1,418 research outputs found

    Dynamic Interactions for Network Visualization and Simulation

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    Most network visualization suites do not interact with a simulator, as it executes. Nor do they provide an effective user interface that includes multiple visualization functions. The subject of this research is to improve the network visualization presented in the previous research [5] adding these capabilities to the framework. The previous network visualization did not have the capability of altering specific visualization characteristics, especially when detailed observations needed to be made for a small part of a large network. Searching for a network event in this topology might cause large delays leading to lower quality user interface. In addition to shortfalls in handling complex network events, [5] did not provide dynamic user interactions since it did not have real-time interaction with a simulator. These shortfalls motivate the development of a new network visualization framework design that provides a more robust user interface, network observation tools and an interaction with the simulator. Our research presents the design, development and implementation of this new network visualization framework to enhance network scenarios and provide interaction with NS-2, as it executes. From the interface design perspective, this research presents a prototype design to ease the implementation process of the framework. The visualization functions such as clustering, filtering, labeling and color coding help accessing network objects and events, supporting four tabs consisting of buttons, menus, and sliders. The new network visualization framework design gives the ability to handle the inherent complexity of large networks, allowing the user to interact with the current display of the framework, alter visualization parameters and control the network through the visualization. In our application, multiple visualizations are linked to NS-2 to build execution scenarios which let to test clustering, filtering, labeling functionalities on separate visualization screens, as NS-2 progresses

    Human–Machine Interface in Transport Systems: An Industrial Overview for More Extended Rail Applications

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    This paper provides an overview of Human Machine Interface (HMI) design and command systems in commercial or experimental operation across transport modes. It presents and comments on different HMIs from the perspective of vehicle automation equipment and simulators of different application domains. Considering the fields of cognition and automation, this investigation highlights human factors and the experiences of different industries according to industrial and literature reviews. Moreover, to better focus the objectives and extend the investigated industrial panorama, the analysis covers the most effective simulators in operation across various transport modes for the training of operators as well as research in the fields of safety and ergonomics. Special focus is given to new technologies that are potentially applicable in future train cabins, e.g., visual displays and haptic-shared controls. Finally, a synthesis of human factors and their limits regarding support for monitoring or driving assistance is propose

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei piĂč comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilitĂ  innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di lĂ  dello schermo dei computer o degli smartphone. PoichĂ© l’interazione gestuale tangibile Ăš un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalitĂ  di interazione con il sistema di infotainment. Per il secondo campo di applicazione, Ăš stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, Ăš stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Survey on Individual Differences in Visualization

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    Developments in data visualization research have enabled visualization systems to achieve great general usability and application across a variety of domains. These advancements have improved not only people's understanding of data, but also the general understanding of people themselves, and how they interact with visualization systems. In particular, researchers have gradually come to recognize the deficiency of having one-size-fits-all visualization interfaces, as well as the significance of individual differences in the use of data visualization systems. Unfortunately, the absence of comprehensive surveys of the existing literature impedes the development of this research. In this paper, we review the research perspectives, as well as the personality traits and cognitive abilities, visualizations, tasks, and measures investigated in the existing literature. We aim to provide a detailed summary of existing scholarship, produce evidence-based reviews, and spur future inquiry

    Teaching and Technology Techniques for Teachers In Online Learning Environments

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    When developing and delivering instruction, whether online or not, the use of technology is secondary to well-designed learning goals and objectives. What distinguishes online instruction and technology in the classroom from entertainment or recreation is the conceptual development of teaching techniques based on solid learning theories. This paper proposes a conceptual framework for implementing teaching and technology techniques for online learning environments

    A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories

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    There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers’ interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
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