Academic literature on the topic 'Collaborative multi-touch interaction'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Collaborative multi-touch interaction.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Collaborative multi-touch interaction"

1

Soni, Nikita, Ailish Tierney, Katarina Jurczyk, et al. "Collaboration around Multi-touch Spherical Displays: A Field Study at a Science Museum." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (2021): 1–34. http://dx.doi.org/10.1145/3476067.

Full text
Abstract:
Multi-touch spherical displays that enable groups of people to collaboratively interact are increasingly being used in informal learning settings such as museums. Prior research on large flatscreen displays has examined group collaboration patterns in museum settings to inform the design of group learning experiences around these displays. However, previous research has shown differences in how users conceptualize interacting with spherical and flatscreen displays, thereby making it important to separately investigate how groups naturally collaborate around spherical displays in a museum setting. The spherical form factor of the display affords new forms of collaboration: unlike flatscreen displays, spherical displays do not have a definite front or center, thus intrinsically creating both shared and private touch interaction areas on the display based on users' viewing angles or physical arrangements. We conducted a 5-day long field study at a local science museum during which 571 visitors (370 adults and 201 children) in 211 groups interacted with a walk-up-and-use collaborative learning application showing global science data visualizations, on a multi-touch spherical display. We qualitatively analyzed groups' natural collaboration patterns including their physical arrangements (F-formations), their collaboration profiles (e.g., turn-taker or independent), and the nature of group discussion around the display. Our results show that groups often engaged in both independent as well as closely collaborative group explorations when interacting around the sphere: physical spacing between group members around the sphere was strongly linked to the way groups collaborated. It was less common for group members to make and accept suggestions or coordinate touch interactions when they did not share the same fields-of-view or touch interaction space with each other around the sphere. We discuss implications for supporting group collaboration in this context which will inform the design of future walk-up-and-use multi-touch spherical display applications for use in public settings.
APA, Harvard, Vancouver, ISO, and other styles
2

Tucker, Andrea, Thierry Gidel, and Cédric Fluckiger. "Designing Physical-Digital Workspaces to Support Globally Collaborative Work." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 109–18. http://dx.doi.org/10.1017/dsi.2019.14.

Full text
Abstract:
AbstractThis paper examines some aspects of physical-digital workspaces, focusing on multi-user, multi-touch technologies and how different workspaces impact collaboration. We introduce the concept of globally collaborative work. We chose to use case studies completed by groups of students in an engineering course to test different workspace modalities: the use of a large multi-touch table top in conjunction with a multi-touch board (vertical), the use of tablets with the multi-touch board, and finally the multi-touch board alone. The evaluation criteria are based on modes of interaction which emerge during globally collaborative work sessions: individual work, communication, coordination, cooperation and collaboration. We hypothesized that the workspaces would influence collaborative activity, expecting to see higher rates of collaboration in the table top environment than in the other two modalities studied. However, results showed less co-building and more cooperative work, as students divided their work and later attempted to negotiate a coherent product built on individual contributions. Lastly, we share a few design recommendations based on these results.
APA, Harvard, Vancouver, ISO, and other styles
3

Zhuang, Qianzheng, Huan Wang, and Chuanqi Yan. "Research on user experience of button controls based on multi-modal interaction." Journal of Physics: Conference Series 2977, no. 1 (2025): 012103. https://doi.org/10.1088/1742-6596/2977/1/012103.

Full text
Abstract:
Abstract With the increasing research of multi-modal human-computer interaction technology in aircraft cockpits, the interaction process is developing in a more natural and convenient direction, but the application scenarios of multi-modal interaction are still in a state of continuous exploration. Aiming at the button controls in the human-computer interaction interface, this paper discussed the experience of using ordinary buttons and drop-down buttons in physical button interaction, touch interaction, eye movement interaction, hand-eye cooperation interaction, and gesture interaction, respectively. We conducted an experimental study on five ways of interaction, and collected 15 experts’ subjective satisfaction scores based on task completion and experience process. The results show that different interaction modes have a significant impact on the task completion time, and the task completion time is the fastest when using physical button interaction, touch interaction, and hand-eye collaborative interaction. Experts are most satisfied with physical button interaction and touch interaction in ordinary button interaction, and are most satisfied with hand-eye collaborative interaction in drop-down buttons. The scene of physical button interaction and touch interaction is more suitable for single-click tasks, and the scene of hand-eye collaborative interaction is more suitable for multi-level parameter setting tasks. The research results of this paper are helpful to the interactive function design of button controls.
APA, Harvard, Vancouver, ISO, and other styles
4

