157 research outputs found

    TOU-AR:Touchable Interface for Interactive Interaction in Augmented Reality Environment

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    Touchable interface is one of the future interfaces that can be implemented at any medium such as water, table or even sand. The word multi touch refers to the ability to distinguish between two or more fingers touching a touch-sensing surface, such as a touch screen or a touch pad. This interface is provided tracking the area by using depth camera and projected the interface into the medium. This interface is widely used in augmented reality environment. User will project the particular interface into real world medium and user hand will be tracked simultaneously when touching the area. User can interact in more freely ways and as natural as human did in their daily lif

    Using of Virtual Reality Techniques in Education to Achieve Physical and Intangible Heritage for Historical Buildings

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    The main objective of the research is to use the virtual reality to serve the heritage environment and to build a complete and correct mental image of the architectural heritage through virtual reality techniques as a mechanism of documentation, preservation and utilization of virtual reality techniques in the educational process of students in university education and schools, preservation of heritage, The importance of heritage buildings and the value of values and raise the awareness of the community and benefit from them economically. It was therefore necessary to use virtual reality to help preserve the historical heritage and community awareness through the use of the descriptive approach in the theoretical part where the reality is identified and explain the importance and how to use it when reviving the heritage buildings and study the methods used to implement the analytical and applied method through the presentation of models This technique was used when reviving its heritage building

    Making Graphical Information Accessible Without Vision Using Touch-based Devices

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    Accessing graphical material such as graphs, figures, maps, and images is a major challenge for blind and visually impaired people. The traditional approaches that have addressed this issue have been plagued with various shortcomings (such as use of unintuitive sensory translation rules, prohibitive costs and limited portability), all hindering progress in reaching the blind and visually-impaired users. This thesis addresses aspects of these shortcomings, by designing and experimentally evaluating an intuitive approach —called a vibro-audio interface— for non-visual access to graphical material. The approach is based on commercially available touch-based devices (such as smartphones and tablets) where hand and finger movements over the display provide position and orientation cues by synchronously triggering vibration patterns, speech output and auditory cues, whenever an on-screen visual element is touched. Three human behavioral studies (Exp 1, 2, and 3) assessed usability of the vibro-audio interface by investigating whether its use leads to development of an accurate spatial representation of the graphical information being conveyed. Results demonstrated efficacy of the interface and importantly, showed that performance was functionally equivalent with that found using traditional hardcopy tactile graphics, which are the gold standard of non-visual graphical learning. One limitation of this approach is the limited screen real estate of commercial touch-screen devices. This means large and deep format graphics (e.g., maps) will not fit within the screen. Panning and zooming operations are traditional techniques to deal with this challenge but, performing these operations without vision (i.e., using touch) represents several computational challenges relating both to cognitive constraints of the user and technological constraints of the interface. To address these issues, two human behavioral experiments were conducted, that assessed the influence of panning (Exp 4) and zooming (Exp 5) operations in non-visual learning of graphical material and its related human factors. Results from experiments 4 and 5 indicated that the incorporation of panning and zooming operations enhances the non-visual learning process and leads to development of more accurate spatial representation. Together, this thesis demonstrates that the proposed approach —using a vibro-audio interface— is a viable multimodal solution for presenting dynamic graphical information to blind and visually-impaired persons and supporting development of accurate spatial representations of otherwise inaccessible graphical materials

