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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.
31

Avaliação de desempenho de algoritmos de estimação do olhar para interação com computadores vestíveis / Performance evaluation of eye tracking algorithms for wearable computer interaction

Fernando Omar Aluani 08 December 2017 (has links)
Cada vez mais o rastreamento do olhar tem sido usado para interação humano-computador em diversos cenários, como forma de interação (usualmente substituindo o mouse, principalmente para pessoas com deficiências físicas) ou estudo dos padrões de atenção de uma pessoa (em situações como fazendo compras no mercado, olhando uma página na internet ou dirigindo um carro). Ao mesmo tempo, dispositivos vestíveis tais quais pequenas telas montadas na cabeça e sensores para medir dados relativos à saúde e exercício físico realizado por um usuário, também têm avançado muito nos últimos anos, finalmente chegando a se tornarem acessíveis aos consumidores. Essa forma de tecnologia se caracteriza por dispositivos que o usuário usa junto de seu corpo, como uma peça de roupa ou acessório. O dispositivo e o usuário estão em constante interação e tais sistemas são feitos para melhorar a execução de uma ação pelo usuário (por exemplo dando informações sobre a ação em questão) ou facilitar a execução de várias tarefas concorrentemente. O uso de rastreadores de olhar em computação vestível permite uma nova forma de interação para tais dispositivos, possibilitando que o usuário interaja com eles enquanto usa as mãos para realizar outra ação. Em dispositivos vestíveis, o consumo de energia é um fator importante do sistema que afeta sua utilidade e deve ser considerado em seu design. Infelizmente, rastreadores oculares atuais ignoram seu consumo e focam-se principalmente em precisão e acurácia, seguindo a ideia de que trabalhar com imagens de alta resolução e frequência maior implica em melhor desempenho. Porém tratar mais quadros por segundo ou imagens com resolução maior demandam mais poder de processamento do computador, consequentemente aumentando o gasto energético. Um dispositivo que seja mais econômico tem vários benefícios, por exemplo menor geração de calor e maior vida útil de seus componentes eletrônicos. Contudo, o maior impacto é o aumento da duração da bateria para dispositivos vestíveis. Pode-se economizar energia diminuindo resolução e frequência da câmera usada, mas os efeitos desses parâmetros na precisão e acurácia da estimação do olhar não foram investigados até o presente. Neste trabalho propomos criar uma plataforma de testes, que permita a integração de alguns algoritmos de rastreamento de olhar disponíveis, tais como Starburst, ITU Gaze Tracker e Pupil, para estudar e comparar o impacto da variação de resolução e frequência na acurácia e precisão dos algoritmos. Por meio de um experimento com usuários analisamos o desempenho e consumo desses algoritmos sob diversos valores de resolução e frequência. Nossos resultados indicam que apenas a diminuição da resolução de 480 para 240 linhas (mantendo a proporção da imagem) já acarreta em ao menos 66% de economia de energia em alguns rastreadores sem perda significativa de acurácia. / Eye tracking has been used more and more in human-computer interaction in several scenarios, as a form of interaction (mainly replacing the mouse for the physically handicapped) or as a means to study attention patterns of a person (performing activities such as grocery shopping, reading web pages or driving a car). At the same time, wearable devices such as small head-mounted screens and health-related sensors, have improved considerably in these years, finally becoming accessible to mainstream consumers. This form of technology is defined by devices that an user uses alongside his body, like a piece of clothing or accessory. The device and the user are in constant interaction and such systems are usually made to improve the user\'s ability to execute a task (for example, by giving contextualized information about the task in question) or to facilitate the parallel execution of several tasks. The use of eye trackers in wearable computing allows a new form of interaction in these devices, allowing the user to interact with them while performing another action with his hands. In wearable devices, the energy consumption is an important factor of the system which affects its utility and must be considered in its design. Unfortunately, current eye trackers ignore energy consumption and instead mainly focus on precision and accuracy, following the idea that working with higher resolution and higher frequency images will improve performance. However, processing more frames, or larger frames, per second require more computing power, consequentially increasing energy expense. A device that is more economical has several benefits, such as less heat generation and a greater life-span of its components. Yet the greatest impact is the increased battery duration for the wearable devices. Energy can be saved by lowering the frequency and resolution of the camera used by the tracker, but the effect of these parameters in the precision and accuracy of eye tracking have not been researched until now. In this work we propose an eye tracking testing platform, that allows integration with existing eye tracking algorithms such as Starburst, ITU Gaze Tracker and Pupil, to study and compare the impact of varying the resolution and frequency of the camera on accuracy and precision of the algorithms. Through a user experiment we analyzed the performance and consumption of these algorithms under various resolution and frequency values. Our result indicate that only lowering the resolution from 480 to 240 lines (keeping the image aspect ratio) already amounts to a 66% energy economy in some trackers without any meaningful loss of accuracy.
32

