Tangible User Interface

Top PDF Tangible User Interface:

Two-arm robot teleoperation using a multi-touch tangible user interface

Two-arm robot teleoperation using a multi-touch tangible user interface

In this work, we present a multi-modal, tangible user interface for teleoperation of a two-arm robot system. We developed this system mainly as a case study to evaluate the usefulness of an object oriented robot application framework called the Robotics API (cf. (Angerer et al., 2010)); the experiences made will be illustrated in this work. Besides that, this system could serve as an intuitive way to operate a mobile two-arm robot which is currently planned to be built at our institute. On the hardware side, two KUKA Light Weight Robot (LWR) arms were used. These 7-axis robot arms achieve industry-grade movement precision, and integrated torque sensors and corresponding control algorithms (Bischoff et al., 2010) open up interesting possibilities e.g. for force- controlled manipulation. Those sensors can, however, also provide valuable feedback in a teleoperation sce- nario, as will be illustrated later. For realizing the tele- operation user interface, we employed the Microsoft Surface platform 1 and the corresponding SDK.
Mehr anzeigen

6 Mehr lesen

Die Rückkehr des Sensorischen: Tangible Interfaces und Tangible Interaction

Die Rückkehr des Sensorischen: Tangible Interfaces und Tangible Interaction

Eine junge ›Schule‹ des Industrie- und Produktdesigns interessiert sich weniger für die Ästhetik der Form für als die »Ästhetik der Benutzung« (Abrams 1999); sie will über Form und Aussehen hinausgehen und die eigentliche Interaktion gestalten (Djajadiningrat/et al 2004). Betont wird die körperliche Interaktion mit Gegenständen und Geräten. Die Designer widmen ihre Aufmerksamkeit Dingen, die von der Tangible User Interface- Sichtweise mehr oder minder ignoriert wurden, da sie nicht als ›Compu- ting‹ erscheinen: Unterhaltungselektronik, Haushaltsgeräte, Kontrollpulte und Leitwarten. Gestaltungsziel ist es, den sensorischen Reichtum mate- rieller Dinge sowie das durch sie gebotene Handlungspotential (körper- licher Bewegung) auszuschöpfen (Buur/Jensen/Djajadiningrat 2004). Bedeutung (Semantik) wird nicht visuell vermittelt (Graphik, Sprache, visuelle Metaphern, wie z.B. Icons) sondern in die Bewegungen des Objekts sowie die mit ihnen möglichen Handlungen gelegt. Interaktions- handlungen sollen in sich bedeutungsvoll sein und Form sowie Mechanik sollen zu solchen Handlungen herausfordern (ein Beispiel wäre eine Digi- talkamera, bei der man zum Speichern eines Bildes das bewegliche Display über die Speicherkarte schiebt). Angestrebt werden ausdrucksvolle Bewe- gungen des Nutzers sowie vielfältige Interaktionsweisen mit ›stark spezifi- schen‹ Produkten. Das Ideal des ›easy to use‹ wird dabei provokant in Fra- ge gestellt und die Gestaltung von spezialisierten Systemen für intellektuell wie körperlich kompetente Anwender (›embodied skills‹) in spezifischen Anwendungsfeldern favorisiert (Djajadiningrat/Overbeeke/Wensveen 2000, Buur/Jensen/Djajadiningrat 2004).
Mehr anzeigen

23 Mehr lesen

Social mobile interaction using tangible user interfaces and mobile phones

Social mobile interaction using tangible user interfaces and mobile phones

Abstract: This ‘work in progress’ paper presents an investigation of mobile input devices and interaction techniques on their effects on social engagement for children when interacting with virtual characters. We call interactions social mobile interactions if they increase social involvements. Social mobile interactions are collaborative interactions to create social experiences between children in a group as well as social engagement with the virtual characters. We describe our first findings of adequate input devices and interaction techniques which might support social and emotional learning for children. The tangible user interface (TUI) called Display Cube and a mobile phone interaction technique called touching are discussed on their efficiency creating social interactions and engagement. Finally, we describe our future work including planned user tests.
Mehr anzeigen

