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1

Kitajima, Chisa. "Time – intangible tangible –." Master's thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/6675.

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Dissertação para obtenção do Grau de Mestre em Arte e Ciência do Vidro
Time--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.
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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.

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My research paper discusses the explorative design process of creating a tangible sentence construction train and the implications of tangible computing in the classroom. For inspiration I looked into learning style methods and tangible computing projects for children. I aimed to follow the methods of Participatory Design and Cooperative Inquiry as part of my design process, but found reasons to explore different methods.My final prototype uses a train to provide digital support and encourage an effective way to support task interest, information retention, and sentence structure, as well as facilitate creativity and team problem solving skills for children of different learning styles and skill strengths. By allowing children to construct their own sentences with responsive train cars, I found that children were able to discuss class material and ideas in a fun way, as well as find explorative ways to bend rules and engage in play.
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3

Kalanithi, Jeevan James. "Connectibles : tangible social networking." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41739.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.
Includes 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.
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4

Mendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Technology 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.
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5

Jansen, Yvonne. "Physical and tangible information visualization." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.

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Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.
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6

Ng, Kher Hui. "Tangible interaction with pushback technologies." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431187.

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7

Boyle, Adele. "Constructing Memories: Time Made Tangible." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34950.

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Time, by definition, is an intangible phenomenon. Everyone knows it exists and can tell the passage of time based on the track of the sun and the hands on a clock, but time itself is an invisible entity. This architectural thesis maintains that time can be made tangible through the relationships formed between people and their personal histories and memories. The predominant way the present knows anything about its past is through someoneâ s telling of it. A person who experienced the past shares with the present and in doing so, gives the past and time itself presence. This Memory Center, located in Dupont Circle, Washington, D.C., gives the opportunity for people to share their memories and experiences in order to give time physical presence. Like an interactive science museum, the Memory Center opens itself to the people who visit it and allows for interactions that create lasting memories. Although one cannot consciously control most of what becomes memory, events that are new or unusual or involve interacting with new people usually form stronger and more lasting memories.
Master of Architecture
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8

Fireman, Brian Marc. "Between the Intangible and Tangible." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/33173.

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Between the intangible and tangible is the realm in which this thesis investigation takes place. The material presented here in a roughly chronological progression represents an exploration over the course of a year. This organization of thoughts and images will illustrate the processes and discoveries which occurred during this exploration. In architecture, the realm of the intangible represents ideas. Ideas are catalysts for further study and ultimate action. It was the aim of this thesis to not simply let an idea exist without further action, but to explore the evolution of an idea to the point where it may ultimately manifest in built form. The realm of the tangible, in this case the physical object, is also not the emphasis of this thesis. It is simply part of the whole, not to be confused with some sort of final end result. The built object, when studied, helps inform the original idea. The emphasis of this thesis is on the area between the intangible and the tangible. This is where explorations take place, discoveries are made, and where transformations occur. In essence, this is where the multitude acts of design transform ideas into the realm of architecture.
Master of Architecture
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9

Whitacre, Brandon M. "Visual Conversations, in Tangible Poems." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338397773.

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10

Simon, 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.

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Tangible Interface Objects underpin the interactions between users and a SAR environment. When utilizing SAR for rapid-prototyping work flows, particularly when the subject of the prototyping is a user-input centric design, the role of the Tangible Interface Objects is crucial. A Tangible Interface Object with form or functionality that does not reect that of its real-world counterpart is detrimental to the prototyping workow, where realism in prototypes is highly sought after. Moving from the use of `dumb'input controls with SAR-emulated functionality to `intelligent', state-aware input controlscan greatly aid the rapid-prototyping work flow, and SAR environments generally.This research examines two areas: integrating sensors into input controls to enhance both the self-awareness and the local environmental-awareness of the input control, and increasing state-awareness of traditional input controls such as switches and radial dials. This second area has a focus on input controls which do not require a traditional power source. The results from both these areas demonstrate that `intelligent' Tangible Interface Objects are viable, providing numerous benets to SAR scenes, particularly in the realm of rapid-prototyping.
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11

Jansen, Yvonne. "Visualisation physique et tangible de l'information." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00981521.

