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1.
We present a design approach for manipulative technologies that consider “user diversity” as a main lever for design. Different dimensions of “diversity” are considered, e.g., the users' age, abilities, culture, cultural background, and alphabetization. These dimensions drive the development of a user-centered design process for manipulative technologies for learning and play environments. In particular, we explore the possibility of allowing young children to develop and interact with virtual/physical worlds by manipulating physical objects in different contexts, like the classroom, the hospital, or the playground. In our scenarios, we consider children with different abilities (fully able, physically impaired, or with cognitive delays), in different cultures (Denmark, Tanzania, and Italy), and with a different level of alphabetization. The needs and expectations of such heterogeneous user-groups are taken into account through a user-centered design process to define a concept of tangible media for collaborative and distributed edutainment environments. The concept is implemented as a set of building blocks called I-Blocks with individual processing and communication power. Using the I-Blocks system, children can do “programming by building,” and thereby construct interacting artefacts in an intuitive manner without the need to learn and use traditional programming languages. Here, we describe in detail the technology of I-Blocks and discuss lessons learned from “designing for diversity.”  相似文献   

2.
In this paper, we explore the use of printed tangible props as input devices for scientific visualization. Three-dimensional printing technology is used to create a physical representation of data. The object is then used as a tangible input prop, which exactly matches the data. In addition, two-handed interaction with a stylus is performed on the prop without the use of buttons, instead relying on the detection of contact between the stylus and the prop through precise calibration and tracking. This allows the sense of touch to be harnessed to create a more efficient and natural interaction method for scientific visualizations in virtual and augmented reality. We explain the concept of tangible props and where it can be applied. We also consider the technical requirements of systems using such props. Finally, we present our example application, which uses printed tangible props for interactive measurement of marine coral data. The use of tangible props is found to improve the usability of the application.  相似文献   

3.
We developed a modular robotic tile and a system composed of a number of these modular robotic tiles. The system composed of the modular robotic tiles engages the user in physical activities, e.g., physiotherapy, sports, fitness, and entertainment. The modular robotic tiles motivate the user to perform physical activities by providing immediate feedback based upon their physical interaction with the system. With the modular robotic tiles, the user is able to make new physical set-ups within less than a minute. The tiles are applicable for different forms of physical activities (e.g., therapeutic rehabilitation), and with the proper radio communication mechanism they may give unique possibilities for documentation of the physical activity (e.g., therapeutic treatment). A major point of concern in modular robotics is the connection mechanism, so we investigated different solutions for the connection between the modules, and outline their pros and cons for utilizing modules with different connection mechanisms as different kinds of playware. This kind of playware is highly motivating because of its immediate feedback and fun, interesting games. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

4.
We present a prototype system for interactive construction and modification of 3D physical models using building blocks. Our system uses a depth sensing camera and a novel algorithm for acquiring and tracking the physical models. The algorithm, Lattice-First, is based on the fact that building block structures can be arranged in a 3D point lattice where the smallest block unit is a basis in which to derive all the pieces of the model. The algorithm also makes it possible for users to interact naturally with the physical model as it is acquired, using their bare hands to add and remove pieces. We present the details of our algorithm, along with examples of the models we can acquire using the interactive system. We also show the results of an experiment where participants modify a block structure in the absence of visual feedback. Finally, we discuss two proof-of-concept applications: a collaborative guided assembly system where one user is interactively guided to build a structure based on another user's design, and a game where the player must build a structure that matches an on-screen silhouette.  相似文献   

5.
We study a networking architecture model that is built on a distributed processing environment (DPE) for multimedia services suitable for high speed transport networks such as ATM networks. In this architecture, the applications are deployed as units of software building blocks. Each building block provides a layered view for the effective management and control of the multimedia network resources and services according to the concept of telecommunications management network (TMN) and telecommunications information networking architecture (TINA). For the purpose of flexible service provision to users and effective service introduction by service providers, this architecture proposes the adoption of ad hoc service building blocks such as a video on demand building block and a CSCW building block that have interactions with a general purpose building block. This paper also proposes a naming structure for the management of user profiles and session profiles using a directory service system, and an effective control model for multimedia logical device objects using a stream process approach. The proposed model is implemented on a DPE platform that provides various transparencies, ANSAware.  相似文献   

