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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.
11

Segmentação dos nódulos pulmonares através de interações baseadas em gestos / Segmentation of pulmonary nodules through interactions based on in gestures

SOUSA, Héber de Padua 29 January 2013 (has links)
Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-08-16T21:13:39Z No. of bitstreams: 1 HeberSousa.pdf: 2248069 bytes, checksum: e89eac1d4562ac1f2f53007d699f9c71 (MD5) / Made available in DSpace on 2017-08-16T21:13:39Z (GMT). No. of bitstreams: 1 HeberSousa.pdf: 2248069 bytes, checksum: e89eac1d4562ac1f2f53007d699f9c71 (MD5) Previous issue date: 2013-01-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Lung cancer is one of the most common of malignant tumors. It also has one of the highest rates of mortality among cancers. The reason for this is mainly linked to late diagnosis of the disease. For early detection of disease is very helpful to use medical images as support, the most important being, CT. With the acquisition of digital images is becoming more common to use computer systems for medical imaging. These systems assist in the clinical diagnosis, disease monitoring, and in some cases is used as a support for surgery. Because the search for new ways of human-computer interaction, natural interaction arises, which aims to provide a form of control with higher cognition. This control is usually performed using gestures. Interactions of gestures can be useful in controlling medical imaging systems and can ensure necessary sterility in operating rooms, because they are not required contacts manuals. Among the activities computer assisted important for the treatment of lung cancer, we have the segmentation of nodules. The segmentation of nodules can be performed automatically, semiautomatically or interactively. It is useful to speed up the diagnostic process, taking measurements, or observe the morphological appearance of the nodule. The objective of this study is to investigate the use of natural interaction interface for activities such as medical image visualization and segmentation of pulmonary nodules. The paper proposes the study of interaction techniques based on gestures to segment nodules in an interactive and semiautomatic. Finally, conducting experiments to evaluate the techniques proposed in the items ease of use, intuitiveness, accuracy and comfortability / O câncer de pulmão é um dos mais comuns dentre os tumores malignos. Ele também possui uma das taxas mais altas de mortalidade dentre os tipos de câncer. O motivo disso está ligado principalmente ao diagnóstico tardio da doença. Para a sua detecção precoce é muito útil a utilização de imagens médicas como apoio, sendo a mais importante, a tomografia computadorizada. Com a aquisição digital das imagens está cada vez mais comum a utilização de sistemas computacionais de visualização médica. Estes sistemas auxiliam no diagnóstico clínico, no acompanhamento de doenças, e em alguns casos é utilizado como apoio a cirurgias. Em virtude da busca por novos meios de interação humano-computador, surge a interação natural, que objetiva uma forma de controle mais próximo cognitivamente das ações realizadas, e geralmente é realizada através de gestos. Interações por gestos podem ser úteis no controle de sistemas de visualização médica e podem garantir a esterilização necessária em salas cirúrgicas, pois não são necessários contatos manuais. Dentre as atividades assistidas por computador importantes para o tratamento do câncer pulmonar, temos a segmentação de nódulos. A segmentação de nódulos pode ser realizada de forma automática, semiautomática ou interativamente. Elas são úteis para agilizar o processo de diagnóstico, realizar medições, ou observar o aspecto morfológico do nódulo. O objetivo do presente trabalho é investigar a utilização da interação natural como interface para atividades de visualização de imagens médicas e segmentação de nódulos pulmonares. Foi implementada uma série de ferramentas de segmentação, interativas e semiautomáticas, controladas a partir de gestos. Estes gestos foram desenvolvidos a partir de imagens capturadas por uma câmera especial chamada Kinect, que traduz a imagem em mapas de profundidade, podendo medir com precisão a distância de objetos na cena. Ao final do estudo, foi realizado experimentos para avaliar as técnicas propostas nos quesitos facilidade de uso, intuitividade, conforto e precisão.
12

Bring Your Body into Action : Body Gesture Detection, Tracking, and Analysis for Natural Interaction

