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Development of a visualisation environment to aid the evaluation of finger joint prosthesesPenrose, Justin M. T. January 2001 (has links)
No description available.
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Digital foam: a 3D input deviceSmith, Ross Travers January 2009 (has links)
This dissertation investigates deformable computer input device technologies to facilitate capturing complex physical-world gestures. By capturing the physical gestures and using appropriate haptics, it is possible to create virtual models using pinching and squeezing gestures similar to those used when sculpting clay. To date, most desktop modelling applications employ pointing devices that capture a single cursor location to manipulate a model with tedious sequential steps. One reason for this is developers have focused efforts on adopting applications to work with generic two-dimensional pointing devices, such as a mouse or digitising tablet. This is due to the difficulty of developing three-dimensional input technologies. In particular, deformable sensors capable of capturing natural sculpting techniques are undeveloped. / PhD Doctorate
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Stacked User InputsNero, Rob January 2010 (has links)
Multi-touch tables, iPhones, and iPads are just a few of the many devices to have embraced the mystical power of touch sensitivity. Somehow, without any physical push of a button, these devices can magically “feel” when my finger is touching them! Touch-sensitive technology is perceived to be such a recent addition in devices, that it still holds people in amazement and makes them believe they are living in a science-fiction fantasy. Is this the future for all devices though? The iPhone has proven to be such a success that it seems as though all mobile phone manufacturers are abandoning physical buttons in favor of touch-sensitive panels. This thesis aims to point out that the physicality of interfaces should not be abandoned, but combined with touch-sensitivity. The haptic feedback that I receive while pushing the keys down on my keyboard is an advantage that is quickly lost with the touch-sensitive screen of an iPhone. However, the touch-sensitive screen of an iPhone offers the ability of using natural gestures to provide input to the device, which a physical keyboard is unable to do at all. I propose that a physical interface can be combined with a touch-sensitive interface to create “Stacked User Inputs” that would combine the advantages of both interfaces, into one seamless interaction.
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Portal: An Interaction Independence Middleware FrameworkMulligan, Gavin Horton 07 September 2009 (has links)
The typical user base for computer applications has transformed, over time, from mostly technically-oriented individuals to include a vast range of the world's population - the majority of whom have little to no technical proficiency. As such, user interfaces have evolved from text-based shell input into multimedia interfaces which typically provide support for receiving input from a number of disparate devices that are operated in conjunction to manipulate a given program. A problem arises when applications add in support for explicit devices; which leads to strong coupling between the underlying code and the defined set of devices that they support. In a nutshell, support for new peripherals almost always requires that the original application be recompiled and /or its internal configuration modified to incorporate the given device(s).
Portal, an interaction independence framework, seeks to add a layer of abstraction between arbitrary application code and the devices they support; allowing developers to deal in the realm of abstract program actions instead of crafting code to handle a variety of concrete device inputs. This should eliminate the need for custom device-tailored code for each user-wielded peripheral that an application must support and will enable application device support to be managed via configuration changes to the Portal middleware framework, rather than being hard-coded into an application.
This thesis will define the conceptual design of the Portal framework while, at the same time, elaborating on the role that web services will play within it; investigate two pervasive service-oriented architecture paradigms, SOAP and REST, in order to gauge their potential effectiveness in meeting Portal's underlying back-end data transmission requirements; provide implementations for the Portal service-oriented architecture and data model; and, finally, critically evaluate both implementations with an emphasis on their performance with regard to both efficiency and scalability. / Master of Science
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Introducing Deache mouse : An alternative computer mouse design for people with fine motor skill impairmentsKim, Na-Hyun January 2019 (has links)
No description available.
