共查询到19条相似文献,搜索用时 78 毫秒
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以虚拟家居设计系统为应用目标,以笔式交互在虚拟家居设计系统中的应用为主要研究内容,将基于笔交互的自由勾画技术和概念设计过程中的草图设计技术相结合,并利用已有的手势识别技术,系统研究了虚拟家居系统中笔式交互的交互任务、交互过程模型和交互技术,具体包括:建立了手势知识库,研究了虚拟家居系统中从草图绘制到三维漫游过程中的约束求解技术等,为笔式交互在家居设计系统中应用提供了参考原型。基于笔交互的虚拟家居设计展示系统已经投入应用,并取得较好的效果。 相似文献
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传统基于WIMP界面范式的表格设计,无法满足用户与界面自然、高效、连续性交互的需求,尤其是用户无法根据设计意图自由勾画任意通用的表格,也无法自动标识表格界面逻辑.提出一个基于笔交互的表格组件的设计方法.该方法以数字笔代替鼠标键盘,能够连续输入笔迹并识别为文字、勾画草图并识别为正式表格或框线、使用笔手势操纵界面对象,并能自动识别表格的逻辑结构.本文讨论了该笔式表格组件的开发框架及关键技术,以及表格组件架构,并给出了应用实例及性能评估,实验结果表明,用户使用该方法设计表格具有较高的效率与用户满意度. 相似文献
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笔式用户界面以纸笔为隐喻,有着广泛的应用范围.提出了一种基于笔交互的电子表单设计工具,用户可以使用数字笔自然、高效地设计表单.介绍了笔式电子表单工具的设计思路以及其中的关键技术,包括笔手势的设计、笔迹处理的流程以及相关的识别技术.基于设计思路和关键技术,实现了一个原型系统.用户测试表明,基于笔交互的表单设计工具比传统的表单设计工具更加自然、高效. 相似文献
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给出了进行软件开发的OOAD方法以及基于这一方法的实验性原型OOAD系统的结构,OOAD方法以面向对象技术改进传统的结构化开发,设计人员与用户通过文档和图形进行交互,最终,系统产生一个面向对象的软件系统结构。 相似文献
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计算机辅助教学系统目前已在教学中大量应用,然而,基于WIMP界面范式的电子课件系统,无法满足教师在课堂教学互动中需要与用户界面自然、高效、连续性交互的需求,尤其是几何教学中连续书写板书、自由勾画图形、动态几何定理演示等.设计和实现了一个基于笔交互的智能动态几何可视化白板系统.该系统以笔代替鼠标键盘,能够连续添加笔迹批注,勾画并识别几何草图,使用笔手势操纵界面元素,并通过扩展LIM0算法支持动态几何约束求解与动态几何可视化.讨论了该系统的框架及其关键技术,并给出了应用实例.可用性评估实验结果表明,该系统具有 相似文献
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根据某生产厂家对材料冲击试验机产品进行自动化改造的需求,设计开发了一个以PLO为控制核心,人机界面或PO计算机为交互设备的测控系统。简要介绍了冲击试验机设备的构成与工作原理,着重对测控系统的设计思路、系统软件的设计与实现方法进行了详细的描述,并给出了PLO主要控制程序的流程图。 相似文献
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A Context-Aware Infrastructure for Supporting Applications with Pen-Based Interaction 总被引:7,自引:0,他引:7 下载免费PDF全文
Pen-based user interfaces which leverage the affordances of the pen provide users with more flexibility and natural interaction.However,it is difficult to construct usable pen-based user interfaces because of the lack of support for their development.Toolkit-level support has been exploited to solve this problem,but this approach makes it hard to gain platform independence,easy maintenance and easy extension.In this paper a context-aware infrastructure is created,called WEAVER,to provide pen interaction services for both novel pen-based applcations and legacy GUI-based applications.WEAVER aims to support the pen as another standard interactive device along with the keyboard and mouse and present a high-level access interface to pen input.It emplolys application context to tailor its sevice to different applications.By modeling the application context and egistering the relevant action adapters,WEAVER can offer servicxes,such as gesture recognition,continuous handwriting and other fundamental ink manipulations,to appropriate applications.One of the distinct features of WEAVER is that off-the-shelf GUI-based software packages can be easily enhanced with pen interaction without modifying the existing code.In this paper,the architecture and components of WEAVER are described.In addition ,examples and feedbacks of its use are presented. 相似文献
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We describe how interactive paper can be used together with a multi-channel web information system to build a platform for
experimenting with multi-modal context-aware mobile information services. As an application, we present a tourist guide for
visitors to an international festival that was developed to investigate alternative modes of information delivery and interaction
in mobile environments. The guide is based around a set of interactive paper documents—an event brochure, map and bookmark.
