160 research outputs found
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Situated memory for architectural space
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 76-78).The immediacy and transportability of digital images has changed the spatial and temporal relationship between the viewer and the image. The malleability and large volume of these images affords us the ability to set up new such relationships. This thesis introduces a system that creates an asynchronous channel of connection and interaction by allowing two people or two groups of people to simultaneously inhabit a temporally neutral space. Construed as an elastic collective memory, the system intelligently documents audio and visual activities in a social space. This data is dynamically recomposed and manifested in the present as an interactive display environment that composites the past with the present, collapsing the temporal gap between them.by Parul Shailesh Vora.S.M
Tracking and modeling focus of attention in meetings [online]
Abstract
This thesis addresses the problem of tracking the focus of
attention of people. In particular, a system to track the focus
of attention of participants in meetings is developed. Obtaining
knowledge about a person\u27s focus of attention is an important
step towards a better understanding of what people do, how and
with what or whom they interact or to what they refer. In
meetings, focus of attention can be used to disambiguate the
addressees of speech acts, to analyze interaction and for
indexing of meeting transcripts. Tracking a user\u27s focus of
attention also greatly contributes to the improvement of
humanÂcomputer interfaces since it can be used to build interfaces
and environments that become aware of what the user is paying
attention to or with what or whom he is interacting.
The direction in which people look; i.e., their gaze, is closely
related to their focus of attention. In this thesis, we estimate
a subject\u27s focus of attention based on his or her head
orientation. While the direction in which someone looks is
determined by head orientation and eye gaze, relevant literature
suggests that head orientation alone is a su#cient cue for the
detection of someone\u27s direction of attention during social
interaction. We present experimental results from a user study
and from several recorded meetings that support this hypothesis.
We have developed a Bayesian approach to model at whom or what
someone is look ing based on his or her head orientation. To
estimate head orientations in meetings, the participants\u27 faces
are automatically tracked in the view of a panoramic camera and
neural networks are used to estimate their head orientations
from preÂprocessed images of their faces. Using this approach,
the focus of attention target of subjects could be correctly
identified during 73% of the time in a number of evaluation meetÂ
ings with four participants.
In addition, we have investigated whether a person\u27s focus of
attention can be preÂdicted from other cues. Our results show
that focus of attention is correlated to who is speaking in a
meeting and that it is possible to predict a person\u27s focus of
attention
based on the information of who is talking or was talking before
a given moment.
We have trained neural networks to predict at whom a person is
looking, based on information about who was speaking. Using this
approach we were able to predict who is looking at whom with 63%
accuracy on the evaluation meetings using only information about
who was speaking. We show that by using both head orientation
and speaker information to estimate a person\u27s focus, the
accuracy of focus detection can be improved compared to just
using one of the modalities for focus estimation.
To demonstrate the generality of our approach, we have built a
prototype system to demonstrate focusÂaware interaction with a
household robot and other smart appliances in a room using the
developed components for focus of attention tracking. In the
demonstration environment, a subject could interact with a
simulated household robot, a speechÂenabled VCR or with other
people in the room, and the recipient of the subject\u27s speech
was disambiguated based on the user\u27s direction of attention.
Zusammenfassung
Die vorliegende Arbeit beschÀftigt sich mit der automatischen
Bestimmung und VerÂfolgung des Aufmerksamkeitsfokus von Personen
in Besprechungen.
Die Bestimmung des Aufmerksamkeitsfokus von Personen ist zum
VerstÀndnis und zur automatischen Auswertung von
Besprechungsprotokollen sehr wichtig. So kann damit
beispielsweise herausgefunden werden, wer zu einem bestimmten
Zeitpunkt wen angesprochen hat beziehungsweise wer wem zugehört
hat. Die automatische BestimÂmung des Aufmerksamkeitsfokus kann
desweiteren zur Verbesserung von Mensch-MaschineÂSchnittstellen
benutzt werden.
Ein wichtiger Hinweis auf die Richtung, in welche eine Person
ihre Aufmerksamkeit richtet, ist die Kopfstellung der Person.
Daher wurde ein Verfahren zur Bestimmung der Kopfstellungen von
Personen entwickelt. Hierzu wurden kĂŒnstliche neuronale Netze
benutzt, welche als Eingaben vorverarbeitete Bilder des Kopfes
einer Person erhalten, und als Ausgabe eine SchÀtzung der
Kopfstellung berechnen. Mit den trainierten Netzen wurde auf
Bilddaten neuer Personen, also Personen, deren Bilder nicht in
der Trainingsmenge enthalten waren, ein mittlerer Fehler von
neun bis zehn Grad fĂŒr die Bestimmung der horizontalen und
vertikalen Kopfstellung erreicht.
Desweiteren wird ein probabilistischer Ansatz zur Bestimmung von
AufmerksamkeitsÂzielen vorgestellt. Es wird hierbei ein
Bayes\u27scher Ansatzes verwendet um die AÂposterior
iWahrscheinlichkeiten verschiedener Aufmerksamkteitsziele,
gegeben beobachteter Kopfstellungen einer Person, zu bestimmen.
Die entwickelten AnsÀtze wurden auf mehren Besprechungen mit
vier bis fĂŒnf Teilnehmern evaluiert.
Ein weiterer Beitrag dieser Arbeit ist die Untersuchung,
inwieweit sich die BlickrichÂtung der Besprechungsteilnehmer
basierend darauf, wer gerade spricht, vorhersagen lĂ€Ăt. Es wurde
ein Verfahren entwickelt um mit Hilfe von neuronalen Netzen den
Fokus einer Person basierend auf einer kurzen Historie der
Sprecherkonstellationen zu schÀtzen.
Wir zeigen, dass durch Kombination der bildbasierten und der
sprecherbasierten SchÀtzung des Aufmerksamkeitsfokus eine
deutliche verbesserte SchÀtzung erreicht werden kann.
Insgesamt wurde mit dieser Arbeit erstmals ein System
vorgestellt um automatisch die Aufmerksamkeit von Personen in
einem Besprechungsraum zu verfolgen.
Die entwickelten AnsÀtze und Methoden können auch zur Bestimmung
der AufmerkÂsamkeit von Personen in anderen Bereichen,
insbesondere zur Steuerung von computÂerisierten, interaktiven
Umgebungen, verwendet werden. Dies wird an einer
Beispielapplikation gezeigt
Human-Computer Interaction
In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
Video interaction using pen-based technology
Dissertação para obtenção do Grau de Doutor em
InformĂĄticaVideo can be considered one of the most complete and complex media and its manipulating
is still a difficult and tedious task. This research applies pen-based technology to
video manipulation, with the goal to improve this interaction. Even though the human
familiarity with pen-based devices, how they can be used on video interaction, in order
to improve it, making it more natural and at the same time fostering the userâs creativity
is an open question.
Two types of interaction with video were considered in this work: video annotation
and video editing. Each interaction type allows the study of one of the interaction modes
of using pen-based technology: indirectly, through digital ink, or directly, trough pen
gestures or pressure. This research contributes with two approaches for pen-based video
interaction: pen-based video annotations and video as ink.
The first uses pen-based annotations combined with motion tracking algorithms, in
order to augment video content with sketches or handwritten notes. It aims to study how
pen-based technology can be used to annotate a moving objects and how to maintain the
association between a pen-based annotations and the annotated moving object
The second concept replaces digital ink by video content, studding how pen gestures
and pressure can be used on video editing and what kind of changes are needed in the
interface, in order to provide a more familiar and creative interaction in this usage context.This work was partially funded by the UTAustin-Portugal, Digital Media, Program
(Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching
Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary
dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011
Design and semantics of form and movement (DeSForM 2006)
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 âmachinesâ 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 ÂŁ87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: âą 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. âą 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. âą 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
Content and Context-Aware Interfaces for Smarter Media Control
Since the arrival of the computer at home during the '80s, the importance of the digital world in our daily lives has hugely increased. First centralized on a unique computer, the digital world spread over several devices that surround us: smartphones, tablets, cameras, music players, etc. However, despite the increasing number of devices around our digital lives, the way we interact with them has barely evolved. Digital devices are not aware of their surrounding environment, and they often use interfaces and mechanisms which are computer-oriented. The next step in the evolution of our digital life will be centered on a better integration of the digital world with the ecosystem of devices that surrounds it. In this work, we illustrate this upcoming evolution through the development and evaluation of original interfaces dedicated to the control of digital media. Based on our research, we organize these interfaces in three areas of improvement: unification, automation and familiarity. This thesis is divided in four main chapters. The first chapter presents the evolution of our digital world over the last 30 years. The next three chapters are centered on the three areas of improvement that we defined: unification, automation and familiarity. Unification corresponds to the fusion of digital worlds as a unique and coherent whole that devices should interact with. Automation consists in using information obtained from the user and her environment in order to simplify or automate the interaction with the digital world. Finally, familiarity allows benefiting of users' past experiences in order to create friendly and intuitive interfaces
Viewpoints on demand : tailoring the presentation of opinions in video
Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (p. 93-95).by Gilberte Houbart.M.S
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