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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

Interação gestual sem dispositivos para displays públicos. / Deviceless gestural interaction aimed to public displays

Motta, Thiago Stein January 2013 (has links)
Com o constante crescimento tecnológico, é bastante comum deparar-se com um display público em lugares de grande concentração de pessoas, como aeroportos e cinemas. Apesar de possuírem informações úteis, esses displays poderiam ser melhor aproveitados se fossem interativos. Baseando-se em pesquisas sobre a interação com displays grandes e as características próprias de um display colocado em um espaço público, busca-se uma maneira de interação que seja adequada a esse tipo de situação. O presente trabalho introduz um método de interação por gestos sem necessitar que o usuário interagente segure ou tenha nele acoplado qualquer dispositivo ao interagir com um display público. Para realizar as tarefas que deseja, o usuário só precisa posicionar-se frente ao display e interagir com as informações na tela com suas mãos. São suportados gestos para navegação, seleção e manipulação de objetos, bem como para transladar a tela de visualização e ampliá-la ou diminui-la. O sistema proposto é construído de forma que possa funcionar em aplicações diferentes sem um grande custo de implantação. Para isso, é utilizado um sistema do tipo cliente-servidor que integra a aplicação que contém as informações de interesse do usuário e a que interpreta os seus gestos. É utilizado o Microsoft Kinect para a leitura dos movimentos do usuário e um pós-processamento de imagens é realizado de modo a detectar se as mãos do usuário se encontram abertas os fechadas. Após, essa informação é interpretada por uma máquina de estados que identifica o que o usuário está querendo executar na aplicação cliente. Afim de avaliar o quão robusto o sistema se portaria em um ambiente público real, são avaliados critérios que poderiam interferir na tarefa interativa, como a diferença de luminosidade do ambiente e a presença de mais pessoas no mesmo local de interação. Foram desenvolvidas três aplicações a título de estudo de caso e cada uma delas foi avaliada de forma diferente, sendo uma delas utiliza para fins de avaliação formal com usuários. Demonstrados os resultados da avaliação realizada, conclui-se que o sistema, apesar de não se portar corretamente em todas situações, tem potencial de uso desde que sejam contornadas suas deficiências, a maior parte das quais originária das próprias limitações inerentes ao Kinect. O sistema proposto funciona suficientemente bem para seleção e manipulação de objetos grandes e para aplicações baseadas em interação do tipo pan & zoom, como navegação em mapas, por exemplo, e não é influenciado por diferenças de iluminação ou presença de outras pessoas no ambiente. / With the constant technological growth, it is quite common to come across a public display in places with high concentration of people, such as airports and theaters. Although they provide useful information, these displays could be better employed if they were interactive. Based on research on topics of interaction with large displays and the characteristics of a display placed in a public space, a way of interaction that is suitable for this kind of situation is searched. This paper introduces a method of interaction by gestures without requiring that the interacting user take hold or have to him attached any device to interact with a public display. To accomplish the tasks he wants, he needs just to position himself in front of the display and to interact with the information on the screen with his hands. Gestures supported provide navigation, selection and manipulation of objects as well as to pan and zoom at the screen. The proposed system is constructed so that it works in different applications without a large installation cost. In order to achieve this, the system implements a client-server model application that is able to integrate the part that contains the useful information to the user and the one that interprets his gestures. The Microsoft Kinect is used for reading the user’s movements and techniques of image processing are performed to detect if the user’s hands are open or closed. After this information is obtained, it runs through a state machine that identifies what the user is trying to do in the application. In order to evaluate how robust the system is in a real public environment, some criteria that could interfere with the interactive task are evaluated, as the difference in brightness in the environment and the presence of another people in the same place of interaction. Three applications were developed as a case study and each one was evaluated differently, one of them being used for formal user evaluation. Given the results of the performed tasks, it is possible to conclude that the system, although not behaving correctly in all situations, has potential use if its difficulties are circumvented, most of which come from Kinect’s own inherent limitations. The proposed system works well enough for selection and manipulation of large objects and for use in applications based on pan & zoom, like those that supports map navigation, for example, and difference of ilumination or the presence of other persons on the environment does not interfere with the interaction process.
22