Wahab, Norshahriah, and Halimah Badioze Zaman. "The Significance of Multi-Touch Table in Collaborative Setting: How Relevant this Technology in Military Decision Making." Applied Mechanics and Materials 278-280 (January 2013): 1830–33. http://dx.doi.org/10.4028/www.scientific.net/amm.278-280.1830.

Full text
Abstract:
Abstract : The power of large and interactive surface of Multi-touch Table lies not in the technology as an end but more the means of enable multiple users to efficiently process visually oriented data. This technology offers different orientations for multiple users which also give advantage such as more than one user to input commands directly to the display surface, either via a pen-based device or directly with their fingers. The aptitude to interact directly with one’s manipulation of data provides opportunities for developing richer, more natural of hands-on and further the neutrality of human-computer interaction metaphors. Touch-enabled surfaces are becoming used in various setting such as in education, military and business. It is situated in a variety of work and public places to accommodate sharing information and enriching the interaction on the interface. Adding to this point is that the technology offers a large interactional surface and makes it simpler to support collaborative work. This paper reports on preliminary results from this ongoing research on military decision making, including the significance of multi-touch table application in diversity of domains, namely military and education and last but not least is the fundamental characteristics of Multi-touch Table user-interface functionalities that needed in the development of Multi-touch Table content.
APA, Harvard, Vancouver, ISO, and other styles
5

Rüller, Sarah, Konstantin Aal, Peter Tolmie, Andrea Hartmann, Markus Rohde, and Volker Wulf. "Speculative Design as a Collaborative Practice: Ameliorating the Consequences of Illiteracy through Digital Touch." ACM Transactions on Computer-Human Interaction 29, no. 3 (2022): 1–58. http://dx.doi.org/10.1145/3487917.

Full text
Abstract:
This article and the design fictions it presents are bound up with an ongoing qualitative-ethnographic study with Imazighen, the native people in remote Morocco. This group of people is marked by textual and digital illiteracy. We are in the process of developing multi-modal design fictions that can be used in workshops as a starting point for the co-development of further design fictions that envision the local population's desired digital futures. The design fictions take the form of storyboards, allowing for a non-textual engagement. The current content seeks to explore challenges, potentials, margins, and limitations for the future design of haptic and touch-sensitive technology as a means for interpersonal communication and information procurement. Design fictions provide a way of exposing the locals to possible digital futures so that they can actively engage with them and explore the bounds and confines of their literacy and the extent to which it matters.
APA, Harvard, Vancouver, ISO, and other styles
6

Bause, Inga M., Irina R. Brich, Ann-Katrin Wesslein, and Friedrich W. Hesse. "Using technological functions on a multi-touch table and their affordances to counteract biases and foster collaborative problem solving." International Journal of Computer-Supported Collaborative Learning 13, no. 1 (2018): 7–33. http://dx.doi.org/10.1007/s11412-018-9271-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Beauchamp, Gary, Andrew Joyce‐Gibbons, James Mc Naughton, Nick Young, and Tom Crick. "Exploring synchronous, remote collaborative interaction between learners using multi‐touch tables and video conferencing in UK primary schools." British Journal of Educational Technology 50, no. 6 (2019): 3214–32. http://dx.doi.org/10.1111/bjet.12728.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Hwang, Wu-Yuin, Rustam Shadiev, Yueh-Min Huang, Yi-Ting Cai, Yu-Shu Yang, and Jia-Han Su. "Effects of drag-and-response interaction mechanism of multi-touch operated tabletop technology on users' awareness and collaborative performance." Computers & Education 67 (September 2013): 130–41. http://dx.doi.org/10.1016/j.compedu.2013.03.004.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Beng Liang, Ong, Teo Rhun Ming, Noris Mohd Norowi, and Azrul Hazri Jantan. "Using Continuous Spatial Configuration for Bezel Issues in a Multi-Mobile System." International Journal of Engineering & Technology 7, no. 4.31 (2018): 431–36. http://dx.doi.org/10.14419/ijet.v7i4.31.23724.

