10,045 research outputs found

    CGAMES'2009

    Get PDF

    Tangible user interfaces : past, present and future directions

    Get PDF
    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 ļ¬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

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productā€™s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

    Full text link
    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

    Get PDF
    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

    Pseudo-haptics survey: Human-computer interaction in extended reality & teleoperation

    Get PDF
    Pseudo-haptic techniques are becoming increasingly popular in human-computer interaction. They replicate haptic sensations by leveraging primarily visual feedback rather than mechanical actuators. These techniques bridge the gap between the real and virtual worlds by exploring the brainā€™s ability to integrate visual and haptic information. One of the many advantages of pseudo-haptic techniques is that they are cost-effective, portable, and flexible. They eliminate the need for direct attachment of haptic devices to the body, which can be heavy and large and require a lot of power and maintenance. Recent research has focused on applying these techniques to extended reality and mid-air interactions. To better understand the potential of pseudo-haptic techniques, the authors developed a novel taxonomy encompassing tactile feedback, kinesthetic feedback, and combined categories in multimodal approaches, ground not covered by previous surveys. This survey highlights multimodal strategies and potential avenues for future studies, particularly regarding integrating these techniques into extended reality and collaborative virtual environments.info:eu-repo/semantics/publishedVersio

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
    • ā€¦
    corecore