16,311 research outputs found
EyeRing: A Finger-Worn Input Device for Seamless Interactions with Our Surroundings
Finger-worn interfaces remain a vastly unexplored space for user interfaces, despite the fact that our fingers and hands are naturally used for referencing and interacting with the environment. In this paper we present design guidelines and implementation of a finger-worn I/O device, the EyeRing, which leverages the universal and natural gesture of pointing. We present use cases of EyeRing for both visually impaired and sighted people. We discuss initial reactions from visually impaired users which suggest that EyeRing may indeed offer a more seamless solution for dealing with their immediate surroundings than the solutions they currently use. We also report on a user study that demonstrates how EyeRing reduces effort and disruption to a sighted user. We conclude that this highly promising form factor offers both audiences enhanced, seamless interaction with information related to objects in the environment.Singapore University of Technology and Design. International Design Center (IDC grant IDG31100104A)Singapore University of Technology and Design. International Design Center (IDC grant IDD41100102A
Using Augmented Reality and Internet of Things to improve accessibility of people with motor disabilities in the context of Smart Cities
Smart Cities need to be designed to allow the inclusion of all kinds of citizens. For instance, motor disabled people like wheelchair users may have problems to interact with the city. Internet of Things (IoT) technologies provide the tools to include all citizens in the Smart City context. For example, wheelchair users may not be able to reach items placed beyond their armâs length, limiting their independence in everyday activities like shopping, or visiting libraries. We have developed a system that enables wheelchair users to interact with items placed beyond their armâs length, with the help of Augmented Reality (AR) and Radio Frequency Identification (RFID) technologies. Our proposed system is an interactive AR application that runs on different interfaces, allowing the user to digitally interact with the physical items on the shelf, thanks to an updated inventory provided by an RFID system. The resulting experience is close to being able to browse a shelf, clicking on it and obtaining information about the items it contains, allowing wheelchair users to shop independently, and providing autonomy in their everyday activities. Fourteen wheelchair users with different degrees of impairment have participated in the study and development of the system. The evaluation results show promising results towards more independence of wheelchair users, providing an opportunity for equality improvement.This work was partly funded by the Spanish Government through projects TIN2012-34965 PIGALL, TIN2011-27076-C03-02 CO-PRIVACY, TIN2014-57364-C2-2-R SMARTGLACIS, TEC2015-71303-R SINERGIA, and TSI-020602-2012-147 IRIS. The authors also acknowledge support from Obra Social âla Caixaâ -ACUP through project 2011ACUP00261
Pinching sweaters on your phone â iShoogle : multi-gesture touchscreen fabric simulator using natural on-fabric gestures to communicate textile qualities
The inability to touch fabrics online frustrates consumers, who are used to evaluating
physical textiles by engaging in complex, natural gestural interactions. When
customers interact with physical fabrics, they combine cross-modal information about
the fabric's look, sound and handle to build an impression of its physical qualities. But
whenever an interaction with a fabric is limited (i.e. when watching clothes online)
there is a perceptual gap between the fabric qualities perceived digitally and the actual
fabric qualities that a person would perceive when interacting with the physical fabric.
The goal of this thesis was to create a fabric simulator that minimized this perceptual
gap, enabling accurate perception of the qualities of fabrics presented digitally.
We designed iShoogle, a multi-gesture touch-screen sound-enabled fabric simulator
that aimed to create an accurate representation of fabric qualities without the need for
touching the physical fabric swatch. iShoogle uses on-screen gestures (inspired by
natural on-fabric movements e.g. Crunching) to control pre-recorded videos and
audio of fabrics being deformed (e.g. being Crunched). iShoogle creates an illusion of
direct video manipulation and also direct manipulation of the displayed fabric.