Full text
Abstract:
With the rapid moving technology and innovation, the current digital technology such as smartphones and tabletop system have become vital necessities to accommodate people’s daily activities. As a more robust alternative to tabletop system, the multi-mobile system is also benefiting humans’ interaction by combining multiple mobile devices to become a shared and larger touch surface display. This paper demonstrates the study on effects of bezels on a multi-mobile system which allows users to perform collaborative drawing task with mobile devices in an ad-hoc manner. Unfortunately, gaps and physical design of the mobile devices between the mobile displays cause inherent design problems to the multi-display structure. Before conducting the experiments, two prototypes have been designed; high-fidelity prototype (without solution) and iterative prototype (with the continuous spatial configuration). Two user studies have been conducted with the prototypes by observing groups of students performing an interactive drawing task and the findings were compared. Results from the first user study show gaps and disjointed objects were observed in the drawing outcomes, while in the second user study, where the Continuous Spatial Configuration was implemented as a solution to this bezel issue, the gaps and spaces between the screens were eliminated by 94.8%. From this study, it is believed that implementing the Continuous Spatial Configuration in the prototype designs can improve the user experience in the context of collaboration beyond the use of expensive tabletops systems.  Â
APA, Harvard, Vancouver, ISO, and other styles
10

Kolb, Jens, Benjamin Rudner, and Manfred Reichert. "Gesture-Based Process Modeling Using Multi-Touch Devices." International Journal of Information System Modeling and Design 4, no. 4 (2013): 48–69. http://dx.doi.org/10.4018/ijismd.2013100103.

Full text
Abstract:
Contemporary business process modeling tools provide menu-based user interfaces for defining and visualizing process models. Such menu-based interactions have been optimized for applications running on desktop computers, but are limited regarding their use on multi-touch devices. At the same time, the widespread use of mobile devices in daily business life as well as their multi-touch capabilities offer promising perspectives for intuitively defining and changing business process models. Additionally, multi-touch tables will foster collaborative business process modeling based on natural as well as intuitive gestures and interactions. This paper presents the results of an experiment that investigated the way users define and change business process models using multi-touch devices. Based on experiment results, a core gesture set is designed enabling the easy definition and change of business process models with multi-touch devices. Finally, a proof-of-concept implementation of this core gesture set is presented. Overall, gesture-based process modeling and multi-touch devices will foster new ways of (collaborative) business process modeling.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Collaborative multi-touch interaction"

1

Sams, Ivan. "Using multi-touch interaction techniques to support Collaborative Information Retrieval." Thesis, Nelson Mandela Metropolitan University, 2011. http://hdl.handle.net/10948/d1020156.

Full text
Abstract:
Collaborative Information Retrieval (CIR) is a branch of Computer Supported Cooperative Work (CSCW). CIR is the process by which people search for and retrieve information, working together and using documents as data sources. Currently, computer support for CIR is limited to single user systems. Collaboration takes place either with users working at different times or in different locations. Multi-touch interaction has recently seen a rise in prominence owing to a reduction in the cost of the technology and increased frequency of use. Multi-touch surface computing allows multiple users to interact at once around a shared display. The aim of this research was to investigate how multi-touch interaction techniques could be used to support CIR effectively in a co-located environment. An application architecture for CIR systems that incorporates multi-touch interaction techniques was proposed. A prototype, called Co-IMBRA, was developed based on this architecture that used multi-touch interaction techniques to support CIR. This prototype allows multiple users to retrieve information, using the Internet as a shared information space. Documents are represented as visual objects that can be manipulated on the multi-touch surface, as well as rated, annotated and added to folders. A user study was undertaken to evaluate Co-IMBRA and determine whether the multi-touch interaction techniques effectively supported CIR. Fifteen teams of two users each participated in the user study. High task completion rates and low task times showed that the system was effective and efficient. High levels of user satisfaction were reported in the post-test questionnaires. Participants rated the system as highly useful and several commented that it promoted collaboration and that they enjoyed the test. The successful implementation of Co-IMBRA provides evidence that multi-touch interaction techniques can effectively support CIR. The results of the user evaluation also enabled recommendations for future research to be made.
APA, Harvard, Vancouver, ISO, and other styles
2