    New generation of interactive platforms based on novel printed smart materials

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    Programa doutoral em Engenharia Eletrónica e de Computadores (área de Instrumentação e Microssistemas Eletrónicos)The last decade was marked by the computer-paradigm changing with other digital devices suddenly becoming available to the general public, such as tablets and smartphones. A shift in perspective from computer to materials as the centerpiece of digital interaction is leading to a diversification of interaction contexts, objects and applications, recurring to intuitive commands and dynamic content that can proportionate more interesting and satisfying experiences. In parallel, polymer-based sensors and actuators, and their integration in different substrates or devices is an area of increasing scientific and technological interest, which current state of the art starts to permit the use of smart sensors and actuators embodied within the objects seamlessly. Electronics is no longer a rigid board with plenty of chips. New technological advances and perspectives now turned into printed electronics in polymers, textiles or paper. We are assisting to the actual scaling down of computational power into everyday use objects, a fusion of the computer with the material. Interactivity is being transposed to objects erstwhile inanimate. In this work, strain and deformation sensors and actuators were developed recurring to functional polymer composites with metallic and carbonaceous nanoparticles (NPs) inks, leading to capacitive, piezoresistive and piezoelectric effects, envisioning the creation of tangible user interfaces (TUIs). Based on smart polymer substrates such as polyvinylidene fluoride (PVDF) or polyethylene terephthalate (PET), among others, prototypes were prepared using piezoelectric and dielectric technologies. Piezoresistive prototypes were prepared with resistive inks and restive functional polymers. Materials were printed by screen printing, inkjet printing and doctor blade coating. Finally, a case study of the integration of the different materials and technologies developed is presented in a book-form factor.A última década foi marcada por uma alteração do paradigma de computador pelo súbito aparecimento dos tablets e smartphones para o público geral. A alteração de perspetiva do computador para os materiais como parte central de interação digital levou a uma diversificação dos contextos de interação, objetos e aplicações, recorrendo a comandos intuitivos e conteúdos dinâmicos capazes de tornarem a experiência mais interessante e satisfatória. Em simultâneo, sensores e atuadores de base polimérica, e a sua integração em diferentes substratos ou dispositivos é uma área de crescente interesse científico e tecnológico, e o atual estado da arte começa a permitir o uso de sensores e atuadores inteligentes perfeitamente integrados nos objetos. Eletrónica já não é sinónimo de placas rígidas cheias de componentes. Novas perspetivas e avanços tecnológicos transformaram-se em eletrónica impressa em polímeros, têxteis ou papel. Neste momento estamos a assistir à redução da computação a objetos do dia a dia, uma fusão do computador com a matéria. A interatividade está a ser transposta para objetos outrora inanimados. Neste trabalho foram desenvolvidos atuadores e sensores e de pressão e de deformação com recurso a compostos poliméricos funcionais com tintas com nanopartículas (NPs) metálicas ou de base carbónica, recorrendo aos efeitos capacitivo, piezoresistivo e piezoelétrico, com vista à criação de interfaces de usuário tangíveis (TUIs). Usando substratos poliméricos inteligentes tais como fluoreto de polivinilideno (PVDF) ou politereftalato de etileno (PET), entre outos, foi possível a preparação de protótipos de tecnologia piezoelétrica ou dielétrica. Os protótipos de tecnologia piezoresistiva foram feitos com tintas resistivas e polímeros funcionais resistivos. Os materiais foram impressos por serigrafia, jato de tinta, impressão por aerossol e revestimento de lâmina doctor blade. Para terminar, é apresentado um caso de estudo da integração dos diferentes materiais e tecnologias desenvolvidos sob o formato de um livro.This project was supported by FCT – Fundação para a Ciência e a Tecnologia, within the doctorate grant with reference SFRH/BD/110622/2015, by POCH – Programa Operacional Capital Humano, and by EU – European Union

    Remixing physical objects through tangible tools

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student submitted PDF version of thesis.Includes bibliographical references (p. 147-164).In this document we present new tools for remixing physical objects. These tools allow users to copy, edit and manipulate the properties of one or more objects to create a new physical object. We already have these capabilities using digital media: we can easily mash up videos, music and text. However, it remains difficult to remix physical objects and we cannot access the advantages of digital media, which are nondestructive, scalable and scriptable. We can bridge this gap by both integrating 2D and 3D scanning technology into design tools and employing aordable rapid prototyping technology to materialize these remixed objects. In so doing, we hope to promote copying as a tool for creation. This document presents two tools, CopyCAD and KidCAD, the first designed for makers and crafters, the second for children. CopyCAD is an augmented Computer Numerically Controlled (CNC) milling machine which allows users to copy arbitrary real world object geometry into 2D CAD designs at scale through the use of a camera-projector system. CopyCAD gathers properties from physical objects, sketches and touch interactions directly on a milling machine, allowing novice users to copy parts of real world objects, modify them and create a new physical part. KidCAD is a sculpting interface built on top of a gel-based realtime 2.5D scanner. It allows children to stamp objects into the block of gel, which are scanned in realtime, as if they were stamped into clay. Children can use everyday objects, their hands and tangible tools to design new toys or objects that will be 3D printed. This work enables novice users to easily approach designing physical objects by copying from other objects and sketching new designs. With increased access to such tools we hope that a wide range of people will be empowered to create their own objects, toys, tools and parts.by Sean Follmer.S.M

