2,171 research outputs found

    NodKit: a framework for implementing additional gestures on the iOS platform, utilizing head recognition and tracking technology

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    Σημείωση: διατίθεται συμπληρωματικό υλικό σε ξεχωριστό αρχείο

    Interaction tasks and controls for public display applications

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    Public displays are becoming increasingly interactive and a broad range of interaction mechanisms can now be used to create multiple forms of interaction. However, the lack of interaction abstractions forces each developer to create specific approaches for dealing with interaction, preventing users from building consistent expectations on how to interact across different display systems. There is a clear analogy with the early days of the graphical user interface, when a similar problem was addressed with the emergence of high-level interaction abstractions that provided consistent interaction experiences to users and shielded developers from low-level details. This work takes a first step in that same direction by uncovering interaction abstractions that may lead to the emergence of interaction controls for applications in public displays. We identify a new set of interaction tasks focused on the specificities of public displays; we characterise interaction controls that may enable those interaction tasks to be integrated into applications; we create a mapping between the high-level abstractions provided by the interaction tasks and the concrete interaction mechanisms that can be implemented by those displays. Together, these contributions constitute a step towards the emergence of programming toolkits with widgets that developers could incorporate into their public display applications.The research has received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under Grant agreement no. 244011 (PD-NET). Jorge Cardoso has been supported by "Fundacao para a Ciencia e Tecnologia" (FCT) and "Programa Operacional Ciencia e Inovacao 2010", co-funded by the Portuguese Government and European Union by FEDER Program and by FCT training Grant SFRH/BD/47354/2008

    Biological and Medical Experiments on the Space Shuttle, 1981 - 1985

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    This volume is the first in a planned series of reports intended to provide a comprehensive record of all the biological and medical experiments and samples flown on the Space Shuttle. Experiments described have been conducted over a five-year period, beginning with the first plant studies conducted on STS-2 in November 1981, and extending through STS 61-C, the last mission to fly before the tragic Challenger accident of January 1986. Experiments were sponsored within NASA not only by the Life Sciences Division of the Office of Space Science and Applications, but also by the Shuttle Student Involvement Program (SSIP) and the Get Away Special (GAS) Program. Independent medical studies were conducted as well on the Shuttle crew under the auspices of the Space Biomedical Research Institute at Johnson Space Center. In addition, cooperative agreements between NASA and foreign government agencies led to a number of independent experiments and also paved the way for the joint US/ESA Spacelab 1 mission and the German (DFVLR) Spacelab D-1. Experiments included: (1) medically oriented studies of the crew aimed at identifying, preventing, or treating health problems due to space travel; (2) projects to study morphological, physiological, or behavioral effects of microgravity on animals and plants; (3) studies of the effects of microgravity on cells and tissues; and (4) radiation experiments monitoring the spacecraft environment with chemical or biological dosimeters or testing radiation effects on simple organisms and seeds

    Advanced Visualization and Intuitive User Interface Systems for Biomedical Applications

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    Modern scientific research produces data at rates that far outpace our ability to comprehend and analyze it. Such sources include medical imaging data and computer simulations, where technological advancements and spatiotemporal resolution generate increasing amounts of data from each scan or simulation. A bottleneck has developed whereby medical professionals and researchers are unable to fully use the advanced information available to them. By integrating computer science, computer graphics, artistic ability and medical expertise, scientific visualization of medical data has become a new field of study. The objective of this thesis is to develop two visualization systems that use advanced visualization, natural user interface technologies and the large amount of biomedical data available to produce results that are of clinical utility and overcome the data bottleneck that has developed. Computational Fluid Dynamics (CFD) is a tool used to study the quantities associated with the movement of blood by computer simulation. We developed methods of processing spatiotemporal CFD data and displaying it in stereoscopic 3D with the ability to spatially navigate through the data. We used this method with two sets of display hardware: a full-scale visualization environment and a small-scale desktop system. The advanced display and data navigation abilities provide the user with the means to better understand the relationship between the vessel\u27s form and function. Low-cost 3D, depth-sensing cameras capture and process user body motion to recognize motions and gestures. Such devices allow users to use hand motions as an intuitive interface to computer applications. We developed algorithms to process and prepare the biomedical and scientific data for use with a custom control application. The application interprets user gestures as commands to a visualization tool and allows the user to control the visualization of multi-dimensional data. The intuitive interface allows the user to control the visualization of data without manual contact with an interaction device. In developing these methods and software tools we have leveraged recent trends in advanced visualization and intuitive interfaces in order to efficiently visualize biomedical data in such a way that provides meaningful information that can be used to further appreciate it

