1,181 research outputs found

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Tangible user interfaces : past, present and future directions

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    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 ïŹeld. 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

    An active tangible user interface framework for teaching and learning artificial intelligence

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    Interactive and tangible computing platforms have garnered increased interest in the pursuit of embedding active learning pedagogies within curricula through educational technologies. Whilst Tangible User Interface (TUI) systems have successfully been developed to edutain children in various research, TUI architectures have seen limited deployment in more complex and abstract domains. In light of these limitations, this paper proposes an active TUI framework that addresses the challenges experienced in teaching and learning artificial intelligence (AI) within higher educational institutions. The proposal extends an aptly designed tabletop TUI architecture with the novel interactive paradigm of active tangible manipulatives to provide a more engaging and effective user interaction. The paper describes the deployment of the proposed TUI framework within an undergraduate laboratory session to aid in the teaching and learning of artificial neural networks. The experiment is assessed against currently adopted educational computer software and the obtained results highlight the potential of the proposed TUI framework to augment students’ gain in knowledge and understanding of abstracted threshold concepts in higher education

    Augmented Reality im öffentlichen Raum

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    Diese Arbeit beschĂ€ftigt sich mit aktuellen Einsatzgebieten von Augmented Reality-Anwendungen im öffentlichen Raum. Dazu gehören nicht nur Entscheidungsinstrumente fĂŒr Planer, Politik und Öffentlichkeit, sondern auch eine breite Palette an Anwendungen fĂŒr Tourismus, Bildung und Entertainment. Augmented Reality oder Erweiterte RealitĂ€t mag zunĂ€chst nach Science Fiction klingen. Die rasante Entwicklung von Smartphones und Tablets ermöglicht aber viele neue und interessante Anwendungen im öffentlichen Raum – und das nicht nur fĂŒr wenige Fachleute, sondern fĂŒr die breite Öffentlichkeit. Dieser Beitrag gibt einen Überblick ĂŒber aktuelle Augmented Reality-Anwendungen die sich im öffentlichen Raum einsetzen lassen. Das sind einerseits sogenannte Augmented City Guides, Augmented Reality Games, Urban Story Telling und historische Stadt- und ArchitekturfĂŒhrer, wie zum Beispiel die Anwendungen „Chronovizor“, „Landauer Walk“, „Time Traveller“ oder „Zeitfenster“. Andererseits gibt es aber auch neue Werkzeuge zur Beurteilung von Planungen und Neubauten im öffentlichen Raum, sogenannte Design Review Systems und Collaborative Virtual Environments (CVEÂŽs). Dazu gehören die Projekte „Talking Places“, „Location-Based-Audio“, „Baukultur mit allen Sinnen entdecken und erleben“, „Variantendiskussion im Entwurfsprozeß“, „Augmented Collaborative Architectural Visualization“ und der „AR-Bebauungsplan“. Diese Projekte unterstĂŒtzen die Beteiligung von BĂŒrgern und Politik in frĂŒhen Phasen einer Projektentwicklung. Diskutiert werden unter anderem die technischen Voraussetzungen und Komponenten eines AR-Systems, Content und umsetzbarer Detaillierungsgrad, Servermanagement und Cloudlösungen, Geolokalisierung und Trackingverfahren, sowie die markerbasierte und die markerlose Umgebungserkennung. Es wird gezeigt, dass sowohl die eingesetzte Technologie als auch deren Komponenten stark vom Content, dessen Detaillierungsgrad und vom beabsichtigten Nutzerkreis abhĂ€ngig sind. Gespannt warten darf man heute auf den Einsatz weiterer Kamerasensorik (Oculus Rift, Samsung Gear VR, Intel Real Sense Camera) in Hinblick auf zukĂŒnftige Anwendungen und deren Rezeption durch den Nutzer

    Scalable and Extensible Augmented Reality with Applications in Civil Infrastructure Systems.

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    In Civil Infrastructure System (CIS) applications, the requirement of blending synthetic and physical objects distinguishes Augmented Reality (AR) from other visualization technologies in three aspects: 1) it reinforces the connections between people and objects, and promotes engineers’ appreciation about their working context; 2) It allows engineers to perform field tasks with the awareness of both the physical and synthetic environment; 3) It offsets the significant cost of 3D Model Engineering by including the real world background. The research has successfully overcome several long-standing technical obstacles in AR and investigated technical approaches to address fundamental challenges that prevent the technology from being usefully deployed in CIS applications, such as the alignment of virtual objects with the real environment continuously across time and space; blending of virtual entities with their real background faithfully to create a sustained illusion of co- existence; integrating these methods to a scalable and extensible computing AR framework that is openly accessible to the teaching and research community, and can be readily reused and extended by other researchers and engineers. The research findings have been evaluated in several challenging CIS applications where the potential of having a significant economic and social impact is high. Examples of validation test beds implemented include an AR visual excavator-utility collision avoidance system that enables spotters to ”see” buried utilities hidden under the ground surface, thus helping prevent accidental utility strikes; an AR post-disaster reconnaissance framework that enables building inspectors to rapidly evaluate and quantify structural damage sustained by buildings in seismic events such as earthquakes or blasts; and a tabletop collaborative AR visualization framework that allows multiple users to observe and interact with visual simulations of engineering processes.PHDCivil EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/96145/1/dsuyang_1.pd

    Simultaneous Worlds: Supporting Fluid Exploration of Multiple Data Sets via Physical Models

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    We take the well-established use of physical scale models in architecture and identify new opportunities for using them to interactively visualize and examine multiple streams of geospatial data. Overlaying, comparing, or integrating visualizations of complementary data sets in the same physical space is often challenging given the constraints of various data types and the limited design space of possible visual encodings. Our vision of “simultaneous worlds” uses physical models as a substrate upon which visualizations of multiple data streams can be dynamically and concurrently integrated. To explore the potential of this concept, we created three design explorations that use an illuminated campus model to integrate visualizations about building energy use, climate, and movement paths on a university campus. We use a research through design approach, documenting how our interdisciplinary collaborations with domain experts, students, and architects informed our designs. Based on our observations, we characterize the benefits of models for 1) situating visualizations, 2) composing visualizations, and 3) manipulating and authoring visualizations. Our work highlights the potential of physical models to support embodied exploration of spatial and non-spatial visualizations through fluid interactions.Natural Sciences and Engineering Research Council (NSERC

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (ÎŒ = 25.8%) and student satisfaction (ÎŒ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    ISAR: Ein Autorensystem fĂŒr Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem fĂŒr Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    Multimodal augmented reality tangible gaming

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    This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable
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