    An inertial motion capture framework for constructing body sensor networks

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    Motion capture is the process of measuring and subsequently reconstructing the movement of an animated object or being in virtual space. Virtual reconstructions of human motion play an important role in numerous application areas such as animation, medical science, ergonomics, etc. While optical motion capture systems are the industry standard, inertial body sensor networks are becoming viable alternatives due to portability, practicality and cost. This thesis presents an innovative inertial motion capture framework for constructing body sensor networks through software environments, smartphones and web technologies. The first component of the framework is a unique inertial motion capture software environment aimed at providing an improved experimentation environment, accompanied by programming scaffolding and a driver development kit, for users interested in studying or engineering body sensor networks. The software environment provides a bespoke 3D engine for kinematic motion visualisations and a set of tools for hardware integration. The software environment is used to develop the hardware behind a prototype motion capture suit focused on low-power consumption and hardware-centricity. Additional inertial measurement units, which are available commercially, are also integrated to demonstrate the functionality the software environment while providing the framework with additional sources for motion data. The smartphone is the most ubiquitous computing technology and its worldwide uptake has prompted many advances in wearable inertial sensing technologies. Smartphones contain gyroscopes, accelerometers and magnetometers, a combination of sensors that is commonly found in inertial measurement units. This thesis presents a mobile application that investigates whether the smartphone is capable of inertial motion capture by constructing a novel omnidirectional body sensor network. This thesis proposes a novel use for web technologies through the development of the Motion Cloud, a repository and gateway for inertial data. Web technologies have the potential to replace motion capture file formats with online repositories and to set a new standard for how motion data is stored. From a single inertial measurement unit to a more complex body sensor network, the proposed architecture is extendable and facilitates the integration of any inertial hardware configuration. The Motion Cloud’s data can be accessed through an application-programming interface or through a web portal that provides users with the functionality for visualising and exporting the motion data