Non Visuals : Material exploration of non-visual interaction design

de Cabo Portugal, Sebastian January 2020 (has links)
Design is all about visuals, or that is what I have found out during this thesis, from the process materials to the outcome our main entry point to any problem is how will we solve it visually so it’s understandable for the general user. This aspect is problematic in itself due to the fact that we, as humans, understand the world and the things around using all our senses continuously, even though we can forget as visuals are so overpowering. There is a huge opportunity area in exploring our other senses and bringing them back to technology, and this can be seen in works in the past like Tangible Interactions [1] or Natural User Interfaces [2]. But in this moment in time, where all these new technologies like VR/AR and IoT are about to enter our lives and change them forever, this topic is more important than ever. We have already seen what happens when we turn humans into mere machines with some fingers as interactive inputs, and barely any senses to process all the information given to us. Now that these technologies are still young and malleable, we can direct the future to where we want it instead of being guided by the technology itself. To do this we need to reimagine the design process, not reinvent the wheel, but add experts which we currently leave behind and I argue are key to unlock these technologies, experts not only of the technological side of things but on the human side too, like physiotherapists and dancers. Add also people who we never think about when we think of VR like visually impaired users, which could make these technologies inclusive since early on, instead of as an afterthought like we usually do. Not only people, but we also need to add new materials to understand how we use our senses and explore ways that we can understand and explore them differently; like bodystorming and improv theatre because when things aren’t visual, how do you sketch it? A sketch turns into a video about movement. The end result provides a wide breadth of examples of the types of innovations that can come out of using these new design materials, and to open new frontiers. From a VR game with no visuals whatsoever to an AR location based story game, to a home sized multimodal operating system containing several different apps controlled through physical movement. The examples open up the space instead of closing into a single solution. This is just the tip of the iceberg, a hope that others will be inspired by it and continue with this journey that has just started, to guide the future into one that is more technological and at the same time more human than ever before. What we know is that VR does not equate Visual Reality.
33

Nouvelles techniques d'interaction pour les dispositifs miniaturisés de l'informatique mobile / New interaction techniques for small mobile devices

Perrault, Simon 15 April 2013 (has links)
Du fait de la disponibilité de capteurs éléctroniques de plus en plus puissant, la dernière décennie a vu la popularisation de nouveaux dispositifs mobiles, comme les téléphones intelligents (smartphone), et même des dispositifs miniatures comme ceux de l'informatique portée. Ces nouveaux dispositifs apportent de nouveaux problèmes interactionnels, du fait de la petite taille de l'écran et du problème du "fat-finger" (lors de l'interaction, une large portion de l'écran se retrouve occultée par le doigt, et les tâches de pointage perdent en précision. L'objectif de ce travail est double : 1) d'acquérir une meilleure compréhension du pointage sur les petits dispositifs mobiles, grâce à une étude poussée de la loi Fitts, 2) de créer de nouvelles techniques d'interaction afin d'augmenter la bande passante interactionnelle entre l'utilisateur et le dispositif / Thanks to the availability of powerful miniaturized electronic coponents, this last decade have seen the popularization of small mobile devices such as smartphones, and even smaller devices for wearable computing. These new devices bring new interaction problems, such as the small size of the screen and the "fat-finger" problem (a relatively large portion of the sreen is occluded and pointing lacks precision). the objective of the work reported here is twofold : 1) to aquire a better understanding of pointing on small devices, thanks to an advanced study of Fitts' law, 2) to design new interaction techniques for increasing the interaction bandwidth between the user and the device.
34

Enabling mobile microinteractions

Ashbrook, Daniel Lee 12 January 2010 (has links)
While much attention has been paid to the usability of desktop computers, mobile com- puters are quickly becoming the dominant platform. Because mobile computers may be used in nearly any situation--including while the user is actually in motion, or performing other tasks--interfaces designed for stationary use may be inappropriate, and alternative interfaces should be considered. In this dissertation I consider the idea of microinteractions--interactions with a device that take less than four seconds to initiate and complete. Microinteractions are desirable because they may minimize interruption; that is, they allow for a tiny burst of interaction with a device so that the user can quickly return to the task at hand. My research concentrates on methods for applying microinteractions through wrist- based interaction. I consider two modalities for this interaction: touchscreens and motion- based gestures. In the case of touchscreens, I consider the interface implications of making touchscreen watches usable with the finger, instead of the usual stylus, and investigate users' performance with a round touchscreen. For gesture-based interaction, I present a tool, MAGIC, for designing gesture-based interactive system, and detail the evaluation of the tool.
35

