3,964 research outputs found

    Integrating 2D Mouse Emulation with 3D Manipulation for Visualizations on a Multi-Touch Table

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    We present the Rizzo, a multi-touch virtual mouse that has been designed to provide the fine grained interaction for information visualization on a multi-touch table. Our solution enables touch interaction for existing mouse-based visualizations. Previously, this transition to a multi-touch environment was difficult because the mouse emulation of touch surfaces is often insufficient to provide full information visualization functionality. We present a unified design, combining many Rizzos that have been designed not only to provide mouse capabilities but also to act as zoomable lenses that make precise information access feasible. The Rizzos and the information visualizations all exist within a touch-enabled 3D window management system. Our approach permits touch interaction with both the 3D windowing environment as well as with the contents of the individual windows contained therein. We describe an implementation of our technique that augments the VisLink 3D visualization environment to demonstrate how to enable multi-touch capabilities on all visualizations written with the popular prefuse visualization toolkit.

    Learning through interactive artifacts:Personal fabrication using electrochromic displays to remember Atari women programmers

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    In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women’s role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context

    Move, hold and touch: A framework for Tangible gesture interactive systems

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    © 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

    Information Design: Textualization, Documentarization, Auctorialization

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    In this article on information design, we will begin by recalling our definition of information anchored in an anthropological vision of communication, and we will then present Buckland’s ternary approach to information, which is in tune with our typology. Secondly, we will return to the notion of device (dispositif) to introduce information and communication devices, of which we will give a few examples. This will allow us, in the third section, to present the design of recorded information in all its richness and complexity, combining the issues of textualization, authorialization, and documentarization

    Designing Digital Work

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    Combining theory, methodology and tools, this open access book illustrates how to guide innovation in today’s digitized business environment. Highlighting the importance of human knowledge and experience in implementing business processes, the authors take a conceptual perspective to explore the challenges and issues currently facing organizations. Subsequent chapters put these concepts into practice, discussing instruments that can be used to support the articulation and alignment of knowledge within work processes. A timely and comprehensive set of tools and case studies, this book is essential reading for those researching innovation and digitization, organization and business strategy
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