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1

Garreau, Ludovic. "Élaboration d'une interface tangible pour l'assemblage en CAO." Bordeaux 1, 2005. http://www.theses.fr/2005BOR13013.

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Анотація:
Dans le domaine de l'assemblage mécanique, les logiciels CAO, tout en aidant le concepteur dans sa tâche, masquent des problèmes n'apparaissant que lors de la phase de fabrication. Par exemple, la mise en position relative de deux pièces est triviale à l'aide de la souris mais peut s'avérer complexe voire impossible dans la réalité. Dans cette thèse, nous proposons de résoudre ce problème en permettant au concepteur de tester réellement l'assemblage le plus tôt possible dans le processus de conception. Dans ce but, nous avons choisi de créer une interface tangible adapteé au contrainte d'assemblage. Nous avons choisi le concepi des interfaces tangibles, car les périphériques d'entrées (interacteurs) sont des objets réels qui ont un comportement ou une apparence proche du comportement des objets virtuelles. Ainsi, chaque interface tangible est spécifique à une application et peut faire apparaître des problèmes liés au comportement des objets virtuelles (l'assemblage dans notre cas). Dans un premier temps, nous avons dégagé des principes de conception et exprimé les caractéristiques d'une interface tangible. Puis dans un second temps, nous avons établi une taxinomie sur les principes d'interaction, à partir de laquelle nous avons fait émerger plusieurs principes d'interaction et la manière de les employer selon l'utilité et de l'usage de l'action. Après ces travaux nous avons également étudié l'assemblaghe avec des chercheurs en conception mécanique pour comprendre le comportement que devrait avoir nos interacteurs. Puis nous avons terminé par la réalisation d'un suivi vidéo pour capturer les informations des interacteurs. Nous avons concrétisé tous ces travaux dans le cadre du projet ESKUA sous la forme d'un prototype. Ce prototype comprenant trois composants : les interacteurs (objets réels), la plate-forme (cadre de manipulation), la communication interacteur-odinateur (vidéo), permet de manipuler plusieurs modèles CAO simultanément par le biais des interacteurs.
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2

Mendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.

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Анотація:
Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Technology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject.
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3

Dourado, Antonio Miguel Batista. "Modelo de especificação de interfaces tangíveis de mesa TTUI-SM." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/508.

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Анотація:
Made available in DSpace on 2016-06-02T19:06:00Z (GMT). No. of bitstreams: 1 4702.pdf: 26018415 bytes, checksum: 9c97e5ddef6d5a00a930406e3383b476 (MD5) Previous issue date: 2012-09-19
Financiadora de Estudos e Projetos
In the scenario of computational interfaces development, researches efforts aim to offer new ways of interaction that are closer to the natural way which humans interact with the real world. Amongst the diversity of interface modalities, the tabletop tangible interfaces make the link between physical objects and virtual objects, making possible to "grasp" the interface and interact with it physically, also counting on multitouch interactions. However, in the development process of this kind of interface, there is a lack of specification s model that supports, not only the physical objects interaction, but multitouch interactions as well, and that organizes and classifies the specification in a more agile manner, easier to document and implement. Thus, this work presents a new tabletop tangible user interface specification model, TTUI-SM, that classifies and organizes the interface element specification within many components. A diagramatic tool, TTUI-SMT, was developed based on this model, aiming to make the interface specification and development faster, easier and automatized. To validate the model and tool, two studycases were introduced and specified. An experiment was conducted to evaluate both model and tool, resulting in the comprovation, through questionnaires analysis, of the proposed benefits.
No cenário de desenvolvimento de interfaces computacionais, os avanços nas pesquisas buscam oferecer novas formas de interação que se aproximam da forma natural com que o homem interage com o mundo real. Dentre as diversas interfaces avançadas, as interfaces tangíveis de mesa (tabletop), promovem a ligação entre objetos físicos e objetos virtuais, possibilitando ao usuário interagir com objetos digitais por meio do ambiente físico, e também por meio de interações multitoques. Entretanto, o processo de desenvolvimento deste tipo de interface carece de um modelo de especificação que contemple, além das interações por meio de objetos, interações multitoques e que organize e classifique a especificação de uma maneira mais ágil e mais fácil de documentar e implementar. Assim, este trabalho apresenta um novo modelo de especificação de elementos de interface tangível de mesa, denominado TTUI-SM, que organiza a especificação de elementos de interface em diversos componentes. Uma ferramenta diagramática, o TTUI-SMT, baseada neste modelo de especificação, também foi desenvolvida visando agilizar, facilitar e automatizar o processo de especificação da interface e do seu desenvolvimento. Para validar o modelo e a ferramenta, dois estudos de caso foram introduzidos e especificados. Um experimento foi conduzido para avaliar o modelo e a ferramenta e, por meio de questionários, os benefícios propostos foram validados.
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4

Gillet, Alexandre. "Interface tangible pour la modélisation moléculaire." Paris 7, 2007. http://www.theses.fr/2007PA077178.

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Анотація:
L'évolution des technologies d'autofabrication assister par ordinateur permet la création de modèles physique pour des molécules biologiques complexes. La réalité augmentée, technologie d'interface d'ordinateur, permet le mélange d'objets réels et graphiques générés par ordinateur. Nous présentons une application qui démontre l'utilisation de modèles tangible de molécule et de la réalité augmenté pour la recherche et la communication en biologie moléculaire. L'environnement utilise de nouvelles techniques d'interaction homme ordinateur et de modélisation moléculaire pour permettre à l'utilisateur de manipuler facilement les models et l'information moléculaire. Cette nouvelle interface permet aux biologistes moléculaires d'explorer les relations spatiales et dynamiques de systèmes moléculaires étudiés. Les modèles physiques fournissent une interface intuitive pour manipuler les modèles d'ordinateur, améliorant l'interface entre l'intention humaine, le modèle physique, et l'activité informatique
The evolving technology of computer auto-fabrication makes it possible to produce physical models for complex biological molecules and assemblies. Augmented reality has recently developed as a computer interface technology that enables the mixing of real world objects and computer generated graphics. We report an application that demonstrates the use of auto-fabricated tangible models and augmented reality for research and communication in molecular biology. We have extended our molecular modeling environment, PMV, to support the fabrication of a wide variety of physical molecular models, and to adapt an augmented reality System that allows virtual 3-D representations to be overlaid onto the tangible molecular models. Users can easily change the overlaid information, switching between different representations of the molecule, displays of molecular properties, or dynamic information. The physical models provide a powerful, intuitive interface for manipulating the computer models, streamlining the interface between human intent. The physical model, and the computational activity
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5

Shkirando, Elizaveta. "Tangible interfaces for children’s mental healthcare." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23295.

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Анотація:
The area of healthcare has a lot of challenges and restrictions when it comes to design. There is no access to one of the users. A research on this topic resulted in the creation of Robbi – an interactive toy that supports communication between a child and psychologist during their therapy sessions.Children (patients) as stakeholders are a very vulnerable party of this project and as they were not involved in the process directly; there was no opportunity for intervention, observation or action research. When the therapeutic session is happening, the setting of the environment has to be as comfortable for the client as possible and the presence of a third person at the session would disturb the result in a severe way.I would argue here that the therapists can act as proxies in the projects related to design for MHC clients. Psychology therapists are skilled and experienced observers and area experts. In many cases we actually have to think: who is the real end user of our design? What relationships are there between the stakeholders and the solution are? As the project involves therapists as participatory design actors it is fair to say that the therapists are primary users of the design concept that is to be created. It has to fit all the needs of the doctor, enable them to make the therapy sessions more efficient, engaging and profound. At the same time the concept has to be developed in the framework of interaction for children in terms of visuals, tangibility, emotional content and usability.
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6

Al-Megren, Shiroq. "A tangible user interface for interactive data visualisation." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13819/.

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Анотація:
Information visualisation (infovis) tools are integral for the analysis of large abstract data, where interactive processes are adopted to explore data, investigate hypotheses and detect patterns. New technologies exist beyond post-windows, icons, menus and pointing (WIMP), such as tangible user interfaces (TUIs). TUIs expand on the affordance of physical objects and surfaces to better exploit motor and perceptual abilities and allow for the direct manipulation of data. TUIs have rarely been studied in the field of infovis. The overall aim of this thesis is to design, develop and evaluate a TUI for infovis, using expression quantitative trait loci (eQTL) as a case study. The research began with eliciting eQTL analysis requirements that identified high- level tasks and themes for quantitative genetic and eQTL that were explored in a graphical prototype. The main contributions of this thesis are as follows. First, a rich set of interface design options for touch and an interactive surface with exclusively tangible objects were explored for the infovis case study. This work includes characterising touch and tangible interactions to understand how best to use them at various levels of metaphoric representation and embodiment. These design were then compared to identify a set of options for a TUI that exploits the advantages of touch and tangible interaction. Existing research shows computer vision commonly utilised as the TUI technology of choice. This thesis contributes a rigorous technical evaluation of another promising technology, micro-controllers and sensors, as well as computer vision. However the findings showed that some sensors used with micro-controllers are lacking in capability, so computer vision was adopted for the development of the TUI. The majority of TUIs for infovis are presented as technical developments or design case studies, but lack formal evaluation. The last contribution of this thesis is a quantitative and qualitative comparison of the TUI and touch UI for the infovis case study. Participants adopted more effective strategies to explore patterns and performed fewer unnecessary analyses with the TUI, which led to significantly faster performance. Contrary to common belief bimanual interactions were infrequently used for both interfaces, while epistemic actions were strongly promoted for the TUI and contributed to participants’ efficient exploration strategies.
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7

Gallardo, Grassot Daniel 1984. "Expanding tangible tabletop interfaces beyond the display." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/292735.

