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Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture LibrariesKuhlman, Lane M. 03 September 2009 (has links)
No description available.
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中文節拍手勢之研究 / Gestural Beats in Chinese Narrative Discourse謝雅惠, Hsieh, Ya Huei Unknown Date (has links)
本文旨從語用和語音方面,來探討中文「敘述性」言談(narrative discourse)對話中,說話者自然產生的節拍手勢。在語用方面,主要是觀察說話者使用節拍手勢表達前後景(Grounding)和新/舊訊息(Information state)的關係。研究結果發現,說話者較常使用節拍手勢來傳達前景(foreground)的新訊息,以提示聽話者注意。此外,說話者在敘述的過程中,常使用節拍手勢來預示前後景訊息的轉換。在語音方面,主要探討說話者使用節拍手勢時,其所對應的語句之音調高低及說話能量強度的關係。研究發現,語句的音高和強度無法預測這類手勢的產生;但是,當傳達前景的新訊息時,這類手勢的出現常伴隨著較強的語氣。此外,研究結果也顯示,說話者使用節拍手勢通常是有規律性的。 / This thesis investigates gestural beats in Chinese narrative discourse at both pragmatic and acoustic levels. The relationship among grounding, information state and beat gestures is examined at the pragmatic level, and at the acoustic level, the relationship among pitch, intensity, and gestural beats is analyzed. Moreover, whether there is a rhythmic pattern for beat gestures is further studied. The subjects were four undergraduates who were asked to view an animated color cartoon episode and then to immediately recount the events in it to a listener. The subjects were audio-video taped. They were not informed of the particular interest of the study. 291 beats were transcribed and analyzed. The audio data was analyzed on Praat and a Kay’s Model 4100. The continuous beats were further analyzed to investigate the rhythmic patterns and were annotated in Anvil, a video annotation tool. Gestural beats, narrative data, and the annotations were statistically analyzed and five phenomena for beat gestures were explored. First, gestural beats can appear in both foregrounded and backgrounded clauses. Second, the occurrence of beat gestures signals shifts between levels of the narrative structure. Third, speakers usually incline to utter new information in foregrounded clauses in Chinese narrative discourse with accompanying beats. Fourth, neither intensity nor pitch changes can predict and correlate with the occurrence of gestural beats in the relationship between beats and two acoustic factors. However, when grounding and the information state of the associated referents are considered, beats are produced for new information in foregrounded clauses with greater intensity. Finally, there is a rhythmic pattern in the production of continuous beats and the regularity of the patterns correlates with the clause boundary. A close relationship is revealed between speech and gestures in this thesis. The findings provide some linguistic details that may help explore the performance of gestural beats and speech in Chinese narrative discourse.
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Composition d'oeuvres pour hyper-flûtes et traitement audionumérique interactifPalacio-Quintin, Cléo 12 1900 (has links)
La version intégrale de cette thèse est disponible uniquement pour consultation individuelle à la Bibliothèque de musique de l’Université de Montréal (www.bib.umontreal.ca/MU). / Cette thèse présente la démarche compositionnelle relative à six œuvres de musique mixte interactive pour hyper-flûtes, soit des flûtes traversières munies de capteurs gestuels électroniques reliés à un ordinateur. Le jeu instrumental est ainsi augmenté par des composantes électroacoustiques qui peuvent être contrôlées par l’interprète.
Une grande partie de cet ouvrage est consacrée à la recherche autour de ces œuvres. On peut y lire un bref historique de la musique mixte qui souligne l'apport de la flûte à la musique électroacoustique. On se penche sur les défis de synchronisation du son instrumental et électronique auxquels font face les compositeurs depuis les années 1950, pour ensuite déterminer en quoi consiste la composition interactive. Après avoir défini la notion de geste instrumental, en particulier en ce qui concerne le jeu de la flûte traversière, on aborde les détails de la lutherie électronique de l’hyper-flûte et de l’hyper-flûte-basse. Ces descriptions techniques sont précédées de commentaires sur différents instruments augmentés et spécifiquement sur les différentes flûtes connues. Cette partie se termine par un exposé concernant l’interaction et les stratégies de mappage des données gestuelles vers les correspondances sonores.