7 Mehr lesen

Robot Flow Control - Development of a Modular, Graphical User Interface

Robot Flow Control - Development of a Modular, Graphical User Interface

Selon la th´ eorie de la conception, certains facteurs importants doivent ˆ etre pris en con- sid´ eration lors de la cr´ eation d’une interface utilisateur. La coloration et les contrastes ou les principes de ”forme” font partie de ceux-ci. Les couleurs des contrˆ oles (boutons, sorties de texte) doivent ˆ etre choisies avec soin. Des Couleurs de signalisation chaudes comme le rouge ou l’orange guident la focalisation de l’utilisateur sur les ´ el´ ements importants, tandis que les couleurs froides comme le bleu ou le vert sont utilis´ es pour afficher des informations moins importantes. En combinant les couleurs correctement, des contrastes diff´ erents peuvent ˆ etre cr´ e´ es pour souligner davantage l’importance des ´ ev´ enements cruciaux. Suivant les principes de ”forme”, il est possible de disposer les ´ el´ ements dans l’interface graphique de mani´ ere b´ en´ efique pour le flux de travail et de les utiliser pour g´ en´ erer un regard coh´ erent.
Mehr anzeigen

30 Mehr lesen

Konzeption, Gestaltung und Realisierung eines interaktiven Natural User Interface Social Network Prototypen

Konzeption, Gestaltung und Realisierung eines interaktiven Natural User Interface Social Network Prototypen

3.2 Interface Interaktionen Interaktionen in einem Körpererkennungs- system dürfen nicht wie Touchscreen auf Distanz gesehen werden. Berührungslose In- teraktionen besitzen ein eigenständiges Ein- und Ausgabe-Paradigma, für das speziell ge- staltet werden muss. Denn der Unterschied von Touchscreen und Körpererkennungssys- temen beruht auf der Tatsache, dass berüh- rungslose Interaktionen nicht über mehrere Zustände verfügen, sondern nur einen Zustand beinhalten. Bei einem Touchscreen ist dies einfach. Entweder befindet sich der Finger auf dem Bildschirm oder nicht (zwei Zustände). Ein Touchscreen-Gerät registriert nicht, ob sich der Nutzer am Kopf kratzt oder sich die Hand vor den Mund hält, da er nießen muss – das Körpererkennungssystem schon. Körpererkennungssysteme erkennen also kontinuierlich den Nutzer und verfügen so über nur einen Zustand. Sie unterscheiden nicht zwischen normalen Bewegungen und Gesten als Befehl und behandeln daher jede Bewegung dementsprechend als einen mög- lichen Befehl. Auch ungewollte Bewegungen werden so zwangsläufig interpretiert. Hierbei muss zwischen „falschen positiven Fehlern“ und „falschen negativen Fehlern“ unterschie- den werden. Falsche positive Fehler sind Bewegungen, die unabsichtlich vom Nutzer ausgeführt werden, da das System seine Bewegung als Geste interpretiert. Falsche negative Fehler sind Gesten die vom Nutzer gezielt ausgeführt werden, vom System aber nicht als Geste interpretiert werden (vgl. Wigdor, Wixon, 2011, p. 98-103).
Mehr anzeigen

143 Mehr lesen

Continued Advances in Supervised Autonomy User Interface Design for METERON SUPVIS Justin

Continued Advances in Supervised Autonomy User Interface Design for METERON SUPVIS Justin

