836 research outputs found

    A Phenomenologically Sensitized Analysis of Images Depicting Stressed Embodiment in an Adolescent Male with Autism Spectrum Disorder (ASD)

    Get PDF
    Each person with Autism Spectrum Disorder (ASD) comes with unique characteristics (idiosyncratic) that give clues to the world they know (Connolly, 2008). It is through their body that they (a) know the world they are experiencing, (b) make meaning, and (c) express certain behaviours. I used Laban’s Movement Analysis (LMA) to practice an attuned and appreciative approach to describing and understanding the body movement in one severe manifestation of autism in an adolescent male. LMA observes human movement across many disciplines and can be applied in many contexts providing a body honoring discourse for description (Connolly, 2008). The framework examines movement in body, space, quality, and relation. Each theme provides a detailed description of the individual’s movement, thus, giving us a richer understanding of patterns and possible triggers to self-injurious behaviours (SIB). During the summer of August 2013, I participated in Brock University’s annual Autism Camp and worked with a 15 year old male named “Aaron” who manifests with low functioning autism. The purpose of my research project was to code and analyze a series of photos taken to help gain insight into movement patterns associated with stressed embodiment and self-injury in “Aaron”. As I understood more about these embodied expressions, I uncovered valuable information on how to read patterns and discover what triggers these events, thus providing strategies on how to help people do more refined observations and make meaning of the behaviour. Laban’s movement analysis provided a sensitized discourse appropriate to the embodied expressions depicted in the photos