La suite est consacrée aux compositions. On peut d’abord y lire mon point de vue sur la composition interactive et l’improvisation. Six chapitres décrivent ensuite en détail chacune des œuvres. On y présente les sources d’inspiration et une analyse formelle sommaire de chaque pièce, puis on élabore sur les composantes instrumentales et électroacoustiques, en explicitant les types d’interactions utilisés. Soulignons que quatre de ces œuvres ont été élaborées autour de textes poétiques. Finalement, une courte conclusion résume les objectifs artistiques réalisés dans le cadre de ce doctorat et les pistes envisagées pour la poursuite de mon travail créateur avec les hyper-flûtes. / This dissertation presents the compositional processes of six pieces with live interactive electronics for hyper-flutes: flutes equipped with electronic motion sensors connected to a computer. Instrumental techniques are thus augmented by electroacoustic components that can be controlled by the performer.
A significant portion of this document is focussed on the research framing these works. A brief history of «musique mixte» is presented, underlining the contribution of the flute to electroacoustic music. The challenges associated with the synchronization of instrumental and electronic sounds with which composers have been faced since the 1950’s are then addressed, providing the context for establishing the essential nature of interactive composition. After having defined the notion of instrumental gesture, particularly as it concerns flute techniques, details of the electronic design of the hyper-flute and the hyper-bass-flute are considered. The descriptions of these techniques are prefaced by observations about other augmented instruments and more specifically the different known flutes. This part concludes with a presentation of the interaction and mapping strategies of gestural data as it relates to the corresponding audio elements.
The sections that follow focus attention on the compositions. I begin by elaborating my own perspective on interactive composition and improvisation. Six chapters then provide detailed descriptions of each of the pieces, starting with the sources of inspiration and a brief formal analysis. I go on to explain their instrumental and electroacoustic components, detailing the types of interactions used. Of particular note is the fact that four of these works were developed based on poetic texts. Lastly, a short conclusion summarizes the artistic objectives realized during my doctoral tenure as well as the potential opportunities for the continuation of my creative work with the hyper-flutes.
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Le discours rapporté dans les débats politiques télévisés : formes et fonctions des recours au discours autre : le cas des débats de l'entre-deux-tours des présidentielles françaises (1974-2012) / Reported speech in televised political debates : forms and functions of the use of other speech : the case of the debates between the two rounds of the French presidential elections (1974-2012)Caillat, Domitille 08 December 2016 (has links)
Inscrite dans le champ de l’analyse du discours en interaction, notre thèse propose une étude des formes et des fonctions des discours rapportés (DR) dans le cadre des six débats télévisés de l’entre-deux-tours des présidentielles ayant eu lieu en France entre 1974 et 2012. Il y est question de déterminer avec précision à quoi sert le DR — dont on pourrait penser qu’il n’est pas véritablement constitutif du genre — dans ces interactions où chacun des candidats poursuit les objectifs particuliers de s’autopromouvoir et de délégitimer son adversaire.L’analyse détaillée des quelques quatre cents extraits recensés dans le corpus montre que les DR répondent, selon leur lieu d’apparition dans l’échange en cours, la nature de leur source (l’adversaire, un tiers extérieur au débat ou le locuteur lui-même) et leur teneur propositionnelle, à trois différentes visées qualifiables d’autopromotionnelle, de défensive et de polémique — visées auxquelles contribuent en outre parfois leur mode de mise en scène para- et non verbale (mouvements de la voix, mais aussi mimiques, postures, regards et gestuelles déployés par le locuteur conjointement au DR).Répondant ainsi à une intuition de départ, ce travail met à jour le fait que non seulement les discours rapportés sont mis au service des objectifs spécifiques des candidats lors des débats, mais encore qu’ils occupent, selon la nature de leur source, des fonctions différentes mais complémentaires (fonctions relatives à la dynamique des échanges et à l’élaboration d’un discours en confrontation, fonctions strictement argumentatives ou encore fonctions relatives à la finalité des débats en eux-mêmes). / Grounded in the framework of the discourse-in-interaction analysis, this work analyses the forms and functions of reported speech within the six second-round debates of the French presidential election taking place in France between 1974 and 2012. Its object is to precisely determine the purpose of reported speech (which one might think that it is not truly constitutive of the genre) within these interactions in which candidates’main aims are self-promotion and the opponent depreciation.By analysing in details the almost four hundreds extracts recorded in the corpus, our work shows that reported speeches aim, depending on their place within the exchanges, their source (the opponent, a third party or the speaker) and their propositional content, three different purposes we can consider as self-promotion, defence and argument — these purposes can be furthermore supported by some para- and non-verbal elements (voice movements, facial expression, posture, eye expression and gesture deployed at the same time).Following an initial intuition, this study reveals that not only reported speeches serve the candidates’ main goals during debates, but also, depending on their source, they assure different and complementary functions (functions serving the dynamic within the exchanges and the construction of a speech in confrontation, functions exclusively argumentative, or also functions relating to the debates global purpose).