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Анотація:
L’augment de popularitat de les taules i superfícies interactives està impulsant la recerca i la innovació en una gran varietat d’àrees, incloent-­‐hi maquinari, programari, disseny de la interacció i noves tècniques d’interacció. Totes, amb l’objectiu de promoure noves interfícies dotades d’un llenguatge més ric, potent i natural. Entre totes aquestes modalitats, la interacció combinada a sobre i per damunt de la superfície de la taula mitjançant tangibles i gestos és actualment una àrea molt prometedora. Aquest document tracta d’expandir les taules interactives més enllà de la superfície per mitjà de l’exploració i el desenvolupament d’un sistema o dispositiu enfocat des de tres vessants diferents: maquinari, programari i disseny de la interacció. Durant l’inici d’aquest document s’estudien i es resumeixen els diferents trets característics de les superfícies interactives tangibles convencionals o 2D i es presenten els treballs previs desenvolupats per l’autor en solucions de programari que acaben resultant en aplicacions que suggereixen l’ús de la tercera dimensió a les superfícies tangibles. Seguidament, es presenta un repàs del maquinari existent en aquest tipus d’interfícies per tal de concebre un dispositiu capaç de detectar gestos i generar visuals per sobre de la superfície, per introduir els canvis realitzats a un dispositiu existent, desenvolupat i cedit per Microsoft Reseach Cambridge. Per tal d’explotar tot el potencial d’aquest nou dispositiu, es desenvolupa un nou sistema de visió per ordinador que estén el seguiment d’objectes i mans en una superfície 2D a la detecció de mans, dits i etiquetes amb sis graus de llibertat per sobre la superfície incloent-­‐hi la interacció tangible i tàctil convencional a la superfície. Finalment, es presenta una eina de programari per a generar aplicacions per al nou sistema i es presenten un seguit d’aplicacions per tal de provar tot el desenvolupament generat al llarg de la tesi que es conclou presentant un seguit de gestos tant a la superfície com per sobre d’aquesta i situant-­‐los en una nova classificació que alhora recull la interacció convencional 2D i la interacció estesa per damunt de la superfície desenvolupada.
The rising popularity of interactive tabletops and surfaces is spawning research and innovation in a wide variety of areas, including hardware and software technologies, interaction design and novel interaction techniques, all of which seek to promote richer, more powerful and more natural interaction modalities. Among these modalities, combined interaction on and above the surface, both with gestures and with tangible objects, is a very promising area. This dissertation is about expanding tangible and tabletops surfaces beyond the display by exploring and developing a system from the three different perspectives: hardware, software, and interaction design. This dissertation, studies and summarizes the distinctive affordances of conventional 2D tabletop devices, with a vast literature review and some additional use cases developed by the author for supporting these findings, and subsequently explores the novel and not yet unveiled potential affordances of 3D-­‐augmented tabletops. It overviews the existing hardware solutions for conceiving such a device, and applies the needed hardware modifications to an existing prototype developed and rendered to us by Microsoft Research Cambridge. For accomplishing the interaction purposes, it is developed a vision system for 3D interaction that extends conventional 2D tabletop tracking for the tracking of hand gestures, 6DoF markers and on-­‐surface finger interaction. It finishes by conceiving a complete software framework solution, for the development and implementation of such type of applications that can benefit from these novel 3D interaction techniques, and implements and test several software prototypes as proof of concepts, using this framework. With these findings, it concludes presenting continuous tangible interaction gestures and proposing a novel classification for 3D tangible and tabletop gestures.
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8

Brave, Scott Brenner 1973. "Tangible interfaces for remote communication and collaboration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/29140.

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9

Ullmer, Brygg Anders. "Models and mechanisms for tangible user interfaces." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29129.

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10

Flyckt, Magnus. "Cubieo: Ambiguity in Tangible Collaborative User Interfaces." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19640.

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Анотація:
This study investigates how ambiguous qualities in a tangible user interface can generate collaboration between the users of the artifact. The goal of the ambiguous qualities is to not have an interface with a generally accepted way of interaction. In this manner the participants are challenged in their own perception of what a tangible user interface consists of. Interactions with physical objects instead of a standard mouse/keyboard input can explore new techniques of interaction.
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11

Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences." Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.

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Анотація:
Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception
This thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
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12

Martinez, Xavier. "Tracking sans marqueur de modèles physiques modulaires et articulés : vers une interface tangible pour la manipulation de simulations moléculaires." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS231/document.

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Анотація:
Les modèles physiques moléculaires sont depuis longtemps utilisés dans le domaine de la biologie structurale et de la chimie. Malgré l’apparition de représentations numériques qui offrent une grande variété de visualisations moléculaires dynamiques et permettent notamment d’analyser visuellement les résultats de simulations, les modèles physiques moléculaires sont encore fréquemment utilisés. En effet, la manipulation directe et la construction manuelle de modèles physiques moléculaires facilitent l’élaboration et la mémorisation d’une représentation mentale des structures moléculaires 3D. Les techniques d’interaction avec des objets 3D n’atteignent pas encore la finesse et la richesse de perception et de manipulation des modèles physiques. Par ailleurs, l’interaction avec des représentations moléculaires virtuelles est rendue particulièrement difficile car les structures moléculaires sont très complexes du fait de leur taille, de leur caractère tridimensionnel et de leur flexibilité, auquel s'ajoutent la quantité et la variété des informations qui les caractérisent. Pour aborder la problématique de l'interaction avec ces structures moléculaires, nous proposons dans cette thèse de concevoir une interface tangible moléculaire combinant les avantages des représentations physiques et virtuelles. Pour réaliser une interface tangible flexible et modulaire, à l’image des biomolécules à manipuler, ce travail de thèse a dû relever plusieurs défis scientifiques avec pour contrainte majeure le fait de proposer une approche se passant de marqueurs et dispositif de capture 3D complexe. La première étape fut de choisir, concevoir et fabriquer un modèle physique permettant la manipulation de molécules avec de nombreux degrés de libertés. La seconde étape consistait à créer un modèle numérique permettant de reproduire le comportement mécanique du modèle physique. Enfin, il a fallu concevoir des méthodes de recalage utilisant des techniques de traitement d'image en temps réel pour que le modèle physique puisse contrôler, par couplage, son avatar virtuel. En terme de traitement d’image, de nouvelles méthodes ont été conçues implémentées et évaluées afin d'une part, d’identifier et de suivre les atomes dans l’espace image et d'autre part, d'alimenter la méthode de reconstruction 3D avec un faible nombre de points. L'une de nos contributions a été d'adapter la méthode de Structure from Motion en incluant des connaissances biochimiques pour guider la reconstruction. Par ailleurs, la visualisation conjointe de modèles physiques de molécules et de leur avatar virtuel dynamique, parfois co-localisé dans un contexte de réalité augmentée, a été abordée. Pour cela, des méthodes de visualisation haute performance adaptées à ce contexte ont été conçues afin d’améliorer la perception des formes et cavités, caractéristiques importantes des molécules biologiques. Par exemple, l’occultation ambiante ou le raycasting de sphères avec des ombres portées dynamiques permettent d’augmenter un modèle physique en tenant compte de l’illumination réelle pour une meilleure intégration en réalité augmentée. Les retombées de ce travail en terme d’usage sont nombreuses dans le domaine de la recherche et de la pédagogie en biologie moléculaire, comme dans le domaine de la conception de médicaments et plus particulièrement du Rational Drug Design. L'expert doit être au centre de la tâche de conception de médicament pour la rendre plus efficace et rationnelle, à l’image du succès du jeu sérieux Fold’It, auquel s’ajoute le bénéfice de l’utilisation d’interface tangible capable de manipuler les nombreux degrés de liberté intrinsèques des biomolécules
Physical molecular models have long been used in the structural biology and chemistry fields. Despite the emergence of numerical representations offering various and dynamic molecular visualizations to analyze the simulation results, molecular physical models are still being used. Direct manipulation and assembly of physical models ease to create and memorize a mental representation of 3D molecular structures. Interaction techniques to manipulate virtual 3D objects are not reaching the fineness and the benefits of the perceptual cues and manipulation skills of physical models. Moreover, interacting with virtual molecular representations remains a hard task because of the complexity of molecular structures, their size, their flexibility and the various data that define them. In this thesis, we address this issue by designing a molecular tangible interface combining the perks of physical and virtual representations. To match the flexibility and modularity of biomolecules to manipulate, this work met challenges in different scientific fields with the constraint to not use a tracker based system. The first step was to choose, conceive and build a physical model to handle the manifold degrees of freedom of molecules. The second step consisted in creating a numerical representation of mechanical properties of the physical model. Lastly, we needed to develop tracking methods using real-time image processing algorithms in order to control the virtual representation by coupling it to the physical one. New image processing methods have been implemented and evaluated to identify and track atoms in the image space. A Structure from Motion method was designed and adapted to reconstruct in 3D the atom positions by using a small amount of points and by including biochemical knowledge to guide the reconstruction. At last, we address the visualization of physical and dynamic virtual representations, sometimes co-localized in an Augmented Reality context. High performance visualization methods adapted to this context have been developed to enhance shape and cavity perception, two major specifics of biological molecules. For instance, ambient occlusion or sphere raycasting with dynamic shadows can augment a physical object taking the real illumination of the scene for a better insertion in an Augmented Reality context. The impact of this work targets both the education in molecular biology and the research field: the rational drug design field could benefit from the expertise of the user to optimize the design of drugs by manipulating biomolecule's numerous degrees of freedom using a tangible interface. Just like Fold'It is contributing to solve the folding problem, a similar approach could be used to solve the molecular docking problem using advanced manipulation interfaces
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13

Kim, Ji-Sun. "Tangible User Interface for CAVE based on Augmented Reality Technique." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/30836.

