170 research outputs found

    A marketing plan for Oqtopus in the Spanish market

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    A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and EconomicsThis is an academic work developed in the context of the Master Degree in Management lectured by the Nova School of Business and Economics. One of the goals of this work project was to apply some of the business and marketing concepts acquired during the master’s academic year. Within the Market Technology Transfers’ Field Lab, this thesis was an opportunity to simulate the real-life working environment in a company. To achieve this outcome I tried to put myself in the shoes of a Marketing Director that has to make a decision in what concerns to the brands or products he/she has under his/her responsibility. In this particular case, my mission for this work project was to develop a marketing plan for Oqtopus, one of Displax’s multi-touch products, for the Spanish market. In this sense, I will start with a brief presentation of Displax and it’s business, followed by the analysis of the macro and microenvironment of the company and the multitouch industry. Thereafter, I will introduce the strategic triangle and the marketing plan for Oqtopus. Finally, my research and study about the multi-touch industry, as well as the knowledge I achieved regarding Displax business due to the several contacts established through these months with Edigma/Displax Marketing Officer Pedro Fernandes, led me to include in this work my own considerations about what I consider relevant for Displax to carry on with its ambitious plan of growth, in a marketing context

    RANCANG BANGUN PERANGKAT KERAS DAN PERANGKAT LUNAK UNTUK KOMPUTER MULTI TOUCH PADA BULETIN PENS

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    Layar sentuh atau dalam bahasa Inggris touch screen, touch panel atau touch screen panel adalah sebuah perangkat masukan komputer yang bekerja dengan adanya sentuhan tampilan layar menggunakan jari atau pena digital. Dalam hal ini, pengguna mengoperasikan sistem komputer dengan menyentuh gambar atau tulisan di layar itu sendiri. Hal ini merupakan cara yang paling mudah untuk mengoperasikan komputer dan kini semakin banyak digunakan dalam berbagai aplikasi. Multi touch merupakan seperangkat alat dengan teknik interaksi yang memungkinkan pengguna komputer untuk mengontrol aplikasi grafis dengan beberapa jari. Perangkat multi touch terdiri dari layar sentuh (misalnya, layar komputer, meja, dinding) atau touchpad, serta perangkat lunak yang mendeteksi beberapa titik yang menyentuh layar, namun berbeda dengan yang sudah umum kita lihat pada perangkat (misalnya touchpad komputer, ATM dan lain-lain) yang mendeteksi hanya satu titik sentuhan. Sekarang ini dunia komputer memasuki era multi touch computing yang akan mengubah era perkomputeran di masa yang akan datang sebagaimana slogan yang pernah bertuliskan teknologi komputer Multi touch mengubah generasi selanjutnya dalam dunia perkomputeran. Aplikasi buletin PENS merupakan aplikasi komputer multi touch yang dibangun untuk memudahkan pengguna memperoleh informasi tentang PENS dengan lebih mudah dan lebih menyenangkan. Buletin PENS dapat digunakan oleh banyak orang secara bersamaan dalam waktu yang bersamaan dengan hanya menyentuhnya. Teknologi interaktif ini nantinya diharapkan dapat meningkatkan fungsi buletin sebagai sarana informasi bagi mahasiswa dan mahasiswa dapat mengembangkan ide kreatif lainnya dengan memanfaatkan buletin ini. Teknologi ini dibangun menggunakan CCV, menerima masukan gambar dari kamera dan mengubahnya menjadi koordinat titik sentuhan kemudian informasi dari CCV selanjutnya dapat digunakan oleh aplikasi multi touch lainnya berupa UDP ataupun TCP. Kata kunci : Multi touch, CCV, UDP atau TCP, Buleti

    Exploring the Multi-touch Interaction Design Space for 3D Virtual Objects to Support Procedural Training Tasks

