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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Co-located collaboration in interactive spaces for preliminary design

Jones, Alistair 05 December 2013 (has links) (PDF)
The preliminary design phase occurs near the launch of an engineering project, normally after an initial requirements gathering phase. Through a series of meetingswhich gathers the key actors of a project, effective preliminary design involves discussion and decision-making punctuated by group creativity techniques. These activities are designed to explore the potential solutions of the problem, such asbrainstorming or causal analysis, or to address the project itself, such as collaborative project planning. Such activities are usually conducted in traditional meeting rooms with pen and paper media, which requires significant time and effort to prepare, perform, and later render into a digitally exploitable format. These processes have resisted previous attempts of computer-supported solutions, because any additional instruments risk obstructing the natural collaboration and workflow that make these activities so beneficial. Over the past decade, technologies such as interactive table tops, interactive wall displays, speech recognition software, 3D motion sensing cameras, and handheld tablets and smartphones have experienced significant advances in maturity. Theirform factors resemble the physical configuration of traditional pen-and-paper environments,while their "natural" input devices (based on multi-touch, gestures, voice, tangibles, etc.) allow them to leverage a user's pre-existing verbal, spatial,social, motor and cognitive skills. Researchers hypothesize that having these devices working in concert inside interactive spaces could augment collaboration forco-located (i.e. physically present) groups of users.There currently exist several interactive spaces in the literature, illustrating awide range of potential hardware configurations and interaction techniques. The goal of this thesis is first to explore what qualities these interactive spaces should exhibit in their interaction design, particularly with regard to preliminary designactivities, and second, to investigate how their heterogeneous and distributed computing devices can be unified into a flexible and extensible distributed computing architecture. The first main contribution of this thesis is an extensive presentation of an interactive space, which at its core uses a configuration not yet fully explored inprevious literature : a large multitouch table top and a large multitouch interactive Abstract board display. The design of this interactive space is driven by observations o fgroups engaged in preliminary design activities in traditional environments and a literature review aimed at extracting user-centered design guide lines. Special consideration is given to the user interface as it extends across multiple shared displays, and maintains a separation of concerns regarding personal and group work. Finally, evaluations using groups of five and six users show that using such an interactive space, coupled with our proposed multi-display interaction techniques, leads to a more effective construction of the digital artifacts used in preliminary design.The second main contribution of this thesis is a multi-agent infrastructure forthe distributed computing environment which effectively accommodates a widerange of platforms and devices in concerted interaction. By using agent-oriented programming and by establishing a common content language for messaging, the infrastructure is especially tolerant of network faults and suitable for rapid prototyping of heterogeneous devices in the interactive space.
22

Uma proposta de design da interação multimodal para e com a terceira idade para dispositivos móveis / A proposed design of the multimodal interaction for and with seniors user to mobile devices

Leme, Ricardo Roberto 23 January 2015 (has links)
Made available in DSpace on 2016-06-02T19:07:09Z (GMT). No. of bitstreams: 1 LEME_Ricardo_2015.pdf: 7202991 bytes, checksum: e01ea6e52b9be5ca7ceca1056abb2bcc (MD5) Previous issue date: 2015-01-23 / The use of small mobile devices such as smartphones and tablets has been growing in various public in Brazil. Even though many devices have features such as touch, gestures, voice, many applications do not adopt such resources to support different ways of interaction. Among the various audiences that have been using the mobile devices in Brazil, it can highlight the elderly person. To understand the needs of elderly audience is important not only observe their actions as well as brings them to inside of the process of development. User Centered Design (UCD) is a methodology that uses models, methods and processes for software design aiming to fulfill the user needs, composed by the steps of research, development and evaluation. Based on the UCD principals, this work presents an approach to support the design of interaction which besides being to the user, is also developed with the elderly user adding to the UCD cycle the techniques of participatory design and of personas. The application developed by the approach allows the elderly users to use the multimodal interaction according to their preferences and to the context of use. The methodology of this work was composed by three steps. First, a systematic review gave the support to the fundamentals and to the delimitation of the work scope. After that, the approach was designed based on UCD method including the participatory aspects. The proposal verification was conducted following the approach phases with the participation of a total of 279 elderly users. The results show that the elderly user, as a active member of the development process, aiding on the identification of real interaction aspects of the application. / O uso de dispositivos móveis, como smartphones e tablets vem crescendo junto a vários públicos no Brasil. Mesmo que muitos dispositivos possuam características tais como toque, gestos, voz, muitas aplicações não adotam tais recursos para apoiar diferentes formas de interação. Entre os diversos públicos que utilizam os dispositivos móveis no Brasil, pode-se destacar o usuário da terceira idade. Para entender as necessidades deste público, é importante não somente observar as suas ações, mas trazê-los para o processo de desenvolvimento. O Design Centrado no Usuário (UCD) é uma metodologia que utiliza modelos, métodos e processos de design de software com o objetivo para atender as necessidades do usuário, composto pelas etapas de pesquisa, desenvolvimento e avaliação. Com base nos princípios da UCD, este trabalho apresenta uma abordagem para apoiar o projeto de interação que além de ser para o usuário, também é desenvolvido com o usuário da terceira idade somando-se ao ciclo da UCD as técnicas de design participativo e de personas. A aplicação desenvolvida pela abordagem permite que os usuários idosos utilizem a interação multimodal de acordo com as suas preferências e para o contexto de utilização. A metodologia deste trabalho foi composta por três etapas. Em primeiro lugar, uma revisão sistemática deu o apoio para os fundamentos e para a delimitação do âmbito de trabalho. Depois disso, a abordagem foi concebida com base no método da UCD incluindo os aspectos de participação. A abordagem proposta foi realizada seguindo as fases de aproximação com a participação de um total de 279 usuários idosos. Os resultados mostram que o usuário idoso, como um membro ativo do processo de desenvolvimento, pode auxiliar na identificação de aspectos reais de interação da aplicação.
23

