An introduction to NUI explains what is the natural user interface (NUI) and some examples of NUI such as Kinect, Leap Motion, Myo armband, and Ring.
This document describes a Pong-inspired interactive art installation called Pong Sketch Two Project. Users can interact with a digitally projected bouncing ball using their full body motions, which are tracked via video camera. Their silhouettes and the ball are projected on a screen. Users can pass the ball back and forth or trap it in different ways. The installation aims to create an engaging interactive experience through whole-body gestures without restrictions of wires or hardware.
Under the umbrella of Ubiquitous Computing, lies the fields of natural, organic and tangible user interfaces. Although some work have been made in organic user interface (OUI) design principles, no formalized framework have been set for OUIs and their interaction model, or design-specific guidelines, as far as we know. In this paper we propose an OUI framework by which we deduced the developed interaction model for organic systems design. Moreover we recommended three main design principles for OUI design, in addition to a set of design-specific guidelines for each type of our interaction model.
Under the umbrella of Ubiquitous Computing, lies the fields of natural, organic and tangible userinterfaces. Although some work have been made in organic user interface (OUI) design principles, no formalized framework have been set for OUIs and their interaction model, or design-specific guidelines, as far as we know. In this paper we propose an OUI framework by which we deduced the developedinteraction model for organic systems design. Moreover we recommended three main design principles forOUI design, in addition to a set of design-specific guidelines for each type of our interaction model.
Under the umbrella of Ubiquitous Computing, lies the fields of natural, organic and tangible user interfaces. Although some work have been made in organic user interface (OUI) design principles, no formalized framework have been set for OUIs and their interaction model, or design-specific guidelines, as far as we know. In this paper we propose an OUI framework by which we deduced the developed interaction model for organic systems design. Moreover we recommended three main design principles for OUI design, in addition to a set of design-specific guidelines for each type of our interaction model.
The document proposes an organic user interface (OUI) framework and interaction model called SMaG (Speech Manipulation air-Gesture). It divides the control module of the tangible user interface framework into tangible and intangible controls. Tangible controls involve direct contact like touch, while intangible controls include speech and gestures. The paper then introduces the SMaG model, which categorizes OUI input techniques. Based on this model, the paper provides design guidelines for OUIs with principles for look, feel, and design. The guidelines consider the best and worst uses of each SMaG technique.
This document discusses new modes of interaction beyond the traditional mouse and keyboard as input methods. It presents several examples of new technologies that use touch, gestures, motion tracking and eye tracking as alternative forms of input. The author argues that these new input methods require new approaches to interface design to ensure perceptible affordances that allow users to understand how to control devices intuitively. The author proposes research to study how users visually perceive and make sense of interfaces for new input methods.
This document discusses challenges for the next generation of interactive media using computer vision sensors. It presents three prototypes developed by the author: 1) AquaTop Display, an interactive water surface that uses water-specific gestures for input; 2) BallCam, a camera inside a ball that stabilizes spinning video to provide ball's point of view footage of sports; 3) Unaware Gaze Navigation, which guides users' gaze with subtle blurring without noticing. The author concludes that rapid prototyping and advanced implementation are needed to develop novel ideas into unique products for vision-based human-computer interaction.
This document provides an overview of natural user interface (NUI) research as it relates to human-computer interaction (HCI). It defines HCI and notes that NUI is an emerging paradigm that aims to make interfaces invisible through natural motions, gestures, and interactions. The document outlines relevant areas of HCI including computer science, behavioral sciences, and design. It discusses NUI focus areas like touch, vision, speech and technologies like touchscreens, voice input, and augmented reality. Examples of NUI applications are also presented. Challenges with NUI include the currently high costs of developing the specialized technology.
This document summarizes a presentation on computational models of human visual attention driven by auditory cues. It discusses how auditory information can modulate visual attention by selecting visual features that are synchronized with detected auditory events. The proposed model uses Bayesian surprise to detect transient events in visual and auditory streams separately, then correlates the two to select synchronized visual features. An evaluation of the model on video clips found it outperformed baseline models at predicting eye movements.
The document discusses using interactive video in education. It provides examples of how interactive video can foster inductive learning by allowing students to notice details at their own pace. Some tools mentioned for creating interactive video, animation and apps include Tumult Hype, Powtoons, Pencil, Synfig Studio, Stykz, CreaToon, Ajax Animator, and Blender. The document also discusses using participatory video to have students create their own materials.
