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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.
1

How the Body Moves the Mind: Exploring the Effects of Perspective of Physical Sensation on Embodied States and Perception

Satoski, Kathryn G 01 January 2019 (has links)
The purpose of this thesis is to explore how surface engagement through touch affects perception of stimuli and mood. Researchers have found psychological, physiological and cognitive benefits associated with exposure to and interaction with nature. Stress Reduction Theory with Psychoevolutionary framework, and Attention Restoration Theory are often used to explain and interpret results. However, studies that focus on individuals with negative perspectives of nature find a positive affective response to nature is not universal. Rather, individuals respond differently based on their own experience with nature. Childhood exposure and culture have been found to influence attitudes towards nature. Theories of embodied cognition emphasize the importance of previously learned associations and embodied states have been found to influence judgment, experience of emotions, and physiological states. To assess whether an individual's attitude towards nature influences the embodiment of a positive or negative state, participants were randomly assigned to come into physical contact with one of four surfaces with their feet: grass, fake grass, dirt and cement. Individuals affective, cognitive and physical relationship with nature was measured with the Nature Relatedness Scale. Change in perception of neutral stimuli and mood before and after surface exposure were measured. Results suggested surfaces influenced mood in different ways, however the effects on perception were unclear. A participant's perspective of nature did not seem to influence mood change depending on surface type. Future research is needed to assess whether the shift in mood was based on metaphors of language, priming from surface texture, or a result of complex interaction between bodily sensations and cognition.
2

An interaction Continuum for 3D Dataset Visualization / Un continuum d'interaction pour la visualisation de données 3D

