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Littérature scientifique sur le sujet « Tangible user Interfaces, Interaction design »

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Thèses sur le sujet "Tangible user Interfaces, Interaction design"

1

Bijman, Nicolaas Peter. "Exploring affordances of tangible user interfaces for interactive lighting." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248002.

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This paper explores interaction with lighting through a tangible user interface (TUI). In a TUI the physical object and space around it are part of the interface. A subset of tangible interaction called spatial interaction is the main focus of this paper. Spatial interaction refers to translation, rotation or location of objects or people within a space. The aim of this paper is to explore the relation between spatial inputs and lighting outputs based on different design properties. A user test is set up to explore the effect that design properties of a TUI have on the lighting output that participants map to spatial inputs. The results of the conducted user test indicate that communicating affordances to the user is an important factor when designing couplings between spatial inputs and lighting outputs. The results further show that the shape of the interface plays a central role in communicating those affordances and that the overlap of input and output space of the interface improves the clarity of the coupling.<br>Den här studien utforskar gripbar (tangible) interaktionsdesign med fokus på ljus och belysning. Vid användning av ett gripbart (tangible) gränssnitt används den fysiska miljön som gränssnitt. Detta skiljer sig till stor del från interaktion med ett grafiskt användargränssnitt, där alla interaktioner sker och begränsas av en skärms egenskaper. Denna studie fokuserar på rumslig (spatial) interaktionsdesign, vilket är en del av gripbar interaktionsdesign. Rumslig interaktion refererar till översättning, rotation eller plats av objekt eller människor i ett utrymme. Ett användartest har utförts för att testa vad för effekt olika rumsliga indata och designegenskaper har på förväntad utdata för ljus och belysning. Resultatet från användartestet visar att starka affordances och begränsningar, tillsammans med överlappningen av rumslig indata och utdata för ljus och belysning, är de viktigaste egenskaperna för att designa tydliga övergångar.
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Stenbacka, Erik. "Cubieo : Observations of Explorative User Behavior with an Abstract Tangible Interface." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19639.

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Recent years have shown a broad spectra of tangible interfaces or TUI's, based upon interaction with music, but also other interfaces containing ubiquitous computing. This is an interesting field due to how engaging music can be and work as connector between people. But the field of human computer interaction has some explorational properties. This paper presents an idea of abstraction with a tangible interface for creating music. The idea behind abstraction of the interface is to engage the user(s) in exploring the artifact, rather than explaining the artifact to the user what can and cannot be done with the artifact.
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Merrad, Walid. "Interfaces tangibles et réalité duale pour la résolution collaborative de problèmes autour de tables interactives distribuées." Thesis, Valenciennes, Université Polytechnique Hauts-de-France, 2020. http://www.theses.fr/2020UPHF0010.

