Academic literature on the topic 'Tabletop computers'

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Journal articles on the topic "Tabletop computers"

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Kapralos, Bill, Jonathan Lam, Karen Collins, Andrew Hogue, Kamen Kanev, and Michael Jenkin. "Sound Localization on Tabletop Computers." Computers in Entertainment 12, no. 2 (2014): 1–19. http://dx.doi.org/10.1145/2701657.2633415.

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Echtler, Florian, Vitus Maierhöfer, Nicolai Brodersen Hansen, and Raphael Wimmer. "SurfaceCast: Ubiquitous, Cross-Device Surface Sharing." Proceedings of the ACM on Human-Computer Interaction 7, ISS (2023): 286–308. http://dx.doi.org/10.1145/3626475.

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Real-time online interaction is the norm today. Tabletops and other dedicated interactive surface devices with direct input and tangible interaction can enhance remote collaboration, and open up new interaction scenarios based on mixed physical/virtual components. However, they are only available to a small subset of users, as they usually require identical bespoke hardware for every participant, are complex to setup, and need custom scenario-specific applications. We present SurfaceCast, a software toolkit designed to merge multiple distributed, heterogeneous end-user devices into a single, s
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Lee, Chanhwi, Jaehan Kim, Seoungbae Cho, Jinwoong Kim, Jisang Yoo, and Soonchul Kwon. "Development of Real-Time Hand Gesture Recognition for Tabletop Holographic Display Interaction Using Azure Kinect." Sensors 20, no. 16 (2020): 4566. http://dx.doi.org/10.3390/s20164566.

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The use of human gesturing to interact with devices such as computers or smartphones has presented several problems. This form of interaction relies on gesture interaction technology such as Leap Motion from Leap Motion, Inc, which enables humans to use hand gestures to interact with a computer. The technology has excellent hand detection performance, and even allows simple games to be played using gestures. Another example is the contactless use of a smartphone to take a photograph by simply folding and opening the palm. Research on interaction with other devices via hand gestures is in progr
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Isenberg, Petra, Niklas Elmqvist, Jean Scholtz, Daniel Cernea, Kwan-Liu Ma, and Hans Hagen. "Collaborative visualization: Definition, challenges, and research agenda." Information Visualization 10, no. 4 (2011): 310–26. http://dx.doi.org/10.1177/1473871611412817.

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The conflux of two growing areas of technology – collaboration and visualization – into a new research direction, collaborative visualization, provides new research challenges. Technology now allows us to easily connect and collaborate with one another – in settings as diverse as over networked computers, across mobile devices, or using shared displays such as interactive walls and tabletop surfaces. Digital information is now regularly accessed by multiple people in order to share information, to view it together, to analyze it, or to form decisions. Visualizations are used to deal more effec
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Perelman, Gary, Emmanuel Dubois, Alice Probst, and Marcos Serrano. "Visual transitions around tabletops in mixed reality: study on a visual acquisition task between vertical virtual displays and horizontal tabletops." Proceedings of the ACM on Human-Computer Interaction 6, ISS (2022): 660–79. http://dx.doi.org/10.1145/3567738.

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See-through Head-Mounted Displays (HMDs) offer interesting opportunities to augment the interaction space around screens, especially around horizontal tabletops. In such context, HMDs can display surrounding vertical virtual windows to complement the tabletop content with data displayed in close vicinity. However, the effects of such combination on the visual acquisition of targets in the resulting combined display space have scarcely been explored. In this paper we conduct a study to explore visual acquisitions in such contexts, with a specific focus on the analysis of visual transitions betw
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Mark, D. M., and A. U. Frank. "Experiential and Formal Models of Geographic Space." Environment and Planning B: Planning and Design 23, no. 1 (1996): 3–24. http://dx.doi.org/10.1068/b230003.

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In this paper human experience and perception of phenomena and relations in space are studied. This focus is in contrast to previous work where space and spatial relations were examined as objective phenomena of the world. This study leads in turn to a goal: to identify models of space that can be used both in cognitive science and in the design and implementation of geographic information systems (GISs). Experiential models of the world are based on sensorimotor and visual experiences with environments, and form in individual minds, as the associated bodies and senses experience their worlds.
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Sadiku, Matthew N. O., Nana K. Ampah, and Sarhan M. Musa. "Tablet Computers." International Journal of Trend in Scientific Research and Development Volume-2, Issue-5 (2018): 1582–83. http://dx.doi.org/10.31142/ijtsrd17115.