Abedan Kondori, Farid January 2014 (has links)
Due to the large influx of computers in our daily lives, human-computer interaction has become crucially important. For a long time, focusing on what users need has been critical for designing interaction methods. However, new perspective tends to extend this attitude to encompass how human desires, interests, and ambitions can be met and supported. This implies that the way we interact with computers should be revisited. Centralizing human values rather than user needs is of the utmost importance for providing new interaction techniques. These values drive our decisions and actions, and are essential to what makes us human. This motivated us to introduce new interaction methods that will support human values, particularly human well-being. The aim of this thesis is to design new interaction methods that will empower human to have a healthy, intuitive, and pleasurable interaction with tomorrow’s digital world. In order to achieve this aim, this research is concerned with developing theories and techniques for exploring interaction methods beyond keyboard and mouse, utilizing human body. Therefore, this thesis addresses a very fundamental problem, human motion analysis. Technical contributions of this thesis introduce computer vision-based, marker-less systems to estimate and analyze body motion. The main focus of this research work is on head and hand motion analysis due to the fact that they are the most frequently used body parts for interacting with computers. This thesis gives an insight into the technical challenges and provides new perspectives and robust techniques for solving the problem.
13

Where,What,Whye How: Uma abordagem prática para desenvolvimento de ambientes interativos

Rehem Neto, Almerindo Nascimento 25 April 2016 (has links)
Submitted by Kleber Silva (kleberbs@ufba.br) on 2017-06-06T18:36:46Z No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) / Approved for entry into archive by Vanessa Reis (vanessa.jamile@ufba.br) on 2017-06-16T15:25:18Z (GMT) No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) / Made available in DSpace on 2017-06-16T15:25:18Z (GMT). No. of bitstreams: 1 thesis_Almerindo.pdf: 28859099 bytes, checksum: 174d845c1992efdff75a145e0ec76a4d (MD5) / O advento do Kinect desencadeou o crescimento de aplicações voltadas à interação natural, reconhecimento de gestos e ambientes interativos. Com o tempo, percebeu-se que as soluções de interfaces baseadas nesses novos tipos de interação cresciam de maneira rápida e desordenada, sem qualquer preocupação com a formalização de etapas de desenvolvimento. Além disso, questões relativas à forma de representar estas interações, ao contexto onde elas ocorrem e qual o comportamento do ambiente em resposta a estas interações tornaram-se relevantes. Neste sentido, esse trabalho traz como contribuição uma abordagem prática para o desenvolvimento de ambientes interativos através do modelo Where-What-Why-How, ou simplesmente, 3W1H. A solução teve como base uma compilação de tarefas comumente executadas neste tipo de desenvolvimento e relatadas em diversos trabalhos correlatos. A solução parte de três questões principais: (I) quais as reações devem ser disparadas no ambiente interativo; (II) quais as situações que disparam a execução destas reações no ambiente; e, (III) qual o comportamento esperado uma vez que estas situações sejam reconhecidas. O comportamento esperado do ambiente pode ser visto como um conjunto de estados que definem o controle das reações e mudanças dentro do ambiente real ou virtual. A transição entre estes estados comportamentais é feita a partir da composição entre eventos associados, por exemplo, ao reconhecimento de gestos do usuário quando interage com o sistema. A validação da proposta é feita através de alguns estudos de casos completos, que contemplam todas as fases de desenvolvimento e a implementação física do ambiente interativo. Os estudos de caso foram construídos com o auxílio do framework Touch The Air - TTair, uma outra contribuição importante do trabalho.
14

Uma linguagem de domínio específico para descrição e reconhecimento de gestos usando sensores de profundidade