6.
Emerging technologies that combine the flexibility of digital landscape representation with easy-to-interpret 3D physical models open new possibilities for user interaction with geospatial data. A prototype tangible geospatial modeling environment lets users interact with landscape analysis and simulations using a tangible physical model. We introduce a concept that builds upon previous independent tangible user interface (TUI) and terrain analysis research and aims at more intuitive collaborative interaction with digital landscape data.  相似文献   

7.
Spatially aware handheld displays are a promising approach to interact with complex information spaces in a more natural way by extending the interaction space from the 2D surface to the 3D physical space around them. This is achieved by utilizing their spatial position and orientation for interaction purposes. Technical solutions for spatially tracked displays already exist in research laboratories, e.g., embedded in a tabletop environment. Along with a large stationary screen, such multi-display systems provide a rich design space with a variety of benefits to users, e.g., the explicit support of co-located parallel work and collaboration. As we see a great future in the underlying interaction principles, the question is how the technology can be made accessible to the public. With our work, we want to address this issue. In the long term, we envision a low-cost tangible display ecosystem that is suitable for everyday usage and supports both active displays (e.g., the iPad) and passive projection media (e.g., paper screens and everyday objects such as a mug). The two major contributions of this article are a presentation of an exciting design space and a requirement analysis regarding its technical realization with special focus on a broad adoption by the public. In addition, we present a proof of concept system that addresses one technical aspect of this ecosystem: the spatial tracking of tangible displays with a consumer depth camera (Kinect).  相似文献   

8.
In this paper, we develop a theoretical framework for characterizing shapes by building blocks. We address two questions: First, how do shape correspondences induce building blocks? For this, we introduce a new representation for structuring partial symmetries (partial self‐correspondences), which we call “microtiles”. Starting from input correspondences that form point‐wise equivalence relations, microtiles are obtained by grouping connected components of points that share the same set of symmetry transformations. The decomposition is unique, requires no parameters beyond the input correspondences, and encodes the partial symmetries of all subsets of the input. The second question is: What is the class of shapes that can be assembled from these building blocks? Here, we specifically consider r‐similarity as correspondence model, i.e., matching of local r‐neighborhoods. Our main result is that the microtiles of the partial r‐symmetries of an object S can build all objects that are (r+ε)‐similar to S for any ε >0. Again, the construction is unique. Furthermore, we give necessary conditions for a set of assembly rules for the pairwise connection of tiles. We describe a practical algorithm for computing microtile decompositions under rigid motions, a corresponding prototype implementation, and conduct a number of experiments to visualize the structural properties in practice.  相似文献   

9.
Toy blocks can help the children develop various skills, such as spatial, mathematical, creative problem solving etc. In this paper, we developed a computer aided system for child to play blocks with a computer in a natural and intuitive way using the Kinect. We design a set of intuitive body gestures that allow the user to naturally control and navigate 3D toy blocks in a virtual environment. To conquer the imprecise interaction with Kinect, we propose a snapping interface, which automatically computes the optimal location and orientation of the to-be-assembled block. This interface can significantly reduce the user’s burden for fine tuning the blocks at the desired locations, which is often tedious and time consuming. As a result, the user can fully immerse him/herself in the game and construct a complicated structure easily. The experimental results and positive feedback from users demonstrate the efficacy of our approach to virtual assembly of building blocks.  相似文献   

10.
In the field of physiotherapy, physical therapists assist children with impaired motor functions or congenital loss of limbs to recover their motor functions or to adapt to the use of prostheses controlled by electromyography signals, respectively. However, children often quit training in the use of artificial limbs because it becomes boring with repetition. During a limited time, physical therapists are required to perform many operations on the biofeedback systems in order to personalize them for each user. It is important for children to feel excited about the therapeutic activities. Furthermore, the biofeedback systems should be easy for the therapists to use. In this paper, we propose a building-block-based biofeedback toy called “bioToys.” This system consists of input blocks to receive physical or physiological signals and output blocks to generate different action or effects. This building block system allows users including therapists, children, and their family to program and personalize the biofeedback systems. Finally, we show that by using the developed system, it is possible to control the toys and to record the muscle activities in real time.  相似文献   