Besançon, Lonni 14 December 2017 (has links)
Un nombre croissant de paradigmes d'interaction et de dispositifs ont été développés et étudiés pour les manipulations 3D.Ce développement bénéficie, en particulier, aux domaines scientifiques tels que la visualisation qui s'appuie sur la manipulation de données 3D.De nombreuses études ont démontré les avantages de chacun d'entre eux pour des tâches spécifiques liées à la visualisation. Pourtant, les interfaces utilisateur graphiques classiques ainsi que la souris et les claviers prédominent toujours dans la plupart des environnements interactifs: de tels environnements sont toujours utiles pour des tâches spécifiques et parce qu'ils sont facilement disponibles et accessibles par rapport aux nouveaux paradigmes d'interaction et aux dispositifs innovants. Contrairement à l'approche habituelle qui consiste à créer ou étudier un nouveau paradigme, une nouvelle technique ou un nouveau dispositif d'interaction, les travaux présentés dans cette thèse ouvrent la voie à un continuum d'interaction: la possibilité de passer d'un paradigme d'interaction à l'autre et de combiner deux ou plusieurs paradigmes d'interaction pour en tirer profit. Pour atteindre cet objectif, nous prenons plusieurs mesures. Tout d'abord, en se basant sur l'observation que la souris et le clavier, l'interaction tactile et l'interaction tangible sont maintenant des normes ou se rapprochent d'être des paradigmes d'interaction standard pour les cas d'utilisation occasionnelle ou spécifique, cette thèse étudie et compare leurs avantages et limites inhérents aux manipulations 3D.Sur la base de ce travail, nous créons ensuite un paradigme d'interaction hybride tactile et tangible. Basé sur les besoins de la visualisation scientifique pour la mécanique des fluides, nous mettons en œuvre des techniques spécifiques d'interaction exploratrice 3D avec le paradigme hybride et les évaluons avec des experts du domaine. La mise en œuvre prototypique de ce paradigme hybride est une tablette tactile capable de quantifier ses propres mouvements (rotations et translations). Sur la base des retours d'expérience des experts du domaine, une telle combinaison est plus flexible que l'état de l'art et permet des manipulations 3D précises. Avec le potentiel de ce paradigme hybride, nous abordons ensuite la tâche complexe de la sélection des sous-ensembles 3D ---une étape initiale majeure pour la compréhension des données. Alors que la sélection de sous-ensembles 3D est généralement effectuée avec une entrée 2D initiale étendue ultérieurement par la machine, notre combinaison d'interactions tactiles et tangibles permet aux utilisateurs d'avoir une technique de sélection entièrement manuelle avec la même tablette: un lasso 2D peut être dessiné avec une entrée tactile qui peut ensuite être étendue en 3D lors du déplacement de la tablette. Non seulement cette combinaison comble-t-elle un vide dans la taxonomie des techniques de sélection de sous-ensembles 3D, mais est, qui plus est, plus précise que les solutions partiellement automatisées, quoique plus lentes. Enfin, en nous appuyant sur l'observation selon laquelle une interaction tangible avec un dispositif localement couplé pourrait nécessiter des ajustements de facteur de gain, nous proposons d'utiliser un aspect spécifique de l'interaction tactile, la détection de pression, pour contrôler les facteurs de gain des manipulations tangibles. Les travaux présentés dans cette thèse démontrent donc le potentiel d'un continuum d'interaction pour la visualisation en proposant des paradigmes d'interaction hybrides dans une configuration facile à maintenir, facile à intégrer et abordable. Il fournit les premières étapes nécessaires pour un continuum d'interaction qui, espérons-le, inspirera la création de plus de techniques d'interaction hybrides pour l'interaction de données 3D. / An increasing number of interaction paradigms and devices are being developed and studied for 3D manipulations. This development benefits, in particular, scientific domains such as visualization which rely on manipulation of 3D data. Numerous studies have proven the benefits of each one of them for specific tasks involved in visualization. Yet, classical graphical user interfaces as well as mouse and keyboards still prevail in most interactive settings: such environments are still useful for specific tasks and because they are readily available and accessible when compared to innovative interaction paradigms and devices. In contrast to the usual approach to create or study a new interaction paradigm, technique, or device, the work presented in this thesis paves the way towards an interaction continuum: the possibility to transition between and combine two or more interaction paradigms to benefit from their inherent advantages. To achieve this goal we take several steps. First, building on the observation that mouse and keyboard, tactile interaction and tangible interaction are now standards or are getting close to being standard interaction paradigms for casual or specific use cases, this thesis studies and compares their inherent advantages and limitations for 3D manipulations. Based on this work, we then create a hybrid tactile/tangible interaction paradigm. Based on the needs of scientific visualization for fluid dynamics, we implement specific 3D explorative interaction techniques with the hybrid paradigm and evaluate them with domain experts. The prototypical implementation of this hybrid paradigm is a tactile-enabled and spatially-aware tablet. Based on the feedback from domain experts, such a combination is more flexible than the state of the art and still facilitates precise 3D manipulations. With the potential of this hybrid paradigm, we then tackle the complex task of 3D subsets selection---a major initial step for data understanding. While 3D subset selection is usually conducted with an initial 2D input later extended by the machine, our combination of tactile and tangible interaction allows users to have a fully manual selection technique with the same spatially-aware tablet: a 2D lasso can be drawn with tactile input which can then be extended into 3D when moving the tablet. Not only does this combination fill in an empty space in the taxonomy of 3D subset selection techniques, but we also found it to be more precise than partially-automated solutions---albeit being slower. Finally, building on the observation that tangible interaction with a locally-coupled device might need gain factor adjustments, we propose to use a specific aspect of tactile interaction, pressure-sensing, to control the gain factors of tangible manipulations. The work presented in this thesis thus demonstrates the potential of an interaction continuum for visualization by proposing hybrid interaction paradigms in an easy-to-maintain, easy-to-integrate, and affordable setup. It provides the necessary initial steps for an interaction continuum that will hopefully inspire the creation of more hybrid interaction techniques for 3D data interaction.
3

Framtagning av designkoncept för Monitor: : Ett hjälpmedel för dövblinda / Design concept development for Monitor: : An aid for indivuals with deafblindness

