862 research outputs found

    Physical sketching tools and techniques for customized sensate surfaces

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    Sensate surfaces are a promising avenue for enhancing human interaction with digital systems due to their inherent intuitiveness and natural user interface. Recent technological advancements have enabled sensate surfaces to surpass the constraints of conventional touchscreens by integrating them into everyday objects, creating interactive interfaces that can detect various inputs such as touch, pressure, and gestures. This allows for more natural and intuitive control of digital systems. However, prototyping interactive surfaces that are customized to users' requirements using conventional techniques remains technically challenging due to limitations in accommodating complex geometric shapes and varying sizes. Furthermore, it is crucial to consider the context in which customized surfaces are utilized, as relocating them to fabrication labs may lead to the loss of their original design context. Additionally, prototyping high-resolution sensate surfaces presents challenges due to the complex signal processing requirements involved. This thesis investigates the design and fabrication of customized sensate surfaces that meet the diverse requirements of different users and contexts. The research aims to develop novel tools and techniques that overcome the technical limitations of current methods and enable the creation of sensate surfaces that enhance human interaction with digital systems.Sensorische OberflĂ€chen sind aufgrund ihrer inhĂ€renten IntuitivitĂ€t und natĂŒrlichen BenutzeroberflĂ€che ein vielversprechender Ansatz, um die menschliche Interaktionmit digitalen Systemen zu verbessern. Die jĂŒngsten technologischen Fortschritte haben es ermöglicht, dass sensorische OberflĂ€chen die BeschrĂ€nkungen herkömmlicher Touchscreens ĂŒberwinden, indem sie in AlltagsgegenstĂ€nde integriert werden und interaktive Schnittstellen schaffen, die diverse Eingaben wie BerĂŒhrung, Druck, oder Gesten erkennen können. Dies ermöglicht eine natĂŒrlichere und intuitivere Steuerung von digitalen Systemen. Das Prototyping interaktiver OberflĂ€chen, die mit herkömmlichen Techniken an die BedĂŒrfnisse der Nutzer angepasst werden, bleibt jedoch eine technische Herausforderung, da komplexe geometrische Formen und variierende GrĂ¶ĂŸen nur begrenzt berĂŒcksichtigt werden können. DarĂŒber hinaus ist es von entscheidender Bedeutung, den Kontext, in dem diese individuell angepassten OberflĂ€chen verwendet werden, zu berĂŒcksichtigen, da eine Verlagerung in Fabrikations-Laboratorien zum Verlust ihres ursprĂŒnglichen Designkontextes fĂŒhren kann. Zudem stellt das Prototyping hochauflösender sensorischer OberflĂ€chen aufgrund der komplexen Anforderungen an die Signalverarbeitung eine Herausforderung dar. Diese Arbeit erforscht dasDesign und die Fabrikation individuell angepasster sensorischer OberflĂ€chen, die den diversen Anforderungen unterschiedlicher Nutzer und Kontexte gerecht werden. Die Forschung zielt darauf ab, neuartigeWerkzeuge und Techniken zu entwickeln, die die technischen BeschrĂ€nkungen derzeitigerMethoden ĂŒberwinden und die Erstellung von sensorischen OberflĂ€chen ermöglichen, die die menschliche Interaktion mit digitalen Systemen verbessern

    Phrasing Bimanual Interaction for Visual Design

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    Architects and other visual thinkers create external representations of their ideas to support early-stage design. They compose visual imagery with sketching to form abstract diagrams as representations. When working with digital media, they apply various visual operations to transform representations, often engaging in complex sequences. This research investigates how to build interactive capabilities to support designers in putting together, that is phrasing, sequences of operations using both hands. In particular, we examine how phrasing interactions with pen and multi-touch input can support modal switching among different visual operations that in many commercial design tools require using menus and tool palettes—techniques originally designed for the mouse, not pen and touch. We develop an interactive bimanual pen+touch diagramming environment and study its use in landscape architecture design studio education. We observe interesting forms of interaction that emerge, and how our bimanual interaction techniques support visual design processes. Based on the needs of architects, we develop LayerFish, a new bimanual technique for layering overlapping content. We conduct a controlled experiment to evaluate its efficacy. We explore the use of wearables to identify which user, and distinguish what hand, is touching to support phrasing together direct-touch interactions on large displays. From design and development of the environment and both field and controlled studies, we derive a set methods, based upon human bimanual specialization theory, for phrasing modal operations through bimanual interactions without menus or tool palettes

