guo, Yong Jia, Qi Wang, and Shigang Wang. "Synchronous Gesture Interaction for Flat-Panel+Integral Imaging." In Digital Holography and Three-Dimensional Imaging. Washington, D.C.: Optica Publishing Group, 2022. http://dx.doi.org/10.1364/dh.2022.w5a.8.

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A method of gesture interaction for simultaneous flat-panel and integral imaging is proposed. It supports synchronously adjusting the viewpoint or scale of the 2D and naked-eye 3D images via viewer’s gestures, by exploiting the high efficiency of NVIDIA Optix in ray casting and Leap Motion in gesture recognition.
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2

DeVito, Matthew P., and Karthik Ramani. "Talking to TAD: Animating an Everyday Object for Use in Augmented Workspaces." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34189.

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Workspaces augmented by multitouch and gesture-sensing systems are quickly becoming a reality, but studies appear to limit themselves to interacting with displays. With the continued progress of the ubiquitous computing movement, everyday objects are coming to life and will soon enter these augmented spaces. Little has been studied regarding gestural control of everyday objects capable of movement in three-dimensional space. In the present study, we augment an office lamp for gestural interaction and use it toward finding more natural gestures for augmented workspace interaction with physical objects. We begin by surveying the current literature on user-defined gesture sets and digital augmentation of lamps to determine features desirable in the design of an actuated desk lamp. A prototypical Tabletop Assistive Droid (TAD) is then used in a study conducted to determine and analyze a feasible user-defined gesture set.
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3

Jung, Euichul, Young Joo Jang, and Whang Jae Lee. "Study on Preferred Gestural Interaction of Playing Music for Wrist Wearable Devices." In Applied Human Factors and Ergonomics Conference. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe100581.

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Recently, many gesture-based interactive devices have been developed. Gesture is one of the most intuitive and natural ways to communicate each other, so gesture recognition technology is becoming huge issues in interaction design. Wrist wearable devices such as smart watches, Nike FuelBand, and Samsung Galaxy Gear are vitalized on the market, and there are attempts to control the wrist wearable devices with gestural interaction. In order to design more user-centered devices, development of gesture standards which gesture is appropriate for which operation becomes very important. In particular, there are two different situations gesture interaction is required: 1) people control objects that exist around then such as TV and vehicle, and 2) people control objects put on their body such as smart watch. This paper assumes that the two different situations may require different gesture interactions. The goal of this paper is to reveal preferred gesture interaction for wrist wearable devices. The function of playing music is selected for the experiment because it is most common and popular function on almost all digital devices. This paper consists of three parts: 1) collect existing gesture signal conventions and categorize them, 2) conduct a survey to find out preferred gestures for each function of playing music in two different situations, and 3) analyze the result for defining the most preferred gesture interactions and considering rationales for designing gesture interaction for wrist wearable device.
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4

Yong, Wen Lin, Jun Kit Chaw, and Yiqi Tew. "Interactive Dashboard with Visual Sensing and Zero-Shot Learning Capabilities." In International Conference on Digital Transformation and Applications (ICDXA 2021). Tunku Abdul Rahman University College, 2021. http://dx.doi.org/10.56453/icdxa.2021.1009.

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These days, technology is growing rapidly, and the market has been introduced with lots of fascinating ways to interact with computers. The advancement of deep learning models and hardware technology also enables more applications with fancy features to be built. The importance of hand gesture recognition has increased due to the prevalence of touchless applications. However, developing an efficient recognition system needs to overcome the challenges of hand segmentation, local hand shape representation, global body configuration representation, and a gesture sequence model. This paper proposed an interactive dashboard that could react to hand gestures. This is also an initiative of the Tunku Abdul Rahman University College (TAR UC) Smart Campus project. Deep learning models were investigated in this research and the optimal model was selected for the dashboard. In addition, 20BN Jester Dataset was used for the dashboard development. To set up a more user-friendly dashboard, the data communication stream between the captured input stream and commands among the devices will also be studied. As to achieve higher responsiveness from the dashboard, evaluation on data communication protocols which were used to pass the input data included in the study. Keywords: Computer Vision, Human-Computer Interaction (HCI), Gesture Detection, Real-time systems, Feature Extraction
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Wu, Chieh-Ju, Kai-Hsiang Lin, Meng-Lin Hsieh, and Jen-Yuan (James) Chang. "Realization of Natural User Interface for Computer Control With KNN Classifier Enhanced Smart Glove." In ASME 2019 28th Conference on Information Storage and Processing Systems. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/isps2019-7493.