VIANA, Daniel Leite 10 August 2015 (has links)
Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-03-11T14:13:00Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao DANIEL LEITE VIANA.pdf: 4297126 bytes, checksum: fa862ba18fe815a710afe7b3e591cee8 (MD5) / Made available in DSpace on 2016-03-11T14:13:00Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao DANIEL LEITE VIANA.pdf: 4297126 bytes, checksum: fa862ba18fe815a710afe7b3e591cee8 (MD5) Previous issue date: 2015-08-10 / Sistemas baseados em gestos vêm se tornando uma alternativa para o desenvolvimento de aplicações mais intuitivas para os usuários, pois permitem a esses usuários interagirem de forma mais natural. Tais sistemas, em geral, requerem dispositivos de captura junto com alguma técnica de reconhecimento para que os gestos requeridos na interação natural sejam reconhecidos. A ausência de abstrações apropriadas para representação dos gestos dificulta as especificações de novas interações naturais. A representação de um gesto, quase sempre, envolve Aprendizagem de Máquina ou um avançado algoritmo de reconhecimento baseado nos dados da posição tridimensional do corpo humano fornecidos por sensores de profundidade, tal como o Microsoft Kinect. Além disso, as aplicações desenvolvidas tornam-se dependentes das bibliotecas de desenvolvimento dos dispositivos. Dessa forma, se o dispositivo for substituído por outro mais moderno ou de fabricante diferente quase todo o algoritmo de reconhecimento precisa ser reescrito. O principal objetivo desta dissertação é a especificação e implementação da Linguagem para Especificação de Gestos (LEG), uma Domain-Specific Language (DSL) para a especificação e reconhecimento de gestos livres do corpo humano com suporte a diferentes dispositivos de profundidade. A LEG é uma linguagem declarativa, baseada na análise das interfaces gestuais para computador e no estudo das abstrações e representações do movimento humano, a fim de reduzir a complexidade no desenvolvimento de aplicações baseadas em gestos. A implementação da linguagem foi realizada em duas etapas. Primeiro, foi criado um framework (Kinect Gesture) com a lógica para rastrear e identificar gestos descritos na linguagem. Na segunda etapa, foi definida a gramática e o interpretador foi construído. A abordagem adotada foi de DSL externa, sendo sua sintaxe textual e particular. A fim de avaliar a implementação proposta, 15 (quinze) gestos foram especificados em LEG e reconhecidos. Tendo como referência os resultados obtidos, chegou-se a conclusão que a linguagem apresentada neste trabalho diminuiu consideravelmente a complexidade necessária para realizar a especificação e o reconhecimento dos gestos. / Systems Based-gestures are becoming an alternative to the development of more intuitive applications for users, because enable users to interact more naturally. Generally these systems need of capture devices together with some technique for gesture recognition. The lack of appropriate abstractions for the representation of gestures difficult to specifications of new natural interactions. For specify gesture, it is almost always necessary to acquire advanced knowledge in gesture recognition area and skills on chosen device and it is for this reason that the development of gestures is restricted. Often developers are using Machine Learning as support to creating database. Another approach is to create a recognition algorithm based on data from the depth sensor Kinect. Furthermore, due to the nature of the software development kits (SDK) provided by the hardware vendors to build gesture-based applications, the developed applications often become tightly coupled with the SDK. The result is that significant portions of the application need to be rewritten to run it on another device. The main goal of this dissertation is to implement and evaluate GSL (Gesture Specific Language), a Domain-Specific Language for specification and identification of gestures with support to different depth sensors. GSL is a declarative programming language based on the analysis of gestural interfaces for computer and study of abstractions and representations of human movement, in order to reduce the complexity in application development based on gestures. The development was conducted in two phases: the first was implemented a framework (Kinect Gesture) with logic for tracking and identify gestures. In the second phase, we built an grammar and a compiler. We adopted a external DSL approach, with specific and textual syntax. In order to evaluate the proposed implementation, we used GSL for specification and recognition of fifteen gestures. The results obtained show that GSL reduced considerably the complexity on perform the specification and the recognition of gestures.
15

A Comparison of Keyboard and Tilt Interaction Techniques for Racing Video Game

Zhu, Ziyi January 2022 (has links)
In gaming, the market is increasingly emphasizing "natural" interaction techniques, introducing a wide range of external devices. The high price of many external devices reduced its popularity. However, smartphone as another widely available product, I wanted to use sensors of the smartphone to simulate "natural" interaction techniques and explore the changes and influence it had on players as opposed to traditional keyboard input in order to understand its value as an intermediary between traditional input methods and unique external devices. In this study, I developed a racing game that uses the button and tilt input via the phone to simulate a steering wheel. Also, I studied the participants’ gaming data and experiences during the experiment. My experiments found that the tilt input outperformed the keyboard input, especially for participants with less than five years of gaming experience. Furthermore, the tilt input gave players an immersive and varied gaming experience. I offered four hypotheses to explain my findings and suggested that game designers refer to them. / På spelmarknaden betonas i allt högre grad "naturliga" interaktionstekniker, vilket innebär att ett brett utbud av externa enheter introduceras. Det höga priset på många externa enheter har minskat deras popularitet. Jag ville dock använda smartphones som en annan allmänt tillgänglig produkt, och jag ville använda smartphonesensorer för att simulera "naturliga" interaktionstekniker och utforska vilka förändringar och vilket inflytande de hade på spelarna jämfört med traditionell tangentbordsinmatning, för att förstå dess värde som en mellanhand mellan traditionella inmatningsmetoder och unika externa anordningar. I den här studien utvecklade jag ett racingspel som använder knapp- och lutningsinmatning via telefonen för att simulera en ratt. Dessutom studerade jag deltagarnas speldata och upplevelser under experimentet. Mina experiment visade att tilt-inmatningen överträffade tangentbordsinmatningen, särskilt för deltagare med mindre än fem års spelvana. Dessutom gav lutningsinmatningen spelarna en uppslukande och varierad spelupplevelse. Jag erbjöd fyra hypoteser för att förklara mina resultat och föreslog att speldesigners ska hänvisa till dem.
16

