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Metoda dějin umění v díle Heinricha Wölfflina (1864-1945) / The Methodology of Art History in the Work of Heinrich Wölfflin (1864-1945)Mandažiev, Petr January 2016 (has links)
Heinrich Wölfflin (1864-1945) is considered one of the most influential art history scholars. His study entitled "Kunstgeschichtliche Grundbegriffe" ("Principles of Art History"), published in 1915, gained considerable response, both critical and favourable. In the study, Wölfflin attempted to explain transpersonal principles of periodically repeating artistic evolution. This evolutionary process, culminating in two phases, conditions entire artistic output (architecture, sculpture, painting, artistic craft), which thus developes within predetermined limits. Wölfflin defined each phase by concepts-pentad that gives a true picture of its character. First of the climaxes is the art oriented according to the analogy with the sense of touch; the second one is the artistic output defined by the analogy with the sense of sight. Wölfflin deduced the contradiction of the "linear style" (fixed to objects) and the "painting style" (wedded to purely optical qualities) from evolutionary degrees of human imaginantion, which developes precisely from haptic to visual projections. This progression - as emphasized by him - is always one-way and can not be reversal. Both these style-types are being permeated by various, historicaly conditioned culturally-historical contents that represent an outer component of the...
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Contribution à la conception et l'optimisation des systèmes haptiques / Contribution to the design and optimization of haptic systemsChaker, Abdelbadia 26 November 2012 (has links)
L'objectif de ce travail est de concevoir une nouvelle interface haptique en vue de son exploitation pour la chirurgie mini-invasive. La technique d'anastomose ciblée consiste à réunir deux parties désolidarisées d'une artère par des sutures et des nœuds. Ceci est effectué par des outils chirurgicaux introduits à travers de petites incisions. Une étude expérimentale de cette tâche a été effectuée en collaboration avec des chirurgiens afin de caractériser leurs gestes. L'enregistrement de l'opération par un système de capture de mouvement a permis d'identifier la nature et les gestes canoniques de cette technique. Une structure parallèle sphérique a été ensuite adoptée comme base de l'interface haptique. Cette architecture présente un centre fixe de rotation semblable au point d'incision réel et offre les trois degrés de liberté de rotation nécessaires autours de ce point. Une étude détaillée de cette architecture suivie d'une phase d'optimisation, a permis d'adapter la structure à l'application chirurgicale. L'optimisation, basée sur un algorithme générique, a porté dans un premier lieu sur l'espace de travail de la tâche. La dextérité de la structure a été ensuite prise en compte. Une phase de conception basée sur les paramètres résultants de cette optimisation a aboutie à la réalisation d'un premier prototype. L'influence des erreurs de fabrication sur l'orientation de la plateforme a été aussi traitée dans ce travail afin de déterminer les plages des défauts admissibles. Une modélisation, utilisant les torseurs de petits déplacements, a été élaborée.La dernière partie de ce travail porte sur la commande a retour d'effort de l'interface. Un banc d'essais à 1 degré de liberté a été réalisé afin de tester les différents schémas de contrôle pour la téléopération. Les essais en simulation on permit de dresser une vue comparative de ces schémas. / The aim of this work is to develop a new haptic interface to perform a minimally invasive surgery. The targeted anastomosis technique consists of the surgical binding of a ruptured blood vessel, using sutures and knots. This task is performed by surgical tools inserted through small incisions. An experimental study of this task was conducted in collaboration with surgeons in order to characterize their gesture. The recording of the operation by a motion capture system helped identifying the nature and the canonical actions of this technique. A spherical parallel mechanism (SPM) was then adopted as a basis for the haptic interface. This architecture has a fixed center of rotation similar to the real incision point and offers the three required degrees of freedom of rotation around that point. A detailed study of the architecture followed by an optimization procedure led to a suitable mechanism for the surgical application. The optimization, which is based on a generic algorithm, used the workspace of the task as a criterion. Then the dexterity of the structure was taken into account. A design phase based on the parameters resulting from this optimization led to building the first prototype.The influence of manufacturing errors on the orientation of the platform was also addressed in this work to determine the ranges of allowable defects. The manufacturing errors are modeled by screws of small displacement in order to determine their effect on the orientation error of the end effector. The last part of this work focuses on the command of the force feedback interface. An experimental setup made out of a one degree of freedom system, was built to test different control schemes for teleoperation. Simulation trials allowed developing a comparative view of these schemes.
