20 research outputs found
An Innovative Human Machine Interface for UAS Flight Management System
The thesis is relative to the development of an innovative Human Machine Interface for UAS Flight Management System. In particular, touchscreena have been selected as data entry interface. The thesis has been done together at Alenia Aermacch
Testing the speed and accuracy of navigating layouts of web page elements through the use of an eye tracking and speech recognition mechanism
The use of world wide web has increased rapidly over the past few years. In addition, websites
covering many topics, are the first source of information. The content of these websites are
designed in creative ways to help the web users navigate quickly and easily along with using
the input mechanisms. New input mechanisms have been introduced to the field of computer
interaction such as mouse, keyboard, touch pad, touch screen and touch pen. Since then
computer users have been increasingly using these new techniques to communicate with
computers. This tendency pushed computer engineers to come up with more intuitive ways to
facilitate interaction mechanism. Moreover, there remains significant demand to meet the
needs of physically challenged users in communicating with computers. Furthermore, the
traditional methods of navigating websites lack the ability to sense our attention. Hence there
must be new alternative input mechanisms to navigate web pages rather than using a mouse
and keyboard (KB). Among these mechanisms are the ones that interact with our capabilities,
such as voice, and our senses such as sight. This motivated us to think of alternative methods to
navigate web pages other than using traditional methods. For this purpose, eight basic layouts
of page elements were designed with seven tasks, and each task represented one of the these
layouts. Human-Computer Interaction (HCI) techniques and evaluation methods were
followed to test the speed and accuracy of navigating the layouts through the use of eye
tracking and speech recognition mechanisms.Master of Science (MSc) in Computational Scienc
Measuring user experience for virtual reality
In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an PopularitĂ€t gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von RealitĂ€t und VirtualitĂ€t kombinieren. WĂ€hrend die Technologie sowohl fĂŒr Eingabe- als auch fĂŒr AusgabegerĂ€te marktreif ist, existieren nur wenige Lösungen fĂŒr den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen ĂŒber Leistung und BenutzerprĂ€ferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten BenutzeroberflĂ€chen fĂŒr VR zu einer groĂen Herausforderung. Diese Arbeit beschĂ€ftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingefĂŒhrt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und BenutzerprĂ€ferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und MenĂŒsteuerung im Kontext des tĂ€glichen VR. Die Ergebnisse werden auĂerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst
Integrating passive ubiquitous surfaces into human-computer interaction
Mobile technologies enable people to interact with computers ubiquitously. This dissertation investigates how ordinary, ubiquitous surfaces can be integrated into human-computer interaction to extend the interaction space beyond the edge of the display. It turns out that acoustic and tactile features generated during an interaction can be combined to identify input events, the user, and the surface. In addition, it is shown that a heterogeneous distribution of different surfaces is particularly suitable for realizing versatile interaction modalities. However, privacy concerns must be considered when selecting sensors, and context can be crucial in determining whether and what interaction to perform.Mobile Technologien ermöglichen den Menschen eine allgegenwĂ€rtige Interaktion mit Computern. Diese Dissertation untersucht, wie gewöhnliche, allgegenwĂ€rtige OberflĂ€chen in die Mensch-Computer-Interaktion integriert werden können, um den Interaktionsraum ĂŒber den Rand des Displays hinaus zu erweitern. Es stellt sich heraus, dass akustische und taktile Merkmale, die wĂ€hrend einer Interaktion erzeugt werden, kombiniert werden können, um Eingabeereignisse, den Benutzer und die OberflĂ€che zu identifizieren. DarĂŒber hinaus wird gezeigt, dass eine heterogene Verteilung verschiedener OberflĂ€chen besonders geeignet ist, um vielfĂ€ltige InteraktionsmodalitĂ€ten zu realisieren. Bei der Auswahl der Sensoren mĂŒssen jedoch Datenschutzaspekte berĂŒcksichtigt werden, und der Kontext kann entscheidend dafĂŒr sein, ob und welche Interaktion durchgefĂŒhrt werden soll
Metafore mobilnih komunikacija ; ĐĐ”ŃĐ°ŃĐŸŃŃ ĐŒĐŸĐ±ĐžĐ»ŃĐœĐŸĐč ŃĐČŃĐ·Đž.
Mobilne komunikacije su polje informacione i komunikacione tehnologije koje karakteriĆĄe brzi
razvoj i u kome se istraĆŸivanjem u analitiÄkim okvirima kognitivne lingvistike, zasnovanom na
uzorku od 1005 odrednica, otkriva izrazito prisustvo metafore, metonimije, analogije i
pojmovnog objedinjavanja. Analiza uzorka reÄi i izraza iz oblasti mobilnih medija, mobilnih
operativnih sistema, dizajna korisniÄkih interfejsa, terminologije mobilnih mreĆŸa, kao i slenga
i tekstizama koje upotrebljavaju korisnici mobilnih naprava ukazuje da pomenuti kognitivni
mehanizmi imaju kljuÄnu ulogu u olakĆĄavanju interakcije izmeÄu ljudi i ĆĄirokog spektra
mobilnih ureÄaja sa raÄunarskim sposobnostima, od prenosivih raÄunara i liÄnih digitalnih
asistenata (PDA), do mobilnih telefona, tableta i sprava koje se nose na telu. Ti mehanizmi
predstavljaju temelj razumevanja i nalaze se u osnovi principa funkcionisanja grafiÄkih
korisniÄkih interfejsa i direktne manipulacije u raÄunarskim okruĆŸenjima. TakoÄe je analiziran
i poseban uzorak od 660 emotikona i emoÄija koji pokazuju potencijal za proĆĄirenje znaÄenja,
imajuÄi u vidu znaÄaj piktograma za tekstualnu komunikaciju u vidu SMS poruka i razmenu
tekstualnih sadrĆŸaja na druĆĄtvenim mreĆŸama kojima se redovno pristupa putem mobilnih
ureÄaja...Mobile communications are a fast-developing field of information and communication
technology whose exploration within the analytical framework of cognitive linguistics, based
on a sample of 1005 entries, reveals the pervasive presence of metaphor, metonymy analogy
and conceptual integration. The analysis of the sample consisting of words and phrases
related to mobile media, mobile operating systems and interface design, the terminology of
mobile networking, as well as the slang and textisms employed by mobile gadget users shows
that the above cognitive mechanisms play a key role in facilitating interaction between people
and a wide range of mobile computing devices from laptops and PDAs to mobile phones,
tablets and wearables. They are the cornerstones of comprehension that are behind the
principles of functioning of graphical user interfaces and direct manipulation in computing
environments. A separate sample, featuring a selection of 660 emoticons and emoji, exhibiting
the potential for semantic expansion was also analyzed, in view of the significance of
pictograms for text-based communication in the form of text messages or exchanges on social
media sites regularly accessed via mobile devices..