Integração de contextos e habilidades pessoais, sociais e profissionais no desenvolvimento de soluções tecnológicas para o profissional da saúde

Abib, Janaina Cintra 19 October 2016 (has links)
Submitted by Alison Vanceto (alison-vanceto@hotmail.com) on 2017-01-13T10:35:35Z No. of bitstreams: 1 TeseJCA.pdf: 4804148 bytes, checksum: fc09eaa1031baf137fea35d95ba6dd71 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2017-01-17T13:08:15Z (GMT) No. of bitstreams: 1 TeseJCA.pdf: 4804148 bytes, checksum: fc09eaa1031baf137fea35d95ba6dd71 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2017-01-17T13:08:24Z (GMT) No. of bitstreams: 1 TeseJCA.pdf: 4804148 bytes, checksum: fc09eaa1031baf137fea35d95ba6dd71 (MD5) / Made available in DSpace on 2017-01-17T13:08:32Z (GMT). No. of bitstreams: 1 TeseJCA.pdf: 4804148 bytes, checksum: fc09eaa1031baf137fea35d95ba6dd71 (MD5) Previous issue date: 2016-10-19 / Não recebi financiamento / This thesis presents a research behind the creation of a process model for application development and a set of guidelines to instruct and support the work of developers focused on healthcare. The current Brazilian condition reflects that the working environment of healthcare professionals in long term care is conducive to the construction of a new identity and reference for these professionals, who incorporate their personal and social activities to professional activities and build cooperative relations with their peers beyond the professional environment. In this context, where healthcare professionals are re-analyzing their relationship with work and issues that affect the quality of life and the quality of their professional activities, the support of technological resources is a strong partner, especially in sharing and disclosure information and also in management daily tasks. In order to incorporate technology requirements that naturally may be included in the workflow of these professionals without interrupt their routines, software developers have been mobilized to create natural interaction applications that help healthcare professionals and promotes the adoption of applications. Natural interactions are defined here as the way users share information using technological resources and applications instinctively, in a transparent way, without concern the peculiarities of the application or technological appeal. For the development of these applications, which considers users’ profiles who naturally mix professional, personal and social contexts, it is required a process model to guide and assist developers in this task. Thus, as scientific contribution in Computer Science, an application development process model and a set of guidelines to supports the developer’s work to create applications for healthcare professionals have been proposed. The proposed model encourages and provides the integration of different contexts of the healthcare professionals, enabling resource appropriation through the perception of abilities and prior knowledge of these professional, and encourages the addition of some new abilities. / Esta tese apresenta a pesquisa desenvolvida para a criação de um modelo de processo de design de aplicativos e um conjunto de diretivas para orientar e apoiar o trabalho de desenvolvedores de aplicativos para profissionais da área da saúde. O momento atual reflete que o ambiente de trabalho dos profissionais da área da saúde que atuam nos cuidados constantes e durante longos períodos é propício para a construção de uma nova identidade e referência para estes profissionais, que incorporam suas atividades pessoais e sociais às atividades profissionais e constroem relações de cooperação com seus pares além do ambiente profissional. Diante desse contexto, em que profissionais da saúde repensam sua relação com o trabalho e os aspectos que afetam a qualidade de vida e a qualidade das suas atividades profissionais, o apoio dos recursos tecnológicos é um forte aliado, principalmente nos processos de troca, divulgação de informações e gerenciamento de tarefas. Com o intuito de incorporar recursos tecnológicos que naturalmente se insiram no fluxo de trabalho desses profissionais, sem que sejam empecilhos em suas rotinas, mas que os apoiem na realização de suas tarefas, desenvolvedores de software têm se mobilizado na criação de aplicativos com interação natural que auxiliem os profissionais da saúde e favoreçam a adoção de aplicativos desenvolvidos. Interações naturais são definidas aqui como a maneira que o usuário troca informações com aplicativos e recursos tecnológicos de forma instintiva e transparente, sem se inquietar com as peculiaridades do aplicativo ou recurso tecnológico manipulado, por serem formas de interação mais próximas da realidade do usuário. Para o desenvolvimento desses aplicativos, que levam em conta perfis de usuários que naturalmente misturam contextos profissionais, pessoais e sociais, constatou-se a necessidade de um modelo de processo que oriente e auxilie os desenvolvedores nesta tarefa. Assim, como contribuição científica na área de Computação, um modelo de processo de design de aplicativos e as diretivas que orienta e apoia o trabalho de desenvolvedores de aplicativos para profissionais da área da saúde foram propostos. O modelo e as diretivas incentivam e proporcionam a integração dos diferentes contextos dos profissionais da saúde, facilitando a apropriação de recursos tecnológicos através da percepção das habilidades e conhecimentos prévios desses profissionais, e estimulam a adição de novas habilidades.
17