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Cinema "Turns": Catalan Creative DocumentarySainz Delgado, Celia 15 July 2020 (has links)
This thesis focuses on four women-directed films as a way to illustrate some characteristics shared by the new Catalan creative documentary: El cielo gira ( The Sky Turns, dir. Mercedes Álvarez, 2004), Nedar (Swim, dir. Carla Subirana, 2008), La plaga (The Plague, dir. Neus Ballús, 2013), and Penèlope (Penelope, dir. Eva Vila, 2018). My aim is to highlight their alternative cinematographic strategies, which stray from the hegemonic discourses of documentary filmmaking. In so doing, I analyze these films from three different angles: the relationship between the filmmaker and the material world; the alternative modalities of time; and the haptic connection between the spectator and the screen. Instead of preparing a traditional thesis in manuscript form, I engage with these films through a video-essay, the most appropriate mode of academic rhetoric and presentation to address this topic (Keathley 190). Entitled Cinema “Turns”: Catalan Creative Documentary, my video-essay articulates my study into three parts: in the first part, I analyze the limits of the realist discourse; in the second, I focus on how these films approach temporality; and in the third, I address their haptic visuality.
To view the accompanying video essay, please download the additional file below.
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McKibbenův pneumatický sval - modelování a použití v hmatovém rozhraní / Modelling and Using of McKibben Pneumatic Muscle in HapticKopečný, Lukáš January 2009 (has links)
This work describes exceptional properties of McKibben pneumatical muscle and introduces its state-of-the-art model. The mathematical model is extended especially in a field of a thermodymical behavior. A new model applies a method used for describing of a thermodynamical behavior of pneumatic cylinders until now. This method is significantly upgraded to fit a muscle behavior, particularly by considering a heat generated by a muscle internal natural friction. The model is than verified and discussed with a real system. The haptic part introduces a development and design of a haptic glove interface for the use in robotics, especially in telepresence, or in VR. The force and touch feedback is provided by Pneumatic Muscles controlled by an open loop algorithm using the introduced mathematical model. The design is light and compact.
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Communication affective médiée via une interface tactile / Affective Mediated Communication via a Tactile InterfaceTsalamlal, Mohamed Yacine 27 June 2016 (has links)
La communication affective est au cœur de nos interactions interpersonnelles. Nous communiquons les émotions à travers de multiples canaux non verbaux. Plusieurs travaux de recherche sur l’interaction homme-machine ont exploité ces modalités de communication afin de concevoir des systèmes permettant de reconnaître et d’afficher automatiquement des signaux affectifs. Le toucher est la modalité la moins explorée dans ce domaine de recherche. L’aspect intrusif des interfaces haptiques actuelles est l’un des principaux obstacles à leur utilisation dans la communication affective médiée. En effet, l’utilisateur est physiquement connecté à des systèmes mécaniques pour recevoir la stimulation. Cette configuration altère la transparence de l’interaction médiée et empêche la perception de certaines dimensions affectives comme la valence. L’objectif de cette thèse est de proposer et d’étudier une technique de stimulation tactile sans contact avec des systèmes mécaniques pour médier des signaux d’affects. Sur la base de l’état de l’art des interfaces haptiques, nous avons proposé une stratégie de stimulation tactile basée sur l’utilisation d’un jet d’air mobile. Cette technique permet de fournir une stimulation tactile non-intrusive sur des zones différentes du corps. De plus, ce dispositif tactile permettrait une stimulation efficace de certains mécanorécepteurs qui jouent un rôle important dans les perceptions d’affects positifs. Nous avons conduit une étude expérimentale pour comprendre les relations entre les caractéristiques physiques de la stimulation tactile par jet d’air et la perception affective des utilisateurs. Les résultats mettent en évidence les effets principaux de l'intensité et de la vitesse du mouvement du jet d’air sur l’évaluation subjective mesurée dans l’espace affectif (à savoir, la valence, l'arousal et de la dominance).La communication des émotions est clairement multimodale. Nous utilisons le toucher conjointement avec d’autres modalités afin de communiquer les différents messages affectifs. C’est dans ce sens que nous avons conduit deux études expérimentales pour examiner la combinaison de la stimulation tactile par jet d’air avec