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Habitat structure drives the evolution of aerial displays in birds / Estrutura do hábitat influencia a evolução de displays aéreos em avesMenezes, João Carnio Teles de 22 February 2019 (has links)
Physical properties of the environment may shape signalling traits by determining how effective signals are in influencing the behaviour of other individuals. Evidence abounds of signalling environment driving the evolution of colours and sounds, yet little is known about its influence upon gestural displays. Here, we performed a continent-wide phylogenetic comparative analysis to test the hypothesis that habitat structure drives the evolution of aerial sexual displays in passerine birds. We found that aerial displays are seven times more likely to evolve in open-habitat passerines than in forest ones, likely as a result of physical properties that allow aerial displays to transmit more broadly in open habitats. Our results provide an emblematic example of how environmental factors may help predict the direction of evolution of otherwise unpredictable sexual traits. The broader range of aerial displays in open habitats may also mean that females can sample more males, potentially leading to more intense sexual selection in open-habitat, aerial-displaying males / Propriedades físicas do ambiente podem influenciar a evolução de sinais ao determinar quão efetivos eles são em influenciar o comportamento de outro indivíduo. Diversos estudos mostram a influência do ambiente sobre a evolução de cores e sons. Entretanto, pouco se sabe de sua influência sobre sinais motores (i.e., displays). Nesse trabalho, conduzimos uma análise comparativa filogenética para testar a hipótese de que a estrutura do hábitat influencia a evolução de displays sexuais aéreos em aves Passeriformes. Descobrimos que display aéreos têm uma probabilidade sete vezes maior de evoluir em passeriformes de ambiente aberto do que nos florestais, provavelmente decorrente de propriedades físicas que permitem que displays aéreos sejam transmitidos mais amplamente em ambientes abertos. Nossos resultados são um exemplo emblemático de como fatores ambientais podem ajudar a prever a direção de evolução de caracteres sexuais, frequentemente tidos como imprevisíveis. O raio mais amplo de displays aéreos em ambientes abertos também pode permitir que fêmeas consigam amostrar mais machos da população, potencialmente intensificado a seleção sexual sobre machos de ambiente aberto que exibem displays aéreos
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L'hypo-socialisation du mouvement : prévention durable des troubles musculo-squelettiques chez des fossoyeurs municipaux / Hypo-socialization of the movement : sustainable prevention of musculoskeletal disorders in municipal gravediggersSimonet, Pascal 05 December 2011 (has links)
Les troubles musculo-squelettiques (TMS) liés au travail sont des maladies qui interrogent la formation du geste professionnel. Il est admis que ces maladies plurifactorielles nécessitent pour leur prévention des approches interdisciplinaires. Notre action s'inscrit dans le cadre de la théorie historico-culturelle de l'activité (Vygotski, 1978). La recherche en clinique de l'activité organise l'action d'appropriation par les sujets de nouveaux moyens d'agir sur eux-mêmes et sur la situation de travail. Elle débute toujours par une intervention dans un milieu professionnel donné. Nous avons répondu à la demande du service de médecine du travail d'une grande ville française. Des TMS au niveau des épaules et des lombalgies ont été diagnostiqués chez des fossoyeurs municipaux. Nous avons conduit cette intervention en psychologie du travail dans un cadre méthodologique clinique de l'activité ouvert aux coopérations interdisciplinaires avec l'ergonomie de l'activité et l'analyse biomécanique. La co-analyse de gestes techniques au sein de trois collectifs de fossoyeurs a pu bénéficier des apports méthodologiques de l'interdisciplinarité. L'intervention a aussi permis des avancées dans l'action de prévention initiée par les membres de la direction et les préventeurs réunis en comité de pilotage. Au plan conceptuel, le geste est une unité physiologique, psychologique et sociale. Dans l'analyse psychologique et sociale du mouvement (Clot & Fernandez, 2005) cette unité est appréhendée dans la complexité de sa dynamique inter fonctionnelle (Luria, 1973). Le développement du geste est pensé en termes de réorganisation qualitative des rapports internes entre automatisme et geste et entre geste et mouvement (Fernandez, 