CALPA, GREIS FRANCY MIREYA SILVA. "PAR: A COLLABORATIVE GAME FOR MULTI-TOUCH TABLE TO SUPPORT SOCIAL INTERACTION OF USERS WITH AUTISM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=21369@1.

Full text
Abstract:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>O autismo e um transtorno global do desenvolvimento (TGD) que afeta principalmente a comunicação, a interação social e os comportamentos do indivíduo. Como parte dos TGDs encontram-se outras categorias, entre elas o autismo de alta funcionalidade (AAF) considerado como um autismo leve dentro do espectro autístico. A ciência da computação apresenta muitas vantagens que podem ser usadas para o benefício destas pessoas, permitindo o desenvolvimento de aplicações para contribuir nas suas necessidades específicas. Entre essas aplicações, as aplicações colaborativas de multitoque tem mostrado importantes resultados no que diz respeito a facilidade de uso, interesse, motivação, possibilidade de comunicação e melhora no comportamento social de usuários com AAF. Este trabalho apresenta um jogo colaborativo multi-usuário (PAR: Peco, Ajudo, Recebo) utilizando multi-toque, desenvolvido para avaliar diferentes dimensões de colaboração elaboradas conforme as necessidades de um grupo de usuários com autismo com funcionalidades mais comprometidas do que os AAF, a m de contribuir na sua interação social. Nesse sentido, são apresentadas quatro dimensões de colaboração obtidas a partir das dimensões usadas em aplicações destinadas para AAF e modificadas conforme os requerimentos dos usuários alvo. Essas dimensões são incluídas no PAR e permitiram incentivar um trabalho colaborativo e validar tanto sua utilidade na interação social de autistas quanto os benefícios sobre outras dificuldades que esses usuários apresentam.<br>Autism is a pervasive developmental disorder (PDD) that primarily aects communication, social interaction and behaviors. As part of TGDs there exist other categories, including high-function autism (HFA), considered a light autism within the autistic spectrum. Computer science has many advantages that can be used for the benet of these people, allowing application development to contribute to their specic needs. Among these applications, collaborative multi-touch applications have produced some important results regarding ease of use, interest, motivation, ability to communicate and to improve the social behavior of users with HFA. This work presents a multi-user collaborative game (PAR, acronym in Portuguese for Ask, Help, Receive) using multi-touch designed to assess diferent dimensions of collaboration, developed according to the needs of a user group with a degree of autistic impairment higher than that of the HFA, to contribute in their social interaction. In this sense, four dimensions of collaboration are presented, obtained from the dimensions used in applications designed for HFA and modied according to the requirements of target users. These dimensions are included in PAR and allowed to encourage a collaborative behavior and validate its usefulness both in the social interaction and other difficulties the target users have.
APA, Harvard, Vancouver, ISO, and other styles
3

Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.

Full text
Abstract:
Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n'ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d'utilisation. Nous justifions ainsi l'utilisation d'un jeu vidéo comme outil d'exploration et d'expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s'affranchissant du tour par tour. Nous rapportons les résultats d'expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d'accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l'interaction.Ce mémoire expose en outre les leçons apprises au niveau de l'interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives.
APA, Harvard, Vancouver, ISO, and other styles
4

DI, BIASE ELISA. "New technologies, social perspectives and communication roles within the knowledge society." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2013. http://hdl.handle.net/10281/41844.