The brochure and map are augmented with digital services by using a digital pen to activate links and a text-to-speech engine
for information delivery. The digital pen is also used for data capture of event ratings and reviews. The bookmark provides
access to advanced searches and ticket reservations. We describe the architecture and operation of the system, highlighting
the challenges of extending a web information system to support both the generation of the paper documents and the interaction
from these documents, alongside more traditional access channels. Finally, we discuss the range of context-aware interactions
that is supported by our platform. 相似文献
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There has been extensive investment by governments and individual schools in interactive whiteboard technology in developed countries premised on the assumption that their use in education will impact positively on learners’ achievements. Developing countries, such as South Africa, keen to raise attainment among their learners are following suit. While at least one of the nine provinces in South Africa had undertaken pilot roll-outs of interactive whiteboards (IWBs) in schools, the Eastern Cape Department of Education commissioned a feasibility study to determine teachers and learners perceptions of the potential benefits and drawbacks of using interactive pen technology, specifically the eBeam, in their teaching and learning environments, before embarking upon a large scale roll-out. This paper reports on a case study of three government schools and highlights the learners and teachers’ enthusiasm about the “big screen” and the multimedia options, but also raises concerns about the lack of ICT literacy displayed by teachers and learners and the cost of technology. As most of the benefits mentioned by the teachers and learners seemed to accrue to the use of the laptop and data projector combination and most of the drawbacks emanated from the use of the interactive pen technology itself, we suggest that it may not be expeditious to attempt to “leap-frog” the use of interactive technologies. Instead we suggest that an evolution of ICT related pedagogy is necessary to make optimal use of interactive pen technologies such as the eBeam and that teachers should be offered technologies, not have them imposed upon them. 相似文献
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基于笔式手势的自然交互是支持概念设计创新的有效方式.提出了一种笔式手势的层次概念模型,结合基于约束的自由勾画和上下文感知技术描述了手势设计方式,进一步讨论了手势内部的约束建立和求解算法;基于手势应用的范式,给出了概念设计中特征手势建模的应用实例,通过与传统建模和交互方式的对比,验证了特征手势建模的方便性.给出一个自然、高效的方法,以基于手势的方式来完成概念设计构思过程,采用笔式交互快速自然地记录下设计思路,所实现的系统方便了用户的创新设计,改善了人机交互模式. 相似文献
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Touch pens allow user to write directly on a computer screen. An ergonomically designed touch pen can improve user performance and reduce musculoskeletal injuries. This study investigates the touch pen use in three sections. First, observations of users' handwriting during three screen tasks: writing, pointing-and-clicking and drawing. Second, examinations of the design and development of touch pens based on observed results and related design theory. Third, this study compares the five-point grip pen (FPGP) with the common touch pen. Study conclusions are as follows: (1) The gesture of gripping a common touch pen for on-screen handwriting is unnatural; that is, users tend to use the wrist, elbow or little finger for support. A user's hand and fingers are in a more natural position when using an FPGP. (2) User performance with the FPGP is superior to that with the common touch pen during three screen tasks. (3) The advantages of the FPGP include: increased hand stability, reduced hand fatigue, enhanced performance, and provided adjustability. (4) This study proposed an FPGP whereby a brace was added to a touch pen to increase the stability during screen-based tasks. The idea of adding a brace can be applied to those tasks requiring higher accuracy or continuous freehand without other limb support tasks, such as wall-painting, surgery operation, and other aiming tasks. 相似文献
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Miguel Bruns Alonso Caroline C. M. Hummels David V. Keyson Paul P. M. Hekkert 《Personal and Ubiquitous Computing》2013,17(1):81-91
Sometimes, the way in which we interact with products implicitly communicates how we feel. Based on previous studies on how emotions can be detected and communicated via product interaction, we discuss how an interactive product could influence affect by responding and changing behaviors expressing affect. We discuss the proposal of the affective feedback loop in product interaction by its implementation in the prototype of a pen that senses two implicit behaviors related to restlessness, rock and roll. Furthermore, the pen provides inherent feedback, focusing on the perceptual motor skills, as a means to reflect on these behaviors. The pen was evaluated in an experiment, by which we explored whether this type of feedback would influence the emotional experience. Two participant groups were compared, and participants that used the pen with feedback showed a lower heart rate throughout the whole experiment. Because these participants were not aware that the pen provided any feedback, we propose the concept of unaware interaction and discuss what its implications are for design. 相似文献
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通过对实际教学中概念图和群体协同学习进行研究,模拟人们使用纸笔交互方式的习惯,用电子笔取代了鼠标键盘作为输入设备,实现了一个支持群体绘制的笔式概念图工具。使用该工具,多个用户可以在网络上协作绘制概念图,在绘制过程中,所有用户都能实时地感知整个概念图的绘制过程。为了方便用户讨论绘制过程中所遇到的问题,该工具提供了文字、音频和视频三种交流方式,用户可以选择任意一种或多种方式进行实时交流。 相似文献