Lundfeldt, Moa January 2018 (has links)
Syftet med projektet var att utveckla ett designkoncept för Monitor. Monitor är ett hjälpmedel för personer med nedsatt hörsel eller dövblindhet som utvecklats av Pariception AB. Projektets problemställning omfattade att ta fram en design som var användarvänlig, ergonomisk, användarcentrerad och anpassad till Pariception som varumärke. Projektet omfattade utvecklingen av ett designkoncept. Projektet omfattade inte tillverkningen av en fungerande prototyp. För att ta fram ett designkoncept för Monitor genomfördes de första stegen i en generell designprocess. Designprocessens olika steg var: planering av projekt, förstudie, konceptutveckling och utvärdering. I förstudien visades att semantik, sensoriska funktioner och taktil interaktion var väsentliga faktorer för att ta fram en användarvänlig design för personer med kombinerad syn- och hörselnedsättning. Utifrån den fakta och information som samlats i förstudien formulerades produktens krav och behov i en designspecifikation. Designspecifikationen var ett styrande dokument genom projektet och användes som underlag vid konceptutvärderingen. Konceptutvecklingen resulterade i fyra designkoncept för Monitor. Koncepten visualiserades med tredimensionella skissmodeller och renderingar. Samtliga koncept uppfyllde majoriteten av de krav och behov som ställts upp i designspecifikationen, däremot var det ett av designkoncepten som i utvärderingen uppnådde kraven och behoven för Monitor till en högre grad. / The aim of the project was to develop a design concept for Monitor. Monitor is an aid developed by Pariception AB for people with impairment of hearing or deaf-blindness. The problem was that the design concept had to be user friendly, ergonomic, human centered and adapted to Pariception as a trademark. The project involved the development of a design concept. It did not involve the production of a working prototype. To create a design concept for Monitor, the first stages in the general design process was performed. The stages in the design process were: planning, pilot study, concept development and evaluations. The pilot study showed that semantics, sensory functions and tactile interaction were the most essential factors in the development of a user-friendly design for people with a combined impairment of hearing and sight. Based on the facts and information that was discovered in the pilot study, a design specification containing requirements and needs for Monitor were created. The design specification was a governing document during the project and was the foundation of the evolution of the design concepts. The stage for concept development resulted in four design concepts for Monitor. The concepts were visualized by three-dimensional sketches and renderings. All concepts met the majority of the requirements and needs for Monitor. However, one of the design concepts was proved in the evaluations to be the most suitable for Monitor.
4

Designing expressive interaction techniques for novices inspired by expert activities : the case of musical practice

