57 research outputs found

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Review: Development and technical design of tangible user interfaces in wide-field areas of application

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    A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI's real-world applications sorted into ten main application areas-teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI's technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.Web of Science2113art. no. 425

    NIDABA : plataforma digital para produção de recursos educacionais inclusivos baseados em mesa tangível

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    A utilização de ferramentas tecnológicas na educação é bastante disseminada no Brasil e no mundo, porém, quando envolve educação inclusiva, especialmente com crianças com deficiência intelectual ou autismo, existem poucas soluções e recursos tecnológicos disponíveis. O uso de interfaces tangíveis para fins educacionais apresenta consideráveis vantagens e pode proporcionar um incremento no engajamento e motivação dos estudantes e se revelando um recurso de tecnologia assistiva adequado para a educação. Um dos principais problemas encontrados para a utilização de mesas tangíveis no ambiente educacional é a ausência de softwares para a sua programação e uso que atendam às necessidades educacionais e que sejam fáceis de utilizar, especialmente por educadores que não dominam a lógica de programação. A presente tese tem por objetivo criar uma plataforma digital para produção de recursos educacionais baseados em mesa tangível, que atendam à diversidade para a educação inclusiva. Para isso, um levantamento de necessidades pedagógicas e as questões de acessibilidade para a interação tangível no contexto inclusivo são analisadas e é desenvolvido um editor intuitivo e de fácil utilização para criação de recursos educacionais, juntamente com um player para executar as aplicações em mesas tangíveis e que permite a simulação em computadores, tablets e smartphones. Uma avaliação da usabilidade do editor e do player com as aplicações para mesa tangível e a viabilidade e utilidade da proposta é realizada e é apresentada uma especificação para a construção e montagem de uma mesa de baixo custo. Assim, este estudo apresenta uma proposta de uso da mesa tangível na educação inclusiva, juntamente com uma ferramenta de autoria para a construção de aplicativos e a plataforma necessária para sua execução, desenvolvidos especificamente para este propósito. Esta plataforma pode ser utilizada como um instrumento de mediação tecnológica, de forma interativa e intuitiva por educadores e estudantes, para o desenvolvimento e utilização de atividades pedagógicas num contexto inclusivo. A plataforma desenvolvida e o editor reúnem, numa única ferramenta, diversas características importantes apresentadas em trabalhos relacionados e apresenta, ainda, vários recursos inovadores para a produção de aplicações para mesa tangível.Use of technological tools in education is widespread in Brazil and in the world, however when it involves inclusive education, especially with children with intellectual disabilities or autism, there are few technological solutions and resources available. Tangible interfaces use for educational purposes has considerable advantages and can provide an increase in student engagement and motivation, and have proved to be suitable for assistive technology resources for education. One of the main problems found for the use of tangible tabletops in the educational environment is the absence of software for their programming and use that meet educational needs and that are easy to use, especially by teachers who do not master the programming logic. This thesis aims to create a digital platform for the production of educational resources based on a tangible tabletop, to contemplate diversity for inclusive education. For this, a survey of pedagogical needs and accessibility issues for tangible interaction in the inclusive context are analyzed and an intuitive and user-friendly editor is developed for creating educational resources, along with a player to run the applications on tangible tabletop and that allows simulation on computers, tablets and smartphones. An evaluation of the editor and player usability with the tangible tabletop applications and the feasibility and usefulness of the proposal is carried out and is presented a specification for the construction and assembly of a low-cost table. Thus, this study presents a proposal for using the tangible table in inclusive education, together with an authoring tool for building applications and the platform needed for its execution, developed specifically for this purpose. This platform can be used as an instrument of technological mediation, in an interactive and intuitive way by teachers and students, for the development and use of pedagogical activities in an inclusive context. The developed platform and the editor bring together in a single tool, several important features presented in related works and also presents several innovative resources for the production of applications to a tangible tabletop

    Rehabilitation Engineering

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    Population ageing has major consequences and implications in all areas of our daily life as well as other important aspects, such as economic growth, savings, investment and consumption, labour markets, pensions, property and care from one generation to another. Additionally, health and related care, family composition and life-style, housing and migration are also affected. Given the rapid increase in the aging of the population and the further increase that is expected in the coming years, an important problem that has to be faced is the corresponding increase in chronic illness, disabilities, and loss of functional independence endemic to the elderly (WHO 2008). For this reason, novel methods of rehabilitation and care management are urgently needed. This book covers many rehabilitation support systems and robots developed for upper limbs, lower limbs as well as visually impaired condition. Other than upper limbs, the lower limb research works are also discussed like motorized foot rest for electric powered wheelchair and standing assistance device

    An emergent framework for designers working in physical/digital spaces

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    Technology is becoming more deeply entwined with the spaces in which we live every day. As it does so, the line that divides that which is considered digital, and that which is physical is becoming blurred. As these two spaces merge, the elements that contribute to the way in which we understand to interact within them become harder to define. The work described within this thesis focuses on exploring this space using a formalised methodology that mirrors the design process over a number of iterative and exploratory “Research through Design” projects. This work highlights and discusses a number of key themes that reoccur throughout these projects, and then augments an established interaction design framework to incorporate these themes. Finally, reflections on this formalised design process, and the future of this hybrid space are discussed

    An Abstraction Framework for Tangible Interactive Surfaces

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    This cumulative dissertation discusses - by the example of four subsequent publications - the various layers of a tangible interaction framework, which has been developed in conjunction with an electronic musical instrument with a tabletop tangible user interface. Based on the experiences that have been collected during the design and implementation of that particular musical application, this research mainly concentrates on the definition of a general-purpose abstraction model for the encapsulation of physical interface components that are commonly employed in the context of an interactive surface environment. Along with a detailed description of the underlying abstraction model, this dissertation also describes an actual implementation in the form of a detailed protocol syntax, which constitutes the common element of a distributed architecture for the construction of surface-based tangible user interfaces. The initial implementation of the presented abstraction model within an actual application toolkit is comprised of the TUIO protocol and the related computer-vision based object and multi-touch tracking software reacTIVision, along with its principal application within the Reactable synthesizer. The dissertation concludes with an evaluation and extension of the initial TUIO model, by presenting TUIO2 - a next generation abstraction model designed for a more comprehensive range of tangible interaction platforms and related application scenarios

    Realidad aumentada en la enseñanza de conceptos básicos de programación

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    La enseñanza en el ámbito universitario ha ido evolucionando con la incorporación de diversas tecnologías. A través de las herramientas informáticas tanto los docentes como los alumnos pueden desarrollar una mayor vinculación para favorecer los procesos de enseñar y aprender. En la presente tesina, se ha desarrollado un material educativo con la utilización de Realidad Aumentada para el desarrollo de una serie de actividades con diferentes intenciones didácticas. Se realizó una revisión bibliográfica de RA, su historia y aplicación en diferentes ámbitos, con un análisis de los antecedentes en los procesos educativos, haciendo foco en aquellos que se utilizaron para la enseñanza de programación. También se relevaron diferentes aplicaciones de RA para determinar su uso en el desarrollo de las actividades. El material educativo desarrollado es un sitio web llamado “Enseñando Programación Básica con Realidad Aumentada”. Con este material se desarrolló una experiencia con los docentes de las cátedras de primer año vinculadas a la enseñanza de programación, que realizaron todas las actividades de RA propuestas y permitieron evaluar el material educativo desarrollado para esta tesina. También, se realizó una primera evaluación con dosalumnos de primer año. Se presentan los resultados y las conclusiones del trabajo.Facultad de Informátic
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