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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.
41

Interactive Maps for Visually Impaired People: Design, Usability and Spatial Cognition

Brock, Anke 27 November 2013 (has links) (PDF)
Connaître la géographie de son environnement urbain est un enjeu important pour les personnes déficientes visuelles. Des cartes tactiles en relief sont généralement utilisées mais elles présentent des limitations importantes (nombre limité d'informations, recours à une légende braille). Les nouvelles technologies permettent d'envisager des solutions innovantes. Nous avons conçu et développé une carte interactive accessible, en suivant un processus de conception participative. Cette carte est basée sur un dispositif multi-touch, une carte tactile en relief et une sortie sonore. Ce dispositif permet au sujet de recueillir des informations en double-cliquant sur certains objets de la carte. Nous avons démontré expérimentalement que ce prototype était plus efficace et plus satisfaisant pour des utilisateurs déficients visuels qu'une carte tactile simple. Nous avons également exploré et testé différents types d'interactions avancées accessibles pour explorer la carte. Cette thèse démontre l'importance des cartes tactiles interactives pour les déficients visuels et leur cognition spatiale.
42

Evaluation eines Multitouch-basierten Menüs für Magic Lenses im Vergleich zu klassischen Menüs

Groß, Stephanie Sara 07 February 2017 (has links) (PDF)
Die komplexe Analysen großer Datensätze stellt in der Informationsvisualisierung eine zunehmende Herausforderung dar. Mit Hilfe von Magic Lenses wird die teilweise unübersichtliche Visualisierung dieser Datensätze lokal manipuliert und vereinfacht. Dabei spielen besonders der Umfang an Filterfunktionen und wie sie verändert werden können eine Rolle. Die Vorteile eines Multitouchdisplays im Vergleich zu herkömmlicher Maus- oder Keyboardinteraktion kommen dabei zum Einsatz. Es treten jedoch stetig Probleme bei der Adaption bisheriger Menüdesigns auf. Da Magic Lenses über Menüs parametrisiert werden sollen, stellt sich die Frage welche Menü- und Interaktionsarten besser dazu geeignet sind. In dieser Arbeit wird ein Multitouch-basiertes Kontextmenü für Magic Lenses evaluiert. Es befindet sich direkt am Linsenrand und ist kompakt jedoch neuartig. Es wird die Konkurrenzfähigkeit zu einem speziell für die Studie entworfenen und implementierten klassischen, globalen Menü getestet. Dieses ist für Nutzer vertrauter, aber distanziert sich von der Linse. Die Ergebnisse werden anschließend unter quantitativen und qualitativen Punkten zusammengefasst und ausgewertet. Es zeigt sich, dass klassische Menüs mit Touchinteraktion performanter waren. Das Multitouch-basierte Kontextmenü war allerdings bei den Probanden beliebter und wurde für die Arbeit mit Linsen bevorzugt. / The complex analysis of huge data sets is an increasing challenge in information visualization. With the help of emph{Magic Lenses} the somtimes confusing visualization of those data sets is being locally manipulated and simplified. Especially the amount of filter functions and how they can be altered matter. The advantages of multitouch displays in comparison to conventional mouse and keyboard interaction are used. However, there occur continual problems with the adaption of existing menu designs. Since emph{Magic Lenses} have to be parameterized with those menus the question arises which kind of menu and interaction are more fitting. In this work we evaluate a multitouch based context menu for emph{Magic Lenses}. It is located directly at the lens and compact but new to users. We test its competitiveness to a classical global menu specifically designed and implemented for this study. Users are more familiar with it but it is distanced from the lens. Finally, the results are summarized and analyzed under quantitative and qualitative points. It turns out that classical menus with touch interaction performed best. The multitouch-based context menu though was more popular with probands and was preferred for the work with lenses.
43