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De nouvelles modalités d’interactions reposant sur les postures et les gestes complètentprogressivement les modalités couramment employées par les ordinateurs de bureau, lestablettes et les surfaces interactives. Ces modalités peuvent être enrichies par l’adjonctiond’objets tangibles, directement tirés de la vie quotidienne ou représentant de manièresymbolique des concepts abstraits de l’interface. Les tables interactives, de par leurhorizontalité et leurs cadres d’utilisation, souvent collaboratifs voire conviviaux, sont unterritoire privilégié d’exploration des usages des objets tangibles et de la manière dont ilssont capables d’enrichir les modalités classiques d’interaction avec ces tables que sont lepointage et le toucher.Le sujet de cette thèse porte sur l’étude des interactions utilisateur avec des tablesinteractives tangibles, dans un contexte d’utilisation en environnement de réalité dualeconstitué de deux mondes symétriques, interconnectés et d’influence mutuellement. Lesinterfaces utilisateur tangibles offrent aux utilisateurs la possibilité d’appréhender et desaisir la signification des informations numériques en manipulant des représentations tangiblesjudicieuses de notre monde physique. Ces métaphores d’interaction établissent unpont entre les deux environnements qui constituent la réalité duale : le monde physiqueet le monde virtuel.Dans cette perspective, ce travail présente une contribution théorique, ainsi que sesapplications. Nous proposons de combiner l’interaction tangible sur table interactiveavec la réalité duale dans un cadre conceptuel, essentiellement destiné aux concepteursd’applications, qui modélise et explique les interactions et les représentations, quifonctionnent dans des configurations de réalité duale. Nous exposons tout d’aborddifférents travaux réalisés dans le domaine de l’interaction tangible en général, puis nousnous concentrons sur des travaux menés sur les tables interactives. Nous proposonségalement de recenser et répertorier 112 tables interactives, classées et caractérisées selonplusieurs critères. Ensuite, nous présentons le concept de la réalité duale et ses domainesd’application possibles. Ensuite, nous proposons un framework de conception, illustronset expliquons ses éléments constitutifs, et comment il peut s’adapter à diverses situationsde réalité duale, notamment avec des tables interactives équipées de la technologie RFID.Enfin, quant à nos contributions applicatives, nous montrons des études de cas que nousavons conçues sur la base de notre proposition, qui illustrent les mises en oeuvre deséléments de notre framework proposé. Les perspectives de recherche sont enfin mises enévidence à la fin du manuscrit<br>In everyday life, new interactions are gradually replacing the standard computer keyboardand mouse, by using the human body gestures (hands, fingers, head, etc.) as alternativesof interactions on surfaces and in-air. Another type of interaction resides within the manipulationof everyday objects to interact with digital systems. Interactive tabletops haveemerged as new platforms in several domains, offering better usability and facilitatingmulti-user collaboration, thanks to their large display surface and different interactiontechniques on their surfaces, such as multi-touch and tangible. Therefore, improving interaction(s) on these devices and combining it (respectively them) with other conceptscan prove more useful and helpful in the everyday life of users and designers.The topic of this thesis focuses on studying user interactions on tangible interactivetabletops, in a context of use set in a dual reality environment. Tangible User Interfacesoffer users the possibility to apprehend and grasp the meaning of digital information bymanipulating insightful tangible representations in our physical world. These interactionmetaphors are bridging both environments that constitute the dual reality: the physicalworld and the virtual world.In this perspective, this work presents a theoretical contribution along with itsapplications. We propose to combine tangible interaction on tabletops and dual realityin a conceptual framework, basically intended for application designers, that models andexplains interactions and representations, which operate in dual reality setups. First ofall, we expose various works carried out in the field of tangible interaction in general,then we focus on existing work conducted on tabletops. We also propose to list 112interactive tabletops, classified and characterized by several criteria. Next, we presentthe dual reality concept and its possible application domains. Second, we design ourproposal of the framework, illustrate and explain its composing elements, and how itcan adapt to various situations of dual reality, particularly with interactive tabletopsequipped with RFID technology. Finally, and as application contributions, we show casestudies that we designed based on our proposal, which illustrate implementations ofelements from our proposed framework. Research perspectives are finally highlighted atthe end of the manuscript
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De, Oliveira Clarissa C. "Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22279.

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In less than a century, programming languages have assumed many forms in adapting to system’s needs and capacities, of which our cognitive systems are a part. One variation, tailored specifically for the cognitive processes in children’s education of computational concepts, and nowadays successful among novice adult learners too, is that of visual block based programming. From the pool of available block based programming environments, Scratch is the most popular for users, and therefore becomes a good topic for researchers interested in contemporary educational discussions, including that of coding as a curricular activity in schools. Although inspired by the educational philosophy of using abstract physical blocks in foundational learning, the mainly visual interface of Scratch is made for keyboard and mouse mediated interaction with the digital content on-screen, producing audio-visual feedback. This research is a case study of Scratch, where the shortcomings found in interactions with its environment motivate the investigation of a potential hybrid technology – tangible and visual – for enhanced learning of foundational concepts in block based programming. The investigation is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The results from its design process present the benefits and challenges of this hybrid concept to inform and inspire the development of new technologies for learning, as well as it should inspire designers of Tangible User Interfaces (TUIs) for learning and the educational community of computing to challenge the current ways of learning. The work here presented is concerned with acknowledging and building onto strengths of existing technologies, rather than substituting them with disruptive ideas.
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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.<br>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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Myra, Jess. "Memorality: The Future of Our Digital Selves." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-74466.

