6,822 research outputs found

    Interacting with digital media at home via a second screen

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    In recent years Interactive Television (iTV) has become a household technology on a global scale. However, iTV is still a new technology in the early stages of its evolution. Our previous research looked at how everyday users of iTV feel about the interactive part of iTV. In a series of studies we investigated how people use iTV services; their likes, dislikes, preferences and opinions. We then developed a second screen-based prototype device in response to these findings and tested it with iTV users in their own homes. This is a work in progress paper that outlines the work carried previously in the area of controlling interactive Television via a second screen. The positive user responses led us to extend the scope of our previous research to look into other related areas such as barriers to digital interactive media and personalisation of digital interactive media at home

    Do That, There: An Interaction Technique for Addressing In-Air Gesture Systems

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    When users want to interact with an in-air gesture system, they must first address it. This involves finding where to gesture so that their actions can be sensed, and how to direct their input towards that system so that they do not also affect others or cause unwanted effects. This is an important problem [6] which lacks a practical solution. We present an interaction technique which uses multimodal feedback to help users address in-air gesture systems. The feedback tells them how (“do that”) and where (“there”) to gesture, using light, audio and tactile displays. By doing that there, users can direct their input to the system they wish to interact with, in a place where their gestures can be sensed. We discuss the design of our technique and three experiments investigating its use, finding that users can “do that” well (93.2%–99.9%) while accurately (51mm–80mm) and quickly (3.7s) finding “there”

    Study to design and develop remote manipulator system

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    Human performance measurement techniques for remote manipulation tasks and remote sensing techniques for manipulators are described for common manipulation tasks, performance is monitored by means of an on-line computer capable of measuring the joint angles of both master and slave arms as a function of time. The computer programs allow measurements of the operator's strategy and physical quantities such as task time and power consumed. The results are printed out after a test run to compare different experimental conditions. For tracking tasks, we describe a method of displaying errors in three dimensions and measuring the end-effector position in three dimensions

    Tacsel: Shape-Changing Tactile Screen applied for Eyes-Free Interaction in Cockpit

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    International audienceTouch screens have become widely used in recent years. Nowadays they have been integrated on numerous electronic devices for common use since they allow the user to interact with what is displayed on the screen. However, these technologies cannot be used in complex systems in which the visual attention is very limited (cockpit manipulation, driving tasks, etc.). This paper introduces the concept of Tacsel, the smaller dynamic element of a tactile screen. Tacsels allow shape-changing and flexible properties to touch screen devices providing eyes-free interaction. We developed a high-resolution prototype of Tacsel to demonstrate its technical feasibility and its potential within a cockpit context. Three interaction scenarios are described and a workshop with brainstorming and video-prototyping is conducted to evaluate the use of the proposed Tacsel in several cockpit tasks. Results showed that interactive Tacsels have a real potential for future cockpits. Several other possible applications are also described, and several advantages and limitations are discussed

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    New Ways of Seeing: Examining Musuem Accessibility for Visitors with Vision Impairments

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    While I have always loved to go to the art museum I have often found it difficult to convince friends and family to go with me. It seems to be a particularly daunting task for visitors with disabilities and specifically those with vision impairments. This study surveys the accessibility of the programming for visitors with visual impairments at 25 art museums in the United States of America and how they communicate that information to potential visitors. It highlights museums that go beyond what is required by the Americans with Disabilities Act and create programming that is enjoyable for all. This study will be a reference to create a more enjoyable experience for all

    New Ways of Seeing: Examining Musuem Accessibility for Visitors with Vision Impairments

    Get PDF
    While I have always loved to go to the art museum I have often found it difficult to convince friends and family to go with me. It seems to be a particularly daunting task for visitors with disabilities and specifically those with vision impairments. This study surveys the accessibility of the programming for visitors with visual impairments at 25 art museums in the United States of America and how they communicate that information to potential visitors. It highlights museums that go beyond what is required by the Americans with Disabilities Act and create programming that is enjoyable for all. This study will be a reference to create a more enjoyable experience for all
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