Real-time visual feedback of emotional expression in singing

Fu, Xuehua January 2023 (has links)
The thesis project concerns the development and evaluation of a real-time music visualization system aimed at creating a multi-modal perceptual experience of music emotions. The purpose of the project is to provide singers with real-time visual feedback on their singing, to enhance their expression of emotions in the music. Built upon results from previous studies on emotional expression in music, crossmodal correspondences, and associations among sound, shape, color, and emotions, a singing voice visualization system is proposed that generates real-time graphics to reflect the emotional expression in the input singing in an intuitive fashion. A mapping between musical and visual features was established and tested within a user study regarding the setting of its polarities. The singing voice visualization system was developed as as a software system that runs on personal computers, utilizing Pure Data and Unity. This implementation allows for instantaneous feedback to the user during their singing. The mapping was evaluated in a user study, where participants engage in expressive singing to test the system,in order to assess the meaningfulness of the visual feedback and the effectiveness of the mapping, as well as the impact of the polarity. The results show that color as a strong visual cue of emotional expression provided meaningful information on some participants’ expression of typical happiness and sadness. Other cues of the visual feedback possibly enhanced some participants’ emotional expression of singing in an indirect way. The polarity had a noticeable impact on the perception of the visual feedback. The current study is limited by the reliability of the techniques used for the extracting acoustic features from real-time singing, particularly in the detection of attack speed. The evaluation were limited by the broad definition of one of the research questions. The findings of this study suggest potential applications for the singing voice visualization system in fields of music education, art, and entertainment. Additionally, the research highlights the need for further exploration and refinement in the design of the mapping and the evaluation methodology. / Avhandlingsprojektet handlar om utveckling och utvärdering av ett realtidssystem för musikvisualisering som syftar till att skapa en multimodal perceptuell upplevelse av musikkänslor. Syftet med projektet är att ge sångare visuell feedback i realtid på deras sång, för att förstärka deras uttryck av känslor i musiken. Med utgångspunkt i resultat från tidigare studier om känslouttryck i musik, korsmodala korrespondenser och associationer mellan ljud, form, färg och känslor, föreslås ett visualiseringssystem för sångstämmor som genererar realtidsgrafik för att på ett intuitivt sätt återspegla känslouttrycket i den inmatade sången. En mappning mellan musikaliska och visuella funktioner etablerades och testades i en användarstudie avseende inställningen av dess polariteter. Visualiseringssystemet för sångröst utvecklades som ett mjukvarusystem som körs på persondatorer med Pure Data och Unity. Denna implementering möjliggör omedelbar feedback till användaren under dennes sång. Kartläggningen utvärderades i en användarstudie, där deltagarna fick sjunga uttrycksfullt för att testa systemet, för att bedöma meningsfullheten i den visuella feedbacken och kartläggningens effektivitet, samt polaritetens inverkan. Resultaten visar att färg som en stark visuell signal för känslomässiga uttryck gav meningsfull information om vissa deltagares uttryck av typisk lycka och sorg. Andra ledtrådar i den visuella återkopplingen förstärkte möjligen vissa deltagares känslomässiga uttryck av sång på ett indirekt sätt. Polariteten hade en märkbar inverkan på uppfattningen av den visuella feedbacken. Den aktuella studien begränsas av tillförlitligheten hos de tekniker som används för att extrahera akustiska egenskaper från sång i realtid, särskilt när det gäller att upptäcka attackhastighet. Utvärderingen begränsades av den breda definitionen av en av forskningsfrågorna. Resultaten av denna studie visar på potentiella tillämpningar för visualiseringssystemet för sångröster inom musikutbildning, konst och underhållning. Dessutom belyser forskningen behovet av ytterligare utforskning och förfining av kartläggningens utformning och utvärderingsmetodiken.
24