les expressions faciales et vocales pour la perception de la valence. Ces expérimentations ont été conduites dans un cadre théorique et expérimental appelé théorie de l’intégration de l’information. Ce cadre permet de modéliser l’intégration de l’information issue de plusieurs sources en employant une algèbre cognitive. Les résultats de nos travaux suggèrent que la stimulation tactile par jet d’air peut être utilisée pour transmettre des signaux affectifs dans le cadre des interactions homme-machine. Les modèles perceptifs d’intégration bimodales peuvent être exploités pour construire des modèles computationnels permettant d’afficher des affects en combinant la stimulation tactile aux expressions faciales ou à la voix. / Affective communication plays a major role in our interpersonal interactions. We communicate emotions through multiple non-verbal channels. Researches on human-computer interaction have exploited these communication channels in order to design systems that automatically recognize and display emotional signals. Touch has receivers less interest then other non-verbal modalities in this area of research. The intrusive aspect of current haptic interfaces is one of the main obstacles to their use in mediated emotional communication. In fact, the user is must physically connected to mechanical systems to receive the stimulation. This configuration affects the transparency of the mediated interaction and limits the perception of certain emotional dimensions as the Valence. The objective of this thesis is to propose and study a technique for tactile stimulation. This technique does not require contact with mechanical systems to transmit affective signals. On the basis of the state of the art of haptic interfaces, we proposed a strategy of tactile stimulation based on the use of a mobile air jet. This technique provides a non-intrusive tactile stimulation on different areas of the body. In addition, this tactile device would allow effective stimulation of some mechanoreceptors that play an important role in perceptions of positive affect. We conducted an experimental study to understand the relationships between the physical characteristics of tactile stimulation by air jet and the emotional perception of the users. The results highlight the main effects of the intensity and the velocity of movement of the air stream on the subjective evaluation measured in space affective (namely, Valence, Arousal and Dominance).The communication of emotions is clearly multi-modal. We use touch jointly with other modalities to communicate different emotional messages. We conducted two experimental studies to examine the combination of air jet tactile stimulation with facial and vocal expressions for perception of the valence. These experiments were conducted in a theoretical and experimental framework called integration of information theory. This framework allows modelling the integration of information from multiple sources using a cognitive algebra. Our work suggests that tactile stimulation by air jet can be used to transmit emotional signals in the context of the human-machine interactions. Perceptual bimodal integration models can be exploited to build computational models to display affects by combining tactile stimulation to facial expressions or the voice.
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Kalman Filter Based Approach : Real-time Control-based Human Motion Prediction in Teleoperation / Kalman Filter baserad metod : Realtids uppskattningar av Kontrollbaserad Mänsklig Rörelse i TeleoperationenFan, Zheyu Jerry January 2016 (has links)
This work is to investigate the performance of two Kalman Filter Algorithms, namely Linear Kalman Filter and Extended Kalman Filter on control-based human motion prediction in a real-time teleoperation. The Kalman Filter Algorithm has been widely used in research areas of motion tracking and GPS-navigation. However, the potential of human motion prediction by utilizing this algorithm is rarely being mentioned. Combine with the known issue - the delay issue in today’s teleoperation services, the author decided to build a prototype of simple teleoperation model based on the Kalman Filter Algorithm with the aim of eliminated the unsynchronization between the user’s inputs and the visual frames, where all the data were transferred over the network. In the first part of the thesis, two types of Kalman Filter Algorithm are applied on the prototype to predict the movement of the robotic arm based on the user’s motion applied on a Haptic Device. The comparisons in performance among the Kalman Filters have also been focused. In the second part, the thesis focuses on optimizing the motion prediction which based on the results of Kalman filtering by using the smoothing algorithm. The last part of the thesis examines the limitation of the prototype, such as how much