    The tool space

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    Visions of futuristic desktop computer work spaces have often incorporated large interactive surfaces that either integrate into or replace the prevailing desk setup with displays, keyboard and mouse. Such visions often connote the distinct characteristics of direct touch interaction, e.g. by transforming the desktop into a large touch screen that allows interacting with content using one’s bare hands. However, the role of interactive surfaces for desktop computing may not be restricted to enabling direct interaction. Especially for prolonged interaction times, the separation of visual focus and manual input has proven to be ergonomic and is usually supported by vertical monitors and separate – hence indirect – input devices placed on the horizontal desktop. If we want to maintain this ergonomically matured style of computing with the introduction of interactive desktop displays, the following question arises: How can and should this novel input and output modality affect prevailing interaction techniques. While touch input devices have been used for decades in desktop computing as track pads or graphic tablets, the dynamic rendering of content and increasing physical dimensions of novel interactive surfaces open up new design opportunities for direct, indirect and hybrid touch input techniques. Informed design decisions require a careful consideration of the relationship between input sensing, visual display and applied interaction styles. Previous work in the context of desktop computing has focused on understanding the dual-surface setup as a holistic unit that supports direct touch input and allows the seamless transfer of objects across horizontal and vertical surfaces. In contrast, this thesis assumes separate spaces for input (horizontal input space) and output (vertical display space) and contributes to the understanding of how interactive surfaces can enrich indirect input for complex tasks, such as 3D modeling or audio editing. The contribution of this thesis is threefold: First, we present a set of case studies on user interface design for dual-surface computer workspaces. These case studies cover several application areas such as gaming, music production and analysis or collaborative visual layout and comprise formative evaluations. On the one hand, these case studies highlight the conflict that arises when the direct touch interaction paradigm is applied to dual-surface workspaces. On the other hand, they indicate how the deliberate avoidance of established input devices (i.e. mouse and keyboard) leads to novel design ideas for indirect touch-based input. Second, we introduce our concept of the tool space as an interaction model for dual-surface workspaces, which is derived from a theoretical argument and the previous case studies. The tool space dynamically renders task-specific input areas that enable spatial command activation and increase input bandwidth through leveraging multi-touch and two-handed input. We further present evaluations of two concept implementations in the domains 3D modeling and audio editing which demonstrate the high degrees of control, precision and sense of directness that can be achieved with our tools. Third, we present experimental results that inform the design of the tool space input areas. In particular, we contribute a set of design recommendations regarding the understanding of two-handed indirect multi-touch input and the impact of input area form factors on spatial cognition and navigation performance.Zukunftsvisionen thematisieren zuweilen neuartige, auf großen interaktiven OberflĂ€chen basierende ComputerarbeitsplĂ€tze, wobei etablierte PC-Komponenten entweder ersetzt oder erweitert werden. Oft schwingt bei derartigen Konzepten die Idee von natĂŒrlicher oder direkter Toucheingabe mit, die es beispielsweise erlaubt mit den Fingern direkt auf virtuelle Objekte auf einem großen Touchscreen zuzugreifen. Die Eingabe auf interaktiven OberflĂ€chen muss aber nicht auf direkte Interaktionstechniken beschrĂ€nkt sein. Gerade bei lĂ€ngerer Benutzung ist aus ergonomischer Sicht eine Trennung von visuellem Fokus und manueller Eingabe von Vorteil, wie es zum Beispiel bei der Verwendung von Monitoren und den gĂ€ngigen EingabegerĂ€ten der Fall ist. Soll diese Art der Eingabe auch bei ComputerarbeitsplĂ€tzen unterstĂŒtzt werden, die auf interaktiven OberflĂ€chen basieren, dann stellt sich folgende Frage: Wie wirken sich die neuen Ein- und AusgabemodalitĂ€ten auf vorherrschende Interaktionstechniken aus? Toucheingabe kommt beim klassischen Desktop-Computing schon lange zur Anwendung: Im Gegensatz zu sogenannten Trackpads oder Grafiktabletts eröffnen neue interaktive OberflĂ€chen durch ihre visuellen Darstellungsmöglichkeiten und ihre GrĂ¶ĂŸe neue Möglichkeiten fĂŒr das Design von direkten, indirekten oder hybriden Eingabetechniken. Fundierte Designentscheidungen erfordern jedoch eine sorgfĂ€ltige Auseinandersetzung mit Ein- und Ausgabetechnologien sowie adequaten Interaktionsstilen. Verwandte Forschungsarbeiten haben sich auf eine konzeptuelle Vereinheitlichung von Arbeitsbereichen konzentriert, die es beispielsweise erlaubt, digitale Objekte mit dem Finger zwischen horizontalen und vertikalen Arbeitsbereichen zu verschieben. Im Gegensatz dazu geht die vorliegende Arbeit von logisch und rĂ€umlich getrennten Bereichen aus: Die horizontale interaktive OberflĂ€che dient primĂ€r zur Eingabe, wĂ€hrend die vertikale als Display fungiert. Insbesondere trĂ€gt diese Arbeit zu einem VerstĂ€ndnis bei, wie durch eine derartige Auffassung interaktiver OberflĂ€chen komplexe Aufgaben, wie zum Beispiel 3D-Modellierung oder Audiobearbeitung auf neue und gewinnbringende Art und Weise unterstĂŒtzt werden können. Der wissenschaftliche Beitrag der vorliegenden Arbeit lĂ€sst sich in drei Bereiche gliedern: ZunĂ€chst werden Fallstudien prĂ€sentiert, die anhand konkreter Anwendungen (z.B. Spiele, Musikproduktion, kollaboratives Layout) neuartige Nutzerschnittstellen fĂŒr ComputerarbeitsplĂ€tze explorieren und evaluieren, die horizontale und vertikale interaktive OberflĂ€chen miteinander verbinden. Einerseits verdeutlichen diese Fallstudien verschiedene Konflikte, die bei der Anwendung von direkter Toucheingabe an solchen ComputerarbeitsplĂ€tzen hervorgerufen werden. Andererseits zeigen sie auf, wie der bewusste Verzicht auf etablierte EingabegerĂ€te zu neuen Toucheingabe-Konzepten fĂŒhren kann. In einem zweiten Schritt wird das Toolspace-Konzept als Interaktionsmodell fĂŒr ComputerarbeitsplĂ€tze vorgestellt, die auf einem Verbund aus horizontaler und vertikaler interaktiver OberflĂ€che bestehen. Dieses Modell ergibt sich aus den vorangegangenen Fallstudien und wird zusĂ€tzlich theoretisch motiviert. Der Toolspace stellt anwendungsspezifische und dynamische EingabeflĂ€chen dar, die durch rĂ€umliche Aktivierung und die UnterstĂŒtzung beidhĂ€ndiger Multitouch-Eingabe die Eingabebandbreite erhöhen. Diese Idee wird anhand zweier Fallstudien illustriert und evaluiert, die zeigen, dass dadurch ein hohes Maß an Kontrolle und Genauigkeit erreicht sowie ein GefĂŒhl von Direktheit vermittelt wird. Zuletzt werden Studienergebnisse vorgestellt, die Erkenntnisse zum Entwurf von EingabeflĂ€chen im Tool Space liefern, insbesondere zu den Themen beidhĂ€ndige indirekte Multitouch-Eingabe sowie zum Einfluss von Formfaktoren auf rĂ€umliche Kognition und Navigation