    Contributions to Pen & Touch Human-Computer Interaction

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    [EN] Computers are now present everywhere, but their potential is not fully exploited due to some lack of acceptance. In this thesis, the pen computer paradigm is adopted, whose main idea is to replace all input devices by a pen and/or the fingers, given that the origin of the rejection comes from using unfriendly interaction devices that must be replaced by something easier for the user. This paradigm, that was was proposed several years ago, has been only recently fully implemented in products, such as the smartphones. But computers are actual illiterates that do not understand gestures or handwriting, thus a recognition step is required to "translate" the meaning of these interactions to computer-understandable language. And for this input modality to be actually usable, its recognition accuracy must be high enough. In order to realistically think about the broader deployment of pen computing, it is necessary to improve the accuracy of handwriting and gesture recognizers. This thesis is devoted to study different approaches to improve the recognition accuracy of those systems. First, we will investigate how to take advantage of interaction-derived information to improve the accuracy of the recognizer. In particular, we will focus on interactive transcription of text images. Here the system initially proposes an automatic transcript. If necessary, the user can make some corrections, implicitly validating a correct part of the transcript. Then the system must take into account this validated prefix to suggest a suitable new hypothesis. Given that in such application the user is constantly interacting with the system, it makes sense to adapt this interactive application to be used on a pen computer. User corrections will be provided by means of pen-strokes and therefore it is necessary to introduce a recognizer in charge of decoding this king of nondeterministic user feedback. However, this recognizer performance can be boosted by taking advantage of interaction-derived information, such as the user-validated prefix. Then, this thesis focuses on the study of human movements, in particular, hand movements, from a generation point of view by tapping into the kinematic theory of rapid human movements and the Sigma-Lognormal model. Understanding how the human body generates movements and, particularly understand the origin of the human movement variability, is important in the development of a recognition system. The contribution of this thesis to this topic is important, since a new technique (which improves the previous results) to extract the Sigma-lognormal model parameters is presented. Closely related to the previous work, this thesis study the benefits of using synthetic data as training. The easiest way to train a recognizer is to provide "infinite" data, representing all possible variations. In general, the more the training data, the smaller the error. But usually it is not possible to infinitely increase the size of a training set. Recruiting participants, data collection, labeling, etc., necessary for achieving this goal can be time-consuming and expensive. One way to overcome this problem is to create and use synthetically generated data that looks like the human. We study how to create these synthetic data and explore different approaches on how to use them, both for handwriting and gesture recognition. The different contributions of this thesis have obtained good results, producing several publications in international conferences and journals. Finally, three applications related to the work of this thesis are presented. First, we created Escritorie, a digital desk prototype based on the pen computer paradigm for transcribing handwritten text images. Second, we developed "Gestures à Go Go", a web application for bootstrapping gestures. Finally, we studied another interactive application under the pen computer paradigm. In this case, we study how translation reviewing can be done more ergonomically using a pen.[ES] Hoy en día, los ordenadores están presentes en todas partes pero su potencial no se aprovecha debido al "miedo" que se les tiene. En esta tesis se adopta el paradigma del pen computer, cuya idea fundamental es sustituir todos los dispositivos de entrada por un lápiz electrónico o, directamente, por los dedos. El origen del rechazo a los ordenadores proviene del uso de interfaces poco amigables para el humano. El origen de este paradigma data de hace más de 40 años, pero solo recientemente se ha comenzado a implementar en dispositivos móviles. La lenta y tardía implantación probablemente se deba a que es necesario incluir un reconocedor que "traduzca" los trazos del usuario (texto manuscrito o gestos) a algo entendible por el ordenador. Para pensar de forma realista en la implantación del pen computer, es necesario mejorar la precisión del reconocimiento de texto y gestos. El objetivo de esta tesis es el estudio de diferentes estrategias para mejorar esta precisión. En primer lugar, esta tesis investiga como aprovechar información derivada de la interacción para mejorar el reconocimiento, en concreto, en la transcripción interactiva de imágenes con texto manuscrito. En la transcripción interactiva, el sistema y el usuario trabajan "codo con codo" para generar la transcripción. El usuario valida la salida del sistema proporcionando ciertas correcciones, mediante texto manuscrito, que el sistema debe tener en cuenta para proporcionar una mejor transcripción. Este texto manuscrito debe ser reconocido para ser utilizado. En esta tesis se propone aprovechar información contextual, como por ejemplo, el prefijo validado por el usuario, para mejorar la calidad del reconocimiento de la interacción. Tras esto, la tesis se centra en el