the delays are accepted and how fast the movement speed of the Phantom Haptic can be, to still be able to obtain reasonable predations with acceptable error rate. The results show that the Extended Kalman Filter has achieved more advantages in motion prediction than the Linear Kalman Filter during the experiments. The unsynchronization issue has been effectively improved by applying the Kalman Filter Algorithm on both state and measurement models when the latency is set to below 200 milliseconds. The additional smoothing algorithm further increases the accuracy. More important, it also solves shaking issue on the visual frames on robotic arm which is caused by the wavy property of the Kalman Filter Algorithm. Furthermore, the optimization method effectively synchronizes the timing when robotic arm touches the interactable object in the prediction. The method which is utilized in this research can be a good reference for the future researches in control-based human motion tracking and prediction. / Detta arbete fokuserar på att undersöka prestandan hos två Kalman Filter Algoritmer, nämligen Linear Kalman Filter och Extended Kalman Filter som används i realtids uppskattningar av kontrollbaserad mänsklig rörelse i teleoperationen. Dessa Kalman Filter Algoritmer har används i stor utsträckning forskningsområden i rörelsespårning och GPS-navigering. Emellertid är potentialen i uppskattning av mänsklig rörelse genom att utnyttja denna algoritm sällan nämnas. Genom att kombinera med det kända problemet – fördröjningsproblem i dagens teleoperation tjänster beslutar författaren att bygga en prototyp av en enkel teleoperation modell vilket är baserad på Kalman Filter algoritmen i syftet att eliminera icke-synkronisering mellan användarens inmatningssignaler och visuella information, där alla data överfördes via nätverket. I den första delen av avhandlingen appliceras både Kalman Filter Algoritmer på prototypen för att uppskatta rörelsen av robotarmen baserat på användarens rörelse som anbringas på en haptik enhet. Jämförelserna i prestandan bland de Kalman Filter Algoritmerna har också fokuserats. I den andra delen fokuserar avhandlingen på att optimera uppskattningar av rörelsen som baserat på resultaten av Kalman-filtrering med hjälp av en utjämningsalgoritm. Den sista delen av avhandlingen undersökes begräsning av prototypen, som till exempel hur mycket fördröjningar accepteras och hur snabbt den haptik enheten kan vara, för att kunna erhålla skäliga uppskattningar med acceptabel felfrekvens. Resultaten visar att den Extended Kalman Filter har bättre prestandan i rörelse uppskattningarna än den Linear Kalman Filter under experimenten. Det icke-synkroniseringsproblemet har förbättrats genom att tillämpa de Kalman Filter Algoritmerna på både statliga och värderingsmodeller när latensen är inställd på under 200 millisekunder. Den extra utjämningsalgoritmen ökar ytterligare noggrannheten. Denna algoritm löser också det skakande problem hos de visuella bilder på robotarmen som orsakas av den vågiga egenskapen hos Kalman Filter Algoritmen. Dessutom effektivt synkroniserar den optimeringsmetoden tidpunkten när robotarmen berör objekten i uppskattningarna. Den metod som används i denna forskning kan vara en god referens för framtida undersökningar i kontrollbaserad rörelse- spåning och uppskattning.
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Le siège des sensations : la salle de cinéma en crise et le gimmick tactile Percepto (William Castle, 1959)Weber-Houde, Aude 08 1900 (has links)
Pour respecter les droits d'auteur, la version électronique de cette thèse a été dépouillée de certains documents visuels. La version intégrale de la thèse a été déposée à la Division de la gestion des documents et des archives. / Au cours de son histoire, la salle de cinéma s’est érigée à partir d’une politique d’épuration sensorielle, elle-même héritée d’une longue tradition, faisant de l’expérience spectatorielle cinématographique une expérience de contemplation purement audiovisuelle. Cependant, lorsqu’elle traverse une période de crise, tant économique qu’intermédiale, la salle de cinéma renoue avec un modèle attractionnel, polysensoriel et plus particulièrement tactile, lié au cinéma des origines et à ses premiers lieux de diffusion, mais réprimé lors de l’institutionnalisation du média et de sa stabilisation dans la salle consacrée. Aux États-Unis, c’est notamment le cas autour de 1930, au moment de l’arrivée du cinéma parlant et de la Grande Dépression, de même qu’au cours des années 1950, alors qu’une importante compétition intermédiale liée à l’arrivée de la télévision et couplée à des changements démographiques majeurs affecte les exploitants de salles. C’est de nouveau le cas depuis les années 2000, la déferlante numérique et les possibilités de visionnement à domicile arrachant de plus en plus de spectateurs aux salles.
