![]() ![]() How Do We Measure That?!: Quick Scale Development Participants will be engaged to try out various tools on their own laptops and will leave the course with a set of useful resources for prototyping and evaluating gesture-based interactions in their own projects. The course will also cover a discussion about the wide range of gestures, such as touch, finger, wrist, hand, arm, and whole-body gestures. KEN OSAKO MADISON LANDSCAPE ARCH HOW TOThis course will introduce participants to the three main stages of the development life cycle of gesture-based interactions: (ul) how to design a gesture user interface (UI) by carefully considering key aspects, such as gesture recognition techniques, variability in gesture articulation, properties of invariance (sampling, direction, position, scale, rotation), and good practices for gesture set design, (ii) how to implement a gesture UI with existing recognizers, software architecture, and libraries, and (iii) how to evaluate a gesture user interface with the help of various metrics of user performance. Deep Learning for Understanding the Human As such, the course unites the theory and practice of spatial navigation, serving as entry point to understand and improve upon currently existing methods for the application domain at hand. In particular, we will be looking at affordable setups and ways to "trick" out users to enable a realistic feeling of self-motion in the explored environments. KEN OSAKO MADISON LANDSCAPE ARCH FULLDoing so, we will cover the full range of navigation techniques from handheld to full-body, highly engaging and partly unconventional methods and tackle spatial navigation with hands-on-experience and tips for design and validation of novel interfaces. ![]() The theoretical foundations form the basis for the practical skillset we will develop, by providing an in-depth discussion of navigation devices and techniques, and a step-by-step discussion of multiple real-world case studies. ![]() We will closely look into the basics of navigation, unravelling the psychophysics (including wayfinding) and actual locomotion (travel) aspects. In this course, we will take a detailed look at various breeds of spatial navigation interfaces that allow for locomotion in digital 3D environments such as games, virtual environments or even the exploration of abstract data sets. Our experience in working with these people has demonstrated how their unique and contrasting outlooks on both technology and the world and ways of seeing it are invaluable in generating radically new and exciting digital innovations. Typically these people - who have been called "emergent" users - are often drawn from developing regions, with lower literacy, lower socioeconomic conditions, and other constraints. More importantly, however, we have worked with a wide range of people who are not considered to be typical "future makers," and are also not usually considered when designing mobile user experiences. We have been fortunate enough to have collaborated with a broad range of industrial and academic researchers and practitioners over many years. We celebrate the success that is apps, services, and the hugely popular ecology of mobile devices, but want to promote a return to radical innovation. This course will challenge attendees to play a part in reinvigorating mobile interaction design. As a recent Economist article bleakly reports, "More black rectangles made their debut". At the same time, there is a broad sense that mainstream mobile devices have fallen into a period of innovation limbo, with recent releases seemingly being distinguished only by ever narrowing feature gaps. First, while mobiles have rapidly become indispensable, the effect that constant device use has on our lives, our experiences, and the interactions we have with others, has caused growing discomfort. However, two concerns signal a pause for reflection and change. Mobile phones are the ubiquitous platform used by billions of people globally, every day. ![]()
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