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Анотація:
This thesis presents a new 3-dimensional (3D) user interface system for a Cave Automated Virtual Environment (CAVE) application, based on Virtual Reality (VR), Augmented Reality (AR), and Tangible User Interface (TUI). We explore fundamental 3D interaction tasks with our user interface for the CAVE system. User interface (UI) is comprised of a specific set of components, including input/output devices and interaction techniques. Our approach is based on TUIs using ARToolKit, which is currently the most popular toolkit for use in AR projects. Physical objects (props) are used as input devices instead of any tethered electromagnetic trackers. An off-the-shelf webcam is used to get tracking input data. A unique pattern marker is attached to the prop, which is easily and simply tracked by ARToolKit. Our interface system is developed on CAVE infrastructure, which is a semi-immersive environment. All virtual objects are directly manipulated with props, each of which corresponds to a certain virtual object. To navigate, the user can move the background itself, while virtual objects remain in place. The user can actually feel the prop's movement through the virtual space. Thus, fundamental 3D interaction tasks such as object selection, object manipulation, and navigation are performed with our interface. To feel immersion, the user is allowed to wear stereoscopic glasses with a head tracker. This is the only tethered device for our work. Since our interface is based on tangible input tools, seamless transition between one and two-handed operation is provided. We went through three design phases to achieve better task performance. In the first phase, we conducted the pilot study, focusing on the question whether or not this approach is applicable to 3D immersive environments. After the pilot study, we redesigned props and developed ARBox. ARBox is used for as interaction space while the CAVE system is only used for display space. In this phase, we also developed interaction techniques for fundamental 3D interaction tasks. Our summative user evaluation was conducted with ARDesk, which is redesigned after our formative user evaluation. Two user studies aim to get user feedback and to improve interaction techniques as well as interface tools' design. The results from our user studies show that our interface can be intuitively and naturally applied to 3D immersive environments even though there are still some issues with our system design. This thesis shows that effective interactions in a CAVE system can be generated using AR technique and tangible objects.
Master of Science
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14

Ullmer, Brygg Anders. "Tangible interfaces for manipulating aggregates of digital information." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/29264.

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Анотація:
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes bibliographical references (p. 255-269).
This thesis develops new approaches for people to physically represent and interact with aggregates of digital information. These support the concept of Tangible User Interfaces (TUIs), a genre of human-computer interaction that uses spatially reconfigurable physical objects as representations and controls for digital information. The thesis supports the manipulation of information aggregates through systems of physical tokens and constraints. In these interfaces, physical tokens act as containers and parameters for referencing digital information elements and aggregates. Physical constraints are then used to map structured compositions of tokens onto a variety of computational interpretations. This approach is supported through the design and implementation of several systems. The mediaBlocks system enables people to use physical blocks to "copy and paste" digital media between specialized devices and general-purpose computers, and to physically compose and edit this content (e.g., to build multimedia presentations). This system also contributes new tangible interface techniques for binding, aggregating, and disaggregating sequences of digital information into physical objects.
(cont.) Tangible query interfaces allow people to physically express and manipulate database queries. This system demonstrates ways in which tangible interfaces can manipulate larger aggregates of information. One of these query approaches has been evaluated in a user study, which has compared favorably with a best-practice graphical interface alternative. These projects are used to support the claim that physically constrained tokens can provide an effective approach for interacting with aggregates of digital information.
by Brygg Anders Ullmer.
Ph.D.
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15

Kumpf, Adam (Adam A. ). "Trackmate : large-scale accessibility of Tangible User Interfaces." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51659.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Includes bibliographical references (p. 95-99).
There is a long history of Tangible User Interfaces (TUI) in the community of human-computer interaction, but surprisingly few of these interfaces have made it beyond lab and gallery spaces. This thesis explores how the research community may begin to remedy the disconnect between modern TUIs and the everyday computing experience via the creation and dissemination of Trackmate, an accessible (both ubiquitous and enabling) tabletop tangible user interface that scales to a large number of users with minimal hardware and configuration overhead. Trackmate is entirely open source and designed: to be community- centric; to leverage common objects and infrastructure; to provide a low floor, high ceiling, and wide walls for development; to allow user modifications and improvisation; to be shared easily via the web; and to work alongside a broad range of existing applications and new research interface prototypes.
by Adam Kumpf.
S.M.
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16

Mazalek, Alexandra 1976. "Tangible interfaces for interactive point-of-view narratives." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61854.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (p. 143-145).
This thesis presents three storytelling systems for interactive point-of- view narratives using tangible interface technology. The focus is the design and development of computational story models and interfaces that enable users to experience new forms of interaction with stories in the digital medium. Specifically, I propose that having multiple tightly related character viewpoints can be used as a means of structuring comprehensive and coherent interactive story experiences. Furthermore, I also claim that by using tangible interfaces that are tightly integrated into the narrative model and story content, users can have rich interactive story experiences in which the interaction/interface does not distract from their engagement in the story.
Alexandra Mazalek.
S.M.
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17

Bataille, Iris. "Tangible User Interfaces in the Smart Home Environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22791.

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18

Oishi, Jun 1966. "A tangible interface for a virtual reality presentation and design." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28792.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2004.
Includes bibliographical references (p. 58).
It is important for city planning projects and large-scale building construction to involve stakeholders and feedback their opinion to the project. This thesis introduces a Tangible Interface for Virtual Reality Presentation and Design (TIVR). TIVR is designed to establish an intuitive, interactive user interface that will enable better communication between architects, city planners, clients, neighborhoods, and stakeholders. This thesis also evaluates the effectiveness by experimental conditions. The results suggests that TIVR provide a better condition for stakeholders to understand the project and state their opinion.
by Jun Oishi.
S.M.
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19

Aliyev, Elmar, and Oujun Anders Xu. "IoT in research methods - Interactive Zipper: A study about a tangible interface." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20399.

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Анотація:
Användargränssnitt är en viktig del av kommunikationen mellan människor och maskin. Tidigare så kallat människa-datorinteraktion var baserad på användning av hålkort vid kommunikation med datorer, detta ändrades under andra halvan av 1900-talet. Där användningen av det grafiska användargränssnittet och kommandoradsgränssnitt började ta över. I dag finns det flera olika sorters användargränssnitt till flera olika maskiner och enheter, bland annat touch-gränssnittet som används till alla våra smarttelefon. Touch-gränssnittet ansågs som något lättanvänt och gav möjligheter till andra gränssnitt i detta fält. Ett av dem är det haptiska gränssnittet som ger användaren möjligheten att ändra data direkt i verkligheten, inte digitalt.I denna studie presenterar vi ett påtagligt gränssnitt (tangible interface) i form av ett interaktivt blixtlås. Syftet med denna studie är att använda en teknisk uppfinning med ett så kallat Tangible interface för att samla in data i form av en skala och sedan jämföra den med en numerisk skala representerad på papper. Ett experiment användes vid insamlingen av data, den var baserad på två sorters enkäter, det ena var pappersbaserad, medan den andra var baserad på det interaktiva blixtlåset. Hela experimentet avslutades med en utvärdering. Resultatet från experimentet visade att skillnaderna mellan en numerisk skala i form av papper inte skilde sig åt så mycket från det interaktiva blixtlåset.
User Interfaces are necessary for us when communicating with the machines. Early human-computer interactions were based upon the usage of puncture card to communicate with the computer, that later transformed into Graphical User Interfaces and Command Line Interfaces during the latter half of the 20th century. Today there are a lot of different kinds of interfaces for various types of devices, such as the touch interface for our smartphones. Due to the ease and possibilities of using the touch, further development in this area has been desired. An interface that gives the user the possibility to manipulate data in real life, is called a haptic interface. In this paper an interactive zipper is presented as a tangible interface that is part of the haptic interface. The study focuses on how a technological invention with a tangible interface can be used to gather feedbacks in the form of a numeric scale and how it compares to a numeric scale presented on paper. An experiment based on two questionnaires was used to gather the feedbacks, one was paper-based and the other based upon the interactive zipper, and it ended with an evaluation of the interactive zipper. The results showed that there are not any big differences between the numeric scale presented on paper compared to the interactive zipper.
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20

Jansen, Yvonne. "Visualisation physique et tangible de l'information." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00981521.

