898 research outputs found

    Multi-touch For General-purpose Computing An Examination Of Text Entry

    Get PDF
    In recent years, multi-touch has been heralded as a revolution in humancomputer interaction. Multi-touch provides features such as gestural interaction, tangible interfaces, pen-based computing, and interface customization ā€“ features embraced by an increasingly tech-savvy public. However, multi-touch platforms have not been adopted as everyday computer interaction devices; that is, multi-touch has not been applied to general-purpose computing. The questions this thesis seeks to address are: Will the general public adopt these systems as their chief interaction paradigm? Can multi-touch provide such a compelling platform that it displaces the desktop mouse and keyboard? Is multi-touch truly the next revolution in human-computer interaction? As a first step toward answering these questions, we observe that generalpurpose computing relies on text input, and ask: Can multi-touch, without a text entry peripheral, provide a platform for efficient text entry? And, by extension, is such a platform viable for general-purpose computing? We investigate these questions through four user studies that collected objective and subjective data for text entry and word processing tasks. The first of these studies establishes a benchmark for text entry performance on a multi-touch platform, across a variety of input modes. The second study attempts to improve this performance by iv examining an alternate input technique. The third and fourth studies include mousestyle interaction for formatting rich-text on a multi-touch platform, in the context of a word processing task. These studies establish a foundation for future efforts in general-purpose computing on a multi-touch platform. Furthermore, this work details deficiencies in tactile feedback with modern multi-touch platforms, and describes an exploration of audible feedback. Finally, the thesis conveys a vision for a general-purpose multi-touch platform, its design and rationale

    Development platform for elderly-oriented tabletop games

    Get PDF
    Tese de mestrado integrado. Engenharia InformĆ”tica e ComputaĆ§Ć£o. Universidade do Porto. Faculdade de Engenharia. 201

    High Performance Optical Computed Tomography for Accurate Three-Dimensional Radiation Dosimetry

    Get PDF
    Optical computed tomography (CT) imaging of radiochromic gel dosimeters is a method for truly three-dimensional radiation dosimetry. Although optical CT dosimetry is not widely used currently due to previous concerns with speed and accuracy, the complexity of modern radiotherapy is increasing the need for a true 3D dosimeter. This thesis reports technical improvements that bring the performance of optical CT to a clinically useful level. New scanner designs and improved scanning and reconstruction techniques are described. First, we designed and implemented a new light source for a cone-beam optical CT system which reduced the scatter to primary contribution in CT projection images of gel dosimeters from approximately 25% to approximately 4%. This design, which has been commercially implemented, enables accurate and fast dosimetry. Second, we designed and constructed a new, single-ray, single-detector parallel-beam optical CT scanner. This system was able to very accurately image both absorbing and scattering objects in large volumes (15 cm diameter), agreeing within āˆ¼1% with independent measurements. It has become a reference standard for evaluation of optical CT geometries and dosimeter formulations. Third, we implemented and characterized an iterative reconstruction algorithm for optical CT imaging of gel dosimeters. This improved image quality in optical CT by suppressing the effects of noise and artifacts by a factor of up to 5. Fourth, we applied a fiducial-based ray path measurement scheme, combined with an iterative reconstruction algorithm, to enable optical CT reconstruction in the case of refractive index mismatch between different media in the scannerā€™s imaged volume. This improved the practicality of optical CT, as time-consuming mixing of liquids can be avoided. Finally, we applied the new laser scanner to the difficult dosimetry task of small-field measurement. We were able to obtain beam profiles and depth dose curves for 4 fields (3x3 cm2 and below) using one 15 cm diameter dosimeter, within 2 hours. Our gel dosimetry depth-dose curves agreed within āˆ¼1.5% with Monte Carlo simulations. In conclusion, the developments reported here have brought optical CT dosimetry to a clinically useful level. Our techniques will be used to assist future research in gel dosimetry and radiotherapy treatment techniques

    6th International congress of the Serbian society of mechanics: Review

    Get PDF
    Ovaj rad prikazuje najvažnije informacije o 6. kongresu Srpskog druŔtva za mehaniku, koji je održan na Tari od 19. do 21. juna 2017. Kongres je organizovan od strane Srpskog druŔtva za mehaniku. Dat je kratak prikaz najznačajnijih radova predstavljenih na ovom kongresu, a koji se bave teorijskom i primenjenom mehanikom.This paper presents the most important information and describes the activities of the 6th Congress of the Serbian Society of Mechanics which was held on mountain Tara, on 19- 21 June, 2017. The Congress was organized by the Serbian Society of Mechanics. Brief summaries of the plenary lectures and some of 99 accepted papers, which admittedly attracted the most interest were shown as well

