Dissertations / Theses on the topic 'Tangible'
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Kitajima, Chisa. "Time – intangible tangible –." Master's thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/6675.
Full textTime--how do we understand this notion? According to the Merriam-Webster dictionary, time is “the measured or measurable period during which an action, process, or condition exists or continues,” and also “a non spatial continuum that is measured in terms of events which succeed one another from past through present to future.” This explanation is very general. Everyone knows about “time,” and it has been interpreted and understood in various fields. As time passes, human memory fades little by little. Sometimes, we delete unneeded memories as we see fit, or perhaps under certain circumstances we will remember certain memories more vividly. The human life and its relationship to time are ephemeral and therefore nothing can take their place from a philosophical point of view. Consequently, each and every moment is a brightly shining and precious entity. From my point of view, the feeling of being in love is a perfect example of the idea of this ephemeral relationship to time. With the passage of time feelings might grow deeper and deeper, or on the other hand, the memory of love may fade for better or worse. For me, the color red is the most suitable color for expressing time. Red in many objects is a fugitive color under environmental influences. I suppose that I consider red as a symbol of time by subjective methods within my own sensations. As such, conducting science experiments on fading are essential for understanding objectively. Through a process of objective experiments on fading and subjective experiments in art making, I set out to make the intangible tangible, and thereby substantiate my feelings.
Hall, Amanda. "Tangible Sentence Train." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21534.
Full textKalanithi, Jeevan James. "Connectibles : tangible social networking." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41739.
Full textIncludes bibliographical references (p. 127-132).
This thesis presents "Connectibles," an instantiation of a tangible social network, a new type of social network application rooted in physical objects and real world social behavior. This research is inspired by social signaling and object theory, which together suggest that gifts act as physical symbols and constructors of social relationships. The Connectibles system leverages these gift-giving practices, presenting users with customizable gift objects ("connectibles") that they exchange with one another. These objects form always-on communication channels between givers and receivers. As a user collects more and more of these objects, she begins to acquire a dynamic, physical representation of and interface to her social network. The community of users' interactions implicitly represent the structure of the social network; these data can be accessed with a GUI application, allowing users to explore and interact with their social network. The overarching goal is to examine how a set of devices might naturally and harmoniously interface the physical, virtual and social worlds.
by Jeevan James Kalanithi.
S.M.
Mendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.
Full textTechnology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject.
Jansen, Yvonne. "Physical and tangible information visualization." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.
Full textNg, Kher Hui. "Tangible interaction with pushback technologies." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431187.
Full textBoyle, Adele. "Constructing Memories: Time Made Tangible." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34950.
Full textMaster of Architecture
Fireman, Brian Marc. "Between the Intangible and Tangible." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/33173.
Full textMaster of Architecture
Whitacre, Brandon M. "Visual Conversations, in Tangible Poems." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338397773.
Full textSimon, Tim. "Tangible Spatial Augmented Reality in Rapid Prototyping: Multiple and dierential tangible object manipulation and interaction." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-121298.
Full textJansen, Yvonne. "Visualisation physique et tangible de l'information." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00981521.
Full textGorton, Timothy M. (Timothy Michael) 1980. "Tangible toolkits for reflective systems modeling." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/87412.
Full textIncludes bibliographical references (p. 80-82).
by Timothy M. Gorton.
M.Eng.and S.B.
Follmer, Sean (Sean Weston). "Remixing physical objects through tangible tools." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/69243.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 147-164).