Full text
Abstract:
Nowadays the entire process of creation and communication of knowledge is in the middle of a profound transformation. In the background there is our Web civilization, got used to a technology encapsulated into everyday objects, into multimedia devices and digital artifacts, or embedded within artificial environments and intelligent systems. Technology-augmented tools are offering the possibility of expanding natural boundaries, of enriching our senses and awareness, of pervading every single moment of our life. The thesis tries to approach what is happening in our Knowledge Society, where new technological devices and tools are modifying our lifestyles and activities, pervading the environments where we conduct academic research, read write or publish new cultural contents, teach and learn at school: social and academic networks, virtual and augmented worlds, tablets and e-readers, large interactive screens and Interactive WhiteBoards are populating our space and time, changing our way of generating and sharing knowledge. After deepening the Knowledge Society concept and future perspectives, the aim of the thesis is to describe some of the latest possibilities offered by the mutated technological scenario, such as Ubiquitous Computing paradigm, new interfaces, virtual/augmented world opportunities, and reflect upon the new social behaviors and paradigms that can rise: the description of different case studies and personal experimentations will show new participating opportunities and the deconstruction of established roles within research, cultural and educational contexts.
APA, Harvard, Vancouver, ISO, and other styles
5

Yang, Yu-shu, and 楊愉舒. "The effect of multi-touch interaction mechanism and learning style to collaborate." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/40276541942401745307.

Full text
Abstract:
碩士<br>國立中央大學<br>網路學習科技研究所<br>100<br>On large-sized displays, users can have difficulties reaching display contents out of each user’s reach. Therefore, researchers have proposed a variety of interaction techniques to address this issue. But the existing interaction technique was mostly designed and applied for supporting individual work.   In this study we applied lots of interaction mechanisms to evaluate the effectiveness of the group&apos;&apos;s performance. First, we use an interaction rubber band to solve the demanded problem. Second, we design a center collection area to help the students who have been ignored. Third, we use drag-and-pop and drag-and-response interaction techniques to compare the direct-accessing and ask-accessing. Moreover, we use Reichmann-Grasha learning style inventory to measure participants learning styles for cluster analysis. Finally, we collect participants’ perception through questionnaires and interviews.   The results revealed that students using drag-and-pop interaction technique took less time to complete tasks than drag-and-response interaction technique. Students have less number of exchange errors when using center collection area. Although there is no significant different between different interaction rubber band, but it can work for one of the learning style clusters. In the questionnaire and interview results, most students perceived they were aware of peer’s task progress and their status of task accomplishment, need, intention, as well as of transferring coin, its value and location due to resource collection area, rubber band and transfer animation functions.
APA, Harvard, Vancouver, ISO, and other styles
6

Alallah, Fouad Shoie. "OA-Graphs: Orientation Agnostic Graphs for improving the legibility of simple visualizations on horizontal displays." 2011. http://hdl.handle.net/1993/4451.

Full text
Abstract:
Horizontal displays, such as tabletop systems, are emerging as the de facto platform for engaging participants in collaborative tasks. Despite significant efforts in improving the interactivity of information on such systems, very little research has been invested in understanding how groups of people view data visualizations in such environments. Numerous studies introduced different techniques to support viewing visualization for groups of people, such as duplicating or reorienting the visual displays. However, when visualizations compete for pixels on the display, prior solutions do not work effectively. In this thesis, I explore whether orientation on horizontal displays impacts the legibility of simple visualizations such as graphs. I have found that users are best at reading a graph when it is right side up, and takes them 20% less time than when it is read upside down. The main objective of this thesis was to investigate whether the readability and understandability of simple graphs can be improved. I have introduced the Orientation Agnostic Graph (OA-Graph) which is legible regardless of orientation. The OA-Graph uses a radial layout which has several interesting properties such as implicit orientation, points equidistant to center, and flexible rearrangement. OA-Graphs perform better than graphs that are presented upside down. I have converted several popular types of graphs into their OA counterpart for improved legibility on tabletop systems. Guidelines are presented that describe how other visualizations can be converted to being orientation agnostic.
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Collaborative multi-touch interaction"

