450 research outputs found

    Ambient hues and audible cues: An approach to automotive user interface design using multi-modal feedback

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    The use of touchscreen interfaces for in-vehicle information, entertainment, and for the control of comfort settings is proliferating. Moreover, using these interfaces requires the same visual and manual resources needed for safe driving. Guided by much of the prevalent research in the areas of the human visual system, attention, and multimodal redundancy the Hues and Cues design paradigm was developed to make touchscreen automotive user interfaces more suitable to use while driving. This paradigm was applied to a prototype of an automotive user interface and evaluated with respects to driver performance using the dual-task, Lane Change Test (LCT). Each level of the design paradigm was evaluated in light of possible gender differences. The results of the repeated measures experiment suggests that when compared to interfaces without both the Hues and the Cues paradigm applied, the Hues and Cues interface requires less mental effort to operate, is more usable, and is more preferred. However, the results differ in the degradation in driver performance with interfaces that only have visual feedback resulting in better task times and significant gender differences in the driving task with interfaces that only have auditory feedback. Overall, the results reported show that the presentation of multimodal feedback can be useful in design automotive interfaces, but must be flexible enough to account for individual differences

    Mobile Pen and Paper Interaction

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    Although smartphones, tablets and other mobile devices become increasingly popular, pen and paper continue to play an important role in mobile settings, such as note taking or creative discussions. However, information on paper documents remains static and usage practices involving sharing, researching, linking or in any other way digitally processing information on paper are hindered by the gap between the digital and physical worlds. A considerable body of research has leveraged digital pen technology in order to overcome this problem with respect to static settings, however, systematically neglecting the mobile domain. Only recently, several approaches began exploring the mobile domain and developing initial insights into mobile pen-and-paper interaction (mPPI), e.g., to publish digital sketches, [Cowan et al., 2011], link paper and digital artifacts, [Pietrzak et al., 2012] or compose music, [Tsandilas, 2012]. However, applications designed to integrate the most common mobile tools pen, paper and mobile devices, thereby combining the benefits of both worlds in a hybrid mPPI ensemble, are hindered by the lack of supporting infrastructures and limited theoretical understanding of interaction design in the domain. This thesis advances the field by contributing a novel infrastructural approach toward supporting mPPI. It allows applications employing digital pen technology in controlling interactive functionality while preserving mobile characteristics of pen and paper. In addition, it contributes a conceptual framework of user interaction in the domain suiting to serve as basis for novel mPPI toolkits. Such toolkits ease development of mPPI solutions by focusing on expressing interaction rather than designing user interfaces by means of rigid widget sets. As such, they provide the link between infrastructure and interaction in the domain. Lastly, this thesis presents a novel, empirically substantiated theory of interaction in hybrid mPPI ensembles. This theory informs interaction design of mPPI, ultimately allowing to develop compelling and engaging interactive systems employing this modality

    Graphonomics and your Brain on Art, Creativity and Innovation : Proceedings of the 19th International Graphonomics Conference (IGS 2019 – Your Brain on Art)

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    [Italiano]: “Grafonomia e cervello su arte, creatività e innovazione”. Un forum internazionale per discutere sui recenti progressi nell'interazione tra arti creative, neuroscienze, ingegneria, comunicazione, tecnologia, industria, istruzione, design, applicazioni forensi e mediche. I contributi hanno esaminato lo stato dell'arte, identificando sfide e opportunità, e hanno delineato le possibili linee di sviluppo di questo settore di ricerca. I temi affrontati includono: strategie integrate per la comprensione dei sistemi neurali, affettivi e cognitivi in ambienti realistici e complessi; individualità e differenziazione dal punto di vista neurale e comportamentale; neuroaesthetics (uso delle neuroscienze per spiegare e comprendere le esperienze estetiche a livello neurologico); creatività e innovazione; neuro-ingegneria e arte ispirata dal cervello, creatività e uso di dispositivi di mobile brain-body imaging (MoBI) indossabili; terapia basata su arte creativa; apprendimento informale; formazione; applicazioni forensi. / [English]: “Graphonomics and your brain on art, creativity and innovation”. A single track, international forum for discussion on recent advances at the intersection of the creative arts, neuroscience, engineering, media, technology, industry, education, design, forensics, and medicine. The contributions reviewed the state of the art, identified challenges and opportunities and created a roadmap for the field of graphonomics and your brain on art. The topics addressed include: integrative strategies for understanding neural, affective and cognitive systems in realistic, complex environments; neural and behavioral individuality and variation; neuroaesthetics (the use of neuroscience to explain and understand the aesthetic experiences at the neurological level); creativity and innovation; neuroengineering and brain-inspired art, creative concepts and wearable mobile brain-body imaging (MoBI) designs; creative art therapy; informal learning; education; forensics

    Graphic design & ubiquitous graphic user interfaces; The Third Wave of Computing

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    Graphic design is an integral component of user interface design. Ubiquitous computing is the a form of computing that is everywhere all the time through technology advances in hardware, software, and communication networks. Consumers are able to retrieve and send information whenever a task needs to be completed. Graphic design is part of the visual mechanism through which people interact with devices. The visual interactive components of these devices are the part of computing systems that are addressed in this project. This thesis addresses the problems that arise when people need to interact with several devices at a given time. The goal is to make the experience of an imaging appliance as enjoyable and useful as possible. Graphic design is the key component in the visual communication aspect of these devices. The ideas used in the scenarios that are described in the ideation stage assume that future technologies are mainstream and used by the mass consumer. Although these assumptions may or may not come to fruition, graphic design will still be a integral part of that user experience

    Drawing from calculators.

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    Biometric Systems

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    Biometric authentication has been widely used for access control and security systems over the past few years. The purpose of this book is to provide the readers with life cycle of different biometric authentication systems from their design and development to qualification and final application. The major systems discussed in this book include fingerprint identification, face recognition, iris segmentation and classification, signature verification and other miscellaneous systems which describe management policies of biometrics, reliability measures, pressure based typing and signature verification, bio-chemical systems and behavioral characteristics. In summary, this book provides the students and the researchers with different approaches to develop biometric authentication systems and at the same time includes state-of-the-art approaches in their design and development. The approaches have been thoroughly tested on standard databases and in real world applications

    Human-machine communication for educational systems design

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    This book contains the papers presented at the NATO Advanced Study Institute (ASI) on the Basics of man-machine communication for the design of educational systems, held August 16-26, 1993, in Eindhoven, The Netherland

    Human-machine communication for educational systems design

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    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion
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