Ambientes virtuais para auxiliar o desenvolvimetno da cognição espacial em cegos : uma abordagem com interação natural

Berretta, Luciana de Oliveira 13 May 2015 (has links)
The inability to navigate independently is one of the most significant handicaps due by blindness. Many difficulties can be faced when visually impaired people (VIP) need to visit new and unknown places. Our approach is to use locomotion simulation interface to allow a natural exploration way of virtual environment (VE) to assist VIP to create cognitive maps efficiently, and thereby to enhance their mobility skill. A computer system, called SACEC Assist System Spatial Cognition in the Blind, was developed using virtual reality techniques and natural interaction. The system allows the modeling of two-dimensional or three-dimensional virtual environments, and it is possible to reproduce actual environments such as schools, universities and others points of interest. The interaction with the virtual environment is based on the recognition of poses, which are interpreted as actions such as walking, turning, or front and side touch, and feedback sounds are sent to user. In order to review and validation of the developed system and the proposed interface tests are performed with actual VIPs, men and women aged from 18 to 60 years. A result shows the effectiveness of the SACEC in developing cognitive map of the simulated environment, as well the positive feedback shows that the system can be entertaining and pleasant to the participants. Therefore, SACEC has a great potential to be used in aid to Orientation and Mobility (OM) trainings, and thus contribute to greater social inclusion of those people. / A impossibilidade de navegar de forma independente é uma das desvantagens mais significativas que podem ser causadas pela cegueira. Muitas dificuldades são encontradas quando pessoas com deficiência visual (PDVs) precisam visitar lugares novos e desconhecidos. Este trabalho propõe o uso de uma interface de simulação de locomoção que permita uma forma natural de exploração de Ambientes Virtuais (AV), para propiciar aos deficientes visuais a criação de mapas cognitivos de forma eficiente e, assim, auxiliar a sua mobilidade. Foi desenvolvido um sistema computacional, denominado SACEC - Sistema de Auxílio da Cognição Espacial em Cegos, que utiliza técnicas de Realidade Virtual e Interação Natural. O sistema permite a modelagem de Ambientes Virtuais bidimensionais ou tridimensionais. É possível reproduzir ambientes reais como escolas, universidades e outros espaços de interesse. A interação com o Ambiente Virtual ocorre por meio do reconhecimento de poses, que são interpretadas como ações de andar, girar ou tatear, e com respostas sonoras. Foram realizados testes com 20 PDVs, homens e mulheres com idades entre 18 e 60 anos, para avaliação e validação do sistema desenvolvido, bem como da interface proposta. Os resultados obtidos demonstraram a efetividade do SACEC, assim como avaliação positiva de todos os participantes que conseguiram criar o mapa cognitivo do ambiente navegado e reproduzí-lo verbalmente e em blocos montáveis. Desta forma, pode ser indicado no auxílio do trabalho de Orientação e Mobilidade (OM), e consequentemente contribuir com maior inclusão social dessas pessoas. / Doutor em Ciências
18