Ghomi, Emilien 17 December 2012 (has links) (PDF)
As interactive systems are now used to perform a variety of complex tasks, users need systems that are at the same time expressive, efficient and usable. Although simple interactive systems can be easily usable, interaction designers often consider that only expert practitioners can benefit from the expressiveness of more complex systems. Our approach, inspired by studies in phenomenology and psychology, underscores that non-experts have sizeable knowledge and advanced skills related to various expert activities having a social dimension -such as artistic activities-, which they gain implicitly through their engagement as perceivers. For example, we identify various music-related skills mastered by non-musicians, which they gain when listening to music or attending performances. We have two main arguments. First, interaction designers can reuse such implicit knowledge and skills to design interaction techniques that are both expressive and usable by novice users. Second, as expert artifacts and expert learning methods have evolved over time and have shown efficient to overcome the complexity of expert activities, they can be used as a source of inspiration to make expressive systems more easily usable by novice users. We provide a design framework for studying the usability and expressiveness of interaction techniques as two new aspects of the user experience, and explore this framework with three projects. In the first project we study the use of rhythmic patterns as an input method, and show that novice users are able to reproduce and memorize large vocabularies of patterns. This is made possible by the natural abilities of non-musicians to perceive, reproduce and make sense of rhythmic structures. We define a method to create expressive vocabularies of patterns, and show that novice users are able to efficiently use them as command triggers. In the second project, we study the design and learning of chording gestures on multitouch screens. We introduce design guidelines to create expressive chord vocabularies taking the mechanical constraints and the degrees of freedom of the human hand into account. We evaluate the usability of such gestures in an experiment and we present an adapted learning method inspired by the teaching of chords in music. We show that novice users are able to reproduce and memorize our vocabularies of chording gestures, while our learning method can improve long-term memorization. The final project focuses on music software used for live performances and proposes a framework for designing "instrumental" software allowing expert musical playing and having its elementary functionalities accessible to novices, as it is the case with acoustic instruments (for example, one can easily play a few chords on a piano without practice). We define a design framework inspired by a functional decomposition of acoustic instruments and present an adapted software architecture, both aiming to ease the design of such software and to make it match with instrument-making. These projects show that, in these cases: (i) the implicit knowledge novices have about some expert activities can be reused for interaction; (ii) expert learning methods can inspire ways to make expressive systems more usable novices; (iii) taking expert artifacts as a source of inspiration can help creating usable and expressive interactive systems. In this dissertation, we propose the study of usability as an alternative to the focus on immediacy that characterizes current commercial interactive systems. We also propose methods to benefit from the richness of expert activities and from the implicit knowledge of non-experts to design interactive systems that are at the same time expressive and usable by novice users.
5

Study of the interaction of older adults with touchscreen / Etude de l'interaction de personnes âgées avec des écrans tactiles

Genaro Motti Ader, Lilian 21 March 2016 (has links)
Utiliser une tablette ou un smartphone est désormais courant. Cependant, les effets de l'âge sur les capacités motrices nécessaires pour l'exécution des gestes d'interaction tactile n'ont pas été suffisamment pris en compte lors de la conception et de l'évaluation des systèmes interactifs, une des raisons qui a empêché l'inclusion numérique de ce groupe d'utilisateurs. L'objectif de cette thèse est d'étudier l'interaction des personnes âgées avec les écrans tactiles afin d'identifier des problèmes d'utilisabilité sur des supports variés (smartphone et tablette, doigt et stylet). Pour cette étude, nous avons conçu un système interactif constitué de jeux de type puzzle numérique tactiles, où le geste d'interaction drag-and-drop (glisser-déposer) est employé pour positionner les cibles. Dans ce contexte, une attention particulière a été portée à l'analyse des mouvements de l'utilisateur. L'analyse des postures du poignet durant l'interaction a permis d'élucider la relation entre les caractéristiques des mouvements des personnes âgées avec leurs performances, à savoir, des temps plus longs et une augmentation du nombre d'erreurs par rapport aux utilisateurs adultes plus jeunes. Prendre en compte la variabilité des capacités motrices des utilisateurs lors des phases de conception et évaluation des systèmes interactifs est nécessaire pour comprendre leurs difficultés et améliorer l'ergonomie et utilisabilité de l'interaction tactile. / Tablets and smartphones have become mainstream technologies. However, the aging effects on the motor skills implied on tactile interaction haven't been enough considered during the design and evaluation of tactile interactive systems, what prevent this group of older adult users to be digitally included successfully. This thesis aims to study the interaction of older adults with touchscreens in order to identify usability issues on different devices and input modalities (smartphone and tablet, finger and stylus). To this study, we designed an interactive system consisted of tactile puzzle games and using drag-and-drop interaction for positioning the puzzle pieces into their corresponding targets. In this framework, a special attention was given to the analysis of the movements of the user. The analysis of the postures of the users' wrists during interaction allowed to elucidate the relationship between the characteristics of the movements of older adults and their performances, particularly concerning the longer times needed for executing the gestures of interaction as well as the increased error rates of this group of users when compared to younger adults. Taking into account the variability of users' motor skills during the design and evaluation of interactive systems is necessary to better understand their difficulties as well as to improve the ergonomics and the usability levels of tactile interaction.
6

