What Are Tactile Graphics? They often accompany Braille textbooks to convey content in maps, charts, building layouts, schematic diagrams, and images of geometric figures.
Room-Scale Interactive and Context-Aware Sensing Walls make up a majority of readily accessible indoor surface area, and yet they are static — their primary function is to be a wall, separating spaces and hiding infrastructure.
Instead of merely separating spaces, walls can now enhance rooms with sensing and interactivity. By capturing airborne electromagnetic noise, we can also detect what appliances are active and where they are located.
Published at CHI On-Arm Projected Graphics and Touch Input Compact, worn computers with projected, on-skin touch interfaces have been a long-standing yet elusive goal, largely written off as science fiction.
In this work, we present the first, fully-functional and self-contained projection smartwatch implementation, containing the requisite compute, power, projection and touch-sensing capabilities. Our watch offers roughly 40 square centimeters of interactive surface area — more than five times that of a typical smartwatch display.
We demonstrate continuous 2D finger tracking with interactive, rectified graphics, transforming the arm into a touchscreen. We discuss our hardware and software implementation, as well as evaluation results regarding touch accuracy and projection visibility.
Low-Cost Touch Tracking for Paper Paper continues to be a versatile and indispensable material in the 21st century.
Of course, paper is a passive medium with no inherent interactivity, precluding us from computationally-enhancing a wide variety of paper-based activities.
In this work, we present a new technical approach for bringing the digital and paper worlds closer together, by enabling paper to track finger input and also drawn input with writing implements. Importantly, for paper to still be considered paper, our method had to be very low cost.
This necessitated research into materials, fabrication methods and sensing techniques. We describe the outcome of our investigations and show that our method can be sufficiently low-cost and accurate to enable new interactive opportunities with this pervasive and venerable material.
Supporting Responsive Cohabitation Between Virtual Interfaces and Physical Objects on Everyday Surfaces Systems for providing mixed physical-virtual interaction on desktop surfaces have been proposed for decades, though no such systems have achieved widespread use.
One major factor contributing to this lack of acceptance may be that these systems are not designed for the variety and complexity of actual work surfaces, which are often in flux and cluttered with physical objects. In this project, we use an elicitation study and interviews to synthesize a list of ten interactive behaviors that desk-bound, digital interfaces should implement to support responsive cohabitation with physical objects.
As a proof of concept, we implemented these interactive behaviors in a working augmented desk system, demonstrating their imminent feasibility. Published at EICS At present, most of these devices rely on mechanical inputs, webpages, or smartphone apps for control.
However, as IoT devices proliferate, these existing interaction methods will become increasingly cumbersome. We propose an approach where users simply tap a smartphone to an appliance to discover and rapidly utilize contextual functionality.
To achieve this, our prototype smartphone recognizes physical contact with uninstrumented appliances, and summons appliance-specific interfaces and contextually relevant functionality.
Low-Cost Touch Sensing Using Electric Field Tomography Electrick is a low-cost and versatile sensing technique that enables touch input on a wide variety of objects and surfaces, whether small or large, flat or irregular.
This is achieved by using electric field tomography in concert with an electrically conductive material, which can be easily and cheaply added to objects and surfaces. Our technique can also bring touch interactivity to rapidly fabricated objects, including those that are laser cut or 3D printed.Deruyter Frank: Mobile Healthcare and mHealth Apps for People with Disabilities (Full Paper) Mohamad Yehya: Evaluation of an Information System for Elderly with Chronic Diseases and for Their Caregiver (Short Paper) Mejia Campoverde Paul: CASVI: A Computer Algebra System aimed at Visually Impaired People (Short Paper) Petrie Helen: Assistive Technology Abandonment: Research .
Inception in the s. A detailed survey of related research in the s was performed by Harmon,,.Although these surveys covered papers, a careful review of the references reveal that most of the papers addressed other sub-areas of robotics rather than directly contributing to tactile sensor r-bridal.com example, it was realized .
The Reading Brain in the Digital Age: The Science of Paper versus Screens. E-readers and tablets are becoming more popular as such technologies improve, but research suggests that reading on paper.
Paper continues to be a versatile and indispensable material in the 21st century. Of course, paper is a passive medium with no inherent interactivity, precluding us from computationally-enhancing a wide variety of paper-based activities.
General Resources for Math and Science. Perhaps the single best source to consult for specialized tools for science and math learning is The American Printing House for the Blind.
Type or paste a DOI name into the text box. Click Go. Your browser will take you to a Web page (URL) associated with that DOI name. Send questions or comments to doi.