    A videoconferencing tandem exchange involving adult learners of english and spanish as foreign languages : an interactionist perspective

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    Pour les fins de la prĂ©sente Ă©tude, des vidĂ©oconfĂ©rences ayant pour objectif l‘apprentissage en tandem par le jumelage dâ€˜Ă©tudiants universitaires de l‘anglais langue Ă©trangĂšre et de l‘espagnol langue Ă©trangĂšre ont Ă©tĂ© soumises Ă  l‘analyse. Partant du cadre notionnel interactionniste (Ellis et al., 2001a; Loewen, 2005; Long, 1980; Varonis & Gass, 1985), elle vise Ă  examiner quatre phĂ©nomĂšnes: 1. les lacunes remarquĂ©es par les sujets dans leur propre interlangue, c‘est-Ă -dire la production dâ€˜Ă©pisodes visant la forme/EVF pendant qu‘ils transigent le sens au cours des vidĂ©oconfĂ©rences avec tĂąches d‘apprentissage par jumelage de l‘anglais langue Ă©trangĂšre et de l‘espagnol langue Ă©trangĂšre; 2. l‘effet produit ultĂ©rieurement sur l‘apprentissage langagier quand l‘apprenant remarque lesdites lacunes Ă©pisodiquement; 3. les caractĂ©ristiques des EVF permettant le mieux de prĂ©dire lâ€˜Ă©volution de l‘apprentissage d‘une langue seconde dans le contexte de l‘utilisation des vidĂ©oconfĂ©rences; 4. les sources d‘appui auxquelles les sujets ont eu recours pour tirer le meilleur parti des possibilitĂ©s d‘apprentissage qui se prĂ©sentent dans une vidĂ©oconfĂ©rence d‘apprentissage jumelĂ©. Cinq Ă©tudiants hispanophones d‘une universitĂ© mexicaine apprenant l‘anglais langue seconde au niveau intermĂ©diaire ont Ă©tĂ© jumelĂ©s avec cinq Ă©tudiants anglophones d‘une universitĂ© amĂ©ricaine apprenant l‘espagnol au niveau intermĂ©diaire. Les sĂ©ances d‘apprentissage par jumelage sur vidĂ©oconfĂ©rence avaient pour point de dĂ©part sept tĂąches sur des thĂšmes susceptibles d‘intĂ©resser les sujets, Ă  effectuer en conversation libre. Les donnĂ©es recueillies sur dix semaines Ă©manent de trois sources principales: la transcription des vidĂ©oconfĂ©rences (570 pages), des tests effectuĂ©s aprĂšs les sĂ©ances, soit immĂ©diatement ou avec intervalle d‘attente, et un questionnaire. GrĂące Ă  l‘analyse des transcriptions effectuĂ©es dans le cadre Ă©laborĂ© par Loewen (2005) pour l‘analyse des EVF, il a Ă©tĂ© possible de constater que dans les rencontres d‘apprentissage jumelĂ©es les Ă©tudiants produisaient une quantitĂ© importante de tels Ă©pisodes, autant du cĂŽtĂ© espagnol qu‘anglais langue Ă©trangĂšre (915 en tout). Les rĂ©sultats pour tous les objets linguistiques de type EVF faisant l‘objet de tests effectuĂ©s aprĂšs les rencontres ont Ă©tĂ© rĂ©unis afin de permettre la rĂ©alisation d‘une analyse Équations d‘estimation gĂ©nĂ©ralisĂ©es (EEG). L‘analyse des tests effectuĂ©s immĂ©diatement aprĂšs les rencontres d‘apprentissage jumelĂ©s et de ceux effectuĂ©s avec un intervalle d‘attente rĂ©vĂšle que dans les deux cas, les sujets se rappelaient plus de la moitiĂ© des objets linguistiques visĂ©s, soient des EVF. Bien que la quantitĂ© de tels objets dont les sujets se rappelaient aux tests effectuĂ©s avec un intervalle d‘attente Ă©tait moindre, cette diffĂ©rence nâ€˜Ă©tait pas statistiquement significative. À la diffĂ©rence dâ€˜Ă©tudes rĂ©alisĂ©es antĂ©rieurement (Loewen, 2005; Shekary & Tahririan, 2006) pour lesquelles la prise (uptake) rĂ©ussie constitue un prĂ©dicteur valide de lâ€˜Ă©volution de l‘apprentissage d‘une langue seconde, les analyses de la prĂ©sente Ă©tude