Navigating through haptics and sound: Exploring non-visual navigation for urban cyclists to enhance the cycling experience

Giesa, Anette Isabella January 2019 (has links)
Bicyclist are increasingly shaping the picture of urban traffic. With regard to guided navigation through urban areas, navigation systems that are designed for this type of traffic participants do not offer a satisfying solution. Voice instructions are often perceived as annoying and far too detailed. In addition, the usage of headphones to hear these instructions reduces the hearing and localization of environmental sounds significantly. Visual information on the other hand, draws the attention too much away from the main traffic situation. This effects the ability to react to and interact with other traffic participants and the surrounding and results in a feeling of insecurity.This thesis investigates how acoustic and vibro-tactile signals can be used to provide cyclists with necessary navigation instructions while maintaining the ability to perceive ambient sounds and keep attention to the environment. In addition, the focus is placed on the experience of guided navigation with a non-visual, multi-sensory system.
7

Designing expressive interaction techniques for novices inspired by expert activities : the case of musical practice / La conception de techniques d’interaction expressives adaptées aux novices et inspirées par des activités expertes : le cas de la pratique musicale

Ghomi, Emilien 17 December 2012 (has links)
Les systèmes interactifs étant utilisés pour réaliser des tâches toujours plus complexes et variées, les utilisateurs ont besoin de systèmes qui soient à la fois expressifs, efficaces et utilisables. Si des systèmes simples peuvent être instantanément utilisables, l’expressivité accessible avec des systèmes complexes est souvent considérée comme réservée aux experts. Cependant, notre approche, inspirée par la recherche en phénoménologie et en psychologie, souligne que certaines activités expertes ayant une portée sociale, comme les activités artistiques, permettent aussi aux non-experts d’acquérir des compétences et une connaissance considérables de façon implicite. Dans ce manuscrit, nous évoquerons notamment la connaissance et les compétences avancées développées par les non-musiciens lors de l’écoute de la musique et de l’observation du jeu instrumental. Nous défendons deux idées. Premièrement, les concepteurs de systèmes interactifs peuvent profiter de ces compétences et de cette connaissance implicites pour créer des systèmes expressifs qui soient utilisables. Deuxièmement, les méthodes d'apprentissage expertes et les outils experts, qui ont été perfectionnés à travers le temps et ont fait leurs preuves dans des situations complexes, peuvent servir de sources d'inspiration pour améliorer l’utilisabilité des systèmes complexes pour les utilisateurs novices. Nous proposons un cadre de conception pour étudier l'utilisabilité et l'expressivité des techniques d'interaction, comme deux nouvelles mesures de la qualité de l'interaction, et présentons les trois projets de cette thèse. Dans le premier, nous étudions l'utilisation de motifs rythmiques pour l'interaction, et nous montrons que des utilisateurs novices sont capables de reproduire et de mémoriser efficacement de grands vocabulaires de motifs rythmiques. Une telle interaction tire parti des capacités naturelles des non-musiciens pour percevoir et reproduire des structures rythmiques. Nous définissons des règles pour créer des motifs rythmiques adaptés à l’interaction, et montrons qu’ils peuvent être utilisés efficacement pour déclencher des commandes. Dans le deuxième projet, nous étudions la conception et l’apprentissage de postures multi-doigt sur des écrans multi-tactiles. Nous prenons en compte les contraintes mécaniques et les degrés de liberté de la main pour créer des vocabulaires expressifs de postures multi-doigt, dont nous évaluons l’utilisabilité lors d’une expérimentation. Nous présentons une méthode d’apprentissage adaptée aux postures les plus complexes, inspirée par l’apprentissage des accords en musique, et nous montrons qu’elle peut améliorer la compréhension et la mémorisation. Dans le dernier projet, nous nous intéressons aux applications de création musicale en temps réel, et tentons de les faire profiter des qualités instrumentales des instruments acoustiques. Nous voulons créer des applications qui permettent un jeu virtuose et expressif, et dont les fonctionnalités élémentaires sont accessibles aux novices (comme on peut jouer quelques accords au piano sans apprentissage). Nous proposons un cadre de conception et une architecture logicielle qui aident à considérer la conception d’applications musicales comme une lutherie à part entière. Avec ces