11.
A novel challenge for Internet-based electronic market platforms constitutes trading of short-lived or non-material goods (e.g., electrical power, bandwidth-on- demand). In such a scenario, distributed market platforms are superior to centralized market platforms in many respects, e.g., because of lower transaction costs, more flexible options for contract negotiations, scalability, and robustness. However, they lack legal certainty since they are not operated by a trusted third party. This paper discuses how the SESAM framework for distributed electronic markets provides legal certainty conforming to European regulations based on three building blocks: First, it models juristic expertise as a formal workflow. Second, it includes a legal advisor consulting the users that are often legal laities. Third, it provides provableness and verifiability. Besides other mechanisms, the last building block comprises a novel solution for adducing the reception of electronic documents in a distributed setting. The real life example of trading energy on an electronic market platform is used to illustrate the interworking of all building blocks.  相似文献   

12.
It is often acknowledged that the main advantage of computer aided architectural design (CAAD) systems is that they can be used by architects to quickly and accurately evaluate alternative design solutions using a variety of performance measures which would be too time consuming to apply by hand calculation.To gain the full advantage of interactive CAAD requires the architect to use a computer terminal with graphic capabilities so that he can create and modify his design geometry in a form which can also be directly interpreted by the evaluate routines within the CAAD system. However, it is suggested that it is often difficult for the user of such conventional, graphic, CAAD systems to conceptualise the building being designed by only inspecting and manipulating drawings displayed on the terminal screen.This problem may be accentuated when building users who are not professional architects wish to use a CAAD system so as to participate in the design process.A computerised building block system (BBS) is proposed with which the designer can physically build a model of his design as he would if he was using ‘Lego’1 blocks. Such a physical representation may allow him to evaluate many of the visual and spatial qualities of his design in a more direct way than could be achieved using computer graphics. However, because the electronic system can ‘read’ the arrangement of blocks and input this information into a computer, the user's design can be evaluated with the same performance measures that are used in existing CAAD systems.  相似文献   

13.
We present TanGeoMS, a tangible geospatial modeling visualization system that couples a laser scanner, projector, and a flexible physical three-dimensional model with a standard geospatial information system (GIS) to create a tangible user interface for terrain data. TanGeoMS projects an image of real-world data onto a physical terrain model. Users can alter the topography of the model by modifying the clay surface or placing additional objects on the surface. The modified model is captured by an overhead laser scanner then imported into a GIS for analysis and simulation of real-world processes. The results are projected back onto the surface of the model providing feedback on the impact of the modifications on terrain parameters and simulated processes. Interaction with a physical model is highly intuitive, allowing users to base initial design decisions on geospatial data, test the impact of these decisions in GIS simulations, and use the feedback to improve their design. We demonstrate the system on three applications: investigating runoff management within a watershed, assessing the impact of storm surge on barrier islands, and exploring landscape rehabilitation in military training areas.  相似文献   

14.
Efficient storage systems come from the intelligent management of the data units, i.e., disk blocks in local file system level. Block correlations represent the semantic patterns in storage systems. These correlations can be exploited for data caching, pre-fetching, layout optimization, I/O scheduling, etc. to finally realize an efficient storage system. In this paper, we introduce Block2Vec, a deep learning based strategy to mine the block correlations in storage systems. The core idea of Block2Vec is twofold. First, it proposes a new way to abstract blocks, which are considered as multi-dimensional vectors instead of traditional block Ids. In this way, we are able to capture similarity between blocks through the distances of their vectors. Second, based on vector representation of blocks, it further trains a deep neural network to learn the best vector assignment for each block. We leverage the recently advanced word embedding technique in natural language processing to efficiently train the neural network. To demonstrate the effectiveness of Block2Vec, we design a demonstrative block prediction algorithm based on mined correlations. Empirical comparison based on the simulation of real system traces shows that Block2Vec is capable of mining block-level correlations efficiently and accurately. This research and trial show that the deep learning strategy is a promising direction in optimizing storage system performance.  相似文献   

15.
TheTexture Synthesis Language (TSL) is a new high-level graphics language which provides tools for defining and generating regular and random (irregular) synthetic textures. The textures are used to fill in planar regions or can be mapped onto other surfaces. The building block for generating textures is a texture tile, i.e., a rectangular matrix oftexels (texture elements). The programmer constructs texture tiles utilizing predefined constant tiles, user-defined tiles, and texel-based operations. Tiles can be transformed and combined in various ways, and can then be used to tessellate planar polygons.This work was partially supported by the National Science Foundation under grant DCR-86-03603  相似文献   