2004). Cette modélisation est construite sur le modèle des rapports inter fonctionnels entre opération et action et entre action et activité (Léontiev, 1984) ainsi que sur le modèle de l'activité dirigée (Clot, 1999). Ce parcours théorique et nos résultats empiriques font apparaître que les TMS sont des maladies de l'hypo-socialisation du mouvement par défaut d'interférences entre les contextes de sa réalisation. La dynamique des controverses gestuelles entre professionnels et l'organisation d'interférences inter-contextuelles sont analysées comme des méthodes indirectes favorisant la socialisation du mouvement en vue de prévenir les troubles musculo-squelettiques. / Work related musculoskeletal disorders (WRMSD) are diseases that question the making of the professional gesture. It said that the prevention of these multifactorial diseases needs interdisciplinary approaches. Our action is in line with the historico-cultural theory of activity (Vygotski, 1978). Research in clinic of activity organizes the subjects' action of appropriation of new means of action both on themselves and on the work situation. It always begins by an intervention within a specific professional environment. We answered the demand of the occupational medicine department of a big French city. WRMSD on the region of the shoulders and lumbers troubles have been diagnosed among municipal gravediggers. We led this intervention in psychology of work within a clinic of activity methodological frame open to interdisciplinary cooperation with ergonomics of activity and biomechanical analysis. Co- analysis of technical gestures within three gravedigger collectives has benefited from the methodological contributions of interdisciplinarity. The intervention has also allowed advances in the action of prevention initiated by managers and preventors together in a piloting committee. From a conceptual viewpoint the gesture is a physiological, psychological and social unit. In the psychological and social analysis of movement (Clot & Fernandez, 2005) this unit is comprehended in the complexity of its interfunctional dynamics (Luria, 1973). The development of the gesture is thought of in terms of qualitative reorganization of internal relations between automatism and gesture and between gesture and movement. This modelling is built on the model of the interfunctional relationships between operation and action and between action and activity (Léontiev, 1984) as well as on the model of directed activity (Clot, 1999). This theoretical route and our empirical findings show that the WRMSD are diseases linked to hypo-socialization of movement by lack of interferences between contexts of its realization. The dynamic of gestural controversies between professionals and the organization of inter-contextual interferences are analysed as indirect methods facilitating the socialization of the movement in order to prevent musculoskeletal disorders.
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語言與手勢之溝通動態性 / Communicative Dynamism in Language and Co-speech Gesture楊婉君, Yang, Wan Chun Unknown Date (has links)
本研究探討溝通動態與手勢之關係。本研究相較於過去的研究提供了中文口語語料的量化結果,除了檢視語言上的溝通動態值與手勢出現、手勢類型的關係以外,並加入手勢特徵進而檢視。語言上的溝通動態值分別以「資訊狀態」與「主題連續性」來決定溝通動態值之高低,並且將手勢所伴隨的語詞依詞性分開分為名詞與動詞,檢視是否手勢上會依循語碼原則(the coding principle):當溝通動態值越高,所使用的代碼材料便越多;當溝通動態值越低,所使用的代碼材料越少。結果發現,以決定溝通動態值的標準來看,資訊狀態較主題連續性更能依語碼原則反應溝通動態值。原因是因為資訊狀態反應訊息的新舊差異性,而主題連續性反應的是舊訊息當中的不同的「舊」的程度差異,因此前者較能反應溝通動態與手勢之關係;而以手勢伴隨的語詞而言,動詞較名詞更能依語碼原則反應溝通動態值。因為動詞相較於名詞而言,在語言上無完整的語碼系統以反應溝通動態值之高低,因此倚賴手勢出現與手勢特徵來反應語言上的溝通動態值之高低。 / The study investigates the correlation between communicative dynamism (CD) and gesture. Different from the previous studies, the present study provides quantitative analysis based on Chinese conversational data. The study examines the correlation between CD in language and the occurence of gestures, gestural types and gestural features. The various degrees of CD are deteremined by two separate criteria, namely “information status” and “topic continuity”. Morover, the study also distinguishes between the nominal affiliates of gesture and the verbal counterparts. The study found that gestures occur at the two extremities of CD. Gestures tend to co-occur with linguistic elements bearing the highest or the lowest CD. In addition, based on the criterion of “information status”, stroke duration and handedness were found to reflect the various degrees of CD. On the other hand, based on the criterion of “topic continuity”, all gestural features including stroke duration, gestural space, handedness and stroke frequency have no correlation with CD.