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    Multi-touch interaction has the potential to be an important input method for realistic training in 3D environments. However, multi-touch interaction has not been explored much in 3D tasks, especially when trying to leverage realistic, real-world interaction paradigms. A systematic inquiry into what realistic gestures look like for 3D environments is required to understand how users translate real-world motions to multi-touch motions. Once those gestures are defined, it is important to see how we can leverage those gestures to enhance training tasks. In order to explore the interaction design space for 3D virtual objects, we began by conducting our first study exploring user-defined gestures. From this work we identified a taxonomy and design guidelines for 3D multi-touch gestures and how perspective view plays a role in the chosen gesture. We also identified a desire to use pressure on capacitive touch screens. Since the best way to implement pressure still required some investigation, our second study evaluated two different pressure estimation techniques in two different scenarios. Once we had a taxonomy of gestures we wanted to examine whether implementing these realistic multi-touch interactions in a training environment provided training benefits. Our third study compared multi-touch interaction to standard 2D mouse interaction and to actual physical training and found that multi-touch interaction performed better than 2D mouse and as well as physical training. This study showed us that multi-touch training using a realistic gesture set can perform as well as training on the actual apparatus. One limitation of the first training study was that the user had constrained perspective to allow for us to focus on isolating the gestures. Since users can change their perspective in a real life training scenario and therefore gain spatial knowledge of components, we wanted to see if allowing users to alter their perspective helped or hindered training. Our final study compared training with Unconstrained multi-touch interaction, Constrained multi-touch interaction, or training on the actual physical apparatus. Results show that the Unconstrained multi-touch interaction and the Physical groups had significantly better performance scores than the Constrained multi-touch interaction group, with no significant difference between the Unconstrained multi-touch and Physical groups. Our results demonstrate that allowing users more freedom to manipulate objects as they would in the real world benefits training. In addition to the research already performed, we propose several avenues for future research into the interaction design space for 3D virtual objects that we believe will be of value to researchers and designers of 3D multi-touch training environments

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information

    Kosketuskäyttöliittymän toteuttaminen olemassa olevaan ohjelmaan

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    The purpose of this work was to evaluate the migration steps of a windowing desktop application into a touch based input enabled software. The study was conducted on an already existing building information modelling software called Tekla BIMsight. The task was to retain all the functionality already in the software while making it possible to be used on touch-enabled devices, such as tablets or convertible laptops with a swivel display. Design and implementation of the system has been documented as part of the thesis, as well as most problematic issues during this period. The effects of the implementation are validated and tested with real users and the results from that study were documented. The usability study was conducted to obtain quantitative and qualitative metrics of the usability. The nature of the input mechanism, direct or indirect, affects the user experience greatly. The final system should be as responsive as possible to maintain a good level of perceived performance. Early prototyping and access to the target devices is critical to the success of a migration process. There are several common mistakes that should be avoided in the design and implementation phases. Not all the problems were critical, but many of them were identified as very cumbersome for the user that would affect the positive user experience of the software. With each new context for a user interface the problems need to be solved again and only experience from such solutions can help alleviate this task. The implemented touch support can be verified to meet the set requirements very well: It allows the system to be used on touch based input environments and all the major user interface elements support this.Työn tarkoituksena oli toteuttaa ja arvioida toimenpiteet ja. menetelmät joilla olemassa olevaan käyttöliittymään voidaan lisätä tuki kosketuskäytölle. Ominaisuudet lisättiin rakennusten tietomallinnuksen tarkasteluohjelmaan, Tekla BIMsight. Tehtävänä oli säilyttää kaikki aiemmat toiminnot ja tehdä ohjelmasta tehokkaasti käytettävä kosketuslaitteilla, kuten tableteilla ja kääntyvällä näytöllä varustetuilla kannettavilla. Suunnittelu ja toteutus järjestelmälle on dokumentoitu työssä ja kaikkein vaativimmat ongelmat. Toteutetun tuen vaikutuksia arvioitiin oikeiden käyttäjien kanssa tehdyssä käyttäjätutkimuksessa, jonka tulokset on esitetty. Käytettävyystutkimuksella hankittiin kvantitatiivista ja kvalitatiivista tietoa tuotteesta. Laite jolla ohjelmistoa käytetään vaikuttaa ohjelmasta saatuun käyttökokemukseen merkittävästi. Hyvän käyttökokemuksen saavuttamiseksi lopullisen järjestelmän käytön tulisi olla sujuvaa. Aikaisten prototyyppien kokeilu ja kohdelaitteiden saatavuus ovat tärkeitä tekijöitä siirtymäprosessin kannalta. Yleisiä ongelmatilanteita ja haasteita joita kohdattiin suunnittelu- ja toteutusvaiheissa on listattu työssä. Loppukäyttäjän kannalta useat ongelmat olivat rasittavia ja vaikuttaisivat käyttökokemukseen negatiivisesti jos niitä ei korjata. Uuden käyttöympäristön tuomat ongelmat joudutaan ratkaisemaan aina uudestaan. Vain kokemuksella vastaavista tilanteista on merkittävästi etua itse ratkaisujen löytämiselle. Toteutetun kosketuskäyttöliittymän tuen voidaan todeta vastaavan sille asetettuja tavoitteita ja vaatimuksia hyvin; se mahdollistaa ohjelman käyttämisen kosketuskäyttöliittymän omaavissa laitteissa ja kaikkein merkittävimmät käyttöliittymäelementit on tuettuina

