16,433 research outputs found

    Serious interface design for dental health: Wiimote-based tangible interaction for school children

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    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

    Neuro-electronic technology in medicine and beyond

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    This dissertation looks at the technology and social issues involved with interfacing electronics directly to the human nervous system, in particular the methods for both reading and stimulating nerves. The development and use of cochlea implants is discussed, and is compared with recent developments in artificial vision. The final sections consider a future for non-medicinal applications of neuro-electronic technology. Social attitudes towards use for both medicinal and non-medicinal purposes are discussed, and the viability of use in the latter case assessed

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Teegi: Tangible EEG Interface

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    We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.Comment: to appear in UIST-ACM User Interface Software and Technology Symposium, Oct 2014, Honolulu, United State
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