Through our experiments, we demonstrated that we can ac- complish effective teleoperation of a semi-autonomous robot by integrating the intelligence of the robot into an HRI. This way, we were able to hide the complexity of commanding a humanoid robot by providing the astronauts with an intuitive GUI. A key element of the intuitiveness of the interface was the omission of extensive telemetry displays while relying only on live video of the robots camera to generate envi- ronmental awareness. By augmenting the video with 3D models of the objects of the World Representation of the robot, successfully injected information about the internal status of the robot into the video stream which was used by the astronauts to decide, if the the system accuracy was suffi- cient, or a recalibration was needed. The astronauts assessed the situational awareness gained through the interface good suited to successfully complete the mission scenarios. In particular the overlay of the 3D objects on the live video has been assessed helpful for focusing on mission critical items of the environment. For further improve the system, they suggested to increase the field of view of the camera or allow more range of motion for pointing the camera.
Mehr anzeigen

11 Mehr lesen

Model-driven user interface generation and adaptation in process-aware information systems

Model-driven user interface generation and adaptation in process-aware information systems

in the corresponding process view, i.e., it only affects the visual representation of the UI component. Hence, the change needs not be propagated to the view. By contrast, global changes modify the logic of the UI as well as the associated process view. For example, the user may want to add the FGE Edit Phone Number together with the respective FE Phone (cf. Figure 4a). This change then affects the control flow of the underlying process view as well. The correct position of the change within the UIM can be determined by the hierarchical structure of the GUI (cf. Figure 4b). The changes of the UIM are then propagated to the respective process view; note that the latter is represented by the UIM. Finally, the change of the process view has to be propagated to the basis process model on which the view is created. For this propagation the concepts developed in the proView 1 project can be applied [16,17].
Mehr anzeigen

35 Mehr lesen

Theoretical and practical implications of user interface patterns applied for the development of graphical user interfaces

Theoretical and practical implications of user interface patterns applied for the development of graphical user interfaces

The pattern conception emerged from the HCI research has already been taken into consideration for model-based software development of GUI-systems. Researchers have introduced several model frameworks and notations to express generative UIPs, and thus, enable formalization facilities for descriptive UIPs. A common basis assumed for all different processes is a task based user model that is exploited to derive dialog and navigation structures of the user interface. Yet, all approaches have not reached a sufficient maturity level according to the available publications. They still were drafting or enhancing their processes, tools or notations as they had been by challenged relevant issues surrounding generative pattern definition and application.
Mehr anzeigen

21 Mehr lesen

Making Traffic Visualization Movies by Scripting a Graphical User Interface

Making Traffic Visualization Movies by Scripting a Graphical User Interface

The remaining part of this report is structured as following: at first, SUMO’s user interface and the on-line interaction API are presented, upon which the scripting interface was implemented. Then, the scripting interface itself is introduced, followed by a description of a higher-level interaction API which encapsulates the access to the scripting interface for an easier set-up of non-atomic operations. One possible post-processing solution is presented afterwards, followed by examples where the complete process was employed. Then, some further observations done while using this approach for generating movies are given. The report closes with a summarizing section including possible future extensions, and acknowledgements.
Mehr anzeigen

11 Mehr lesen

Continuous affect state annotation using a joystick-based user interface

Continuous affect state annotation using a joystick-based user interface

Ongoing research at the DLR (German Aerospace Center) aims to employ affective computing techniques to ascertain the emotional states of users in motion simulators. In this work, a novel user feedback interface employing a joystick to acquire subjective evaluation of the affective experience is presented. This interface allows the subjects to continuously annotate their affect states, elicited in this scenario by watching video clips. Several physiological parameters (e.g. heart rate, electrodermal activity, respiration rate, etc.) were acquired during the viewing session. A statistical analysis is presented, which shows expected patterns in data that validate the design and methodology of the experiment and lay the groundwork for further experiments to be undertaken at the DLR.
Mehr anzeigen

5 Mehr lesen

Design of a multi-modal user-interface for older adults

Design of a multi-modal user-interface for older adults

The integrated FoSIBLE Social TV community system will be deployed in multiple home environments throughout France and Germany later this year, delivering more results from the real-life usage and more insights about the end-user acceptance and usability for novel multi-modal interaction techniques for Smart and Social TV systems.

