119 research outputs found

    Modeling On and Above a Stereoscopic Multitouch Display

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    International audienceWe present a semi-immersive environment for conceptual design where virtual mockups are obtained from gestures we aim to get closer to the way people conceive, create and manipulate three-dimensional shapes. We developed on-and-above-the-surface interaction techniques based on asymmetric bimanual interaction for creating and editing 3D models in a stereoscopic environment. Our approach combines hand and nger tracking in the space on and above a multitouch surface. This combination brings forth an alternative design environment where users can seamlessly switch between interacting on the surface or in the space above it to leverage the bene t of both interaction spaces

    Generalized Trackball and 3D Touch Interaction

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    This thesis faces the problem of 3D interaction by means of touch and mouse input. We propose a multitouch enabled adaptation of the classical mouse based trackball interaction scheme. In addition we introduce a new interaction metaphor based on visiting the space around a virtual object remaining at a given distance. This approach allows an intuitive navigation of topologically complex shapes enabling unexperienced users to visit hard to be reached parts

    A Scenario Analysis of Wearable Interface Technology Foresight

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    Although the importance and value of wearable interface have gradually being realized, wearable interface related technologies and the priority of adopting these technologies have so far not been clearly recognized. To fill this gap, this paper focuses on the technology planning strategy of organizations that have an interest in developing or adopting wearable interface related technologies. Based on the scenario analysis approach, a technology planning strategy is proposed. In this analysis, thirty wearable interface technologies are classified into six categories, and the importance and risk factors of these categories are then evaluated under two possible scenarios. The main research findings include the discovery that most brain based wearable interface technologies are rated high to medium importance and high risk in all scenarios, and that scenario changes will have less impact on voice based as well as gesture based wearable interface technologies. These results provide a reference for organizations and vendors interested in adopting or developing wearable interface technologies

    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

    Int J Hum Comput Stud

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    The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.T42 OH008429/OH/NIOSH CDC HHS/United States2016-10-01T00:00:00Z26028955PMC444761

    Kosketuskäyttöliittymän toteuttaminen olemassa olevaan ohjelmaan

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    The purpose of this work was to evaluate the migration steps of a windowing desktop application into a touch based input enabled software. The study was conducted on an already existing building information modelling software called Tekla BIMsight. The task was to retain all the functionality already in the software while making it possible to be used on touch-enabled devices, such as tablets or convertible laptops with a swivel display. Design and implementation of the system has been documented as part of the thesis, as well as most problematic issues during this period. The effects of the implementation are validated and tested with real users and the results from that study were documented. The usability study was conducted to obtain quantitative and qualitative metrics of the usability. The nature of the input mechanism, direct or indirect, affects the user experience greatly. The final system should be as responsive as possible to maintain a good level of perceived performance. Early prototyping and access to the target devices is critical to the success of a migration process. There are several common mistakes that should be avoided in the design and implementation phases. Not all the problems were critical, but many of them were identified as very cumbersome for the user that would affect the positive user experience of the software. With each new context for a user interface the problems need to be solved again and only experience from such solutions can help alleviate this task. The implemented touch support can be verified to meet the set requirements very well: It allows the system to be used on touch based input environments and all the major user interface elements support this.Työn tarkoituksena oli toteuttaa ja arvioida toimenpiteet ja. menetelmät joilla olemassa olevaan käyttöliittymään voidaan lisätä tuki kosketuskäytölle. Ominaisuudet lisättiin rakennusten tietomallinnuksen tarkasteluohjelmaan, Tekla BIMsight. Tehtävänä oli säilyttää kaikki aiemmat toiminnot ja tehdä ohjelmasta tehokkaasti käytettävä kosketuslaitteilla, kuten tableteilla ja kääntyvällä näytöllä varustetuilla kannettavilla. Suunnittelu ja toteutus järjestelmälle on dokumentoitu työssä ja kaikkein vaativimmat ongelmat. Toteutetun tuen vaikutuksia arvioitiin oikeiden käyttäjien kanssa tehdyssä käyttäjätutkimuksessa, jonka tulokset on esitetty. Käytettävyystutkimuksella hankittiin kvantitatiivista ja kvalitatiivista tietoa tuotteesta. Laite jolla ohjelmistoa käytetään vaikuttaa ohjelmasta saatuun käyttökokemukseen merkittävästi. Hyvän käyttökokemuksen saavuttamiseksi lopullisen järjestelmän käytön tulisi olla sujuvaa. Aikaisten prototyyppien kokeilu ja kohdelaitteiden saatavuus ovat tärkeitä tekijöitä siirtymäprosessin kannalta. Yleisiä ongelmatilanteita ja haasteita joita kohdattiin suunnittelu- ja toteutusvaiheissa on listattu työssä. Loppukäyttäjän kannalta useat ongelmat olivat rasittavia ja vaikuttaisivat käyttökokemukseen negatiivisesti jos niitä ei korjata. Uuden käyttöympäristön tuomat ongelmat joudutaan ratkaisemaan aina uudestaan. Vain kokemuksella vastaavista tilanteista on merkittävästi etua itse ratkaisujen löytämiselle. Toteutetun kosketuskäyttöliittymän tuen voidaan todeta vastaavan sille asetettuja tavoitteita ja vaatimuksia hyvin; se mahdollistaa ohjelman käyttämisen kosketuskäyttöliittymän omaavissa laitteissa ja kaikkein merkittävimmät käyttöliittymäelementit on tuettuina