projets, nous montrons que, dans ces cas : (i) la connaissance et les compétences implicites des non-experts peuvent être réutilisées en interaction ; (ii) les méthodes d’apprentissage expertes peuvent permettre de rendre les systèmes expressifs plus utilisables ; (iii) s’inspirer des outils experts peut aider à concevoir des systèmes interactifs expressifs et utilisables. Nous proposons l’étude de l’utilisabilité comme une alternative à l’immédiateté prônée par les entreprises d’informatique, et nous présentons des méthodes pour tirer parti de la richesse des activités expertes et de la connaissance implicite des non-experts pour créer des systèmes interactifs expressifs et utilisables par les novices. / As interactive systems are now used to perform a variety of complex tasks, users need systems that are at the same time expressive, efficient and usable. Although simple interactive systems can be easily usable, interaction designers often consider that only expert practitioners can benefit from the expressiveness of more complex systems. Our approach, inspired by studies in phenomenology and psychology, underscores that non-experts have sizeable knowledge and advanced skills related to various expert activities having a social dimension –such as artistic activities–, which they gain implicitly through their engagement as perceivers. For example, we identify various music-related skills mastered by non-musicians, which they gain when listening to music or attending performances. We have two main arguments. First, interaction designers can reuse such implicit knowledge and skills to design interaction techniques that are both expressive and usable by novice users. Second, as expert artifacts and expert learning methods have evolved over time and have shown efficient to overcome the complexity of expert activities, they can be used as a source of inspiration to make expressive systems more easily usable by novice users. We provide a design framework for studying the usability and expressiveness of interaction techniques as two new aspects of the user experience, and explore this framework with three projects. In the first project we study the use of rhythmic patterns as an input method, and show that novice users are able to reproduce and memorize large vocabularies of patterns. This is made possible by the natural abilities of non-musicians to perceive, reproduce and make sense of rhythmic structures. We define a method to create expressive vocabularies of patterns, and show that novice users are able to efficiently use them as command triggers. In the second project, we study the design and learning of chording gestures on multitouch screens. We introduce design guidelines to create expressive chord vocabularies taking the mechanical constraints and the degrees of freedom of the human hand into account. We evaluate the usability of such gestures in an experiment and we present an adapted learning method inspired by the teaching of chords in music. We show that novice users are able to reproduce and memorize our vocabularies of chording gestures, while our learning method can improve long-term memorization. The final project focuses on music software used for live performances and proposes a framework for designing “instrumental” software allowing expert musical playing and having its elementary functionalities accessible to novices, as it is the case with acoustic instruments (for example, one can easily play a few chords on a piano without practice). We define a design framework inspired by a functional decomposition of acoustic instruments and present an adapted software architecture, both aiming to ease the design of such software and to make it match with instrument-making. These projects show that, in these cases: (i) the implicit knowledge novices have about some expert activities can be reused for interaction; (ii) expert learning methods can inspire ways to make expressive systems more usable novices; (iii) taking expert artifacts as a source of inspiration can help creating usable and expressive interactive systems. In this dissertation, we propose the study of usability as an alternative to the focus on immediacy that characterizes current commercial interactive systems. We also propose methods to benefit from the richness of expert activities and from the implicit knowledge of non-experts to design interactive systems that are at the same time expressive and usable by novice users.
8

Taktile Interaktion auf flächigen Brailledisplays

Prescher, 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.
9

Taktile Interaktion auf flächigen Brailledisplays

Prescher, Denise 21 November 2016 (has links)
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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