13,904 research outputs found

    A tangible user interface using spatial augmented reality

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    In this paper, we describe the novel implementation of a tangible user interface framework, namely the MagicPad, inspired by the concept of Spatial Augmented Reality. By using an Infrared pen with any flat surface, such as a paper pad that receives projected images from a projector, a user is able to perform a variety of interactive visualization and manipulation in the 3D space. Two implementations using the MagicPad framework are presented, which include the magic lenses like interface inside a CAVE-like system and a virtual book in an art installation. ©2010 IEEE.published_or_final_versionThe 2010 IEEE Symposium on 3D User Interfaces (3DUI 2010), Waltham, MA., 20-21 March 2010. In Proceedings of 3DUI, 2010, p. 137-13

    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 ïŹ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

    D-touch: A Consumer-Grade Tangible Interface Module and Musical Applications

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    We define a class of tangible media applications that can be implemented on consumer-grade personal computers. These applications interpret user manipulation of physical objects in a restricted space and produce unlocalized outputs. We propose a generic approach to the implementation of such interfaces using flexible fiducial markers, which identify objects to a robust and fast video-processing algorithm, so they can be recognized and tracked in real time. We describe an implementation of the technology, then report two new, flexible music performance applications that demonstrate and validate it

    Teegi: Tangible EEG Interface

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    We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.Comment: to appear in UIST-ACM User Interface Software and Technology Symposium, Oct 2014, Honolulu, United State

    Board Games on Interactive Table

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    Tato prĂĄce se zaměƙuje na vyuĆŸitĂ­ principĆŻ hmatatelnĂ©ho uĆŸivatelskĂ©ho rozhranĂ­ (tangible user interface) a prostorovĂ© rozơíƙenĂ© reality (spatial augmented reality) ke hranĂ­ deskovĂœch her. Za tĂ­mto Ășčelem vznikl systĂ©m nazvanĂœ interaktivnĂ­ stĆŻl. JednĂĄ se zĂĄroveƈ o hardwarovĂ© i softwarovĂ© ƙeĆĄenĂ­. HardwarovĂĄ část ƙeĆĄĂ­ uchycenĂ­ hloubkovĂ© kamery a projektoru nad stolem. SoftwarovĂ© ƙeĆĄenĂ­ se na jednĂ© straně zabĂœvĂĄ kalibracĂ­ systĂ©mu hloubkovĂ© kamery a projektoru pouĆŸitĂ­m znĂĄmĂœch postupĆŻ pro kalibraci kamery a na straně druhĂ© ƙeĆĄĂ­ Ășlohy z oboru počítačovĂ©ho viděnĂ­. Tato percepčnĂ­ část je jĂĄdrem celĂ© prĂĄce a pro Ășčely hranĂ­ deskovĂœch her poskytuje informace o poloze fyzickĂ©ho hernĂ­ho pƙedmětu, fyzickĂ© hernĂ­ desky a vĂœpočtu masky pro maskovĂĄnĂ­ ruĆĄivĂœch objektĆŻ. Pro Ășčely demonstrace moĆŸnostĂ­ systĂ©mu vznikla vĂœukovĂĄ demonstračnĂ­ aplikace. InteraktivnĂ­ stĆŻl nabĂ­zĂ­ novĂ© moĆŸnosti hranĂ­ deskovĂœch her v reĂĄlnĂ©m prostƙedĂ­ kombinacĂ­ prvkĆŻ rozơíƙenĂ© reality a reĂĄlnĂœch objektĆŻ a s tĂ­m spojenĂ© novĂ© uĆŸivatelskĂ© zkuĆĄenosti.This thesis focuses on the application of the tangible user interface and spatial augmented reality principals for playing board games. For this purpose, a system called interactive table was developed. It is both hardware and software solution. The hardware part solves the installation of a depth camera and a projector located above the table. The software solution deals with calibration of the depth camera and projector system using known procedures for camera calibration on the one hand, on the other hand it solves tasks from the field of computer vision. This perceptional part is the core of the whole thesis and for the purposes of playing board games it provides information about the location of the physical game object, physical game board and the calculations of mask for masking distracting objects. An educational application was developed for the purposes of demonstration of the system options. The interactive table offers new possibilities for playing board games in a real-world environment by the combination of the augmented reality elements with real-world objects and the related new user experience.

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Overview of open source augmented reality toolkit

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    Augmented reality or also known as AR is not a new technology. The technology has existed for almost 40 years ago after Ivan Sutherland introduced the first virtual reality (VR) application. At that time, works and research were mainly concerned to establish the hardware aspects of the technology. The head-mounted display (HMD) or some might called head-worn display is the result of augmented reality research and also one of the fundamental equipment for accessing the technology. As time goes by, the augmented reality technology has begin to mature to a point where the hardware cost and capabilities have collided to deliver a more feasible AR thus enable the rapid development of AR applications in many fields including education. To create a non-commercial AR application specifically for education, the ARToolkit can be taken into consideration. ARToolkit is the product of AR community and it is registered under the GNU General Public License. The user is provided with basic source code that lets the user easily develop Augmented Reality applications. Despite the fact that AR is not a new technology, people may unaware or unfamiliar with its existence. Therefore this paper is intended to (1) give an overview of augmented reality; and provides (2) solution to the technical problems that oneñ€ℱs will face in setting up open-source augmented reality toolkit
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