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TUI Analysis

Poorvi Vijay, Amit Jaglan , Avinandan Basu. TUI Analysis. Description. Tangible Programming Language: This explores an alternative for text-based and visual programming languages in the form of a tangible programming language that uses inexpensive and durable parts. I/O Brush:

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TUI Analysis

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  1. Poorvi Vijay, Amit Jaglan, AvinandanBasu TUI Analysis

  2. Description • Tangible Programming Language: • This explores an alternative for text-based and visual programming languages in the form of a tangible programming language that uses inexpensive and durable parts. • I/O Brush: • This tangible in the form of a paintbrush converts the environment of the user into a palette from where he can pick up colors and use them to make a painting on a digital canvas. • Music Cubes: • It is a multi functional tangible control for music,a multi modal interface combined with intelligent music clustering. Interactions with the music include playing list,changeshuffle,pause,volume controls etc

  3. Related TUI research areas • Tangible programming language: Human-centric computing languages, physical language design • I/O Brush: Visual Information Systems- augmented and virtual realities • Music Cubes: Multi modal Tangible UI

  4. Application Domain: • P1: • Information Visualization • Education and programming: Productive learning of programming using tangible interfaces • P2: • Modelling & Simulation- Art and graphics • Usage Information storage, retrieval & manipulation- Story of usage • Education: Creative and explorative learning • Entertainment • P3: • Information storage, retrieval & manipulation of music • Entertainment • Intelligent music clustering

  5. Framework & Parameters: • P1: • The programming blocks represent the language components and incorporate spotcodes that can be identified by computer vision technology. • Real-time feedback • Compiler uses a collection of image processing techniques to convert physical programs into machine codes. • P2: • The digital canvas represents the digital representations of acquired information which also incorporates controllers for manipulations. • The brush being the physical representation embodies most of the interactions possible with the brush and the info acquired by it is digitally mediated to the palette and then to the canvas according to the user. • P3: • The blocks represent the physical tangibles which are the mediators for control between the input and output couplings both of which are represented through interactions with the block. • Multifunctional tangible control for music navigation and play mode changes.

  6. Interactions: • P1: • Position and orientation of blocks • Real-time feedback • Interaction takes place in real world • Programming in natural settings like desk or floor • Interaction behaves like real world • Jigsaw like pieces • Compiling by scanning with a scanner • P2: • Pointing • Touch and Pressure • Visual • Orientation of brush • P3: • Multi modal interactions: • Shaking and 2 handed interaction • Visual and Audio feedback • Cube rotation

  7. Positives and negatives • P3: • +ve: Speech display rather than text display to avoid confusion, focuses on hedonic qualities, multiple interactions • -ve: Multiple feedback-confusing, not remotely accessible • P2: • +ve: Exploratory, creative, entertaining, natural • -ve: Expensive canvas, point color or texture not acquirable due to brush size-camera • P1: • +ve: inexpensive and durable parts, one compiler shared by many teams, ad hoc collaboration • -ve: too many parts, confoned usage area of 3*2 feet

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