949 research outputs found

    Phrasing Bimanual Interaction for Visual Design

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    Architects and other visual thinkers create external representations of their ideas to support early-stage design. They compose visual imagery with sketching to form abstract diagrams as representations. When working with digital media, they apply various visual operations to transform representations, often engaging in complex sequences. This research investigates how to build interactive capabilities to support designers in putting together, that is phrasing, sequences of operations using both hands. In particular, we examine how phrasing interactions with pen and multi-touch input can support modal switching among different visual operations that in many commercial design tools require using menus and tool palettes—techniques originally designed for the mouse, not pen and touch. We develop an interactive bimanual pen+touch diagramming environment and study its use in landscape architecture design studio education. We observe interesting forms of interaction that emerge, and how our bimanual interaction techniques support visual design processes. Based on the needs of architects, we develop LayerFish, a new bimanual technique for layering overlapping content. We conduct a controlled experiment to evaluate its efficacy. We explore the use of wearables to identify which user, and distinguish what hand, is touching to support phrasing together direct-touch interactions on large displays. From design and development of the environment and both field and controlled studies, we derive a set methods, based upon human bimanual specialization theory, for phrasing modal operations through bimanual interactions without menus or tool palettes

    Sensory and cognitive factors in multi-digit touch, and its integration with vision

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    Every tactile sensation – an itch, a kiss, a hug, a pen gripped between fingers, a soft fabric brushing against the skin – is experienced in relation to the body. Normally, they occur somewhere on the body’s surface – they have spatiality. This sense of spatiality is what allows us to perceive a partner’s caress in terms of its changing location on the skin, its movement direction, speed, and extent. How this spatiality arises and how it is experienced is a thriving research topic, compelled by growing interest in the nature of tactile experiences from product design to brain-machine interfaces. The present thesis adds to this flourishing area of research by examining the unified spatial quality of touch. How does distinct spatial information converge from separate areas of the body surface to give rise to our normal unified experience of touch? After explaining the importance of this question in Chapter 1, a novel paradigm to tackle this problem will be presented, whereby participants are asked to estimate the average direction of two stimuli that are simultaneously moved across two different fingerpads. This paradigm is a laboratory analogue of the more ecological task of representing the overall movement of an object held between multiple fingers. An EEG study in Chapter 2 will reveal a brain mechanism that could facilitate such aggregated perception. Next, by characterising participants’ performance not just in terms of error rates, but by considering perceptual sensitivity, bias, precision, and signal weighting, a series of psychophysical experiments will show that this aggregation ability differs for within- and between-hand perception (Chapter 3), is independent from somatotopically-defined circuitry (Chapter 4) and arises after proprioceptive input about hand posture is accounted for (Chapter 5). Finally, inspired by the demand for integrated tactile and visual experience in virtual reality and the potential of tactile interface to aid navigation, Chapter 6 will examine the contribution of tactile spatiality on visual spatial experience. Ultimately, the present thesis will reveal sensory factors that limit precise representation of concurrently occurring dynamic tactile events. It will point to cognitive strategies the brain may employ to overcome those limitations to tactually perceive coherent objects. As such, this thesis advances somatosensory research beyond merely examining the selectivity to and discrimination between experienced tactile inputs, to considering the unified experience of touch despite distinct stimulus elements. The findings also have practical implications for the design of functional tactile interfaces

    Current Rehabilitation Methods for Cerebral Palsy

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    In rehabilitation of children with cerebral palsy (CP), varying approaches and techniques are used, ranging from very conservative and conventional techniques, such as muscle strengthening, manual stretching, and massage, to more complex motor learning-based theories, such as neurodevelopmental treatment, conductive education, and several others. The motor disorders seen in CP are frequently accompanied by disturbances of sensation, cognition, communication, perception, and/or behavior disorders; thus, therapy approaches are arranged to meet the individual child’s needs. The approaches can be divided into two groups as with equipment and without equipment. Examples for without equipment rehabilitation approaches are neurodevelopmental treatment, conductive education constraint-induced movement therapy, and task-oriented therapy, whereas robotic therapy, virtual reality, and horse-back riding therapy are the examples of rehabilitation approaches with equipment. CP is a prevalent, disabling condition. Application of evidence-based methods ensures maximum gains in children. The concept that intense, task-specific exercises capitalize on the potential plasticity of the CNS and thus improve motor recovery has led to the development of several successful interventions for children with CP. Also approaches that improve the patient’s motivation and target the activities of daily living and participation are the most effective approaches for functional recovery of the children with CP

    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 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

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Assessing Performance, Role Sharing, and Control Mechanisms in Human-Human Physical Interaction for Object Manipulation

