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Tangible User Interfaces

Tangible User Interfaces

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Author by : Orit Shaer
Languange Used : en
Release Date : 2010
Publisher by : Now Publishers Inc

ISBN : 9781601983282

In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in order to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User Interfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frameworks and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, psychology, and philosophy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limitations of TUIs and chart directions for future research....



Tangible User Interfaces High Impact Emerging Technology What You Need To Know

Tangible User Interfaces High Impact Emerging Technology What You Need To Know

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Author by : Kevin Roebuck
Languange Used : en
Release Date : 2011
Publisher by :

ISBN : 1743042655

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which no longer is used. One of the pioneers in tangible user interfaces is Hiroshi Ishii, a professor in the MIT Media Laboratory who heads the Tangible Media Group. His particular vision for tangible UIs, called Tangible Bits, is to give physical form to digital information, making bits directly manipulable and perceptible. Tangible bits pursues seamless coupling between these two very different worlds of bits and atoms. This book is your ultimate resource for Tangible User Interfaces. Here you will find the most up-to-date information, analysis, background and everything you need to know. In easy to read chapters, with extensive references and links to get you to know all there is to know about Tangible User Interfaces right away, covering: Tangible User Interface, Surface computer, Surface computing, DiamondTouch, Microsoft Surface, MT-50 Multitouch Table, Multi-Touch Collaboration Wall, Philips Entertaible, Reactable, SixthSense, TouchLight, TouchTable, 3D Interaction, Accelerator (Internet Explorer), Accelerator table, Adjustment handles, Alt-Tab, Attentive user interface, Augmented reality, Balloon help, Bounce keys, Brace matching, Brain-computer interface, Breadcrumb (navigation), Canned response, Capacitive sensing, Caret navigation, Clipboard (software), Command-line completion, Command-line interface, Computer-mediated reality, Context awareness, Cover Flow, Crossing-based interface, Cursor (computers), Cut, copy, and paste, Dasher, Delimited search, Desktop metaphor, Digital puppetry, Direct manipulation interface, Direct Voice Input, Dock (computing), Dock (Mac OS X), Docky, Double-click, Drag-and-drop, Expose (Mac OS X), Flip page, Focus (computing), Form (web), Gesture recognition, Graffiti (Palm OS), Graffiti 2, Grayed out, Hands-free computing, Incremental search, Input method, Inspector window, Intelligent form, Interaction technique, Interactive voice response, IODD, Keyboard shortcut, List of dock applications, Location awareness, Lock key, Marching ants, Media space, Eric Michelman, Miller Columns, Mixed reality, Mnemonics (keyboard), Mode (computer interface), Modifier key, Moodbar, Mouse chording, Mouse keys, Multi-factor authentication, Multi-touch, Multi-touch gestures, MultiFinder, Multiple document interface, Multiple frames interface, Navigation controls, Optogenetics, Page zooming, Pen computing, Personalization, Pie menu, Point-and-click, Pointing device gesture, Post-WIMP, Progress indicator, Progressive disclosure, Projection augmented model, Publish and Subscribe, Query by Example, Responsiveness, Rhizome Navigation, Screen labeled function keys, Scroll lock, Scroll wheel, Scrolling, Selection (user interface), ShapeWriter, Silent speech interface, SlideIT, Slow keys, Smart tag (Microsoft), SmartAction, Spatial Contextual Awareness, Spatial file manager, Spatial navigation, Speech recognition, Split screen (computer graphics), Spoken dialog system, Stacks (software), State Bag, StickyKeys, Stylus (computing), Swiflet, Switch access, Swype, Syntax highlighting, T9 (predictive text), Tab (GUI), Tabbing navigation, Table of keyboard shortcuts, Taskbar, Telexistence, Text entry interface, Text-based (computing), Three-pane interface, Tiling window manager, Timed Text, Tip of the day, Tooltip, Treemapping, Triple-click, Typeahead, The Unfinished Revolution, Universal Scrolling, User interface, User persona, Virtual desktop, Virtual reality, Voice user interface, WIMP (computing)...and much more This book explains in-depth the real drivers and workings of Tangible User Interfaces. It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Tangible User Interfaces with the objectivity of experienced professionals....