5 Mehr lesen

Aktuelle Trends im Bereich interkultureller UX – Roadmap for Intercultural User Interface Design

Aktuelle Trends im Bereich interkultureller UX – Roadmap for Intercultural User Interface Design

Stand der Forschung im Bereich des interkulturellen HCI-Designs Zunächst werden im Workshop die Erfahrungen der Autoren dargelegt und ihre Sicht auf den aktuellen Stand der Forschung im Bereich interkulturelles HCI Design basierend auf Literaturrecherchen präsentiert und für den deutschsprachi- gen Raum vervollständigt. Das dabei gezeichnete Bild umfasst vielfältige Themenbereiche angefangen von der Gestaltung von interkulturellen Sprach- dialogen und Benutzeroberflächen über die Analyse kultureller Interaktionsunter- schiede bis hin zu Usability Engineering und Prozessanpassung im interkulturellen Kontext innerhalb der Produktentwick- lung (z. B. auch im Automotive-Bereich). Ausgehend von der Eisbergmetapher der kulturellen Einflüsse auf das User Interface Design (vgl. Röse 2001), werden insbeson- dere die visuellen Aspekte des User Inter- face Designs kulturell angepasst, weniger aber Aspekte der Navigation und der Interaktion (vgl. Abbildung 2). [Abb. 2] Bis heute werden Systemarchitekturen eher auf die Anpassung von Sprache, Farben und Icons ausgelegt, weniger aber auf die Adaption von Interaktions- geschwindigkeit, Informationsdichte oder Dialogstruktur – wenngleich auch diese Aspekte allmählich in den Fokus rücken (vgl. Heimgärtner 2012).
Mehr anzeigen

4 Mehr lesen

Capital accumulation with tangible assets

Capital accumulation with tangible assets

Consider a market economy evolving in discrete time with a consumption sector, a pro- duction sector, and four markets operating in every period: a market for a single produced commodity usable for consumption and investment, markets for the two inputs, capital and labor, used to produce the output, plus a market for a tangible asset, the aggregate supply of which is normalized to unity and constant over time. The asset is traded be- tween consumers in each period at a competitive market price without transaction costs. This asset could be interpreted broadly to include ownership of land, any tangible durable commodity, or any other asset not directly used (or usable) in production. All markets in the economy operate under perfect competition implying price taking behavior by all agents, consumers and producers. There is neither strategic behavior nor any information asymmetry.
Mehr anzeigen

18 Mehr lesen

User entrepreneurs for social innovation: The case of patients and caregivers as developers of tangible medical devices

User entrepreneurs for social innovation: The case of patients and caregivers as developers of tangible medical devices

3 Methodology We will now outline the methodology we used for data acquisition and analysis, as well as describe the procedures we applied to ensure internal validity, external validity, and reliability (Gibbert et al. 2008). Inductive theorizing based on qualitative data is particularly appropriate for new and complex empirical contexts with little previous work (Bansal et al. 2018). This applies to user entrepreneurs in social innovation and particularly for the cases of patients and caregivers as innovators of medical devices. We used case studies as our research strategy to build theory for the observations we made during our research (Yin 2013). We opted for a multiple-case study design to gain a better understanding of user entrepreneurs in social innovation (Chandra and Leenders 2012; Hienerth and Lettl 2011; Lettl et al. 2008). A case study design is well suited to our study’s explorative character and to develop reliable and generalizable propositions (Eisenhardt 1989). Multiple cases are commonly regarded as more robust than single-case studies, since cross-case comparisons foster validity and reduce the findings’ context-dependency (Goffin et al. 2019; Gehman et al. 2018; Lettl et al. 2006; McDermott and O’Connor 2002). We investigate the motivations and triggers as well as the development and commercialization processes of medical devices developed by patients and caregivers. To ensure our findings’ validity, we explored each case with three data sources (Gibbert et al. 2008): semi-structured interviews with the inventor, secondary data such as articles or websites, and patent data. This is in line with other scholars who selected similar approaches (Schweisfurth and Herstatt 2016; Kalogerakis et al. 2010; Howells 2006).
Mehr anzeigen