The First Icomde A Library for the Information Age

Todd, Daniel Elias 18 November 2008 (has links)
The library has existed as a repository for knowledge for centuries. However, in spite of the information revolution and its watershed component, the internet, this institution has found itself fundamentally unchanged. Great strides have been taken to adapt the library to this changing world, but these incremental changes are timid and reactionary. Through the internet the floodgates have opened; individuals are creating and sharing information both personal and academic, in the form of not-so-private journals, works of creative fiction, works of journalism, works of scholarship, and every other form of intellectual (and not so intellectual) propagation imaginable. Additionally, advances in computer display and input technology are breaking down the conceptions of what a computer is and how we interact with them. The trend is pointing to a future where computers are no longer objects, but an integrated component of our built environment, capable of responding to practically limitless simultaneous individual users. This thesis will take the lead on these growing trends and create a new type of information age institution to evolve alongside, rather than supplant, the library: Icomde. This new institution will explore the possibilities of these new technologies while embracing the spirit of the information revolution. It will create a unique place where people can experience state of the art means of information creation, interaction, and collaboration. Finally, when the technology present has been fundamentally surpassed, the Icomde will be dismantled and the pieces distributed to dozens of locations throughout the world to found new Icomdes, with the original site becoming host to the next iteration of whatever advanced technologies will follow. This thesis will seek to examine the cultural, social role of the library as it has evolved and has been propagated through the course of human events, using design and history research, so as to employ the 'spirit' of this place as completely as possible in spite of the proposed radical paradigm shift. It will also use logical argumentation to organize trends in web content generation and publication into patterns that can be interpreted and acted upon in a forward-thinking fashion rather than a reactionary one.
44

Near touch interactions: understanding grab and release actions.

Balali Moghaddam, Aras 17 August 2012 (has links)
In this work, I present empirically validated techniques to realize gesture and touch interaction using a novel near touch tracking system. This study focuses on identifying the intended center of action for grab and release gestures close to an interactive surface. Results of this experiment inform a linear model that can approximate the intended location of grab and release actions with an accuracy of R^2 = 0.95 for horizontal position and R^2 = 0.84 for vertical position. I also present an approach for distinguishing which hand was used to perform the interaction. These empirical model data and near touch tracking system contributions provide new opportunities for natural and intuitive hand interactions with computing surfaces. / Graduate
45

Μελέτη και αξιολόγηση τεχνολογιών πολλαπλής αφής / Study and evaluation of multi-touch technologies