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Les visualisations, dans le sens général de représentations externes et physiques de données, sont plus anciennes que l'invention de l'écriture. De manière générale, les représentations externes encouragent la cognition et la pensée visuelle, et nous avons développé des savoir-faire pour les créer et les exploiter. La révolution informatique a augmenté la quantité de données qu'il est possible de collecter et de traiter, et a diversifié les façons de les représenter visuellement. Les systèmes de visualisation assistés par ordinateur, et étudiés dans le domaine de la visualisation d'information, sont aujourd'hui si puissants et complexes que nous avons besoin de techniques d'interaction très sophistiqués. Grâce au développement des possibilités technologiques au-delà des ordinateurs de bureau, un large éventail d'utilisations émerge. Non seulement des surfaces d'affichage de formes et de tailles variées permettent de montrer des visualisations plus riches, mais aussi des dispositifs d'entrée de nouvelle génération peuvent être utilisés qui exploitent les aptitudes humaines à manipuler les objets physiques. Cependant, ces technologies sont peu étudiées dans le contexte de la visualisation d'information. Tout d'abord, un premier problème découle d'une terminologie insuffisante. Dans cette thèse, je définis et étudie entre autres le concept de corporalisation (embodiment) pour la visualisation d'information. Concernant les visualisations, la corporalisation réfère à la congruence entre les éléments visuels d'une visualisation et leurs formes physiques. Ce concept intègre des concepts déjà connus tels que la tangibilité. Par exemple, l'interaction tangible s'attache à la représentation d'objets virtuels par des objets physiques. Mais en réalité, leur forme physique n'est pas nécessairement congruente avec l'objet virtuel. Un second problème découle du peu d'exemples convaincants d'interfaces tangibles appliquées à la visualisation d'information. Dans le domaine de la visualisation d'information, les écrans standard et les dispositifs d'entrée génériques tels que la souris, sont toujours les plus courants et considérés comme les plus efficaces. Cependant, aussi bien la partie affichage que la partie contrôle fournit des possibilités de corporalisation : les dispositifs d'entrée peuvent être spécialisés et adaptés de façon à ce que leur forme physique ressemble à leur fonction; les écrans peuvent être rendus déformables ou, dans l'avenir, être composés d'une matière programmable capable de prendre n'importe quelle forme imaginable. Mais la recherche sur les écrans et matières déformables est pour l'instant principalement dirigée par l'innovation technologique sans tenir compte des applications possibles à la visualisation d'information. Dans cette thèse, j'propose la corporalisation comme principe de conception pour la visualisation d'information. Je démontre l'efficacité et l'utilisabilité des dispositifs d'entrée corporalisés ainsi que des affichages corporalisés, en présentant trois expériences contrôlées. Par la suite, je présente un modèle d'interaction conceptuel et un système de notation visuelle pour décrire, comparer et critiquer différents types de systèmes de visualisation, et j'illustre l'utilisation de ce modèle à partir d'études de cas. Enfin, je présente un outil de conception pour aider à la création de visualisations physiques. Cet outil s'adresse à des utilisateurs novices en visualisation d'information et en fabrication numérique, et peut contribuer à sensibiliser ces utilisateurs à l'intérêt d'explorer des données qui les concernent dans leur vie quotidienne. En résumé, cette thèse contribue à la compréhension de la valeur ajoutée des interfaces physiques pour la visualisation d'information.
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12

Gorton, Timothy M. (Timothy Michael) 1980. "Tangible toolkits for reflective systems modeling." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/87412.

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Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.
Includes bibliographical references (p. 80-82).
by Timothy M. Gorton.
M.Eng.and S.B.
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Follmer, Sean (Sean Weston). "Remixing physical objects through tangible tools." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/69243.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.
This 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.
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Gillet, Alexandre. "Interface tangible pour la modélisation moléculaire." Paris 7, 2007. http://www.theses.fr/2007PA077178.

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L'évolution des technologies d'autofabrication assister par ordinateur permet la création de modèles physique pour des molécules biologiques complexes. La réalité augmentée, technologie d'interface d'ordinateur, permet le mélange d'objets réels et graphiques générés par ordinateur. Nous présentons une application qui démontre l'utilisation de modèles tangible de molécule et de la réalité augmenté pour la recherche et la communication en biologie moléculaire. L'environnement utilise de nouvelles techniques d'interaction homme ordinateur et de modélisation moléculaire pour permettre à l'utilisateur de manipuler facilement les models et l'information moléculaire. Cette nouvelle interface permet aux biologistes moléculaires d'explorer les relations spatiales et dynamiques de systèmes moléculaires étudiés. Les modèles physiques fournissent une interface intuitive pour manipuler les modèles d'ordinateur, améliorant l'interface entre l'intention humaine, le modèle physique, et l'activité informatique
The 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
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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.

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The area of healthcare has a lot of challenges and restrictions when it comes to design. There is no access to one of the users. A research on this topic resulted in the creation of Robbi – an interactive toy that supports communication between a child and psychologist during their therapy sessions.Children (patients) as stakeholders are a very vulnerable party of this project and as they were not involved in the process directly; there was no opportunity for intervention, observation or action research. When the therapeutic session is happening, the setting of the environment has to be as comfortable for the client as possible and the presence of a third person at the session would disturb the result in a severe way.I would argue here that the therapists can act as proxies in the projects related to design for MHC clients. Psychology therapists are skilled and experienced observers and area experts. In many cases we actually have to think: who is the real end user of our design? What relationships are there between the stakeholders and the solution are? As the project involves therapists as participatory design actors it is fair to say that the therapists are primary users of the design concept that is to be created. It has to fit all the needs of the doctor, enable them to make the therapy sessions more efficient, engaging and profound. At the same time the concept has to be developed in the framework of interaction for children in terms of visuals, tangibility, emotional content and usability.
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Persson, 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.