[en] BEAUTY TECHNOLOGY AS AN INTERACTIVE COMPUTING PLATFORM / [pt] BEAUTY TECHNOLOGY COMO UMA PLATAFORMA DE COMPUTAÇÃO INTERATIVA

KATIA FABIOLA CANEPA VEGA 16 January 2017 (has links)
[pt] Este trabalho introduz o termo de Beauty Technology como um campo emergente na computação vestível. A Computação Vestível tem mudado a maneira de como as pessoas interagem com computadores, entrelaçando dispositivos computacionais com as capacidades naturais do corpo humano. A Beauty Technology transforma o corpo numa plataforma de interação, escondendo a tecnologia em produtos de beleza para a criação de interfaces baseadas em movimentos musculares sem dar ao usuário um visual de ciborgue. Para mostrar a viabilidade desta tecnologia, várias aplicações de Beauty Technology foram desenvolvidas em produtos de uso diário e mostradas em exposições. Conductive Makeup, Beauty Tech Nails, FX e-makeup e Hairware exemplificam os protótipos de Beauty Technology. / [en] This work introduces the term Beauty Technology as an emergent field in Wearable Computing. Wearable Computing had changed the way individuals interact with computers, intertwining natural capabilities of the human body with processing apparatus. Beauty Technology transforms our body in an interactive platform by hiding technology into beauty products for creating muscle based interfaces that don t give the wearer a cyborg look. Several applications of beauty technologies used in everyday products and shown in exhibitions expose the feasibility of this technology. Conductive Makeup, Beauty Tech Nails, FX e-makeup and Hairware exemplify Beauty Technology prototypes.
36

Wearables im industriellen Einsatz

Ziegler, Jens 18 May 2016 (has links) (PDF)
Die industrielle Instandhaltung ist ein erheblicher Kostenfaktor während der Betriebsphase einer verfahrenstechnischen Produktionsanlage. Insbesondere der Mangel an technischen Möglichkeiten zum Informationsaustausch des Instandhaltungspersonals mit der digitalen Anlage während der Arbeiten im Feld erzeugt hohe Kosten. Durch die entstehenden Medienbrüche sinkt die Qualität der Informationen in der Digitalen Anlage erheblich. Mobile Informationssysteme können diese Medienbrüche beseitigen und die Informationsqualität in der Digitalen Anlage entscheidend verbessern. Das Konzept der Distributed Wearable User Interfaces (DWUI) stellt einen integrierten Ansatz zur flexiblen Zusammenstellung gebrauchstauglicher Benutzungsschnittstellen für komplexe Arbeitsabläufe in widrigen Arbeitssituationen bereit. Diese setzen sich aus Interaktionsgeräten zusammen, die in einem kabellosen körpernahen Funknetzwerk miteinander verbunden sind und in ihrer Kombination die Benutzungsschnittstelle zu einem mobilen System bilden. Die Geräte sind ergonomisch und funktional optimal am Körper des Nutzers verteilt, wobei jedes Gerät eigenständig nutzbar und für eine bestimmte Aufgabe oder einen bestimmten Nutzungskontext optimiert ist. Die Ein- und Ausgaberäume der Geräte werden in einem integrierten Interaktionsraum harmonisiert. Im Rahmen dieser Arbeit wird zunächst der Nutzungskontext der mobilen IT-gestützten Instandhaltung verfahrenstechnischer Produktionsanlagen im Hinblick auf Nutzungsszenarien und Anwendungsfälle für mobile Informationssysteme festgelegt. Darauf aufbauend werden Anforderungen an derartige Systeme spezifiziert und Gestaltungsgrundlagen und Empfehlungen speziell für DWUI-basierte mobile Informationssysteme erarbeitet. Anschließend wird eine Reihe spezieller Interaktionsgeräte vorgestellt, die verschiedene Interaktionsprinzipien, Techniken und Modalitäten umsetzen. Um diese Geräte in einem kollaborativen DWUI organisieren zu können, wird ein spezielles Kommunikationsprotokoll entworfen und prototypisch umgesetzt. Eine mobile Anwendung zur Instandhaltungsunterstützung wird vorgestellt, welche das DWUI-Kommunikationsprotokoll unterstützt und mit verschiedenen DWUI-Konfigurationen vollständig bedienbar ist. Diese Anwendung wird integriert in ein komplexes Unternehmensnetzwerk, über das sie Zugriff auf industrietypische computergestützte Planungswerkzeuge erhält. Anhand des resultierenden Gesamtsystems werden die prinzipielle Tauglichkeit und die Vorteile des DWUI-Konzepts demonstriert.
37