Πανόπουλος, Βασίλειος 07 June 2013 (has links)
Οι τεχνολογίες πολλαπλής αφής παρουσιάζουν μεγάλο ερευνητικό και τεχνολογικό ενδιαφέρον στον τομέα της αλληλεπίδρασης ανθρώπου-υπολογιστή από τις προηγούμενες κιόλας δεκαετίες. Το κόστος όμως τέτοιων συστημάτων καθιστούσε απαγορευτική τη χρήση τους εκτός έξω από το χώρο ερευνητικών εργαστηρίων. Οι εξελίξεις στον τομέα αυτό είναι ραγδαίες με αποτέλεσμα πλέον τα συστήματα αυτά να καθίστανται προσιτά και ιδιαίτερα ελκυστικά, προσφέροντας έτσι τη δυνατότητα ευρύτερης αποδοχής τους. Η διπλωματική αυτή εργασία, που εκπονήθηκε στο Εργαστήριο της Ερευνητικής Ομάδας Αλληλεπίδρασης Ανθρώπου Υπολογιστή του Τμήματος Ηλεκτρολόγων Μηχανικών και Τεχνολογίας Υπολογιστών του Πανεπιστημίου Πατρών, υπό την επίβλεψη του Καθ. Νικόλαου Αβούρη, περιγράφει σε πρώτο στάδιο τη μελέτη και αξιολόγηση των τεχνολογιών αφής και ιδιαίτερα των οπτικών καθώς αυτές επιτρέπουν την κατασκευή συστημάτων μεγάλων διαστάσεων. Έπειτα από επιλογή της καταλληλότερης τεχνολογίας με βάση τις προαπαιτούμενες προδιαγραφές παρουσιάζεται η κατασκευή ενός λειτουργικού συστήματος πολλαπλής αφής με χρήση της τεχνικής ‘Diffused Illumination’. Η αναγνώριση των σημείων αφής επετεύχθη με χρήση του προγράμματος ανοιχτού λογισμικού CommunityCoreVision (CCV). Στόχος της κατασκευής είναι η αξιολόγηση του ίδιου του συστήματος καθώς και η έρευνα και η αξιολόγηση νέων τρόπων αλληλεπίδρασης με το σύστημα αυτό. Η αξιολόγηση πραγματοποιήθηκε μέσω πειραματικής διαδικασίας που κατέδειξε την αποτελεσματικότητα του συστήματος στη διαχείριση αντικειμένων σε σχέση με έναν επιτραπέζιο υπολογιστή. Η εφαρμογή του πειράματος αναπτύχθηκε με τη γλώσσα Python και το Kivy. Η διαδικασία αυτή οδήγησε στην απόκτηση πρακτικών και θεωρητικών γνώσεων σε μεγάλο μέρος του γνωστικού φάσματος του τομέα της κατασκευής ολοκληρωμένων συστημάτων. / When interacting with a regular desktop computer, indirect devices such as a mouse or keyboard are used to control the computer. Results of the interaction are displayed on a monitor. Current operating systems are restricted to one pointing device. With the introduction of multi-touch, a new form of human computer interaction is introduced. Multi-touch combines display technology with sensors which are capable of tracking multiple points of input. The idea is that this would allow users to interact with the computer in a natural way. Furthermore, unlike interaction on a desktop computer, multi-touch allows multiple users to interact with the same devices at the same time. Due to recent innovations multi-touch technology has become affordable. For this project an optical based multi-touch device has been designed and constructed at the Human Computer Interaction group of the Electrical and Computer Engineering department of the University of Patras. To perform multi-touch point tracking we used CommunityCoreVision (CCV), a free open source multi-touch framework. To demonstrate the possibilities of multi-touch input technology the system was tested with existing applications, which are controlled by gestures. Multi-touch systems are often stand-alone systems that do not have external input devices attached, however, such devices can be used to support difficult task such as writing. In order to simplify common tasks, a gesture recognition engine has been evaluated along with a multi-touch mouse driver compatible with Windows 7 that supports TUIO messages. Through an experiment designed with the Python based Kivy framework, we evaluate how multi-touch input performs on a specific object manipulation task compared to conventional mouse input.
46

Espace de conception et modèle d'interaction multi-tactile gestuel : un environnement de développement pour enrichir le modèle / Design space and multi-touch gestural interaction model : a framework to enhance the model

Morin, Rudy 24 June 2011 (has links)
L’affinage technique et l’adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l’attention des designers d’interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d’interactions multi-tactiles. Dans cette étude, je défends l’idée que le design de telles interactions ne peut être approché qu’en suivant un modèle d’interaction spécifique intégrant l’ensemble des composantes physiques, cognitives, sensorielles et motrices du geste dans le couplage homme-machine. J’articule ma recherche autour d’un espace de conception, courte analyse sociotechnique de mon objet d’étude, dans lequel je définis un modèle d’interaction descriptif et génératif. Je détermine un ensemble de principes conceptuels et techniques permettant l’évaluation et la conception du design d’interfaces multi-tactiles de manière systémique et extensible. Au cours de cette étude, je précise les limites du paradigme d’ « interface naturelle » en nuançant les effets du réalisme des interactions dans l’efficacité de tels systèmes. Enfin, je présente les travaux de conception et de développement d’un environnement de développement réalisé dans le cadre d’un dispositif CIFRE qui a accompagné cette étude et permis d’enrichir le modèle théorique. / The technical refinement and the recent adoption of multi-touch technologies by both the industry and users made these technologies a major concern for interaction designers. While many studies on human-computer interaction have started to compare this type of interface with traditional WIMP interfaces performance-wise, few have included in their approach the gestural and system mapping specificities of multi-touch interactions. In this study, I defend the idea that such interaction design should follow a specific interaction model taking into account physical, cognitive, sensitive and motor aspects of gestures in the human-computer relation. I define a design space, sort of socio-technical approach, which participates in the definition of a descriptive and generative interaction model. I establish a set of conceptual and technical principles that allow the evaluation and conception of multi-touch interfaces, in a systemic and extensible way. Throughout this study, I emphasize the limits of the « natural user interface » paradigm by having a better understanding of how interaction realism affects system efficiency. Finally, I present a multi-touch framework developed as part of a CIFRE collaboration, which helped this study in the design and the extension of the conceptual model.
47

Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

Nácher Soler, Vicente Ernesto 18 January 2020 (has links)
[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños. / [CAT] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets. / [EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development. / Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833 / TESIS
48

Evaluation eines Multitouch-basierten Menüs für Magic Lenses im Vergleich zu klassischen Menüs

Groß, Stephanie Sara 20 October 2016 (has links)
Die komplexe Analysen großer Datensätze stellt in der Informationsvisualisierung eine zunehmende Herausforderung dar. Mit Hilfe von Magic Lenses wird die teilweise unübersichtliche Visualisierung dieser Datensätze lokal manipuliert und vereinfacht. Dabei spielen besonders der Umfang an Filterfunktionen und wie sie verändert werden können eine Rolle. Die Vorteile eines Multitouchdisplays im Vergleich zu herkömmlicher Maus- oder Keyboardinteraktion kommen dabei zum Einsatz. Es treten jedoch stetig Probleme bei der Adaption bisheriger Menüdesigns auf. Da Magic Lenses über Menüs parametrisiert werden sollen, stellt sich die Frage welche Menü- und Interaktionsarten besser dazu geeignet sind. In dieser Arbeit wird ein Multitouch-basiertes Kontextmenü für Magic Lenses evaluiert. Es befindet sich direkt am Linsenrand und ist kompakt jedoch neuartig. Es wird die Konkurrenzfähigkeit zu einem speziell für die Studie entworfenen und implementierten klassischen, globalen Menü getestet. Dieses ist für Nutzer vertrauter, aber distanziert sich von der Linse. Die Ergebnisse werden anschließend unter quantitativen und qualitativen Punkten zusammengefasst und ausgewertet. Es zeigt sich, dass klassische Menüs mit Touchinteraktion performanter waren. Das Multitouch-basierte Kontextmenü war allerdings bei den Probanden beliebter und wurde für die Arbeit mit Linsen bevorzugt. / The complex analysis of huge data sets is an increasing challenge in information visualization. With the help of emph{Magic Lenses} the somtimes confusing visualization of those data sets is being locally manipulated and simplified. Especially the amount of filter functions and how they can be altered matter. The advantages of multitouch displays in comparison to conventional mouse and keyboard interaction are used. However, there occur continual problems with the adaption of existing menu designs. Since emph{Magic Lenses} have to be parameterized with those menus the question arises which kind of menu and interaction are more fitting. In this work we evaluate a multitouch based context menu for emph{Magic Lenses}. It is located directly at the lens and compact but new to users. We test its competitiveness to a classical global menu specifically designed and implemented for this study. Users are more familiar with it but it is distanced from the lens. Finally, the results are summarized and analyzed under quantitative and qualitative points. It turns out that classical menus with touch interaction performed best. The multitouch-based context menu though was more popular with probands and was preferred for the work with lenses.
49

Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries

Kuhlman, Lane M. 03 September 2009 (has links)
No description available.
50

Interaktivní stolek ve výuce českého jazyka na 1. stupni ZŠ / Interactive Table in Czech Language Teaching at Elementary School

SCHWARZOVÁ, Lucie January 2017 (has links)
The main aim of my thesis is to mediate information about interactive tables in the Czech language teaching at elementary schools and elaboration of the methodical support for teaching. The thesis is divided into the theoretical part, which includes the first three chapters, and the practical part which has two chapters. In the theoretical part the author first introduces readers with interactivity, technical and historical development of the tables and their use in teaching. Second chapter brings knowledge about teaching methods with the use of interactive tables, the requirements on teachers, and the positive and negative advantages of the use of the tables based on the teachers and the students view. The third chapter represents main resources of teaching materials. The practical part is based on the creation of the methodical support for teaching, which provides detailed instructions for working with the SMART Table. The subject of the fourth chapter is working with the SMART table, adjustment of the table and the work with activities. Fifth chapter will introduce the computer program SMART Table Toolkit, his installation, adjustment, adjustment of activities and their use in teaching.

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