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Анотація:
Les visualisations, dans le sens général de représentations externes et physiques de données, sont plus anciennes que l'invention de l'écriture. De manière générale, les représentations externes encouragent la cognition et la pensée visuelle, et nous avons développé des savoir-faire pour les créer et les exploiter. La révolution informatique a augmenté la quantité de données qu'il est possible de collecter et de traiter, et a diversifié les façons de les représenter visuellement. Les systèmes de visualisation assistés par ordinateur, et étudiés dans le domaine de la visualisation d'information, sont aujourd'hui si puissants et complexes que nous avons besoin de techniques d'interaction très sophistiqués. Grâce au développement des possibilités technologiques au-delà des ordinateurs de bureau, un large éventail d'utilisations émerge. Non seulement des surfaces d'affichage de formes et de tailles variées permettent de montrer des visualisations plus riches, mais aussi des dispositifs d'entrée de nouvelle génération peuvent être utilisés qui exploitent les aptitudes humaines à manipuler les objets physiques. Cependant, ces technologies sont peu étudiées dans le contexte de la visualisation d'information. Tout d'abord, un premier problème découle d'une terminologie insuffisante. Dans cette thèse, je définis et étudie entre autres le concept de corporalisation (embodiment) pour la visualisation d'information. Concernant les visualisations, la corporalisation réfère à la congruence entre les éléments visuels d'une visualisation et leurs formes physiques. Ce concept intègre des concepts déjà connus tels que la tangibilité. Par exemple, l'interaction tangible s'attache à la représentation d'objets virtuels par des objets physiques. Mais en réalité, leur forme physique n'est pas nécessairement congruente avec l'objet virtuel. Un second problème découle du peu d'exemples convaincants d'interfaces tangibles appliquées à la visualisation d'information. Dans le domaine de la visualisation d'information, les écrans standard et les dispositifs d'entrée génériques tels que la souris, sont toujours les plus courants et considérés comme les plus efficaces. Cependant, aussi bien la partie affichage que la partie contrôle fournit des possibilités de corporalisation : les dispositifs d'entrée peuvent être spécialisés et adaptés de façon à ce que leur forme physique ressemble à leur fonction; les écrans peuvent être rendus déformables ou, dans l'avenir, être composés d'une matière programmable capable de prendre n'importe quelle forme imaginable. Mais la recherche sur les écrans et matières déformables est pour l'instant principalement dirigée par l'innovation technologique sans tenir compte des applications possibles à la visualisation d'information. Dans cette thèse, j'propose la corporalisation comme principe de conception pour la visualisation d'information. Je démontre l'efficacité et l'utilisabilité des dispositifs d'entrée corporalisés ainsi que des affichages corporalisés, en présentant trois expériences contrôlées. Par la suite, je présente un modèle d'interaction conceptuel et un système de notation visuelle pour décrire, comparer et critiquer différents types de systèmes de visualisation, et j'illustre l'utilisation de ce modèle à partir d'études de cas. Enfin, je présente un outil de conception pour aider à la création de visualisations physiques. Cet outil s'adresse à des utilisateurs novices en visualisation d'information et en fabrication numérique, et peut contribuer à sensibiliser ces utilisateurs à l'intérêt d'explorer des données qui les concernent dans leur vie quotidienne. En résumé, cette thèse contribue à la compréhension de la valeur ajoutée des interfaces physiques pour la visualisation d'information.
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21

Ji, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.

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Анотація:
Tangible interfaces, such as keyboards, mice, touch pads, and touch screens, are widely used in human computer interaction. A common disadvantage with these devices is the presence of mechanical or electronic devices at the point of interaction with the interface. The aim of this work has been to investigate and develop new tangible interfaces that can be adapted to virtually any surface, by acquiring and studying the acoustic vibrations produced by the interaction of the user's finger on the surface. Various approaches have been investigated in this work, including the popular time difference of arrival (TDOA) method, time-frequency analysis of dispersive velocities, the time reversal method, and continuous object tracking. The received signal due to a tap at a source position can be considered the impulse response function of the wave propagation between the source and the receiver. With the time reversal theory, the signals induced by impacts from one position contain the unique and consistent information that forms its signature. A pattern matching method, named Location Template Matching (LTM), has been developed to identify the signature of the received signals from different individual positions. Various experiments have been performed for different purposes, such as consistency testing, acquisition configuration, and accuracy of recognition. Eventually, this can be used to implement HCI applications on any arbitrary surfaces, including those of 3D objects and inhomogeneous materials. The resolution with the LTM method has been studied by different experiments, investigating factors such as optimal sensor configurations and the limitation of materials. On plates of the same material, the thickness is the essential determinant of resolution. With the knowledge of resolution for one material, a simple but faster search method becomes feasible to reduce the computation. Multiple simultaneous impacts are also recognisable in certain cases. The TDOA method has also been evaluated with two conventional approaches. Taking into account the dispersive properties of the vibration propagation in plates, time-frequency analysis, with continuous wavelet transformation, has been employed for the accurate localising of dispersive signals. In addition, a statistical estimation of maximum likelihood has been developed to improve the accuracy and reliability of acoustic localisation. A method to measure and verify the dispersive velocities has also been introduced. To enable the commonly required "drag & drop" function in the operation of graphical user interface (GUI) software, the tracking of a finger scratching on a surface needs to be implemented. To minimise the tracking error, a priori knowledge of previous measurements of source locations is needed to linearise the state model that enables prediction of the location of the contact point and the direction of movement. An adaptive Kalman filter has been used for this purpose.
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22

Pangaro, Gian Antonio 1976. "The actuated Workbench : 2D actuation in tabletop tangible interfaces." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/17620.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Page 108 blank.
Includes bibliographical references (p. 103-107).
The Actuated Workbench is a new actuation mechanism that uses magnetic forces to control the two-dimensional movement of physical objects on flat surfaces. This mechanism is intended for use with existing tabletop Tangible User Interfaces, providing computer-controlled movement of the physical objects on the table, and creating an additional feedback layer for Human Computer Interaction (HCI). Use of this actuation technique makes possible new kinds of physical interactions with tabletop interfaces, and allows the computer to maintain consistency between the physical and digital states of data objects in the interface. This thesis focuses on the design and implementation of the actuation mechanism as an enabling technology, introduces new techniques for motion control, and discusses practical and theoretical implications of computer-controlled movement of physical objects in tabletop tangible interfaces.
Gian Antonio Pangaro.
S.M.
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23

Xambó, Anna. "Tabletop tangible interfaces for music performance : design and evaluation." Thesis, Open University, 2015. http://oro.open.ac.uk/42473/.

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Анотація:
This thesis investigates a new generation of collaborative systems: tabletop tangible interfaces (TTIs) for music performance or musical tabletops. Musical tabletops are designed for professional musical performance, as well as for casual interaction in public settings. These systems support co-located collaboration, offered by a shared interface. However, we still know little about their challenges and opportunities for collaborative musical practice: in particular, how to best support beginners or experts or both. This thesis explores the nature of collaboration on TTIs for music performance between beginners, experts, or both. Empirical work was done in two stages: 1) an exploratory stage; and 2) an experimental stage. In the exploratory stage we studied the Reactable, a commercial musical tabletop designed for beginners and experts. In particular, we explored its use in two environments: a multi-session study with expert musicians in a casual lab setting; and a field study with casual visitors in a science centre. In the experimental stage we conducted a controlled experiment for mixed groups using a bespoke musical tabletop interface, SoundXY4. The design of this study was informed by the previous stage about a need to support better real-time awareness of the group activity (workspace awareness) in early interactions. For the three studies, groups musical improvisation was video-captured unobtrusively with the aim of understanding natural uses during group musical practice. Rich video data was carefully analysed focusing on the nature of social interaction and how workspace awareness was manifested. The findings suggest that musical tabletops can support peer learning during multiple sessions; fluid between-group social interaction in public settings; and a democratic and ecological approach to music performance. The findings also point to how workspace awareness can be enhanced in early interactions with TTIs using auditory feedback with ambisonics spatialisation. The thesis concludes with theoretical, methodological, and practical implications for future research in New Interfaces for Musical Expression (NIME), tabletop studies, and Human-Computer Interaction (HCI).
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24

Ferreira, João Serpa Soares Moradas. "Numerical methods and tangible interfaces for pollutant dispersion simulation." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2005. http://hdl.handle.net/10362/9305.

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Анотація:
Dissertação apresentada para obtenção do Grau de Doutor em Engenharia do Ambiente, pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
The first main objective of this thesis is to reduce numerical errors in advection-diffusion modelling. This is accomplished by presenting DisPar methods, a class of numerical schemes for advection-diffusion or transport problems, based on a particle displacement distribution for Markov processes. The development and analyses of explicit and implicit DisPar formulations applied to one and two dimensional uniform grids are presented. The first explicit method, called DisPar-1, is based on the development of a discrete probability distribution for a particle displacement, whose numerical values are evaluated by analysing average and variance. These two statistical parameters depend on the physical conditions (velocity, dispersion coefficients and flows). The second explicit method,DisPar-k, is an extension of the previous one and it is developed for one and two dimensions. Besides average and variance, this method is also based on a specific number of particle displacement moments. These moments are obtained by the relation between the advection-diffusion and the Fokker-Planck equation, assuming a Gaussian distribution for the particle displacement distribution. The number of particle displacement moments directly affects the spatial accuracy of the method, and it is possible to achieve good results for pure-advection situations. The comparison with other methods showed that the main DisPar disadvantage is the presence of oscillations in the vicinity of step concentration profiles. However, the models that avoid those oscillations generally require complex and expensive computational techniques, and do not perform so well as DisPar in Gaussian plume transport. The application of the 2-D DisPar to the Tagus estuary demonstrates the model capacity of representing mass transport under complex flows. Finally, an implicit version of DisPar is also developed and tested in linear conditions, and similar results were obtained in terms of truncation error and particle transport methods. The second main objective of this thesis, to contribute to modelling cost reduction, is accomplished by presenting TangiTable, a tangible interface for pollutant dispersion simulation composed by a personal computer, a camera, a video projector and a table. In this system, a virtual environment is projected on the table, where the users place objects representing infrastructures that affect the water of an existent river and the air quality. The environment and the pollution dispersion along the river are then projected on the table. TangiTable usability was tested in a public exhibition and the feedback was very positive. Future uses include public participation and collaborative work applications.
Fundação para a Ciência e Tecnologia - scholarship contract BD/5064/2001 and the research contract MGS/33998/99-00
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25

Bijman, Nicolaas Peter. "Exploring affordances of tangible user interfaces for interactive lighting." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248002.

