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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.
141

Imaginary Interfaces

Gustafson, Sean January 2013 (has links)
The size of a mobile device is primarily determined by the size of the touchscreen. As such, researchers have found that the way to achieve ultimate mobility is to abandon the screen altogether. These wearable devices are operated using hand gestures, voice commands or a small number of physical buttons. By abandoning the screen these devices also abandon the currently dominant spatial interaction style (such as tapping on buttons), because, seemingly, there is nothing to tap on. Unfortunately this design prevents users from transferring their learned interaction knowledge gained from traditional touchscreen-based devices. In this dissertation, I present Imaginary Interfaces, which return spatial interaction to screenless mobile devices. With these interfaces, users point and draw in the empty space in front of them or on the palm of their hands. While they cannot see the results of their interaction, they obtain some visual and tactile feedback by watching and feeling their hands interact. After introducing the concept of Imaginary Interfaces, I present two hardware prototypes that showcase two different forms of interaction with an imaginary interface, each with its own advantages: mid-air imaginary interfaces can be large and expressive, while palm-based imaginary interfaces offer an abundance of tactile features that encourage learning. Given that imaginary interfaces offer no visual output, one of the key challenges is to enable users to discover the interface's layout. This dissertation offers three main solutions: offline learning with coordinates, browsing with audio feedback and learning by transfer. The latter I demonstrate with the Imaginary Phone, a palm-based imaginary interface that mimics the layout of a physical mobile phone that users are already familiar with. Although these designs enable interaction with Imaginary Interfaces, they tell us little about why this interaction is possible. In the final part of this dissertation, I present an exploration into which human perceptual abilities are used when interacting with a palm-based imaginary interface and how much each accounts for performance with the interface. These findings deepen our understanding of Imaginary Interfaces and suggest that palm-based Imaginary Interfaces can enable stand-alone eyes-free use for many applications, including interfaces for visually impaired users. / Die Größe mobiler Geräte ist vornehmlich bestimmt durch die Größe des Berührungsbildschirms. Forscher haben daher erkannt, dass der Weg zur äußersten Mobilität in der kompletten Aufgabe des Bildschirms liegt. Solche tragbaren Geräte werden durch Handgesten, Sprachbefehle oder eine kleine Anzahl physikalischer Tasten gesteuert. Mit der Aufgabe des Bildschirms geben diese Geräte allerdings auch den momentan weitverbreiteten Stil räumlicher Interaktion auf (zum Beispiel das Betätigen von Tasten), da scheinbar nichts existiert, das man betätigen kann. Leider verhindert diese Entwicklung, dass Benutzer Interaktionswissen, welches sie sich auf herkömmlichen berührungsempflindlichen Geräten angeeignet haben, anwenden können. In dieser Doktorarbeit stelle ich Imaginary Interfaces vor, imaginäre Benutzerschnittstellen, die räumliche Interaktionen auf bildschirmlosen mobilen Geräten ermöglichen. Diese Schnittstellen erlauben Benutzern, im leeren Raum vor ihnen oder auf ihren Handfläche zu zeigen und zu zeichnen. Zwar können Benutzer die Ergebnisse ihrer Interaktion nicht sehen, sie erhalten jedoch visuelle und taktile Rückmeldung dadurch, dass sie ihre Hände während der Interaktion beobachten und fühlen. Nach der Einführung des Imaginary Interfaces Konzepts stelle ich zwei Hardware-Prototypen vor, die zwei verschiedene Arten von Interaktionen mit Imaginary Interfaces demonstrieren, jeweils mit ihren eigenen Vorteilen: Imaginary Interfaces in der Luft können groß und ausdrucksstark sein, während Imaginary Interfaces basierend auf Handflächen eine Fülle von taktilen Merkmalen aufweisen, die das Erlernen unterstützen. Die fehlende visuelle Ausgabe führt zu einer der Hauptherausforderungen von Imaginary Interfaces, nämlich Benutzern zu ermöglichen, die Anordnung der Benutzerschnittstellen herauszufinden. Diese Doktorarbeit stellt drei Lösungen vor: vorheriges Lernen mit Koordinaten, Durchsuchen mit Tonrückmeldung und Lernen durch Transfer. Letztere demonstriere ich mit Imaginary Phone, einem Imaginary Interface basierend auf Handflächen, das die den Benutzern schon vertraute Anordnung eines physikalischen Mobiltelefons imitiert. Obwohl diese Lösungen die Interaktion mit Imaginary Interfaces ermöglichen, können sie keine Aussage darüber treffen, warum eine solche Interaktion möglich ist. Im letzten Teil dieser Doktorarbeit untersuche ich, welche menschlichen Wahrnehmungsfähigkeiten während der Interaktion mit Imaginary Interface basierend auf Handflächen genutzt werden und zu welchem Ausmaß jede dieser Wahrnehmungsfähigkeiten zur Effizienz bei der Benutzung beiträgt. Diese Ergebnisse vertiefen unser Verständnis von Imaginary Interfaces und legen nahe, dass Imaginary Interfaces basierend auf Handflächen die eigenständige und blickfreie Benutzung von vielen Anwendungen ermöglichen können, eingeschlossen Benutzerschnittstellen für sehbehinderte Benutzer.
142

