3,635 research outputs found

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Strip-TIC : exploring augmented paper strips for Air Traffic Controllers

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    International audienceThe current environment used by French air traffic controllers mixes digital visualization such as radar screens and tangible artifacts such as paper strips. Tangible artifacts do not allow controllers to update the system with the instructions they give to pilots. Previous attempts at replacing them in France failed to prove efficient. This paper is an engineering paper that describes Strip-TIC, a novel system for ATC that mixes augmented paper and digital pen, vision-based tracking and augmented rear and front projection. The system is now working and has enabled us to run workshops with actual controllers to study the role of writing and tangibility in ATC. We describe the system and solutions to technical challenges due to mixing competing technologies

    A Context-aware and Intelligent Framework for the Secure Mission Critical Systems

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    Recent technological advancements in pervasive systems have shown the poten-tial to address challenges in the military domain. Research developments in mili-tary-based mission-critical systems have refined a lot as in autopilot, sensing true target behavior, battle damage conditions, acquiring and manipulating command control information. However, the application of pervasive systems in the military domain is still evolving. In this paper, an intelligent framework has been pro-posed for mission-critical systems to incorporate advanced heterogeneous com-munication protocols; service-oriented layered structure and context-aware infor-mation manipulation. The proposed framework addresses the limitation of “time-space” constraints in Mission-critical systems that have been improved signifi-cantly. This improvement is courtesy to enhancing situation-aware tactical capa-bilities such as localization, decision significance, strategic span, strategic inten-tions, resource coordination and profiling concerning the situation. A comprehen-sive use case model has been presented for a typical battle-field scenario followed by a comparison of the proposed framework with existing techniques. It is evi-dent from experiments and analyses that the proposed framework provides more effective and seamless interaction with contextual resources to improve tactical capabilities. This is the peer reviewed version of the following article: A Context-aware and Intelligent Framework for the Secure Mission Critical Systems, which has been published in final form in Transactions on Emerging Telecommunications Technologies. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Version

    Using Sound to Enhance Users’ Experiences of Mobile Applications

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    The latest smartphones with GPS, electronic compass, directional audio, touch screens etc. hold potentials for location based services that are easier to use compared to traditional tools. Rather than interpreting maps, users may focus on their activities and the environment around them. Interfaces may be designed that let users search for information by simply pointing in a direction. Database queries can be created from GPS location and compass direction data. Users can get guidance to locations through pointing gestures, spatial sound and simple graphics. This article describes two studies testing prototypic applications with multimodal user interfaces built on spatial audio, graphics and text. Tests show that users appreciated the applications for their ease of use, for being fun and effective to use and for allowing users to interact directly with the environment rather than with abstractions of the same. The multimodal user interfaces contributed significantly to the overall user experience

    Holographic reality: enhancing the artificial reality experience throuhg interactive 3D holography

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    Holography was made know by several science-fiction productions, however this technology dates back to the year 1940. Despite the considerable age of this discovery, this technology remains inaccessible to the average consumer. The main goal of this manuscript is to advance the state of the art in interactive holography, providing an accessible and low-cost solution. The final product intends to nudge the HCI com munity to explore potential applications, in particular to be aquatic centric and environmentally friendly. Two main user studies are performed, in order to determine the impact of the proposed solution by a sample audience. Provided user studies include a first prototype as a Tangible User Interface - TUI for Holographic Reality - HR Second study included the Holographic Mounted Display - HMD for proposed HR interface, further analyzing the interactive holographic experience without hand-held devices. Both of these studies were further compared with an Augmented Reality setting. Obtained results demonstrate a significantly higher score for the HMD approach. This suggests it is the better solution, most likely due to the added simplicity and immersiveness features it has. However the TUI study did score higher in several key parameters, and should be considered for future studies. Comparing with an AR experience, the HMD study scores slightly lower, but manages to surpass AR in several parameters. Several approaches were outlined and evaluated, depicting different methods for the creation of Interactive Holographic Reality experiences. In spite of the low maturity of holographic technology, it can be concluded it is comparable and can keep up to other more developed and mature artificial reality settings, further supporting the need for the existence of the Holographic Reality conceptA tecnologia hologrĂĄfica tornou-se conhecida atravĂ©s da ficção cientĂ­fica, contudo esta tecnologia remonta atĂ© ao ano 1940. Apesar da considerĂĄvel idade desta descoberta, esta tecnologia continua a nĂŁo ser acessĂ­veil para o consumidor. O objetivo deste manuscrito Ă© avançar o estado de arte da Holografia Interactiva, e fornecer uma solução de baixo custo. O objetivo do produto final Ă© persuadir a comunidade HCI para a exploração de aplicaçÔes desta tecnologia, em particular em contextos aquĂĄticos e prĂł-ambientais. Dois estudos principais foram efetuados, de modo a determinar qual o impacto da solução pro posta numa amostra. Os estudos fornecidos incluem um protĂłtipo inicial baseado numa Interface TangĂ­vel e Realidade HologrĂĄfica e um dispositivo tangĂ­vel. O segundo estudo inclui uma interface baseada num dispositivo head-mounted e em Realidade HologrĂĄfica, de modo a analisar e avaliar a experiĂȘncia interativa e hologrĂĄfica. Ambos os estudos sĂŁo comparados com uma experiĂȘncia semelhante, em Realidade Aumentada. Os resultados obtidos demonstram que o estudo HMD recebeu uma avaliação significante mel hor, em comparação com a abordagem TUI. Isto sugere que uma abordagem "head-mounted" tende a ser melhor solução, muito provavelmente devido Ă s vantagens que possui em relação Ă  simplicidade e imersividade que oferece. Contudo, o estudo TUI recebeu pontuaçÔes mais altas em alguns parĂąmetros chave, e deve ser considerados para a implementação de futuros estudos. Comparando com uma experiĂȘncia de realidade aumentada, o estudo HMD recebeu uma avaliação ligeiramente menor, mas por uma margem mĂ­nima, e ultrapassando a AR em alguns parĂąmetros. VĂĄrias abordagens foram deliniadas e avaliadas, com diferentes mĂ©todos para a criação de experiĂȘncias de Realidade HologrĂĄfica. Apesar da pouca maturidade da tecnologia hologrĂĄfica, podemos concluir que a mesma Ă© comparĂĄvel e consegue acompanhar outros tipos de realidade artificial, que sĂŁo muito mais desenvolvidos, o que suporta a necessidade da existĂȘncia do conceito de Realidade HologrĂĄfica
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