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Método de entrada de texto baseada em gestos para dispositivos com telas sensíveis ao toque / Text input method based gestures for devices with touch screensNascimento, Thamer Horbylon 13 October 2015 (has links)
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Previous issue date: 2015-10-13 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / This paper proposes a method for gesture-based text input to be used in devices with touch
screens. The steps required for this are: recognizing gestures, identify actions needed
to enter letters and recognize letters with up to two interactions. To the recognition of
gestures, we used the incremental recognition algorithm, which works so that it is not
necessary to finish a gesture for this to be recognized, that is, works with continuous
gesture recognition. Furthermore, a template is used as a reference for the recognition
of gestures. The algorithm identifies the likelihood of the gesture being a running the
template. As the incremental recognition algorithm did not have curves in templates using
the reduced equation of the circle, was created a template with curves and straight lines
were also added in it. The template created served to create a database for entering the
letters of the alphabet from A to Z, using user gestures. This base was used for training
of a Naïve Bayes classifier, which identifies the probability of inserting a letter entered
by the user based on the gestures. Three experiments were conducted to test the method
developed. It was found that most users entered a letter using up to two interactions when
inserted the five vowels and the five most frequent consonants. When inserting the five
vowels and five consonants less frequent, users were also able to enter the letters with up
to two interactions. Thus, there is evidence that the method to solve the problem which
has been proposed as a solution. / Este trabalho propõe um método para entrada de texto baseado em gestos para ser
usado em dispositivos com telas sensíveis ao toque. Os passos necessários para isso são:
reconhecer gestos, identificar gestos necessários para inserir letras e reconhecer letras com
até duas interações. Para fazer o reconhecimento dos gestos, foi utilizado o algoritmo de
reconhecimento incremental, o qual trabalha de forma que não seja necessário terminar
um gesto para que este seja reconhecido, ou seja, trabalha com reconhecimento contínuo
de gestos. Além disso, um template é utilizado como referência para o reconhecimento
dos gestos, assim, o algoritmo identifica a probabilidade de o gesto em execução ser um do
template. Como o algoritmo de reconhecimento incremental não possuía curvas em seus
templates, utilizando a equação reduzida da circunferência, foi criado um template com
curvas e foram também adicionadas retas nele. O template criado serviu para a criação
de uma base de dados para a inserção das letras do alfabeto de A a Z, utilizando gestos
de usuários. Essa base foi utilizada para treinamento de um classificador Naïve Bayes,
que identifica a probabilidade de inserção de uma letra baseado nos gestos inseridos pelo
usuário. Foram realizados três experimentos para testar o método desenvolvido. Verificouse
que a maioria dos usuários inseriu uma letra utilizando até duas interações, quando
inseriram as cinco vogais e as cinco consoantes mais frequentes. Ao inserir as cinco vogais
e cinco consoantes menos frequentes, os usuários também conseguiram inserir as letras
com até duas interações. Assim, há evidências de que o método resolva o problema para
qual foi proposto como solução.
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Touchscreen interfaces for machine control and educationKivila, Arto 20 September 2013 (has links)
The touchscreen user interface is an inherently dynamic device that is becoming
ubiquitous. The touchscreen’s ability to adapt to the user’s needs makes it superior
to more traditional haptic devices in many ways. Most touchscreen devices come with
a very large array of sensors already included in the package. This gives engineers
the means to develop human-machine interfaces that are very intuitive to use. This
thesis presents research that was done to develop a best touchscreen interface for
driving an industrial crane for novice users. To generalize the research, testing also
determined how touchscreen interfaces compare to the traditional joystick in highly
dynamic tracking situations using a manual tracking experiment.
Three separate operator studies were conducted to investigate touchscreen control
of cranes. The data indicates that the touchscreen interfaces are superior to the
traditional push-button control pendent and that the layout and function of the
graphical user interface on the touchscreen plays a roll in the performance of the
human operators.
The touchscreen interface also adds great promise for allowing users to navigate
through interactive textbooks. Therefore, this thesis also presents developments
directed at creating the next generation of engineering textbooks. Nine widgets were
developed for an interactive mechanical design textbook that is meant to be delivered
via tablet computers. Those widgets help students improve their technical writing
abilities, introduce them to tools they can use in product development, as well as give
them knowledge in how some dynamical systems behave. In addition two touchscreen
applications were developed to aid the judging of a mechanical design competition.