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Europe is becoming more technology-saturated with each passing day, and due to the 1:1-initiative, the school is no exception. The field of education is in a state of change, with a myriad of ICT (abbr. Information and communications technology) tools under development and trial. The evaluation of these tools are done mostly from the perspective of the students as users, and while the perspectives of the teachers are often utilized in their roles of educational experts, their reality as users of technology is not considered. In this thesis, through a literature review of both ICT in education and tangibility, the qualitative means of semi-structured interviews, and a framework for technology-enabled practice transformation, we find that the inclusion of ICT into education is largely extrinsic. We also find that the teachers have not been sufficiently educated on the changed practice of education in an ICT context, which brings about a number of negative emotional consequences. With this result in mind, we propose, among other things, the need for a modernized teacher education based around ICT didactics, and an explanation as for why tangible ICT is not utilized in education.
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Gallardo, Grassot Daniel 1984. "Expanding tangible tabletop interfaces beyond the display." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/292735.

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L’augment de popularitat de les taules i superfícies interactives està impulsant la recerca i la innovació en una gran varietat d’àrees, incloent-­‐hi maquinari, programari, disseny de la interacció i noves tècniques d’interacció. Totes, amb l’objectiu de promoure noves interfícies dotades d’un llenguatge més ric, potent i natural. Entre totes aquestes modalitats, la interacció combinada a sobre i per damunt de la superfície de la taula mitjançant tangibles i gestos és actualment una àrea molt prometedora. Aquest document tracta d’expandir les taules interactives més enllà de la superfície per mitjà de l’exploració i el desenvolupament d’un sistema o dispositiu enfocat des de tres vessants diferents: maquinari, programari i disseny de la interacció. Durant l’inici d’aquest document s’estudien i es resumeixen els diferents trets característics de les superfícies interactives tangibles convencionals o 2D i es presenten els treballs previs desenvolupats per l’autor en solucions de programari que acaben resultant en aplicacions que suggereixen l’ús de la tercera dimensió a les superfícies tangibles. Seguidament, es presenta un repàs del maquinari existent en aquest tipus d’interfícies per tal de concebre un dispositiu capaç de detectar gestos i generar visuals per sobre de la superfície, per introduir els canvis realitzats a un dispositiu existent, desenvolupat i cedit per Microsoft Reseach Cambridge. Per tal d’explotar tot el potencial d’aquest nou dispositiu, es desenvolupa un nou sistema de visió per ordinador que estén el seguiment d’objectes i mans en una superfície 2D a la detecció de mans, dits i etiquetes amb sis graus de llibertat per sobre la superfície incloent-­‐hi la interacció tangible i tàctil convencional a la superfície. Finalment, es presenta una eina de programari per a generar aplicacions per al nou sistema i es presenten un seguit d’aplicacions per tal de provar tot el desenvolupament generat al llarg de la tesi que es conclou presentant un seguit de gestos tant a la superfície com per sobre d’aquesta i situant-­‐los en una nova classificació que alhora recull la interacció convencional 2D i la interacció estesa per damunt de la superfície desenvolupada.
The 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.
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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.

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Sinha, Arnab. "Self-describing objects with tangible data structures." Phd thesis, Université Rennes 1, 2014. http://tel.archives-ouvertes.fr/tel-01062441.

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Pervasive computing or ambient computing aims to integrate information systems into the environment, in a manner as transparent as possible to the users. It allows the information systems to be tightly coupled with the physical activities within the environment. Everyday used objects, along with their environment, are made smarter with the use of embedded computing, sensors etc. and also have the ability to communicate among themselves. In pervasive computing, it is necessary to sense the real physical world and to perceive its "context" ; a high level representation of the physical situation. There are various ways to derive the context. Typically, the approach is a multi-step process which begins with sensing. Various sensing technologies are used to capture low level information of the physical activities, which are then aggregated, analyzed and computed elsewhere in the information systems, to become aware of the context. Deployed applications then react, depending on the context situation. Among sensors, RFID is an important emerging technology which allows a direct digital link between information systems and physical objects. Besides storing identification data, RFID also provides a general purpose storage space on objects, enabling new architectures for pervasive computing. In this thesis, we defend an original approach adopting the later use of RFID i.e. a digital memory integrated to real objects. The approach uses the principle where the objects self-support information systems. This way of integration reduces the need of communication for remote processing. The principle is realized in two ways. First, objects are piggybacked with semantic information, related to itself ; as self-describing objects. Hence, relevant information associated with the physical entities are readily available locally for processing. Second, group of related objects are digitally linked using dedicated or ad-hoc data structure, distributed over the objects. Hence, it would allow direct data processing - like validating some property involving the objects in proximity. This property of physical relation among objects can be interpreted digitally from the data structure ; this justifies the appellation "Tangible Data Structures". Unlike the conventional method of using identifiers, our approach has arguments on its benefits in terms of privacy, scalability, autonomy and reduced dependency with respect to infrastructure. But its challenge lies in the expressivity due to limited memory space available in the tags. The principles are validated by prototyping in two different application domains. The first application is developed for waste management domain that helps in efficient sorting and better recycling. And the second, provides added services like assistance while assembling and verification for composite objects, using the distributed data structure across the individual pieces.
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Brave, Scott Brenner 1973. "Tangible interfaces for remote communication and collaboration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/29140.

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21

Ullmer, Brygg Anders. "Models and mechanisms for tangible user interfaces." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29129.

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Ham, Derek (Derek Allen). "Playful calculation : tangible coding for visual calculation." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99263.