1) The document describes creating a virtual art gallery using Unity 3D to allow users to virtually browse and interact with paintings. 2) Key aspects of the virtual art gallery include allowing users to choose their own path to view different types of paintings, including acrylic, oil, and pen and ink works. Audio information about each painting can be played by clicking buttons. 3) The virtual art gallery is created with Unity 3D, which supports development across multiple platforms and provides tools for virtual reality, environments, and education. The interface guides users through the entrance and welcome area to begin exploring the gallery.
This document discusses mobile marketing in Japan. It provides background on the Japanese mobile market, including carrier market shares and subscriber numbers. It then discusses trends in mobile phone design in Japan, focusing on the use of various materials and touch interfaces. It also covers mobile marketing campaigns by companies like Coca-Cola and McDonald's Japan. Overall, the document examines lessons that can be learned from Japan's leading mobile market, with a focus on design, user experience, and innovative mobile marketing strategies.
The document discusses trends in the Internet of Things (IoT) business in Japan. It notes that while global trends focus on functionality, Japanese IoT emphasizes aesthetics and a cute appearance. The document also describes how prototyping services help confirm good user experiences before mass production. Finally, it summarizes that the future of IoT will involve devices taking implicit hints from human behavior to act automatically, forming interconnected IoT ecosystems.
This document presents an overview of research into enabling user-created applications for the Internet of Things (IoT). It discusses multidisciplinary research involving users, developing proofs of concept like an assisted living system called Casensa, and a vision for a "Do-It-Yourself" approach where users can easily create their own IoT applications. The research aims to make the IoT more accessible and useful to everyday people by allowing for mass participation in developing applications.
WorldKit: Rapid and Easy Creation of Ad-hoc Interactive Applications on Everyday Surfaces. Instant access to computing, when and where we need it, has long been one of the aims of research areas such as ubiquitous computing. In this paper, we describe the WorldKit system, which makes use of a paired depth camera and projector to make ordinary surfaces instantly interactive. Using this system, touch-based interactivity can, without prior calibration, be placed on nearly any unmodified surface literally with a wave of the hand, as can other new forms of sensed interaction. From a user perspective, such interfaces are easy enough to instantiate that they could, if desired, be recreated or modified “each time we sat down” by “painting” them next to us. From the programmer’s perspective, our system encapsulates these capabilities in a simple set of abstractions that make the creation of interfaces quick and easy. Further, it is extensible to new, custom interactors in a way that closely mimics conventional 2D graphical user interfaces, hiding much of the complexity of working in this new domain. We detail the hardware and software implementation of our system, and several example applications built using the library.
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.
The document provides an overview of Arduino, including: 1) Arduino is an open-source hardware and software platform used for electronics projects. It consists of a microcontroller board and IDE software to program it. 2) Since 2005, Arduino has grown significantly, with new board versions, an expanding online community, and millions of downloads of the IDE. 3) Arduino's open and collaborative nature has enabled many creative projects from students to professional designers and facilitated communication between users.
SocioInfo#20でご紹介したフラクタルをPythonで描画する話です. The fractal drawing by Python presented at SocioInfo#20
The presentation materials provided by Jun Iio at the 80th meetings of 1,000 speakers conference in English, held at iTL, 4th Dec. 2019.
���情協「ICT利用による教育改善研究発表会」で発表した資料です.
This is a presentation material provided by Jun Iio at HCI International 2019, It illustrates the database of toilet signs and several typical items in the database.
The course material of the prep lecture for high-school students who participate in the OpenCampus2019 of Chuo University
「特別講話」という名の,投票集計時間を稼ぐ場繋ぎおしゃべりで使用したスライドです.先日のHCDmeetup #4 LTでお話した話題の使い回し^H^H^H^H拡大版です.
2019年度春季HCD研究発表会で発表した「UXDの課題」のスライドです. This slide is used in the 2019 HCD conference held at Shibaura Institute of Technology. This reports three problems in UXD: Fraudulent UX, Excuse UX, and Self-serving UX.
中央大学国際情報学部(iTL)で学生が使うBYOD機器にインストールすべきソフトウェアのインストールおよびセットアップ方法を示したガイダンス資料です
9月22日に実施するオープンキャンパスで高校生を対象として実施する模擬授業の資料,午後のそれ用です.
9月22日に実施するオープンキャンパスで高校生を対象として実施する模擬授業の資料です.