600 research outputs found
Move, hold and touch: A framework for Tangible gesture interactive systems
© 2015 by the authors. Technology is spreading in our everyday world, and digital interaction beyond the screen, with real objects, allows taking advantage of our natural manipulative and communicative skills. Tangible gesture interaction takes advantage of these skills by bridging two popular domains in Human-Computer Interaction, tangible interaction and gestural interaction. In this paper, we present the Tangible Gesture Interaction Framework (TGIF) for classifying and guiding works in this field. We propose a classification of gestures according to three relationships with objects: move, hold and touch. Following this classification, we analyzed previous work in the literature to obtain guidelines and common practices for designing and building new tangible gesture interactive systems. We describe four interactive systems as application examples of the TGIF guidelines and we discuss the descriptive, evaluative and generative power of TGIF
Exploring interactions with physically dynamic bar charts
Visualizations such as bar charts help users reason about data, but are mostly screen-based, rarely physical, and almost never physical and dynamic. This paper investigates the role of physically dynamic bar charts and evaluates new interactions for exploring and working with datasets rendered in dynamic physical form. To facilitate our exploration we constructed a 10x10 interactive bar chart and designed interactions that supported fundamental visualisation tasks, specifically; annotation, filtering, organization, and navigation. The interactions were evaluated in a user study with 17 participants. Our findings identify the preferred methods of working with the data for each task i.e. directly tapping rows to hide bars, highlight the strengths and limitations of working with physical data, and discuss the challenges of integrating the proposed interactions together into a larger data exploration system. In general, physical interactions were intuitive, informative, and enjoyable, paving the way for new explorations in physical data visualizations
Supporting public participation through interactive
A thesis submitted in partial fulfillment of the requirements for the degree of Doctor in Information Management, specialization in Geographic Information SystemsCitizen participation as a key priority of open cities, gives citizens the chance to
influence public decision-making. Effectively engaging broader types of citizens into
high participation levels has long been an issue due to various situational and technical
constrains. Traditional public participation technologies (e.g. public hearing)
usually are blame for low accessibility by the general public. The development of
Information Communication Technology brings new methods to engage a broader
spectrum of citizens in deeper participation level during urban planning processes.
Interactive public displays as a public communication medium, hold some key advantages
in comparison to other media. Compared to personal devices, public displays
make public spaces into sociable places, where social communication and interaction
can be enriched without intentionally or unintentionally excluding some groups’
opinions. Public displays can increase the visibility of public events while it is more
flexible and up-to-date regarding showing information. Besides, they can also foster
a collective awareness and support group behavioral changes. Moreover, due to the
public nature of public displays, they provide broad accessibility to different groups
of citizens.
Public displays have a great potential in bringing new opportunities to facilitate
public participation in an urban planning process. In the light of previous work on
public displays, the research goal is to investigate a relatively new form of citizen
participation known as Public Display Participation. This participation form refers to
the use of public displays for citizen participation in the context of urban planning.
The main research question of the thesis is how public displays can be used for
facilitating citizen consultation in an urban planning process. First, a systematic
literature review is done to get an understanding of the current achievements and
gaps of research on public displays for public participation. Second, an elicitation
study has been conducted to design end user centered interactions with public
displays for citizens’ consulting activities. Finally, we run a usability to evaluate the
usability of public displays for citizen consultation and their user experience.
The main contributions of this thesis can be summarized as: (1) the identification
of key challenges and opportunities for future research in using public displays
for public participation in urban contexts; (2) two sets of user-defined gestures
for two sets of user-defined phone gestures and hand gestures for performing
eleven consulting activities, which are about examining the urban planning designs
and giving feedback related to design alternatives, are also identified. (3) a new
approach for using public displays for voting and commenting in urban planning,
and a multi-level evaluation of a prototypical system implementing the proposed
approach. Designers and researchers can use the contributions of this thesis, to
create interactive public displays for supporting higher public participat i.e.
citizen collaboration and empowerment
An Abstraction Framework for Tangible Interactive Surfaces
This cumulative dissertation discusses - by the example of four subsequent publications - the various layers of a tangible interaction framework, which has been developed in conjunction with an electronic musical instrument with a tabletop tangible user interface. Based on the experiences that have been collected during the design and implementation of that particular musical application, this research mainly concentrates on the definition of a general-purpose abstraction model for the encapsulation of physical interface components that are commonly employed in the context of an interactive surface environment. Along with a detailed description of the underlying abstraction model, this dissertation also describes an actual implementation in the form of a detailed protocol syntax, which constitutes the common element of a distributed architecture for the construction of surface-based tangible user interfaces. The initial implementation of the presented abstraction model within an actual application toolkit is comprised of the TUIO protocol and the related computer-vision based object and multi-touch tracking software reacTIVision, along with its principal application within the Reactable synthesizer. The dissertation concludes with an evaluation and extension of the initial TUIO model, by presenting TUIO2 - a next generation abstraction model designed for a more comprehensive range of tangible interaction platforms and related application scenarios
Exploring How Interactive Technology Enhances Gesture-Based Expression and Engagement: A Design Study
The interpretation and understanding of physical gestures play a significant role in various forms of art. Interactive technology and digital devices offer a plethora of opportunities for personal gesture-based experience and they assist in the creation of collaborative artwork. In this study, three prototypes for use with different digital devices (digital camera, PC camera, and Kinect) were designed. Subsequently, a series of workshops were conducted and in-depth interviews with participants from different cultural and occupational backgrounds. The latter were designed to explore how to specifically design personalised gesture-based expressions and how to engage the creativity of the participants in their gesture-based experiences. The findings indicated that, in terms of gesture-based interaction, the participants preferred to engage with the visual traces that were displayed at specific timings in multi-experience spaces. Their gesture-based interactions could effectively support non-verbal emotional expression. In addition, the participants were shown to be strongly inclined to combine their personal stories and emotions into their own gesture-based artworks. Based on the participants’ different cultural and occupational backgrounds, their artistic creation could be spontaneously formed
EVALUATING ENGINEERING LEARNING AND GENDER NEUTRALITY FOR THE PRODUCT DESIGN OF A MODULAR ROBOTIC KIT
The development of a system is informed from design factors in order to success- fully support the intended usability from the perceived affordances [1]. The theory of ‘Human Centered Design’ champions that these factors be derived from the user itself. It is based on exploiting these affordances that the boundary of technology is pushed to sometimes invent new methods or sometimes approach a problem from newer perspectives. This thesis is an example where we inform our design rationales from children in order to develop a gender neutral modular robotic toy kit
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