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Thesis: Ph. D. in Design and Computation, Massachusetts Institute of Technology, Department of Architecture, 2015.
Cataloged 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
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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.

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This study investigates how ambiguous qualities in a tangible user interface can generate collaboration between the users of the artifact. The goal of the ambiguous qualities is to not have an interface with a generally accepted way of interaction. In this manner the participants are challenged in their own perception of what a tangible user interface consists of. Interactions with physical objects instead of a standard mouse/keyboard input can explore new techniques of interaction.
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Sabino, João Emanuel da Silva. "The value relevance of tangible fixed assets." Master's thesis, NSBE - UNL, 2010. http://hdl.handle.net/10362/10333.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Finance from the NOVA – School of Business and Economics
This 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.
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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.

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Many cognitive scientists agree that musical play is beneficial for preschool children. They consider music to be one of the most important means to promote preschool children’s learning potential. From an interaction design point of view, music provides opportunities to engage children in collaborative play which in return is beneficial for their cognitive and physical development.I argue that tangible interaction can facilitate such collaborative and playful musical activities among preschool children and in the scope of this thesis, I explore how this can be achieved. Through the exploration of related projects in this area and my own design experiments at a preschool, I propose a design concept of a modular musical toy for children which I created and then tested in a preschool context with children of different ages. Along the way, I reflect on the peculiarities of children’s behaviors and the aspects of conducting design research with preschool children, since acknowledging these aspects is crucial for working with children as a designer.
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Gervais, Renaud. "Interaction and introspection with tangible augmented objects." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0286/document.

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La plupart des métiers du travail de l’information requièrent maintenant de passer la majeure partie de nos journée devant un écran. Ceci s’ajoute au temps déjà consacré à ce médium dans nos temps libres pour le divertissement et la communication, que ce soit en utilisant des téléphones intelligents, tablettes ou ordinateurs. Alors que les avancées technologiques dans le domaine des écrans tactiles nous ont permis d’interagir avec ces appareils de manière plus expressive, par exemple en utilisant nos doigts pour interagir directement avec le contenu numérique, ce que nous voyons et manipulons sur écran reste “intouchable” ; nos doigts ne pouvant pénétrer la surface de l’écran pour toucher le contenu numérique qui se trouve derrière. Pour que l’interaction avec le monde numérique soit écologique dans le futur, elle doit mettre à profit l’ensemble des différentes capacités de l’humain au lieu de ne se concentrer que sur certaines d’entre elles (comme le toucher et la vision), laissant les autres sens s’atrophier. Une façon de considérer le problème est d’utiliser le monde réel physique comme support pour le monde numérique, permettant d’imaginer un futur où les objets du quotidien auront de riches et expressives fonctions numériques, tout en étant ancrés dans le monde réel. La réalité augmentée spatiale est une modalité permettant d’aller dans cette direction. Cette thèse s’intéresse principalement à deux aspects en lien avec ces objets tangibles augmentés. Dans un premier temps, nous soulevons la question de comment interagir avec du contenu numérique lorsqu’il est supporté par des objets physiques. Comme point de départ de notre investigation, nous avons étudié différentes modalités qui utilisent des dispositifs d’entrée/sortie typiquement retrouvés dans un environnement de bureau. Cette approche est justifiée par le désir d’utiliser au maximum l’expérience que les utilisateurs ont déjà acquise avec leurs outils numériques tout en se dirigeant vers un espace d’interaction comprenant des éléments physiques. Dans un second temps, nous sommes allés au delà du thème de l’interaction avec le contenu numérique pour se questionner sur le potentiel des objets tangibles augmentés comme support pour un médium plus humain. Nous avons investigué comment ces artéfacts augmentés, combinés à différents capteurs physiologiques, pourraient permettre d’améliorer notre conscience des processus internes de notre corps et de notre esprit, pour éventuellement favoriser l’introspection. Cette partie a pris la forme de deux projets où un avatar tangible a été proposé pour laisser les utilisateurs explorer et personnaliser le retour d’information sur leurs propres états internes en temps réel
Most 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
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Im, Tong-pin. "Tangible and intangible compliances in Korean traditional architecture." Thesis, University of Auckland, 2009. http://hdl.handle.net/2292/5304.

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Korean traditional residential architecture exhibits compliance with nature in all aspects we can think of, which are dealt with under three main headings that form the substance of chapters 2, 3 and 4 respectively, “the temporal,” “the intangible” and “the tangible.” The thesis starts by reviewing the fundamental supposition and recognizing the model of the Great Ultimate and yin-yang theory. It also surveys the Chinese history of the unity of Heaven and humanity. Together these will constitute the philosophical basis for interpreting Korean architecture. Chapter 2 describes compliance with human nature in relation to timing the rituals of construction of traditional Korean architecture, and related concepts of time conceived in a cyclical order as “human time”. Chapter 3 describes compliance with nature in the intangible order. This is seen to be the most original aspect of the current research. Architecture is made in the tangible world but the influence of an intangible order that is implied in the key words of sinitic culture, Dao 道, Li 理, and Gi 氣, which encompass both tangible and intangible orders, dictate organisational effects in terms of auspiciousness, the layout of the house and site selection. A critique is offered of some aspects reference to Fengshui 風水 or YiJing as they have been used without clear distinctions. Chapter 4 describes compliance with the nature of the tangible order with regard to compositional principles of traditional Korean architecture. The description is organised on a vertical spatial axis, as roof, base and courtyard, and secondly on a horizontal axis as wall and fence. It is claimed that all of the space of the courtyard and Chae within Dam (fence) composes the natural architectural space according to the principle of Yin and Yang, which derives in turn from the Supreme Ultimate. In this composition Dam can be said to protect all the occupants and things within it. Each of these tangible components of architecture, and in particular their compositional relationships, is built in compliance with sinitic conceptions of the natural order of things.
Whole document restricted, but available by request, use the feedback form to request access.
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Al-Megren, Shiroq. "A tangible user interface for interactive data visualisation." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/13819/.