Deployed virtual consulting: the fusion of wearable computing, collaborative technology, augmented reality and intelligent agents to support fleet aviation maintenance

Nasman, James M. 03 1900 (has links)
Approved for public release, distribution is unlimited / This thesis addresses the need of Naval Aviation Maintenance to streamline and more effectively manage the process of technical consultation aboard deployed aircraft carriers. The current process involves the physical transportation of an appropriate technician to the carrier to perform required maintenance and/or repairs. In light of the technology currently available this process becomes obviously obsolete, overly costly and needlessly time consuming. By implementing wireless technology in combination with advanced software allowing the virtual collaboration of parties widely separated by geographical distance the Navy can establish a "virtual technical presence" onboard aircraft carriers wherever they may be in the world. This thesis will describe how the fusion of wearable computing, augmented reality, intelligent agents coupled with CoABS, and a modern collaborative software application can revolutionize Naval aviation maintenance as we know it. The technology is there - it only remains for the Navy to leverage it and take advantage of the significant returns that it will provide. The implementation of this technology will allow maintainers onboard deployed aircraft carriers to consult in an augmented virtual environment with technical assets on the shore. These shore-based assets will then be able to "walk" deployed personnel through complicated repair procedures in a matter of minutes or hours as opposed to the previous need to wait for days for the technician to arrive. This is a bold and innovative new concept that will allow commands at sea to increase their levels of combat readiness and allow them the ability to respond to ever changing mission needs. Turn around times for the repair of critical parts and assemblies will be reduced and readiness levels elevated. The ultimate goal of any command is mission accomplishment. This system will aid commands in achieving that all important goal. / Lieutenant, United States Navy
38

Contribution à la reconnaissance non-intrusive d'activités humaines / Contribution to the non-intrusive gratitude of human activities

Trabelsi, Dorra 25 June 2013 (has links)
La reconnaissance d’activités humaines est un sujet de recherche d’actualité comme en témoignent les nombreux travaux de recherche sur le sujet. Dans ce cadre, la reconnaissance des activités physiques humaines est un domaine émergent avec de nombreuses retombées attendues dans la gestion de l’état de santé des personnes et de certaines maladies, les systèmes de rééducation, etc.Cette thèse vise la proposition d’une approche pour la reconnaissance automatique et non-intrusive d’activités physiques quotidiennes, à travers des capteurs inertiels de type accéléromètres, placés au niveau de certains points clés du corps humain. Les approches de reconnaissance d’activités physiques étudiées dans cette thèse, sont catégorisées en deux parties : la première traite des approches supervisées et la seconde étudie les approches non-supervisées. L’accent est mis plus particulièrement sur les approches non-supervisées ne nécessitant aucune labellisation des données. Ainsi, nous proposons une approche probabiliste pour la modélisation des séries temporelles associées aux données accélérométriques, basée sur un modèle de régression dynamique régi par une chaine de Markov cachée. En considérant les séquences d’accélérations issues de plusieurs capteurs comme des séries temporelles multidimensionnelles, la reconnaissance d’activités humaines se ramène à un problème de segmentation jointe de séries temporelles multidimensionnelles où chaque segment est associé à une activité. L’approche proposée prend en compte l’aspect séquentiel et l’évolution temporelle des données. Les résultats obtenus montrent clairement la supériorité de l’approche proposée par rapport aux autres approches en termes de précision de classification aussi bien des activités statiques et dynamiques, que des transitions entre activités. / Human activity recognition is currently a challengeable research topic as it can be witnessed by the extensive research works that has been conducted recently on this subject. In this context, recognition of physical human activities is an emerging domain with expected impacts in the monitoring of some pathologies and people health status, rehabilitation procedures, etc. In this thesis, we propose a new approach for the automatic recognition of human activity from raw acceleration data measured using inertial wearable sensors placed at key points of the human body. Approaches studied in this thesis are categorized into two parts : the first one deals with supervised-based approaches while the second one treats the unsupervised-based ones. The proposed unsupervised approach is based upon joint segmentation of multidimensional time series using a Hidden Markov Model (HMM) in a multiple regression context where each segment is associated with an activity. The model is learned in an unsupervised framework where no activity labels are needed. The proposed approach takes into account the sequential appearance and temporal evolution of data. The results clearly show the satisfactory results of the proposed approach with respect to other approaches in terms of classification accuracy for static, dynamic and transitional human activities
39