Arm-Hand-Finger Video Game Interaction

Logsdon, Drew Anthony 2011 December 1900 (has links)
Despite the growing popularity and expansion of video game interaction techniques and research in the area of hand gesture recognition, the application of hand gesture video game interaction using arm, hand, and finger motion has not been extensively explored. Most current gesture-based approaches to video game interaction neglect the use of the fingers for interaction, but inclusion of the fingers will allow for more natural and unique interaction and merits further research. To implement arm, hand and finger-based interaction for the video game domain, several problems must be solved including gesture recognition, segmentation, hand visualization, and video game interaction that responds to arm, hand, and finger input. Solutions to each of these problems have been implemented. The potential of this interaction style is illustrated through the introduction of an arm, hand, and finger controlled video game system that responds to players' hand gestures. It includes a finger-gesture recognizer as well as a video game system employing various interaction styles. This consists of a first person shooter game, a driving game, and a menu interaction system. Several users interacted with and played these games, and this form of interaction is especially suitable for real time interaction in first-person games. This is perhaps the first implementation of its kind for video game interaction. Based on test results, arm, hand, and finger interaction a viable form of interaction that deserves further research. This implementation bridges the gap between existing gesture interaction methods and more advanced virtual reality techniques. It successfully combines the solutions to each problem mentioned above into a single, working video game system. This type of interaction has proved to be more intuitive than existing gesture controls in many situations and also less complex to implement than a full virtual reality setup. It allows more control by using the hands' natural motion and allows each hand to interact independently. It can also be reliably implemented using today's technology. This implementation is a base system that can be greatly expanded on. Many possibilities for future work can be applied to this form of interaction.
143

Natural Gesture Based Interaction for Handheld Augmented Reality

Gao, Lei January 2013 (has links)
The goal of this research thesis is to explore and evaluate a novel interaction interface performing canonical manipulations in 3D space for Augmented Reality (AR) on handheld devices. Different from current handheld AR applications usually using touch-screen based interaction methods, we developed a 3D gesture based interaction approach for handheld AR using an attached RGB-Depth camera to provide intuitive 3D interaction experience in 3D space. By identifying fingertips and mapping their 3D positions into the coordinate system of AR virtual scene, our proposed method allows users to perform operations on virtual objects using their fingers in midair with six-degrees-of-freedom (6DOF). We applied our methods in two systems: (1) a client-server handheld AR system, and (2) a standalone handheld tablet AR system. In order to evaluate the usability of our gesture-based interface we conducted a user study in which we compared the performance to a 2D touch-based interface. From the results, we concluded that traditional 2D touch-based interface performed faster than our proposed 3D gesture-based interface. However, our method proved a high entertainment value, suggesting great possibilities for leisure applications.
144