[pt] A MULTIMODALIDADE NA INTERAÇÃO EM AULAS VIA GOOGLE MEET UM ESTUDO SOBRE A DIVERSIDADE SINALIZADA EM CONTEXTO DE ENSINO REMOTO / [en] MULTIMODALITY IN THE INTERACTION IN CLASSES GIVEN THROUGH GOOGLE MEET A STUDY ON THE SIGNALED DIVERSITY IN THE CONTEXT OF REMOTE TEACHING

ISABELLE DE ARAUJO LIMA E SOUZA 11 November 2022 (has links)
[pt] A presente tese investiga a multimodalidade em interações sinalizadas, em aulas via Google Meet. Os objetivos principais são descrever e analisar os aspectos verbais e não verbais da Libras. Este estudo está alinhado com as bases teóricas da Análise da Conversa (AC), da Sociolinguística Interacional (SI) e da Linguística Aplicada (LA). Esta pesquisa é de natureza qualitativa e utiliza a Análise da Conversa Multimodal como teoria e método. Utiliza a sequencialidade como teoria e, também, como categoria analítica. Os princípios da sequencialidade auxiliaram na compreensão das ações conjuntas construídas pelos surdos, em aulas virtuais. Os dados apresentados foram gerados de setembro a dezembro de 2020, nos encontros virtuais entre professor surdo e estudantes surdos que participam de um projeto de extensão situado na Zona da Mata Mineira. Para fins de transcrição e de análise de dados, adotaram-se critérios capazes de abarcar a interação multimodal em línguas sinalizadas. Então, utilizaram-se princípios da Tradução Audiovisual para se poder descrever as ações em Libras, aliando-se aos critérios de transcrição multimodal. Através da análise sequencial de turnos de fala, compreendem-se os diferentes enquadres presentes nas aulas virtuais sinalizadas. Nota-se que os aspectos multimodais presentes na interação dão a clave da interação, mostrando contextualmente qual ação os participantes estão performando momento a momento. Assim, as diferentes ações performadas em sala de aula, como a brincadeira, a narração, a explicação, mostram os papéis institucionais presentes nas aulas. Em alguns momentos, as relações tornam-se mais assimétricas, em outros, mais simétricas, dependendo das ações que os participantes estão performando. A compreensão desses significados interacionais só é possível quando conseguimos analisar a situação social como um todo, considerando os aspectos linguísticos, gramaticais, prosódicos, materiais e gestuais presentes nos turnos de fala, ou turnos sinalizados. Ao se olhar para os gestos presentes na Libras, é possível contribuiem mais r uma maneira de m se compreender o para o campo da Linguística Aplicada, pensando b aplicação no campo educacional, pensando abarque a experiência linguística que o surdo possu escolar institucional. / [en] This thesis investigates multimodality in signaled interactions, in classes given through Google Meet. The main objectives are to describe and analyze verbal and non-verbal aspects of Libras. This study is aligned with theoretical bases of Conversation Analysis (CA), Interactional Sociolinguistics (IS) and Applied Linguistics (AL). This research is qualitative in nature and uses Multimodal Conversation Analysis as theory and method. Uses sequentiality as a theory and also as an analytical category. The principles of sequentiality helped to understand the joint actions built by the deaf, in virtual classes. The data presented was generated from September to December 2020, in virtual meetings between deaf professor and deaf students who participate in an extension project located in Zona da Mata Mineira. For transcription and data analysis, criteria capable of encompassing multimodal interaction in signed languages were adopted. Then, principles of Audiovisual Translation were used to be able to describe the actions in Libras, allied to the criteria of multimodal transcription. Through sequential analysis of speech turns, different framings present in the signed virtual classes are understood. It is noted that the multimodal aspects present in the interaction give the key to the interaction, contextually showing which action the participants are performing moment by moment. Thus, different actions performed in the classroom, such as game, narration, explanation, show the institutional roles present in classes. In some moments, relationships become more asymmetrical, in others, more symmetrical, depending on the actions that participants are performing. Understanding these interactional meanings is only possible when we are able to analyze the social situation as a whole, considering linguistic, grammatical, prosodic, material and gestural aspects present in speech turns, or signed turns. When looking at the gestures present in Libras, it is possible to contribute to the field of Applied Linguistics, thinking of another way of understanding deaf bilingualism. There are also possibilities of application in educational field, thinking about educational policies that cover linguistic experience that the deaf has before going to the institutional school space.
25