16.
Abstract. This paper presents a novel technique for detecting possible defects in two-dimensional wafer images with repetitive patterns using prior knowledge. The technique has a learning ability that can create a golden-block database from the wafer image itself, then modify and refine its content when used in further inspections. The extracted building block is stored as a golden block for the detected pattern. When new wafer images with the same periodical pattern arrive, we do not have to recalculate their periods and building blocks. A new building block can be derived directly from the existing golden block after eliminating alignment differences. If the newly derived building block has better quality than the stored golden block, then the golden block is replaced with the new building block. With the proposed algorithm, our implementation shows that a significant amount of processing time is saved. Also, the storage overhead of golden templates is reduced significantly by storing golden blocks only. Received: 21 February 2001 / Accepted: 21 April 2002 Correspondence to: S.-U. Guan  相似文献   

17.
人工神经网络在许多应用领域中建立了一种新的高度并行计算的结构。具有表示概念和知识的模糊集合被认为是处理人们日常生活中不确定问题的一种工具。特别是关系结构,它在构造现实世界中的形式关系模型中起着非常重要的作用。本文根据模糊集合理论,提出新的神经网络结构及其新的学习算法,并研究其性质。一方面把模糊集合的方法学应用于神经网络结构和学习算法的研究,同时使得神经网络的硬件实现更加容易。  相似文献   

18.
This paper poses the problem of fabricating physical construction sets from example geometry: A construction set provides a small number of different types of building blocks from which the example model as well as many similar variants can be reassembled. This process is formalized by tiling grammars. Our core contribution is an approach for simplifying tiling grammars such that we obtain physically manufacturable building blocks of controllable granularity while retaining variability, i.e., the ability to construct many different, related shapes. Simplification is performed by sequences of two types of elementary Operations: non‐local joint edge collapses in the tile graphs reduce the granularity of the decomposition and approximate replacement Operations reduce redundancy. We evaluate our method on abstract graph grammars in addition to computing several physical construction sets, which are manufactured using a commodity 3D printer.  相似文献   

19.
With current digital technologies, people have large archives of digital media, such as images and audio files, but there are only limited means to include these media in creative practices of crafting and making. Nevertheless, studies have shown that crafting with digital media often makes these media more cherished and that people enjoy being creative with their digital media. This paper aims to open up the way for novel means for crafting, which include digital media in integrations with physical construction, here called ‘hybrid crafting’. Notions of hybrid crafting were explored to inform the design of products or systems that may support these new crafting practices. We designed ‘Materialise’—a building set that allows for the inclusion of digital images and audio files in physical constructions by using tangible building blocks that can display images or play audio files, alongside a variety of other physical components—and used this set in four hands-on creative workshops to gain insight into how people go about doing hybrid crafting; whether hybrid crafting is desirable; what the characteristics of hybrid crafting are; and how we may design to support these practices. By reflecting on the findings from these workshops, we provide concrete guidelines for the design of novel hybrid crafting products or systems that address craft context, process and result. We aim to open up the design space to designing for hybrid crafting because these new practices provide interesting new challenges and opportunities for future crafting that can lead to novel forms of creative expression.  相似文献   

20.
These days we are witnessing a spread of many new digital systems in public spaces featuring easy to use and engaging interaction modalities, such as multi-touch, gestures, tangible, and voice. This new user-centered paradigm — known as the NUI — aims to provide a more natural and rich experience to end users; this supports its adoption in many ubiquitous domains, as it naturally holds for Pervasive Displays: these systems are composed of variously-sized displays and support many-to-many interactions with the same public screens at the same time. Due to their public and moderated nature, users need an easy way of adapting them to heterogeneous usage contexts in order to support their long-term adoption. In this paper, we propose an End-User Development approach to this problem introducing TAPAS, a system that combines a tangible interaction with a puzzle metaphor, allowing users to create workflows on a Pervasive Display to satisfy their needs; its design and visual syntax stem from a study we carried out with designers, whose findings are also part of this work. We then carried out a preliminary evaluation of our system with second year university students and interaction designers, gathering useful feedback to improve TAPAS and employ it in many other domains.  相似文献   

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