In this document we present new tools for remixing physical objects. These tools allow users to copy, edit and manipulate the properties of one or more objects to create a new physical object. We already have these capabilities using digital media: we can easily mash up videos, music and text. However, it remains difficult to remix physical objects and we cannot access the advantages of digital media, which are nondestructive, scalable and scriptable. We can bridge this gap by both integrating 2D and 3D scanning technology into design tools and employing aordable rapid prototyping technology to materialize these remixed objects. In so doing, we hope to promote copying as a tool for creation. This document presents two tools, CopyCAD and KidCAD, the first designed for makers and crafters, the second for children. CopyCAD is an augmented Computer Numerically Controlled (CNC) milling machine which allows users to copy arbitrary real world object geometry into 2D CAD designs at scale through the use of a camera-projector system. CopyCAD gathers properties from physical objects, sketches and touch interactions directly on a milling machine, allowing novice users to copy parts of real world objects, modify them and create a new physical part. KidCAD is a sculpting interface built on top of a gel-based realtime 2.5D scanner. It allows children to stamp objects into the block of gel, which are scanned in realtime, as if they were stamped into clay. Children can use everyday objects, their hands and tangible tools to design new toys or objects that will be 3D printed. This work enables novice users to easily approach designing physical objects by copying from other objects and sketching new designs. With increased access to such tools we hope that a wide range of people will be empowered to create their own objects, toys, tools and parts.
by Sean Follmer.
S.M.
Gillet, Alexandre. "Interface tangible pour la modélisation moléculaire." Paris 7, 2007. http://www.theses.fr/2007PA077178.
Full textThe evolving technology of computer auto-fabrication makes it possible to produce physical models for complex biological molecules and assemblies. Augmented reality has recently developed as a computer interface technology that enables the mixing of real world objects and computer generated graphics. We report an application that demonstrates the use of auto-fabricated tangible models and augmented reality for research and communication in molecular biology. We have extended our molecular modeling environment, PMV, to support the fabrication of a wide variety of physical molecular models, and to adapt an augmented reality System that allows virtual 3-D representations to be overlaid onto the tangible molecular models. Users can easily change the overlaid information, switching between different representations of the molecule, displays of molecular properties, or dynamic information. The physical models provide a powerful, intuitive interface for manipulating the computer models, streamlining the interface between human intent. The physical model, and the computational activity
Shkirando, Elizaveta. "Tangible interfaces for children’s mental healthcare." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23295.
Full textPersson, Michael, and Vasiliki Mylonopoulou. "Unsolicited : A study on the attitudes of Swedish teachers regarding the inclusion of tangible and non-tangible ICT." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90062.
Full textGallardo, Grassot Daniel 1984. "Expanding tangible tabletop interfaces beyond the display." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/292735.
Full textThe rising popularity of interactive tabletops and surfaces is spawning research and innovation in a wide variety of areas, including hardware and software technologies, interaction design and novel interaction techniques, all of which seek to promote richer, more powerful and more natural interaction modalities. Among these modalities, combined interaction on and above the surface, both with gestures and with tangible objects, is a very promising area. This dissertation is about expanding tangible and tabletops surfaces beyond the display by exploring and developing a system from the three different perspectives: hardware, software, and interaction design. This dissertation, studies and summarizes the distinctive affordances of conventional 2D tabletop devices, with a vast literature review and some additional use cases developed by the author for supporting these findings, and subsequently explores the novel and not yet unveiled potential affordances of 3D-‐augmented tabletops. It overviews the existing hardware solutions for conceiving such a device, and applies the needed hardware modifications to an existing prototype developed and rendered to us by Microsoft Research Cambridge. For accomplishing the interaction purposes, it is developed a vision system for 3D interaction that extends conventional 2D tabletop tracking for the tracking of hand gestures, 6DoF markers and on-‐surface finger interaction. It finishes by conceiving a complete software framework solution, for the development and implementation of such type of applications that can benefit from these novel 3D interaction techniques, and implements and test several software prototypes as proof of concepts, using this framework. With these findings, it concludes presenting continuous tangible interaction gestures and proposing a novel classification for 3D tangible and tabletop gestures.
Thomas, Rhys Gethin. "A tangible augmented reality anatomy teaching tool." Thesis, Bangor University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510275.
Full textSinha, Arnab. "Self-describing objects with tangible data structures." Phd thesis, Université Rennes 1, 2014. http://tel.archives-ouvertes.fr/tel-01062441.