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Efficient user interaction for clinical diagnosis using digital volume imagesFältskog, Andreas January 2008 (has links)
<p>Medical imaging is going through a continuous development leading to more available information for the reviewing doctors. The information is a powerful tool in the strive to make reliable diagnosis but it can also be a challenge for the doctor to make use of all the information. This thesis investigates if the computer-based review workplace can be made more efficient using other input devices than the traditional mouse and keyboard. To acquire knowledge about the existing user interactions six interviews have been conducted at two Swedish hospitals. In the thesis a 3D mouse has been integrated into Sectra's review workstation to show what value a complementary device can bring.</p><p>The interviews show that the doctors are quite satisfied with the existing workplace but there are areas of improvement. This together with the integration of the 3D mouse gives a hint about the complexity of finding a device that adds enough value to take place on the reviewing doctor's desk.</p>
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Efficient user interaction for clinical diagnosis using digital volume imagesFältskog, Andreas January 2008 (has links)
Medical imaging is going through a continuous development leading to more available information for the reviewing doctors. The information is a powerful tool in the strive to make reliable diagnosis but it can also be a challenge for the doctor to make use of all the information. This thesis investigates if the computer-based review workplace can be made more efficient using other input devices than the traditional mouse and keyboard. To acquire knowledge about the existing user interactions six interviews have been conducted at two Swedish hospitals. In the thesis a 3D mouse has been integrated into Sectra's review workstation to show what value a complementary device can bring. The interviews show that the doctors are quite satisfied with the existing workplace but there are areas of improvement. This together with the integration of the 3D mouse gives a hint about the complexity of finding a device that adds enough value to take place on the reviewing doctor's desk.
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Avaliação de dispositivos de entrada para acesso ao computador por alunos com paralisia cerebral / Evaluation of input devices for computer access by cerebral palsy studentsSpiller, Marcelo Grandini [UNESP] 06 September 2017 (has links)
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Previous issue date: 2017-09-06 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / O computador tem sido cada vez mais utilizado por professores como recurso para o ensino de alunos com paralisia cerebral durante as atividades escolares. Devido aos comprometimentos motores impostos por tal desordem, estes alunos podem apresentar dificuldades de acesso ao computador dependendo do dispositivo de entrada utilizado. Existem dispositivos convencionais, como o mouse e o teclado padrão, e também aqueles de maior tecnologia como a tela sensível ao toque e os acionadores eletrônicos pelo olhar, como o eye tracker, que podem auxiliar neste processo. Mas qual deles proporciona ao aluno com paralisia cerebral, melhor acesso ao computador: o mouse convencional, a tela sensível ao toque ou o eye tracker? O objetivo deste estudo foi avaliar a eficácia destes três dispositivos de entrada no acesso ao computador por alunos com paralisia cerebral. Participaram do estudo 15 alunos com paralisia cerebral com idade entre 6 e 14 anos, com níveis GMFCS e MACS de I a V. Para a avaliação da eficácia dos dispositivos, os participantes usaram um notebook com tela sensível ao toque, um mouse convencional e um eye tracker para realizar tarefas com os seguintes softwares: o Discrete Aiming Task 2.0, para avaliar o tempo de resposta do usuário na tarefa de seleção de alvo; o Tracking Task 2.0, para avaliar o a porcentagem de tempo no círculo e a frequência de erros na seleção e rastreamento de alvo e, o Single Switch Performance Test (SSPT) 1.0 para avaliar o tempo médio de acionamento de um alvo. Para avaliação do grau de satisfação dos participantes com relação aos dispositivos foi utilizada uma escala analógica visual. Por fim, os usuários foram questionados sobre a preferência dos dispositivos utilizados. Foi realizada análise estatística não paramétrica com nível de significância p≤0,05. Os resultados significativos estatisticamente mostraram que: (1) o eye tracker causou menor frequência de erros, no uso do software Tracking Task v.2.0; (2) o mouse apresentou o menor tempo médio de acionamento no SSPT; (3) A tela sensível ao toque foi o mais eficaz na variável tempo mais lento de acionamento no SSPT; (4) Os participantes com o nível de habilidade manual mais comprometido usaram menos o mouse. As comparações entre: os níveis de habilidade manual e a preferência do dispositivo; os níveis de habilidade motora e a preferência do dispositivo; o gênero dos usuários e a preferência do dispositivo; a classificação topográfica e a preferência do dispositivo, não indicaram diferenças significativas. Observou-se diferença estatística entre o nível de classificação de habilidade manual com a possibilidade de conseguir usar o mouse. O nível de função motora grossa e de habilidade manual dos participantes tem relação com a satisfação com os dispositivos de entrada. Conclui-se que o eye tracker foi o dispositivo mais eficaz na tarefa de