48 research outputs found

    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

    Remixing physical objects through tangible tools

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from student submitted PDF version of thesis.Includes bibliographical references (p. 147-164).In this document we present new tools for remixing physical objects. These tools allow users to copy, edit and manipulate the properties of one or more objects to create a new physical object. We already have these capabilities using digital media: we can easily mash up videos, music and text. However, it remains difficult to remix physical objects and we cannot access the advantages of digital media, which are nondestructive, scalable and scriptable. We can bridge this gap by both integrating 2D and 3D scanning technology into design tools and employing aordable rapid prototyping technology to materialize these remixed objects. In so doing, we hope to promote copying as a tool for creation. This document presents two tools, CopyCAD and KidCAD, the first designed for makers and crafters, the second for children. CopyCAD is an augmented Computer Numerically Controlled (CNC) milling machine which allows users to copy arbitrary real world object geometry into 2D CAD designs at scale through the use of a camera-projector system. CopyCAD gathers properties from physical objects, sketches and touch interactions directly on a milling machine, allowing novice users to copy parts of real world objects, modify them and create a new physical part. KidCAD is a sculpting interface built on top of a gel-based realtime 2.5D scanner. It allows children to stamp objects into the block of gel, which are scanned in realtime, as if they were stamped into clay. Children can use everyday objects, their hands and tangible tools to design new toys or objects that will be 3D printed. This work enables novice users to easily approach designing physical objects by copying from other objects and sketching new designs. With increased access to such tools we hope that a wide range of people will be empowered to create their own objects, toys, tools and parts.by Sean Follmer.S.M

    Interfaces for human-centered production and use of computer graphics assets

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    L'abstract Ăš presente nell'allegato / the abstract is in the attachmen

    Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)

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    Hedonic-motivation systems (HMS)—systems used primarily to fulfill users’ intrinsic motivations—are the elephant in the room for IS research. Growth in HMS sales has outperformed utilitarian-motivation systems (UMS) sales for more than a decade, generating billions in revenue annually; yet IS research focuses mostly on UMS. In this study, we explain the role of intrinsic motivations in systems use and propose the hedonic-motivation system adoption model (HMSAM) to improve the understanding of HMS adoption. Instead of a minor, general TAM extension, HMSAM is an HMS-specific system acceptance model based on an alternative theoretical perspective, which is in turn grounded in flow-based cognitive absorption (CA). The HMSAM extends van der Heijden’s (2004) model of hedonic system adoption by including CA as a key mediator of perceived ease of use (PEOU) and of behavioral intentions to use (BIU) hedonic-motivation systems. Results from experiments involving 665 participants confirm that, in a hedonic context, CA is a more powerful and appropriate predictor of BIU than PEOU or joy, and that the effect of PEOU on BIU is fully mediated by CA sub-constructs. This study lays a foundation, provides guidance, and opens up avenues for future HMS, UMS, and mixed-motivation system research

    Australian Indigenous Knowledge and Libraries

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    In response to significant changes in the Indigenous information landscape, the State Library of New South Wales and Jumbunna Indigenous House of Learning, University of Technology, Sydney, hosted a Colloquium, Libraries and Indigenous Knowledge, in December 2004. The two-day Colloquium brought together professionals, practitioners and academics to discuss future directions in relation to Indigenous knowledge and library services. An expert and inspiring group of speakers and more than 90 active participants ensured that lively discussions did, indeed, take place.Jumbunna Indigenous House of Learning State Library of NSW University of Technology, Sydne

    Compositional structures in mural design : towards a site-specific deconstructive mural methodology

