Intense and frequent motor training is essential in persons with neurological disorders as there ... more Intense and frequent motor training is essential in persons with neurological disorders as there are MS and stroke. Technology-based rehabilitation has been proven to be beneficial for specific patient groups, as it shows to be effective on muscle strength and active range of motion of the upper limbs. Personalized training in technology-supported rehabilitation setups using motivational techniques such as serious games have the potential to make repetitive training efforts more endurable. Most neurological rehabilitation approaches suffer from a strict separation between training scenarios and activities in daily living, but have difficulties to bridge the gap between exercising on a functional level and performing on the level of activities in daily living. To improve the integration of motor skill training in a daily living context we propose an approach and proof-of-concept implementation of the training device ReHappy, a tangible character that engages patient in performing additional training that complements the daily activities.
Designing and exploring multimodal interaction techniques, such as those used in virtual environm... more Designing and exploring multimodal interaction techniques, such as those used in virtual environments, can be facilitated by using high-level notations. Besides task modelling, notations have been introduced at the dialog level such as our notation NiMMiT. For advanced interaction techniques, there is not yet an established approach to decide when to stop detailing the task model and continue modelling at
Design meetings with multidisciplinary stakeholders are instrumental for design projects. However... more Design meetings with multidisciplinary stakeholders are instrumental for design projects. However, design teams face the challenges of synthetizing large amounts of information, often in a limited time, and with minimal common ground. We investigate these challenges through in-the-wild observations of six design meetings in three different projects, with professional design teams that follow a user-centered design methodology. We found that all the observed design meetings had a similar structure consisting of particular phases, in which design activities were organized around artefacts. These artefacts were used as input to disseminate and gather feedback of previous design outcomes, or as output to collect and process a variety of perspectives. From these findings, we synthetize practical guidelines to optimize artefact-based interactions during design meetings.
Abstract. The complex nature of virtual environments customarily hinders users to interact in a n... more Abstract. The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user interaction in virtual environments ...
Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. ... more Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. The multimedia extensions in current central processing units, together with the supplementary functionality of audio, graphics and networking plug-in boards, make it possible to realize applications that a very few years ago still needed supercomputer capabilities. As today's off-the-shelf graphics plug-in boards are able to render fully textured 3D scenes at ever-increasing frame rates and resolutions, it becomes possible to implement 3D Networked Virtual Environments (NVEs) using networks of PCs. This chapter reports on our implementation of PANIVE, a PC -based architecture for networked virtual environments.
Due to limited discoverability and standardization, people often have difficulties with learning ... more Due to limited discoverability and standardization, people often have difficulties with learning and remembering all the gestures of a gestural interface. To overcome these difficulties, help systems are integrated to enable users to quickly explore the available gestures. These systems typically target single-user applications and research is mainly focused on studying the efficiency of various kinds of help. In this paper, we study textual and animated help in a collaborative tabletop game. We not only consider the efficiency of the help systems, but we also examine how they impact collaboration and communication. Our study shows that animated help has a positive effect on the level of collaboration, as users work together to explore and learn the game.
Publisher Summary This chapter reviews a modular system for manipulating image sequences. An over... more Publisher Summary This chapter reviews a modular system for manipulating image sequences. An overview of the xXX system architecture (software as well as hardware architecture) is define and explains how the user-extensibility is realized. Software extensibility is offered to the users in the form of specific image manipulation effects, specialized editors, and additional bitmap file formats; thus enabling them to finetune the system according to their own specific needs. It is shown what the xXX principles are from the user's point of view and how users interact with the system. The IMAGINE chip is designed specifically to provide high-level performance for graphics and image-processing operations, while maintaining full programmability. Some examples are also given of user-extensible parameter editors. It is shown how a combination of an advanced frame buffer and a high-performance pixel processor board, exploited by a Windows-based environment, can yield a modularly expandable solution for the application at hand.
Design, and in particular user-centered design processes for interactive systems, typically invol... more Design, and in particular user-centered design processes for interactive systems, typically involve multidisciplinary teams. The different and complementary perspectives of the team members enrich the design ideas and decisions, and the involvement of all team members is needed to achieve a user interface for a system that carefully considers all aspects, ranging from user needs to technical requirements. The difficulty is getting all team members involved in the early stages of design and communicating design ideas and decisions in a way that all team members can understand them and use them in an appropriate way in later stages of the process. This chapter describes the COMuICSer storyboarding technique, which presents the scenario of use of a future system in a way that is understandable for each team member, regardless of their background. Based on an observational study in which multidisciplinary teams collaboratively created storyboards during a co-located session, we present recommendations for the facilitation of co-located collaborative storyboarding sessions for multidisciplinary teams and digital tool support for this type of group work.