    The Future of Humanoid Robots

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    This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book

    Investigando Natural User Interfaces (NUIs) : tecnologias e interação em contexto de acessibilidade

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Natural User Interfaces (NUIs) representam um novo paradigma de interação, com a promessa de ser mais intuitivo e fácil de usar do que seu antecessor, que utiliza mouse e teclado. Em um contexto no qual as tecnologias estão cada vez mais invisíveis e pervasivas, não só a quantidade mas também a diversidade de pessoas que participam deste contexto é crescente. Nesse caso, é preciso estudar como esse novo paradigma de interação de fato consegue ser acessível a todas as pessoas que podem utilizá-lo no dia-a-dia. Ademais, é preciso também caracterizar o paradigma em si, para entender o que o torna, de fato, natural. Portanto, nesta tese apresentamos o caminho que percorremos em busca dessas duas respostas: como caracterizar NUIs, no atual contexto tecnológico, e como tornar NUIs acessíveis para todos. Para tanto, primeiro apresentamos uma revisão sistemática de literatura com o estado da arte. Depois, mostramos um conjunto de heurísticas para o design e a avaliação de NUIs, que foram aplicadas em estudos de caso práticos. Em seguida, estruturamos as ideias desta pesquisa dentro dos artefatos da Semiótica Organizacional, e obtivemos esclarecimentos sobre como fazer o design de NUIs com Acessibilidade, seja por meio de Design Universal, seja para propor Tecnologias Assistivas. Depois, apresentamos três estudos de caso com sistemas NUI cujo design foi feito por nós. A partir desses estudos de caso, expandimos nosso referencial teórico e conseguimos, por fim, encontrar três elementos que resumem a nossa caracterização de NUI: diferenças, affordances e enaçãoAbstract: Natural User Interfaces (NUIs) represent a new interaction paradigm, with the promise of being more intuitive and easy to use than its predecessor, that utilizes mouse and keyboard. In a context where technology is becoming each time more invisible and pervasive, not only the amount but also the diversity of people who participate in this context is increasing. In this case, it must be studied how this new interaction paradigm can, in fact, be accessible to all the people who may use it on their daily routine. Furthermore, it is also necessary to characterize the paradigm itself, to understand what makes it, in fact, natural. Therefore, in this thesis we present the path we took in search of these two answers: how to characterize NUIs in the current technological context, and how to make NUIs accessible to all. To do so, first we present a systematic literature review with the state of the art. Then, we show a set of heuristics for the design and evaluation of NUIs, which were applied in practical study cases. Afterwards, we structure the ideas of this research into the Organizational Semiotics artifacts, and we obtain insights into how to design NUIs with Accessibility, be it through Universal Design, be it to propose Assistive Technologies. Then, we present three case studies with NUI systems which we designed. From these case studies, we expanded our theoretical references were able to, finally, find three elements that sum up our characterization of NUI: differences, affordances and enactionDoutoradoCiência da ComputaçãoDoutora em Ciência da Computação160911/2015-0CAPESCNP

    Kollaboratives Reengineering und Modularisieren von Softwaresystemen

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    Software systems evolve over their lifetime. Changing requirements make it inevitable for developers to modify and extend the underlying code base. Specific requirements emerge in the context of open source software where everybody can contribute and requirements can change over time. In particular, research software is often not structured with a maintainable and extensible architecture. Furthermore, often databases are employed for retrieving, storing, and processing application data. Insufficient knowledge of the actual structure and behavior of such software systems and related databases can entail further challenges. Thus, understanding these software systems embodies a crucial task, which needs to be addressed in an appropriate way to face inevitable challenges while performing software changes. Approaches based on alternative display and interaction concepts can support this task by offering a more immersive user experience. In this thesis, we introduce three complementary approaches to support the evolution and particularly understanding of software systems in different aspects. Our main contributions are (i) an approach named CORAL for enabling collaborative reengineering and modularization of software systems, (ii) a gesture-based, collaborative, and multi-user-featuring Virtual Reality approach named ExplorViz VR for the software city metaphor, and (iii) a database behavior live-visualization approach named RACCOON for database comprehension of software systems. An extensive case study shows that our CORAL approach is capable of supporting reengineering and modularization processes. Furthermore, several lab experiments demonstrate the high usability, and efficiency and effectiveness for solving comprehension tasks when using the visualization within our multi-user VR approach ExplorViz VR. All implementations are available as open-source software on www.explorviz.net. Additionally, we provide an extensive experimental package of our latest VR evaluation to facilitate the verifiability and reproducibility of our results

