982 resultados para Interaction Techniques


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Co-CreativePen Toolkit is a pen-based 3D toolkit for children cooperatly designing virtual environment. This toolkit is used to construct different applications involved with distributedpen-based 3D interaction. In this toolkit,sketch method is encapsulated as kinds of interaction techniques. Children can use pen to construct 3D and IBR objects, to navigate in the virtual world, to select and manipulate virtual objects, and to communicate with other children. Children can use pen to select other children in the virtual world, and use pen to write message to children selected The distributed architecture of Co-CreativePen Toolkit is based on the CORBA. A common scene graph is managed in the server with several copies of this graph are managed in every client.Every changes of the scene graph in client will cause the change in the server and other client.

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单摄像头条件下,基于桌面TUI,划分出4类具有不同场景语义的用户界面操作实物;分析实物用户界面中执行通用交互任务的特点,建立支持4类语义的3层系统设计框架;结合场景规划系统自身特征,设计了4类承载上述场景语义的标记,并提出标记任务分配策略;为解决大场景与小视域之间的矛盾,结合paddle技术,提出动态比例空间、动态成组、双手交互和遮挡处理等交互技术;借鉴认知心理学原理,提出时空复用交互技术;开发基于TUI的交互工具箱,并进行了应用验证.

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自然、高效的三维交互技术是虚拟现实系统成功应用的关键.现有的交互技术主要是从几何层次上考虑如何有效实现交互任务,而对面向高层应用的交互任务的支持还不够.借鉴人类在真实世界中的认知原理,虚拟环境中的交互对象不仅具有外观意义上的几何属性,而且包含了与交互有关的规则、约束和供给等语义属性,这些虚拟对象称为语义对象.在系统导航、对象选择/操作等交互任务的执行中,通过语义对象可以实现高层交互语义的封装和解析.从应用角度提高交互技术的效率和可用性,为用户提供“直接操纵”之上的面向高层语义的交互隐喻.屏蔽交互技术的底层实现细节,使用户专注于应用领域相关的高层交互控制。

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面向桌面虚拟环境,在分析通用交互设备特点的基础上,提出了具有广泛适用性的双手交互的设备组合;根据虚拟现实通用交互任务的需求,结合设备特点,提出了为左、右手设备分配不同的子任务的策略;组合不同的单手交互技术,提出了包括基于辅助平面的双手交互等3个适用于典型桌面设备组合的双手交互技术;开发了双手交互技术工具箱,并进行了应用验证·