    3D параметричне моделювання прототипу двигуна внутрішнього згоряння засобами Delcam PowerSHAPE

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    The features of using computer-aided design systems and modern technologies in the automobile industry are considered in the paper. Methods of using modern information technologies and systems for modeling the structure of internal combustion engines are proposed. The advantages of combining CAD and CAM systems in particular software products are emphasized. Approaches to using Delcam plc products are justified, the sequence of design for ensuring an optimum design solution is specified.The requirements and risk analysis for designing internal combustion engines are given. Special attention was paid to the problem of geometric calculations of the crank mechanism parts when modeling cranks and pistons. An algorithm for constructing the 3D- model of internal combustion engine prototype with increased capacity, without changing the body size, is considered. Design algorithm consists of four stages, each of them determines the final shape of all construction parts.В статье рассмотрены особенности использования систем автоматизированного проектирования в современных подходах производства автомобильной отрасли. Рассмотрены особенности использования новейших информационных технологий и систем при проектировании двигателей внутреннего сгорания. Указаны недостатки и преимущества распространенных CAD, CAM систем и отдельных программных продуктов. Предложены подходы в использовании продукции Delcam pls для обеспечения оптимального конструкторского решения.У статі розглянуто особливості використання систем автоматизованого проектування у сучасних підходах виробництва автомобільної галузі. Розглянуті особливості використання новітніх інформаційних технологій та систем під час проектування двигунів внутрішнього згоряння. Вказано на недоліки та переваги найпоширеніших CAD, CAM систем та окремих програмних продуктів. Запропоновано підходи у використанні продукції Delcam pls для забезпечення оптимального конструкторського рішення.

    AUGMENTED TOUCH INTERACTIONS WITH FINGER CONTACT SHAPE AND ORIENTATION

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    Touchscreen interactions are far less expressive than the range of touch that human hands are capable of - even considering technologies such as multi-touch and force-sensitive surfaces. Recently, some touchscreens have added the capability to sense the actual contact area of a finger on the touch surface, which provides additional degrees of freedom - the size and shape of the touch, and the finger's orientation. These additional sensory capabilities hold promise for increasing the expressiveness of touch interactions - but little is known about whether users can successfully use the new degrees of freedom. To provide this baseline information, we carried out a study with a finger-contact-sensing touchscreen, and asked participants to produce a range of touches and gestures with different shapes and orientations, with both one and two fingers. We found that people are able to reliably produce two touch shapes and three orientations across a wide range of touches and gestures - a result that was confirmed in another study that used the augmented touches for a screen lock application
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