[en] WEARABLES FOR SUPPORTING SPATIAL REPRESENTATION ACQUISITION BY BLIND PERSONS / [pt] WEARABLES PARA APOIAR A REPRESENTAÇÃO ESPACIAL POR INDIVÍDUOS CEGOS

WALLACE CORBO UGULINO 04 August 2015 (has links)
[pt] A dificuldade de locomoção de pedestres cegos é um problema complexo constituído das dificuldades de percepção e de orientação. Parte da dificuldade de percepção é identificar pontos de referência, que é necessário para que indivíduos montem uma representação do espaço, orientem-se nesse espaço e definam trajetórias para se locomover. Nessa pesquisa, foram desenvolvidos e investigados wearables para apoiar indivíduos cegos a identificar pontos de referência. O primeiro Estudo de Caso foi realizado para investigar uma maneira de evitar o masking, problema causado pela tecnologia que consiste numa sobrecarga cognitiva e no prejuízo temporário da capacidade do indivíduo de sensoriar o ambiente com seus sentidos. Para investigar o masking, foram realizados Estudos de Caso com participantes cegos e wearables propostos nessa pesquisa. A partir dos estudos, conclui-se que o wearable dessa pesquisa foi bem sucedido em evitar o masking e essa abordagem foi considerada uma alternativa válida para pesquisadores que investigam esse problema em outros contextos. No segundo Estudo de Caso, já com o masking controlado, concluiu-se que o wearable proposto nessa pesquisa possibilita aos indivíduos cegos explorar mais pontos de referência em relação à exploração exclusivamente com a bengala. Essa pesquisa contribui também com um conjunto de recomendações para projetistas de wearables para mobilidade de cegos. / [en] The difficulty in the locomotion of blind pedestrians is a complex problem that comprises the difficulties of perception and orientation. Part of the difficulty of perception is the identification of landmarks, which is necessary for the orientation process and also the acquisition of a spatial representation. The spatial representation will be used later when orientating in this space and for defining paths to move from a given place to another. In this research, wearables were investigated aiming at supporting blind persons in the task of identifying of landmarks. The first step was to investigate a way to avoid masking, a problem caused by technology that is characterized by a cognitive overload and the harmful interference of technology in the wearer’s capabilities of sensing the environment through their senses. In order to investigate masking, a Case Study was designed and carried out with a group of blind subjects. As a result, the wearable succeeded in avoiding masking. The approach used is considered useful as an alternative for researchers that investigate this problem in other contexts. Besides avoiding the masking, the proposed wearable enabled blind individuals explore more landmarks when compared to the approach of exploring with a white cane. Furthermore, this research also contributes with a set of recommendations for designers of wearables for blind mobility.
40

Determining UI design principles for Google Glass and other over-eye interactive device applications

Dima, Elijs January 2013 (has links)
Google Glass is a new personal computing device that employs an over-eyetransparent display together with voice-control in order to offer audiovisual informationto the device's users. Glass is also a new mediated-reality platform,fundamentally different from common computers and smartphones, and theavailable Glass application (Glassware) design guides do not fully cover human-computer interaction issues that are imposed by Glass' characteristics – issuessuch as optimum information density, use of colourization and positioningto separate information, optimum amount of discrete entities on display, and theuse of iconography. By combining existing guidelines for Glassware UI designwith past research on human-computer interaction and psychology, those issuescan be addressed and can lead to additional design principles. To evaluate theefficacy of such combinations within the technical and design limitations imposedby Google Glass, a set of UI mock-ups for fictional Glassware is createdand used in multiple surveys to acquire data on human response to those combinedfactors. During the study, it was determined that factors including colourization,element positioning and use of icons have a definite effect on user perceptionand preferences, whilst factors related to information density andamount of discrete entities on screen are less relevant. Additionally, supportingevidence was found in relation to the assumption that utility is more importantthan functionless aesthetics. As a result, a UI design guideline set was formulatedthat can be used to supplement existing UI design guidelines for GoogleGlass and similar over-eye transparent-screen devices.

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