portent Ă  croire que l‘unique facteur d‘importance pouvant servir Ă  faire de telles prĂ©dictions serait plutĂŽt la correction reportĂ©e (deferred timing). L‘analyse des sources d‘appui (Chapelle, 2001) dans lesquelles ont puisĂ© les sujets pendant les rencontres jumelĂ©es pour rehausser les possibilitĂ©s d‘apprentissage pendant les vidĂ©oconfĂ©rences se sont avĂ©rĂ©es ĂȘtre de trois types principaux: le clavardage, les images et le tableau blanc. Plus gĂ©nĂ©ralement, la prĂ©sente Ă©tude permet d‘affirmer que les rencontres jumelĂ©es en vidĂ©oconfĂ©rence constituent une activitĂ© utile pour l‘apprentissage et l‘acquisition d‘une langue seconde. Les incidences de cette Ă©tude sur l‘enseignement de mĂȘme que les pistes de recherches futures qu‘elle suggĂšre sont traitĂ©es.The present study analyzed videoconferencing tandem language learning exchanges between university students of English as a foreign language (EFL) and Spanish as a foreign language (SFL). Based on an interactionist perspective (Ellis et al., 2001a; Loewen, 2005; Long, 1980; Varonis & Gass, 1985), it sought to explore: 1. participants noticing of the gap in their interlanguage (i.e., production of focus-on-form episodes/FFEs) during the negotiation of meaning in the context of tandem language learning tasks for EFL and SFL, 2. the effect of incidental noticing on subsequent language learning, 3. the characteristics of FFEs that best predict L2 learning in a videoconferencing context, and 4. the support used by participants to enhance language learning opportunities during the exchanges. Five intermediate level Spanish-speaking EFL students from a Mexican university were paired up with five intermediate level Englishspeaking SFL students from an American university. Seven free conversation type tasks on topics of interest to the participants were the basis for the videoconferencing tandem sessions. Data collected over a ten-week period were gathered from three main sources: videoconferencing session transcripts (570 pages), immediate and delayed posttests, and a background questionnaire. Drawing on Loewen‘s (2005) framework for the analysis of FFEs, the transcripts revealed that students generated a substantive number of FFEs in both the EFL and SFL parts of the tandem exchange (915 in total). Results from the immediate and delayed posttests indicated that participants recalled over half of the targeted FFE linguistic items on immediate and delayed posttests. Although fewer items were recalled on the delayed posttests, this difference was not significant. Results from the FFE linguistic items targeted for the posttests were combined in order to carry out a Generalized Estimating Equation (GEE) analysis. In contrast to previous studies (Loewen, 2005; Shekary & Tahririan, 2006), where successful uptake was a valid predictor for L2 learning, the analysis of the present study revealed that the only significant predictor for L2 learning was deferred timing. Analysis of the support (Chapelle, 2001) used by participants to enhance L2 language learning opportunities during videoconferencing revealed three major types: chat, pictures, and use of the whiteboard. More generally, the present study supports the claim that tandem language learning through videoconferencing is a useful activity for promoting L2 learning/acquisition. Implications for teaching and suggestions for future research are discussed