    6th International congress of the Serbian society of mechanics: Review

    Get PDF
    Ovaj rad prikazuje najvažnije informacije o 6. kongresu Srpskog druŔtva za mehaniku, koji je održan na Tari od 19. do 21. juna 2017. Kongres je organizovan od strane Srpskog druŔtva za mehaniku. Dat je kratak prikaz najznačajnijih radova predstavljenih na ovom kongresu, a koji se bave teorijskom i primenjenom mehanikom.This paper presents the most important information and describes the activities of the 6th Congress of the Serbian Society of Mechanics which was held on mountain Tara, on 19- 21 June, 2017. The Congress was organized by the Serbian Society of Mechanics. Brief summaries of the plenary lectures and some of 99 accepted papers, which admittedly attracted the most interest were shown as well

    Development of an automated robot vision component handling system

    Get PDF
    Thesis (M. Tech. (Engineering: Electrical)) -- Central University of technology, Free State, 2013In the industry, automation is used to optimize production, improve product quality and increase profitability. By properly implementing automation systems, the risk of injury to workers can be minimized. Robots are used in many low-level tasks to perform repetitive, undesirable or dangerous work. Robots can perform a task with higher precision and accuracy to lower errors and waste of material. Machine Vision makes use of cameras, lighting and software to do visual inspections that a human would normally do. Machine Vision is useful in application where repeatability, high speed and accuracy are important. This study concentrates on the development of a dedicated robot vision system to automatically place components exiting from a conveyor system onto Automatic Guided Vehicles (AGV). A personal computer (PC) controls the automated system. Software modules were developed to do image processing for the Machine Vision system as well as software to control a Cartesian robot. These modules were integrated to work in a real-time system. The vision system is used to determine the partsā€Ÿ position and orientation. The orientation data are used to rotate a gripper and the position data are used by the Cartesian robot to position the gripper over the part. Hardware for the control of the gripper, pneumatics and safety systems were developed. The automated systemā€Ÿs hardware was integrated by the use of the different communication protocols, namely DeviceNet (Cartesian robot), RS-232 (gripper) and Firewire (camera)

    Blood-coated sensor for high-throughput ptychographic cytometry on a Blu-ray disc

    Full text link
    Blu-ray drive is an engineering masterpiece that integrates disc rotation, pickup head translation, and three lasers in a compact and portable format. Here we integrate a blood-coated image sensor with a modified Blu-ray drive for high-throughput cytometric analysis of various bio-specimens. In this device, samples are mounted on the rotating Blu-ray disc and illuminated by the built-in lasers from the pickup head. The resulting coherent diffraction patterns are then recorded by the blood-coated image sensor. The rich spatial features of the blood-cell monolayer help down-modulate the object information for sensor detection, thus forming a high-resolution computational bio-lens with a theoretically unlimited field of view. With the acquired data, we develop a lensless coherent diffraction imaging modality termed rotational ptychography for image reconstruction. We show that our device can resolve the 435 nm linewidth on the resolution target and has a field of view only limited by the size of the Blu-ray disc. To demonstrate its applications, we perform high-throughput urinalysis by locating disease-related calcium oxalate crystals over the entire microscope slide. We also quantify different types of cells on a blood smear with an acquisition speed of ~10,000 cells per second. For in vitro experiment, we monitor live bacterial cultures over the entire Petri dish with single-cell resolution. Using biological cells as a computational lens could enable new intriguing imaging devices for point-of-care diagnostics. Modifying a Blu-ray drive with the blood-coated sensor further allows the spread of high-throughput optical microscopy from well-equipped laboratories to citizen scientists worldwide

    Novel Floating and Auto-stereoscopic Display with IRLED Sensors Interactive Virtual Touch System