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Information visualisation (infovis) tools are integral for the analysis of large abstract data, where interactive processes are adopted to explore data, investigate hypotheses and detect patterns. New technologies exist beyond post-windows, icons, menus and pointing (WIMP), such as tangible user interfaces (TUIs). TUIs expand on the affordance of physical objects and surfaces to better exploit motor and perceptual abilities and allow for the direct manipulation of data. TUIs have rarely been studied in the field of infovis. The overall aim of this thesis is to design, develop and evaluate a TUI for infovis, using expression quantitative trait loci (eQTL) as a case study. The research began with eliciting eQTL analysis requirements that identified high- level tasks and themes for quantitative genetic and eQTL that were explored in a graphical prototype. The main contributions of this thesis are as follows. First, a rich set of interface design options for touch and an interactive surface with exclusively tangible objects were explored for the infovis case study. This work includes characterising touch and tangible interactions to understand how best to use them at various levels of metaphoric representation and embodiment. These design were then compared to identify a set of options for a TUI that exploits the advantages of touch and tangible interaction. Existing research shows computer vision commonly utilised as the TUI technology of choice. This thesis contributes a rigorous technical evaluation of another promising technology, micro-controllers and sensors, as well as computer vision. However the findings showed that some sensors used with micro-controllers are lacking in capability, so computer vision was adopted for the development of the TUI. The majority of TUIs for infovis are presented as technical developments or design case studies, but lack formal evaluation. The last contribution of this thesis is a quantitative and qualitative comparison of the TUI and touch UI for the infovis case study. Participants adopted more effective strategies to explore patterns and performed fewer unnecessary analyses with the TUI, which led to significantly faster performance. Contrary to common belief bimanual interactions were infrequently used for both interfaces, while epistemic actions were strongly promoted for the TUI and contributed to participants’ efficient exploration strategies.
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Dahlström, 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.

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This project has been devoted to design a computer system with a tangible user interface, in the context of future supervision of remote drop-in dialysis patients. The tangible computer system was developed as an example of how two concepts in human work, accountability and awareness, can be supported through tangible user interfaces. A current trend within CSCW discusses accountability in design in terms of how software should make its own actions accountable. We choose to use an alternative route, namely to use the tangible interface for explicating nurses and patients actions for each other. Explicating actions is key benefit with a tangible interface in work environments that is physical co-located. We conclude that our strategy can be investigated further in settings where the work is carried out in a physical co-located space.
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Ullmer, Brygg Anders. "Tangible interfaces for manipulating aggregates of digital information." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/29264.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes 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.
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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.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Includes 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.
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Mazalek, Alexandra 1976. "Tangible interfaces for interactive point-of-view narratives." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61854.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes 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.
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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.

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1. Karchevskaya GG Features of the processes of reproduction of fixed assets in industrial enterprises. State and regions.Ser .: Economy and Entrepreneurship. 2018. № 2. pp. 127–121. 2. Gorodyanskaya LV Depreciation policy and directions of reproduction of financial and economic resources in accounting. Finance of Ukraine.- 2015. - № 11. - P.112-121. 3. Anisimova MV, Zagoretskaya O. Ya. Expansion of methods of reproduction of fixed assets at the enterprise. Actual problems of economy.2017.№ 6.S.190-196. 4. Rudchenko O. and others. Methodical approaches to the regulation of the process of reproduction of fixed assets. Economy of Ukraine, 2015. №2. P.52-58.
The 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.
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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.

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Komaromi, 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.

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This thesis discusses commensality as a significant social activity, that helps to maintain and strengthen social bonds. It also examines the sense of touch as a communication channel, and provides an insight to how it can be used to communicate affect. Touch as contextualized medium and its relevance to interaction design is investigated. Based on studies made in psychology, physiology, sociology and communication it aims to find an answer to the question: ”How may we create togetherness -with the help of an interactive device- between loved ones separated by distance during dining, through remote communication?” In order to meet the objectives of the above question this research followed the Research Through Design methodology, with series of workshops and prototyping sessions.
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Mott, 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.

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Sirera, 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.