The primary objective of our research is to investigate how immersion can be introduced in the mo... more The primary objective of our research is to investigate how immersion can be introduced in the modeling process in such a way that the modeller's performance is enhanced. Examples of modeling systems are CAD applications, industrial product designs architectural design and the realization of virtual worlds to be used in virtual reality applications. To investigate HCI issues about immersive modeling, a framework for a modeling application has been realized. A hybrid 2D/3D user interface is used to interact with the immersive modeling application 2D interfacing elements such as menus and dialog boxes are presented to the user. Particular interaction scenarios benefit from 3D spatial input and 3D perception. In this paper we elaborate upon human-computer interaction principles and interaction metaphors that play. a role when designing an immersive modeling system.
... Once the 'SelectObjects'- task is executed the diagram gets to the 'End'-... more ... Once the 'SelectObjects'- task is executed the diagram gets to the 'End'-state and the interaction technique finishes. ... Extending a Dialog Model with Contextual Knowledge ... De Boeck, J., Gonzalez Calleros, JM, Coninx, K., Vanderdonckt, J.: Open issues for the development of 3d ...
Digital Convergence: The Information Revolution, 1999
Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. ... more Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. The multimedia extensions in current central processing units, together with the supplementary functionality of audio, graphics and networking plug-in boards, make it possible to realize applications that a very few years ago still needed supercomputer capabilities. As today's off-the-shelf graphics plug-in boards are able to render fully textured 3D scenes at ever-increasing frame rates and resolutions, it becomes possible to implement 3D Networked Virtual Environments (NVEs) using networks of PCs. This chapter reports on our implementation of PANIVE, a PC -based architecture for networked virtual environments.
Communications in Computer and Information Science, 2009
Abstract. Although interactive virtual environments (IVE) have the capability to offer intuitive ... more Abstract. Although interactive virtual environments (IVE) have the capability to offer intuitive and easy to use interfaces, their creation is often a long and ex-pensive process, in which specialists play a key role. The VR-DeMo approach investigates how the use of high-level ...
Abstract. The complex nature of virtual environments customarily hinders users to interact in a n... more Abstract. The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user interaction in virtual environments ...
Intense and frequent motor training is essential in persons with neurological disorders as there ... more Intense and frequent motor training is essential in persons with neurological disorders as there are MS and stroke. Technology-based rehabilitation has been proven to be beneficial for specific patient groups, as it shows to be effective on muscle strength and active range of motion of the upper limbs. Personalized training in technology-supported rehabilitation setups using motivational techniques such as serious games have the potential to make repetitive training efforts more endurable. Most neurological rehabilitation approaches suffer from a strict separation between training scenarios and activities in daily living, but have difficulties to bridge the gap between exercising on a functional level and performing on the level of activities in daily living. To improve the integration of motor skill training in a daily living context we propose an approach and proof-of-concept implementation of the training device ReHappy, a tangible character that engages patient in performing additional training that complements the daily activities.
Designing and exploring multimodal interaction techniques, such as those used in virtual environm... more Designing and exploring multimodal interaction techniques, such as those used in virtual environments, can be facilitated by using high-level notations. Besides task modelling, notations have been introduced at the dialog level such as our notation NiMMiT. For advanced interaction techniques, there is not yet an established approach to decide when to stop detailing the task model and continue modelling at
Design meetings with multidisciplinary stakeholders are instrumental for design projects. However... more Design meetings with multidisciplinary stakeholders are instrumental for design projects. However, design teams face the challenges of synthetizing large amounts of information, often in a limited time, and with minimal common ground. We investigate these challenges through in-the-wild observations of six design meetings in three different projects, with professional design teams that follow a user-centered design methodology. We found that all the observed design meetings had a similar structure consisting of particular phases, in which design activities were organized around artefacts. These artefacts were used as input to disseminate and gather feedback of previous design outcomes, or as output to collect and process a variety of perspectives. From these findings, we synthetize practical guidelines to optimize artefact-based interactions during design meetings.
Abstract. The complex nature of virtual environments customarily hinders users to interact in a n... more Abstract. The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user interaction in virtual environments ...
Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. ... more Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. The multimedia extensions in current central processing units, together with the supplementary functionality of audio, graphics and networking plug-in boards, make it possible to realize applications that a very few years ago still needed supercomputer capabilities. As today's off-the-shelf graphics plug-in boards are able to render fully textured 3D scenes at ever-increasing frame rates and resolutions, it becomes possible to implement 3D Networked Virtual Environments (NVEs) using networks of PCs. This chapter reports on our implementation of PANIVE, a PC -based architecture for networked virtual environments.