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Évaluation des jeux Kinect à l’aide du suivi physiologique, du suivi oculaire et des réactions faciales du joueur.Hua, Tran Nguyen Khoi 08 1900 (has links)
Les jeux vidéo à interface gestuelle permettent des interactions intéressantes entre le joueur et le jeu. Pour évaluer ce nouveau type de jeux vidéo, la méthode d'évaluation subjective courante serait insuffisante (Mandryk, R. L., Inkpen, K. M., et Calvert, T. W., 2006). Notre recherche essaie d'associer l'évaluation objective à l'évaluation subjective pour mesurer la qualité d'immersion des jeux vidéo conçus pour la Kinect — un accessoire de la console Xbox de Microsoft, permettant de jouer sans la manette. Notre corpus comporte 18 sujets (joueurs intensifs et occasionnels) et 3 jeux Kinect (Body and Brain Connection, Child of Eden et Joy Ride).
Notre objectif est de développer une méthode d’évaluation la qualité d'immersion du jeu vidéo à l’interface gestuelle. Nous nous sommes basé d’une part sur un questionnaire conçu à partir des critères d’évaluation du Flux dans le jeu vidéo de Sweetser et Wyeth (2005) et des principes d’utilisabilité (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), avec un questionnaire adapté par les chercheurs du DESS Design de jeu de l’Université de Montréal. Et d'autre part, nous nous avons intégré la mesure des réactions physiologiques des joueurs (la réponse galvanique de la peau, le pouls du volume sanguin, la respiration), les réactions oculaires (le diamètre des pupilles, le temps de fixation) et les expressions faciales (la joie, la tristesse, la colère, la peur, la surprise et le dégoût) du joueur.
Nous nous sommes appuyé sur des postulats théoriques provenant du domaine de l'interaction humain-ordinateur et du design des jeux vidéo. Nous avons étudié en particulier les réactions physiologiques, oculaires, les expressions faciales et nous avons cherché à faire le lien avec les notions de présence et d'immersion dans le domaine des jeux vidéo.
L’analyse des résultats a montré des corrélations entre les réactions physiologiques, oculaires et les réponses subjectives des participants aux questionnaires. Par exemple on observe une corrélation négative entre la pression sanguine (BVP) et la concentration du joueur, une corrélation positive entre la respiration et le diamètre des pupilles et le sentiment d'immersion du joueur, etc. Ces résultats permettraient de confirmer la faisabilité de notre méthode d’évaluation.
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Ensuite, nous avons comparé les trois jeux en fonction des composantes de l’immersion afin de trouver le jeu le plus immersif. Le résultat a montré que le jeu Body and Brain Connection était le plus prisé par les participants et que le niveau de défi bien calibré et la facilité de contrôle étaient les deux facteurs principaux de la réussite du jeu Body and Brain.
Nous avons également comparé les joueurs intensifs et les joueurs occasionnels en fonction des composantes de l’immersion pour voir la différence de point de vue des joueurs sur la Kinect. Le résultat a montré qu’il n’y avait pas de différence entre les deux types de joueurs. / The gesture-based video games offers interesting new ways of interacting between the player and the game. In order to evaluate this new type of games, current subjective methods of evaluating games isn't sufficiently robust. Our research tries to combine the objective and subjective methods for measuring the qualities of immersion of video games played with Kinect - an accessory for Xbox console from Microsoft, to play without the controller. Our corpus consists of 18 subjects (intensive and casual players) and 3 Kinect games.
Our goal is to develop a method for assessing the quality of gesture-based video games. We relied in part on a questionnaire developed from the criteria for player enjoyment in games (Sweetser and Wyeth, 2005) and the usability questionnaire (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), designed by the researchers of DESS Design de jeux, University of Montreal. And secondly, we integrated the measures of physiological responses (the galvanic skin response, the blood volume pulse, the respiration), the ocular reactions (the pupil’s diameter, fixation time) and facial expressions (joy, sadness, anger, fear, surprise and disgust) of the player.
We relied on theoretical assumptions from the field of human-computer interaction and games design. We studied in particular physiological responses, eye movements, facial expressions and the notions of presence and immersion in video games.
The analysis shows correlations between the physiological reactions, the eye movements and the player's subjective responses. For example, we observed negative correlation between blood volume pulse (BVP) and the concentration of the player, positive correlations between respiration and pupil diameter and the sense of immersion the player, etc. These results would confirm the feasibility of our evaluation method. Then, we compared these three games in terms of five components of immersion to find the most immersive game. The result showed that the game Body and Brain Connection was most appreciated by the participants and that the level of challenge properly calibrated and the ease of control were the two main factors of success of the game Body and Brain.