Full textBrave, Scott Brenner 1973. "Tangible interfaces for remote communication and collaboration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/29140.
Full textUllmer, Brygg Anders. "Models and mechanisms for tangible user interfaces." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29129.
Full textHam, Derek (Derek Allen). "Playful calculation : tangible coding for visual calculation." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99263.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 189-194).
Play and calculation are often considered to be at odds. Play embraces the wildness of youth, imagination, and a sense of freedom. Calculation, to most, represents rigor, mechanistic behavior, and following inflexible rules. This work seeks to challenge these notions by putting play and calculation together. Design activities are one such place where individuals can be playful with the rigor and firmness of calculation. Shape grammars demonstrate this most eloquently by providing a playful system of design inquiry based on rules and schemas. Through embedding and shape emergence, designers can enter into a state of play or what Huizinga calls the "magic circle." It is in this magic circle that we also find Caillois's categories of play: alea, agôn, mimicry, and ilinx. The culmination of these activities found in the design process is what I call "playful calculation." In this research, I have developed a visual calculation game based on the principles of shape grammars. This game serves as a precedent for ways to teach design in schools of art and architecture; it also serves as a device to instruct young children (K-12) on rule based designed processes. This dissertation includes the findings of a five-month study conducted at the Boston Children's Museum. In the spirit of Piaget and Vygotsky, I use play to analyze the behavior of young children and to see how they creatively interact with materials. The children did the expected and the unexpected, giving insight into ways we can teach the arts and design. This body of work provides a fresh take on design and STEAM (Science, Technology, Engineering, Arts, and Math) education. Most promoters of the STEAM movement suggest adding the arts to an already packed STEM curriculum. This study views the arts (and design) as having the same rigor and basis in calculation as STEM fields. In fact, there are many ways to calculate, and visual calculation with shape grammars is the key to this understanding. In this research, I bring shape grammars into the discussion of K-12 education reform. With shape grammars we find a brand new lens to view art and design education through playful interaction.
by Derek Ham.
Ph. D. in Design and Computation
Flyckt, Magnus. "Cubieo: Ambiguity in Tangible Collaborative User Interfaces." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19640.
Full textSabino, João Emanuel da Silva. "The value relevance of tangible fixed assets." Master's thesis, NSBE - UNL, 2010. http://hdl.handle.net/10362/10333.
Full textThis Work Project aims to verify whether gains from the revaluation of tangible fixed assets in Portugal and Spain are relevant to investors. My sample consists of Portuguese and Spanish listed firms and it spans from the mandatory adoption of IFRS in 2005 until 2009. The results suggest that gains from revaluations are relevant to investors in Portugal and Spain both individually and together and independently of the dependent variable used (March or December share prices). Also, further analysis suggests that revaluations have lower value relevance in firms with high levels of debt which implies an opportunistic motivation.
Suvorina, Svetlana. "Designing tangible musical interactions with preschool children." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23768.
Full textGervais, Renaud. "Interaction and introspection with tangible augmented objects." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0286/document.
Full textMost of our waking hours are now spent staring at a screen. While the advances in touch screens have enabled a more expressive interaction space with our devices, by using our fingers to interact with digital content, what we see and manipulate on screen is still being kept away from us, locked behind a glassy surface. The range of capabilities of the human senses is much richer than what screens can currently offer. In order to be sustainable in the future, interaction with the digital world should leverage these human capabilities instead of letting them atrophy. One way to provide richer interaction and visualization modalities is to rely on the physical world itself as a host for digital content. Spatial Augmented Reality provides a technical mean towards this idea, by using projectors to shed digitally controlled light onto real-world objects to augment them and their environment with features and content. This paves the way to a future where everyday objects will be embedded with rich and expressive capabilities, while still being anchored in the real world. In this thesis, we are interested in two main aspects related to these tangible augmented objects. In a first time, we are raising the question on how to interact with digital content when it is hosted on physical objects. As a basis for our investigation, we studied interaction modalities that leverage traditional input and output devices found in a typical desktop environment. Our rationale for this approach is to leverage the experience of users with traditional digital tools – tools which researchers and developers spent decades to make simpler and more efficient to use – while at the same time steering towards a physically enriched interaction space. In a second time, we go beyond theinteraction with the digital content of augmented objects and reflect on their potential as a humane medium support. We investigate how these augmented artifacts, combined with physiological computing, can be used to raise our awareness of the processes of our own bodies and minds and, eventually, foster introspection activities. This took the form of two different projects where we used tangible avatars to let users explore and customize real-time physiological feedback of their own inner states
Im, Tong-pin. "Tangible and intangible compliances in Korean traditional architecture." Thesis, University of Auckland, 2009. http://hdl.handle.net/2292/5304.