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We report on the design of a tangible device for encouraging the acceptance of unproductive time. We first conducted interviews for a better understanding of the subjective experience of productivity. We found that while the idea of being productive can evoke positive feelings of satisfaction, dealing with unproductive time can be a struggle, negatively affecting people’s moods and self-esteem. These findings guided the design and implementation of RU, a tangible device for reflecting on self-care time. Our prototype offers a physical representation of the mainstream productivity mindset and plays with the idea of connecting and charging energy to encourage the user to experience the time considered unproductive as self-care. In a second study, participants used the device for 5 days and our results suggest that the device motivates reflection on activities beyond work and increases awareness of the importance of taking time for self-care.
I 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.
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Garreau, Ludovic. "Élaboration d'une interface tangible pour l'assemblage en CAO." Bordeaux 1, 2005. http://www.theses.fr/2005BOR13013.

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Dans le domaine de l'assemblage mécanique, les logiciels CAO, tout en aidant le concepteur dans sa tâche, masquent des problèmes n'apparaissant que lors de la phase de fabrication. Par exemple, la mise en position relative de deux pièces est triviale à l'aide de la souris mais peut s'avérer complexe voire impossible dans la réalité. Dans cette thèse, nous proposons de résoudre ce problème en permettant au concepteur de tester réellement l'assemblage le plus tôt possible dans le processus de conception. Dans ce but, nous avons choisi de créer une interface tangible adapteé au contrainte d'assemblage. Nous avons choisi le concepi des interfaces tangibles, car les périphériques d'entrées (interacteurs) sont des objets réels qui ont un comportement ou une apparence proche du comportement des objets virtuelles. Ainsi, chaque interface tangible est spécifique à une application et peut faire apparaître des problèmes liés au comportement des objets virtuelles (l'assemblage dans notre cas). Dans un premier temps, nous avons dégagé des principes de conception et exprimé les caractéristiques d'une interface tangible. Puis dans un second temps, nous avons établi une taxinomie sur les principes d'interaction, à partir de laquelle nous avons fait émerger plusieurs principes d'interaction et la manière de les employer selon l'utilité et de l'usage de l'action. Après ces travaux nous avons également étudié l'assemblaghe avec des chercheurs en conception mécanique pour comprendre le comportement que devrait avoir nos interacteurs. Puis nous avons terminé par la réalisation d'un suivi vidéo pour capturer les informations des interacteurs. Nous avons concrétisé tous ces travaux dans le cadre du projet ESKUA sous la forme d'un prototype. Ce prototype comprenant trois composants : les interacteurs (objets réels), la plate-forme (cadre de manipulation), la communication interacteur-odinateur (vidéo), permet de manipuler plusieurs modèles CAO simultanément par le biais des interacteurs.
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Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences." Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.

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Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception
This 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
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40

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.

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Tangible 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
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Silbert, Lisa. "The Effect of Tangible Rewards on Perceived Organizational Support." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/872.

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Using survey data from 61 employees, a regression analysis was performed to measure the effects that tangible rewards have on the employees? perception of organizational support. The analysis found that when employees have positive valance towards a reward and recall it frequently, they have increased levels of perceived organizational support. The study demonstrates that when organizations provide employees with rewards that the employees? value and recall, the employees will feel more supported by the organization. Employees who feel supported by the organization are more likely to engage in desirable workplace behaviours such as increased job involvement and reduced absenteeism.
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42

Lam, Billy Shiu Fai. "pCubee : evaluation of a tangible outward-facing geometric display." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/33951.

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This thesis describes the evaluation of pCubee, a handheld outward-facing geometric display that supports high-quality visualization and tangible interaction with 3D content. Through reviewing existing literatures on 3D display technologies, we identified and examined important areas that have yet to be fully understood for outward-facing geometric displays. We investigated the performance of a dynamic visual calibration technique to compensate for tracking errors, and we demonstrated four novel interaction schemes afforded by tangible outward-facing geometric displays, including static content visualization, dynamic interaction with reactive virtual objects, scene navigation through display movements, and bimanual interaction. Two experiments were conducted to evaluate the impact of display seams and pCubee's potential in spatial reasoning tasks respectively. Two stimuli, a path-tracing visualization task and a 3D cube comparison task that was similar to a mental rotation task, were utilized in the experiments. In the first experiment, we discovered a significant effect on user performance in path-tracing that was dependent on the seam thickness. As seam size increased beyond a thickness threshold, subjects relied less on multiple screens and spent longer time to trace paths. In the second experiment, we found that subjects had significant preference for using the pCubee display compared to a desktop display setup when solving our cube comparison problem. Both time and accuracy using pCubee were as good as using a much larger, more familiar desktop display. This proved the utility of outward-facing geometric displays for spatial reasoning tasks. Our analysis and evaluation identified promising potential but current limitations of pCubee. The outcomes from our analysis can help to facilitate development and more systematic evaluations of similar displays in the future.
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43

Ji, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.