Technology 2002: The Third National Technology Transfer Conference and Exposition, volume 2
Proceedings from symposia of the Technology 2002 Conference and Exposition, December 1-3, 1992, Baltimore, MD. Volume 2 features 60 papers presented during 30 concurrent sessions
Interactive maps for visually impaired people : design, usability and spatial cognition
Connaßtre la géographie de son environnement urbain est un enjeu important pour les personnes déficientes visuelles. Des cartes tactiles en relief sont généralement utilisées mais elles présentent des limitations importantes (nombre limité d'informations, recours à une légende braille). Les nouvelles technologies permettent d'envisager des solutions innovantes. Nous avons conçu et développé une carte interactive accessible, en suivant un processus de conception participative. Cette carte est basée sur un dispositif multi-touch, une carte tactile en relief et une sortie sonore. Ce dispositif permet au sujet de recueillir des informations en double-cliquant sur certains objets de la carte. Nous avons démontré expérimentalement que ce prototype était plus efficace et plus satisfaisant pour des utilisateurs déficients visuels qu'une carte tactile simple. Nous avons également exploré et testé différents types d'interactions avancées accessibles pour explorer la carte. Cette thÚse démontre l'importance des cartes tactiles interactives pour les déficients visuels et leur cognition spatiale.Knowing the geography of an urban environment is crucial for visually impaired people. Tactile relief maps are generally used, but they retain significant limitations (limited amount of information, use of braille legend, etc.). Recent technological progress allows the development of innovative solutions which overcome these limitations. In this thesis, we present the design of an accessible interactive map through a participatory design process. This map is composed by a multi-touch screen with tactile map overlay and speech output. It provides auditory information when tapping on map elements. We have demonstrated in an experiment that our prototype was more effective and satisfactory for visually impaired users than a simple raised-line map. We also explored and tested different types of advanced non-visual interaction for exploring the map. This thesis demonstrates the importance of interactive tactile maps for visually impaired people and their spatial cognition
Transforming the Reading Experience of Scientific Documents with Polymorphism
Despite the opportunities created by digital reading, documents remain mostly static and mimic paper. Any improvement in the shape or form of documents has to come from authors who contend with current digital formats, workflows, and software and who impose a presentation to readers. Instead, I propose the concept of polymorphic documents which are documents that can change in form to offer better representations of the information they contain. I believe that multiple representations of the same information can help readers, and that any document can be made polymorphic, with no intervention from the original author. This thesis presents four projects investigating what information can be obtained from existing documents, how this information can be better represented, and how these representations can be generated using only the source document. To do so, I draw upon theories showing the benefit of presenting information using multiple representations; the design of interactive systems to support morphing representations; and user studies to evaluate system usability and the benefits of the new representations on reader comprehension
Enabling Collaborative Visual Analysis across Heterogeneous Devices
We are surrounded by novel device technologies emerging at an unprecedented pace. These devices are heterogeneous in nature: in large and small sizes with many input and sensing mechanisms. When many such devices are used by multiple users with a shared goal, they form a heterogeneous device ecosystem. A device ecosystem has great potential in data science to act as a natural medium for multiple analysts to make sense of data using visualization. It is essential as today's big data problems require more than a single mind or a single machine to solve them. Towards this vision, I introduce the concept of collaborative, cross-device visual analytics (C2-VA) and outline a reference model to develop user interfaces for C2-VA.
This dissertation covers interaction models, coordination techniques, and software platforms to enable full stack support for C2-VA. Firstly, we connected devices to form an ecosystem using software primitives introduced in the early frameworks from this dissertation. To work in a device ecosystem, we designed multi-user interaction for visual analysis in front of large displays by finding a balance between proxemics and mid-air gestures. Extending these techniques, we considered the roles of different devicesâlarge and smallâto present a conceptual framework for utilizing multiple devices for visual analytics. When applying this framework, findings from a user study showcase flexibility in the analytic workflow and potential for generation of complex insights in device ecosystems. Beyond this, we supported coordination between multiple users in a device ecosystem by depicting the presence, attention, and data coverage of each analyst within a group.
Building on these parts of the C2-VA stack, the culmination of this dissertation is a platform called Vistrates. This platform introduces a component model for modular creation of user interfaces that work across multiple devices and users. A component is an analytical primitiveâa data processing method, a visualization, or an interaction techniqueâthat is reusable, composable, and extensible. Together, components can support a complex analytical activity. On top of the component model, the support for collaboration and device ecosystems comes for granted in Vistrates. Overall, this enables the exploration of new research ideas within C2-VA