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Matthew, N. O. Sadiku, K. Ampah Nana, and K. Ampah Nana. "Tablet Computers." International Journal of Trend in Scientific Research and Development 2, no. 5 (2018): 1582–83. https://doi.org/10.31142/ijtsrd17115.

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Tablet computers are touch screens. They are easier to use for older people and people with disabilities. They have been proven to be very useful in the educational system because of their portability, flexibility, ease of note taking, convenient access, and multiple applications. Tablet PCs along with wireless technology can be used to change the dynamics of classroom instruction. This paper provides a brief introduction to tablet computers. Matthew N. O. Sadiku | Nana K. Ampah | Sarhan M. Musa "Tablet Computers" Published in International Journal of Trend in Scientific Research and
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Araujo, Andre Alves, and Nicholas Hedley. "An empirical assessment of tabletop augmented reality interfaces for analytical hydrographic data use versus conventional desktop 3D visualization." International Hydrographic Review 31, no. 1 (2025): 76–100. https://doi.org/10.58440/ihr-31-1-a05.

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This paper explores hydrographic practitioners’ ability to perceive the spatial structure and relationships of 3D bathymetric visualizations in tabletop augmented reality (AR) interfaces versus similar 3D data visualized using conventional desktop computer monitors. A two-phased experiment was carried out to compare the performance of two groups of participants, where both used a tabletop AR interface and a desktop monitor to view and perform a set of perceptual and interpretation tasks with identical visualizations of bathymetric datasets. The findings of this intentionally exploratory study
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Hussain, N., O. De Bruijn, and Z. Hassan. "USING THE FRAMEWORK OF DISTRIBUTED COGNITION IN THE EVALUATION OF A COLLABORATIVE TOOL." Journal of IT in Asia 2, no. 1 (2016): 83–94. http://dx.doi.org/10.33736/jita.56.2007.

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This paper reports on the preliminary findings of an on-going research on the usability of an interactive tabletop, DiamondTouch in a computer-supported collaborative design environment. It summarizes the analysis of the collaborative design activities around the table. Modelled after a household coffee table, DiamondTouch provides users with an informal environment where users can sit on comfortable chairs while interacting with the table concurrently. The framework of distributed cognition was used as an analytic tool which demonstrated how the communicative events around the tabletop were u
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Dissertations / Theses on the topic "Tabletop computers"

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Williams, Cary. "TZee: a tangible device for 3d interactions on tabletop computers." Association for Computing Machinery, 2011. http://hdl.handle.net/1993/5219.

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Manipulating 3D objects on a tabletop computer is inherently problematic. The flat surface of tabletop computers enable natural 2D interaction, but lack the additional dimension needed to intuitively facilitate 3D object manipulation. In this thesis I present TZee, a passive tangible widget that enables natural interactions with 3D objects by exploiting the lighting properties of diffuse illumination (DI) multi-touch tabletops. The Tangible User Interface (TUI), TZee is constructed from several pieces of stacked acrylic glass. The stacked glass enables TZee to channel the light emitted from th
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Maslamani, Jaber Ali M. "Investigating scaffolding during collaborative reading on the tabletop computer." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3863.

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This study investigates the scaffolding process and student interaction, from a sociocultural perspective, in a tabletop assisted language learning environment for collaborative reading. The study furthers understanding of features of traditional conceptualizations of scaffolding as a learning construct in the context of technology-mediated social interaction. This scaffolding manifests when learners interact with one another in different user (verbal and non-verbal) modes, and with elements or attributes of tabletop technology during collaborative reading tasks. Tabletop technology is seen to
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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova, and S. O. Chernenko. "Tablet personal computer." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22212.

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Verdie, Yannick. "Surface Gesture & Object Tracking on Tabletop Devices." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/32769.

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In this thesis, we are interested in the use of tabletop surfaces for interactive manipulations. We focus on the implementation of Image Processing algorithms and techniques in two projects exploiting a horizontal surface: â Tangram Projectâ and â MirrorTrackâ . The â Tangram Projectâ studies childrenâ s mathematical skills when manipulating geometrical shapes. This project is supported by NFS (NSF 0736151) based on the proposal â Social Organization, Learning Technologies & Discourse: System Features for Facilitating Mathematical Reasoning in PreK-3 Studentsâ by M. Evans, F. Quek,
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Nishizaki, Devin M. "The Effects of Tablets on Learning: Does Studying from a Tablet Computer Affect Student Learning Differently Across Educational Levels." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1011.