    Get PDF
    A wide range of the types of interactive virtual touch system have been in research and development. As displayed by the trends, users do not need any special equipment, can interact with the images, and under normal circumstances of the interactive nature, saves trouble. We have been studying relevant video interactive systems in which a virtual image, like in the real world, exists to display objects. We developed a floating display and the principle, which is based on an interactive video system, to enable more realistic auto-stereoscopic images

    Sparkle: Hover Feedback with Touchable Electric Arcs

    Get PDF
    Many finger sensing input devices now support proximity input, enabling users to perform in-air gestures. While near-surface interactions increase the input vocabulary, they lack tactile feedback, making it hard for users to perform gestures or to know when the interaction takes place. Sparkle stimulates the fingertip with touchable electric arcs above a hover sensing device to give users in-air tactile or thermal feedback, sharper and more feelable than acoustic mid-air haptic devices. We present the design of a high voltage resonant transformer with a low-loss soft ferrite core and self-tuning driver circuit, with which we create electric arcs 6 mm in length, and combine this technology with infrared proximity sensing in two proof-of-concept devices with form factor and functionality similar to a button and a touchpad. We provide design guidelines for Sparkle devices and examples of stimuli in application scenarios, and report the results of a user study on the perceived sensations. Sparkle is the first step towards providing a new type of hover feedback, and it does not require users to wear tactile stimulators

    Bringing the Physical to the Digital

    Get PDF
    This dissertation describes an exploration of digital tabletop interaction styles, with the ultimate goal of informing the design of a new model for tabletop interaction. In the context of this thesis the term digital tabletop refers to an emerging class of devices that afford many novel ways of interaction with the digital. Allowing users to directly touch information presented on large, horizontal displays. Being a relatively young field, many developments are in flux; hardware and software change at a fast pace and many interesting alternative approaches are available at the same time. In our research we are especially interested in systems that are capable of sensing multiple contacts (e.g., fingers) and richer information such as the outline of whole hands or other physical objects. New sensor hardware enable new ways to interact with the digital. When embarking into the research for this thesis, the question which interaction styles could be appropriate for this new class of devices was a open question, with many equally promising answers. Many everyday activities rely on our hands ability to skillfully control and manipulate physical objects. We seek to open up different possibilities to exploit our manual dexterity and provide users with richer interaction possibilities. This could be achieved through the use of physical objects as input mediators or through virtual interfaces that behave in a more realistic fashion. In order to gain a better understanding of the underlying design space we choose an approach organized into two phases. First, two different prototypes, each representing a specific interaction style ā€“ namely gesture-based interaction and tangible interaction ā€“ have been implemented. The flexibility of use afforded by the interface and the level of physicality afforded by the interface elements are introduced as criteria for evaluation. Each approachesā€™ suitability to support the highly dynamic and often unstructured interactions typical for digital tabletops is analyzed based on these criteria. In a second stage the learnings from these initial explorations are applied to inform the design of a novel model for digital tabletop interaction. This model is based on the combination of rich multi-touch sensing and a three dimensional environment enriched by a gaming physics simulation. The proposed approach enables users to interact with the virtual through richer quantities such as collision and friction. Enabling a variety of fine-grained interactions using multiple fingers, whole hands and physical objects. Our model makes digital tabletop interaction even more ā€œnaturalā€. However, because the interaction ā€“ the sensed input and the displayed output ā€“ is still bound to the surface, there is a fundamental limitation in manipulating objects using the third dimension. To address this issue, we present a technique that allows users to ā€“ conceptually ā€“ pick objects off the surface and control their position in 3D. Our goal has been to define a technique that completes our model for on-surface interaction and allows for ā€œas-direct-as possibleā€ interactions. We also present two hardware prototypes capable of sensing the usersā€™ interactions beyond the tableā€™s surface. Finally, we present visual feedback mechanisms to give the users the sense that they are actually lifting the objects off the surface. This thesis contributes on various levels. We present several novel prototypes that we built and evaluated. We use these prototypes to systematically explore the design space of digital tabletop interaction. The flexibility of use afforded by the interaction style is introduced as criterion alongside the user interface elementsā€™ physicality. Each approachesā€™ suitability to support the highly dynamic and often unstructured interactions typical for digital tabletops are analyzed. We present a new model for tabletop interaction that increases the fidelity of interaction possible in such settings. Finally, we extend this model so to enable as direct as possible interactions with 3D data, interacting from above the tableā€™s surface
    • ā€¦
    corecore