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Digital Immortality or Not?The aim of this thesis was to explore how we might be stewards for our post-life digital self after physical death, and to provide a new interaction experience in the form of a tangible, digital, or service design solution. Prior to the project kick-off secondary research, including academic research papers, analogous services, and existing projects, was distilled to form topical questions. These questions were then presented in many casual topical conversations and revealed that although post-life digital asset management awareness is increasing, little consideration exists on how to reflect legacies into the future long after death. A second stage of primary research included multiple on-site investigations, paired with in-person interviews and a quantitative online survey. Insights and understandings then lead to initial concepts that were tested to address distinctive qualities between tangible and digital design solutions. The main findings included that although people want to be remembered long after they die, current methods of tangible and digital content management can not sufficiently support the reflection of legacies long into the future. In conclusion, this thesis argues that to become part of an everlasting legacy, the interaction experience can leverage commonalities and shared moments from life events captured in digital media. These points of connections rely on associated metadata (i.e. keyword tags, date stamps, geolocation) to align relevant moments that transcend time and generations. The solution proposed here harnesses the benefits that both digital and tangible media afford and are presented as a tablet interface with an associated tangible token used as a connection key.
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Taylor, Jennyfer Lawrence. "Ngana Wubulku Junkurr-Jiku Balkaway-Ka: The intergenerational co-design of a tangible technology to keep active use of the Kuku Yalanji Aboriginal language strong." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/206447/1/Jennyfer_Taylor_Thesis.pdf.

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This project involved the co-design of a tangible technology to enrich everyday Kuku Yalanji language use by children and their families, in partnership with the Wujal Wujal Aboriginal Shire Council and community. This thesis contributes the design of a relational language technology, the 'Crocodile Language Friend' talking soft toy with a paired web application, along with novel co-design methods and whole-of-community engagement approaches. The thesis argues that participatory design practices involving tangible technologies can support community alignment of resources and initiatives towards Indigenous language revitalization efforts.
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Iezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.

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This thesis project explores how interactive technologies can facilitate a sense of social connectedness with others whilst remotely located. While studying the way humans use rituals for emotional management, I focused my interest on the act of commensality because it is one of the oldest and most important rituals used to foster togetherness among families and groups of friends. Dining with people who do not belong to the same household is of course hard during a global pandemic, just like many of the other forms of social interactions that were forcibly replaced by the use of technological means such as video-chat apps, instant messaging and perhaps an excessive use of social networking websites. These ways of staying connected, however, lack the subtleties of real physical interaction, which I tried to replicate with my prototype system, which consists of two sets of a lamp and a coaster which enable to communicate through light and tactile cues. The use of such devices creates a new kind of ritual based on the simultaneous use of the devices by two people, thus enabling a new and original form of commensality that happens through a shared synchronized experience.
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Pederson, Thomas. "From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137.

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Knibbe, Cédric. "Concevoir avec des technologies émergentes pour la construction conjointe des pratiques et des artefacts : apports d’une méthodologie participative à l’innovation technologique et pédagogique." Thesis, Paris, CNAM, 2016. http://www.theses.fr/2016CNAM1123/document.