1

Rusňák, Vít, Lukáš Ručka, and Petr Holub. "Towards User-Aware Multi-touch Interaction Layer for Group Collaborative Systems." In Mathematical and Engineering Methods in Computer Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36046-6_19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Antle, Alissa N., Joshua Tanenbaum, Allen Bevans, Katie Seaborn, and Sijie Wang. "Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23771-3_16.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Herrlich, Marc, Benjamin Walther-Franks, Daniel Weidner, and Rainer Malaka. "Designing for Social Interaction in Collaborative Games on Large Multi-Touch Displays." In Mensch & Computer 2011. Oldenbourg Wissenschaftsverlag GmbH, 2011. http://dx.doi.org/10.1524/9783486712742.447.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Rekik, Yosra, Radu-Daniel Vatavu, and Laurent Grisoni. "Spontaneous Gesture Production Patterns on Multi-touch Interactive Surfaces." In Collaboration Meets Interactive Spaces. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45853-3_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Isabwe, Ghislain Maurice N., Renée Schulz, Frank Reichert, and Morgan Konnestad. "Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning." In HCI International 2019 – Late Breaking Posters. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30712-7_26.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Arroyo, Ernesto, Valeria Righi, Roger Tarrago, and Josep Blat. "A Remote Multi-touch Experience to Support Collaboration between Remote Museum Visitors." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_58.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Speelpenning, Tess, Alissa N. Antle, Tanja Doering, and Elise van den Hoven. "Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23771-3_45.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

McLoughlin, Ian Vince, Li Ming Ang, and Wooi Boon Goh. "Multi-touch Wall Displays for Informational and Interactive Collaborative Space." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29758-8_17.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Bachl, Stefan, Martin Tomitsch, Karin Kappel, and Thomas Grechenig. "The Effects of Personal Displays and Transfer Techniques on Collaboration Strategies in Multi-touch Based Multi-Display Environments." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23765-2_26.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Jez Marco, Fantoni Carlo, Keber Marko, et al. "A Shared Immersive Virtual Environment for Improving Ship Design Review." In Technology and Science for the Ships of the Future. IOS Press, 2018. https://doi.org/10.3233/978-1-61499-870-9-770.

Full text
Abstract:
Ship design review (DR) involves extensive collaborative and participatory processes and requires all DR actors (designers, stakeholders, end-users) to manage a large complex decision space in addition to coping with heavy cognitive demands. Here, we present a novel system whose purpose is to optimize the balance between ship DR complexity and the users' cognitive effort. The system exploits the power of interactive multi-user immersive 3D environments based on efficient immersive Virtual Reality Mock-Ups (VRMU) obtained directly from 3D CAD models. The remote multi-user cooperative interaction is supported by tools like Oculus Rift and Oculus Touch, as well as by avatars to overcome geographic distance and increase social proximity. This will likely facilitate joined decision processes and, through enaction, the visualization of environmental features (error/feature detection, information search), thus promoting the project development towards success.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Collaborative multi-touch interaction"

1

"User Awareness for Collaborative Multi-touch Interaction." In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004210603590366.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Basheri, Mohammed, Liz Burd, and Nilufar Baghaei. "A multi-touch interface for enhancing collaborative UML diagramming." In the 24th Australian Computer-Human Interaction Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414541.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Goh, Wooi-Boon, Wei Shou, Jacquelyn Tan, and G. T. Jackson Lum. "Interaction design patterns for multi-touch tabletop collaborative games." In the 2012 ACM annual conference extended abstracts. ACM Press, 2012. http://dx.doi.org/10.1145/2212776.2212792.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Marciuc, Daly, and Petra Csereoka. "USING MULTI-TOUCH TECHNOLOGIES FOR DEVELOPING SCIENTIFIC AND MATHEMATICAL COMPETENCIES." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-103.