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随着计算技术的发展,使海量信息得以存在并迅猛增长。近年来商务智能、生物信息学、社会网络分析等新兴应用领域的迅速发展,对海量信息的有效利用提出了迫切的要求。我们正处于信息爆炸的时代,纷繁复杂的信息给人们理解、查询和获取知识带来沉重的负担。信息可视化通过对抽象信息提供计算机支持的、交互式的、可视化的表示形式,不断增强人们对于复杂信息的认知能力,成为人们解释现象、发现规律、辅助决策的强有力工具。 人机交互是信息可视化的重要研究领域。然而,对于信息可视化中的人机交互的研究仍存在以下挑战:一是传统的信息可视化研究主要关注数据转换过程并以可视编码为核心,缺乏从人的角度出发对任务进行全面分析,对于新出现的交互任务提供的理论支持不足,需要对传统信息可视化模型予以扩展。二是针对海量信息在小界面中的可视化与交互问题,如何为用户提供真正符合认知规律的新的交互式可视化技术,使用户能够高效地进行交互探索以洞悉知识。三是针对领域应用中的非专家用户需要构建具有个性化用户界面的交互式信息可视化系统的问题,如何提供一套统一的开发方法。本文正是从上述问题出发,围绕着信息可视化中的交互技术,从理论、方法与应用等方面展开研究。 本文首先论述了信息爆炸带来的挑战以及信息可视化的发展趋势,继而对信息可视化、人机交互、模型驱动架构等相关研究进行了综述。在此基础上构建了交互式信息可视化框架,建立了交互式信息可视化的用户界面模型IIVM。然后,针对海量信息在小界面中的可视化与交互问题,提出了嵌套圆鱼眼视图技术、基于嵌套圆鱼眼视图的Focus+Context交互式可视化技术、基于网络关注度模型的Focus+Context交互式可视化技术。针对非专家用户构建具有个性化用户界面的交互式信息可视化应用的问题,提出了基于模型IIVM的交互式信息可视化系统开发方法Daisy。最后,将上述研究成果应用于制造企业交互式信息可视化系统与计算机文件系统的开发,给出了两个应用实例。 本文的创新点主要包括: 1. 构建了一个交互式信息可视化框架。 本文在信息可视化的经典模型基础上对其进行扩展,构建了一个交互式信息可视化框架。该框架从用户、任务、信息三个方面对信息可视化进行描述,深入分析了信息的转换过程、任务的层次树模型、用户的认知规律,并讨论了三者之间相互影响的关系。该框架提炼了信息可视化中人的特征、计算机表示的信息的特征以及相互之间的关系,能够为信息可视化中的人机交互理论提供支撑。 2. 建立了交互式信息可视化的用户界面模型IIVM。 本文围绕着交互式信息可视化框架中的用户的特征、任务的特征、信息的特征及其相互之间的关系,基于Puerta提出的基于模型的界面开发通用框架中的界面模型,建立了交互式信息可视化的用户界面模型IIVM。讨论了IIVM的抽象组成元素即用户模型、任务模型、领域信息模型,以及具体组成元素即可视化表征模型与对话模型,建立了各个模型间的映射关系,并给出了IIVM的形式化定义。IIVM能够有效地描述具有个性化用户界面的交互式信息可视化系统。 3. 提出了两种新的Focus+Context交互式可视化技术。 针对海量信息在小界面中的可视化与交互问题,在认知心理学规律基础上,提出了嵌套圆鱼眼视图技术;提出了一种基于嵌套圆鱼眼视图的Focus+Context交互式可视化技术;提出了一种基于网络关注度模型的Focus+Context交互式可视化技术。实验结果表明:上述方法能够有效解决在小界面内对海量信息的交互式可视化的问题,具有较高任务完成效率和用户满意度。 4. 提出了一种基于模型的交互式信息可视化系统开发方法Daisy。 提出了一种基于模型IIVM的交互式信息可视化系统开发方法Daisy。描述了该方法的软件生命周期,论述了其中两项关键技术:IIVM建模与描述文件生成方法、系统自动生成方法。讨论了支撑该方法的Daisy平台的体系结构,给出了Daisy工具箱。实验表明,该方法可以为非专家用户构建交互式信息可视化的特定领域应用提供一种有效的解决方案。 5. 基于上述研究成果完成了制造业交互式信息可视化系统和计算机文件可视化系统等两个实际系统的开发。 将研究成果应用于两个系统。一方面,将Daisy方法及Focus+Context交互可视化技术应用于制造业领域,构建了制造业企业交互式信息可视化系统。实例表明,Daisy能够面向非专家用户、为交互式信息可视化系统的开发提供一种统一的解决方案。另一方面,将基于嵌套圆鱼眼视图的Focus+Context交互式可视化技术应用于计算机文件系统,开发了基于嵌套圆的计算机文件可视化系统。应用实例表明,本文研究成果既具有理论价值又具有应用价值。

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The performance of different correlation functionals has been tested for alkali metals, Li to Cs, interacting with cluster models simulating different active sites of the Si(111) surface. In all cases, the ab initio Hartree-Fock density has been obtained and used as a starting point. The electronic correlation energy is then introduced as an a posteriori correction to the Hartree-Fock energy using different correlation functionals. By making use of the ionic nature of the interaction and of different dissociation limits we have been able to prove that all functionals tested introduce the right correlation energy, although to a different extent. Hence, correlation functionals appear as an effective and easy way to introduce electronic correlation in the ab initio Hartree-Fock description of the chemisorption bond in complex systems where conventional configuration interaction techniques cannot be used. However, the calculated energies may differ by some tens of eV. Therefore, these methods can be employed to get a qualitative idea of how important correlation effects are, but they have some limitations if accurate binding energies are to be obtained.

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The three lowest (1(2)A('), 2(2)A('), and 1(2)A(')) potential-energy surfaces of the C2Cl radical, correlating at linear geometries with (2)Sigma(+) and (2)Pi states, have been studied ab initio using a large basis set and multireference configuration-interaction techniques. The electronic ground state is confirmed to be bent with a very low barrier to linearity, due to the strong nonadiabatic electronic interactions taking place in this system. The rovibronic energy levels of the (CCCl)-C-12-C-12-Cl-35 isotopomer and the absolute absorption intensities at a temperature of 5 K have been calculated, to an upper limit of 2000 cm(-1), using diabatic potential-energy and dipole moment surfaces and a recently developed variational method. The resulting vibronic states arise from a strong mixture of all the three electronic components and their assignments are intrinsically ambiguous. (c) 2005 American Institute of Physics.