Cette thèse propose l’examen approfondi d’une période et d’un cas exemplaires. Elle analyse précisément le moment où les salles américaines connaissent une baisse de fréquentation majeure au cours des années 1950. Pendant cette période apparaissent plusieurs technologies audiovisuelles, mais également de nombreux gimmicks polysensoriels. Or, ces derniers ne sont qu’une version radicale et matérialisée d’idéaux attractionnels portés par les producteurs et l’industrie cinématographique de l’époque aux États-Unis, ce que démontre l’étude du gimmick tactile Percepto, développé en 1959 par le cinéaste William Castle pour accompagner son film The Tingler. Bien au-delà du simple gadget promotionnel, le dispositif Percepto fait vibrer les sièges et hurler les spectateurs, les sollicitant par une sensation physique directe censée prolonger l’univers du film à même la salle de cinéma. Cette expérience cinématographique singulière valorise en outre le caractère à la fois collectif et participatif du visionnement en salle.
À la jonction de plusieurs champs théoriques, soit l’histoire culturelle des sens, l’archéologie des médias et les études de diffusion, cette thèse cherche à mettre au jour le rôle majeur des sens pourtant dits « mineurs », notamment celui du toucher, dans l’histoire de la salle de cinéma américaine, et à resituer la tactilité dans les origines attractionnelles du cinéma, en démontrant de quelle manière le corps du spectateur est, par le biais de stratégies polysensorielles, de nouveau inclus dans l’expérience du cinéma, alors qu’il en est traditionnellement exclu. Par ailleurs, elle vise à réinscrire les gimmicks au sein de l’historiographie du cinéma en général et de celle des salles en particulier, tout en faisant découvrir un dispositif cinématographique tactile jusqu’ici généralement méconnu et oublié par la recherche savante : Percepto. Pour ce faire, la thèse s’appuie sur plusieurs sources de première main et propose l’analyse des éléments suivants : le film The Tingler, le fonctionnement du gimmick, les publicités produites autour du dispositif, son apparition en salles, ainsi que sa réception critique et populaire. / Throughout its history, the movie theater has emerged from politics of sensory purification inherited from a long tradition, making the cinematographic spectatorial experience one of a purely audiovisual contemplation. When going through a period of crisis, be it economic or intermedial, the movie theater reconnects with an attractional, multi-sensory and mainly tactile model linked to the origins of cinema and to its first exhibition spaces, but repressed at the time of the institutionalization of the media and its stabilization in the dedicated theater. In the United States, this is notably the case around 1930 with the arrival of talking pictures and the Great Depression, as well as during the 1950s when significant intermedial competition resulting from the advent of television, coupled with major demographic shifts, affects theater exhibition. This has also been the case since the early 2000s, when the digital surge and the possibilities of home viewing have torn more and more spectators away from theaters.
This thesis offers an in-depth examination of an exemplary period and case. It analyzes precisely when American theaters experienced a major drop in attendance during the 1950s. During this period, several audiovisual technologies appeared, along with many multi-sensory gimmicks. However, the latter are only a radical and materialized version of ideals of attractions carried by the producers and the film industry of the time in the United States, as demonstrated by the study of the Percepto tactile gimmick, developed in 1959 by filmmaker William Castle to complement his film The Tingler. Far beyond a simple promotional gadget, the Percepto device makes the seats vibrate and the audience scream, addressing the spectators with a direct physical sensation supposed to extend the fictional world of the film right into the theater. This unique cinematographic experience also underlines both the collective and participatory qualities of theatrical viewing.