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Анотація:
This paper explores interaction with lighting through a tangible user interface (TUI). In a TUI the physical object and space around it are part of the interface. A subset of tangible interaction called spatial interaction is the main focus of this paper. Spatial interaction refers to translation, rotation or location of objects or people within a space. The aim of this paper is to explore the relation between spatial inputs and lighting outputs based on different design properties. A user test is set up to explore the effect that design properties of a TUI have on the lighting output that participants map to spatial inputs. The results of the conducted user test indicate that communicating affordances to the user is an important factor when designing couplings between spatial inputs and lighting outputs. The results further show that the shape of the interface plays a central role in communicating those affordances and that the overlap of input and output space of the interface improves the clarity of the coupling.
Den här studien utforskar gripbar (tangible) interaktionsdesign med fokus på ljus och belysning. Vid användning av ett gripbart (tangible) gränssnitt används den fysiska miljön som gränssnitt. Detta skiljer sig till stor del från interaktion med ett grafiskt användargränssnitt, där alla interaktioner sker och begränsas av en skärms egenskaper. Denna studie fokuserar på rumslig (spatial) interaktionsdesign, vilket är en del av gripbar interaktionsdesign. Rumslig interaktion refererar till översättning, rotation eller plats av objekt eller människor i ett utrymme. Ett användartest har utförts för att testa vad för effekt olika rumsliga indata och designegenskaper har på förväntad utdata för ljus och belysning. Resultatet från användartestet visar att starka affordances och begränsningar, tillsammans med överlappningen av rumslig indata och utdata för ljus och belysning, är de viktigaste egenskaperna för att designa tydliga övergångar.
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26

Choi, Kyung Yun. "BioResonant interfaces : tangible, subliminal biofeedback to regulate physiological states." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123633.

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Анотація:
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 75-86).
This thesis introduces BioResonant interfaces, which bidirectionally communicate with the user's body to provide information on their physiological state. This facilitates regulation of their stress levels and ultimately a more mindful daily life. Based on the principle of respiratory sinus arrhythmia (RSA) and physiological synchronization, the BioResonant interface is designed to stimulate at the subconscious level using subliminal tactile biofeedback. Through this process, the user's physiological state can be aligned with their desired state. I present three different forms of the BioResonant Interface, a wearable device, a cushion, and a kinetic display, which utilize either heart rate (HR) or breathing rate (BR), or both. I present their fabrication, design, and evaluation method in the following interaction scale order: local interaction with the skin; general interaction with the body; and embodied interaction with the environment.
First, I introduce a mobile heart rate rhythmic regulator-ambienBeat-which provides subtle tactile stimulus. This wearable device in the form of a watch monitors heart rate and interacts with the skin in the wrist area. Second, I explore using both types of real-time biometric data-HR and BR-to regulate physiological state. somaPneu, an actuating cushion the size of an adult's upper body, provides two different forms of tactile stimulus simultaneously by changing its volume and generating a pulse. In contrast to ambienBeat, somaPneu interacts with the broader somatosensory system of the user's body. Lastly, I present a kinetic display-reSpire-which regulates users' breathing patterns through embodied tangible interactions with their inner state and with people around them. It encourages them to perform dynamic body motions to interact with the shape-changing fabrics that represent their own BR.
This thesis closes by providing my vision for the BioResonant interface, which encourages a better understanding of ourselves for richer intrapersonal and interpersonal interactions.
by Kyung Yun Choi.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
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27

Samothrakis, Eric. "Designing interactive musical interfaces : musical and collaborative media projects using tangible and gestural interfaces." Thesis, University of Bristol, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.687608.

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Анотація:
The focus of this thesis is to explore interactivity within musical composition. I start by examining the evolution of the relationship between artist, medium, and audience during the 20th century regarding how it distanced itself from a primarily hierarchical construct towards a more interdependent and flexible structure. The once established model where the composer's creative voice was the only one echoed in one's work has thereafter been challenged. Gradually, new compositional techniques appeared that allowed performers to influence the musical outcome of a composer's work (e.g. compositional techniques such as indeterminism, alternative notation system such as graphical scores, etc.). Towards the end of the 20th century, technological advances in the field of human-computer interaction (HCI) accelerated this trend by providing artists with the ability to construct customised musical interactive interfaces. Such interfaces have the potential to facilitate the involvement of audience members and extend the role of performers so they can leave a temporal mark on the final artistic work. In the course of my research thesis, I experiment with the designing of such musical interactive interfaces. I focus on the creation of solo projects, aiming at assisting studio based composition and enhancing musical performance, as well as collaborative cross-disciplinary projects (involving choreography, theatre, etc.) where the performers' and the audience's participation influence the musical outcome. In my commentary, I describe with a practical perspective the reasoning behind their physical, as well as conceptual attributes on a per case study basis.
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28

Stenbacka, Erik. "Cubieo : Observations of Explorative User Behavior with an Abstract Tangible Interface." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19639.

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Анотація:
Recent years have shown a broad spectra of tangible interfaces or TUI's, based upon interaction with music, but also other interfaces containing ubiquitous computing. This is an interesting field due to how engaging music can be and work as connector between people. But the field of human computer interaction has some explorational properties. This paper presents an idea of abstraction with a tangible interface for creating music. The idea behind abstraction of the interface is to engage the user(s) in exploring the artifact, rather than explaining the artifact to the user what can and cannot be done with the artifact.
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29

Albalawi, Rania. "Evaluating Tangible User Interface-based Mobile-learning System for Young Children." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24365.

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Анотація:
Recently, young children’s educational behavior has become a popular topic for researchers seeking to help develop their skills and abilities in a pleasurable manner. Lately, we have seen the emergence of several communicational units that include powerful and advanced technologies, such as mobile devices. In fact, according to a CISCO report, ‘in 2012 the numbers of mobile-connected devices in circulation are greater than the number of people on earth. By 2016 there will be 1.4 mobile devices per capita, and there will be over 10 billion mobile-connected devices, including (M2M) modules, exceeding the world's population at that time (7.3 billion)’ [1]. In this thesis, we introduce a mobile-based edutainment system called ‘Tap and Learn’ that targets young children and aim to assist them in developing their learning abilities and social communication skills. The Tap and Learn system allows children to learn about new objects and entities in their environments by simply tapping over them with a RFID-mounted smart phone which responds by producing a set of multimedia feedback that aims to foster their learning skills in an entertaining manner. The M-learning system does not require y special tools or environments to be operated and required minimal literacy levels. In addition,, the system enable the parents to participate in their children's learning by allowing them to personalize the learning material and the media content of the games so they suit their children's cognitive level and their learning wants.
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30

COSTA, DEBORA MENDONCA CARDADOR CORREA DA. "A CRITIQUE OF TANGIBLE USER INTERFACE DESIGN BASED ON SEMIOTIC ENGINEERING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24035@1.

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Анотація:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
Com a incorporação de recursos computacionais aos elementos físicos, a computação evolui para a ubiquidade e está presente nos elementos do ambiente físico. Casas, móveis e objetos do dia-a-dia, isto é, o ambiente que nos cerca, são as novas interfaces com as quais as pessoas interagem para colaborar e se informar. Essas novas interfaces implicam em um novo paradigma de interação, ainda pouco conhecido e explorado, como é o caso das Interfaces Tangíveis (Tangible User Interfaces - TUIs), que usam artefatos físicos para representação e controle de informações digitais. Desenvolver Interfaces Tangíveis requer combinar o trabalho voltado para o concreto (forma) com a abstração característica do desenvolvimento de software (comportamento). Este trabalho propõe um método denominado Prototipação Colaborativa de Tangíveis Baseada na Engenharia Semiótica, que combina as abordagens de prototipação e da Engenharia Semiótica no projeto de interfaces tangíveis. Ao combinar estas abordagens, o método agrega os benefícios da experimentação continuada de forma estruturada proporcionada pela prototipação com as vantagens do foco na comunicabilidade da Engenharia Semiótica no projeto de tangíveis. Um estudo de caso é conduzido a fim de investigar a contribuição do método proposto para incorporação da perspectiva da Engenharia Semiótica ao projeto de interfaces tangíveis.
With the embedding of computing resources into physical elements, computing is moving toward ubiquity (or pervasiveness) and is present throughout the physical environment. Homes, furniture, and everyday life objects are the interfaces with which people now interact. Such new interfaces harbinger a new interaction paradigm that is little known and exploited to date, such as Tangible User Interfaces (TUIs) that use physical artefacts for representing and manipulating digital information. Developing TUIs means acknowledging both concrete (form) and abstract (behavior) aspects of an interface. This work proposes a method called Collaborative Tangible Prototyping Based on Semiotics Engineering that combines prototyping and Semiotic Engineering approaches to tangible interfaces design. By combining these approaches, the method brings together the benefits of continued structured experimentation provided by prototyping with the advantages of a focus on communicability from Semiotic Engineering for designing tangibles. A case study is conducted to investigate whether the proposed method contributes to incorporate the Semiotic Engineering perspective in the design of tangible user interfaces.
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31

Sung, Hyungie. "The tangible map : designing the user interface for a public installation." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113102.

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Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 32).
The Mobile Experience Lab in the MIT Comparative Media Studies Department is developing the Tangible Map in order to determine the potential of three-dimensional digital displays as a medium of providing information about the physical world. The Tangible Map is a three-dimensional digital map installation in the Atlas Service Center that aims to provide an interactive and personalized experience with the MIT campus. The Tangible Map will provide users the opportunity to both search for specific facts about the campus as well as learn new and surprising insights about their own community. Through a sequence of development, design reviews, and user testing, the Tangible Map investigates the capabilities of providing information through various access points in a public installation, and the Mobile Experience Lab aspires to better inform and unite the greater community at MIT.
by Hyungie Sung.
M. Eng.
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32

Gisvold, Aleksander, and Esben Aarseth. "Using Gamification and Tangible User Interfaces to Treat Asthmatic Children." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26749.