Combining Eye Tracking and Gestures to Interact with a Computer System

Rådell, Dennis January 2016 (has links)
Eye tracking and gestures are relatively new input methods, changing the way humans interact with computers. Gestures can be used for games or controlling a computer through an interface. Eye tracking is another way of interacting with computers, often by combining with other inputs such as a mouse or touch pad. Gestures and eye tracking have been used in commercially available products, but seldom combined to create a multimodal interaction. This thesis presents a prototype which combines eye tracking with gestures to interact with a computer. To accomplish this, the report investigates different methods of recognizing hand gestures. The aim is to combine the technologies in such a way that the gestures can be simple, and the location of a user’s gaze will decide what the gesture does. The report concludes by presenting a final prototype where the gestures are combined with eye tracking to interact with a computer. The final prototype uses an IR camera together with an eye tracker. The final prototype is evaluated with regards to learnability, usefulness, and intuitiveness. The evaluation of the prototype shows that usefulness is low, but learnability and intuitiveness are quite high. / Eye tracking och gester är relativt nya inmatningsmetoder, som förändra sättet människor interagerar med datorer. Gester kan användas för till exempel spel eller för att styra en dator via ett gränssnitt. Eye tracking är ett annat sätt att interagera med datorer, ofta med hjälp av genom att kombinera med andra styrenheter såsom en mus eller styrplatta. Gester och eye tracking har använts i kommersiellt tillgängliga produkter, men sällan kombinerats för att skapa en multimodal interaktion. Denna avhandling presenterar en prototyp som kombinerar eye tracking med gester för att interagera med en dator. För att åstadkomma detta undersöker rapporten olika metoder för att känna igen gester. Målet är att kombinera teknologierna på ett sådant sätt att gestern kan vara enkla, och platsen för användarens blick kommer bestämma vad gesten gör. Rapporten avslutas genom att presentera en slutlig prototyp där gester kombineras med eye tracking för att interagera med en dator. Den slutliga prototypen använder en IR kamera och en eye tracker. Den slutliga prototypen utvärderas med avseende på lärbarhet, användbarhet, och intuition. Utvärderingen av prototypen visar att användbarheten är låg, men både lärbarhet och intuition är ganska höga.
26

Academic Discourse Socialization for International Students in Architecture: Embedding an Imagined Scenario in Telling a Design Narrative

Choi, Minseok 08 September 2022 (has links)
No description available.
27

Learnables in Action : The Embodied Achievement of Opportunities for Teaching and Learning in Swedish as a Second Language Classrooms / Lärande genom handling : Hur möjligheter till undervisning och lärande åstadkoms i svenska som andraspråkutbildning