At the junction of several theoretical fields, namely the cultural history of the senses, media archeology and exhibition studies, this thesis seeks to bring to light the major role of the so-called “minor” senses, in particular that of the touch, in the history of the American cinema, and to restore tactility in relation to the attractional origins of cinema, by demonstrating how the spectator's body is, through multisensory strategies, included again in the experience of cinema although it is traditionally excluded. In addition, it aims to re-establish gimmicks within the historiography of cinema as a whole and that of movie theaters in particular while revealing a tactile cinematographic device largely unknown and forgotten by scholarly research to this day: Percepto. To achieve this, the thesis offers the analysis of the following aspects, based on several primary sources: the film The Tingler, the functioning of the gimmick, the advertisements produced around the device, its theatrical release and exploitation as well as its critical and popular reception.
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Senses, Perception, and Video Gaming: Design of a College for Video Game Design and ProductionWarden, James 14 July 2005 (has links)
No description available.
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The phenomenon of displacement in contemporary society and its manifestation in contemporary visual artWillemse, Emma Wilhelmina 11 1900 (has links)
As an alternative to existing research which states that the phenomenon of displacement resists theorisation because of its complex nature, this study conducts a Phenomenological examination of the nature of displacement in which the interlinked losses in the key concepts of the consciousness of the displaced, namely Memory, Land and home and Identity, are navigated. It is shown that the current consciousness of society mimics these losses with the effect of displacement being experienced as a state of mind by contemporary society. By comparing selected artworks of artists Rachel Whiteread and Cornelia Parker, it is established that although manifested in diverse ways, contemporary artworks reflect displacement according to a set of broadly defined visual signifiers. The visual documentation of a site of displacement in the North West Province of South Africa and subsequently produced artworks underline these findings and highlight the elusive attributes of loss inherent in the displacement phenomenon. / Art History, Visual Arts & Musicology / M.A. (Visual Arts)
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Taktile Interaktion auf flächigen BrailledisplaysPrescher, Denise 14 December 2016 (has links) (PDF)
Für den Zugang zu grafischen Benutzungsoberflächen (GUIs) stehen blinden Menschen so genannte Screenreader und Braillezeilen zur Verfügung. Diese ermöglichen zwar das nicht-visuelle Wahrnehmen textueller Inhalte, allerdings kein effektives Arbeiten mit bildlichen Darstellungen. Neuartige taktile Flächendisplays können eine geeignete Lösung für den interaktiven Zugang zu tastbaren Grafiken darstellen und somit die Interaktionsmöglichkeiten blinder Benutzer im Umgang mit grafischen Anwendungen bereichern. Beispielsweise erlauben derartige Geräte nicht nur das Erkunden räumlicher Anordnungen, sondern darüber hinaus auch die kombinierte Ausgabe von Braille, Grafik und semi-grafischen Elementen. Um die deutlich größere Menge an gleichzeitig darstellbaren Informationen beherrschbar zu machen, sind neben entsprechenden Inhaltsaufbereitungen und Navigationsmechanismen auch geeignete Orientierungshilfen bereitzustellen.
Im Rahmen der vorliegenden Arbeit wurde am Beispiel der BrailleDis Geräte der Metec AG, welche eine taktile Ausgabefläche von 120 mal 60 Stiften bereitstellen, untersucht, inwieweit flächige Brailledisplays blinden Menschen eine effektive und effiziente Bedienung grafischer Benutzungsoberflächen ermöglichen. Neben dem Zugang zur GUI selbst sowie dem Lesen von Texten stellt dabei insbesondere das Arbeiten mit Grafiken einen wichtigen Aspekt dar. Um die Bedienung auf einem taktilen Flächendisplay zu erleichtern, ist eine konsistente Organisation der Inhalte hilfreich. Hierfür wurde ein neuartiges taktiles Fenstersystem umgesetzt, welches die Ausgabe nicht nur in mehrere disjunkte Bereiche unterteilt, sondern auch verschiedene taktile Darstellungsarten unterstützt.