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Анотація:
Approximately 20 per cent of the Norwegian population has or has had asthma by the age of 10. Treating children for asthma is often a cumbersome and time-consuming task. Research has shown that tangible user interfaces and mobile applications in medical care have given positive effects in a number of different settings. The BLOPP project group has previously proved that distracting the child while he/she is taking his/her asthma medicine is positive for the child's experience. In our research we aimed to answer ``How can gamification be used to motivate children to take their asthma medicine?'' and ``How can tangible user interfaces be used to help children with asthma?''. To answer these questions, we have performed a literature study, conducted semi-structured interviews with domain experts and developed prototypes. A tangible user interface, AsthmaBuddy, and a smartphone application, AsthmAPP, was developed. These prototypes were then tested on children, as a validation test. During our research we have discovered several possibilities for how gamification can be used to motivate children with asthma, in addition to some ways gamification is not applicable to the situation. We have discovered several ways a TUI may help asthmatic children and their parents, such as keeping logs, informing, reminding and distracting the children during a treatment.
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33

Farr, William John. "Tangible user interfaces and social interaction in children with autism." Thesis, University of Sussex, 2011. http://sro.sussex.ac.uk/id/eprint/6962/.

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Анотація:
Tangible User Interfaces (TUIs) offer the potential for new modes of social interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that are embedded with digital technology may help children with autism understand the actions of others by providing feedback that is logical and predictable. Objects that move, playback sound or create sound – thus repeating programmed effects – offer an exciting way for children to investigate objects and their effects. This thesis presents three studies of children with autism interacting with objects augmented with digital technology. Study one looked at Topobo, a construction toy augmented with kinetic memory. Children played with Topobo in groups of three of either Typically Developing (TD) or ASC children. The children were given a construction task, and were also allowed to play with the construction sets with no task. Topobo in the task condition showed an overall significant effect for more onlooker, cooperative, parallel, and less solitary behaviour. For ASC children significantly less solitary and more parallel behaviour was recorded than other play states. In study two, an Augmented Knights Castle (AKC) playset was presented to children with ASC. The task condition was extended to allow children to configure the playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour. Compared to non-digital play, the AKC showed reduction of solitary behaviour because of augmentation. Qualitative analysis showed further differences in learning phase, user content, behaviour oriented to other children, and system responsiveness. Tangible musical blocks (‘d-touch') in study three focused on the task. TD and ASC children were presented with a guided/non-guided task in pairs, to isolate effects of augmentation. Significant effects were found for an increase in cooperative symbolic play in the guided condition, and more solitary functional play was found in the unguided condition. Qualitative analysis highlighted differences in understanding blocks and block representation, exploratory and expressive play, understanding of shared space and understanding of the system. These studies suggest that the structure of the task conducted with TUIs may be an important factor for children's use. When the task is undefined, play tends to lose structure and the benefits of TUIs decline. Tangible technology needs to be used in an appropriately structured manner with close coupling (the distance between digital housing and digital effect), and works best when objects are presented in familiar form.
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34

Maynes-Aminzade, Daniel 1979. "Applications of computer-controlled actuation in workbench tangible user interfaces." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/62096.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes bibliographical references (p. 60-62).
Tangible user interfaces give physical form to digital information, bridging the gap between the digital world of bits and the physical world of atoms. They offer many advantages over traditional graphical user interfaces, including two-handed manipulation, simplified multi-user collaboration, and the use of natural human spatial and tactile abilities. In the majority of existing tangible interfaces, different modalities are used for input and output; while the user provides input through the manipulation of physical objects, the computer produces only graphical output. This can lead to inconsistencies between the digital and physical representations of the same object. The goal of this thesis is to address this limitation by adding computer-controlled actuation to tangible interfaces. Actuation allows the computer to manipulate graspable objects the same way that a human user can. By developing and evaluating a variety of applications that use actuation, we demonstrate how it can best be employed in tangible interfaces.
by Daniel Maynes-Aminzade.
S.M.
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35

Patten, James McMichael 1977. "Sensetable : a wireless object tracking platform for tangible user interfaces." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62354.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 2001.
Includes bibliographical references (p. 107-110).
Sensetable is a system that electromagnetically tracks the positions and orientations of multiple wireless objects on a tabletop display surface. The system offers two types of improvements over existing tracking approaches such as computer vision. First, the system tracks objects quickly and accurately without susceptibility to occlusion or changes in lighting conditions. Second, the tracked objects have state that can be modified by attaching physical dials and modifiers. The system can detect these changes in real-time. I present several new interaction techniques developed in the context of this system. Finally, I present several applications of the system, the most thoroughly developed of which is system dynamics simulation.
by James McMichael Patten.
S.M.
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36

Al-Kutubi, Mostafa. "Sensor fusion for tangible acoustic interfaces for human computer intreraction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54654/.

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Анотація:
This thesis presents the development of tangible acoustic interfaces for human computer interaction. The method adopted was to position sensors on the surface of a solid object to detect acoustic waves generated during an interaction, process the sensor signals and estimate either the location of a discrete impact or the trajectory of a moving point of contact on the surface. Higher accuracy and reliability were achieved by employing sensor fusion to combine the information collected from redundant sensors electively positioned on the solid object. Two different localisation approaches are proposed in the thesis. The learning-based approach is employed to detect discrete impact positions. With this approach, a signature vector representation of time-series patterns from a single sensor is matched with database signatures for known impact locations. For improved reliability, a criterion is proposed to extract the location signature from two vectors. The other approach is based on the Time Difference of Arrival (TDOA) of a source signal captured by a spatially distributed array of sensors. Enhanced positioning algorithms that consider near-field scenario, dispersion, optimisation and filtration are proposed to tackle the problems of passive acoustic localisation in solid objects. A computationally efficient algorithm for tracking a continuously moving source is presented. Spatial filtering of the estimated trajectory has been performed using Kalman filtering with automated initialisation.
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37

Nowacka, Diana. "Autonomous behaviour in tangible user interfaces as a design factor." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3708.

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Анотація:
This thesis critically explores the design space of autonomous and actuated artefacts, considering how autonomous behaviours in interactive technologies might shape and influence users’ interactions and behaviours. Since the invention of gearing and clockwork, mechanical devices were built that both fascinate and intrigue people through their mechanical actuation. There seems to be something magical about moving devices, which draws our attention and piques our interest. Progress in the development of computational hardware is allowing increasingly complex commercial products to be available to broad consumer-markets. New technologies emerge very fast, ranging from personal devices with strong computational power to diverse user interfaces, like multi-touch surfaces or gestural input devices. Electronic systems are becoming smaller and smarter, as they comprise sensing, controlling and actuation. From this, new opportunities arise in integrating more sensors and technology in physical objects. These trends raise some specific questions around the impacts smarter systems might have on people and interaction: how do people perceive smart systems that are tangible and what implications does this perception have for user interface design? Which design opportunities are opened up through smart systems? There is a tendency in humans to attribute life-like qualities onto non-animate objects, which evokes social behaviour towards technology. Maybe it would be possible to build user interfaces that utilise such behaviours to motivate people towards frequent use, or even motivate them to build relationships in which the users care for their devices. Their aim is not to increase the efficiency of user interfaces, but to create interfaces that are more engaging to interact with and excite people to bond with these tangible objects. This thesis sets out to explore autonomous behaviours in physical interfaces. More specifically, I am interested in the factors that make a user interpret an interface as autonomous. Through a review of literature concerned with animated objects, autonomous technology and robots, I have mapped out a design space exploring the factors that are important in developing autonomous interfaces. Building on this and utilising workshops conducted with other researchers, I have vi developed a framework that identifies key elements for the design of Tangible Autonomous Interfaces (TAIs). To validate the dimensions of this framework and to further unpack the impacts on users of interacting with autonomous interfaces I have adopted a ‘research through design’ approach. I have iteratively designed and realised a series of autonomous, interactive prototypes, which demonstrate the potential of such interfaces to establish themselves as social entities. Through two deeper case studies, consisting of an actuated helium balloon and desktop lamp, I provide insights into how autonomy could be implemented into Tangible User Interfaces. My studies revealed that through their autonomous behaviour (guided by the framework) these devices established themselves, in interaction, as social entities. They furthermore turned out to be acceptable, especially if people were able to find a purpose for them in their lives. This thesis closes with a discussion of findings and provides specific implications for design of autonomous behaviour in interfaces.
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38

Silva, Luís Manuel Raposo. "Interface multitoque para exploração de colecção de arte." Master's thesis, Faculdade de Ciências e Tecnologia, 2010. http://hdl.handle.net/10362/5309.