Full textWhole document restricted, but available by request, use the feedback form to request access.
Al-Megren, Shiroq. "A tangible user interface for interactive data visualisation." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13819/.
Full textDahlström, Mathias, and Elin Heinstedt. "Designing for Awareness and Accountability with Tangible Computing." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5234.
Full textUllmer, Brygg Anders. "Tangible interfaces for manipulating aggregates of digital information." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/29264.
Full textIncludes bibliographical references (p. 255-269).
This thesis develops new approaches for people to physically represent and interact with aggregates of digital information. These support the concept of Tangible User Interfaces (TUIs), a genre of human-computer interaction that uses spatially reconfigurable physical objects as representations and controls for digital information. The thesis supports the manipulation of information aggregates through systems of physical tokens and constraints. In these interfaces, physical tokens act as containers and parameters for referencing digital information elements and aggregates. Physical constraints are then used to map structured compositions of tokens onto a variety of computational interpretations. This approach is supported through the design and implementation of several systems. The mediaBlocks system enables people to use physical blocks to "copy and paste" digital media between specialized devices and general-purpose computers, and to physically compose and edit this content (e.g., to build multimedia presentations). This system also contributes new tangible interface techniques for binding, aggregating, and disaggregating sequences of digital information into physical objects.
(cont.) Tangible query interfaces allow people to physically express and manipulate database queries. This system demonstrates ways in which tangible interfaces can manipulate larger aggregates of information. One of these query approaches has been evaluated in a user study, which has compared favorably with a best-practice graphical interface alternative. These projects are used to support the claim that physically constrained tokens can provide an effective approach for interacting with aggregates of digital information.
by Brygg Anders Ullmer.
Ph.D.
Kumpf, Adam (Adam A. ). "Trackmate : large-scale accessibility of Tangible User Interfaces." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51659.
Full textIncludes bibliographical references (p. 95-99).
There is a long history of Tangible User Interfaces (TUI) in the community of human-computer interaction, but surprisingly few of these interfaces have made it beyond lab and gallery spaces. This thesis explores how the research community may begin to remedy the disconnect between modern TUIs and the everyday computing experience via the creation and dissemination of Trackmate, an accessible (both ubiquitous and enabling) tabletop tangible user interface that scales to a large number of users with minimal hardware and configuration overhead. Trackmate is entirely open source and designed: to be community- centric; to leverage common objects and infrastructure; to provide a low floor, high ceiling, and wide walls for development; to allow user modifications and improvisation; to be shared easily via the web; and to work alongside a broad range of existing applications and new research interface prototypes.
by Adam Kumpf.
S.M.
Mazalek, Alexandra 1976. "Tangible interfaces for interactive point-of-view narratives." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61854.
Full textIncludes bibliographical references (p. 143-145).
This thesis presents three storytelling systems for interactive point-of- view narratives using tangible interface technology. The focus is the design and development of computational story models and interfaces that enable users to experience new forms of interaction with stories in the digital medium. Specifically, I propose that having multiple tightly related character viewpoints can be used as a means of structuring comprehensive and coherent interactive story experiences. Furthermore, I also claim that by using tangible interfaces that are tightly integrated into the narrative model and story content, users can have rich interactive story experiences in which the interaction/interface does not distract from their engagement in the story.