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The first three electronic states (1(2)A', 2(2)A', 1(2)A '') of the C2Br radical, correlating at linear geometries with (2)Sigma(+) and (2)Pi states, have been studied ab initio, using Multi Reference Configuration Interaction techniques. The electronic ground state is found to have a bent equilibrium geometry, R-CC = 1.2621 angstrom, R-CBr = 1.7967 angstrom, < CCBr 156.1 degrees, with a very low barrier to linearity. Similarly to the valence isoelectronic radicals C2F and C2Cl, this anomalous behaviour is attributed to a strong three-state non-adiabatic electronic interaction. The Sigma, Pi(1/2), Pi(3/2) vibronic energy levels and their absolute infrared absorption intensities at a temperature of 5K have been calculated for the (CCBr)-C-12-C-12-Br-79 isotopomer, to an upper limit of 2000 cm(-1), using ab initio diabatic potential energy and dipole moment surfaces and a recently developed variational method.

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Understanding human movement is key to improving input devices and interaction techniques. This paper presents a study of mouse movements of motion-impaired users, with an aim to gaining a better understanding of impaired movement. The cursor trajectories of six motion-impaired users and three able-bodied users are studied according to their submovement structure. Several aspects of the movement are studied, including the frequency and duration of pauses between submovements, verification times, the number of submovements, the peak speed of submovements and the accuracy of submovements in two-dimensions. Results include findings that some motion-impaired users pause more often and for longer than able-bodied users, require up to five times more submovements to complete the same task, and exhibit a correlation between error and peak submovement speed that does not exist for able-bodied users.

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This paper reports on an investigation that found that conventional techniques for including users in technology design are likely to fail if the user has autism. The heterogeneity of autistic symptomatology across cognitive, social, behavioural and communication domains suggests a 'single user' environment, while rendering typical design interaction techniques meaningless, making the need for assistive technologies great, and the risk of abandonment high. This complex problem of urgency and constraint was addressed through a Delphi study with a panel of psychologists critiquing design activities for people with autism. The major finding is that while each of the activities may work if modified, all require that the designer is well acquainted with autism in general and has a close working relationship based on trust with the individual user. If these requirements are met, there is no reason that the abandonment rate cannot be reduced.

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Haptic human-machine interfaces and interaction techniques have been shown to offer advantages over conventional approaches. This work introduces the 3D virtual haptic cone with the aim of improving human remote control of a vehicle's motion. The 3D cone introduces a third dimension to the haptic control surface over existing approaches. This approach improves upon existing methods by providing the human operator with an intuitive method for issuing vehicle motion commands whilst simultaneously receiving real-time haptic information from the remote system. The presented approach offers potential across many applications, and as a case study, this work considers the approach in the context of mobile robot motion control. The performance of the approach in providing the operator with improved motion controllability is evaluated and the performance improvement determined.

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Despite recent advances in artificial intelligence and autonomous robotics, teleoperation can provide distinct benefits in applications requiring real-time human judgement and intuition. However, as robotic systems are increasingly becoming sophisticated and are performing more complex tasks, realizing these benefits requires new approaches to teleoperation. This paper introduces a novel haptic mediator interface for teleoperating mobile robotic platforms that have a variety of manipulators and functions. Identical master-slave bilateral teleoperation of the robotic manipulators is achieved by representing them in virtual reality and by allowing the operator to interact with them using a multipoint haptic device. The operator is also able to command motions to the mobile platform by using a novel haptic interaction metaphor rather than a separate dedicated input device. The presented interaction techniques enable the operator to perform a wide range of control functions and achieve functionality similar to that of conventional teleoperation schemes that use a single haptic interface. The mediator interface is presented, and important considerations such as workspace mapping and scaling are discussed. © 2015 IEEE.

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A visualização de conjuntos de dados volumétricos é comum em diversas áreas de aplicação e há já alguns anos os diversos aspectos envolvidos nessas técnicas vêm sendo pesquisados. No entanto, apesar dos avanços das técnicas de visualização de volumes, a interação com grandes volumes de dados ainda apresenta desafios devido a questões de percepção (ou isolamento) de estruturas internas e desempenho computacional. O suporte do hardware gráfico para visualização baseada em texturas permite o desenvolvimento de técnicas eficientes de rendering que podem ser combinadas com ferramentas de recorte interativas para possibilitar a inspeção de conjuntos de dados tridimensionais. Muitos estudos abordam a otimização do desempenho de ferramentas de recorte, mas muito poucos tratam das metáforas de interação utilizadas por essas ferramentas. O objetivo deste trabalho é desenvolver ferramentas interativas, intuitivas e fáceis de usar para o recorte de imagens volumétricas. Inicialmente, é apresentado um estudo sobre as principais técnicas de visualização direta de volumes e como é feita a exploração desses volumes utilizando-se recorte volumétrico. Nesse estudo é identificada a solução que melhor se enquadra no presente trabalho para garantir a interatividade necessária. Após, são apresentadas diversas técnicas de interação existentes, suas metáforas e taxonomias, para determinar as possíveis técnicas de interação mais fáceis de serem utilizadas por ferramentas de recorte. A partir desse embasamento, este trabalho apresenta o desenvolvimento de três ferramentas de recorte genéricas implementadas usando-se duas metáforas de interação distintas que são freqüentemente utilizadas por usuários de aplicativos 3D: apontador virtual e mão virtual. A taxa de interação dessas ferramentas é obtida através de programas de fragmentos especiais executados diretamente no hardware gráfico. Estes programas especificam regiões dentro do volume a serem descartadas durante o rendering, com base em predicados geométricos. Primeiramente, o desempenho, precisão e preferência (por parte dos usuários) das ferramentas de recorte volumétrico são avaliados para comparar as metáforas de interação empregadas. Após, é avaliada a interação utilizando-se diferentes dispositivos de entrada para a manipulação do volume e ferramentas. A utilização das duas mãos ao mesmo tempo para essa manipulação também é testada. Os resultados destes experimentos de avaliação são apresentados e discutidos.