Understanding coverbal iconic gestures in shape descriptions /

Sowa, Timo. January 2006 (has links)
Univ., Diss.--Zugl.: Bielefield, 2005.
145

John Bulwer's Chirologia ... Chironomia a facsimile edition with introduction and notes /

J. B. Cleary, James W. January 1956 (has links)
Editor's thesis (Ph. D.)--University of Wisconsin--Madison, 1956. / Verifax reproduction of the 1644 ed. in the University of Wisconsin Library, with typescript introduction and notes. Vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (v. 1, leaves 132-135).
146

Giving speech a hand fMRI of co-speech beat gesture processing in adult native English speakers, Japanese English as a second language speakers, typically-developing children, and children with autism spectrum disorder /

Hubbard, Amy L., January 2009 (has links)
Thesis (Ph. D.)--UCLA, 2009. / Vita. Description based on print version record. Includes bibliographical references (leaves 80-90).
147

Hand gestures

Rathi, Ritesh. January 2009 (has links)
Thesis (M. S.)--Industrial Design, Georgia Institute of Technology, 2009. / Committee Chair: Winegarden, Claudia; Committee Member: Mullick, Abir; Committee Member: Sanford, Jon.
148

Children's understanding of pragmatically ambiguous speech : have we been missing the point? /

Kelly, Spencer Dougan. January 1999 (has links)
Thesis (Ph. D.)--University of Chicago, Department of Psychology, December 1999. / Includes bibliographical references. Also available on the Internet.
149

Stereo-based hand gesture tracking and recognition in immersive stereoscopic displays /

Abi-Rached, Habib. January 2006 (has links)
Thesis (Ph. D.)--University of Washington, 2006. / Vita. Includes bibliographical references (p.126-132).
150

Gesto, rastro, memória : anotações para pensar uma ética da delicadeza

Ventre, Anna Letícia January 2018 (has links)
Este trabalho busca colocar em movimento uma pergunta sobre o gesto, a partir do tramado freudiano e derridiano, que situa a estrutura lógica da memória como uma superfície sempre aberta a novas inscrições. As pistas situadas via traço mnêmico e o carácter de abandono de uma origem apontam caminhos possíveis de produzir fixações transitórias de um pesquisar cujo objeto-gesto existe somente em transitoriedade. Opera-se com uma plataforma armada em três tempos, numa paragem entre o verso e o anverso do manuscrito. Alocamos, no verso da folha, os mapas gestuais da pesquisa sobre a ética da delicadeza e seus desdobramentos nos sulcos do gesto, memória, tempo, onde se pisteia uma certa experiência de permitir o rastro do pesquisar, como um gerúndio do gesto, numa escrita que farela com o/a leitor/a suas evanescências. No anverso, dois tempos distintos supendem a linearidade da página e propõem uma escrita de estilo mais saltitante em um jogo entre prosa e poesia, e outra que busca, em enxame, o diálogo com autoras e autores, pensadores, pensadoras, experiências em saúde e educação para, em horizonte, produzir uma pergunta sobre a transmissão daquilo que só se sustenta na transitoriedade. / This work seeks to put in motion a question about the gesture, from the Freudian and Derridian plot, which places the logical structure of memory as a surface always open to new inscriptions. The tracks located througt memory trace and the character of abandoning an origin point to possible ways of producing transient fixations of a search whose object gesture exists only in transience. It operates with a three-stroke armed platform at a stop between the back and the obverse of the manuscript. On the back of the page, we allocate the gestural maps of the research on the ethics of delicacy and their unfolding in the grooves of gesture, memory, and time, where a certain experience of allowing the traces of searching, as a gerund of gesture, in a writing what makes evanescence with the reader . On the obverse, two distinct times suppress the linearity of the page and propose a more jolting style writing in a game between prose and poetry, and another that seeks to swarm, the dialogue with authors, thinkers and experiences in health and education in order to produce a question on the transmission of what is based only on transience.

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