Alexandra Mazalek.
S.M.
Ovsyuk, Nina Vasylivna, and Irina Vitalievna Trush. "Process of reproduction of non-current tangible assets." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/53935.
Full textThe main purpose for which non-current tangible assets are held in enterprises is to ensure the production process and activities of the enterprise as a whole. Because of this, both their efficient and properly planned use and recovery are important, because during use they experience wear, which causes the loss of their functional properties, which directly affects the results of their work.
Основною метою з якою необоротні матеріальні активи утримуються на підприємствах виступає забезпечення процесу виробництва і діяльності підприємства в цілому. Через це, важливим є як їх ефективне та правильно сплановане використання так і відновлення, бо під час використання вони зазнають знос, що спричиняє втрату своїх функціональних властивостей, що напряму впливає на результати їх роботи.
Bataille, Iris. "Tangible User Interfaces in the Smart Home Environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22791.
Full textKomaromi, Haque Judit. "Synchronized Dining Tangible mediated communication for remote commensality." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21898.
Full textMott, Martez Edward. "Leveraging Motor Learning for a Tangible Password System." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1332124765.
Full textSirera, I. Pulido Judith. "Designing A Tangible Device for Re-Framing Unproductivity." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285518.
Full textI rapporten redogör vi utformningen av ett fysiskt verktyg vars syfte är att öka acceptansen för icke-produktiv tid. Först användes intervjuer för att skapa en bättre förståelse och insikt i vad en “produktiv upplevelse” är. Intervjuerna visade att, samtidigt som idéen av att vara produktiv kan ge positiva känslor i form av “uppfyllnad”, så kan hanteringen av icke-produktiv tid vara jobbig och därmed negativt påverka människors humör och självkänsla. Insikterna från intervjuerna användes som stöd för designen och implementationen av RU, ett fysiskt verktyg vars användning är menad att härleda till reflektion samt tid för självvård. Prototypen är en fysisk representation av vad som anses var den stereotypiska bilden av ett produktivt sinne. Prototypen spelar på idéen av att koppla samman och ge energi i syfte om att motivera användaren att uppleva oproduktiv tid som självvård. I en ytterligare exekverad studie använde deltagarna RU under 5 dagar där resultatet indikerade på att verktyget motiverar till reflektion i aktiviteter bortom jobb och en ökad medvetenhet om vikten i att ta sig tiden för självvård.
Garreau, Ludovic. "Élaboration d'une interface tangible pour l'assemblage en CAO." Bordeaux 1, 2005. http://www.theses.fr/2005BOR13013.
Full textRivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences." Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.
Full textThis thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
Mannapperuma, Chanaka. "Tangible Social Network System : Visual Markers for Social Network." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34927.
Full textTangible social network system is a home-based communication solution specifically designed for elders. Former researches indicate that insufficient communication among elders cause several challenges in their daily activities such as social isolation, loneliness, depression and decreased appetite. In addition, lack of social participation increases the risk of Alzheimer´s (Ligt Enid, 1990). The major cause of these challenges are that elders are increasingly removed from communication technology using emails, text messaging, interact with social network systems and mobile phones due to cognitive and physical difficulties. To overcome this problem, new suggested social network system incorporates photo frame and photo album based interaction which allows instantaneous participation to the social network. By designing the new social network system, I tried to create an easier venue for more active cross-generational communication between elders and younger family members.This paper discusses the early results of the marker based social networking system aiming to propose digital technologies to enhance the social life of older people, who live alone their home. A prototype combining a touch screen, photo frame and a camera are described. It allows the older people to manage their participation to the social network system and get in touch with their loved ones. This paper demonstrates a User Sensitive inclusive Design (USID) process from the generation of user needs to the evaluation prototype. A key theme of tangible social network system shows how usable and emotional design derived from a user inclusive design process can encourage elders to adopt new modern technology. A first evaluation has shown the usability as well as the good acceptance of this system.