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements of the degree of Doctor of Philosophy (PhD)Murals have been the formal visual interpretation of the cultural, social and political life of all ages. Throughout they have been consistently combined with their architectural setting, for example, in ancient Egyptian tombs, in Renaissance churches and on the external walls of buildings in Mexico in the twentieth century. This is a central feature of mural painting. However many contemporary murals do not integrate with their architectural settings, in other words, do not fulfil the site-specificity of the architectural spaces for which they were made. This means that the most important aspect that distinguishes murals from other types of painting is absent. I studied and analysed a number of murals produced in the Italian Renaissance, Baroque and Rococo as this particular period is considered to be not only one of the most significant in the history of art but also a period in which painting and architecture were very closely allied as practices. In particular the radical developments in painting of pictorial space took place along side the developments in architecture. I argue that Renaissance murals could be described, using the terminology of contemporary art, as site-specific art. By identifying the relationship between pictorial space, architectural space and compositional structure I was able to test, through my own practice, the importance of these relationships in understanding the site-specificity of the compositional structure of murals. To address the issue of sitespecificity in murals, I investigated and developed a set of compositional structures through my mural practice that could be applied in the design, execution, and teaching of contemporary mural design. I have developed the notion of a deconstructive method of mural design in which the illusory space of the mural derives its compositional structure from the architectural space in which it sited. I have applied it, tested it and refined it through the execution of a number of hypothetical and live mural commissions. I believe that the approach to the study and practice of mural design I have developed from the perspective of a practice lead researcher contributes to the furtherance of mural design as both a profession and field of study. In particular the identification of compositional structures in mural design and the proposal of a deconstructive method contributes to our understanding of what a mural is as well as current notions of site-specificity in contemporary art

    Australian Indigenous knowledge and libraries

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    The library and information profession has much to learn to meet the information needs of Indigenous people and appropriately manage Indigenous knowledge within their organisations. The Indigenous perspective can well understand the profession\u27s desire to have clear prescriptions for practice and practical assistance. However, the path to developing clear and high standards of practice in this area rests on building a strong foundation for understanding what informs the concerns of Indigenous people about the intersection of their knowledge and cultural materials with library and archival systems and practice

    Gesture Object Interfaces to enable a world of multiple projections

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. [209]-226).Tangible Media as an area has not explored how the tangible handle is more than a marker or place-holder for digital data. Tangible Media can do more. It has the power to materialize and redefine our conception of space and content during the creative process. It can vary from an abstract token that represents a movie to an anthropomorphic plush that reflects the behavior of a sibling during play. My work begins by extending tangible concepts of representation and token-based interactions into movie editing and play scenarios. Through several design iterations and research studies, I establish tangible technologies to drive visual and oral perspectives along with finalized creative works, all during a child's play and exploration. I define the framework, Gesture Object Interfaces, expanding on the fields of Tangible User Interaction and Gesture Recognition. Gesture is a mechanism that can reinforce or create the anthropomorphism of an object. It can give the object life. A Gesture Object is an object in hand while doing anthropomorphized gestures. Gesture Object Interfaces engender new visual and narrative perspectives as part of automatic film assembly during children's play. I generated a suite of automatic film assembly tools accessible to diverse users. The tools that I designed allow for capture, editing and performing to be completely indistinguishable from one another. Gestures integrated with objects become a coherent interface on top of natural play. I built a distributed, modular camera environment and gesture interaction to control that environment. The goal of these new technologies is to motivate children to take new visual and narrative perspectives. In this dissertation I present four tangible platforms that I created as alternatives to the usual fragmented and sequential capturing, editing and performing of narratives available to users of current storytelling tools. I developed Play it by Eye, Frame it by hand, a new generation of narrative tools that shift the frame of reference from the eye to the hand, from the viewpoint (where the eye is) to the standpoint (where the hand is). In Play it by Eye, Frame it by Hand environments, children discover atypical perspectives through the lens of everyday objects. When using Picture This!, children imagine how an object would appear relative to the viewpoint of the toy. They iterate between trying and correcting in a world of multiple perspectives. The results are entirely new genres of child-created films, where children finally capture the cherished visual idioms of action and drama. I report my design process over the course of four tangible research projects that I evaluate during qualitative observations with over one hundred 4- to 14-year-old users. Based on these research findings, I propose a class of moviemaking tools that transform the way users interpret the world visually, and through storytelling.by Catherine Nicole Vaucelle.Ph.D
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