271 research outputs found

    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

    Ageing bodies and the space they call home

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    Within the population of Ăąolder adultsĂą there is more diversity than in any other user group. Yet, generalised assumptions still exist about their capabilities, needs, and technology use. This paper briefly outlines existing research into designing technology for (older) users and suggests that the built environment can, and should, serve as the canvas for new technologies that support the sociophysical interactions of ageing bodies. Innovations coming from the fields of tangible interaction and interactive architecture have the opportunity to consider the whole environment in which such bodies reside. Rather than devising specific technologies for older users, this paper suggests focusing on the incorporation of flexible, mainstream technologies, into adaptable, intelligent homes, which support the autonomy of older adults. The challenges of such an endeavour are discussed as the grounding for future research into sociophysical technology that supports older user

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    RFID interactive tabletop application with tangible objects: exploratory study to observe young children’ behaviors

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    International audienceNumerous academic and industrial studies and developments concerning interactive tabletops are paving the way for new educational applications. We have developed an interactive tabletop application equipped with RFID technology. This tabletop, called TangiSense, is based on a Multi-Agent System that allows users to associate information with behaviors to manipulate tangible objects. The application involves the recognition of basic colors. With the application, children are required to manipulate tangible objects. Their task involves recognizing objects that have "lost" their dominant color and placing these objects in appropriate colored areas. A tangible magician object automatically analyzes the filled zones and provides children and their teacher with virtual and vocal feedback. This application has been evaluated in a field study with children 3 to 5 years of age. The initial results are promising and show that such an application can support interaction and collaboration, and subsequently educational situations, among young children

    Developing xReality objects for mixed-reality environments.

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    Software architectural support for tangible user interfaces in distributed, heterogeneous computing environments

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    This research focuses on tools that support the development of tangible interaction-based applications for distributed computing environments. Applications built with these tools are capable of utilizing heterogeneous resources for tangible interaction and can be reconfigured for different contexts with minimal code changes. Current trends in computing, especially in areas such as computational science, scientific visualization and computer supported collaborative work, foreshadow increasing complexity, distribution and remoteness of computation and data. These trends imply that tangible interface developers must address concerns of both tangible interaction design and networked distributed computing. In this dissertation, we present a software architecture that supports separation of these concerns. Additionally, a tangibles-based software development toolkit based on this architecture is presented that enables the logic of elements within a tangible user interface to be mapped to configurations that vary in the number, type and location of resources within a given tangibles-based system
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