estudio del movimiento humano, en particular del movimiento de las manos, utilizando la Teoría Cinemática y su modelo Sigma-Lognormal. Entender como se mueven las manos al escribir, y en particular, entender el origen de la variabilidad de la escritura, es importante para el desarrollo de un sistema de reconocimiento, La contribución de esta tesis a este tópico es importante, dado que se presenta una nueva técnica (que mejora los resultados previos) para extraer el modelo Sigma-Lognormal de trazos manuscritos. De forma muy relacionada con el trabajo anterior, se estudia el beneficio de utilizar datos sintéticos como entrenamiento. La forma más fácil de entrenar un reconocedor es proporcionar un conjunto de datos "infinito" que representen todas las posibles variaciones. En general, cuanto más datos de entrenamiento, menor será el error del reconocedor. No obstante, muchas veces no es posible proporcionar más datos, o hacerlo es muy caro. Por ello, se ha estudiado como crear y usar datos sintéticos que se parezcan a los reales. Las diferentes contribuciones de esta tesis han obtenido buenos resultados, produciendo varias publicaciones en conferencias internacionales y revistas. Finalmente, también se han explorado tres aplicaciones relaciones con el trabajo de esta tesis. En primer lugar, se ha creado Escritorie, un prototipo de mesa digital basada en el paradigma del pen computer para realizar transcripción interactiva de documentos manuscritos. En segundo lugar, se ha desarrollado "Gestures à Go Go", una aplicación web para generar datos sintéticos y empaquetarlos con un reconocedor de forma rápida y sencilla. Por último, se presenta un sistema interactivo real bajo el paradigma del pen computer. En este caso, se estudia como la revisión de traducciones automáticas se puede realizar de forma más ergonómica.[CA] Avui en dia, els ordinadors són presents a tot arreu i es comunament acceptat que la seva utilització proporciona beneficis. No obstant això, moltes vegades el seu potencial no s'aprofita totalment. En aquesta tesi s'adopta el paradigma del pen computer, on la idea fonamental és substituir tots els dispositius d'entrada per un llapis electrònic, o, directament, pels dits. Aquest paradigma postula que l'origen del rebuig als ordinadors prové de l'ús d'interfícies poc amigables per a l'humà, que han de ser substituïdes per alguna cosa més coneguda. Per tant, la interacció amb l'ordinador sota aquest paradigma es realitza per mitjà de text manuscrit i/o gestos. L'origen d'aquest paradigma data de fa més de 40 anys, però només recentment s'ha començat a implementar en dispositius mòbils. La lenta i tardana implantació probablement es degui al fet que és necessari incloure un reconeixedor que "tradueixi" els traços de l'usuari (text manuscrit o gestos) a alguna cosa comprensible per l'ordinador, i el resultat d'aquest reconeixement, actualment, és lluny de ser òptim. Per pensar de forma realista en la implantació del pen computer, cal millorar la precisió del reconeixement de text i gestos. L'objectiu d'aquesta tesi és l'estudi de diferents estratègies per millorar aquesta precisió. En primer lloc, aquesta tesi investiga com aprofitar informació derivada de la interacció per millorar el reconeixement, en concret, en la transcripció interactiva d'imatges amb text manuscrit. En la transcripció interactiva, el sistema i l'usuari treballen "braç a braç" per generar la transcripció. L'usuari valida la sortida del sistema donant certes correccions, que el sistema ha d'usar per millorar la transcripció. En aquesta tesi es proposa utilitzar correccions manuscrites, que el sistema ha de reconèixer primer. La qualitat del reconeixement d'aquesta interacció és millorada, tenint en compte informació contextual, com per exemple, el prefix validat per l'usuari. Després d'això, la tesi se centra en l'estudi del moviment humà en particular del moviment de les mans, des del punt de vista generatiu, utilitzant la Teoria Cinemàtica i el model Sigma-Lognormal. Entendre com es mouen les mans en escriure és important per al desenvolupament d'un sistema de reconeixement, en particular, per entendre l'origen de la variabilitat de l'escriptura. La contribució d'aquesta tesi a aquest tòpic és important, atès que es presenta una nova tècnica (que millora els resultats previs) per extreure el model Sigma- Lognormal de traços manuscrits. De forma molt relacionada amb el treball anterior, s'estudia el benefici d'utilitzar dades sintètiques per a l'entrenament. La forma més fàcil d'entrenar un reconeixedor és proporcionar un conjunt de dades "infinit" que representin totes les possibles variacions. En general, com més dades d'entrenament, menor serà l'error del reconeixedor. No obstant això, moltes vegades no és possible proporcionar més dades, o fer-ho és molt car. Per això, s'ha estudiat com crear i utilitzar dades sintètiques que s'assemblin a les reals. Les diferents contribucions d'aquesta tesi han obtingut bons resultats, produint diverses publicacions en conferències internacionals i revistes. Finalment, també s'han explorat tres aplicacions relacionades amb el treball d'aquesta tesi. En primer lloc, s'ha creat Escritorie, un prototip de taula digital basada en el paradigma del pen computer per realitzar transcripció interactiva de documents manuscrits. En segon lloc, s'ha desenvolupat "Gestures à Go Go", una aplicació web per a generar dades sintètiques i empaquetar-les amb un reconeixedor de forma ràpida i senzilla. Finalment, es presenta un altre sistema inter- actiu sota el paradigma del pen computer. En aquest cas, s'estudia com la revisió de traduccions automàtiques es pot realitzar de forma més ergonòmica.Martín-Albo Simón, D. (2016). Contributions to Pen & Touch Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/68482TESI
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