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輔助視障者以聲音記錄日常生活之手機介面研究 / HearMe: assisting the visually impaired to record vibrant moments of everyday life蔡宜璇, Tsai, Yi Hsuan Unknown Date (has links)
視覺障礙者主要透過聲音來記錄生活與體驗世界,如同明眼人以文字或相片記憶重要時刻一般。然而觀察現有錄音裝置與軟體,皆尚未能提供適合視障者使用的完善錄音流程;即使是有語音功能的輔助裝置,不僅其價格、軟體更新、硬體維修等因市場小眾較為不易,也因為只是單純的錄音工具而無法流暢的銜接後續的檔案整理與分享。直到近幾年智慧型手機的興起,藉著其為市場主流產品、有豐富的軟體支援、隨時可連上網路等條件,逐漸成為視障者更好的輔助裝置的選擇。
為使視障者也能順利的操作觸控式介面,過往研究者針對Eyes-free情境提出了相關設計原則,而現今手機作業系統也大多內建螢幕報讀機制,讓視障者能自在與自信的與手機互動。雖然手機的可及性與通用性越來越受重視,專門為視障者設計的軟體卻並不多,輔助功能的開發資源和準則也待進一步的發展。本研究於初期的使用者觀察與訪談中,先深入了解視障者利用聲音記事的習慣與遇到的困難,並再進行初步設計方案的功能需求訪談,以切合使用者實際錄音的情境。
綜上所述,本研究為以視覺障礙者為目標使用族群,於觸控式手機設計錄音輔助軟體「HearMe」,解決視障者日常生活中聲音記錄的問題,並嘗試以手勢和語音設計,探索視障者操作觸控式介面的可能性。本系統原型有幾項重要特點:(1)快捷手勢可開始或結束錄音、(2)標記與播放重點段落、(3)即時編輯與歸類檔案、(4)以分類清單快速搜尋、(5)行動通訊立即分享;其他特色功能包括語音檔名、快轉與倒轉手勢、自訂群組和地標等。本系統原型開發時運用迭代設計流程共實作三次週期,每個版本皆經過設計、測試、分析、和調整功能等過程,逐步驗證系統的可行性與實用性。
經過三次的設計循環與共計18位視障者參與測試,本研究於第三版系統原型完成能實際應用在生活中的錄音軟體。受測者認為HearMe操作簡單、容易學習,快速播放重點段落省時省力、分類清楚而方便尋找檔案;同時它能夠以完善的語音提示和整合的錄音流程彌補現有裝置不足的部分,讓手機成為生活中記錄聲音的最佳輔助工具。最後,本研究以Google Analysis分析HearMe實際使用數據,並搭配訪談回饋總結系統設計的成果與互動設計之建議,提供HearMe或其他開發者做為日後設計的參考。 / The auditory sense is the primary channel for the visually impaired to experience the world, just as sighted people using words and photos to capture important moment. However, current recording devices mostly don’t have compact recording flows for the visually impaired. The devices with voice feedback are very expensive, nearly no softwares updated, and lack of maintenance supports due to the minority of the market. Also, these devices only can record and play but not organizing and sharing files with others. In recent years, smartphone’s popularity has been rising. It is the mainstream product with variety softwares and can be always online, showing the potential to become alternative accessible device for the visually impaired.
In order to allow the visually impaired to use the touch screens, researchers have presented several design principles under eyes-free situations. Moreover, screen readers are embedded into smartphone operating systems like iOS and Android, which enable the visually impaired to freely and comfortably interact with smartphones. While the accessibility and universality of smartphones have been noticed, there are few applications tailored for their use, and the accessibility resources and principles need to be developed. In the first phase of user interview, we investigated their behaviors and difficulties when recording. After the design strategy has been made, we planned a second interview to verify if the functions we defined are suitable for their actual needs.
This study focus on the visually impaired and tries to resolve the recording and memorizing problems they faced everyday by developing an accessible recording application on smartphone. The prototype, HearMe, provides specialized gestures and voice feedback. Followings are the highlight features of HearMe: (1) Short-cut gesture to start and finish recording, (2) marking and playing important parts, (3) editing and grouping files on device, (4) rapid searching by classified lists, and (5) real-time sharing. Other features include audio file name, gestures to play forward or backward, and custom groups and landmarks. While developing, this prototype applied iterative design process and repeated the flow cycle for three times. Every generation has been through steps of design, testing, analyzing, and modifying; by this approach, system’s usabilities can be gradually improved.