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In recent years, students and educators alike have utilized new technologies such as tablet computers as a means of enhancing the learning process. While prior research suggests that these implementations within the classroom provide a new and beneficial method of relaying and learning information, scientists have begun to explore the possible side effects that these technologies have on the learning process. Although much of the current literature suggests that learning from an electronic screen does not affect efficacy compared to learning from printed text (Bayliss et al., 2012; Dundar & Ak
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McLachlan, Ross David. "Pressure as a non-dominant hand input modality for bimanual interaction techniques on touchscreen tablets." Thesis, University of Glasgow, 2015. http://theses.gla.ac.uk/6960/.

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Touchscreen tablet devices present an interesting challenge to interaction designers: they are not quite handheld like their smartphone cousins, though their form factor affords usage away from the desktop and other surfaces, requires a user to support a larger weight and navigate more screen space. Thus, the repertoire of touch input techniques is often reduced to those performable with one hand. Previous studies have suggested there are bimanual interaction techniques that offer both manual and cognitive benefits over equivalent unimanual techniques and that pressure is useful as a primary i
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Tong, Lili. "Designing and analyzing collaborative activities in multi-surface environments." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEI036/document.

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Les environnements multi-surfaces (MSE) combinent plusieurs surfaces dans une variété d'arrangements physiques pour former un espace d'information continu. Les grandes surfaces, telles que les tables et les écrans muraux, sont souvent utilisées comme espace partagé pour coordonner les efforts, et les périphériques portables, tels que les tablettes et les smartphones sont considérés comme des espaces personnels prenant en charge les tâches individuelles. Les MSE ont montré des avantages pour soutenir les activités co-implémentées, en particulier celles impliquant une exploration de données rich
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Wu, Chih-Sung. "Designing tangible tabletop interactions to support the fitting process in modeling biological systems." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/50128.

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This thesis aims to explore how to physically interact with computational models on an interactive tabletop display. The research began with the design and implementation of several prototype systems. The research of the prototype systems showed that tangible interactions on interactive tabletops have the potential to be more effective on some tasks than traditional interfaces that use screen displays, keyboards and mice. The prototype work shaped the research to focus on the effectiveness of adopting tangible interactions on interactive tabletops. To substantiate the thesis claims, this thesi
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Burns, Ryan Patrick. "Tablet computers and technological practices within and beyond the laboratory." Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57992/.

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In this thesis I examine emergent technological practices relating to tablet computers in scientific research laboratories. I ask four main questions: To what extent can tablets be considered scientific instruments? How do tablets help to construct technoscientific imaginaries? What role do tablets play in the construction of technoscientific subjectivities? Can tablets, positioned as popular everyday computing devices, be considered in terms of expertise in the context of laboratory science? To answer these questions, research is presented that examines the situated practices of scientists us
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Al-Showarah, Suleyman. "Effects of age on smartphone and tablet usability, based on eye-movement tracking and touch-gesture interactions." Thesis, University of Buckingham, 2015. http://bear.buckingham.ac.uk/29/.

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The aim of this thesis is to provide an insight into the effects of user age on interactions with smartphones and tablets applications. The study considered two interaction methods to investigate the effects of user age on the usability of smartphones and tablets of different sizes: 1) eye-movements/browsing and 2) touch-gesture interactions. In eye movement studies, an eye tracker was used to trace and record users’ eye movements which were later analysed to understand the effects of age and screen-size on browsing effectiveness. Whilst in gesture interactions, an application developed for sm
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Books on the topic "Tabletop computers"

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Biersdorfer, J. D. iPad 2. 2nd ed. Oreilly, 2011.

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Matthews, Robbie. Beginning Android Tablet Programming: Starting with Android Honeycomb for Tablets. Apress, 2011.

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Marmel, Elaine J. Teach yourself visually Fire tablets. Visual, a Wiley Brand, 2014.

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Kissell, Joe. Take control of working with your iPad. TidBITS Publishing, 2010.

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Kissell, Joe. Take control of working with your iPad. 2nd ed. TidBITS Publishing, 2011.

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Rosenzweig, Gary. My iPad 2. Que, 2011.

