40,061 research outputs found
Serious interface design for dental health: Wiimote-based tangible interaction for school children
This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children's motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning
Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
When Big Brother Privatizes: Commercial Surveillance, the Privacy Act of 1974, and the Future of RFID
RFID is a powerful new technology that has the potential to allow commercial retailers to undermine individual control over private information. Despite the potential of RFID to undermine personal control over such information, the federal government has not enacted a set of practicable standards to ensure that personal data does not become widely misused by commercial entities. Although some potential privacy abuses could be addressed by modifying RFID technology, this iBrief argues that it would be wise to amend the Privacy Act of 1974 so that corporations would have a statutory obligation to preserve individual anonymity and respect the privacy preferences of consumers
Evaluation of a Low-cost Eye Tracking System for Computer Input
Eye tracking technology has become one of the most popular techniques within the human and computer interaction (HCI) era, this is especially important research for people which have difficulty with speech and movement disabilities. The primary function of this technology is based on a device that tracks the movement of the eye to identify a position or scan a display. Suitable devices for eye movement can then be integrated in concordance with the requirements of the organization. Currently, eye tracking devices are becoming increasingly cheaper which make them an interesting resource for research. Although numerous studies have been conducted involving applications of eye tracking with a low-cost device, few studies have compared the actual eye tracking systems themselves. This paper empirically evaluated the performance of three independent low-cost eye tracking devices, Gazepointâs GP3, EyeTribe, and DIY (Do-It-Yourselt). The performance evaluation used a multi-directional point-select task based on visual searching and selection to change the ground colour of a circular menu conforming to ISO 9241-9 standards for computer pointing devices. Results indicated that the spatial accuracy and speed were a good reflection of targeted tracking of errors, completion time and throughput. Consequently, the experiment with the target task showed that all devices can be a potentially valuable resource for human computer interaction research. Additionally, this basic result will be used to develop an advanced system for Thai text entry to aid communication for handicapped users
FIREBALL: Instrument pointing and aspect reconstruction
The Faint Intergalactic Redshifted Emission Balloon (FIREBALL) had its first scientific flight in June 2009. The instrument is a 1 meter class balloon-borne telescope equipped with a vacuum-ultraviolet integral field spectrograph intended to detect emission from the inter-galactic medium at redshifts 0.3 < z < 1.0. The scientific goals and the challenging environment place strict constraints on the pointing and tracking systems of the gondola. In this manuscript we briefly review our pointing requirements, discuss the methods and solutions used to meet those requirements, and present the aspect reconstruction results from the first successful scientific flight
An assessment of technology alternatives for telecommunications and information management for the space exploration initiative
On the 20th anniversary of the Apollo 11 lunar landing, President Bush set forth ambitious goals for expanding human presence in the solar system. The Space Exploration Initiative (SEI) addresses these goals beginning with Space Station Freedom, followed by a permanent return to the Moon, and a manned mission to Mars. A well designed, adaptive Telecommunications, Navigation, and Information Management (TNIM) infrastructure is vital to the success of these missions. Utilizing initial projections of user requirements, a team under the direction of NASA's Office of Space Operations developed overall architectures and point designs to implement the TNIM functions for the Lunar and Mars mission scenarios. Based on these designs, an assessment of technology alternatives for the telecommunications and information management functions was performed. This technology assessment identifies technology developments necessary to meet the telecommunications and information management system requirements for SEI. Technology requirements, technology needs and alternatives, the present level of technology readiness in each area, and a schedule for development are presented
GUI system for Elders/Patients in Intensive Care
In the old age, few people need special care if they are suffering from
specific diseases as they can get stroke while they are in normal life routine.
Also patients of any age, who are not able to walk, need to be taken care of
personally but for this, either they have to be in hospital or someone like
nurse should be with them for better care. This is costly in terms of money and
man power. A person is needed for 24x7 care of these people. To help in this
aspect we purposes a vision based system which will take input from the patient
and will provide information to the specified person, who is currently may not
in the patient room. This will reduce the need of man power, also a continuous
monitoring would not be needed. The system is using MS Kinect for gesture
detection for better accuracy and this system can be installed at home or
hospital easily. The system provides GUI for simple usage and gives visual and
audio feedback to user. This system work on natural hand interaction and need
no training before using and also no need to wear any glove or color strip.Comment: In proceedings of the 4th IEEE International Conference on
International Technology Management Conference, Chicago, IL USA, 12-15 June,
201
Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface
Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices
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