779 research outputs found

    <em>SurfaceSlide</em>: A Multitouch Digital Pathology Platform

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    Background: Digital pathology provides a digital environment for the management and interpretation of pathological images and associated data. It is becoming increasing popular to use modern computer based tools and applications in pathological education, tissue based research and clinical diagnosis. Uptake of this new technology is stymied by its single user orientation and its prerequisite and cumbersome combination of mouse and keyboard for navigation and annotation.Methodology: In this study we developed SurfaceSlide, a dedicated viewing platform which enables the navigation and annotation of gigapixel digitised pathological images using fingertip touch. SurfaceSlide was developed using the Microsoft Surface, a 30 inch multitouch tabletop computing platform. SurfaceSlide users can perform direct panning and zooming operations on digitised slide images. These images are downloaded onto the Microsoft Surface platform from a remote server on-demand. Users can also draw annotations and key in texts using an on-screen virtual keyboard. We also developed a smart caching protocol which caches the surrounding regions of a field of view in multi-resolutions thus providing a smooth and vivid user experience and reducing the delay for image downloading from the internet. We compared the usability of SurfaceSlide against Aperio ImageScope and PathXL online viewer.Conclusion: SurfaceSlide is intuitive, fast and easy to use. SurfaceSlide represents the most direct, effective and intimate human–digital slide interaction experience. It is expected that SurfaceSlide will significantly enhance digital pathology tools and applications in education and clinical practice

    Interaction techniques for older adults using touchscreen devices : a literature review

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    International audienceSeveral studies investigated different interaction techniques and input devices for older adults using touchscreen. This literature review analyses the population involved, the kind of tasks that were executed, the apparatus, the input techniques, the provided feedback, the collected data and author's findings and their recommendations. As conclusion, this review shows that age-related changes, previous experience with technologies, characteristics of handheld devices and use situations need to be studied

    GAINE - A Portable Framework for the Development of Edutainment Applications Based on Multitouch and Tangible Interaction

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    In the last few years, Multitouch and Tangible User Interfaces have emerged as a powerful tool to integrate interactive surfaces and responsive spaces that embody digital information. Besides providing a natural interaction with digital contents, they allow the interaction of multiple users at the same time, thus promoting collaborative activities and information sharing. In particular, these characteristics have opened new exploration possibilities in the edutainment context, as witnessed by the many applications successfully developed in different areas, from children’s collaborative learning to interactive storytelling, cultural heritage and medical therapy support. However, due to the availability of different multitouch and tangible interaction technologies and of different target computing platforms, the development and deployment of such applications can be challenging. To this end, in this paper we present GAINE (tanGible Augmented INteraction for Edutainment), a software framework that enables rapid prototyping and development of tangible augmented applications for edutainment purposes. GAINE has two main features. First, it offers developers high-level context specific constructs that significantly reduces the implementation burden. Second, the framework is portable on different operating systems and offers independence from the underlying hardware and tracking technology. In this paper, we also discuss several case studies to show the effectiveness of GAINE in simplifying the development of entertainment and edutainment applications based on multitouch and tangible interaction

    AQUA-G: a universal gesture recognition framework

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    In this thesis, I describe a software architecture and implementation which is designed to ease the process of 1) developing gesture-enabled applications and 2) using multiple disparate interaction devices simultaneously to create gestures. Developing gesture-enabled applications from scratch can be a time-consuming process involving obtaining input from novel input devices, processing that input in order to recognize gestures, and connecting this information to the application. Previously, developers have turned to gesture recognition systems to assist them in developing these applications. However, existing systems to date are limited in flexibility and adaptability. I propose AQUA-G, a universal gesture recognition framework that utilizes a unified event architecture to communicate with a limitless variety of input devices. AQUA-G provides abstraction of gesture recognition and allows developers to write custom gestures. Its features have been driven in part by previous architectures and are partially based on a needs assessment with a sample of developers. This research contributes a scalable and reliable software system for gesture-enabled application development, which makes developing and prototyping novel interaction styles more accessible to a larger development community

    Stay-At-Home Motor Rehabilitation: Optimizing Spatiotemporal Learning on Low-Cost Capacitive Sensor Arrays