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Tangible interfaces, such as keyboards, mice, touch pads, and touch screens, are widely used in human computer interaction. A common disadvantage with these devices is the presence of mechanical or electronic devices at the point of interaction with the interface. The aim of this work has been to investigate and develop new tangible interfaces that can be adapted to virtually any surface, by acquiring and studying the acoustic vibrations produced by the interaction of the user's finger on the surface. Various approaches have been investigated in this work, including the popular time difference of arrival (TDOA) method, time-frequency analysis of dispersive velocities, the time reversal method, and continuous object tracking. The received signal due to a tap at a source position can be considered the impulse response function of the wave propagation between the source and the receiver. With the time reversal theory, the signals induced by impacts from one position contain the unique and consistent information that forms its signature. A pattern matching method, named Location Template Matching (LTM), has been developed to identify the signature of the received signals from different individual positions. Various experiments have been performed for different purposes, such as consistency testing, acquisition configuration, and accuracy of recognition. Eventually, this can be used to implement HCI applications on any arbitrary surfaces, including those of 3D objects and inhomogeneous materials. The resolution with the LTM method has been studied by different experiments, investigating factors such as optimal sensor configurations and the limitation of materials. On plates of the same material, the thickness is the essential determinant of resolution. With the knowledge of resolution for one material, a simple but faster search method becomes feasible to reduce the computation. Multiple simultaneous impacts are also recognisable in certain cases. The TDOA method has also been evaluated with two conventional approaches. Taking into account the dispersive properties of the vibration propagation in plates, time-frequency analysis, with continuous wavelet transformation, has been employed for the accurate localising of dispersive signals. In addition, a statistical estimation of maximum likelihood has been developed to improve the accuracy and reliability of acoustic localisation. A method to measure and verify the dispersive velocities has also been introduced. To enable the commonly required "drag & drop" function in the operation of graphical user interface (GUI) software, the tracking of a finger scratching on a surface needs to be implemented. To minimise the tracking error, a priori knowledge of previous measurements of source locations is needed to linearise the state model that enables prediction of the location of the contact point and the direction of movement. An adaptive Kalman filter has been used for this purpose.
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Kok, 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.

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“Clothing always shows people’s personality.” said William Shakespeare. “Even we bow our heads with silence, our clothing and bearing will still reveal our past experiences.” As for a Chinese woman, Qipao reminds and even reveals her own background and roots. Qiapo is so widely recognized that people from different countries relate it to China once they see it. Such a Chinese female identity has been built for decades. Qipao has been seen as the National Costume throughout the 20th Century until nowadays. It expressed the patriotic purposes in the sense of Chinese and the rest of the world implicitly and explicitly. More importantly, it is an international symbol of Chinese femininity. The reason why Qipao can be preserved through history and time is that through the vicissitudes of the process of social and historical development, it has steadily given expression to the distinct character and individual style of the nation, making it distinctively different to the rest of the world. Qipao with its bewitching eastern charm, peerless style with its universal appeal established its unique place in the history of clothing in the world. It is an international symbol of Chinese femininity. In short, Qipao is a living heritage that has been evolving to adapt to the socio-historical circumstances of different times. This dissertation seeks to discover the process of this evolution through the tangibility and intangibility of Qipao.
published_or_final_version
Conservation
Master
Master of Science in Conservation
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45

Rosso, Juan. "Surfaces malléables pour l'interaction mobile et tangible à distance." Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAM078/document.

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Les curseurs sont l'un des widgets les plus utilisés pour contrôler les paramètres continus - par exemple, luminosité, volume sonore, température d'une maison intelligente, etc. Sur les téléphones mobiles, les curseurs sont représentés graphiquement, nécessitant l'attention visuelle de l'utilisateur. Ils sont principalement exploités avec un seul pouce. Alors que les curseurs de grande taille offrent de meilleures performances, ils présentent des zones difficiles à atteindre pour le pouce. Cet article explore différentes conceptions de curseurs tangibles pour offrir une interaction sans yeux et efficace avec le pouce. Les nouveaux concepts que nous avons explorés sont basés sur un espace de conception englobant des solutions graphiques et des solutions tangibles inexplorées. Pour évaluer nos conceptions, nous avons construit des prototypes et les avons testés expérimentalement dans trois expériences. Dans notre première expérience, nous avons analysé l'impact sur la performance de la longueur du curseur tangible: soit dans la zone confortable du pouce ou non. Dans notre deuxième expérience, nous avons analysé la performance d'un design tangible extensible qui permet un fonctionnement dans la zone confortable du pouce. Dans notre troisième expérience, nous avons analysé la performance d'un design tangible bimodal déformable qui permet un fonctionnement dans la zone confortable du pouce, et au-delà de cette zone, avec l'index sur le dos de l'appareil. Ce travail contribue à la littérature en: premièrement, en fournissant un espace de conception pour une interaction à une main avec des éléments tangibles déformables. Deuxièmement, analyser l'impact sur la performance lors de la manipulation de curseurs tangibles en dehors de la zone confortable du pouce. Et troisièmement, analyser l'impact de la déformation lors de la manipulation
Sliders 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
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46

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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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Page 108 blank.
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.
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47

Xambó, Anna. "Tabletop tangible interfaces for music performance : design and evaluation." Thesis, Open University, 2015. http://oro.open.ac.uk/42473/.