    Direct Animation Interfaces : an Interaction Approach to Computer Animation

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    Creativity tools for digital media have been largely democratised, offering a range from beginner to expert tools. Yet computer animation, the art of instilling life into believable characters and fantastic worlds, is still a highly sophisticated process restricted to the spheres of expert users. This is largely due to the methods employed: in keyframe animation dynamics are indirectly specified over abstract descriptions, while performance animation suffers from inflexibility due to a high technological overhead. The reverse trend in human-computer interaction to make interfaces more direct, intuitive, and natural to use has so far hardly touched the animation world: decades of interaction research have scarcely been linked to research and development of animation techniques. The hypothesis of this work is that an interaction approach to computer animation can inform the design and development of novel animation techniques. Three goals are formulated to illustrate the validity of this thesis. Computer animation methods and interfaces must be embedded in an interaction context. The insights this brings for designing next generation animation tools must be examined and formalised. The practical consequences for the development of motion creation and editing tools must be demonstrated with prototypes that are more direct, efficient, easy-to-learn, and flexible to use. The foundation of the procedure is a conceptual framework in the form of a comprehensive discussion of the state of the art, a design space of interfaces for time-based visual media, and a taxonomy for mappings between user and medium space-time. Based on this, an interaction-centred analysis of computer animation culminates in the concept of direct animation interfaces and guidelines for their design. These guidelines are tested in two point designs for direct input devices. The design, implementation and test of a surface-based performance animation tool takes a system approach, addressing interaction design issues as well as challenges in extending current software architectures to support novel forms of animation control. The second, a performance timing technique, shows how concepts from video browsing can be applied to motion editing for more direct and efficient animation timing

    Road safety investigation of the interaction between driver and cyclist

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    With growing global concern to reduce CO2 emissions, the transportation modal shift from car to bicycle is an encouraging alternative, which is getting more popular in Europe and North America, thanks to very low impact on the environment. On the other hand, the infrastructure for cyclist should be improved, since cyclists are vulnerable road users and with an increase in the number of cyclists the concern for their safety also gets increased. In this thesis, the analysis of accidents in which cyclists have been involved and understanding the reason for these accidents have been discussed, then the necessary requirements to design and implement a safe bicycle network is introduced. The study focuses on the drivers’ behavior in terms of interaction with cyclists when there is a presence of a cyclist crossing. Therefore the road safety investigation on cyclist infrastructure was made with observing drivers’interaction with cyclists. Then the time-based surrogacy measures used to investigate the safety level of the cylist, in particular PET (Post Encroachment Time) and TTC (Time to Collision) between driver and bicyclist were determing keeping in mind the right-angle collision. Furthermore we tried to find the reaction time of the drivers especially on signals and also with the presence of cyclist on the crossing to understand the time which is needed for the driver to stop the car. All of this data could be later useful for the reconstruction of the accidents. Understanding the instants at which driver applies the brakes was made possible by installing a V-Box device inside our test vehicle which also used to determine measures such as speed, distance and other important. Finally using mobile eye tracker the driver visual behavior when arriving the crossing point where observed and results showed that at number of situations driver’s gaze was distracted and only cyclist became an important focus only when he was at a considerable length from the crossing
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