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    Repeated, consistent, and precise gesture performance is a key part of recovery for stroke and other motor-impaired patients. Close professional supervision to these exercises is also essential to ensure proper neuromotor repair, which consumes a large amount of medical resources. Gesture recognition systems are emerging as stay-at-home solutions to this problem, but the best solutions are expensive, and the inexpensive solutions are not universal enough to tackle patient-to-patient variability. While many methods have been studied and implemented, the gesture recognition system designer does not have a strategy to effectively predict the right method to fit the needs of a patient. This thesis establishes such a strategy by outlining the strengths and weaknesses of several spatiotemporal learning architectures combined with deep learning, specifically when low-cost, low-resolution capacitive sensor arrays are used. This is done by testing the immunity and robustness of those architectures to the type of variability that is common among stroke patients, investigating select hyperparameters and their impact on the architectures’ training progressions, and comparing test performance in different applications and scenarios. The models analyzed here are trained on a mixture of high-quality, healthy gestures and personalized, imperfectly performed gestures using a low-cost recognition system

    Virtual Collaborative Design Environment: Information structure and interfaces

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    The failure to identify design issues in early phases of construction projects has been identified as a significant cause of costly rework, as these issues can impact the building occupants’ abilities to efficiently perform their daily work tasks. Therefore, it is crucial to consider their feedback when design reviewing. To date, efforts have been made to involve building occupants via a variety of user-interfaces that provide different understandings of the project. One such example is Virtual Reality (VR), which increases building occupants’ spatial understanding. Another, is use of design guidelines, intended to support both end-users such as building occupants and also the design team in basing their decision-making on best-practice and ensuring compliance with design requirements. When used together, these different user-interfaces can complement each other by enabling, for instance, visualization of the furniture layout depicted in design guideline documents. However, few studies have identified what is required of a design tool capable of supporting both visualization of design and design-compliance via different user-interfaces. Therefore, the aim of this thesis is to advance the understanding of end-users’ involvement in virtual collaborative environments in the building design process. Accordingly, Design Science Research was applied with a two-fold purpose. First, to identify different stakeholders’ challenges that are faced in the design process and specifically how building occupants’ daily work tasks are considered in the design process. Secondly, the research methods such as workshops, semi-structured interviews and documentation analysis helped identify the requirements of a design tool that would enable this knowledge to be transferred and accessible at a cross-project level. The results show that the information structure and user-interface of design guidelines determine to a large degree how effectively compliance with requirements can be validated. An example is the absence of user-interfaces in design guidelines which prevents building occupants from gaining sufficient spatial understanding. This lack of spatial understanding results in them to being reliant on other project members, such as architects and facility planners, for providing input on the design. Moreover, the results show how cross-project knowledge is difficult to facilitate due to how design guidelines have not been created in relation to today’s digital design process. Therefore, this thesis bridges the concepts of integrating design guidelines and VR in the same design tool

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Supporting collaborative work using interactive tabletop

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    PhD ThesisCollaborative working is a key of success for organisations. People work together around tables at work, home, school, and coffee shops. With the explosion of the internet and computer systems, there are a variety of tools to support collaboration in groups, such as groupware, and tools that support online meetings. However, in the case of co-located meetings and face-to-face situations, facial expressions, body language, and the verbal communications have significant influence on the group decision making process. Often people have a natural preference for traditional pen-and-paper-based decision support solutions in such situations. Thus, it is a challenge to implement tools that rely advanced technological interfaces, such as interactive multi-touch tabletops, to support collaborative work. This thesis proposes a novel tabletop application to support group work and investigates the effectiveness and usability of the proposed system. The requirements for the developed system are based on a review of previous literature and also on requirements elicited from potential users. The innovative aspect of our system is that it allows the use of personal devices that allow some level of privacy for the participants in the group work. We expect that the personal devices may contribute to the effectiveness of the use of tabletops to support collaborative work. We chose for the purpose of evaluation experiment the collaborative development of mind maps by groups, which has been investigated earlier as a representative form of collaborative work. Two controlled laboratory experiments were designed to examine the usability features and associated emotional attitudes for the tabletop mind map application in comparison with the conventional pen-and-paper approach in the context of collaborative work. The evaluation clearly indicates that the combination of the tabletop and personal devices support and encourage multiple people working collaboratively. The comparison of the associated emotional attitudes indicates that the interactive tabletop facilitates the active involvement of participants in the group decision making significantly more than the use of the pen-and-paper conditions. The work reported here contributes significantly to our understanding of the usability and effectiveness of interactive tabletop applications in the context of supporting of collaborative work.The Royal Thai governmen
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