Due to limited discoverability and standardization, people often have difficulties with learning ... more Due to limited discoverability and standardization, people often have difficulties with learning and remembering all the gestures of a gestural interface. To overcome these difficulties, help systems are integrated to enable users to quickly explore the available gestures. These systems typically target single-user applications and research is mainly focused on studying the efficiency of various kinds of help. In this paper, we study textual and animated help in a collaborative tabletop game. We not only consider the efficiency of the help systems, but we also examine how they impact collaboration and communication. Our study shows that animated help has a positive effect on the level of collaboration, as users work together to explore and learn the game.
Publisher Summary This chapter reviews a modular system for manipulating image sequences. An over... more Publisher Summary This chapter reviews a modular system for manipulating image sequences. An overview of the xXX system architecture (software as well as hardware architecture) is define and explains how the user-extensibility is realized. Software extensibility is offered to the users in the form of specific image manipulation effects, specialized editors, and additional bitmap file formats; thus enabling them to finetune the system according to their own specific needs. It is shown what the xXX principles are from the user's point of view and how users interact with the system. The IMAGINE chip is designed specifically to provide high-level performance for graphics and image-processing operations, while maintaining full programmability. Some examples are also given of user-extensible parameter editors. It is shown how a combination of an advanced frame buffer and a high-performance pixel processor board, exploited by a Windows-based environment, can yield a modularly expandable solution for the application at hand.
Design, and in particular user-centered design processes for interactive systems, typically invol... more Design, and in particular user-centered design processes for interactive systems, typically involve multidisciplinary teams. The different and complementary perspectives of the team members enrich the design ideas and decisions, and the involvement of all team members is needed to achieve a user interface for a system that carefully considers all aspects, ranging from user needs to technical requirements. The difficulty is getting all team members involved in the early stages of design and communicating design ideas and decisions in a way that all team members can understand them and use them in an appropriate way in later stages of the process. This chapter describes the COMuICSer storyboarding technique, which presents the scenario of use of a future system in a way that is understandable for each team member, regardless of their background. Based on an observational study in which multidisciplinary teams collaboratively created storyboards during a co-located session, we present recommendations for the facilitation of co-located collaborative storyboarding sessions for multidisciplinary teams and digital tool support for this type of group work.
The primary objective of our research is to investigate how immersion can be introduced in the mo... more The primary objective of our research is to investigate how immersion can be introduced in the modeling process in such a way that the modeller's performance is enhanced. Examples of modeling systems are CAD applications, industrial product designs architectural design and the realization of virtual worlds to be used in virtual reality applications. To investigate HCI issues about immersive modeling, a framework for a modeling application has been realized. A hybrid 2D/3D user interface is used to interact with the immersive modeling application 2D interfacing elements such as menus and dialog boxes are presented to the user. Particular interaction scenarios benefit from 3D spatial input and 3D perception. In this paper we elaborate upon human-computer interaction principles and interaction metaphors that play. a role when designing an immersive modeling system.
... Once the 'SelectObjects'- task is executed the diagram gets to the 'End'-... more ... Once the 'SelectObjects'- task is executed the diagram gets to the 'End'-state and the interaction technique finishes. ... Extending a Dialog Model with Contextual Knowledge ... De Boeck, J., Gonzalez Calleros, JM, Coninx, K., Vanderdonckt, J.: Open issues for the development of 3d ...
Digital Convergence: The Information Revolution, 1999
Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. ... more Microcomputers are increasingly becoming capable of supporting high-end multimedia applications. The multimedia extensions in current central processing units, together with the supplementary functionality of audio, graphics and networking plug-in boards, make it possible to realize applications that a very few years ago still needed supercomputer capabilities. As today's off-the-shelf graphics plug-in boards are able to render fully textured 3D scenes at ever-increasing frame rates and resolutions, it becomes possible to implement 3D Networked Virtual Environments (NVEs) using networks of PCs. This chapter reports on our implementation of PANIVE, a PC -based architecture for networked virtual environments.
Communications in Computer and Information Science, 2009
Abstract. Although interactive virtual environments (IVE) have the capability to offer intuitive ... more Abstract. Although interactive virtual environments (IVE) have the capability to offer intuitive and easy to use interfaces, their creation is often a long and ex-pensive process, in which specialists play a key role. The VR-DeMo approach investigates how the use of high-level ...
Abstract. The complex nature of virtual environments customarily hinders users to interact in a n... more Abstract. The complex nature of virtual environments customarily hinders users to interact in a natural, intuitive and optimal way. Different user characteristics are hardly taken into account when designing 3D user interfaces for virtual environments. We envision that user interaction in virtual environments can be enhanced by integrating adaptation and personalization into 3D user interfaces. Through our research, we aim to provide adaptive and personalized 3D user interfaces for enhancing user interaction in virtual environments ...
Uploads
Papers by Karin Coninx