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Tabletop computers featuring multi-touch input and object tracking are a common platform for research on Tangible User Interfaces (also known as Tangible Interaction). However, such systems are confined to sensing activity on the tabletop surface, disregarding the rich and relatively unexplored interaction canvas above the tabletop. This dissertation contributes with tCAD, a 3D modeling tool combining fiducial marker tracking, finger tracking and depth sensing in a single system. This dissertation presents the technical details of how these features were integrated, attesting to its viability through the design, development and early evaluation of the tCAD application. A key aspect of this work is a description of the interaction techniques enabled by merging tracked objects with direct user input on and above a table surface.

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Estamos viviendo la era de la Internetificación. A día de hoy, las conexiones a Internet se asumen presentes en nuestro entorno como una necesidad más. La Web, se ha convertido en un lugar de generación de contenido por los usuarios. Una información generada, que sobrepasa la idea con la que surgió esta, ya que en la mayoría de casos, su contenido no se ha diseñado más que para ser consumido por humanos, y no por máquinas. Esto supone un cambio de mentalidad en la forma en que diseñamos sistemas capaces de soportar una carga computacional y de almacenamiento que crece sin un fin aparente. Al mismo tiempo, vivimos un momento de crisis de la educación superior: los altos costes de una educación de calidad suponen una amenaza para el mundo académico. Mediante el uso de la tecnología, se puede lograr un incremento de la productividad, y una reducción en dichos costes en un campo, en el que apenas se ha avanzado desde el Renacimiento. En CloudRoom se ha diseñado una plataforma MOOC con una arquitectura ajustada a las últimas convenciones en Cloud Computing, que implica el uso de Servicios REST, bases de datos NoSQL, y que hace uso de las últimas recomendaciones del W3C en materia de desarrollo web y Linked Data. Para su construcción, se ha hecho uso de métodos ágiles de Ingeniería del Software, técnicas de Interacción Persona-Ordenador, y tecnologías de última generación como Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 o Amazon Web Services. Se ha realizado un trabajo integral de Ingeniería Informática, combinando prácticamente la totalidad de aquellas áreas de conocimiento fundamentales en Informática. En definitiva se han ideado las bases de un sistema distribuido robusto, mantenible, con características sociales y semánticas, que puede ser ejecutado en múltiples dispositivos, y que es capaz de responder ante millones de usuarios. We are living through an age of Internetification. Nowadays, Internet connections are a utility whose presence one can simply assume. The web has become a place of generation of content by users. The information generated surpasses the notion with which the World Wide Web emerged because, in most cases, this content has been designed to be consumed by humans and not by machines. This fact implies a change of mindset in the way that we design systems; these systems should be able to support a computational and storage capacity that apparently grows endlessly. At the same time, our education system is in a state of crisis: the high costs of high-quality education threaten the academic world. With the use of technology, we could achieve an increase of productivity and quality, and a reduction of these costs in this field, which has remained largely unchanged since the Renaissance. In CloudRoom, a MOOC platform has been designed with an architecture that satisfies the last conventions on Cloud Computing; which involves the use of REST services, NoSQL databases, and uses the last recommendations from W3C in terms of web development and Linked Data. For its building process, agile methods of Software Engineering, Human-Computer Interaction techniques, and state of the art technologies such as Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 or Amazon Web Services have been used. Furthermore, a comprehensive Informatics Engineering work has been performed, by combining virtually all of the areas of knowledge in Computer Science. Summarizing, the pillars of a robust, maintainable, and distributed system have been devised; a system with social and semantic capabilities, which runs in multiple devices, and scales to millions of users.