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
23

Efeitos do treinamento e da prática vocal profissional sobre o canto e a fala / Effects of training and professional vocal practice over singing and speech

Pessotti, Antonio Carlos Silvano, 1969- 19 August 2018 (has links)
Orientador: Eleonora Cavalcante Albano / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-08-19T18:11:17Z (GMT). No. of bitstreams: 1 Pessotti_AntonioCarlosSilvano_D.pdf: 3351765 bytes, checksum: dfc6656e57053e749ba0a5598827d29e (MD5) Previous issue date: 2012 / Resumo: Neste estudo observam-se os efeitos decorrentes do treinamento e da prática vocal profissional, tendo por base três hipóteses que evidenciem semelhanças e diferenças entre fala e canto: 1) a fala é diferente entre grupos, 2) o canto é semelhante entre grupos, 3) fala e canto possuem semelhanças e diferenças influenciadas por formação musical e treinamento. Foi escolhida a canção Conselhos (Carlos Gomes), cujo texto foi lido e cantado cinco vezes por três grupos, cada qual com cinco informantes: cantoras solistas (SOL), cantoras coralistas (COR) e locutoras de rádio (LOC). Os dados obtidos da partitura da canção foram analisados com procedimentos não paramétricos. Os dados acústicos das gravações de fala e canto (com e sem acompanhamento) foram analisados com procedimentos paramétricos. As análises não-paramétricas mostraram que a partitura musical mantém as restrições linguísticas, sem perda da função fonológica nem da pertinência linguística. As diferenças observadas na análise da duração de fala corroboram a primeira hipótese. Tais diferenças sugerem influência de treinamento, distinção dos grupos com prática profissional, e manutenção da hierarquia prosódica. A gradiência entre os grupos na análise da entoação da fala separa cantoras das locutoras, e indicam influência do treinamento vocal profissional. A análise das estimativas de espaço vocálico evidenciou as tônicas, usadas pelos grupos como marcadores de expressividade. A intensidade na fala ressaltou locutoras e solistas como grupos com prática vocal profissional. As solistas se destacam na fala com valores elevados dos formantes e proximidade tonal com a partitura, fato que poderia explicar a tendência das cantoras com maior prática e treinamento em ler um texto próximo ao canto. A análise da duração global no canto sem acompanhamento mostra semelhança entre as cantoras que reflete a segunda hipótese, referente à formação musical. As diferenças de duração das variáveis linguísticas no canto refletem a influência da prática e do treinamento. A análise da entoação indicou que as coralistas atrelam a afinação à pulsação rítmica, e, o acompanhamento facilita essa tarefa. A análise das estimativas de espaço vocálico no canto mostrou áreas semelhantes entre os grupos. A distinção entre eles aparece nas tônicas, menos centralizadas pelas solistas, e, ainda, com intensidade e formantes mais altos. A comparação entre dados acústicos e estimativas da partitura no canto mostrou as solistas com entoação próxima à partitura. As tônicas foram melhor investigadas na fala, no canto, e entre as modalidades. Na fala, as diferenças entre os grupos são explicadas pela formação, pois solistas e locutoras são treinadas para produzir maior abertura oral. As consequências articulatórias seriam o abaixamento de laringe e redução do espaço faríngeo. A investigação das tônicas no canto mostrou formantes elevados para as solistas, implicando em estiramento labial (ou elevação de laringe, prática não recomendada pela pedagogia do canto). A comparação entre modalidades indicou influência da proficiência musical ou do treinamento vocal, em busca de postura vocal confortável. Esses resultados na fala e no canto indicam possível transferência gestual do canto para a fala, e vice-versa, tal como ocorre na aquisição de segunda língua. Tal fenômeno resultaria de adaptação biomecânica, coerentemente com a Fonologia Gestual / Abstract: The aim of this study is to observe the effects of training and professional voice practice, the basis of three scenarios that show similarities and differences in spoken and sung productions: 1) speech is different among groups, 2) singing is similar in the two groups of singers, 3) speech and singing have similarities and differences influenced by musical education and training. Conselhos, a song by Carlos Gomes, was chosen to constitute the corpus, whose text was read and sung five times by three groups, each with five subjects: solo singers (SOL), choir singers (COR) and news broadcasters (LOC). The data obtained from the musical score were analyzed with nonparametric procedures, and the data from acoustic recordings of speech and singing (with and without accompaniment) were analyzed using parametric procedures. Non-parametric analysis showed that the musical score maintains language restrictions, without loss of phonological function or linguistic relevance. Differences observed in the analysis of spoken duration support the first hypothesis. Such differences suggest the influence of training distinctions based on professional practice and maintenance of the prosodic hierarchy. Analysis of speech intonation shows gradient performance among groups, and separates singers from broadcasters, as well as indicate the influence of professional vocal training. The analysis of vowel space estimations shows the stressed vowels as expressiveness markers used by both groups. The intensity in speech distinguishes broadcasters and soloists such as groups with professional vocal practioneers. The soloists stand out with high values in intensity and formants. The way of keeping close to the score may explain the tendency of singers with more practice and training to read a text with an intonation that reminds the melody. Analysis of overall duration in singing without accompaniment shows that the similarity between groups reflects the second hypothesis, referring to musical training. Differences in duration of the linguistic variables in singing reflect the influence of practice and training. The analysis indicated that pitch singers' intonation ties the musical score, and accompaniment makes it easy. The analysis of vowel space area estimations in singing showed similar between groups. The distinction between them appears in the tonic vowels, more centralized by the soloists, and with higher intensity and formants. The comparison between acoustic data and estimations of the musical score in singing showed the soloists with similar pitch to the score. The stressed vowels were investigated in speech, singing, and between modalities. In speech, the differences between groups are explained by their background, as soloists and broadcasters are trained to open their mouth widely. The articulatory consequences would be the larynx lowering and reduction of pharyngeal space. Research results indicate the stressed vowels in singing have higher formants for soloists, resulting in stretching (or lifting of the larynx). The results of these comparisons indicate the influence of music proficiency or vocal training seeking a comfortable vocal space. These results, observed in the speech and singing, suggest gestural transference between singing to speech, and vice-versa, as occurs in second language acquisition. This phenomenon could be the result of bio-mechanical adaptation, consistent with the Gestural Phonology / Doutorado / Linguistica / Doutor em Linguística
24