Tangible Interactive Systems

Tangible Interactive Systems

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Author by : Guy André Boy
Languange Used : en
Release Date : 2016-04-21
Publisher by : Springer

ISBN : 9783319302706

Distinguishing between tangible user interfaces (TUI) and tangible interactive systems (TISs), this book takes into account not only the user interfaces but also looks at how interaction can be enabled by using digital information through the physical environment. TISs go far beyond the concept of tangible user interfaces, addressing large complex systems in the framework of human-centred design and putting the human at the center of the design process from the start. How can human-centered designers grasp the real world with computers? This question is explored by looking at concepts such as innovation, complexity, flexibility, maturity, stability, sustainability and art to see whether we can assess both physical and figurative tangibility during the design process before product delivery. Concepts like creativity, design thinking and team spirit are fundamental to TIS’s human-centered design, and are presented together with human-systems integration (HSI), agile development and formative evaluations to build a greater understanding of this new area of research. Tangible Interactive Systems would be an essential read to designers, academics and other professionals concerned with product design within HCI, industrial design, virtual engineering and other related areas....



Contemporary Control

Contemporary Control

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Author by : Nathan Paul Kelly
Languange Used : en
Release Date : 2017
Publisher by :

ISBN : OCLC:1003645968

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Track Mate

Track Mate

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Author by : Adam A. Kumpf
Languange Used : en
Release Date : 2009
Publisher by :

ISBN : OCLC:501823306

There is a long history of Tangible User Interfaces (TUI) in the community of human-computer interaction, but surprisingly few of these interfaces have made it beyond lab and gallery spaces. This thesis explores how the research community may begin to remedy the disconnect between modern TUIs and the everyday computing experience via the creation and dissemination of Trackmate, an accessible (both ubiquitous and enabling) tabletop tangible user interface that scales to a large number of users with minimal hardware and configuration overhead. Trackmate is entirely open source and designed: to be community- centric; to leverage common objects and infrastructure; to provide a low floor, high ceiling, and wide walls for development; to allow user modifications and improvisation; to be shared easily via the web; and to work alongside a broad range of existing applications and new research interface prototypes....



Development Of Actuated Tangible User Interfaces

Development Of Actuated Tangible User Interfaces

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Author by : Eckard Riedenklau
Languange Used : en
Release Date : 2016-02-28
Publisher by : Createspace Independent Publishing Platform

ISBN : 1523693916

Making information understandable and literally graspable is the main goal of tangible interaction research. By giving digital data physical representations (Tangible User Interface Objects, or TUIOs), they can be used and manipulated like everyday objects with the users' natural manipulation skills. Such physical interaction is basically of uni-directional kind, directed from the user to the system, limiting the possible interaction patterns. In other words, the system has no means to actively support the physical interaction. Within the frame of tabletop tangible user interfaces, this problem was addressed by the introduction of actuated TUIOs, that are controllable by the system. In this thesis, we present the development of our own actuated TUIOs and address multiple interaction concepts we identified as research gaps in literature on actuated Tangible User Interfaces (TUIs)....



Models And Mechanisms For Tangible User Interfaces

Models And Mechanisms For Tangible User Interfaces

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Author by : Brygg Anders Ullmer
Languange Used : en
Release Date : 1997
Publisher by :

ISBN : OCLC:37537746

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Distributed User Interfaces Usability And Collaboration

Distributed User Interfaces Usability And Collaboration

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Author by : María D. Lozano
Languange Used : en
Release Date : 2013-10-17
Publisher by : Springer Science & Business Media

ISBN : 9781447154990

Written by international researchers in the field of Distributed User Interfaces (DUIs), this book brings together important contributions regarding collaboration and usability in Distributed User Interface settings. Throughout the thirteen chapters authors address key questions concerning how collaboration can be improved by using DUIs, including: in which situations a DUI is suitable to ease the collaboration among users; how usability standards can be used to evaluate the usability of systems based on DUIs; and accurately describe case studies and prototypes implementing these concerns. Under a collaborative scenario, users sharing common goals may take advantage of DUI environments to carry out their tasks more successfully because DUIs provide a shared environment where the users are allowed to manipulate information in the same space and at the same time. Under this hypothesis, collaborative DUI scenarios open new challenges to usability evaluation techniques and methods. Distributed User Interfaces: Collaboration and Usability presents an integrated view of different approaches related to Collaboration and Usability in Distributed User Interface settings, which demonstrate the state of the art, as well as future directions in this novel and rapidly evolving subject area....



Tangible User Interfaces

Tangible User Interfaces

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Author by : Daniël Teunkens
Languange Used : en
Release Date : 2000
Publisher by :

ISBN : OCLC:901160649

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Playful User Interfaces

Playful User Interfaces

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Author by : Anton Nijholt
Languange Used : en
Release Date : 2014-02-17
Publisher by : Springer Science & Business Media

ISBN : 9789814560962

The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed....