4,124 research outputs found

    CGAMES'2009

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    Multimodal Content Delivery for Geo-services

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    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials

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    Current research is inspired by the impact of digital media on disciplinary division. Sim- ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani- ties as fundamental contributors in the process of making. Steaming from a design perspective, the intersection between art (design) and science, questions if these relations can open per- spectives on the matter of designing within a U.C. context, and fundamentally, introduces the question on how this can be done Furthermore, the motivation for this research arises from considering that innovation in technology is happening in the fields typically identified as engineering. And, despite this, the in-corporation of these inventions in life, considering some discussed exceptions, has not typ- ically been present in the concerns of design action and methods. Therefore, the challenge of current research is to contribute to the realm of ubiquitous computing, routed by design, to some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there is the realization that there is minority presence of the humanities in the discussion of U.C. (Dourish and Bell, 2011). Technological disruption offers continuous inspiration for design innovation within U.C. Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano- technology and traditional materials. Nanotechnology is applied to project development, while considering a human centred design approach. This focus is present throughout this disserta- tion. The research proposal describes SuberSkin, as a responsive surface that works as a screen. The exploration of aesthetical effects is focused on visual properties – using high con- trast between natural cork colors, dark and light brown. The proposal is highly experimental, and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus, recreating and transforming this material into an intelligent surface. In sum, this thesis discusses displacement of disciplines suggested as having a positive impact in interdisciplinary thought and for future design. Therefore a methodology, "research through techne" is presented that illustrates this intention.A presente pesquisa Ă© inspirada pelo impacto exercido pelos media digitais na divisĂŁo disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciĂȘncia aplicada) em considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo de uma perspectiva de design e da interseção entre arte (design) e ciĂȘncia, questiona-se se essas relaçÔes poderĂŁo abrir perspectivas na criação no Ăąmbito da Computação UbĂ­qua. Fun- damentalmente, introduz a questĂŁo de como poderĂĄ ser feito. A motivação para esta pesquisa decorre de considerar que a inovação tecnolĂłgica acontece nas ĂĄreas normalmente identificadas como engenharia. E, apesar disso, a incor- poração dessas invençÔes na vida, considerando as exceçÔes discutidas, normalmente nĂŁo estĂĄ presente nas preocupaçÔes, ação e mĂ©todos de design. Portanto, o desafio da pesquisa Ă© con- tribuir para o domĂ­nio da Computação UbĂ­qua, orientada pelo design. Uma anĂĄlise mais pro- funda sobre o tema da Computação Ubiqua, constata que hĂĄ na sua discussĂŁo uma presença minoritĂĄria das humanidades (Dourish e Bell, 2011). A disrupção tecnolĂłgica oferece inspiração contĂ­nua para inovação de design, e o mesmo se aplica no Ăąmbito da Computação UbĂ­qua. AlĂ©m disso, a pesquisa intitulada como “material turn” contextualiza um diĂĄlogo entre a nanotecnologia e os materiais tradicionais. A nanotecnologia Ă© aplicada ao desenvolvimento de projetos, considerando uma abordagem de design centrada no ser humano. Este foco estĂĄ presente ao longo desta dissertação. O projecto de pesquisa descreve SuberSkin, uma superfĂ­cie responsiva. A exploração centra-se nos efeitos estĂ©ticos da cortiça, recorrendo a um contraste entre as suas cores natu- rais: castanho escuro e claro. A proposta Ă© experimental e, em Ășltima anĂĄlise, visa explorar potenciais linhas de investigação ligando a cortiça Ă  Computação UbĂ­qua. E assim, recriar e transformar este material numa superfĂ­cie inteligente. Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi- tivo no pensamento interdisciplinar e no futuro da prĂĄtica do design. Consequentemente, apresenta uma metodologia, "investigação atravĂ©s da techne" que a exemplifica

    Toward an affect-sensitive multimodal human-computer interaction

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    The ability to recognize affective states of a person... This paper argues that next-generation human-computer interaction (HCI) designs need to include the essence of emotional intelligence -- the ability to recognize a user's affective states -- in order to become more human-like, more effective, and more efficient. Affective arousal modulates all nonverbal communicative cues (facial expressions, body movements, and vocal and physiological reactions). In a face-to-face interaction, humans detect and interpret those interactive signals of their communicator with little or no effort. Yet design and development of an automated system that accomplishes these tasks is rather difficult. This paper surveys the past work in solving these problems by a computer and provides a set of recommendations for developing the first part of an intelligent multimodal HCI -- an automatic personalized analyzer of a user's nonverbal affective feedback
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