This thesis describes the results of nine studies leading towards the development and
evaluation of iShoogle. In the first three studies, we combined expert and non-expert
textile-descriptive words and grouped them into eight dimensions labelled with terms
Crisp, Hard, Soft, Textured, Flexible, Furry, Rough and Smooth. These terms were
used to rate fabric qualities throughout the thesis. We observed natural on-fabric
gestures during a fabric handling study (Study 4) and used the results to design
iShoogle's on-screen gestures. In Study 5 we examined iShoogle's performance and
speed in a fabric handling task and in Study 6 we investigated users' preferences for
sound playback interactivity. iShoogle's accuracy was then evaluated in the last three
studies by comparing participantsâ ratings of textile qualities when using iShoogle
with ratings produced when handling physical swatches. We also described the
recording and processing techniques for the video and audio content that iShoogle
used. Finally, we described the iShoogle iPhone app that was released to the general
public. Our evaluation studies showed that iShoogle significantly improved the accuracy of
fabric perception in at least some cases. Further research could investigate which
fabric qualities and which fabrics are particularly suited to be represented with
iShoogle
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 groupsâ
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 citizensâ 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
Investigando Natural User Interfaces (NUIs) : tecnologias e interação em contexto de acessibilidade
Orientador: Maria CecĂlia Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Natural User Interfaces (NUIs) representam um novo paradigma de interação, com a promessa de ser mais intuitivo e fĂĄcil de usar do que seu antecessor, que utiliza mouse e teclado. Em um contexto no qual as tecnologias estĂŁo cada vez mais invisĂveis e pervasivas, nĂŁo sĂł a quantidade mas tambĂ©m a diversidade de pessoas que participam deste contexto Ă© crescente. Nesse caso, Ă© preciso estudar como esse novo paradigma de interação de fato consegue ser acessĂvel a todas as pessoas que podem utilizĂĄ-lo no dia-a-dia. Ademais, Ă© preciso tambĂ©m caracterizar o paradigma em si, para entender o que o torna, de fato, natural. Portanto, nesta tese apresentamos o caminho que percorremos em busca dessas duas respostas: como caracterizar NUIs, no atual contexto tecnolĂłgico, e como tornar NUIs acessĂveis para todos. Para tanto, primeiro apresentamos uma revisĂŁo sistemĂĄtica de literatura com o estado da arte. Depois, mostramos um conjunto de heurĂsticas para o design e a avaliação de NUIs, que foram aplicadas em estudos de caso prĂĄticos. Em seguida, estruturamos as ideias desta pesquisa dentro dos artefatos da SemiĂłtica Organizacional, e obtivemos esclarecimentos sobre como fazer o design de NUIs com Acessibilidade, seja por meio de Design Universal, seja para propor Tecnologias Assistivas. Depois, apresentamos trĂȘs estudos de caso com sistemas NUI cujo design foi feito por nĂłs. A partir desses estudos de caso, expandimos nosso referencial teĂłrico e conseguimos, por fim, encontrar trĂȘs elementos que resumem a nossa caracterização de NUI: diferenças, affordances e enaçãoAbstract: Natural User Interfaces (NUIs) represent a new interaction paradigm, with the promise of being more intuitive and easy to use than its predecessor, that utilizes mouse and keyboard. In a context where technology is becoming each time more invisible and pervasive, not only the amount but also the diversity of people who participate in this context is increasing. In this case, it must be studied how this new interaction paradigm can, in fact, be accessible to all the people who may use it on their daily routine. Furthermore, it is also necessary to characterize the paradigm itself, to understand what makes it, in fact, natural. Therefore, in this thesis we present the path we took in search of these two answers: how to characterize NUIs in the current technological context, and how to make NUIs accessible to all. To do so, first we present a systematic literature review with the state of the art. Then, we show a set of heuristics for the design and evaluation of NUIs, which were applied in practical study cases. Afterwards, we structure the ideas of this research into the Organizational Semiotics artifacts, and we obtain insights into how to design NUIs with Accessibility, be it through Universal Design, be it to propose Assistive Technologies. Then, we present three case studies with NUI systems which we designed. From these case studies, we expanded our theoretical references were able to, finally, find three elements that sum up our characterization of NUI: differences, affordances and enactionDoutoradoCiĂȘncia da ComputaçãoDoutora em CiĂȘncia da Computação160911/2015-0CAPESCNP
Socio-Informatics
Contents
Editorial
Thematic Focus: Socio-Informatics
Introduction to the Thematic Focus âSocio-Informaticsâ / Claudia MĂŒller
Digitalisation in Small German Metal-Working Companies. Appropriation of Technology in a âTraditionalâ Industrial Domain / Bernhard Nett, Jennifer Bönsch
Travelling by Taxi Brousse in Madagascar: An Investigation into Practices of Overland Transportation / Volker Wulf, Kaoru Misaki, Dave Randall, and Markus Rohde
Mobile and Interactive Media in the Store? Design Case Study on Bluetooth Beacon Concepts for Food Retail / Christian Reuter, Inken Leopold
Facebook and the Mass Media in Tunisia / Konstantin Aal, Marén Schorch, Esma Ben Hadj Elkilani, Volker Wulf
Book Review Symposium Charles Goodwin
Charles Goodwinâs Co-Operative Action: The Idea and the Argument / Erhard SchĂŒttpelz, Christian Meyer
Multi-Modal Interaction and Tool-Making: Goodwinâs Intuition / Christian Meyer, Erhard SchĂŒttpelz
Co-Operation is a Feature of Sociality, not an Attribute of People : âWe inhabit each otherâs actions.â (Goodwin, cover) / Jutta Wiesemann, Klaus Amann
The Making of the World in Co-Operative Action. From Sentence Construction to Cultural Evolution / JĂŒrgen Streeck
On Goodwin and his Co-Operative Action / Jörg R. Bergman
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