13,215 research outputs found

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this eld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Software architectural support for tangible user interfaces in distributed, heterogeneous computing environments

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    This research focuses on tools that support the development of tangible interaction-based applications for distributed computing environments. Applications built with these tools are capable of utilizing heterogeneous resources for tangible interaction and can be reconfigured for different contexts with minimal code changes. Current trends in computing, especially in areas such as computational science, scientific visualization and computer supported collaborative work, foreshadow increasing complexity, distribution and remoteness of computation and data. These trends imply that tangible interface developers must address concerns of both tangible interaction design and networked distributed computing. In this dissertation, we present a software architecture that supports separation of these concerns. Additionally, a tangibles-based software development toolkit based on this architecture is presented that enables the logic of elements within a tangible user interface to be mapped to configurations that vary in the number, type and location of resources within a given tangibles-based system

    Design and implementation of a generalized laboratory data model

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    <p>Abstract</p> <p>Background</p> <p>Investigators in the biological sciences continue to exploit laboratory automation methods and have dramatically increased the rates at which they can generate data. In many environments, the methods themselves also evolve in a rapid and fluid manner. These observations point to the importance of robust information management systems in the modern laboratory. Designing and implementing such systems is non-trivial and it appears that in many cases a database project ultimately proves unserviceable.</p> <p>Results</p> <p>We describe a general modeling framework for laboratory data and its implementation as an information management system. The model utilizes several abstraction techniques, focusing especially on the concepts of inheritance and meta-data. Traditional approaches commingle event-oriented data with regular entity data in <it>ad hoc </it>ways. Instead, we define distinct regular entity and event schemas, but fully integrate these via a standardized interface. The design allows straightforward definition of a "processing pipeline" as a sequence of events, obviating the need for separate workflow management systems. A layer above the event-oriented schema integrates events into a workflow by defining "processing directives", which act as automated project managers of items in the system. Directives can be added or modified in an almost trivial fashion, i.e., without the need for schema modification or re-certification of applications. Association between regular entities and events is managed via simple "many-to-many" relationships. We describe the programming interface, as well as techniques for handling input/output, process control, and state transitions.</p> <p>Conclusion</p> <p>The implementation described here has served as the Washington University Genome Sequencing Center's primary information system for several years. It handles all transactions underlying a throughput rate of about 9 million sequencing reactions of various kinds per month and has handily weathered a number of major pipeline reconfigurations. The basic data model can be readily adapted to other high-volume processing environments.</p

    Long-Term Preservation of Digital Records, Part I: A Theoretical Basis

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    The Information Revolution is making preservation of digital records an urgent issue. Archivists have grappled with the question of how to achieve this for about 15 years. We focus on limitations to preservation, identifying precisely what can be preserved and what cannot. Our answer comes from the philosophical theory of knowledge, especially its discussion about the limits of what can be communicated. Philosophers have taught that answers to critical questions have been obscured by "failure to understand the logic of our language". We can clarify difficulties by paying extremely close attention to the meaning of words such as 'knowledge', 'information', 'the original', and 'dynamic'. What is valuable in transmitted and stored messages, and what should be preserved, is an abstraction, the pattern inherent in each transmitted and stored digital record. This answer has, in fact, been lurking just below the surface of archival literature. To make progress, archivists must collaborate with software engineers. Understanding perspectives across disciplinary boundaries will be needed.

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    McLuhan.js: Live Net Art Performance with Remote Web Browsers

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    McLuhan.js is a media art performance platform which engages with the web browser as a source of form and content. The platform enables a new performance scenario: a performer creates live net art actions in the browsers of remote viewers. McLuhan.js contains client-side and server-side tools for creating net art, as well as a live coding performance interface. These tools are designed to remotely control real-time collages of web media, browser windows, and computer art tropes. While the McLuhan.js toolkit is deliberately of its time, it is so because it participates in a tradition of 20th-century artists who reflected on their daily lives by incorporating contemporary communications media into their creative practice. These artists consistently looked outward to found media as sources of inspiration. Empirical and experimental investigations into new media lead these artists to work directly with a medium’s raw materials—often in subversive or unorthodox patterns—to create new forms of art from the technological fabric of their era. The Last Cloud, a net art performance using McLuhan.js, reveals a dialogue with this artistic history. Its composition is described herein, along with a description of the McLuhan.js toolkit and a survey of the history it inherits

    An Intuitive Control API for Catroid

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    In this research, the main objective is to develop an intuitive control API in Catroid to enhance its usability as a graphical programming tool for children and study the human-mobile interaction and experience made possible with this control API. Another objective is to develop this control API in open source development method and benchmark it with the typical software development method. It would greatly enrich user experience if Catroid can provide support for implementing intuitive control concepts to enhance its usability for children. But currently Catroid do not have control API support to develop intuitive user interaction with the application. In brief, an intuitive control API is missing in Catroid. Without such an API, the potential of Catroid as a programming tool cannot be unleashed. This research studies the maximization programming power of Catroid and advancement of control API in Catroid into a more intuitive form. This research studies the Open Source Development Model used to develop the control API. The scope of prototype will only covers locating direction, tilting, turning, and shaking motions as the new intuitive control made possible in Catroid The research methodology is Open Source Development Methodology (OSDM) and the Test-Driven Development Method with Extreme Programming is used for code development. The objective of OSDM is to utilize the online community who is the user and developers of Catroid to review and test source code to improve the software quality. The intuitive control API where phone sensors are integrated will further improve the user interaction and experience both in using Catroid and its application. The intuitive control API consists of sensor variables and If-Then-Else Command Block. The If-Then-Else Command Block acts as the control and the sensor variables make the control become intuitive. Accelerometer and orientation sensor are implemented in this control API where each of the sensors contributed 3 different values acted as the sensor variables: X-Sensor Acceleration, Y-Sensor Acceleration, Z-Sensor Acceleration, Azimuth, Pitch, and Roll. These sensor variables can be assigned to or removed from any text field in the Command Blocks using the Formula Editor. The usage of the intuitive control API is simple and straight forward. When a sensor variable is assigned to one of the fields in If-Then-Else Command Blocks, the intuitive control is developed. The Command Blocks in between the If-Statement Command Block and End of If Command Block will be executed whenever the logic condition in the If-Statement is true. Various intuitive user interactions could be developed depending on the creativity of users. The most popular intuitive user interactions are through locating direction, tilting, turning and shaking motions. Open Source Development Method allows developers to redefine the user requirements along with the software development which reduce the risk of software failure in the end of development

    Biosensing and Actuation—Platforms Coupling Body Input-Output Modalities for Affective Technologies

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    Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer’s felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of “orchestration”. By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users’ body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies
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