Full text
Abstract:
Developing of cognitive competencies in scientific, mathematical and technological fields is one of the most important goals for educational systems across the world. In this paper, we present a way in which new computational technologies can support learning in some interdisciplinary lessons at the upper secondary level. We will refer to a new kind of classrooms equipped with multi-touch technology, available in eight schools in Romania, thanks to a project implemented by the Project Management Unit with Foreign Finance-Education Ministry in partnership with SIVECO ROMANIA and "Carol I" National Defence University. This new technology allows an integrated approach, is suitable for studies of complex issues and fosters collaborative activities. We want to present one of the ways in which the multi-touch laboratory of the National College "Mihai Eminescu" Satu Mare is used for teaching and learning in scientific field. We refer to the manner in which the use of computer simulations improve the understanding of scientific concepts. During the engagement with the model, there is an interaction between students' current understanding and the computational models they use, facilitated by the visualization of different states that the system can have. Students can modify variables of the model, question and test hypotheses. In a constructivist learning approach the students create their own models and simulations in order to express their conceptions on how a given scientific process works. By working in team, students learn both from the teacher and from the other students. The assessment is formative and takes into account not only students' products, but the entire process. This interdisciplinary approach aims developing computational and analytical thinking, as well as the development of the capacity of investigation and working in a team.
APA, Harvard, Vancouver, ISO, and other styles
5

Shadiev, Rustam, Wu-Yuin Hwang, Yu-Shu Yang, and Yueh-Min Huang. "Investigating multi-touch tabletop technology: Facilitating collaboration, interaction and awareness." In 2013 International Joint Conference on Awareness Science and Technology & Ubi-Media Computing (iCAST-UMEDIA). IEEE, 2013. http://dx.doi.org/10.1109/icawst.2013.6765528.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Soni, Nikita. "Designing Interactions for Multi-touch Spherical Displays to Support Collaborative Learning in Museums." In ISS '20: Interactive Surfaces and Spaces. ACM, 2020. http://dx.doi.org/10.1145/3380867.3427408.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

"An Ontology for Designing a Collaborative Platform Involving a Multi-touch and Multi-user Interactive Table." In International Conference on Knowledge Engineering and Ontology Development. SCITEPRESS - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004539401560163.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Yang, Jason, Andrew Dekker, Ralf Muhlberger, and Stephen Viller. "Exploring virtual representations of physical artefacts in a multi-touch clothing design collaboration system." In the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group. ACM Press, 2009. http://dx.doi.org/10.1145/1738826.1738895.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Izadi, Shahram, Ankur Agarwal, Antonio Criminisi, John Winn, Andrew Blake, and Andrew Fitzgibbon. "C-Slate: A Multi-Touch and Object Recognition System for Remote Collaboration using Horizontal Surfaces." In Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP'07). IEEE, 2007. http://dx.doi.org/10.1109/tabletop.2007.34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Stockert, Robin, and George adrian Stoica. "CREATING A LEARNING SPACE FOR COLLABORATION, COMMUNICATION AND INTERACTION." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-112.

Full text
Abstract:
To offer and adapt education to the first generation of digital natives, we need to examine, evaluate, and create new types of learning spaces. The modern student wants to learn at any time, in any format and in any space. We also need to prepare the student for the workplace of the future, where digital technology enables people and processes to connect and interact regardless of physical location , distance and time. Collaboration and communication are done on several types of devices and we have a mixture of social networks, work networks and learning environments. The Norwegian University of Science and Technology is developing a vast selection of learning spaces for blended learning. We will in this paper present an example of a learning space, which supports e-learning, audio/video conference, BYOD (bring your own device) and shared multi-touch surfaces for interaction and collaboration in group work. To facilitate all these features, we must take in account the physical surroundings but also the pedagogy and learning methods to be utilized in this learning space. In this paper, we will discuss the process of designing, utilizing, and evaluating the learning space. A lot of challenges appear in this process. Who are the stakeholders participating? What do they have in common? What is the main goal of the project? What type of pedagogy and methods should be used in the space? Who should use the space and how? How to train and motivate teachers and students to use the learning space? Do they use it as we expected in the design phase? How can we measure the impact or learning effect of this learning space? What kind of pitfalls will appear during the lifespan of a technological learning space? These questions and many more will be elaborated and discussed, to find a good way to combine space, technology, and pedagogy. Our findings will give us key guidelines for a successful design of a sustainable template for the future learning space.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography