160 research outputs found

    An aesthetics of touch: investigating the language of design relating to form

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    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-makers’ 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 designers’ capabilities

    Situated memory for architectural space

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    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]

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    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 human­computer 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 pre­processed 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 meet­ ings with four participants. In addition, we have investigated whether a person\u27s focus of attention can be pre­dicted 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 focus­aware 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 speech­enabled 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 beschĂ€ftigt sich mit der automatischen Bestimmung und Ver­folgung des Aufmerksamkeitsfokus von Personen in Besprechungen. Die Bestimmung des Aufmerksamkeitsfokus von Personen ist zum VerstĂ€ndnis 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 Bestim­mung des Aufmerksamkeitsfokus kann desweiteren zur Verbesserung von Mensch-Maschine­Schnittstellen 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 SchĂ€tzung 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 Aufmerksamkeits­zielen vorgestellt. Es wird hierbei ein Bayes\u27scher Ansatzes verwendet um die A­posterior iWahrscheinlichkeiten verschiedener Aufmerksamkteitsziele, gegeben beobachteter Kopfstellungen einer Person, zu bestimmen. Die entwickelten AnsĂ€tze wurden auf mehren Besprechungen mit vier bis fĂŒnf Teilnehmern evaluiert. Ein weiterer Beitrag dieser Arbeit ist die Untersuchung, inwieweit sich die Blickrich­tung der Besprechungsteilnehmer basierend darauf, wer gerade spricht, vorhersagen lĂ€ĂŸt. Es wurde ein Verfahren entwickelt um mit Hilfe von neuronalen Netzen den Fokus einer Person basierend auf einer kurzen Historie der Sprecherkonstellationen zu schĂ€tzen. Wir zeigen, dass durch Kombination der bildbasierten und der sprecherbasierten SchĂ€tzung des Aufmerksamkeitsfokus eine deutliche verbesserte SchĂ€tzung 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 AnsĂ€tze und Methoden können auch zur Bestimmung der Aufmerk­samkeit von Personen in anderen Bereichen, insbesondere zur Steuerung von comput­erisierten, interaktiven Umgebungen, verwendet werden. Dies wird an einer Beispielapplikation gezeigt

    The smart house for older persons and persons with physical disabilities: structure, technology arrangements, and perspectives

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    Human-Computer Interaction

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    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

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    Dissertação para obtenção do Grau de Doutor em InformáticaVideo 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 user’s 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)

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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

    Content and Context-Aware Interfaces for Smarter Media Control

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    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

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    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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