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Abstract Gesture interaction is a commonly used solution when introducing Natural User Interface (NUI), a kind of user interface where the interaction is direct and consistent with natural heuristic behaviors. In this paper, a smart glove with efficient real-time hand orientation calculation and accurate static hand gesture prediction is proposed. This custom-built wireless glove consists of flex sensors, an Inertial Measurement Unit (IMU) sensor, a microcontroller with multi-channel ADC/AMP (analog to digital converter and amplifier), a Bluetooth module, and an Arduino Micro Pro. K-Nearest-Neighbor (KNN) classifier is implemented to assist static hand gesture prediction with the validated accuracy exceeding 97%. This supervised machine learning algorithm allows a highly customizable smart glove which the input gestures, input number of gestures, and the associated activating functions are all easily changeable by the users any time. To show the benefits of combining the NUI and supervised machine learning, a validation experiments, computer control, were conducted.
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6

Rokade, Rajeshree, Dharmpal Doye, and Manesh Kokare. "Hand Gesture Recognition by Thinning Method." In 2009 International Conference on Digital Image Processing, ICDIP. IEEE, 2009. http://dx.doi.org/10.1109/icdip.2009.73.

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Pires, Julie de Araujo, and Marcelo Gonçalves Ribeiro. "The writing expanded by gesture." In ARTECH 2021: 10th International Conference on Digital and Interactive Arts. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3483529.3483723.

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Ting, Wen-Hung, Chia-Chang Li, Duan-Li Liao, and Hian-Kun Tenn. "Digital content manipulating system using hand gesture." In 2011 International Conference on Electrical and Control Engineering (ICECE). IEEE, 2011. http://dx.doi.org/10.1109/iceceng.2011.6057929.

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Yunus, Mohammad, Karri Sndeep Simha, J. Refonaa, S. L. Jany Shabu, S. Dhamodaran, and Viji Amutha Mary. "Hand-Gesture and Voice-Activated Digital Cursor." In 2023 2nd International Conference on Vision Towards Emerging Trends in Communication and Networking Technologies (ViTECoN). IEEE, 2023. http://dx.doi.org/10.1109/vitecon58111.2023.10157786.

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Hsiao, Jen-Hsuan, Yu-Heng Deng, Tsung-Ying Pao, Hsin-Rung Chou, and Jen-Yuan (James) Chang. "Design of a Wireless 3D Hand Motion Tracking and Gesture Recognition Glove for Virtual Reality Applications." In ASME 2017 Conference on Information Storage and Processing Systems collocated with the ASME 2017 International Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Microsystems. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/isps2017-5450.

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Hand motion tracking and gesture recognition are of crucial interest to the development of virtual reality systems and controllers. In this paper, a wireless data glove that can accurately sense hands’ dynamic movements and gestures of different modes was proposed. This data glove was custom-built, consisting of flex and inertial sensors, and a microcontroller with multi-channel ADC (analog to digital converter). For the classification algorithm, a hierarchical gesture system using Naïve Bayes Classifier was built. This low training time recognition algorithm allows categorization of all input signals, such as clicking, pointing, dragging, rotating and switching functions when performing computer control. This glove provided a more intuitive way to operate with human-computer interface. Some preliminary experimental results were presented in this paper. The data glove was also operated as a controller in a First-Person Shooter (FPS) game to perform the usability of the proposed glove.
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