1,088 research outputs found

    Projected fiducial markers for dynamic content display on guided tours

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    In this paper, we present a novel interaction technique – combining mobile projection and visible, fiducial marker based information display. We vision it to be suitable for small groups e.g. for narrative playful experiences and guided on places, where physical tags would be disturbing. This interaction technique, where one person (guide) is projecting a marker and other users can read it with their mobile devices, enables in situ information delivery while the guide can control the dynamics of the situation. We present an example use case of using the interaction technique on a guided tour, and a preliminary results from the user evaluatio

    Performative Technologies for Heritage Site Regeneration

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    Eyes-Off Physically Grounded Mobile Interaction

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    This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Exploring Immersive Learning Experiences: A Survey

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    Immersive technologies have been shown to significantly improve learning as they can simplify and simulate complicated concepts in various fields. However, there is a lack of studies that analyze the recent evidence-based immersive learning experiences applied in a classroom setting or offered to the public. This study presents a systematic review of 42 papers to understand, compare, and reflect on recent attempts to integrate immersive technologies in education using seven dimensions: application field, the technology used, educational role, interaction techniques, evaluation methods, and challenges. The results show that most studies covered STEM (science, technology, engineering, math) topics and mostly used head-mounted display (HMD) virtual reality in addition to marker-based augmented reality, while mixed reality was only represented in two studies. Further, the studies mostly used a form of active learning, and highlighted touch and hardware-based interactions enabling viewpoint and select tasks. Moreover, the studies utilized experiments, questionnaires, and evaluation studies for evaluating the immersive experiences. The evaluations show improved performance and engagement, but also point to various usability issues. Finally, we discuss implications and future research directions, and compare our findings with related review studies

    Exploring information delivery on a guided tour using mobile projection and visual markers

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    We present an in-the-wild user study (n=27) investigating the combination of two mobile technologies – picoprojectors and marker based information browsing. We studied a tour, where the tour guide used combinations of fixed and projected elements to present information, and compare four cases: A) as a baseline, a traditional paper poster, B) a projected poster, C) a printed paper fiducial marker, viewed through a mobile device browser application, and D) a projected fiducial marker viewed through a mobile device browser application. As a contribution, we present a novel approach to ad hoc projection of markers, and the findings of the user study. Here, the salient findings suggest that the techniques using markers have the potential to enhance the tour participants’ engagement with the tour guide, attention, group cohesion and responsiveness to contextual factors, but face practical challenges due to lighting conditions and image stability

    ACM Classification Keywords

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    In many contexts, pen and paper are the ideal option for collecting information despite the pervasiveness of mobile devices. Reasons include the unconstrained nature of sketching or handwriting, as well as the tactility of moving a pen over a paper that supports very fine granular control of the pen. In particular in the context of hospitals, many writing and note taking tasks are still performed using pen and paper. However, often this requires time-consuming transcription into digital form for the sake of documentation. We present Penbook – a system providing a touch screen together with a built-in projector integrated with a wireless pen and a projection screen augmented with Anoto paper. This allows using the pen to write or sketch digital information with light on the projection surface while having the distinct tactility of a pen moving over paper. The touch screen can be used in parallel with the projected information turning the tablet into a dual-display device. In this paper, we present the Penbook concept, detail specific applications in a hospital context, and present a prototype implementation of Penbook

    Expanding the magic circle in pervasive casual play

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    Dissertação para obtenção do Grau de Doutor em InformĂĄticaIn this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore di-verse real world elements. We focused on sound, video, physiological data, ac-celerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or foreseen in the near future, in devices like computers or mobile phones, thus fitting the profile of casual players who are usually not willing to invest in expensive or specialized hardware just for the sake of playing a game. By resorting to real world elements, the screen is no longer the only focus of the player’s attention because reality also influences the outcome of the game. Here, we describe how the insertion of real world elements affected the role of the screen as the primary focus of the player’s attention. Games happen inside a magic circle that spatially and temporally delimits the game from the ordinary world. J. Huizinga, the inventor of the magic circle concept, also leaves implicit a social demarcation, separating who is playing the game from who is not playing the game [1]. In this document, we show how the insertion of real world elements blurred the spatial, temporal and social limits, in our games. Through this fusion with the ordinary world, the fictional game world integrates with reality, instead of being isolated from it. We also present an analysis about integration with the real world and context data in casual en-tertainment.Fundação para a CiĂȘncia e a Tecnologia - grant SFRH/BD/61085/200

    Connecting the dots: information visualization and text analysis of the Searchlight Project newsletters

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    This report is the product of the Pardee Center’s work on the Searchlight:Visualization and Analysis of Trend Data project sponsored by the Rockefeller Foundation. Part of a larger effort to analyze and disseminate on-the-ground information about important societal trends as reported in a large number of regional newsletters developed in Asia, Africa and the Americas specifically for the Foundation, the Pardee Center developed sophisticated methods to systematically review, categorize, analyze, visualize, and draw conclusions from the information in the newsletters.The Rockefeller Foundatio
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