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Engst, Tonya. Take control of iPad basics: V1.3. TidBITS Publishing, 2010.

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Rosenzweig, Gary. My iPad. Que, 2011.

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Rosenzweig, Gary. My iPad. Que Pub., 2011.

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Engst, Tonya. Take Control of Your iPad. TidBITS Publishing, 2011.

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Book chapters on the topic "Tabletop computers"

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Leonardi, Chiara, Fabio Pianesi, Daniel Tomasini, and Massimo Zancanaro. "The Collaborative Workspace: A Co-located Tabletop Device to Support Meetings." In Computers in the Human Interaction Loop. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-054-8_17.

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Papadopoulos, Pantelis M., Zeinab Ibrahim, and Andreas Karatsolis. "Learning Arabic Through Play Games on Tabletop Surface Computers in Early Childhood." In Communications in Computer and Information Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29585-5_12.

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Frisch, Albert, Alexander Erhard, Thomas Feldker, et al. "Trapped-Ion Quantum Computing." In Quantum Software. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-64136-7_10.

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AbstractThe future of quantum information processing requires a stable hardware platform to execute quantum circuits reliably and with low error rates, such that solutions for industrial applications can be built on top of it. Trapped-ion quantum computing, among other platforms, currently proves to be very suitable for the transition from tabletop, lab-based experiments to rack-mounted, on-premise systems which allow operation in data center environments. Several technical challenges need to be solved and controlling many degrees of freedom needs to be optimized and automated, before industri
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Goldsmith, Joshua. "Chapter 2. Tablet interpreting." In IVITRA Research in Linguistics and Literature. John Benjamins Publishing Company, 2023. http://dx.doi.org/10.1075/ivitra.37.02gol.

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Since the release of the first modern tablets in the early 2010s, interpreters have explored ways to incorporate these devices into their practice. This trend has grown as institutions issued tablets to staff interpreters and universities and freelancers explored tablet interpreting. This article describes the first decade of tablet interpreting, which is defined as “the use of a tablet to support one or more aspects of interpreting.” It begins by painting a picture of its history, discussing pioneering explorations of tablet use and situating tablet interpreting within the broader context of
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Rebol, Manuel, and Krzysztof Pietroszek. "Tabletop Storytelling." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_439.

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Rebol, Manuel, and Krzysztof Pietroszek. "Tabletop Storytelling." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-319-08234-9_439-1.

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Yamaguchi, Tokuo, Sriram Subramanian, Yoshifumi Kitamura, and Fumio Kishino. "Strategic Tabletop Negotiations." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74800-7_13.

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Ito, Naoto, Hideyuki Takada, and Ian Piumarta. "Effectiveness of Tabletop Interaction Using Tablet Terminals in a Shared Virtual Workspace." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-44799-5_8.

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Sturm, Simon. "Faszination Tablet-Computer." In Digitales Storytelling. Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02013-2_4.

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Abbott, Daisy. "Modding Tabletop Games for Education." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_30.

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Conference papers on the topic "Tabletop computers"

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Sibychan, Jerrin Job, Nicola Sorace, Jason Melnick, et al. "Use of Discrete Element Method to Troubleshoot Aesthetic Defects in Pharmaceutical Tablets." In Foundations of Computer-Aided Process Design. PSE Press, 2024. http://dx.doi.org/10.69997/sct.148066.

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Pharmaceutically elegant tablets are an expectation from pharmacists, health care providers and consumers for solid oral dosage forms. The presence of non-aesthetically pleasing defects in solid oral dosage forms can result in complaints back to the manufacturer and potentially non-compliance with medicines. The purpose of this study was to simulate and analyze the design of a tablet core and the aqueous film-coating process, to gain a better understanding of tablet defect generation, and to help eliminate the defects from the finished product. This evaluation employs Discrete Element Method (
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Brands, Ren�, Vikas Kumar Mishra, Jens Bartsch, Mohammad Al Khatib, Markus Thommes, and Naim Bajcinca. "From Experiment Design to Data-Driven Modeling of Powder Compaction Process." In The 35th European Symposium on Computer Aided Process Engineering. PSE Press, 2025. https://doi.org/10.69997/sct.101076.

