8 research outputs found

    Interfaces multi-touch para videojogos

    Get PDF
    As interfaces multi-touch têm vindo a ganhar cada vez mais importância nos dias actuais. Muitos produtos têm surgido que utilizam este tipo de interfaces devido ao facto de permitirem uma interacção natural com os produtos. A utilização deste tipo de interfaces pode melhorar drasticamente a qualidade de um dado produto. As mesas multi-touch são um bom exemplo de um produto que utiliza este tipo de interfaces de forma positiva. A área do entretenimento é uma das áreas que melhor pode aproveitar este tipo de interfaces. Os videojogos multi-touch são um exemplo de sucesso no uso destas interfaces, pois estas permitem que vários usuários interajam com uma dada aplicação ao mesmo tempo. A criação de um videojogo não é fácil, principalmente a criação de um jogo multijogadores. Mas devido a isso é um desafio encorajador, conseguir criar um jogo que incentive os usuários a interagirem entre si, quer seja com um objectivo comum, quer seja como adversários.The multi-touch interfaces have been gaining importance in the present days. Many products have emerged that use such interfaces because they allow a natural interaction with the products. The use of such interfaces can dramatically improve the quality of a given product. The multi-touch table is a good example of a product that uses this type of interfaces in a positive way. The entertainment area is one of the areas that can take advantage of this type of interfaces. The multi-touch videogames are an example of success in using these interfaces because they allow multiple users to interact with a given application at the same time. The creation of a videogame is not easy, particularly the creation of a multiplayer game. But because that, this is an encouraging challenge, be able to create a game that encourages users to interact with each other, whether with a common objective, whether as opponents

    Context-based multimodal interpretation : an integrated approach to multimodal fusion and discourse processing

    Get PDF
    This thesis is concerned with the context-based interpretation of verbal and nonverbal contributions to interactions in multimodal multiparty dialogue systems. On the basis of a detailed analysis of context-dependent multimodal discourse phenomena, a comprehensive context model is developed. This context model supports the resolution of a variety of referring and elliptical expressions as well as the processing and reactive generation of turn-taking signals and the identification of the intended addressee(s) of a contribution. A major goal of this thesis is the development of a generic component for multimodal fusion and discourse processing. Based on the integration of this component into three distinct multimodal dialogue systems, the generic applicability of the approach is shown.Diese Dissertation befasst sich mit der kontextbasierten Interpretation von verbalen und nonverbalen Gesprächsbeiträgen im Rahmen von multimodalen Dialogsystemen. Im Rahmen dieser Arbeit wird, basierend auf einer detaillierten Analyse multimodaler Diskursphänomene, ein umfassendes Modell des Gesprächskontextes erarbeitet. Dieses Modell soll sowohl die Verarbeitung einer Vielzahl von referentiellen und elliptischen Ausdrücken, als auch die Erzeugung reaktiver Aktionen wie sie für den Sprecherwechsel benötigt werden unterstützen. Ein zentrales Ziel dieser Arbeit ist die Entwicklung einer generischen Komponente zur multimodalen Fusion und Diskursverarbeitung. Anhand der Integration dieser Komponente in drei unterschiedliche Dialogsysteme soll der generische Charakter dieser Komponente gezeigt werden

    Interim research assessment 2003-2005 - Computer Science

    Get PDF
    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

    Get PDF

    Designing for the Cooperative Use of Multi-user, Multi-device Museum Exhibits.

    Full text link
    This work explores software-based museum exhibits that allow groups of visitors to employ their own personal mobile devices as impromptu user interfaces to the exhibits. Personal devices commandeered into service in this fashion are dubbed Opportunistic User Interfaces (O-UIs). Because visitors usually prefer to engage in shared learning experiences, emphasis is placed on how to design software interfaces to support collaborative learning. To study the issue, a Design-Based Research approach was taken to construct an externally valid exemplar of this type of exhibit, while also conducting more traditional experiments on specific features of the O-UI design. Three analyses, of – (1) museums as a context, (2) existing computer-based museum exhibits, and (3) computer support of collaborative processes in both work and classroom contexts – produced guidelines that informed the design of the software-based exhibit created as a testbed for O-UI design. The exhibit was refined via extensive formative testing on a museum floor. The experimental phase of this work examined the impact of O-UI design on (1) the visual attention and (2) collaborative learning behaviors of visitors. Specifically, an O-UI design that did not display any graphical output (the “simple” condition) was contrasted against an O-UI design that displayed multi-element, dynamically animated graphics (the “complex” condition). The “complex” O-UIs promoted poor visual attention management, an effect known as the heads-down phenomenon, wherein visitors get so enmeshed with their O-UIs that they miss out on the shared context, to the detriment of group outcomes. Despite this shortcoming, the “complex” O-UIs better promoted goal awareness, on-task interactions between visitors, and equity in participation and performance. The tight output coupling (visitors see only one shared display) of the “simple” O-UI condition promoted emergent competition, and it encouraged some visitors (especially males) to become more engaged than others. Two design recommendations emerge: (1) incorporating devices with private displays (O-UIs with output) as interfaces to a single large display better promotes collaboration (especially equity), and (2) O-UIs with “complex” displays may be used in museum exhibits, but visitors would benefit from mechanisms to encourage them to direct their attention to the shared display periodically.Ph.D.Computer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/61771/1/ltoth_1.pd
    corecore