Auflistung nach Schlagwort "Tangible User Interfaces"
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- KonferenzbeitragActive Tangibles for Tabletop Interaction based on the Kniwwelino Prototyping Platform(Mensch und Computer 2019 - Tagungsband, 2019) Maquil, Valérie; Afkari Roshkari, Hoorieh; Moll, Christian; Hermen, Johannes; Latour, ThibaudTo allow researchers in exploring the use of active tangibles in different tabletop scenarios, affordable and easy-to-use rapid prototyping tools are needed. This paper presents the design and implementation of active tangibles that are based on a microcontroller based development platform called Kniwwelino. They are wirelessly connected via WiFi and can be programmed in Arduino or using a block-based visual programming language. We present the details of our implementation, propose a scenario of use, and describe our findings gained from the implementation of this scenario.
- KonferenzbeitragEnhancing Interactive Tabletop Workspaces with Tangible Contexts(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Ott, Markus; Luderschmidt, Johannes; Dörner, Ralf; Kim, HyungSeok; Kim, Jee-InIn this paper, we introduce our concept of tangible contexts in the field of seamless interaction in shared workspaces between mobile devices and tabletop systems. We model the context as a relationship between a user, the user s mobile device and objects on the surface of an interactive tabletop system. The tabletop represents the public part of the context and the mobile device embodies the private part of the context in a tangible form. The mobile device s touchscreen provides an additional workspace, its gyroscopic sensors allow for detection of the device s orientation in the air and it can be used as multi-purpose tangible object on the tabletop s surface. Additionally, an interaction performed with a mobile device can be technically and conceptually linked to its owner. In particular, users can automatically authenticate interactions by using their own device. Therefore, by employing tangible contexts it is possible complementing public interaction on the tabletop with private interaction on the mobile device and providing an ownership metaphor of UI elements on an interactive surface.
- WorkshopbeitragExploring former interaction qualities for tomorrow s control room design(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Müller, Jens; Schwarz, Tobias; Butscher, Simon; Reiterer, HaraldThis paper addresses the lack of interaction qualities in control rooms by investigating the potential use of Hybrid Surfaces. As an emerging trend with strong real-world references, they offer the combination of both, the qualities of physical interaction and the potentials of the digital world. To determine their applicability in the given context we applied the theoretical framework Reality-Based Interaction in line with an expert focus group. As the primal finding tangible forms have aroused great interest as they embody the feature to express ongoing processes states and allow multimodal interaction.
- ZeitschriftenartikelPotenzial der Anwendung von VR-Interaktionstechniken im Usability-Testing(MMI Interaktiv - Aufmerksamkeit und Situationawareness beim Autofahren: Vol. 1, No. 11, 2006) Naumann, Anja; Israel, Johann HabakukMethoden der Virtual Reality (VR) Technologie haben Einzug in die Produktentwicklung gefunden und werden dort vorrangig in den frühen Phasen eingesetzt. Uns interessiert hier die Frage, inwieweit VR für das Usability-Testing genutzt werden kann. Ziel des Artikels ist es, für diese Nutzung Potentiale, Probleme und Alternativen aufzuzeigen. Wir gehen dabei auf virtuelle Prototypen ein und betrachten den Bereich Ergonomie insbesondere im Hinblick auf Interaktionsaspekte. Wir argumentieren, dass neue VR-Interaktionstechniken, bei denen der Benutzer direkt mit physischen Prototypen statt durch Interaktionsgeräte interagiert, aussagekräftigere Testergebnisse versprechen.
- KonferenzbeitragSerious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children(Mensch & Computer 2010 Entertainment Interfaces Track, 2010) Gerling, Kathrin Maria; Klauser, Matthias; Masuch, MaicThis paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.
- WorkshopbeitragSimulation and Digital Prototyping of Tangible User Interfaces(Mensch & Computer 2014 - Tagungsband, 2014) Diewald, Stefan; Möller, Andreas; Roalter, Luis; Kranz, MatthiasPhysical prototyping is an important part in research and development of tangible user interfaces (TUIs). On the way from the idea to a working prototype, hardware prototypes usually have to be crafted repeatedly in numerous iterations. However, this can be very time- and cost-intensive when non-standard, expensive hardware components are part of the design. This brings us to think about digital prototypes that exhibit the same functionality as a physical TUI, but reduce the amount of resources that have to be spent. For that reason, we present a middleware-based process that allows developing and testing fully functional implementations of a tangible user interface as a digital device in a 3D virtual environment.
- KonferenzbeitragVispol: An Interactive Tabletop Graph Visualization for the Police(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Luderschmidt, Johannes; Dörner, Ralf; Seyer, Melanie; Frieß, Frederic; Heimann, RudiVispol (Visualization for the police) is an interactive graph-based visualization that supports the work of the police of Hessen, Germany. A Vispol graph visualizes involved persons and their relations in crisis incidents like hostage takings or bank hold-ups. It presents a tabletop-based multi-touch and tangible user interface for the structured creation and manipulation of node-link diagrams. For instance, persons can be stamped into a graph with a stamp tangible object and links can be established employing multi-touch gestures. The graph can be visually filtered by applying layout algorithms via layout tangibles or by using a tangible magnet metaphor. We presented Vispol to the police to gather qualitative feedback. The police appreciated the visualization and generally liked the approach to use a multi-touch and tangible user interface. However, when it came to interacting with the tabletop system, police officers acted very cautiously and hesitatingly, as they were afraid of the new technology.