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Анотація:
Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Currently, museum visitors are looking for a rich experience in interaction, which makes them more involved with museum collections. Due to the rapid progress of technology, as well as the popularization of the Internet and the recent trends to innovate the way we interact with information, museum visitors’ expectations are even higher. The need to keep up with technological advances, coupled with the increasing expectations of visitors, museums and galleries lead to the development of systems with creative interfaces that encourage visitors to interact with display devices. The use of tabletop displays has been a common practice, since it provides a more pleasant and collaborative atmosphere, which benefits the users. This becomes even more important if it allows the active participation of the visitors, in order to create an exhibition more accessible to all. In order to engage museum visitors with art collections, we propose the development of a multi-touch tabletop system for exploration of art collections. The proposed system will allow visitors a playful interaction, alone or in groups, in order to generate discussion around the displayed information. This allows for public participation by contributing with their knowledge and opinions. By assigning tags to the collection objects, the system will build a network of meanings constituted by the common knowledge of the visitors. With the implementation of the proposed system, we expect to collect information from visitors’ interactions, in order to produce a sociological study. This study intends to make analysis of cultural public who undertakes public communication of art at physical and virtual museums.
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39

Clergeaud, Damien. "Collaboration interactive 3D en réalité virtuelle pour supporter des scénarios aérospatiaux." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0708/document.

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Анотація:
De nos jours, l’industrie aérospatiale est composée d’acteurs internationaux.Due à la complexité de leur production (taille, nombre de composants,variété des systèmes, ...), la conception d’un avion ou d’un lanceurnécessite un grand nombre d’ingénieurs avec des domaines d’expertises variés.De plus, les industries aérospatiales sont distribuées de par le monde. Dans cecontexte complexe, il est nécessaire d’utiliser la réalité virtuelle afin de proposerdes environnements virtuels accessibles depuis des sites distants afin departager une expérience collaborative. Des problèmes particuliers, alors, surviennent,particulièrement par rapport à la perception des autres utilisateursimmergés.Cette thèse, en partenariat avec Airbus Group, se concentre sur la conceptionde techniques d’interaction collaboratives efficaces. Ces sessions collaborativespermettent de connecter plusieurs sites distants via le même environnementvirtuel. Ainsi, des experts de domaines variés peuvent travailler ensembleen étant immergés simultanément. Par exemple, si un problème survient durantles dernières étapes d’assemblage d’un lanceur, il peut être nécessairede rassembler des experts qui étaient impliqués en amont du projet (bureaud’étude pour la conception, usine pour la fabrication des systèmes), afin deconcevoir des solutions pour résoudre le problème.Dans cette thèse, nous proposons différentes techniques d’interactions afinde faciliter la collaboration à différents niveaux d’un projet industriel. Nousnous sommes intéressés à la communication et la perception entre collaborateursimmergés, à la prise d’annotation et la circulation de ces annotations età la collaboration asymétrique entre une salle de réunion et un environnementvirtuel à l’aide d’outil de réalité mixte
The aerospace industry is no longer composed of local and individualbusinesses. Due to the complexity of the products (their size, the numberof components, the variety of systems, etc.), the design of an aircraft or alauncher involves a considerable number of engineers with various fields of expertise.Furthermore, aerospace companies often have industrial facilities allover the world. In such a complex setting, it is necessary to build virtual experimentsthat can be shared between different remote sites. Specific problemsthen arise, particularly in terms of the perception of other immersed users.We are working with Airbus Group in order to design efficient collaborativeinteraction methods. These collaborative sessions allow multiple sites to beconnected within the same virtual experiment and enable experts from differentfields to be immersed simultaneously. For instance, if a problem occurs duringthe final stages of a launcher assembly, it may be necessary to bring togetherexperts on different sites who were involved in previous steps ( initial design,manufacturing processes). In this thesis, we propose various interaction technique in order to ease thecollaboration at different moments of an industrial process. We contributedin the context of communication between immersed users, taking notes inthe virtual environment and sharing it outside virtual reality and asymmetriccollaboration between a physical meeting room and a virtual environment
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40

Fielding-Piper, Benjamin Tarquinn 1976. "The illuminated design environment : a 3-D tangible interface for landscape analysis." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61127.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes bibliographical references (leaves 121-122).
This thesis outlines the reasons for the visual emphasis in current computer aided design interfaces. It describes the potential advantages of computer interfaces that allow a greater degree of physical interaction and it describes previous work that has attempted this goal. It describes the implementation of the Illuminated Design Environment as a platform that combines the advantages of physical and digital representation for the purposes of physical form design. The representational needs for the domain of landscape design are discussed and the implementation of Illuminating Clay, a tangible interface for landscape analysis, is described. The system is evaluated in the context of a landscape design class held at the MIT Department of Urban Studies and Planning, 2002. The thesis concludes with a discussion of the wider impact if the approach taken on the field of landscape design and computer aided design in general.
Benjamin Tarquinn Fielding-Piper.
S.M.
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41

Ahuja, Dishaan (Dishaan D. ). "A 3-dimensional tangible mapping and data visualization interface for MIT campus." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105935.

Повний текст джерела
Анотація:
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 47).
In this thesis, I describe the design and development of a tangible mapping, discovery and data visualization interface for MIT's campus. The interface is intended for eventual placement in MIT's Atlas Center - a reinvented and consolidated service center for employees, students, and visitors that is due to open in 2017. The interface consists of a large touchscreen placed flat on a table, with translucent and touch-sensitive 3D-printed MIT buildings laid out on top of the touchscreen. Users can interact with the interface by touching or long-pressing the buildings, or by interacting directly with the data presented on the touchscreen. Users are able to view a large amount of location-based information about MIT campus, including upcoming events, shuttle times, directions for indoor and outdoor navigation on campus, and various live social feeds, ranging from Twitter to the beloved free-food mailing list. Users can also send much of this information to their mobile device by scanning a QR code. The main contribution of this research is a tangible, extensible and aesthetically pleasing map of MIT's campus, which will be used for data visualization and discovery by the employees and visitors of MIT's Atlas Center.
by Dishaan Ahuja.
M. Eng.
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42

Shahar, Eyal. "SoundStrand : a tangible interface for composing music with limited degrees of freedom." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76531.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 83-88).
This thesis presents SoundStrand, a novel tangible interface for composing music. A new paradigm is also presented - one that allows for music composition with limited degrees of freedom, and therefore is well suited for music creation through the use of tangible interfaces. SoundStrand is comprised of a set of building blocks that represent pre-composed musical segments. By sequentially connecting building blocks to one another, the user arranges these segments into a musical theme; and by individually twisting, stretching and bending the blocks, variations of the melodic, harmonic and rhythmic content are introduced. Software tools are made available to program the musical segments and govern SoundStrand's behavior. Additional work, namely the Coda system, is presented in order to put SoundStrand and the described paradigm in a wider context as tools for music sharing and learning.
by Eyal Shahar.
S.M.
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43

Jansen, Yvonne. "Physical and tangible information visualization." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.

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Анотація:
Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.
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44

Pereda, Javier. "Online Cultural Heritage : facilitating complex query making through Tangible User Interfaces." Thesis, University of Southampton, 2016. https://eprints.soton.ac.uk/420887/.

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Анотація:
This thesis presents a novel approach to reduce the complexity and overload of information in Cultural Heritage (CH) on the Web through the use of a Tangible User Interface (TUI). It discusses how the Web and its technologies such as the Semantic Web have changed the interoperability and reach that knowledge, data and information can have. These technologies have allowed to link knowledge across CH organisations and helped to reduce uncertainty about the information used to create it. Nevertheless, it is cumbersome for a vast majority of online users to find relevant content, due to the overload of information available and the complexity of its nature. This research argues that this is because two main factors. The first factor is the dependency of Graphical User Interfaces on the Web that hinder complex exploration and technologic engagement for general users. The second factor identifies a requirement for CH organisations to become part of an Online Cultural Heritage ecosystem engaged through an interactive system on the Web. As a result, CH organisations do not have a meaningful system for their users to explore their content. This research addresses these problems by [1] developing an understanding on how CH knowledge is integrated across different organisations and different ways in which users engage and manipulate it and, [2] exploring how a TUI can facilitate the production of complex queries that enables the user to engage with the conceptual and technical information used to describe the knowledge about OCH collections. Chapter One presents an outline of the research problem, aims and objectives. It discusses the new challenges that CH organisation face when engaging with their users on the Web. Chapter Two presents a literature review of the current state of CH organisations, their information and knowledge and how they relate on the Web. Chapter Three argues that on the Web, CH organisations are conceptually and contextually integrated into a single entity that can be called Online Cultural Heritage (OCH). CH studies do not to consider that on the Web, visitors are no longer limited to a particular type of CH organisation (e.g. library, museum), nor to a particular collection held by that organisation. In addition, this chapter gives a brief introduction to Europeana as example of how information is shared across organisations on the Web, as it will be used as main case study later on. After describing the roles that data and information have on the production of knowledge, Chapter Three continues by presenting a literature review that highlights how users transform data into knowledge and their different needs of information when approaching information sources. It further identifies how users engage with Europeana’s information and the interfaces used to do it. Therefore, Chapter Four addresses the relevance that user interfaces have on accessing information, data or knowledge on the Web and particularly OCH. It explains how TUIs can boost performance by providing the required thought structure through physical activities and the use of constructivism as theoretical approach. It introduces interaction design principles (such as Token and Constraint (TAC) and OnObject) where physical affordances are used to convey information to users, thus reducing the complexity of an interactive system. Chapter Five presents the research framework general plan. It introduces the a-priori and aposteriori phases of the research, where the first one focuses on understanding users’ behaviours when querying Europeana and OCH, and Chapter Six will fully discuss Europeana as a case study. The research framework is fully described in Chapter 7 for the a priori section present the a-priori phase as a user centred design experiment where participants express their query behaviours. The test users included people with particular knowledge about cultural heritage objects (e.g. historians, archaeologists) analysing how they convert data into knowledge according to their different levels of need of information. The evaluated results are further used to contextualise the role of the interactive prototype to be designed. Such design process is presented in the following Chapter Eight. This chapter presents the integrated interaction design methodology adapted for the development of the TUI prototype. It presents the evaluation results for both experiments. It concentrates in Usability and UX evaluations to understand the engagement that users have with OCH information through the TUI. Such methods identify emotions and sense of helplessness related to the interactive process. It integrates a usability test to reveal users’ procedural task results that highlight the strengths and weaknesses of the system, which alter users’ engagement with the information. Chapter Nine concludes by reviewing the results obtained and highlighting the challenges posed, benefits that the Web and its particular technologies offer to CH organisations, and the need for the adoption of interactive systems such as these, that eases question making processes and allow users to explore complex datasets in a meaningful way, while it also describes future work that can be carried out.
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45

Hafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.