Majlesi, Ali Reza January 2014 (has links)
This doctoral dissertation is an empirical qualitative research study on the emergence of learnables in classrooms of Swedish as a second language. It adopts a dialogical and praxeological approach, and analysis is based on video recorded teacher-student interactivities in classrooms. Learnables are taken to be linguistic items or constructs that are displayed as unknown by students, or problematized by students or teachers, and therefore oriented to as explainable, remediable, or improvable. Learnables are introduced in planned or less planned classroom activities, either in passing, while continuing the current main activity, or in sidesequences. In these activities, teachers and students not only talk, but also use other embodied resources (e.g. pointing) or available artifacts (e.g. worksheets) to highlight linguistic learnables. Teachers and students use these resources for achieving and maintaining intersubjectivity as well as contributing learnables to the interactivities. Through manifest embodied practices, abstract linguistic learnables become objectified, and knowledge about them gets organized in and through joint co-operative activities. / Denna avhandling är en empirisk, kvalitativ studie om uppkomsten av s.k. ”learnables” i svenska som andraspråksutbildning. Studien antar ett dialogiskt och praxeologiskt perspektiv, och analysen baseras på video-inspelade lärare-elevinteraktiviteter i klassrummet. ”Learnables” utgörs av språkliga objekt eller konstruktioner, som hanteras som obekanta av elever, eller som problematiseras av elever eller lärare, och därför orienteras emot som objekt som kan förklaras, korrigeras eller förbättras. ”Learnables” kan uppstå i planerade eller mindre planerade klarssrumsaktiviteter, antingen i förbigående, samtidigt som huvudaktiviteten fortsätter utan avbrott, eller i sidosekvenser. I dessa aktiviteter använder lärare och elever inte bara talspråk, utan även andra kroppsliga resurser (t.ex. pekningar) eller tillgängliga artefakter (t.ex. papper) för att fokusera på språkliga ”learnables”. Lärare och elever använder dessa medel för att uppnå och bibehålla intersubjektivitet, samt för att bidra med ”learnables” till interaktiviteterna. Genom konkreta kroppsliga metoder blir abstrakta, språkliga ”learnables” objektifierade och kunskapen om dem organiseras i och genom deltagarnas koordinerade handlingar.
28

Co-located collaboration in interactive spaces for preliminary design / Collaboration co-localisée dans un espace interactif pour la conception préliminaire

Jones, Alistair 05 December 2013 (has links)
La phase de conception préliminaire est déterminante lors de la réalisation d’un projet industriel. Elle exploite généralement des outils méthodologiques tels que le brainstorming, l’analyse causale et le chronogramme, qui permettent la collaboration entre des participants aux compétences et aux approches différentes. Ces activités se déroulent dans des salles de réunions traditionnelles, autour d'une table ou devant un tableau blanc, avec l’aide de nombreux papiers et Post-it, ce qui rend la préparation, l’exécution, et l’exploitation de ce processus particulièrement difficile. Jusqu’à présent, cette phase de conception préliminaire a résisté à la numérisation, notamment parce que l’addition d’un dispositif informatique au sein de ces activités perturbe la communication et la collaboration naturelles entre participants. Au cours des dix dernières années, de nombreuses avancées technologiques ont été réalisées en ce qui concerne les dispositifs numériques tels que les tables et les tableaux interactifs, les smartphones et les tablettes tactiles. La similarité des configurations physiques de ces dispositifs avec les dispositifs plus traditionnels permet d’exploiter les capacités préexistantes des utilisateurs (l’habileté motrice, le raisonnement spatial, le langage parlé, etc.). Les chercheurs se basent sur l’hypothèse que ces nouveaux dispositifs, travaillant de concert au sein d’espaces interactifs, pourront augmenter la collaboration co-localisée pour les équipes de conception préliminaire. L’objectif de cette thèse est, d’une part, d’étudier la conception d’un espace interactif pour la collaboration co-localisée durant la phase de conception préliminaire, et d’autre part, de proposer une architecture permettant de réunir les dispositifs hétérogènes et distribués composant cet espace.La première contribution consiste en une présentation détaillée d’un espace interactif utilisant une configuration physique encore peu exploitée dans la littérature scientifique : une table et un tableau multi-tactiles de grandes dimensions. La conception de cet espace interactif a été basée sur des observations d’utilisateurs dans un contexte de conception préliminaire traditionnel et sur une revue de la littérature visant à identifier des principes de conception. Lors de la conception de cet espace, une attention particulière a été portée à l’interface utilisateur qui s’étend sur des écrans partagés et qui maintient une séparation entre les activités d’un participant et les activités d’une équipe. Enfin, les évaluations, réalisées avec des groupes de cinq à six participants, démontrent une amélioration dans l’exploitation des outils méthodologiques sur supports numériques par rapport à une utilisation traditionnelle lors de la conception préliminaire.La conception d’une infrastructure distribuée basée sur un système multi-agents constitue la deuxième contribution de cette thèse. Cette infrastructure parvient à rassembler de nombreuses plateformes et des dispositifs hétérogènes. Elle représente une solution intéressante pour les espaces interactifs, en particulier parce qu’elle tolère particulièrement bien la défaillance de réseau et permet un prototypage rapide des dispositifs. / The preliminary design phase occurs near the launch of an engineering project, normally after an initial requirements gathering phase. Through a series of meetingswhich gathers the key actors of a project, effective preliminary design involves discussion and decision-making punctuated by group creativity techniques. These activities are designed to explore the potential solutions of the problem, such asbrainstorming or causal analysis, or to address the project itself, such as collaborative project planning. Such activities are usually conducted in traditional meeting rooms with pen and paper media, which requires significant time and effort to prepare, perform, and later render into a digitally exploitable format. These processes have resisted previous attempts of computer-supported solutions, because any additional instruments risk obstructing the natural collaboration and workflow that make these activities so beneficial. Over the past decade, technologies such as interactive table tops, interactive wall displays, speech recognition software, 3D motion sensing cameras, and handheld tablets and smartphones have experienced significant advances in maturity. Theirform factors resemble the physical configuration of traditional pen-and-paper environments,while their “natural” input devices (based on multi-touch, gestures, voice, tangibles, etc.) allow them to leverage a user’s pre-existing verbal, spatial,social, motor and cognitive skills. Researchers hypothesize that having these devices working in concert inside interactive spaces could augment collaboration forco-located (i.e. physically present) groups of users.There currently exist several interactive spaces in the literature, illustrating awide range of potential hardware configurations and interaction techniques. The goal of this thesis is first to explore what qualities these interactive spaces should exhibit in their interaction design, particularly with regard to preliminary designactivities, and second, to investigate how their heterogeneous and distributed computing devices can be unified into a flexible and extensible distributed computing architecture. The first main contribution of this thesis is an extensive presentation of an interactive space, which at its core uses a configuration not yet fully explored inprevious literature : a large multitouch table top and a large multitouch interactive Abstract board display. The design of this interactive space is driven by observations o fgroups engaged in preliminary design activities in traditional environments and a literature review aimed at extracting user-centered design guide lines. Special consideration is given to the user interface as it extends across multiple shared displays, and maintains a separation of concerns regarding personal and group work. Finally, evaluations using groups of five and six users show that using such an interactive space, coupled with our proposed multi-display interaction techniques, leads to a more effective construction of the digital artifacts used in preliminary design.The second main contribution of this thesis is a multi-agent infrastructure forthe distributed computing environment which effectively accommodates a widerange of platforms and devices in concerted interaction. By using agent-oriented programming and by establishing a common content language for messaging, the infrastructure is especially tolerant of network faults and suitable for rapid prototyping of heterogeneous devices in the interactive space.
29