A complexidade das relações ortográfico-fônicas na aquisição da escrita = um estudo com crianças da educação infantil / Phonological complexity in writing acquisition : a study with pre-school children

Rodrigues, Luciana Lessa 1982- 20 August 2018 (has links)
Orientador: Eleonora Cavalcante Albano / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-08-20T10:08:19Z (GMT). No. of bitstreams: 1 Rodrigues_LucianaLessa1982-_D.pdf: 5195311 bytes, checksum: 5b151c714c5d700117de3a00eed5a1be (MD5) Previous issue date: 2012 / Resumo: O presente estudo se circunscreve no âmbito de pesquisas a respeito da escrita infantil. Foram investigadas características fônicas no processo inicial de aquisição de escrita por crianças pré-escolares, com a preocupação de flagrar a complexidade do contato entre o fônico e o gráfico. Buscou-se direcionar a análise sob um olhar que aborda dificuldades no processo de aquisição da escrita como decorrentes de sua complexa constituição. Consequentemente, buscou-se questionar e afastar da análise um olhar patologizante a respeito desse processo. As bases teóricas deste estudo foram: (a) Interpretação dinâmica de aspectos fônicos, com base em pressupostos da Fonologia Gestual (BROWMAN e GOLDSTEIN, 1992; ALBANO, 2001); (b) Complexidade do processo de aquisição da escrita (VYGOTSKY, 1984; FLOWER, 1994; CHACON, 1998, 2005, 2008, CORREA, 1997, 2004; TFOUNI, 2000). Os objetivos deste estudo foram: (1) analisar características fônicas detectadas na escrita inicial de crianças préescolares; (2) investigar em que medida a aquisição da escrita por sujeitos com desvio fonológico se assemelha, ou difere, desse mesmo processo por parte de sujeitos sem desvio fonológico; (3) compreender fenômenos fônicos da escrita inicial infantil à luz da Fonologia Gestual; e (4) levar contribuições para o campo da Fonoaudiologia, a partir de discussões sobre a escrita inicial. A coleta dos dados foi realizada em uma Escola Municipal de Educação Infantil (EMEI) da cidade de Marília/SP, no ano de 2008. Os 28 sujeitos participantes cursavam o Pré-III Integral. Foram realizadas 9 sessões de coletas de dados. Cada uma dessas sessões consistiu na produção de um texto escrito, por parte dos sujeitos, com temática proposta pela professora e trabalhada em sala de aula ao longo de cada mês, além do registro de gravações de fala desses mesmos sujeitos conversando sobre a atividade realizada; gravações realizadas em cabine acústica, com gravador digital Marantz. A quantidade de dados coletados viabilizou uma análise quantitativa robusta, consistente tanto numericamente quanto na definição sistemática de categorias. Foi feito um levantamento de omissões e substituições de letras detectadas na escrita dos sujeitos, organizadas de acordo com as posições silábicas de ataque, núcleo e coda. Investigaram-se: (1) características gerais do funcionamento da escrita dos sujeitos analisados, (2) características mais específicas desse funcionamento em dois grupos - G1, grupo de sujeitos diagnosticados com desvio fonológico, e G2, grupo de sujeitos sem desvio fonológico; (3) particularidades detectadas em produções escritas de alguns dos sujeitos que não sobressaíram em análise quantitativa. Os principais achados quanto à escrita inicial foram: (a) prevalência de registros de núcleo silábico; (b) prevalência de omissões de coda; (c) maior quantidade de omissões de coda na classe das fricativas; (d) prevalência de registros gráficos convencionais de núcleo silábico; (e) prevalência de substituições gráficas no ataque e na coda; (f) substituições fonológicas associadas ao ataque e substituições ortográficas associadas à coda; (g) mais semelhanças do que diferenças entre G1 e G2; (h) mudança do padrão de registro, do núcleo para o ataque, em alguns sujeitos no 2º semestre da coleta. A concepção de sílaba formulada pela Fonologia Gestual permitiu explicar porque o núcleo silábico parece ser a posição da sílaba mais estável para os sujeitos e, também, porque, dentre as posições de ataque e coda, a posição de coda é a mais instável. O achado (h) permitiu observar a complexidade e dinamismo da aquisição da escrita, uma vez que sugere que os