scholarly journals The Use of Tangible User Interface in Interactive System to Learn about Countries

Author(s):  
Wafa Almukadi ◽  
Nahla Aljojo ◽  
Asmaa Munshi

Tangible User Interface (TUI) is an interface that allows user to interact with digital information through physical environment. We have developed an interactive system serves the educational field within the geographical domain. The system allows children to discover and learn about countries from different continents using tangible objects. In our project we selected so far six countries that represent six continents in the world. The selected countries are: Saudi Arabia, Egypt, United States of America, France, Brazil, and Australia. With the system, children are required to manipulate tangible objects. Their task is to select a landmark from a country and placing it on the table top. The system will recognize the object and provides users with feedback. The system involves the recognition of six elements for each country: (capital, flag, climate, currency, population and industries). This application has been evaluated in a field study with children 9–11 years of age. The initial results are promising and show that such an interactive system can support interaction and collaboration among young children, as well as enriches the learning process and makes it more enjoyable.

Author(s):  
Sandra Cano ◽  
Victor Peñeñory ◽  
César A. Collazos ◽  
Sergio Albiol

A Tangible User Interface (TUI) is a new interaction option that uses nontraditional input and output elements. A tangible interface thus allows the manipulation of physical objects using digital information. The exploration and manipulation of physical objects is a factor to be considered in learning in children, especially those with some kind of disability such as hearing, who maximize the use of other senses such as vision and touch. In a tangible interface, three elements are related - physical, digital and social. The potential of IoT for children is growing. This technology IoT integrated with TUI, can help for that parents or teachers can monitoring activities of the child. Also to identify behavior patterns in the child with hearing impairment. This article shows four case studies, where had been designed different products of Internet of Things Tangible applied a several contexts and with products of low cost.


2018 ◽  
Vol 2018 ◽  
pp. 1-15 ◽  
Author(s):  
Way Kiat Bong ◽  
Weiqin Chen ◽  
Astrid Bergland

The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.


2018 ◽  
Vol 2018 ◽  
pp. 1-18 ◽  
Author(s):  
Nikolaj Borisov ◽  
Benjamin Weyers ◽  
Annette Kluge

The complexity of nowadays car manufacturing processes increases constantly due to the increasing number of electronic and digital features in cars as well as the shorter life cycle of car designs, which raises the need for faster adaption to new car models. However, the ongoing digitalization of production and working contexts offers the chance to support the worker in production using digital information as well as innovative, interactive, and digital devices. Therefore, in this work we investigate a representative production step in a long-term project together with a German car manufacturer, which is structured into three phases. In the first phase, we investigated the working process empirically and developed a comprehensive and innovative user interface design, which addresses various types of interactive devices. Building up on this, we developed the device score model, which is designed to investigate interactive system and user interface in production context due to ergonomics, UI design, performance, technology acceptance, and user experience. This work was conducted in the second phase of the project, in which we used this model to investigate the subjective suitability of six innovative device setups that implement the user interface design developed in phase one in an experimental setup with 67 participants at two locations in south Germany. The major result showed that the new user interface design run on a smart phone is the most suitable setup for future interactive systems in car manufacturing. In the third and final phase, we investigated the suitability of the two best rated devices for long term use by two workers using the system during a full shift. These two systems were compared with the standard system used. The major conclusion is that smartphones as well as AR glasses show very high potential to increase performance in production if used in a well-designed fashion.


2017 ◽  
Vol 8 (1) ◽  
pp. 41-60
Author(s):  
Karen Van den Berg

"Wie kommt es, dass sich der Flagship-Store eines Technikkonzerns präsentiert wie eine öffentliche Kunsthalle, während die Dependance des Louvre in Nord-Pas-de-Calais wirkt, als würde man eine iPad-Benutzeroberfläche betreten? Der Beitrag liefert eine Analyse des Louvre Lens und beleuchtet das Projekt in Hinblick auf seine verblüffenden ästhetischen Familienähnlichkeiten in Materialsprache, Struktur und Atmosphäre zu neueren Apple Stores. Dabei wird versucht, die kulturellen und mentalitätsgeschichtlichen Codes zu entziffern und zu plausibilisieren, dass sich hier eine Epistemologie entfaltet, die die Welt als simultan präsentes Symbolsystem begreift. How is it that the flagship store of a technology company presents itself as a public arthall, while the branch of the Louvre in Nord-Pas-de-Calais looks like the user interface of an iPad? The paper provides an analysis of the Louvre Lens and illuminates the project in terms of its stunning aesthetic similarities in material language, structure and atmosphere to recent Apple Stores. Furthermore, it attempts to decipher the cultural and mental-historical codes and argues that an epistemology is developing here which comprehends the world as a simultaneous symbolic system. "


Author(s):  
Steven L. Taylor

The United States of America has one of the longest, continually functional electoral systems in the world. On one level, the system is seemingly simple, as it is based predominantly on plurality winners in the context of single-seat districts. However, its extensive usage of primary elections adds a nearly unique element to the process of filling elected office. This mechanism is used more extensively in the United States than in any other case. Additionally, the United States has a complex, and unique, system for electing its national executive. All of these factors help create and reinforce one of the most rigid two-party systems in the world.


2018 ◽  
Vol 10 (1) ◽  
pp. 1-26
Author(s):  
John Buchanan ◽  
Meera Varadharajan

As members of a global community, we cohabit a metaphorically shrinking physical environment, and are increasingly connected one to another, and to the world, by ties of culture, economics, politics, communication and the like. Education is an essential component in addressing inequalities and injustices concerning global rights and responsibilities. The increasing multicultural nature of societies locally, enhanced access to distal information, and the work of charitable organisations worldwide are some of the factors that have contributed to the interest in, and need for, understanding global development education. The project on which this paper reports sought answers to the question: to what extent and in what ways can a semester-long subject enhance and extend teacher education students’ understandings of and responses to global inequalities and global development aid? In the course of the project, a continuum model emerged, as follows: Indifference or ignorance ➝ pity and charity ➝ partnership and development among equals. In particular, this paper reports on some of the challenges and obstacles that need to be addressed in order to enhance pre-service teachers’ understandings of global development education. The study, conducted in Australia, has implications for global development education in other developed nations.


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