456 research outputs found

    Control Mechanisms for First Person Shooter Games on PDA

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    This paper explores novel interfaces for First Person Shooting (FPS) games on Personal Digital Assistant (PDA) devices. We describe a new approach inspired by a study of the interaction patterns used in desktop FPS games. Intelligent gesture recognition, based on these patterns, is used to create an optimal implementation of basic game functions (i.e., jump, shoot, walk forward). This new interaction system is evaluated through a prototype 3D FPS game. We believe the newly designed interface more adequately leverages the interaction capabilities of current PDAs, to better solve the problem of rapidly and accurately executing a large number of gaming commands

    A novel interface for first person shooter games on personal digital assistant devices

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    Includes abstract.Includes bibliographical references (leaves 71-73).The main aim of this study is to enhance the playability of games on current standard PDA devices. The newly designed interface more effectively leverages current well-established devices, which solves the problem of rapidly and accurately executing a large number of gaming commands. The outcomes of this research are beneficial for interface design of mobile applications

    Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.

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    EXECUTIVE SUMMARY The Children’s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes. The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise. The emergent findings are: • Data collected about physical activity must be more extensive than simple step counts. • Data collection technologies for activities must be ubiquitous but invisible. • Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating. • participants were very open to sharing information (privacy was not a concern). • Authority figures have a significant impact on restricting adolescents’ use of technologies. This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood. The appendices provide the detailed (anonymised) data collected during the study and the background literature review

    Keeping Current: Staying Abreast of Legal Topics Plus a Sneak Peek at Emerging Technologies

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    There are several ways to keep current with the latest legal news and trends. One of the simplest methods is to become familiar with legal news web sites and visit them regularly. Many legal news web sites offer the option for visitors to sign up for e-mail alerts that can provide up-to-the-minute news delivered to your e-mail inbox. It is also possible to use a combination of web resources and e-mail to monitor court dockets. If you need in-depth information about a topic, you might consider joining a legal listserv or e-mail discussion list. Finally a recent strategy for staying on top of current legal topics is to become acquainted with legal blogs and how to access them. The latest expansion of blogging that is useful for obtaining current information is podcasting or sending soundfiles via the Internet. It’s important to note that in today’s wired world that many people report being overwhelmed by information especially in electronic format. Rather than try to regularly use all of the methods and resources described below, my suggestion is that you sample them and try to figure out which ones best suit your needs. You should probably limit yourself to a few current awareness resources daily. Don’t forget to take time to contemplate the implications of the news you discover and try not to allow your attention to get too fragmented

    Designing to support impression management

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    This work investigates impression management and in particular impression management using ubiquitous technology. Generally impression management is the process through which people try to influence the impressions that others have about them. In particular, impression management focuses on the flow of information between a performer and his/her audience, with control over what is presented to whom being of the utmost importance when trying to create the appropriate impression. Ubiquitous technology has provided opportunities for individuals to present themselves to others. However, the disconnection between presenter and audience over both time and space can result in individuals being misrepresented. This thesis outlines two important areas when trying to control the impression one gives namely, hiding and revealing, and accountability. By exploring these two themes the continuous evolution and dynamic nature of controlling the impression one gives is explored. While this ongoing adaptation is recognised by designers they do not always create technology that is sufficiently dynamic to support this process. As a result, this work attempts to answer three research questions: RQ1: How do users of ubicomp systems appropriate recorded data from their everyday activity and make it into a resource for expressing themselves to others in ways that are dynamically tailored to their ongoing social context and audience? RQ2: What technology can be built to support ubicomp system developers to design and develop systems to support appropriation as a central part of a useful or enjoyable user experience? RQ3: What software architectures best suit this type of appropriated interaction and developers’ designing to support such interaction? Through a thorough review of existing literature, and the extensive study of several large ubicomp systems, the issues when presenting oneself through technology are identified. The main issues identified are hiding and revealing, and accountability. These are built into a framework that acts as a reference for designers wishing to support impression management. An architecture for supporting impression management has also been developed that conforms to this framework and its evolution is documented later in the thesis. A demonstration of this architecture in a multi-player mobile experience is subsequently presented

    Mixed reality entertainment with wearable computers

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    Master'sMASTER OF ENGINEERIN

    Mental vision:a computer graphics platform for virtual reality, science and education

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    Despite the wide amount of computer graphics frameworks and solutions available for virtual reality, it is still difficult to find a perfect one fitting at the same time the many constraints of research and educational contexts. Advanced functionalities and user-friendliness, rendering speed and portability, or scalability and image quality are opposite characteristics rarely found into a same approach. Furthermore, fruition of virtual reality specific devices like CAVEs or wearable systems is limited by their costs and accessibility, being most of these innovations reserved to institutions and specialists able to afford and manage them through strong background knowledge in programming. Finally, computer graphics and virtual reality are a complex and difficult matter to learn, due to the heterogeneity of notions a developer needs to practice with before attempting to implement a full virtual environment. In this thesis we describe our contributions to these topics, assembled in what we called the Mental Vision platform. Mental Vision is a framework composed of three main entities. First, a teaching/research oriented graphics engine, simplifying access to 2D/3D real-time rendering on mobile devices, personal computers and CAVE systems. Second, a series of pedagogical modules to introduce and practice computer graphics and virtual reality techniques. Third, two advanced VR systems: a wearable, lightweight and handsfree mixed reality setup, and a four sides CAVE designed through off the shelf hardware. In this dissertation we explain our conceptual, architectural and technical approach, pointing out how we managed to create a robust and coherent solution reducing complexity related to cross-platform and multi-device 3D rendering, and answering simultaneously to contradictory common needs of computer graphics and virtual reality for researchers and students. A series of case studies evaluates how Mental Vision concretely satisfies these needs and achieves its goals on in vitro benchmarks and in vivo scientific and educational projects

    USER INTERFACES FOR MOBILE DEVICES: TECHNIQUES AND CASE STUDIES

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    The interactive capabilities of portable devices that are nowadays increasingly available, enable mobile computing in diverse contexts. However, in order to fully exploit the potentialities of such technologies and to let end users benefit from them, effective and usable techniques are still needed. In general, differences in capabilities, such as computational power and interaction resources, lead to an heterogeneity that is sometimes positively referred to as device diversity but also, negatively, as device fragmentation. When designing applications for mobile devices, besides general rules and principles of usability, developers cope with further constraints. Restricted capabilities, due to display size, input modality and computational power, imply important design and implementation choices in order to guarantee usability. In addition, when the application is likely to be used by subjects affected by some impairment, the system has also to comply with accessibility requirements. The aim of this dissertation is to propose and discuss examples of such techniques, aimed to support user interfaces on mobile devices, by tackling design, development and evaluation of specific solutions for portable terminals as well as for enabling interoperability across diverse devices (including desktops, handhelds, smartphones). Usefulness and usability aspects are taken into great consideration by the main research questions that drove the activities of the study. With respect the such questions, the three central chapters of the dissertation are respectively aimed at evaluating: hardware/software solutions for edutainment and accessibility in mobile museum guides, visualization strategies for mobile users visiting smart environments, and techniques for user interface migration across diverse devices in multi-user contexts. Motivations, design, implementation and evaluation about a number of solutions aimed to support several dimensions of user interfaces for mobile devices are widely discussed throughout the dissertation, and some findings are drawn. Each one of the prototypes described in the following chapters has been entirely developed within the research activities of the laboratory where the author performed his PhD. Most activities were related to tasks of international research projects and the organization of this dissertation reflects their evolution chronology
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