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Анотація:
This thesis presents an exercise-based edutainment system intended for children. It is designed to enhance their cognitive development by encouraging movement in a fun way. The main idea behind the system is that children will have fun constructing a physical, tangible user interface. In addition, they will learn how to spell many words that represent objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have designed and implemented a tangible user interface that facilitates interaction with the system. This tangible user interface is called "SmartPads" and is composed of coloured tiles that can be physically connected to each other to form any shape. The pads are mapped onto a computer screen in real-time. A user interacts with the interface by stepping on the pads. We have incorporated two games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it. This thesis provides detailed information about the proposed system and its related components, discusses the design and development of the two games, and measures the system's performance when used by the children.
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46

Englmeier, David [Verfasser], and Andreas [Akademischer Betreuer] Butz. "Spherical tangible user interfaces in mixed reality / David Englmeier ; Betreuer: Andreas Butz." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2021. http://d-nb.info/1238017150/34.

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47

Le, Goc Mathieu. "Supporting Versatility in Tangible User Interfaces Using Collections of Small Actuated Objects." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS563/document.

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Анотація:
Dans ce manuscrit, je présente mes travaux visant à rendre les interfaces tangibles plus polyvalentes et plus physiques afin de réduire l’espace entre le réel et le virtuel. Pour ce faire, j'étudie et conçois des dispositifs technologiques permettant d’interagir avec le monde numérique exploitant au mieux le potentiel de nos mains. Je commence par examiner l’état de l’art et souligne le besoin d’approfondissement dans cette direction. J’y observe la spécificité des systèmes existants, limitant leur utilisation et diffusion, de même que l’utilisation récurrente d’écrans et autres dispositifs de projections comme moyen de représentation du monde numérique. Tirant les leçons de la recherche existante, je choisis d'orienter mes travaux autour de dispositifs physiques constitués uniquement de collections d’objets génériques et interactifs. Mon but est d’apporter plus de polyvalence aux interfaces purement tangibles. J’articule pour cela ma recherche en quatre temps. Je mène tout d’abord une étude comparant les interfaces tangibles et tactiles, dans le but d’évaluer de potentiels bénéfices de l’utilisation d’objets physiques. J’étudie conjointement l’influence de l’épaisseur des objets sur la manipulation. Les résultats suggèrent tout d’abord de modérer les conclusions de nombre d’études existantes, quant aux avantages de la tangibilité en terme de performances. Ces résultats confirment toutefois l’amélioration de l’agrément lors de l’utilisation de dispositifs physiques, expliquée par une plus grande variété ainsi qu’une plus grande fiabilité des manipulations réalisées. Je présente dans un deuxième temps SmartTokens, un dispositif à base de petits objets capable de détecter et reconnaître les manipulations auxquelles ils sont sujets. J’illustre les SmartTokens dans un scénario de gestion de notifications et de tâches personnelles. Je poursuis en introduisant les Interfaces en essaim, une sous-catégorie des interfaces tangibles, constituée de collections de nombreux robots autonomes et interactifs. Pour les illustrer, je présente les Zooids, une plateforme ouverte pour développer des Interfaces en essaim. Je démontre le potentiel quant à leur polyvalence avec un assortiment d’applications, et clarifie les règles de conception des Interfaces en essaim. Je définis les physicalisations de données composites, et les implémentent en utilisant les Zooids. Je termine en ouvrant perspectives et futures directions, et en tirant les conclusions des travaux réalisés au cours de cette thèse
In this dissertation, I present my work aiming at making tangible user interfaces more versatile with a higher degree of physicality, in order to bridge the gap between digital and physical worlds. To this end, I study and design systems which support interaction with digital information while better leveraging human hand capabilities. I start with an examination of the current related work, and highlight the need for further research towards more versatility with a higher degree of physicality. I argue that the specificity of existing systems tends to impair their usability and diffusion and induce a dependence on screens and other projections as media to represent the digital world. Building on lessons learned from previous work, I choose to focus my work on physical systems made of collections of generic and interactive objects. I articulate my research in four steps. Firstly, I present a study that compares tangible and multitouch interfaces to help assess potential benefits of physical objects. At the same time, I investigate the influence of object thickness on how users manipulate objects. Results suggest that conclusions from numerous previous studies need to be tempered, in particular regarding the advantages of physicality in terms of performance. These results however confirm that physicality improves user experience, due to the higher diversity of possible manipulations. As a second step, I present SmartTokens, a system based on small objects capable of detecting and recognizing user manipulations. I illustrate SmartTokens in a notification and personal task management scenario. In a third step, I introduce Swarm User Interfaces as a subclass of tangible user interfaces that are composed of collections of many interactive autonomous robots. To illustrate them, I present Zooids, an open-source open-hardware platform for developing tabletop Swarm User Interfaces. I demonstrate their potential and versatility through a set of application scenarios. I then describe their implementation, and clarify design considerations for Swarm User Interfaces. As a fourth step, I define composite data physicalizations and implement them using Zooids. I finally draw conclusions from the presented work, and open perspectives and directions for future work
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48

Lau, Norman. "ServiceSketch: A Collaborative Tabletop Tool for Service Design." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/7.

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ServiceSketch is a collaborative tabletop tool for service design. It was developed to address some of the challenges designers face when developing service systems, including the dynamic, intangible nature of service and the complexity of coordinating multiple stakeholders over time and space. The concept for the tool draws from literature on service design, tangible user interfaces, and co-creation. It was also informed by user research sessions with graduate design students. The interface of ServiceSketch consists of a large multi-touch surface display that reacts to finger touches and a provided set of physical objects. Both the hardware and software development of ServiceSketch are described in this document. ServiceSketch was evaluated with groups of graduate design students who were asked to perform small group service design activities using the tool. These sessions showed that ServiceSketch was successful in supporting common service design processes and even inspired many participants to suggest possible future developments for the tool. ServiceSketch also seemed to encourage a playful, collaborative approach to service design. The results of the project hint at the possibilities for a new breed of service design tool, one that focuses on facilitating conversations about service through an engaging, interactive medium.
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49

Arafsha, Faisal. "Smart Clothes as a Tangible User Interface to Affect Human Emotions using Haptic Actuators." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/20616.

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Анотація:
Affective haptic research is a rapidly growing field. Today, more smart haptic clothes are being studied and implemented which are aimed to effect its users emotionally. However, they have some limitations. This research intends to improve the existing literature and contribute by involving consumers directly in the design of a smart haptic jacket by adding heat, vibration actuators, and by enhancing portability. In this thesis, we are interested in six basic emotions: love, joy, surprise, anger, sadness, and fear. An online survey was designed and conducted on 92 respondents that gave feedback of what it is expected from an affective haptic jacket. The results of this survey assisted in the general design, and the feedback helped to build a prototype. 86% of the respondents expressed interest in the system and are willing to try it when it is ready. A detailed design architecture is provided along with details on the hardware and software used for the implementation. Finally, the prototype was evaluated on 14 participants using the actual prototype haptic jacket based on a QoE comparison between the absence and the presence of haptic actuation. The proposed system showed improvement over a similar system that is designed for the same purpose.
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50

Sirera, I. Pulido Judith. "Designing A Tangible Device for Re-Framing Unproductivity." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285518.

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We report on the design of a tangible device for encouraging the acceptance of unproductive time. We first conducted interviews for a better understanding of the subjective experience of productivity. We found that while the idea of being productive can evoke positive feelings of satisfaction, dealing with unproductive time can be a struggle, negatively affecting people’s moods and self-esteem. These findings guided the design and implementation of RU, a tangible device for reflecting on self-care time. Our prototype offers a physical representation of the mainstream productivity mindset and plays with the idea of connecting and charging energy to encourage the user to experience the time considered unproductive as self-care. In a second study, participants used the device for 5 days and our results suggest that the device motivates reflection on activities beyond work and increases awareness of the importance of taking time for self-care.
I rapporten redogör vi utformningen av ett fysiskt verktyg vars syfte är att öka acceptansen för icke-produktiv tid. Först användes intervjuer för att skapa en bättre förståelse och insikt i vad en “produktiv upplevelse” är. Intervjuerna visade att, samtidigt som idéen av att vara produktiv kan ge positiva känslor i form av “uppfyllnad”, så kan hanteringen av icke-produktiv tid vara jobbig och därmed negativt påverka människors humör och självkänsla. Insikterna från intervjuerna användes som stöd för designen och implementationen av RU, ett fysiskt verktyg vars användning är menad att härleda till reflektion samt tid för självvård. Prototypen är en fysisk representation av vad som anses var den stereotypiska bilden av ett produktivt sinne. Prototypen spelar på idéen av att koppla samman och ge energi i syfte om att motivera användaren att uppleva oproduktiv tid som självvård. I en ytterligare exekverad studie använde deltagarna RU under 5 dagar där resultatet indikerade på att verktyget motiverar till reflektion i aktiviteter bortom jobb och en ökad medvetenhet om vikten i att ta sig tiden för självvård.
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