Zur Systematisierung der Gestaltung und Evaluation derartiger taktiler Benutzungsoberflächen sowie der darin stattfindenden Benutzerinteraktionen wurde zunächst eine Taxonomie erarbeitet. Dabei wurden neben der Interaktion selber, welche durch die Ein-und Ausgabe sowie die Handbewegungen des Benutzers beschrieben werden kann, auch die Benutzerintention in Form von taktilen Elementaraufgaben sowie die technischen Spezifikationen des Geräts mit einbezogen.
Basierend auf der Taxonomie wurden anschließend relevante Aspekte identifiziert, welche in mehreren Benutzerstudien mit insgesamt 46 blinden und hochgradig sehbehinderten Menschen untersucht wurden. Die betrachteten Untersuchungsfragen betrafen dabei einerseits die Effektivität der Ausgabe in Form verschiedener taktiler Ansichtsarten sowie die Eingabe und Erkundung durch den Benutzer, andererseits auch Aspekte zur Effizienz konkreter Interaktionstechniken. Als Ergebnis der einzelnen Studien wurden abschließend konkrete Empfehlungen zur Umsetzung von Benutzungsoberflächen auf flächigen Brailledisplays gegeben. Diese beinhalten insbesondere Aspekte zur Ergonomie von taktilen Flächendisplays, zur Anzeige von textuellen Inhalten, zur Darstellung und Interaktion mit grafischen Inhalten sowie zu Orientierungshilfen.
Insgesamt konnte mit Hilfe der Benutzerstudien gezeigt werden, dass flächige Brailledisplays blinden Menschen einen effektiven und effizienten Zugang zu grafischen Benutzungsoberflächen ermöglichen. Verschiedene taktile Darstellungsarten können dabei das Lösen unterschiedlicher Aufgaben unterstützen. Generell erfordert die flächige Interaktion vom Benutzer allerdings auch die Erweiterung seiner konventionellen Erkundungs-und Eingabestrategien. Die Bereitstellung neuartiger Interaktionstechniken zur Unterstützung der Orientierung kann die Effizienz zusätzlich steigern. / Blind people normally use screen readers as well as single-lined refreshable Braille displays for accessing graphical user interfaces (GUIs). These technologies allow for a non-visual perception of textual content but not for an effective handling of visual illustrations. Novel two-dimensional tactile pin-matrix devices are an appropriate solution to interactively access tactual graphics. In this way, they can enrich the interaction possibilities of blind users in dealing with graphical applications. For instance, such devices enable the exploration of spatial arrangements and also combine output of Braille, graphics and semi-graphical elements. To make the high amount of simultaneously presented information perceivable and efficiently usable for blind users, an adequate preparation of content as well as adapted navigation and orientation mechanisms must be provided.
In this thesis the BrailleDis devices of Metec AG, which have a tactile output area of 120 times 60 pins, were used. The goal was to investigate to what extent large pin-matrix devices enable blind people to use graphical user interfaces effectively and efficiently. Access to the GUI itself, reading text, and dealing with graphics are the main aspects of the application area of such devices. To facilitate the operation on a two-dimensional pin-matrix device a consistent organization of the content is helpful. Therefore, a novel tactile windowing system was implemented which divides the output area into multiple disjunctive regions and supports diverse tactile information visualizations.
Moreover, a taxonomy was developed to systematize the design and evaluation of tactile user interfaces. Apart from interaction that can be described by input and output as well as hand movements, the taxonomy includes user intention in terms of interactive task primitives and technical specifications of the device.
Based on the taxonomy, relevant aspects of tactile interaction were identified. These aspects were examined in multiple user studies with a total of 46 blind and visually impaired participants. The following research topics were considered during the user studies: 1. the effectiveness of diverse tactile view types (output), 2. user input and exploration, and 3. the efficiency of specific interaction techniques. As a result, practical recommendations for implementing user interfaces on two-dimensional pin-matrix devices were given. These recommendations include ergonomic issues of physical devices as well as design considerations for textual and graphical content as well as orientation aids.
In summary, the user studies showed that two-dimensional pin-matrix devices enable blind people an effective and efficient access to graphical user interfaces. Diverse tactile information visualizations can support users to fulfill various tasks. In general, two-dimensional interaction requires the extension of conventional exploration and input strategies of users. The provision of novel interaction techniques for supporting orientation can help to increase efficiency even more.
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