37 Mehr lesen

A model-driven approach for graphical user interface modernization reusing legacy services

A model-driven approach for graphical user interface modernization reusing legacy services

1 Introduction Modernizing legacy software applications is often focused on the graphical user interface, be- cause new frontend channels, such as mobile or web, provide new business opportunities. Fur- ther, a modern, user-centric, and compelling graphical user interface assists in delivering sustain- able competitive advantages [20]. Consequently, graphical user interfaces are not transformed into a structurally identical representation. Instead, new layouts and interactions specific for the anticipated frontend channel and the inherent constraints and limitations are modeled. To cope with fast changing programming languages, frameworks and frontend channels, a model-driven approach for creating graphical user interfaces improves productivity [15]. Model-driven soft- ware engineering techniques, such as transformations and generators, eventually turn models into source code of the target language [24]. Thereby, GUIs can be adapted to the latest tech- nology or frontend channel efficiently by solely exchanging the transformations and generation process.
Mehr anzeigen

25 Mehr lesen

Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models

Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models

In this study, we captured objective, as well as subjective, criteria. To measure the subjective workload of defining an assembly sequence for a digital human model with the WIMP and the VATS, we used the NASA-TLX questionnaire [30]. The questionnaire addresses the following dimensions: mental demand, physical demand, temporal demand, performance, effort, and frustration. With this questionnaire, we want to investigate the subjective workload users have when using the different user interfaces to define the assembly sequence. Furthermore, to investigate the learnability, we use the corresponding part of the standardized questionnaire for dialogue design [31,32]. The questionnaire is based on the ISONORM 9241/110 and has seven dimensions. The dimension we focused on was “suitability for learning.” This dimension contains five items: the time required to conduct the task, encouragement users have to test it, and the memorization of details, memorability, and learning without help. The average of these is the value for suitability for learning. The scale is between — until +++. Additionally, we created a questionnaire with ten questions. The aim was to get feedback on which system (VR vs. WIMP) the participants liked more, and if they would use the VATS and why. Two questions also focused on technical issues, like if the participants can imagine using gloves instead of a Leap Motion and using an HMD at their daily workplace. The scale ranged from 1 (do not agree at all) to 6 (fully agree).
Mehr anzeigen

16 Mehr lesen

A Word Sense-Oriented User Interface for Interactive Multilingual Text Retrieval

A Word Sense-Oriented User Interface for Interactive Multilingual Text Retrieval

5.3 Search Configuration Given that we want to use the word senses for filtering the documents with respect to their meaning, we have to configure the search with the document classification. The user can configure the Sense Folder Classification (or the classification supported by the clustering methods, as in the example with k-Means Clustering) choosing the pa- rameters that characterize the word sense classes used as described in Sect. 4.2. Here the user can choose to activate any linguistic relation and merging method. Choosing the merging methods, thresholds can also be defined. Figure 4 shows the parameter configuration dialog that can be in- teractively be modified from the user. Depending on which linguistic parameters have been activated, the sys- tem classifies the documents. A first evaluation of the combination of the merging parameters has been de- scribed in [De Luca and Nürnberger, 2006a].
Mehr anzeigen

8 Mehr lesen

Designkonzept für ein intuitives und modular erweiterbares grafisches User Interface für Smart Home und Assistenzsysteme

Designkonzept für ein intuitives und modular erweiterbares grafisches User Interface für Smart Home und Assistenzsysteme