    The tool space

    Get PDF
    Visions of futuristic desktop computer work spaces have often incorporated large interactive surfaces that either integrate into or replace the prevailing desk setup with displays, keyboard and mouse. Such visions often connote the distinct characteristics of direct touch interaction, e.g. by transforming the desktop into a large touch screen that allows interacting with content using one’s bare hands. However, the role of interactive surfaces for desktop computing may not be restricted to enabling direct interaction. Especially for prolonged interaction times, the separation of visual focus and manual input has proven to be ergonomic and is usually supported by vertical monitors and separate – hence indirect – input devices placed on the horizontal desktop. If we want to maintain this ergonomically matured style of computing with the introduction of interactive desktop displays, the following question arises: How can and should this novel input and output modality affect prevailing interaction techniques. While touch input devices have been used for decades in desktop computing as track pads or graphic tablets, the dynamic rendering of content and increasing physical dimensions of novel interactive surfaces open up new design opportunities for direct, indirect and hybrid touch input techniques. Informed design decisions require a careful consideration of the relationship between input sensing, visual display and applied interaction styles. Previous work in the context of desktop computing has focused on understanding the dual-surface setup as a holistic unit that supports direct touch input and allows the seamless transfer of objects across horizontal and vertical surfaces. In contrast, this thesis assumes separate spaces for input (horizontal input space) and output (vertical display space) and contributes to the understanding of how interactive surfaces can enrich indirect input for complex tasks, such as 3D modeling or audio editing. The contribution of this thesis is threefold: First, we present a set of case studies on user interface design for dual-surface computer workspaces. These case studies cover several application areas such as gaming, music production and analysis or collaborative visual layout and comprise formative evaluations. On the one hand, these case studies highlight the conflict that arises when the direct touch interaction paradigm is applied to dual-surface workspaces. On the other hand, they indicate how the deliberate avoidance of established input devices (i.e. mouse and keyboard) leads to novel design ideas for indirect touch-based input. Second, we introduce our concept of the tool space as an interaction model for dual-surface workspaces, which is derived from a theoretical argument and the previous case studies. The tool space dynamically renders task-specific input areas that enable spatial command activation and increase input bandwidth through leveraging multi-touch and two-handed input. We further present evaluations of two concept implementations in the domains 3D modeling and audio editing which demonstrate the high degrees of control, precision and sense of directness that can be achieved with our tools. Third, we present experimental results that inform the design of the tool space input areas. In particular, we contribute a set of design recommendations regarding the understanding of two-handed indirect multi-touch input and the impact of input area form factors on spatial cognition and navigation performance.Zukunftsvisionen thematisieren zuweilen neuartige, auf großen interaktiven OberflĂ€chen basierende ComputerarbeitsplĂ€tze, wobei etablierte PC-Komponenten entweder ersetzt oder erweitert werden. Oft schwingt bei derartigen Konzepten die Idee von natĂŒrlicher oder direkter Toucheingabe mit, die es beispielsweise erlaubt mit den Fingern direkt auf virtuelle Objekte auf einem großen Touchscreen zuzugreifen. Die Eingabe auf interaktiven OberflĂ€chen muss aber nicht auf direkte Interaktionstechniken beschrĂ€nkt sein. Gerade bei lĂ€ngerer Benutzung ist aus ergonomischer Sicht eine Trennung von visuellem Fokus und manueller Eingabe von Vorteil, wie es zum Beispiel bei der Verwendung von Monitoren und den gĂ€ngigen EingabegerĂ€ten der Fall ist. Soll diese Art der Eingabe auch bei ComputerarbeitsplĂ€tzen unterstĂŒtzt werden, die auf interaktiven OberflĂ€chen basieren, dann stellt sich folgende Frage: Wie wirken sich die neuen Ein- und AusgabemodalitĂ€ten auf vorherrschende Interaktionstechniken aus? Toucheingabe kommt beim klassischen Desktop-Computing schon lange zur Anwendung: Im Gegensatz zu sogenannten Trackpads oder Grafiktabletts eröffnen neue interaktive OberflĂ€chen durch ihre visuellen Darstellungsmöglichkeiten und ihre GrĂ¶ĂŸe neue Möglichkeiten fĂŒr das Design von direkten, indirekten oder hybriden Eingabetechniken. Fundierte Designentscheidungen erfordern jedoch eine sorgfĂ€ltige Auseinandersetzung mit Ein- und Ausgabetechnologien sowie adequaten Interaktionsstilen. Verwandte Forschungsarbeiten haben sich auf eine konzeptuelle Vereinheitlichung von Arbeitsbereichen konzentriert, die es beispielsweise erlaubt, digitale Objekte mit dem Finger zwischen horizontalen und vertikalen Arbeitsbereichen zu verschieben. Im Gegensatz dazu geht die vorliegende Arbeit von logisch und rĂ€umlich getrennten Bereichen aus: Die horizontale interaktive OberflĂ€che dient primĂ€r zur Eingabe, wĂ€hrend die vertikale als Display fungiert. Insbesondere trĂ€gt diese Arbeit zu einem VerstĂ€ndnis bei, wie durch eine derartige Auffassung interaktiver OberflĂ€chen komplexe Aufgaben, wie zum Beispiel 3D-Modellierung oder Audiobearbeitung auf neue und gewinnbringende Art und Weise unterstĂŒtzt werden können. Der wissenschaftliche Beitrag der vorliegenden Arbeit lĂ€sst sich in drei Bereiche gliedern: ZunĂ€chst werden Fallstudien prĂ€sentiert, die anhand konkreter Anwendungen (z.B. Spiele, Musikproduktion, kollaboratives Layout) neuartige Nutzerschnittstellen fĂŒr ComputerarbeitsplĂ€tze explorieren und evaluieren, die horizontale und vertikale interaktive OberflĂ€chen miteinander verbinden. Einerseits verdeutlichen diese Fallstudien verschiedene Konflikte, die bei der Anwendung von direkter Toucheingabe an solchen ComputerarbeitsplĂ€tzen hervorgerufen werden. Andererseits zeigen sie auf, wie der bewusste Verzicht auf etablierte EingabegerĂ€te zu neuen Toucheingabe-Konzepten fĂŒhren kann. In einem zweiten Schritt wird das Toolspace-Konzept als Interaktionsmodell fĂŒr ComputerarbeitsplĂ€tze vorgestellt, die auf einem Verbund aus horizontaler und vertikaler interaktiver OberflĂ€che bestehen. Dieses Modell ergibt sich aus den vorangegangenen Fallstudien und wird zusĂ€tzlich theoretisch motiviert. Der Toolspace stellt anwendungsspezifische und dynamische EingabeflĂ€chen dar, die durch rĂ€umliche Aktivierung und die UnterstĂŒtzung beidhĂ€ndiger Multitouch-Eingabe die Eingabebandbreite erhöhen. Diese Idee wird anhand zweier Fallstudien illustriert und evaluiert, die zeigen, dass dadurch ein hohes Maß an Kontrolle und Genauigkeit erreicht sowie ein GefĂŒhl von Direktheit vermittelt wird. Zuletzt werden Studienergebnisse vorgestellt, die Erkenntnisse zum Entwurf von EingabeflĂ€chen im Tool Space liefern, insbesondere zu den Themen beidhĂ€ndige indirekte Multitouch-Eingabe sowie zum Einfluss von Formfaktoren auf rĂ€umliche Kognition und Navigation