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Tableting is a dry granulation process for compacting powder blends into tablets. In this process, a blend of active pharmaceutical ingredients (APIs) and excipients are fed into the hopper of a rotary tablet press via feeders. Inside the tablet press, rotating feed frame paddle wheels fill powder into dies, with tablet mass adjusted by the lower punch position during the die filling process. Pre-compression rolls press air out of the die, while main compression rolls apply the force necessary for compacting the powder into tablets. In this paper, process variables such as feeder screw speeds,
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Shahab, Mohammad, Sunidhi Bachawala, Marcial Gonzalez, Gintaras Reklaitis, and Zoltan Nagy. "Design Space Identification of the Rotary Tablet Press." In Foundations of Computer-Aided Process Design. PSE Press, 2024. http://dx.doi.org/10.69997/sct.156711.

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The determination of the design space (DS) in a pharmaceutical process is a crucial aspect of the quality-by-design (QbD) initiative which promotes quality built into the desired product. This is achieved through a deep understanding of how the critical quality attributes (CQAs) and process parameters (CPPs) interact that have been demonstrated to provide quality assurance. For computational inexpensive models, the original process model can be directly deployed to identify the design space. One such crucial process is the Tablet Press (TP), which directly compresses the powder blend into indi
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McAdam, Christopher, and Stephen Brewster. "Using mobile phones to interact with tabletop computers." In the ACM International Conference. ACM Press, 2011. http://dx.doi.org/10.1145/2076354.2076395.

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Marco, Javier, Eva Cerezo, Sandra Baldassarri, Emanuela Mazzone, and Janet C. Read. "Bringing Tabletop Technologies to Kindergarten Children." In People and Computers XXIII Celebrating People and Technology. BCS Learning & Development, 2009. http://dx.doi.org/10.14236/ewic/hci2009.12.

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McAdam, Christopher John, and Stephen Brewster. "Distal Tactile Feedback for Text Entry on Tabletop Computers." In People and Computers XXIII Celebrating People and Technology. BCS Learning & Development, 2009. http://dx.doi.org/10.14236/ewic/hci2009.63.

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Kim, Jangwoon, Jaewan Park, HyungKwan Kim, and Chilwoo Lee. "HCI(Human Computer Interaction) Using Multi-touch Tabletop Display." In 2007 IEEE Pacific Rim Conference on Communications, Computers and Signal Processing. IEEE, 2007. http://dx.doi.org/10.1109/pacrim.2007.4313256.

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Unknown. "Using a mobile phone to improve the usability of tabletop computers." In ACM International Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1936652.1936750.

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Foglesong, Tim, Rob Stone, and John Parmigiani. "Dynamics Modeling to Inform Design Optimization." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34412.

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This paper presents the methods employed in modeling a vibratory conveyor for use in model-based design optimization. The conveyor, essentially a large table whose top oscillates at an angle off of horizontal, uses springs between the drive mechanism and the tabletop to directly apply a sinusoidal excitation. These springs prevent the system from losing response amplitude as load is increased. The manufacturer is having difficulty optimizing performance and reliability in newer designs, and has requested a model-based approach to the design optimization. This study discusses the initial steps
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M. Papadopoulos, Pantelis, Zeinab Ibrahim, and Andreas Karatsolis. "Educational Games for Early Childhood - Using Tabletop Surface Computers for Teaching the Arabic Alphabet." In 7th International Conference on Computer Supported Education. SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005471701300138.

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Reports on the topic "Tabletop computers"

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Guy, Courtney A. Satellite Tasking via a Tablet Computer. Defense Technical Information Center, 2015. http://dx.doi.org/10.21236/ad1008950.

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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatar
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DiGrande, Laura, Sue Pedrazzani, Elizabeth Kinyara, et al. Field Interviewer– Administered Dietary Recalls in Participants’ Homes: A Feasibility Study Using the US Department of Agriculture’s Automated Multiple-Pass Method. RTI Press, 2021. http://dx.doi.org/10.3768/rtipress.2021.mr.0045.2105.

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Objective: The purpose of this study was to assess the feasibility of administering the Automated Multiple-Pass Method (AMPM), a widely used tool for collecting 24-hour dietary recalls, in participants’ homes by field interviewers. Design: The design included computer-assisted personal interviews led by either a nutritionist (standard) or field interviewer. Portion estimators tested were a set of three-dimensional food models (standard), a two-dimensional food model booklet, or a tablet with digital images rendered via augmented reality. Setting: Residences in central North Carolina. Participa
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