41 research outputs found

    CREATING TOUCHPANEL GRAPHICS FOR CONTROL SYSTEMS

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    More often than system designers would like to admit, a discrepancy lies between the implementation of audiovisual control systems and their apparent ease of use to a novice or casual user. System designers and programmers are often hampered by the software tools provided by industry manufacturers and cannot reliably create desirable graphical interfaces that match the level of systems they are asked to program and install. Popular consumer trends in portable touchscreen devices, pioneered on devices such as the Apple iPhone, light a way forward into a new era of elegantly solving the audiovisual control system graphical user interface problem. Since expensive specialized hardware can be replaced by readily available consumer devices and a wide variety of tools exists with which to create content, possible alternatives to the current methods of designing the graphical user interface for the audiovisual system are ripe for discovery. Using the latest release of Autodesk Maya 2011, with features such as Python and Pymel, we have developed scripts to generate graphical user interface content for use with audiovisual control systems hardware. Also explored is the potential for a standalone development environment such that audiovisual designers and programmers are not required to operate Maya or adjust scripts to generate content. Given this new level of control over the graphical user interface, coupled with the flexibility of the control system central processor programming, a truly powerful, intuitive, and groundbreaking control interface can finally be realized

    Brave New GES World:A Systematic Literature Review of Gestures and Referents in Gesture Elicitation Studies

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    How to determine highly effective and intuitive gesture sets for interactive systems tailored to end users’ preferences? A substantial body of knowledge is available on this topic, among which gesture elicitation studies stand out distinctively. In these studies, end users are invited to propose gestures for specific referents, which are the functions to control for an interactive system. The vast majority of gesture elicitation studies conclude with a consensus gesture set identified following a process of consensus or agreement analysis. However, the information about specific gesture sets determined for specific applications is scattered across a wide landscape of disconnected scientific publications, which poses challenges to researchers and practitioners to effectively harness this body of knowledge. To address this challenge, we conducted a systematic literature review and examined a corpus of N=267 studies encompassing a total of 187, 265 gestures elicited from 6, 659 participants for 4, 106 referents. To understand similarities in users’ gesture preferences within this extensive dataset, we analyzed a sample of 2, 304 gestures extracted from the studies identified in our literature review. Our approach consisted of (i) identifying the context of use represented by end users, devices, platforms, and gesture sensing technology, (ii) categorizing the referents, (iii) classifying the gestures elicited for those referents, and (iv) cataloging the gestures based on their representation and implementation modalities. Drawing from the findings of this review, we propose guidelines for conducting future end-user gesture elicitation studies

    Políticas de Copyright de Publicações Científicas em Repositórios Institucionais: O Caso do INESC TEC

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    A progressiva transformação das práticas científicas, impulsionada pelo desenvolvimento das novas Tecnologias de Informação e Comunicação (TIC), têm possibilitado aumentar o acesso à informação, caminhando gradualmente para uma abertura do ciclo de pesquisa. Isto permitirá resolver a longo prazo uma adversidade que se tem colocado aos investigadores, que passa pela existência de barreiras que limitam as condições de acesso, sejam estas geográficas ou financeiras. Apesar da produção científica ser dominada, maioritariamente, por grandes editoras comerciais, estando sujeita às regras por estas impostas, o Movimento do Acesso Aberto cuja primeira declaração pública, a Declaração de Budapeste (BOAI), é de 2002, vem propor alterações significativas que beneficiam os autores e os leitores. Este Movimento vem a ganhar importância em Portugal desde 2003, com a constituição do primeiro repositório institucional a nível nacional. Os repositórios institucionais surgiram como uma ferramenta de divulgação da produção científica de uma instituição, com o intuito de permitir abrir aos resultados da investigação, quer antes da publicação e do próprio processo de arbitragem (preprint), quer depois (postprint), e, consequentemente, aumentar a visibilidade do trabalho desenvolvido por um investigador e a respetiva instituição. O estudo apresentado, que passou por uma análise das políticas de copyright das publicações científicas mais relevantes do INESC TEC, permitiu não só perceber que as editoras adotam cada vez mais políticas que possibilitam o auto-arquivo das publicações em repositórios institucionais, como também que existe todo um trabalho de sensibilização a percorrer, não só para os investigadores, como para a instituição e toda a sociedade. A produção de um conjunto de recomendações, que passam pela implementação de uma política institucional que incentive o auto-arquivo das publicações desenvolvidas no âmbito institucional no repositório, serve como mote para uma maior valorização da produção científica do INESC TEC.The progressive transformation of scientific practices, driven by the development of new Information and Communication Technologies (ICT), which made it possible to increase access to information, gradually moving towards an opening of the research cycle. This opening makes it possible to resolve, in the long term, the adversity that has been placed on researchers, which involves the existence of barriers that limit access conditions, whether geographical or financial. Although large commercial publishers predominantly dominate scientific production and subject it to the rules imposed by them, the Open Access movement whose first public declaration, the Budapest Declaration (BOAI), was in 2002, proposes significant changes that benefit the authors and the readers. This Movement has gained importance in Portugal since 2003, with the constitution of the first institutional repository at the national level. Institutional repositories have emerged as a tool for disseminating the scientific production of an institution to open the results of the research, both before publication and the preprint process and postprint, increase the visibility of work done by an investigator and his or her institution. The present study, which underwent an analysis of the copyright policies of INESC TEC most relevant scientific publications, allowed not only to realize that publishers are increasingly adopting policies that make it possible to self-archive publications in institutional repositories, all the work of raising awareness, not only for researchers but also for the institution and the whole society. The production of a set of recommendations, which go through the implementation of an institutional policy that encourages the self-archiving of the publications developed in the institutional scope in the repository, serves as a motto for a greater appreciation of the scientific production of INESC TEC