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Les Technologies de l’Information et de la Communication pour l’Enseignement (TICE) peuvent transformer profondément les pratiques pédagogiques. Cependant, pour que ce bénéfice potentiel se réalise, il faut que les solutions produites en conception puissent à la fois s’intégrer à ces pratiques et être sources d’innovation potentielles, en termes de plus-values pour les activités d’enseignement et d’apprentissage. L’objectif de cette thèse est de mettre en avant des facteurs de conception qui permettent d’articuler ces enjeux dans le cadre d’un projet de conception sur technologie émergente pour l’enseignement. Ainsi, la recherche s’intéresse à une démarche participative mise en œuvre dans la conception conjointe d’un système technique (l’application sur table interactive) et des pratiques enseignantes (par l’intermédiaire de scénarios pédagogiques). Nos hypothèses concernent les effets de différents facteurs sur l’élaboration d’un compromis entre des enjeux d’intégration et d’innovation : implication de futurs utilisateurs « pionniers » ; opportunités de confrontation de leurs hypothèses de conception ; cadrage du champ des possibles. Les analyses portent sur l’ensemble de la démarche de conception, afin de caractériser ces effets d’un point de vue longitudinal en les situant par rapport aux différentes méthodes mobilisées et à l’avancement des solutions de conception. En particulier, les justifications des choix de conception relatifs à certaines composantes de l’artefact en cours d’élaboration sont étudiées pour caractériser, d’une part, les facteurs de la conception qui ont contextualisé ces choix et, d’autre part, leurs liens avec les enjeux d’innovation ou d’intégration, voire les deux. Les résultats montrent que : (i) la mobilisation et la redéfinition des scénarios pédagogiques, l’implication d’enseignants en tant que co-concepteurs, la confrontation des solutions de conception sur prototype et en simulation et enfin le recueil des besoins favorisent la définition de caractéristiques techniques et l’intégration du système technique ; (ii) la définition des caractéristiques techniques de l’application, l’implication d’enseignants pionniers, l’identification de leurs besoins et la simulation des solutions favorisent l’adaptation des pratiques enseignantes aux caractéristiques de la technologie en vue d’optimiser son intégration ; (iii) les différentes formes de confrontation à la nouvelle technologie ainsi que les apprentissages mutuels en conception participative vis-à-vis du potentiel technique et interactif des tables interactives contribuent à l’exploitation de ce potentiel par les concepteurs ; (iv) les caractéristiques innovantes des tables interactives, l’anticipation de leurs usages potentiels en salle de classe, la mise en œuvre des solutions de conception en situation réelle, la participation d’enseignants futurs utilisateurs leur permettant de s’approprier la nouvelle technologie et l’identification de leurs difficultés actuelles favorisent l’innovation dans les scénarios pédagogiques et l’amélioration des activités d’enseignement et d’apprentissage<br>Information and Communication Technologies have the potential for deeply transforming teachers’ practices. However, this requires design solutions to be adapted to these practices and, at the same time, to foster innovations, in terms of improvements for teaching and learning activities. This thesis aims at highlighting design factors that allow the articulation between these goals, in the context of a design project with emerging technologies for education. The research focuses onthe design process: joint definition of a technical system (an application on an interactive tabletop) and of teaching practices (via pedagogical scenarios); involvement of future users; design hypothesis assessment modalities; framing the scope of design possibilities. Our hypotheses concern the potential effects of these factors on the reaching of a compromise between integration and innovation related goals.Analyses cover the entire design process, in order to longitudinally examine the various design techniques used and the design process advancement. In particular, design choices related to some of the features of the artifact are analyzed to investigate the links between design factors and integration/innovation related goals.Results show that: (i) using and redefining pedagogical scenarios, involving users as co-designers, confronting the design solutions with prototypes and simulations and identifying users’ needs facilitate the technical definition of the application and its integration in future teaching activities; (ii) defining the technical properties of an artifact, involving teachers as experimenters, identifying their needs and simulating on the design solution foster the adaptation of teachers’ practices to the specificities of the technologies and optimize its integration ; (iii) allowing participants to interact with the emerging technology in different ways and the mutual learning processes between designers, regarding tabletops technical and interactional potential,help them capitalize on this potential ; (iv) identifying the innovative features of tabletops, anticipating their potential uses, testing prototypes in real class situations and involving teachers, to let them learn how to use an emerging technology and to express the existing limits of in their teaching practices, foster innovation in their pedagogical scenarios and, thus, can improve teaching and learning activities
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