81,574 research outputs found
Tangible user interfaces : past, present and future directions
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 field. 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
Distributed Learning System Design: A New Approach and an Agenda for Future Research
This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed
Reducing the Barrier to Entry of Complex Robotic Software: a MoveIt! Case Study
Developing robot agnostic software frameworks involves synthesizing the
disparate fields of robotic theory and software engineering while
simultaneously accounting for a large variability in hardware designs and
control paradigms. As the capabilities of robotic software frameworks increase,
the setup difficulty and learning curve for new users also increase. If the
entry barriers for configuring and using the software on robots is too high,
even the most powerful of frameworks are useless. A growing need exists in
robotic software engineering to aid users in getting started with, and
customizing, the software framework as necessary for particular robotic
applications. In this paper a case study is presented for the best practices
found for lowering the barrier of entry in the MoveIt! framework, an
open-source tool for mobile manipulation in ROS, that allows users to 1)
quickly get basic motion planning functionality with minimal initial setup, 2)
automate its configuration and optimization, and 3) easily customize its
components. A graphical interface that assists the user in configuring MoveIt!
is the cornerstone of our approach, coupled with the use of an existing
standardized robot model for input, automatically generated robot-specific
configuration files, and a plugin-based architecture for extensibility. These
best practices are summarized into a set of barrier to entry design principles
applicable to other robotic software. The approaches for lowering the entry
barrier are evaluated by usage statistics, a user survey, and compared against
our design objectives for their effectiveness to users
Learning to Singulate Objects using a Push Proposal Network
Learning to act in unstructured environments, such as cluttered piles of
objects, poses a substantial challenge for manipulation robots. We present a
novel neural network-based approach that separates unknown objects in clutter
by selecting favourable push actions. Our network is trained from data
collected through autonomous interaction of a PR2 robot with randomly organized
tabletop scenes. The model is designed to propose meaningful push actions based
on over-segmented RGB-D images. We evaluate our approach by singulating up to 8
unknown objects in clutter. We demonstrate that our method enables the robot to
perform the task with a high success rate and a low number of required push
actions. Our results based on real-world experiments show that our network is
able to generalize to novel objects of various sizes and shapes, as well as to
arbitrary object configurations. Videos of our experiments can be viewed at
http://robotpush.cs.uni-freiburg.deComment: International Symposium on Robotics Research (ISRR) 2017, videos:
http://robotpush.cs.uni-freiburg.d
Experiences on a motivational learning approach for robotics in undergraduate courses
This paper presents an educational experience carried out in robotics undergraduate courses from two
different degrees: Computer Science and Industrial Engineering, having students with diverse
capabilities and motivations. The experience compares two learning strategies for the practical
lessons of such courses: one relies on code snippets in Matlab to cope with typical robotic problems
like robot motion, localization, and mapping, while the second strategy opts for using the ROS
framework for the development of algorithms facing a competitive challenge, e.g. exploration
algorithms. The obtained students’ opinions were instructive, reporting, for example, that although they
consider harder to master ROS when compared to Matlab, it might be more useful in their (robotic
related) professional careers, which enhanced their disposition to study it. They also considered that
the challenge-exercises, in addition to motivate them, helped to develop their skills as engineers to a
greater extent than the skeleton-code based ones. These and other conclusions will be useful in
posterior courses to boost the interest and motivation of the students.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
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