sujeitos não se baseiam apenas em intuições fônicas. A inserção desses sujeitos em práticas de letramento (nesse caso, em especial, práticas de letramento formal) faz com que atentem para o fato de que a sílaba é composta por unidades menores / Abstract: This study falls under the context of children's writing research. Phonological characteristics were investigated in pre-school children in the initial process of writing acquisition, with the aim of capturing the complexity of the relationship between phonology and writing. The analysis was conducted from a point of view that addresses writing acquisition difficulties as related to its complex constitution. Consequently, a pathological view about this process was refuted. The main theoretical frameworks of this study were: (a) the dynamic interpretation of phonological aspects, based on assumptions of Gestural Phonology (BROWMAN & GOLDSTEIN, 1992; ALBANO, 2001); (b) the complexity of the writing acquisition process (VYGOTSKY, 1984; FLOWER, 1994; CHACON, 1998, 2005, 2008, CORREA, 1997, 2004; TFOUNI, 2000). The aims of this study were: (1) to analyze phonological characteristics detected in preschool children's initial writing; (2) to investigate how the writing acquisition of children with phonological disorders resembles, or differs from, the same process by children without phonological disorders, (3) to understand the phonological characteristics of writing in light of Gestural Phonology; and (4) to contribute to the field of speech pathology on the basis of linguistic discussions about the interference of oral language on writing acquisition. The data were collected throughout 2008 in a Municipal School of Early Childhood Education in Marília, São Paulo. The 28 participants children were in a third level full-time classroom. Nine data collection sessions were conducted, at intervals of about 30 days. Each of these sessions consisted on the production of a written text by the 28 children; the theme was proposed by the teacher. In addition, speech recordings of these same children were collected, in which they talked about the written activity performed; these recordings were made in a soundproof booth using digital equipment. The amount of data collected enabled a reliable quantitative analysis, consistent both taxonomically and numerically. Grapheme omissions and substitutions detected in the children's writing were organized according to the syllable positions of onset, nucleus, and coda. We investigated: (1) general characteristics of children's writing according to syllable positions; (2) more specific characteristics of two groups: G1, the group of children diagnosed with phonological disorders, and G2, the group of children without phonological disorders; (3) written acquisition singularities detected in some children's data. The main findings were: (a) the prevalence of the use of graphemes representing syllabic nuclei; (b) the prevalence of coda omissions; (c) the prevalence of fricative coda omissions; (d) the prevalence of conventional graphemes for writing syllabic nuclei; (e) the prevalence of grapheme substitutions in onsets and codas; (f) onsets associated with phonological substitutions and codas associated with orthographic substitutions; (g) more similarities than differences between G1 and G2; (h) some children began to note more onset graphemes (omitting the nucleus) in the second semester of the data collection, while in the first semester, graphemes representing syllable nuclei were more prevalent. The syllable concepts of Gestural Phonology provided an explanation for why the nucleus seems to be the most stable syllable position and also why, between the positions of onset and coda, the coda is less stable. Finding (h) contributes to the discussion of the complexity and dynamism of the writing acquisition process, since it suggests that children do not rely solely on phonological characteristics, as the inclusion of these children in literacy practices (in this case in particular formal ones) leads them to pay attention to the fact that the syllable consist of smaller units / Doutorado / Linguistica / Doutor em Linguística
25