    Users' performance of accessible sound-only computer games

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    This work is conducted at two levels to meet the requirements of this research. The first objective is to develop a better understanding of how to design better sound-only games for a wide range of users. A new theoretical framework has been crafted to achieve this objective (Human Understanding Theory of Novel Games with Simplex, or the HUNGS theory). Such a theory aims to capture the current consensus about user requirements (as far as it is possible to do so) whilst understanding the principles and practices of interactive systems, namely the design of accessible sound-only games. The second objective is to understand better the psychology of intended users of such games. The importance of the present work is to test psychological concepts in the very different and very popular context of computer games. Implications found for users at work or working on serious tasks may not generalize to game players. To achieve the second requirement, a number of existing games were explored before a new game was designed (namely the Totally Lost game), using a range of methods. The Totally Lost game and different versions of the same game have been designed and evaluated based on user experiences

    Designing for disability: Guidance for designers when working with users with Specific, Critical, Additional Needs (SCAN)

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    This study provides guidelines to help designers make reasoned methodological choices when working with those that have disabilities, in order to enable the effective interpretation of the views of these users and to ensure that these are taken into account in the design of products and services. A new way of categorising such users led to a definition by the researcher of Specific, Critical, Additional Needs (SCAN). Individuals with SCAN have additional needs that have to be met in order to maintain their quality of life, health, safety and wellbeing but are additional to those of everyday critical needs. Following an extensive review of models of disability and design, together with the legal and social contexts (including public attitudes to disability), as well as resources from the design and ergonomics communities and existing research methods available to designers when working with SCAN users, it was found that there were relatively few studies that examined the appropriateness of methods for understanding the requirements of these users in design and evaluation processes. Through focus groups, advice was gathered from designers, some of whom were experienced in working collaboratively with disabled persons. Following this, several semi-structured interviews took place with a representative sample of SCAN users, carers, support workers, health and social care professionals and family members. Analysis of these interviews, backed by evidence from the literature, led to the creation of guidelines. The guidelines take account of best practice in designing from a user-centred viewpoint, and a number of tried and tested research methods are reviewed in detail. The study also highlights the range of disabilities that should be considered by designers in shaping specifications for new products and services, and the need to treat users appropriately to ensure an accurate account is taken of their needs

