124 research outputs found

    Emotion capture based on body postures and movements

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    In this paper we present a preliminary study for designing interactive systems that are sensible to human emotions based on the body movements. To do so, we first review the literature on the various approaches for defining and characterizing human emotions. After justifying the adopted characterization space for emotions, we then focus on the movement characteristics that must be captured by the system for being able to recognize the human emotions.Comment: 22 page

    The Design of a Tribal Tabletop

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    International audienceThe past few years, companies marketing strategies integrated the use of the new technologies as a marketing tool to enhance the sales. The advance in novel innovative user interfaces would now allow to expand the use of 3D simulation. Such innovative marketing tool in a store helps the customer to imagine quite realistically herself with the product in the future. In this paper, we present the hardware design of a new marketing tool based on tabletop in a sales situation. We take into account the situation, geometry and space arrangement of the store. We place the users, salesman/woman and customers, in the centre of our design to propose a tabletop that promotes users collaboration in this professional context

    Towards an Architecture Model for Emotion Recognition in Interactive Systems: Application to a Ballet Dance Show

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    International audienceIn the context of the very dynamic and challenging domain of affective computing, we adopt a software engineering point of view on emotion recognition in interactive systems. Our goal is threefold: first, developing an architecture model for emotion recognition. This architecture model emphasizes multimodality and reusability. Second, developing a prototype based on this architecture model. For this prototype we focus on gesture-based emotion recognition. And third, using this prototype for augmenting a ballet dance show. We hence describe an overview of our work so far, from the design of a flexible and multimodal emotion recognition architecture model, to a presentation of a gesture-based emotion recognition prototype based on this model, to a prototype that augments a ballet stage, taking emotions as inputs

    The First Tangible Interaction Studio

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    "Tangible interaction", a research field addressing the interface between the physical and the digital worlds, provides a new tool to facilitate the study of digital data. It overcomes the limitations of the traditional mouse, facilitating interaction and manipulation of 3D digital objects using real objects

    The activation of modality in virtual objects assembly

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    International audienceManual assembly of virtual 3D objects is required in several application fields. We focus on tangible user interfaces which offer the opportunity to the user to perform virtual assemblies efficiently and easily. In each hand, the user manipulates a tracked prop, and the translations and rotations are directly mapped to the corresponding virtual object. However, with such interfaces, both hands are requisitioned, and the user cannot drop the props without changing the action or the expected results. We list and discuss the choice of four possible modalities to activate/deactivate the assembly modality: vocal modality, gestural modality, buttons, and foot pedals. We conclude that when using the foot pedals, the user's gesture is closer to the real-world behaviour

    Tangible user interface integration in engineering

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    International audienceIn this paper we describe the 1 design and the development of two specific tangible user interface (TUI) platforms.Theaimof thefirst oneis to support computer aided design (CAD) parts assembly operations in the mechanical product domain.Theaimof the second one is mainly designed to help stakeholders during the task of validation of subsoil model in the field of geosciences. In this paper, we propose a design methodology of the tangible parts (also called props) based on our previous experiences in TUI development. This methodology is mainly based on multidisciplinary work and user tests and we assume that this process is reproducible

    Tacsel: Shape-Changing Tactile Screen applied for Eyes-Free Interaction in Cockpit

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    International audienceTouch screens have become widely used in recent years. Nowadays they have been integrated on numerous electronic devices for common use since they allow the user to interact with what is displayed on the screen. However, these technologies cannot be used in complex systems in which the visual attention is very limited (cockpit manipulation, driving tasks, etc.). This paper introduces the concept of Tacsel, the smaller dynamic element of a tactile screen. Tacsels allow shape-changing and flexible properties to touch screen devices providing eyes-free interaction. We developed a high-resolution prototype of Tacsel to demonstrate its technical feasibility and its potential within a cockpit context. Three interaction scenarios are described and a workshop with brainstorming and video-prototyping is conducted to evaluate the use of the proposed Tacsel in several cockpit tasks. Results showed that interactive Tacsels have a real potential for future cockpits. Several other possible applications are also described, and several advantages and limitations are discussed

    Etude d'interacteurs pour la sélection d'une ligne de coupe depuis une carte

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    4 pages, démonstrationsNational audienceIn this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study.Nous nous intéressons à la sélection d'une ligne de coupe dans un modèle 3D. Nous nous situons donc dans le pa-radigme des interfaces utilisateurs 3D (3DUI). Dans ce contexte, il est intéressant pour adresser un problème gé-néral d'expérimenter sur des applications métiers complexes porteuses de contraintes et d'exigences, ici les géosciences. Dans le cadre de l'interface proposée, table interactive et interface tangible, nous étudions les diffé-rentes métaphores d'interaction possibles et déterminons le meilleur interacteur pour la tâche ciblée. ABSTRACT In this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study

    Etude d'interacteurs pour la sélection d'une ligne de coupe depuis une carte

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    4 pages, démonstrationsNational audienceIn this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study.Nous nous intéressons à la sélection d'une ligne de coupe dans un modèle 3D. Nous nous situons donc dans le pa-radigme des interfaces utilisateurs 3D (3DUI). Dans ce contexte, il est intéressant pour adresser un problème gé-néral d'expérimenter sur des applications métiers complexes porteuses de contraintes et d'exigences, ici les géosciences. Dans le cadre de l'interface proposée, table interactive et interface tangible, nous étudions les diffé-rentes métaphores d'interaction possibles et déterminons le meilleur interacteur pour la tâche ciblée. ABSTRACT In this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study

    Faisabilité d'une Interface Tangible pour la Validation d'Hypothèses en Géosciences

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    2 pages, démonstrationsNational audienceWe propose though this article a demonstration of a prototype of tangible user interface intended to geophysicists and geologists. These users encounter remarkable difficulties to validate their hypothesis on the composition of the subsoil. The presented prototype is aimed at demonstrating concretely the feasibility of the system called GeoTUI. We conclude by asserting the feasibility of GeoTUI and by identifying the difficulties to solve for an operative realization of GeoTUI with a professional aiming.Nous proposons par cet article de faire la démonstration d'un prototype d'interface utilisateur tangible à destination des géophysiciens et des géologues. Ces utilisateurs rencontrent des difficultés notables pour valider leurs hypothèses sur la constitution du sous-sol. Le prototype présenté a pour but de démontrer concrètement la faisabilité du système appelé GeoTUI. Nous concluons en affirmant la faisabilité de GeoTUI et en identifiant les difficultés à résoudre pour une réalisation opérationnelle à visée professionnelle de GeoTUI
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