scholarly journals Interacting with personal fabrication devices

2018 ◽  
Vol 60 (2) ◽  
pp. 113-117
Author(s):  
Stefanie Mueller

AbstractPersonal fabrication tools, such as 3D printers, are on the way of enabling a future in which non-technical users will be able to create custom objects. While the hardware is now affordable and the number of people who own a 3D printer is increasing, only few create new 3D models. Most users download models from a 3D model database and after downloading fabricate them on their 3D printers. At most, users adjust a few parameters of the model, such as changing its color or browsing between predetermined shape options.I argue that personal fabrication has the potential for more: Instead of only consuming existing content, I envision a future in which non-technical users will create objects only trained experts can create today. While there are many open challenges for human-computer interaction, such as abstracting away the necessarydomainandmachineknowledge, I focus on improving theinteraction modelunderlying current personal fabrication devices.In this article, I illustrate why today’s interaction model for personal fabrication tools is not suitable for non-technical users. For this, I draw an analogy to the development of the user interface in personal computing and show how solutions developed by human-computer interaction researchers over the last decades can be applied to this new domain. I analyze the challenges when creating interactive systems for personal fabrication and describe six research prototypes I built to overcome these challenges. I discuss the limitations of these systems and conclude with an overview of recent advancements in personal fabrication that will allow us to go beyond what is possible today.

2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 41 ◽  
Author(s):  
Aaron Spaulding ◽  
Julie Sage Weber

The field of Human-Computer Interaction (HCI) offers designers and developers of interactive systems a large repertoire of methods for ensuring that their systems will be both usable and useful. This article offers a brief introduction to these methods, focusing on the ways in which they sometimes need to be adapted and extended to take into account the characteristic properties of systems that include some sort of AI. The discussion is organized around three types of activity: understanding users needs, interaction design, and evaluation. 


2012 ◽  
Vol 588-589 ◽  
pp. 1178-1183 ◽  
Author(s):  
Du Jiang ◽  
Kai Qiang Ji

We proposed a theory of assembly constraint transformation (ACT), and achieved the display and free rotation of 3D model using OpenGL graphics standard as interface, VC+ + 6.0 as the development tool, and ArcBall algorithms as the basic application, making it easy to accomplish Human-Computer Interaction through the mouse control in virtual assembly.


2012 ◽  
Vol 3 (6) ◽  
pp. 49 ◽  
Author(s):  
Roi Méndez ◽  
Antonio Otero ◽  
Samuel Jarque ◽  
Julián Flores

<p>This article presents the development of a system to perform the interactive visualization of the virtual reconstruction of the instruments of the Portico de la Gloria.<br />We describe the process followed for creating a specific set of hardware and software centered on the user that, through a tangible interface, allows interaction with highly realistic 3D views of the instruments of the Portico. The system, using computer vision techniques to control human-computer interaction, allows a user to interact with 3D models in an intuitive and easy way. This will make these models accessible to non-experts, making the system an ideal choice for its exhibition in museums.</p>


Author(s):  
Daniela Fogli ◽  
Andrea Marcante ◽  
Piero Mussio

In this chapter it is recognized that the knowledge relevant to the design of an interactive system is distributed among several stakeholders: domain experts, software engineers and Human-Computer Interaction experts. Hence, the design of an interactive system is a multi-facet activity requiring the collaboration of experts from these communities. Each community describes an interactive system through visual sentences of a Visual Language (VL). A first VL allows domain experts to reason on the system usage in their specific activities. A second VL, the State-Chart language, is used to specify the system behaviour for software engineers purposes. A communication gap exists among the two communities, in that domain experts do not understand software engineers jargon and vice versa. To overcome this gap, a third VL permits Human-Computer Interaction experts to translate the user view of the system embedded in their Visual Language into a specification in the software engineering Visual Language.


Author(s):  
Diana Pérez-Marín ◽  
Ismael Pascual-Nieto

According to User-Centered Design, computer interactive systems should be implemented taking into account the users’ preferences. However, in some cases, it is not easy to apply conventional Human-Computer interaction evaluation techniques to identify the users’ needs and improve the user-system interaction. Therefore, this chapter proposes a procedure to model the interaction behaviour from the analysis of conversational agent dialog logs. A case study in which the procedure has been applied to model the behaviour of 20 children when interacting with multiple personality Pedagogic Conversational Agents is described as an illustrative sample of the goodness and practical application of the procedure.


2014 ◽  
Vol 962-965 ◽  
pp. 2721-2725
Author(s):  
Wen Li Wu ◽  
Wei He ◽  
Bin Feng ◽  
Shi Chen

To simulate arbitrary three dimensional models, this technology of triangular polyhedron 3D human-computer interaction modeling was proposed. Achieving the technology has following three steps. Firstly, the coordinates of 3D nodes were projected onto the plane by the method of 3D geometric transformation. Then, this information which was made up of triangles and sides and nodes was picked up by 3D picking methods. Finally, the technique of rubber membrane was used to modify the nodes of triangles, and the 3D modification was achieved by means of anti-transformation. Moreover, the method of global and local mesh encryption was also designed to modify 3D topology structure, which was aimed at better simulate complex 3D models. This technology combined geophysical forwarding compute and formed the method of data-interaction simulation, which provided a means of visualization for geophysical data interpretation.


2019 ◽  
Vol 61 (1) ◽  
pp. 67-70 ◽  
Author(s):  
Simon Nestler

Abstract Dealing with usability issues of safety-critical interactive systems is essential for an efficient, effective and joyful use of these systems. This paper describes a prototypical safety-critical environment and discusses the HCI (human computer interaction) challenges of different interactive systems for safety-critical environments. We designed, developed and evaluated various interactive systems which solve different challenges in so-called mass casualty incidents (MCIs). In summary, we made contributions to three different areas of application: Mobile computing in safety-critical environments, simulation of safety-critical environments and social media in safety-critical environments. Finally, this paper gives further insights how all these research results can to be brought together in the future in order to be able to build usable interactive systems for safety-critical environments.


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