    Digitizing arquetypal human expereience through physiological signals

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    The problem of capturing human experience is relevant in many application domains. In fact, the process of describing and sharing individual experience lies at the heart of human culture. This advancement came at a price of losing some of the multidimensional aspects of primary, bodily experience during its projection into the symbolic formThroughout the courses of our lives we learn a great deal of information about the world from other people's experience. Besides the ability to share utilitarian experience such as whether a particular plant is poisonous, humans have developed a sophisticated competency of social signaling that enables us to express and decode emotional experience. The natural way of sharing emotional experiences requires those who share to be co-present during this event. However, people have overcome the limitation of physical presence by creating a symbolic system of representations.Recent research in the field of affective computing has addressed the question of digitization and transmission of emotional experience through monitoring and interpretation of physiological signals. Although the outcomes of this research represent a great step forward in developing a technology that supports sharing of emotional experiences, they do not seem to help in preserving the original phenomenological experience during the aforementioned projection. This circumstance is explained by the fact that in affective computing the focus of investigation has been aimed at emotional experiences which can be consciously evaluated and described by individuals themselves. Therefore, generally speaking, applying an affective computing technique for capturing emotions of an individual is not a deeper or more precise way to project her experience into the symbolic form than asking this person to write down a description of her emotions on a piece of paper. One can say that so far the research in affective computing has aimed at delivering technology that could automate the projection but it has not considered the problem of improving the projection in order to preserve more of the multidimensional aspects of human experience.This dissertation examines whether human experience, which individuals are not able to consciously transpose into the symbolic representation, can still be captured using the techniques of affective computing.First, a theoretical framework for description of human experience which is not accessible for conscious awareness was formulated. This framework was based on the work of Carl Jung who introduced a model of a psyche that includes three levels: consciousness, the personal unconscious and the collective unconscious. Consciousness is the external layer of the psyche that consists of those thoughts and emotions which are available for one¿s conscious recollection. The personal unconscious represents a repository for all of an individual¿s feelings, memories, knowledge and thoughts that are not conscious at a given moment of time.The collective unconscious is a repository of universal modes and behaviors that are similar in all individuals. According to Jung, the collective unconscious is populated with archetypes. Archetypes are prototypical categories of objects, people and situations that existed across evolutionary time and in different cultures.Esta tesis doctoral examina si la experiencia humana, que los individuos no pueden transponer conscientemente a la representación simbólica, aún puede capturarse utilizando las técnicas de computación afectiva. Primero, se formula un marco teórico para la descripción de la experiencia humana que no es accesible para la conciencia consciente. Este marco se basó en el trabajo de Carl Jung, quien introdujo un modelo de psique que incluye tres niveles: la conciencia, el inconsciente personal y el inconsciente colectivo. Habiendo definido nuestro marco teórico, realizamos un experimento en el que se mostraron a los sujetos estímulos visuales y auditivos de bases de datos estandarizadas para la obtención de emociones conscientes. Aparte de los estímulos para las emociones conscientes, los sujetos fueron expuestos a estímulos que representaban el arquetipo del yo. Durante la presentación de los estímulos cardiovasculares se registraron las señales de los sujetos. Los resultados experimentales indicaron que las respuestas de la frecuencia cardíaca de los participantes fueron únicas para cada categoría de estímulos, incluido el arquetípico. Estos hallazgos dieron impulso a realizar otro estudio en el que se examinó un espectro más amplio de experiencias arquetípicas. En nuestro segundo estudio, hicimos un cambio de estímulos visuales y auditivos a estímulos audiovisuales porque se esperaba que los videos fueran más eficientes en la obtención de emociones conscientes y experiencias arquetípicas que las imágenes fijas o los sonidos. La cantidad de arquetipos aumentó y los sujetos en general fueron estimulados a sentir ocho experiencias arquetípicas diferentes. También preparamos estímulos para emociones conscientes. En este experimento, las señales fisiológicas incluyeron actividades cardiovasculares, electrodérmicas, respiratorias y temperatura de la piel. El análisis estadístico sugirió que las experiencias arquetípicas podrían diferenciarse en función de las activaciones fisiológicas. Además, se construyeron varios modelos de predicción basados en los datos fisiológicos recopilados. Estos modelos demostraron la capacidad de clasificar los arquetipos con una precisión que era considerablemente más alta que el nivel de probabilidad. Como los resultados del segundo estudio sugirieron una relación positiva entre las experiencias arquetípicas y las activaciones de señales fisiológicas, parecía razonable realizar otro estudio para confirmar la generalización de nuestros hallazgos. Sin embargo, antes de comenzar un nuevo experimento, se decidió construir una herramienta que pudiera facilitar la recopilación de datos fisiológicos y el reconocimiento de experiencias arquetípicas, así como de emociones conscientes. Tal herramienta nos ayudaría a nosotros y a otros investigadores a realizar experimentos sobre la experiencia humana. Nuestra herramienta funciona en "tablets" y admite la recopilación y el análisis de datos de sensores fisiológicos. El último estudio se realizó utilizando una metodología similar al segundo experimento con varias modificaciones que tenían como objetivo obtener resultados más sólidos. El esfuerzo de realizar este estudio se redujo considerablemente al usar la herramienta desarrollada. Durante el experimento, sólo medimos las actividades cardiovasculares y electrodérmicas de los sujetos porque nuestros experimentos anteriores mostraron que estas dos señales contribuyeron significativamente a la clasificación de las emociones conscientes y las experiencias arquetípicas. El análisis estadístico indicó una relación significativa entre los arquetipos retratados en los videos y las respuestas fisiológicas de los sujetos. Además, utilizando métodos de minería de datos, creamos modelos de predicción que fueron capaces de reconocer las experiencias arquetípicas con una precisión menor que en el segundo estudio, pero todavía considerablemente..
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