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects

    Evaluation of Physical Finger Input Properties for Precise Target Selection

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    The multitouch tabletop display provides a collaborative workspace for multiple users around a table. Users can perform direct and natural multitouch interaction to select target elements using their bare fingers. However, physical size of fingertip varies from one person to another which generally introduces a fat finger problem. Consequently, it creates the imprecise selection of small size target elements during direct multitouch input. In this respect, an attempt is made to evaluate the physical finger input properties i.e. contact area and shape in the context of imprecise selection

    ARTiVIS Arts, real-time video and interactivity for sustainability

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    Dissertação para obtenção do Grau de Doutor em Media DigitaisPortuguese Foundation for Science and Technology (SFRH/BD/42555/2007

    Modelling uncertainty in touch interaction

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    Touch interaction is an increasingly ubiquitous input modality on modern devices. It appears on devices including phones, tablets, smartwatches and even some recent laptops. Despite its popularity, touch as an input technology suffers from a high level of measurement uncertainty. This stems from issues such as the ‘fat finger problem’, where the soft pad of the finger creates an ambiguous contact region with the screen that must be approximated by a single touch point. In addition to these physical uncertainties, there are issues of uncertainty of intent when the user is unsure of the goal of a touch. Perhaps the most common example is when typing a word, the user may be unsure of the spelling leading to touches on the wrong keys. The uncertainty of touch leads to an offset between the user’s intended target and the touch position recorded by the device. While numerous models have been proposed to model and correct for these offsets, existing techniques in general have assumed that the offset is a deterministic function of the input. We observe that this is not the case — touch also exhibits a random component. We propose in this dissertation that this property makes touch an excellent target for analysis using probabilistic techniques from machine learning. These techniques allow us to quantify the uncertainty expressed by a given touch, and the core assertion of our work is that this allows useful improvements to touch interaction to be obtained. We show this through a number of studies. In Chapter 4, we apply Gaussian Process regression to the touch offset problem, producing models which allow very accurate selection of small targets. In the process, we observe that offsets are both highly non-linear and highly user-specific. In Chapter 5, we make use of the predictive uncertainty of the GP model when applied to a soft keyboard — this allows us to obtain key press probabilities which we combine with a language model to perform autocorrection. In Chapter 6, we introduce an extension to this framework in which users are given direct control over the level of uncertainty they express. We show that not only can users control such a system succesfully, they can use it to improve their performance when typing words not known to the language model. Finally, in Chapter 7 we show that users’ touch behaviour is significantly different across different tasks, particularly for typing compared to pointing tasks. We use this to motivate an investigation of the use of a sparse regression algorithm, the Relevance Vector Machine, to train offset models using small amounts of data
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