Interação usuário-TV digital interativa: contribuições via controle remoto / User-interactive digital TV interaction: contributions via remote control

Martins Junior, José Augusto Costa 11 April 2011 (has links)
O sistema de TV digital interativa está em fase de implantação no Brasil. O middleware Ginga, responsável por permitir a apresentação de programas interativos, prevê que usuários possam interagir com aplicações apresentadas na TV ao pressionar de teclas em um controle remoto. Considerando que controles remotos tradicionais apresentam limitações de usabilidade, este trabalho teve o objetivo investigar a aplicação de conceitos de computação ubíqua, em particular interfaces naturais e multimodais, como alternativas para prover interatividade entre usuários e programas de TV digital. Como resultado, um dispositivo móvel alternativo ao controle remoto tradicional foi utilizado no projeto de novos mecanismos de interação que incluem interfaces baseadas em telas sensíveis ao toque, interfaces sensíveis a gestos capturados por dispositivos que contêm acelerômetros, e interfaces que contêm microfones que permitem entrada de dados por voz. A construção de protótipos correspondentes foi beneficiada pela (assim como beneficiou) implementação prévia de um componente que oferece funcionalidades para envio de dados multimodais para um receptor de TV digital contendo o middleware Ginga, e de um componente que, instalado no receptor, permite a comunicação peer-to-peer entre dispositivos sem fio / The tradicional Brazilian TV system is being replaced by an interactive digital platform. The Ginga middleware, responsible for allowing the presentation of interactive programs, is able to support user interactions with TV applications by means of key presses on a remote control. Since traditional remotes have usability limitations, this work aimed at investigating the application of ubiquitous computing concepts, such as natural and multimodal interfaces, to provide alternatives for the interaction among users and TV applications. Considering the availability of mobile devices such as smartphones, prototype interfaces based on touch screens, as well as gesture-based, accelerometer-based, and voice-based interfaces have been designed and implemented to allow the interaction usually provided by remote controls. The implementation of those interfaces was supported by the previous development of components providing multimodal interaction and peer-to-peer communication in the context of the Brazilian interactive digital TV system middleware
30

