In the last two decades, tangible user interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. TUIs show a potential to enhance the way in which people interact with d...In the last two decades, tangible user interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. TUIs show a potential to enhance the way in which people interact with digital information. First, this paper exam- ines the existing body of work on tangible user interfaces and discusses their application domains, especially information visualiza- tion. Then it provides a definition of intuitive use and reviews formerly separated ideas on physicality. As interaction has an impact on the overall product experience, we also discuss whether intuitive use influences the users' aesthetic judgements of such products.展开更多
Tangible augmented reality (TAR) technology opens a novel realm which integrates the computer-generated elements into the real word. Its applications into design education have been explored with a limi-tation to this...Tangible augmented reality (TAR) technology opens a novel realm which integrates the computer-generated elements into the real word. Its applications into design education have been explored with a limi-tation to this entire area. TAR offers an innovative learning space by merging digital learning materials into the format of media with tools or objects which are direct parts of the physical space. It is therefore conceived that such combination opens new perspectives in teaching and learning. This paper presented and evaluated one TAR system to improve the pedagogical effectiveness of experiential and collaborative learning process in urban design education. The results from the experiments were analyzed under a previously developed theoretical framework, which show that TAR can enhance the design activities in some collaborative work.展开更多
In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choi...In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choice and convenience. Different TangiWheel aspects and features are compared with other existing widgets for collection manipulation. The study reveals that TangiWheel is the first proposal to support a hybrid input modality with large resemblance levels between touch and tangible interaction styles. Several experiments were conducted to evaluate the techniques used in each input scheme for a better understanding of tangible surface interfaces in complex tasks performed by a single user (e.g., involving a typical master-slave exploration pattern). The results show that tangibles perform significantly better than fingers, despite dealing with a greater number of interactions, in situations that require a large number of acquisitions and basic manipulation tasks such as establishing location and orientation. However, when users have to perform multiple exploration and selection operations that do not require previous basic manipulation tasks, for instance when collections are fixed in the interface layout, touch input is significantly better in terms of required time and number of actions. Finally, when a more elastic collection layout or more complex additional insertion or displacement operations are needed, the hybrid and tangible approaches clearly outperform finger-based interactions.展开更多
文摘In the last two decades, tangible user interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. TUIs show a potential to enhance the way in which people interact with digital information. First, this paper exam- ines the existing body of work on tangible user interfaces and discusses their application domains, especially information visualiza- tion. Then it provides a definition of intuitive use and reviews formerly separated ideas on physicality. As interaction has an impact on the overall product experience, we also discuss whether intuitive use influences the users' aesthetic judgements of such products.
基金This research was initiated through funding from the University of Sydney through a Research-enhanced Learning and Teaching Scholarship Grant and has continued by support from the US National Science Foundation under Grant No. 0700492-CMMI.
文摘Tangible augmented reality (TAR) technology opens a novel realm which integrates the computer-generated elements into the real word. Its applications into design education have been explored with a limi-tation to this entire area. TAR offers an innovative learning space by merging digital learning materials into the format of media with tools or objects which are direct parts of the physical space. It is therefore conceived that such combination opens new perspectives in teaching and learning. This paper presented and evaluated one TAR system to improve the pedagogical effectiveness of experiential and collaborative learning process in urban design education. The results from the experiments were analyzed under a previously developed theoretical framework, which show that TAR can enhance the design activities in some collaborative work.
基金supported by the Ministry of Education of Spain under Grant No. TSI2010-20488Alejandro Catalá is supported by an FPU fellowship for pre-doctoral research staff training granted by the Ministry of Education of Spain with reference AP2006-00181ASIC/Polimedia team for the support in computer hardware
文摘In this paper we present TangiWheel, a collection manipulation widget for tabletop displays. Our implementation is flexible, allowing either multi-touch or interaction, or even a hybrid scheme to better suit user choice and convenience. Different TangiWheel aspects and features are compared with other existing widgets for collection manipulation. The study reveals that TangiWheel is the first proposal to support a hybrid input modality with large resemblance levels between touch and tangible interaction styles. Several experiments were conducted to evaluate the techniques used in each input scheme for a better understanding of tangible surface interfaces in complex tasks performed by a single user (e.g., involving a typical master-slave exploration pattern). The results show that tangibles perform significantly better than fingers, despite dealing with a greater number of interactions, in situations that require a large number of acquisitions and basic manipulation tasks such as establishing location and orientation. However, when users have to perform multiple exploration and selection operations that do not require previous basic manipulation tasks, for instance when collections are fixed in the interface layout, touch input is significantly better in terms of required time and number of actions. Finally, when a more elastic collection layout or more complex additional insertion or displacement operations are needed, the hybrid and tangible approaches clearly outperform finger-based interactions.