Eine konsistente und übersichtliche Struktur zur Anordnung aller Elemente der Applikation ist notwendig, um dem Nutzer die Orientierung bei der Bedienung zu erleichtern. Der entstandene Interfaceentwurf basiert daher auf einem dreiteiligen Gestaltungsraster (Abb. 5), in dessen Zentrum eine sechseckige Wabenstruktur als Herzstück den Hauptinhalt der Applikation gliedert (1). Diese Struktur hat einerseits den Vorteil, dass sie eine flexible Anordnung und Erweiterbarkeit der sechs- eckigen Buttons zulässt und die Applikation andererseits visuell von Wettbewebern (u.a. „asina app“ der exelonix GmbH oder „SIMPLINO“ der Telekom) abgrenzt. Jedem Button ist ein Themenbereich bzw. eine Funktion (je nach Ebene) zugeordnet. Die sogenannten „Bereiche“ füllen die Wabenstruktur und gliedern das Interface in die 7 Themenschwerpunkte Gesundheit, Sicherheit, Dienstleistung, Einstellung, Unterhaltung, Kommunikation und Haussteuerung (Abb. 6).
Mehr anzeigen

9 Mehr lesen

Form follows vision – user-centred interface design for rail traffic controllers´workplaces

Form follows vision – user-centred interface design for rail traffic controllers´workplaces

Nevertheless we also find a major imbalance in the rail traffic system between progress in the areas of technology (hardware) and progress in the usability of the systems. No significant changes in terms of the operating logic and user friendliness of the electronic interlocking system have been made for a long period of time (Fig. 1). While similar deficits have already been attended for some time in aerospace and automotive industry, where progress can be found in the field of human factors, the development of usability of systems in the railway sector is found to be comparatively slow. This is partly due to the long product lifecycles and complex approval processes in the railway industry. Considering the progressive trend towards a strong automation of its systems, the nature of tasks of the railway staff has changed significantly over the last few decades. There has been a shift from the conventional nature of physical tasks to passive monitoring tasks that involve monitoring of a properly functioning (automated) system. In this context, it is increasingly important to present system dialogs, overviews, feedback, and other information on the monitors of the system in an understandable and easily- detectible manner. A key task is to develop a design of the workplace of the rail traffic controller in a way that on the one hand reduces cognitive load and on the other hand ensures a constant state of situation awareness in the operator, meaning his or her perception of environmental elements with respect to time and/or space, the comprehension of their meaning, and the projection of their status (Endlsey, 1995). The operator must be enabled to get a complete overview of the current situation at any moment in time, to be able to act appropriately and fast in case of emergencies and alarms. At the Institute of Transportation Systems of the German Aerospace Centre (DLR), we are therefore conducting research in the field of intuitive human- machine interaction for railway applications.
Mehr anzeigen

5 Mehr lesen

Identification of characteristic user behavior with a simple user interface in the context of space heating

Identification of characteristic user behavior with a simple user interface in the context of space heating

that there is additional potential to save energy if rooms are not occupied. One method to heat based on expected occupancy are programmable control units (PCU) that change the temperature set-point according to a previously programmed schedule. The effect of PCUs on energy demand is inconsistent, RLW Analytics [2007, p. 1] report a decrease in natural gas consumption by 6.2 % due to PCUs and the resulting more energy efficient set-points (lower temper- atures in winter, higher in summer than the control group). Nevius [2000, p 8.240] estimates the effect in the range of 10 % lower and 5 % higher heating in- tensity. One reason for the modest result is seen in the reported room tempera- tures which are similar to the room temperatures of users with manual control units (MCU) or even slightly higher [Nevius, 2000; Shipworth et al., 2010, 8.242]. This discrepancy may be due to the fact that the participants in the study by RLW Analytics [2007] volunteered and were keener on achieving energy savings than in the other studies. Another reason was pointed out by Nevius [2000] and Peffer et al. [2011]: Saving energy with a PCU requires an active user. People who use MCUs efficiently will have a low saving potential as their behavior is already efficient. People who do not care about efficiency will probably not put in the necessary efforts needed to make efficient use of the PCUs, which also results in a low saving potential.
Mehr anzeigen

211 Mehr lesen

Show all 1093 documents...