seleção de alvos; o mouse, o mais eficaz para os tempos médio e mais rápido de acionamento e, também, para o rastreamento de alvos; a tela sensível ao toque foi mais eficaz na variável tempo mais lento de acionamento e no tempo de resposta para seleção de alvo. A maioria dos participantes preferiu a tela sensível ao toque e demonstrou maior satisfação pela tela sensível ao toque e pelo eye tracker. Espera-se que o presente estudo possa auxiliar e orientar o professor na seleção do dispositivo para acesso ao computador para o aluno com paralisia cerebral. / Computer has been increasingly used by teachers as a resource for teaching students with cerebral palsy in school activities. Due to the motor impairments imposed by such disorder, these students may have difficulties in computer access depending on the input device used. There are conventional devices, such as mouse and standard keyboard, as well as those with higher technology such as touch screen and electronic triggers by the look, such as eye tracker, that can help in this process. But which one gives the cerebral palsy students better computer access: the conventional mouse, touch screen or eye tracker? The objective of this study was to evaluate the effectiveness of these three input devices in computer access by cerebral palsy students. Participated in the study fifteen cerebral palsy students aged 6 to 14 years with GMFCS and MACS levels from I to V. For evaluation device efficacy, participants used a notebook with a touch screen, a conventional mouse and a eye tracker to perform tasks with the following softwares: the Discrete Aiming Task 2.0, to evaluate the user response time in the target selection task; Tracking Task 2.0, to evaluate the percentage of time in the circle and the errors frequency in selection and tracking target, and the Single Switch Performance Test (SSPT) 1.0 to evaluate the average trigger time of a target. In order to evaluate the participants' satisfaction with the devices, was used the an analogue visual scale. Finally, users were asked about the devices preference. Non-parametric statistical analysis was performed with significance level p≤0.05. Statistically significant results showed that: (1) Eye tracker caused less error frequency in the use of the Tracking Task v.2.0 software; (2) Mouse had the shortest average drive time in the SSPT; (3) Touch screen was the most effective in the variable slower drive time in the SSPT; (4) Participants with the most compromised manual skill level used the mouse the least. Comparisons between: manual skill levels and device preference; Motor skill levels and device preference; The gender of the users and the device preference; Topographical classification and device preference didn’t indicate significant differences. Was observed a statistical difference between the level of manual skill classification and the possibility of using the mouse. Level of gross motor function and manual skill of participants is related to satisfaction with input devices. Concluded that eye tracker was the most efficient device in target selection task; Mouse, the most effective for the medium and fastest activation times and also for the tracking targets; Touch screen was more effective in the time variable slower of activation and response time for target selection. Most participants preferred touch screen and showed greater satisfaction with touch screen and eye tracker. Expected that the present study can help and guide the teacher in the selection of the device for access to the computer for the student with cerebral palsy.
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Identifying effectiveness of different input devices as pointing devices for graphical user interfacesBudak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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HIGH-DEFINITION WIRELESS PERSONAL AREA TRACKING USING AC MAGNETIC FIELDMohit Singh (7301198) 31 January 2022 (has links)
<div>Over the past few decades, the focus of wireless communication technology has been shrinking in terms of coverage area. It started with WMAN (Wireless Metropolitan Area Network), moved to WLAN (Wireless Local Area Network) and WPAN (Wireless Personal Area Network), and is soon expected to move to WBAN (Wireless Body Area Network). Wireless positioning/location services present a perfect analogy to wireless communication services. It started with the use of GPS (Global Positioning System), is moving to Local Area Positioning System (LPS) and will be soon moving to Personal and Body Area Positioning Systems (BPS) in the future.</div><div><br></div>This thesis presents the development of a high-speed and high-accuracy wireless magnetic positioning system which can locate the position and orientation of the sensor in real-time with a sub-mm level accuracy in body area. The system consists of an antenna (transmitter) and one or multiple sensors (receivers). The sensor module consists of a tri-axis AC magnetic field sensor, an orientation sensor, a micro-controller and a communication unit. The system is robust to multi-path, low-power, low-cost and provides complete location privacy to its users. Possible implementations of this technology could be in the field of gaming, media entertainment, security, robotics, bio medical, motion-capture and home-automation. The ultra-low latency of the system and its ability to track the sensor anywhere around the antenna without occlusion makes it a perfect candidate to be used as a Virtual/Augment Reality (VR/AR) input device.
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