AGNES
Silbert, Lisa. "The Effect of Tangible Rewards on Perceived Organizational Support." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/872.
Full textLam, Billy Shiu Fai. "pCubee : evaluation of a tangible outward-facing geometric display." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/33951.
Full textJi, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.
Full textKok, Chui-wah Ranee, and 郭翠華. "Qipao: living and evolving tangible and intangible cultural heritage." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B48345052.
Full textpublished_or_final_version
Conservation
Master
Master of Science in Conservation
Rosso, Juan. "Surfaces malléables pour l'interaction mobile et tangible à distance." Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAM078/document.
Full textSliders are one of the most used widgets to control continuous parameters - e.g., brightness, sound volume, the temperature of a smart house, etc. On mobile phones, sliders are represented graphically, requiring the user's visual attention. They are mostly operated with a single thumb. While large sliders offer better performance, they present areas difficult for the thumb to reach. This article explores different tangible slider designs to offer eyes-free and efficient interaction with the thumb. The novel designs that we explored are based on a design space encompassing graphical solutions and the unexplored tangible solutions. To evaluate our designs, we built prototypes and experimentally tested them in three experiments. In our first experiment, we analyzed the impact on the performance of the tangible slider's length: either within the thumb's comfortable area or not. In our second experiment, we analyzed the performance of an extensible tangible design that allows operation within the comfortable area of the thumb. In our third experiment, we analyzed the performance of a bi-modal deformable tangible design that allows operation within the comfortable area of the thumb, and beyond this area, with the index finger on the back of the device. This work contributes to the literature by: first, providing a design space for one-handed interaction with deformable tangible elements. Second, analyzing the impact on performance when manipulating tangible sliders outside the thumb's comfortable area. And third, analyzing the impact that deformation has during manipulation
Pangaro, Gian Antonio 1976. "The actuated Workbench : 2D actuation in tabletop tangible interfaces." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/17620.
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Includes bibliographical references (p. 103-107).
The Actuated Workbench is a new actuation mechanism that uses magnetic forces to control the two-dimensional movement of physical objects on flat surfaces. This mechanism is intended for use with existing tabletop Tangible User Interfaces, providing computer-controlled movement of the physical objects on the table, and creating an additional feedback layer for Human Computer Interaction (HCI). Use of this actuation technique makes possible new kinds of physical interactions with tabletop interfaces, and allows the computer to maintain consistency between the physical and digital states of data objects in the interface. This thesis focuses on the design and implementation of the actuation mechanism as an enabling technology, introduces new techniques for motion control, and discusses practical and theoretical implications of computer-controlled movement of physical objects in tabletop tangible interfaces.
Gian Antonio Pangaro.
S.M.
Xambó, Anna. "Tabletop tangible interfaces for music performance : design and evaluation." Thesis, Open University, 2015. http://oro.open.ac.uk/42473/.
Full textDucasse, Julie. "Tabletop tangible maps and diagrams for visually impaired users." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30197/document.