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    abstract: Object manipulation is a common sensorimotor task that humans perform to interact with the physical world. The first aim of this dissertation was to characterize and identify the role of feedback and feedforward mechanisms for force control in object manipulation by introducing a new feature based on force trajectories to quantify the interaction between feedback- and feedforward control. This feature was applied on two grasp contexts: grasping the object at either (1) predetermined or (2) self-selected grasp locations (“constrained” and “unconstrained”, respectively), where unconstrained grasping is thought to involve feedback-driven force corrections to a greater extent than constrained grasping. This proposition was confirmed by force feature analysis. The second aim of this dissertation was to quantify whether force control mechanisms differ between dominant and non-dominant hands. The force feature analysis demonstrated that manipulation by the dominant hand relies on feedforward control more than the non-dominant hand. The third aim was to quantify coordination mechanisms underlying physical interaction by dyads in object manipulation. The results revealed that only individuals with worse solo performance benefit from interpersonal coordination through physical couplings, whereas the better individuals do not. This work showed that naturally emerging leader-follower roles, whereby the leader in dyadic manipulation exhibits significant greater force changes than the follower. Furthermore, brain activity measured through electroencephalography (EEG) could discriminate leader and follower roles as indicated power modulation in the alpha frequency band over centro-parietal areas. Lastly, this dissertation suggested that the relation between force and motion (arm impedance) could be an important means for communicating intended movement direction between biological agents.Dissertation/ThesisDoctoral Dissertation Biomedical Engineering 201

    An assistive tabletop keyboard for stroke rehabilitation

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    We propose a tabletop keyboard that assists stroke patients in using computers. Using computers for purposes such as paying bills, managing bank accounts, sending emails, etc., which all include typing, is part of Activities of Daily Living (ADL) that stroke patients wish to recover. To date, stroke rehabilitation research has greatly focused on using computer-assisted technology for rehabilitation. However, working with computers as a skill that patients need to recover has been neglected. The conventional human computer interfaces are mouse and keyboard. Using keyboard stays the main challenge for hemiplegic stroke patients because typing is usually a bimanual task. Therefore, we propose an assistive tabletop keyboard which is not only a novel computer interface that is specially designed to facilitate patient-computer interaction but also a rehab medium through which patients practice the desired arm/hand functions. © 2013 Authors

    MOTOR CONTROL OF THUMB-INDEX SYSTEM IN HEALTHY POPULATION

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    Thumb and Index fingers are involved in many daily tasks, it is understandable how injuries, musculoskeletal, rheumatologic, and neurological diseases could affect hand function causing severe disability. The evaluation of motor control deficits of the thumb-index system is necessary to identify impairments and to propose specific therapeutic or surgical proposes. Pinch maximal voluntary contraction is the most investigated parameter, it is a valid estimator of general hand function. However, thumb and index are rarely involved at their maximal contraction, usually they are used in precision pinches at low submaximal forces exerted for a short-to-long time. For this reason other parameters must be investigated. In this dissertation, a multiparametric evaluation of thumb-index system was proposed. The battery of tests consisted of the maximal voluntary contraction (MVC) of pinch grip (TP, tip pinch and PP, palmar pinch) and of the opposite movement (E, extension of thumb and index), the endurance (SC, sustained contraction), the accuracy and precision of pinch force in a pinch and release task (DC, dynamic contraction) and the force coordination between hands in a bimanual simultaneous task (BSC, bimanual strength coordination). The tasks were measured with a measurement system consisted of two pinch gauges, connected to a PC, the visual feedback was displayed on a monitor through the graphical user interface of an ad-hoc developed software. To be usable in the clinical context, it is important to check the reliability of the tasks and collecting data in healthy samples permits on the one hand to analyse how values changes as function of anthropometric variables, hand dominance, dexterity, and on the other hand to define the reference values to compare pathological populations. Therefore this dissertation was conducted through test-retest reliability studies and cross-sectional studies to establish normative data of PP, TP, E MVCs, SC, DC and BSC in the Italian population. All the tasks proved reliable and consistent, MVC and SC showed high reliability, DC and BSC reliability was lower but clinically suitable. Strength, analysed through PP, TP, E MVCs, declined in line with the normal process of aging that also entails muscle fibers and the reduction of daily activities in older adults. In relative terms, E-MVC showed the highest strength loss in the over 75y. SC showed similar values in all age groups, variables of DC and BSC showed instead large effect related to age-decline. Women performed better than men only in SC, in MVC, DC and BSC men excelled. A hand dominance effect emerged only in TP and PP MVC. Correlations between tasks were very low to low, suggesting that different constructs were measured by the tasks. This Ph.D. project proposed novel tasks to evaluate pinch motor control which were showed reliable in healthy people and their normative data were obtained, representing a useful aid in the clinical field. The results become a starting point for future studies to highlight impairments of the thumb-index system in different neurological and musculoskeletal disorders and to guide the rehabilitation and the therapeutic intervention

    Fetal Alcohol Spectrum Disorder

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    This is a senior project about fetal alcohol spectrum disorder (FASD). Fetal Alcohol Spectrum Disorder (FASD) is the term given to a child who has been affected by exposure to prenatal alcohol. Drinking during pregnancy can lead to several physical, neurological and behavioral effects. However, there are several interventions that can help minimize the effects of prenatal alcohol. Focusing on family interventions and therapies will best benefit the lives of children with FASD and their families

    Attention and time constraints in performing and learning a table tennis forehand shot

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    This is a section on p. S95 of article 'Verbal and Poster: Motor Development, Motor Learning and Control, and Sport and Exercise Psychology' in Journal of Sport and Exercise Psychology, 2010, v.32, p.S36-S237published_or_final_versio
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