Interactive Visualization Lenses:

Kister, Ulrike 12 June 2018 (has links) (PDF)
Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations. / Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstützt. Graph-Visualisierungen sind dabei eine spezielle Variante der Datenrepräsentation, deren Nutzen in vielerlei Anwendungsfällen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen Ansätze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporär die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel Vergrößerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von Kantenüberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug für einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit präsentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die Funktionalität als auch für die Interaktion an großen, vertikalen Displays. Insbesondere trägt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natürliche Interaktion mit unterschiedlichen Modalitäten zu unterstützen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken für die natürliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch Mobilgeräte vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage für diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. Zusätzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion für Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen Displaywänden belegt durch empirische Nutzerstudien.
19

Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

Kister, Ulrike 12 June 2018 (has links)
Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations. / Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstützt. Graph-Visualisierungen sind dabei eine spezielle Variante der Datenrepräsentation, deren Nutzen in vielerlei Anwendungsfällen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen Ansätze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporär die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel Vergrößerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von Kantenüberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug für einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit präsentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die Funktionalität als auch für die Interaktion an großen, vertikalen Displays. Insbesondere trägt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natürliche Interaktion mit unterschiedlichen Modalitäten zu unterstützen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken für die natürliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch Mobilgeräte vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage für diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. Zusätzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion für Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen Displaywänden belegt durch empirische Nutzerstudien.
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Augmented Reality for Immersive Video Conference Presentations : Enhancing Video Presentation Experiences with Visual Aid Through Augmented Reality / Förstärkt verklighet för immersiva videopresentationer : Förbättrade videopresentationer med hjälp av visuella hjälpmedel i förstärkt verklighet

Rosenberg, Gabriel January 2023 (has links)
As 3D models are increasingly used in a variety of contexts, both for entertainment in games and movies, as well as professional visualization and CAD models, there is an increased demand for collaborative tools which can be used to show these virtual artifacts efficiently. Interaction with digital 3D artifacts has long since been enabled through the use of specialized software, like CAD modeling applications and 3D rendering software; which often are extensive and require time to master and use efficiently. This thesis investigates how natural interaction through augmented reality can be used to interact with 3D artifacts in video conferencing scenarios and how it could enrich presentation experiences. Different approaches were evaluated to enable natural interactions before creating a prototype solution. Research was carried out with a design approach by creating a prototype solution, which was evaluated in a user study with a mixed research method. Data were collected through a semistructured interview as well as quantitative methods, which consisted of the NASA Task Load Index and a performance evaluation form filled out by the participants. The interview data were processed with a reflexive thematic analysis, and insight was gained as important themes emerged from the data. The results indicate an increased physical demand, but also less frustration with the prototype solution compared to screen sharing of Windows 3D Viewer. The responses of the study participants highlight key factors to consider in future development. / Eftersom 3D-modeller i allt högre grad används i en mängd olika sammanhang, både för underhållning i spel och filmer samt för professionell visualisering, finns det en ökad efterfrågan på samarbetsverktyg som kan användas för att visa dessa virtuella artefakter effektivt. Interaktion med digitala 3D-modeller har för länge sedan möjliggjorts genom användning av specialiserad programvara, som CAD-modelleringsapplikationer och 3D-renderingsprogram; som ofta är omfattande och kräver tid att bemästra och använda effektivt. Denna avhandling undersöker hur naturlig interaktion genom förstärkt verklighet kan användas för att interagera med 3D-artefakter i videokonferensscenarier och hur det kan berika presentationsupplevelser. Ämnet undersöktes genom att skapa en prototyplösning, som utvärderades i en användarstudie med en blandad forskningsmetod. Data samlades in genom en semistrukturerad intervju samt kvantitativa metoder, som bestod av NASA Task Load Index och ett prestationsutvärderingsformulär som fyllts i av deltagarna. Intervjudata bearbetades med en reflexiv tematisk analys, och insikt framkom genom att studera datan. Resultaten indikerar en ökad fysisk ansträngning, men också mindre frustration med prototyplösningen jämfört med skärmdelning av Windows 3D Viewer. Svaren från studiedeltagarna belyser nyckelfaktorer att ta hänsyn till i framtida utveckling.

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