Interaction with a 3D modeling tool through a gestural interface : An Evaluation of Effectiveness and Quality

Gustavsson, David January 2014 (has links)
Context. Gestural interfaces involves the ability of technology identifying and recognizing human body language and then interpret this into commands. This is usually used to ease our everyday life, but also to increase usability in for example mobile phones. Objectives. In this study the use of a gestural interface is evaluated as an interaction method to facilitate the introduction of new and novice users to 3D modeling tools. A gestural interface might reduce the modeling time without making an impact on the quality of the result. Methods. A gestural interface is designed and implemented based on previous research regarding gestural interfaces. Time and quality results are gathered through an experiment where participants are to complete a set of tasks in the modeling tool Autodesk Maya that relates to modeling. These tasks are executed in both the implemented gestural interfaces as well as the standard interface of Autodesk Maya. User experience is also gathered through the use of a SUS questionnaire. Results. 17 participants took part in the experiment. Each participant generated time and quality results for each task of the experiment for each interface. For each interface the user experience was recorded through a SUS questionnaire. Conclusions. The results showed that the use of a gestural interface did increase the modeling time for the users, indicating that the use of a gestural interface was not preferable as an interaction medium. The results did show that the time difference between the interfaces was reduced for each completed task, indicating that the gestural interface might have an increase in learnability of the software. The same indication were given from the SUS questionnaire. Also, the results did not show any impact on the quality.
26

Motion controls in a first person game : A comparative user study using various input methods

Nässén, Mattias January 2014 (has links)
Context. Virtual reality is getting closer and closer to being realized with new technologies emerging. This will lead to new ways to experience interactive worlds such as games. In order to keep the highest immersion possible new ways of interaction are needed. Objectives. In this thesis a control method using motion tracking devices such as the PlayStation Move and the Microsoft Kinect is examined as a method of interaction. This is then compared to the use of a gamepad in a prototype first person puzzle game without a virtual reality device. The aim is to discover how it affects the experience in terms of ease of use, immersion and fun factor as well as how it affects the efficiency of the player when completing the same in-game tasks. With this information it’s hoped to get an indication of how viable motion controls can be in a first person game and as a theoretical interaction method for virtual reality. Methods. To compare the control methods user studies are conducted with eight participants who play the prototype game using the two control methods and complete test chambers where their effectiveness is recorded. They are then interviewed to learn what they thought about the control methods and the experience. Results. Results consisting of time and points from the test chambers and answers from the interviews are compiled and analyzed. Conclusions. Analyzing the results of the user studies it is concluded that using motion controls rather than a traditional gamepad decreases the effectiveness of completing in-game tasks. There is an indication that motion controls increases the fun factor and immersion of the experience overall. The motion controls examined needs some getting used to and higher precision in order to be as effective as a gamepad but developing motion controlled games with the limitations in mind can give benefits such as higher immersion and fun factor.
27