Full textDespite their omnipresence and essential role in our everyday lives, online and printed graphical representations are inaccessible to visually impaired people because they cannot be explored using the sense of touch. The gap between sighted and visually impaired people's access to graphical representations is constantly growing due to the increasing development and availability of online and dynamic representations that not only give sighted people the opportunity to access large amounts of data, but also to interact with them using advanced functionalities such as panning, zooming and filtering. In contrast, the techniques currently used to make maps and diagrams accessible to visually impaired people require the intervention of tactile graphics specialists and result in non-interactive tactile representations. However, based on recent advances in the automatic production of content, we can expect in the coming years a growth in the availability of adapted content, which must go hand-in-hand with the development of affordable and usable devices. In particular, these devices should make full use of visually impaired users' perceptual capacities and support the display of interactive and updatable representations. A number of research prototypes have already been developed. Some rely on digital representation only, and although they have the great advantage of being instantly updatable, they provide very limited tactile feedback, which makes their exploration cognitively demanding and imposes heavy restrictions on content. On the other hand, most prototypes that rely on digital and physical representations allow for a two-handed exploration that is both natural and efficient at retrieving and encoding spatial information, but they are physically limited by the use of a tactile overlay, making them impossible to update. Other alternatives are either extremely expensive (e.g. braille tablets) or offer a slow and limited way to update the representation (e.g. maps that are 3D-printed based on users' inputs). In this thesis, we propose to bridge the gap between these two approaches by investigating how to develop physical interactive maps and diagrams that support two-handed exploration, while at the same time being updatable and affordable. To do so, we build on previous research on Tangible User Interfaces (TUI) and particularly on (actuated) tabletop TUIs, two fields of research that have surprisingly received very little interest concerning visually impaired users. Based on the design, implementation and evaluation of three tabletop TUIs (the Tangible Reels, the Tangible Box and BotMap), we propose innovative non-visual interaction techniques and technical solutions that will hopefully serve as a basis for the design of future TUIs for visually impaired users, and encourage their development and use. We investigate how tangible maps and diagrams can support various tasks, ranging from the (re)construction of diagrams to the exploration of maps by panning and zooming. From a theoretical perspective we contribute to the research on accessible graphical representations by highlighting how research on maps can feed research on diagrams and vice-versa. We also propose a classification and comparison of existing prototypes to deliver a structured overview of current research
Ferreira, João Serpa Soares Moradas. "Numerical methods and tangible interfaces for pollutant dispersion simulation." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2005. http://hdl.handle.net/10362/9305.
Full textThe first main objective of this thesis is to reduce numerical errors in advection-diffusion modelling. This is accomplished by presenting DisPar methods, a class of numerical schemes for advection-diffusion or transport problems, based on a particle displacement distribution for Markov processes. The development and analyses of explicit and implicit DisPar formulations applied to one and two dimensional uniform grids are presented. The first explicit method, called DisPar-1, is based on the development of a discrete probability distribution for a particle displacement, whose numerical values are evaluated by analysing average and variance. These two statistical parameters depend on the physical conditions (velocity, dispersion coefficients and flows). The second explicit method,DisPar-k, is an extension of the previous one and it is developed for one and two dimensions. Besides average and variance, this method is also based on a specific number of particle displacement moments. These moments are obtained by the relation between the advection-diffusion and the Fokker-Planck equation, assuming a Gaussian distribution for the particle displacement distribution. The number of particle displacement moments directly affects the spatial accuracy of the method, and it is possible to achieve good results for pure-advection situations. The comparison with other methods showed that the main DisPar disadvantage is the presence of oscillations in the vicinity of step concentration profiles. However, the models that avoid those oscillations generally require complex and expensive computational techniques, and do not perform so well as DisPar in Gaussian plume transport. The application of the 2-D DisPar to the Tagus estuary demonstrates the model capacity of representing mass transport under complex flows. Finally, an implicit version of DisPar is also developed and tested in linear conditions, and similar results were obtained in terms of truncation error and particle transport methods. The second main objective of this thesis, to contribute to modelling cost reduction, is accomplished by presenting TangiTable, a tangible interface for pollutant dispersion simulation composed by a personal computer, a camera, a video projector and a table. In this system, a virtual environment is projected on the table, where the users place objects representing infrastructures that affect the water of an existent river and the air quality. The environment and the pollution dispersion along the river are then projected on the table. TangiTable usability was tested in a public exhibition and the feedback was very positive. Future uses include public participation and collaborative work applications.
Fundação para a Ciência e Tecnologia - scholarship contract BD/5064/2001 and the research contract MGS/33998/99-00
Mauk, Tais. "Code Roads: Teaching Kids Coding Fundamentals With Tangible Interaction." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-134856.
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