    Design principles of hair-like structures as biological machines

    Get PDF
    Hair-like structures are prevalent throughout biology and frequently act to sense or alter interactions with an organism's environment. The overall shape of a hair is simple: a long, filamentous object that protrudes from the surface of an organism. This basic design, however, can confer a wide range of functions, owing largely to the flexibility and large surface area that it usually possesses. From this simple structural basis, small changes in geometry, such as diameter, curvature and inter-hair spacing, can have considerable effects on mechanical properties, allowing functions such as mechanosensing, attachment, movement and protection. Here, we explore how passive features of hair-like structures, both individually and within arrays, enable diverse functions across biology. Understanding the relationships between form and function can provide biologists with an appreciation for the constraints and possibilities on hair-like structures. Additionally, such structures have already been used in biomimetic engineering with applications in sensing, water capture and adhesion. By examining hairs as a functional mechanical unit, geometry and arrangement can be rationally designed to generate new engineering devices and ideas

    Investigating Text Legibility on Non-Rectangular Displays

    Get PDF

    Assessing the effectiveness of direct gesture interaction for a safety critical maritime application

    Get PDF
    Multi-touch interaction, in particular multi-touch gesture interaction, is widely believed to give a more natural interaction style. We investigated the utility of multi-touch interaction in the safety critical domain of maritime dynamic positioning (DP) vessels. We conducted initial paper prototyping with domain experts to gain an insight into natural gestures; we then conducted observational studies aboard a DP vessel during operational duties and two rounds of formal evaluation of prototypes - the second on a motion platform ship simulator. Despite following a careful user-centred design process, the final results show that traditional touch-screen button and menu interaction was quicker and less erroneous than gestures. Furthermore, the moving environment accentuated this difference and we observed initial use problems and handedness asymmetries on some multi-touch gestures. On the positive side, our results showed that users were able to suspend gestural interaction more naturally, thus improving situational awareness

    Out of body experiences: a practice-led evaluation of the shifting boundaries shared by analogue films and their digital counterparts

    Get PDF
    Phd ThesisThis thesis provides in-depth analysis of my practice-led PhD and the methods used to focus on key areas of research - namely exploring the shifting perceptual parameters revealed when analogue films are transferred to digital formats. With this process audio-visual content previously locked inside film’s decaying form is resurrected as immaterial code within a malleable frame. My work utilised this spectral quality to examine different layers of film representation, observing its inner structure, while also stepping back to contemplate its content from a self-reflexive distance. These multiple viewpoints introduced unique spaces within which to study the analogue past from a digital perspective: The filmstrip’s mechanically regulated motion seamlessly combines still images, sound and light into analogue interpretations of space-time. My work digitally desynchronised these elements, revealing the structural gaps between them while also suggesting their merger with a new perceptual model. Moving beyond internal film worlds to the boundaries they share with the physical viewing space, another layer of disjointed separation was introduced by producing screens that struggled to contain film content within their frames. Stepping back further, these screens occupied a space caught between the fixed viewpoint of a cinema and the multiple perspectives allowed by gallerybased installations. The shifting frame of these hybrid spaces created an oscillation between passive submersion within, and analytical distance from mediated worlds. By unmooring and offsetting the precise alignment between film structure, screens and viewing spaces, my practice revealed overlapping edges and disjointed spaces within which media from different eras interacted. This opened up new areas of research that fed directly into my theoretical studies (the thesis layout itself shifts outwards, from media structures to viewing spaces). This approach enabled me to produce a substantial body of work, iii offering an original contribution to this field

    Int J Hum Comput Stud

    Get PDF
    The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.T42 OH008429/OH/NIOSH CDC HHS/United States2016-10-01T00:00:00Z26028955PMC444761
    • 

    corecore