5,199 research outputs found

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Assessing the effectiveness of multi-touch interfaces for DP operation

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    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    Ubicorder: A mobile device for situated interactions with sensor networks

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    The Ubicorder is a mobile, location and orientation aware device for browsing and interacting with real-time sensor network data. In addition to browsing data, the Ubicorder also provides a graphical user interface (GUI) that users can use to define inference rules. These inference rules detect sensor data patterns, and translate them to higher-order events. Rules can also be recursively combined to form an expressive and robust vocabulary for detecting real-world phenomena, thus enabling users to script higher level and relevant responses to distributed sensor stimuli. The Ubicorder’s mobile, handheld form-factor enables users to easily bring the device to the phenomena of interest, hence simultaneously observe or cause real-world stimuli and manipulate in-situ the event detection rules easily using its graphical interface. In a first-use user study, participants without any prior sensor network experience rated the Ubicorder highly for its usefulness and usability when interacting with a sensor network.Things That Think Consortiu

    Sonifications for digital audio workstations:Reflections on a participatory design approach

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    Presented at the 21st International Conference on Auditory Display (ICAD2015), July 6-10, 2015, Graz, Styria, Austria.Methods to engage users in the design process rely predominantly on visual techniques, such as paper prototypes, to facilitate the expression and communication of design ideas. The visual nature of these tools makes them inaccessible to people living with visual impairments. Additionally, while using visual means to express ideas for designing graphical interfaces is appropriate, it is harder to use them to articulate the design of non-visual displays. We applied a user-centred approach that incorporates various participatory design techniques to help make the design process accessible to visually impaired musicians and audio production specialists to examine how auditory displays, sonification and haptic interaction can support some of their activities. We describe this approach together with the resulting designs, and reflect on the benefits and challenges that we encountered when applying these techniques in the context of designing sonifications to support audio editing

    The MaggLite Post-WIMP Toolkit: Draw It, Connect It and Run It

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    International audienceThis article presents MaggLite, a toolkit and sketch-based interface builder allowing fast and interactive design of post-WIMP user interfaces. MaggLite improves design of advanced UIs thanks to its novel mixed-graph architecture that dynamically combines scene-graphs with interaction- graphs. Scene-graphs provide mechanisms to describe and produce rich graphical effects, whereas interaction-graphs allow expressive and fine-grained description of advanced interaction techniques and behaviors such as multiple pointers management, toolglasses, bimanual interaction, gesture, and speech recognition. Both graphs can be built interactively by sketching the UI and specifying the interaction using a dataflow visual language. Communication between the two graphs is managed at runtime by components we call Interaction Access Points. While developers can extend the toolkit by refining built-in generic mechanisms, UI designers can quickly and interactively design, prototype and test advanced user interfaces by applying the MaggLite principle: "draw it, connect it and run it"

    Third Conference on Artificial Intelligence for Space Applications, part 2

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    Topics relative to the application of artificial intelligence to space operations are discussed. New technologies for space station automation, design data capture, computer vision, neural nets, automatic programming, and real time applications are discussed

    Graphical Database Architecture For Clinical Trials

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    The general area of the research is Health Informatics. The research focuses on creating an innovative and novel solution to manage and analyze clinical trials data. It constructs a Graphical Database Architecture (GDA) for Clinical Trials (CT) using New Technology for Java (Neo4j) as a robust, a scalable and a high-performance database. The purpose of the research project is to develop concepts and techniques based on architecture to accelerate the processing time of clinical data navigation at lower cost. The research design uses a positivist approach to empirical research. The research is significant because it proposes a new approach of clinical trials through graph theory and designs a responsive structure of clinical data that can be deployed across all the health informatics landscape. It uniquely contributes to scholarly literature of the phenomena of Not only SQL (NoSQL) graph databases, mainly Neo4j in CT, for future research of clinical informatics. A prototype is created and examined to validate the concepts, taking advantage of Neo4jñ€ℱs high availability, scalability, and powerful graph query language (Cypher). This research study finds that integration of search methodologies and information retrieval with the graphical database provides a solid starting point to manage, query, and analyze the clinical trials data, furthermore the design and the development of a prototype demonstrate the conceptual model of this study. Likewise the proposed clinical trials ontology (CTO) incorporates all data elements of a standard clinical study which facilitate a heuristic overview of treatments, interventions, and outcome results of these studies

    1 Requirement Elicitation and Validation by Prototyping and Demonstrators User Interface Development in the Oil- and Gas Industry

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    Copyright © 2010 by Jan Magnus RĂžkke Incomplete or misinterpreted requirements are a significant source of customer and user dissatisfaction in development of software user interfaces. In these systems, where consideration of the human factor is a vital part of the development, the undertaking of understanding the real needs of the user must not be underestimated. Unfortunately, there are often organizational boundaries which restrict or limit the developer’s opportunities to communicate with the customer and stakeholders. The result is often a weak link between the stakeholder needs, system requirements and the realization of the user interface system. This paper addresses how an approach to requirements engineering based on a combination of rapid prototyping and demonstrator sessions can be used to elicit requirements and obtain early feedback and acceptance from system stakeholders. The method was conducted on a user interface development project for gas turbine driven generator- and compressor packages in operation at offshore oil-rigs. Stakeholders were presented with module prototypes with a varying degree of dynamics, simulation and interaction based on the stage of the development. Together with rationale based questioning, the demonstrator sessions provided a context for constructive discussions and feedback. The developers returned with a better understanding of the rationale for stakeholder need and clarification of misinterpreted or poorly defined requirements. This enabled us to create an application better aligned with customer and user needs and a minimal amount of rework and updates after system deployment
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