After three cycles of design process which involved total 18 participants, we present a recording application that can use in real life. Participants command that HearMe is easy to operate and learn, playing by parts saving a lot of effort, and structured grouping helps file searching. Additionally, it provides well-defined audio feedbacks and integrated recording flow, complementing the shortcomings current devices have. These advantages make HearMe become the best tool to assist them for recording sounds during everyday life. This study finally concludes design considerations and suggestions by discussing usage data from Google Analytics and interview feedbacks, provides references for other assistive developers.
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Interaktivní stolek ve výuce českého jazyka na 1. stupni ZŠ / Interactive Table in Czech Language Teaching at Elementary SchoolSCHWARZOVÁ, 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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Application of Electrorheological Fluid for Conveying Realistic Haptic Feedback in Touch InterfacesMazursky, Alex James 03 May 2019 (has links)
No description available.
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Montréal, ville inclusive? : quatre expériences de micro-tactiques pour utiliser les écrans tactiles dans la ville du point de vue du handicapPilon, Karyann 08 1900 (has links)
Au cours des dernières années, l’automatisation des services et le développement des
technologies de l’information ont mené à une multiplication des écrans tactiles dans les espaces
urbains. Cette multiplication a contribué à l’émergence de nouveaux usages et pratiques situées.
Par exemple, dans plusieurs villes, pour acheter un titre de transport ou encore emprunter un
document à la bibliothèque de façon autonome, il faut passer par l’écran tactile. Par contre, pour
les personnes avec un handicap, les bornes en libre-service avec écran tactile peuvent être un
obstacle à l’accessibilité en rendant plus difficile l’utilisation de certains services. Ce projet de
recherche se penche sur cette problématique afin d’explorer comment les personnes avec
handicap arrivent à utiliser les écrans tactiles malgré les différents obstacles qu’ils rencontrent
dans la ville de Montréal. Pour y arriver, ce mémoire a été construit en trois temps. Il comporte
d’abord une revue de littérature afin de comprendre les différents enjeux liés aux thématiques du
handicap et de l’accessibilité en mobilisant notamment le concept d’affordance. Ensuite, il
présente, d’une part, le bricolage méthodologique ayant permis d’en savoir plus sur l’expérience
vécue des participantes et participants à l’aide de données mixtes et d’autre part, les
considérations éthiques ayant guidé l’élaboration du projet. Finalement, ce mémoire présente les
données récoltées sur le terrain et discute des thématiques ayant émergé de l’analyse de ces
données : le rapport qu’entretiennent les participantes et participants au temps, les diverses
tactiques utilisées pour négocier l’usage des écrans tactiles, l’interdépendance de toutes les
parties impliquées dans le fonctionnement d’un dispositif numérique et la façon dont les
participantes et participants du projet sont apparus dans l’horizon des écrans tactiles qu’ils ont
utilisés. / In recent years, the automation of services and the development of information technologies have
led to a proliferation of touch screens in urban spaces. This proliferation has contributed to the
emergence of new situated uses and practices. For example, in several cities, to buy a transport
ticket or even borrow a document from the library independently, you have to go through the
touch screen. On the other hand, for people with disabilities, self-service kiosks with touch
screens can be an obstacle to accessibility by making it more difficult to use certain services.
This research project focuses on this issue in order to explore how people with disabilities
manage to use touch screens despite the various obstacles they encounter. To achieve this, this
research paper was constructed in three stages. It first includes a literature review in order to
understand the various issues related to the themes of disability and accessibility by mobilizing
the concept of affordance. Then, it presents, on the one hand, the methodological bricolage that
made it possible to learn more about the lived experience of the participants using mixed data
and, on the other hand, the ethical considerations that guided the development. of the project.
Finally, this thesis presents the data collected in the field and discusses the themes that emerged
from the analysis of this data: the relationship that the participants have to time, the various
tactics used to negotiate the use of touch screens, the interdependence of all the parties involved
in the operation of a digital device and the way in which the participants of the project appeared
in the horizon of the touch screens they used.
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