Gestural overlap across word boundaries: evidence from English and Mandarins speakers

Luo, Shan 26 January 2016 (has links)
This research examines how competing factors determine the articulation of English stop-stop sequences across word boundaries in both native (L1) and nonnative (L2) speech. The two general questions that drive this research are 1) how is consonantal coordination implemented across English words? And 2) is this implementation different in L1 versus L2 speech? A group of 15 native English (NE) speakers and a group of 25 native Mandarin speakers (NM) who use English as a foreign language (ESL) participated in this study. The stimuli employed in this research were designed along four major parameters: 1) place of articulation, 2) lexical frequency, 3) stress, and 4) speech rate. The release percentages and closure duration ratios produced by English and Mandarin speakers were measured. The results showed that place of articulation had different effects on English and Mandarin speakers in their English stop-stop coarticulation, especially in heterorganic clusters. Specifically, a place order effect (i.e., more releases and more overlap in front-back clusters than in back-front clusters; POE) was only partially supported in native speech but not shown at all in nonnative speech in the current research. The results also confirmed a gradient lexical frequency effect, finding a significant correlation between self-rated frequency and overlap. A group difference was observed in the interaction between the effects of place of articulation and categorical frequency (real words vs. nonwords). In addition, the results showed, unexpectedly, a stronger stress effect for the NM group rather than for the NE group. Further analyses showed that increased speech rate did not systematically induce increased temporal overlap, because speakers from both groups varied in their behavior, having either more or less overlap at the fast speech rate than at the slow rate. Lastly, the analyses found no correlation between closure duration ratio and perceived accent in L2 speech. This finding was not predicted, given that timing features had always been considered critical to foreign accent perception. / Graduate
28

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
29

Understanding interaction mechanics in touchless target selection

Chattopadhyay, Debaleena 28 July 2016 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / We use gestures frequently in daily life—to interact with people, pets, or objects. But interacting with computers using mid-air gestures continues to challenge the design of touchless systems. Traditional approaches to touchless interaction focus on exploring gesture inputs and evaluating user interfaces. I shift the focus from gesture elicitation and interface evaluation to touchless interaction mechanics. I argue for a novel approach to generate design guidelines for touchless systems: to use fundamental interaction principles, instead of a reactive adaptation to the sensing technology. In five sets of experiments, I explore visual and pseudo-haptic feedback, motor intuitiveness, handedness, and perceptual Gestalt effects. Particularly, I study the interaction mechanics in touchless target selection. To that end, I introduce two novel interaction techniques: touchless circular menus that allow command selection using directional strokes and interface topographies that use pseudo-haptic feedback to guide steering–targeting tasks. Results illuminate different facets of touchless interaction mechanics. For example, motor-intuitive touchless interactions explain how our sensorimotor abilities inform touchless interface affordances: we often make a holistic oblique gesture instead of several orthogonal hand gestures while reaching toward a distant display. Following the Gestalt theory of visual perception, we found similarity between user interface (UI) components decreased user accuracy while good continuity made users faster. Other findings include hemispheric asymmetry affecting transfer of training between dominant and nondominant hands and pseudo-haptic feedback improving touchless accuracy. The results of this dissertation contribute design guidelines for future touchless systems. Practical applications of this work include the use of touchless interaction techniques in various domains, such as entertainment, consumer appliances, surgery, patient-centric health settings, smart cities, interactive visualization, and collaboration.
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Towards a Richer Interaction Space with Gestural Interaction on Synthesizers

Sjöö, Anton January 2022 (has links)
The synthesizer is a highly complex artefact. It is frequently employed in the music industry and renowned for its varied sound qualities. It employs rudimentary components such as buttons and knobs and is thus not equally renowned for its rich interactive possibilities. Through explorative research, the thesis identifies that interaction on synthesizers has stagnated and explores, through a lens of interaction design, how designers might utilize interactions such as gestures to control sound parameters for musical expression and how these interactions can affect this expression. Through design activities such as prototyping, this thesis reveals that gestures and hand movements feel natural and easy to grasp for musicians, and that it can change their way of playing.

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