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We also compared intensive gamers and casual players according to the components of immersion to see the difference between their attitudes toward the Kinect. The result showed that there was no difference between the two types of players. / Les données sont analysées par le logiciel conçu par François Courtemanche et Féthi Guerdelli. L'expérimentation des jeux a eu lieu au Laboratoire de recherche en communication multimédia de l'Université de Montréal.
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Negotiating the frontier between computer-assisted composition and traditional writing : the utility of each and their effective cross-integrationLane, Matthew 06 1900 (has links)
No description available.
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Intera??o gestual em ambiente residencial: estudo, concep??o e desenvolvimento / Gestural interaction in residential environment: study, design and developmentCorreia, Ana Carla de Carvalho 24 March 2014 (has links)
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Previous issue date: 2014-03-24 / Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico / Control and automation of residential environments domotics is emerging area of computing application. The development of computational systems for domotics is complex, due to the diversity of potential users, and because it is immerse in a context of emotional relationships and familiar construction. Currently, the focus of the development of this kind of system is directed, mainly, to physical and technological aspects. Due to the fact, gestural interaction in the present research is investigated under the view of Human-Computer Interaction (HCI). First, we approach the subject through the construction of a conceptual framework for discussion of challenges from the area, integrated to the dimensions: people, interaction mode and domotics. A further analysis of the domain is accomplished using the theoretical-methodological referential of Organizational Semiotics. After, we define recommendations to the diversity that base/inspire the inclusive design, guided by physical, perceptual and cognitive abilities, which aim to better represent the concerned diversity. Although developers have the support of gestural recognition technologies that help a faster development, these professionals face another difficulty by not restricting the gestural commands of the application to the standard gestures provided by development frameworks. Therefore, an abstraction of the gestural interaction was idealized through a formalization, described syntactically by construction blocks that originates a grammar of the gestural interaction and, semantically, approached under the view of the residential system. So, we define a set of metrics grounded in the recommendations that are described with information from the preestablished grammar, and still, we conceive and implement in Java, under the foundation of this grammar, a residential system based on gestural interaction for usage with Microsoft Kinect. Lastly, we accomplish an experiment with potential end users of the system, aiming to better analyze the research results / O controle e automa??o de ambientes residenciais dom?tica ? uma ?rea emergente de aplica??o da computa??o. O desenvolvimento de sistemas computacionais para dom?tica ? complexo, devido ? diversidade de potenciais usu?rios e por imergir em um contexto de uso de rela??es emocionais e de constru??o familiar. Atualmente, o foco do desenvolvimento desse tipo de sistema est? direcionado, sobretudo, aos aspectos tecnol?gicos e f?sicos. Em virtude deste fato, a intera??o gestual nesta pesquisa ? investigada sob a ?tica da ?rea de Intera??o Humano-Computador (IHC). Inicialmente, abordamos a tem?tica atrav?s da constru??o de um framework conceitual para discuss?o de desafios da ?rea, de forma integrada as dimens?es: pessoas, modo de intera??o e dom?tica. Uma an?lise mais aprofundada do dom?nio ? realizada empregando o referencial te?rico-metodol?gico da Semi?tica Organizacional. Posteriormente, s?o definidas recomenda??es para a diversidade que embasam/inspiram o design inclusivo, norteado pelas habilidades f?sicas, perceptivas e cognitivas, que visam melhor representar a diversidade em quest?o. Embora os desenvolvedores tenham o apoio de tecnologias de reconhecimento gestual que auxiliam o desenvolvimento mais r?pido , esses profissionais enfrentam outra dificuldade em n?o restringir os comandos gestuais da aplica??o aos gestos padr?es fornecidos por frameworks de desenvolvimento. Portanto, uma abstra??o da intera??o gestual foi idealizada por meio de uma formaliza??o, descrita de forma sint?tica atrav?s de blocos de constru??o que origina uma gram?tica da intera??o gestual e, de forma sem?ntica, abordada sob o ponto de vista do sistema residencial. Assim, definimos um conjunto de m?tricas fundamentadas nas recomenda??es que s?o descritas com informa??es oriundas da gram?tica preestabelecida e, ainda, concebemos e implementamos em Java, sob o alicerce dessa gram?tica, um sistema residencial baseada em intera??o gestual para uso com o Microsoft Kinect. Por fim, realizamos experimento com potenciais usu?rios finais do sistema com o intuito de melhor analisar os resultados da pesquisa
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