STorM: um modelo de autoria hipermídia para out-of-home media

Freesz Júnior, Marco Aurélio 25 August 2017 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2018-03-12T18:07:31Z No. of bitstreams: 1 marcoaureliofreeszjunior.pdf: 20328090 bytes, checksum: 7633f57ccc559ade49b11d6db5026d22 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-03-12T18:09:30Z (GMT) No. of bitstreams: 1 marcoaureliofreeszjunior.pdf: 20328090 bytes, checksum: 7633f57ccc559ade49b11d6db5026d22 (MD5) / Made available in DSpace on 2018-03-12T18:09:30Z (GMT). No. of bitstreams: 1 marcoaureliofreeszjunior.pdf: 20328090 bytes, checksum: 7633f57ccc559ade49b11d6db5026d22 (MD5) Previous issue date: 2017-08-25 / Em meio à diversidade de veículos de comunicação atuais, as mídias Out-of-Home vêm desempenhando um papel de destaque tanto em espaços públicos quanto privados, ao permitir a difusão de informações de cunho coletivo a um grande número de pessoas. No que diz respeito à autoria de conteúdos multimídia nesse meio, grande parte do ferramental existente ou faz uso de linguagens de domínios distintos, ou faz uso de abstrações gráficas que facilitam a autoria, porém, utilizam-se de linguagens para representação hiper/multimídia com conceitos distantes aos utilizados nessas abstrações. Portanto, a representação desses documentos se torna complexa, fazendo uso ainda de linguagens de scripts que são elegíveis aos autores não-programadores e de difícil extração automatizada de informações. Com o foco nessa etapa, este trabalho elabora um modelo conceitual hipermídia com entidades de alto nível de abstração que busca se aproximar dos conceitos encontrados na indústria audiovisual, tais como cenas, trilhas e mídias. A partir desse modelo é criada uma linguagem declarativa em XML, utilizada para representar o conteúdo multimídia e, como consequência, permitir sua autoria textual. Essa linguagem procura tratar questões relativas às disposições espaciais, sincronização dos objetos de mídias, adaptação de conteúdos, além da interatividade e algumas de suas múltiplas modalidades de interação, como gestos e voz. Como resultado, alguns casos de uso são tratados por meio da criação de conteúdos DOOH utilizando-se da linguagem multimídia proposta e, em seguida, uma execução em um player de prova de conceito é realizada. Além disso, o trabalho propõe um pré-processamento específico, aplicado a cada instância do modelo, com o objetivo de otimizar a transmissão do conteúdo em arquiteturas broadcast e multicast, como IPTV. Esse pré-processamento aborda a renderização sucessiva de partes determinísticas da instância, de modo a facilitar o sincronismo do conteúdo entre terminais, reduzir a carga de processamento nestes e reduzir o uso de recursos da rede. / Among the variety of current social communication vehicles, Digital Out-of Home (DOOH) media have been playing a remarkable role in both public and private spaces, by allowing for the rapid dissemination of collective information to a large number of people. Regarding multimedia content authoring for this vehicle, much of the existing toolkits either makes use of languages from other domains or makes use of graphic abstracti ons that ease the authoring process, but making use of hyper/multimedia representation languages with distant concepts to those used in these abstractions. Therefore, docu ment representation becomes complex, sometimes makes use of scripting languages, and therefore is illegible by authors and even difficult for automated information extraction. Focusing on this step, this paper develops a conceptual hypermedia model with high-level entities of abstraction which seek to approach the concepts found in the audiovisual in dustry, such as scenes, tracks and media. From that model a XML declarative language is created, used to represent the multimedia content and, as a result, allow its textual authorship. This language seeks to deal with matters relating to spatial arrangements, synchronizing media objects, content adaptation, in addition to the interactivity and some of its multiple modalities of interaction, gesture and voice. As a result, some use cases are handled by creating DOOH content using the proposed multimedia language, and then an execution in a proof-of-concept player is performed. In addition, this paper proposes an improvement applied to the STorML instance with the aim to optimize the transmis sion of content in broadcast and multicast architectures, such as IPTV. This improvement covers subsequent rendering of deterministic parts of the instance to facilitate content timing between terminals, reducing the processing in the terminals and decreasing the use of network resources.

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