361 research outputs found

    Musical control gestures in mobile handheld devices: Design guidelines informed by daily user experience

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    Mobile handheld devices, such as smartphones and tablets, have become some of the most prominent ubiquitous terminals within the information and communication technology landscape. Their transformative power within the digital music domain changed the music ecosystem from production to distribution and consumption. Of interest here is the ever-expanding number of mobile music applications. Despite their growing popularity, their design in terms of interaction perception and control is highly arbitrary. It remains poorly addressed in related literature and lacks a clear, systematized approach. In this context, our paper aims to provide the first steps towards defining guidelines for optimal sonic interaction design practices in mobile music applications. Our design approach is informed by user data in appropriating mobile handheld devices. We conducted an experiment to learn links between control gestures and musical parameters, such as pitch, duration, and amplitude. A twofold action—reflection protocol and tool-set for evaluating the aforementioned links—are also proposed. The results collected from the experiment show statistically significant trends in pitch and duration control gesture mappings. On the other hand, amplitude appears to elicit a more diverse mapping approach, showing no definitive trend in this experiment.info:eu-repo/semantics/publishedVersio

    RICHIE: A Step-by-step Navigation Widget to Enhance Broad Hierarchy Exploration on Handheld Tactile Devices

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    International audienceExploring large hierarchies is still a challenging task, especially for handheld tactile devices, due to the lack of visualization space and finger's occlusion. In this paper, we propose the RICHIE (Radial In-Cremental HIerarchy Exploration) tool, a new radial widget that allows step-by-step navigation through large hierarchies. We designed it to fit handheld tactile requirements such as target reaching and space optimization. Depth exploration is made by shifting two levels of hierarchy at the same time, for reducing the screen occupation. This widget was implemented in order to adapt a Command and Control (C2) system to mobile tactile devices, as these systems require the on-screen presence of an important unit's hierarchy (the ORder of BATtle). Nevertheless, we are convinced that RICHIE could be used on several systems that require hierarchical data exploration, such as phylogenetic trees or file browsing

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Interactive Spaces Natural interfaces supporting gestures and manipulations in interactive spaces

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    This doctoral dissertation focuses on the development of interactive spaces through the use of natural interfaces based on gestures and manipulative actions. In the real world people use their senses to perceive the external environment and they use manipulations and gestures to explore the world around them, communicate and interact with other individuals. From this perspective the use of natural interfaces that exploit the human sensorial and explorative abilities helps filling the gap between physical and digital world. In the first part of this thesis we describe the work made for improving interfaces and devices for tangible, multi touch and free hand interactions. The idea is to design devices able to work also in uncontrolled environments, and in situations where control is mostly of the physical type where even the less experienced users can express their manipulative exploration and gesture communication abilities. We also analyze how it can be possible to mix these techniques to create an interactive space, specifically designed for teamwork where the natural interfaces are distributed in order to encourage collaboration. We then give some examples of how these interactive scenarios can host various types of applications facilitating, for instance, the exploration of 3D models, the enjoyment of multimedia contents and social interaction. Finally we discuss our results and put them in a wider context, focusing our attention particularly on how the proposed interfaces actually improve people’s lives and activities and the interactive spaces become a place of aggregation where we can pursue objectives that are both personal and shared with others

    Interactive Spaces Natural interfaces supporting gestures and manipulations in interactive spaces

    Get PDF
    This doctoral dissertation focuses on the development of interactive spaces through the use of natural interfaces based on gestures and manipulative actions. In the real world people use their senses to perceive the external environment and they use manipulations and gestures to explore the world around them, communicate and interact with other individuals. From this perspective the use of natural interfaces that exploit the human sensorial and explorative abilities helps filling the gap between physical and digital world. In the first part of this thesis we describe the work made for improving interfaces and devices for tangible, multi touch and free hand interactions. The idea is to design devices able to work also in uncontrolled environments, and in situations where control is mostly of the physical type where even the less experienced users can express their manipulative exploration and gesture communication abilities. We also analyze how it can be possible to mix these techniques to create an interactive space, specifically designed for teamwork where the natural interfaces are distributed in order to encourage collaboration. We then give some examples of how these interactive scenarios can host various types of applications facilitating, for instance, the exploration of 3D models, the enjoyment of multimedia contents and social interaction. Finally we discuss our results and put them in a wider context, focusing our attention particularly on how the proposed interfaces actually improve people’s lives and activities and the interactive spaces become a place of aggregation where we can pursue objectives that are both personal and shared with others

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques

    DISPLAYING DANTE’S DIVINE COMEDY MINIATED MANUSCRIPTS IN EXHIBITIONS

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    Ancient manuscripts are part of many collections belonging to historic libraries and museums: due to their fragile nature and to the difficulties to display most of their contents during exhibitions, their study is often complicated for scholars who also need generally special permissions to examine them, mostly for a limited time window. Beginning from these premises, this paper introduces the outcomes of the digital replication and presentation of three manuscripts related to Dante’s Divine Comedy, as proposed on a real exhibition, “Dall’Alma Mater al Mondo. Dante at the University of Bologna”, held in 2021. Some of the principles related to the production of their replicas and the fruition of their contents through dedicated applications targeted to visitors and scholars are presented, with care to the reproduction of details such as the ability to explore 3D replicas of detailed elected pages or to browse many of them on dedicated touch screens

    Review: Development and technical design of tangible user interfaces in wide-field areas of application

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    A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI's real-world applications sorted into ten main application areas-teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI's technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.Web of Science2113art. no. 425
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