    Interaction with embodied media

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.Includes bibliographical references (p. 213-222).The graphical user interface has become the de facto metaphor for the majority of our diverse activities using computers, yet the desktop environment provides a one size fits all user interface. This dissertation argues that for the computer to fully realize its potential to significantly extend our intellectual abilities, new interaction techniques must call upon our bodily abilities to manipulate objects, enable collaborative work, and be usable in our everyday physical environment. In this dissertation I introduce a new human-computer interaction concept, embodied media. An embodied media system physically represents digital content such as files, variables, or other program constructs with a collection of self-contained, interactive electronic tokens that can display visual feedback and can be manipulated gesturally by users as a single, coordinated interface. Such a system relies minimally on external sensing infrastructure compared to tabletop or augmented reality systems, and is a more general-purpose platform than most tangible user interfaces. I hypothesized that embodied media interfaces provide advantages for activities that require the user to efficiently arrange and adjust multiple digital content items. Siftables is the first instantiation of an embodied media interface. I built 180 Siftable devices in three design iterations, and developed a programming interface and various applications to explore the possibilities of embodied media.(cont.) In a survey, outside developers reported that Siftables created new user interface possibilities, and that working with Siftables increased their interest in human-computer interaction and expanded their ideas about the field. I evaluated a content organization application with users, finding that Siftables offered an advantage over the mouse+graphical user interface (GUI) for task completion time that was amplified when participants worked in pairs, and a digital image manipulation application in which participants preferred Siftables to the GUI in terms of enjoyability, expressivity, domain learning, and for exploratory/quick arrangement of items.by David Jeffrey Merrill.Ph.D

    Interaktion mit Medienfassaden : Design und Implementierung interaktiver Systeme für große urbane Displays

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    Media facades are a prominent example of the digital augmentation of urban spaces. They denote the concept of turning the surface of a building into a large-scale urban screen. Due to their enormous size, they require interaction at a distance and they have a high level of visibility. Additionally, they are situated in a highly dynamic urban environment with rapidly changing conditions, which results in settings that are neither comparable, nor reproducible. Altogether, this makes the development of interactive media facade installations a challenging task. This thesis investigates the design of interactive installations for media facades holistically. A theoretical analysis of the design space for interactive installations for media facades is conducted to derive taxonomies to put media facade installations into context. Along with this, a set of observations and guidelines is provided to derive properties of the interaction from the technical characteristics of an interactive media facade installation. This thesis further provides three novel interaction techniques addressing the form factor and resolution of the facade, without the need for additionally instrumenting the space around the facades. The thesis contributes to the design of interactive media facade installations by providing a generalized media facade toolkit for rapid prototyping and simulating interactive media facade installations, independent of the media facade’s size, form factor, technology and underlying hardware.Die wachsende Zahl an Medienfassenden ist ein eindrucksvolles Beispiel für die digitale Erweiterung des öffentlichen Raums. Medienfassaden beschreiben die Möglichkeit, die Oberfläche eines Gebäudes in ein digitales Display zu wandeln. Ihre Größe erfordert Interaktion aus einer gewissen Distanz und führt zu einer großen Sichtbarkeit der dargestellten Inhalte. Medienfassaden-Installationen sind bedingt durch ihre dynamische Umgebung nur schwerlich vergleich- und reproduzierbar. All dies macht die Entwicklung von Installationen für Medienfassaden zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Entwicklung interaktiver Installationen für Medienfassaden. Es wird eine theoretische Analyse des Design-Spaces interaktiver Medienfassaden-Installationen durchgeführt und es werden Taxonomien entwickelt, die Medienfassaden-Installationen in Bezug zueinander setzen. In diesem Zusammenhang werden ausgehend von den technischen Charakteristika Eigenschaften der Interaktion erarbeitet. Zur Interaktion mit Medienfassaden werden drei neue Interaktionstechniken vorgestellt, die Form und Auflösung der Fassade berücksichtigen, ohne notwendigerweise die Umgebung der Fassade zu instrumentieren. Die Ergebnisse dieser Arbeit verbessern darüber hinaus die Entwicklung von Installationen für Medienfassaden, indem ein einheitliches Medienfassaden-Toolkit zum Rapid-Prototyping und zur Simulation interaktiver Installationen vorgestellt wird, das unabhängig von Größe und Form der Medienfassade sowie unabhängig von der verwendeten Technologie und der zugrunde liegenden Hardware ist
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