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This thesis investigates a new generation of collaborative systems: tabletop tangible interfaces (TTIs) for music performance or musical tabletops. Musical tabletops are designed for professional musical performance, as well as for casual interaction in public settings. These systems support co-located collaboration, offered by a shared interface. However, we still know little about their challenges and opportunities for collaborative musical practice: in particular, how to best support beginners or experts or both. This thesis explores the nature of collaboration on TTIs for music performance between beginners, experts, or both. Empirical work was done in two stages: 1) an exploratory stage; and 2) an experimental stage. In the exploratory stage we studied the Reactable, a commercial musical tabletop designed for beginners and experts. In particular, we explored its use in two environments: a multi-session study with expert musicians in a casual lab setting; and a field study with casual visitors in a science centre. In the experimental stage we conducted a controlled experiment for mixed groups using a bespoke musical tabletop interface, SoundXY4. The design of this study was informed by the previous stage about a need to support better real-time awareness of the group activity (workspace awareness) in early interactions. For the three studies, groups musical improvisation was video-captured unobtrusively with the aim of understanding natural uses during group musical practice. Rich video data was carefully analysed focusing on the nature of social interaction and how workspace awareness was manifested. The findings suggest that musical tabletops can support peer learning during multiple sessions; fluid between-group social interaction in public settings; and a democratic and ecological approach to music performance. The findings also point to how workspace awareness can be enhanced in early interactions with TTIs using auditory feedback with ambisonics spatialisation. The thesis concludes with theoretical, methodological, and practical implications for future research in New Interfaces for Musical Expression (NIME), tabletop studies, and Human-Computer Interaction (HCI).
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48

Ducasse, Julie. "Tabletop tangible maps and diagrams for visually impaired users." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30197/document.

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En dépit de leur omniprésence et de leur rôle essentiel dans nos vies professionnelles et personnelles, les représentations graphiques, qu'elles soient numériques ou sur papier, ne sont pas accessibles aux personnes déficientes visuelles car elles ne fournissent pas d'informations tactiles. Par ailleurs, les inégalités d'accès à ces représentations ne cessent de s'accroître ; grâce au développement de représentations graphiques dynamiques et disponibles en ligne, les personnes voyantes peuvent non seulement accéder à de grandes quantités de données, mais aussi interagir avec ces données par le biais de fonctionnalités avancées (changement d'échelle, sélection des données à afficher, etc.). En revanche, pour les personnes déficientes visuelles, les techniques actuellement utilisées pour rendre accessibles les cartes et les diagrammes nécessitent l'intervention de spécialistes et ne permettent pas la création de représentations interactives. Cependant, les récentes avancées dans le domaine de l'adaptation automatique de contenus laissent entrevoir, dans les prochaines années, une augmentation de la quantité de contenus adaptés. Cette augmentation doit aller de pair avec le développement de dispositifs utilisables et abordables en mesure de supporter l'affichage de représentations interactives et rapidement modifiables, tout en étant accessibles aux personnes déficientes visuelles. Certains prototypes de recherche s'appuient sur une représentation numérique seulement : ils peuvent être instantanément modifiés mais ne fournissent que très peu de retour tactile, ce qui rend leur exploration complexe d'un point de vue cognitif et impose de fortes contraintes sur le contenu. D'autres prototypes s'appuient sur une représentation numérique et physique : bien qu'ils puissent être explorés tactilement, ce qui est un réel avantage, ils nécessitent un support tactile qui empêche toute modification rapide. Quant aux dispositifs similaires à des tablettes Braille, mais avec des milliers de picots, leur coût est prohibitif. L'objectif de cette thèse est de pallier les limitations de ces approches en étudiant comment développer des cartes et diagrammes interactifs physiques, modifiables et abordables. Pour cela, nous nous appuyons sur un type d'interface qui a rarement été étudié pour des utilisateurs déficients visuels : les interfaces tangibles, et plus particulièrement les interfaces tangibles sur table. Dans ces interfaces, des objets physiques représentent des informations numériques et peuvent être manipulés par l'utilisateur pour interagir avec le système, ou par le système lui-même pour refléter un changement du modèle numérique - on parle alors d'interfaces tangibles sur tables animées, ou actuated. Grâce à la conception, au développement et à l'évaluation de trois interfaces tangibles sur table (les Tangible Reels, la Tangible Box et BotMap), nous proposons un ensemble de solutions techniques répondant aux spécificités des interfaces tangibles pour des personnes déficientes visuelles, ainsi que de nouvelles techniques d'interaction non-visuelles, notamment pour la reconstruction d'une carte ou d'un diagramme et l'exploration de cartes de type " Pan & Zoom ". D'un point de vue théorique, nous proposons aussi une nouvelle classification pour les dispositifs interactifs accessibles
Despite 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
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49

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.

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Dissertação apresentada para obtenção do Grau de Doutor em Engenharia do Ambiente, pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
The 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
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50

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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What if a computer wasn’t necessarily the best place for kids to learn the fundamentals of coding? A new wave of digital coding teaching tools has been ushered into America, with the country progressively gaining more interest in having kids learn code.  The goal of this project has been to propose an alternative teaching method, one focused and tailored to students who learn best through kinesthetic and visual means.  The approach has been to combine tangible interaction principles to help make the introductory stages of learning code as approachable and intuitive as possible.  The final result of this thesis is a modular toy system which gradually introduces kids to the fundamentals of coding independent of a computer, prompting exploration and problem solving.
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