The Experts below are selected from a list of 17574 Experts worldwide ranked by ideXlab platform

L Skoczylas - One of the best experts on this subject based on the ideXlab platform.

  • a comparative analysis of the geometrical surface texture of a real and virtual model of a tooth flank of a cylindrical gear
    Journal of Materials Processing Technology, 2008
    Co-Authors: Jacek Michalski, L Skoczylas
    Abstract:

    The paper presents the methodology of modelling tooth flanks of cylindrical gears in the CAD Environment. The modelling consists in a computer simulation of gear generation. A model of tooth flanks is an envelope surface of a family of envelopes that originates from the rolling motion of a solid tool model in relation to a solid model of the cylindrical gear. The surface stereometry and topography of the tooth flanks, hobbed and chiselled by Fellows method, are compared to their numerical models. Metrological measurements of the real gears were carried out using a coordinated measuring machine and a two-dimensional profilometer. A computer simulation of the gear generation was performed in the Mechanical Desktop Environment.

  • a comparative analysis of the geometrical surface texture of a real and virtual model of a tooth flank of a cylindrical gear
    arXiv: Computational Engineering Finance and Science, 2006
    Co-Authors: Jacek Michalski, L Skoczylas
    Abstract:

    The paper presents the methodology of modelling tooth flanks of cylindrical gears in the Cad Environment. The modelling consists in a computer simulation of gear generation. A model of tooth flanks is an envelope curve of a family of envelopes that originate from the rolling motion of a solid tool model in relation to a solid model of the cylindrical gear. The surface stereometry and topography of the tooth flanks, hobbed and chiselled by Fellows method, are compared to their numerical models. Metrological measurements of the real gears were carried out using a coordinated measuring machine and a two - and a three-dimensional profilometer. A computer simulation of the gear generation was performed in the Mechanical Desktop Environment.

Jacek Michalski - One of the best experts on this subject based on the ideXlab platform.

  • a comparative analysis of the geometrical surface texture of a real and virtual model of a tooth flank of a cylindrical gear
    Journal of Materials Processing Technology, 2008
    Co-Authors: Jacek Michalski, L Skoczylas
    Abstract:

    The paper presents the methodology of modelling tooth flanks of cylindrical gears in the CAD Environment. The modelling consists in a computer simulation of gear generation. A model of tooth flanks is an envelope surface of a family of envelopes that originates from the rolling motion of a solid tool model in relation to a solid model of the cylindrical gear. The surface stereometry and topography of the tooth flanks, hobbed and chiselled by Fellows method, are compared to their numerical models. Metrological measurements of the real gears were carried out using a coordinated measuring machine and a two-dimensional profilometer. A computer simulation of the gear generation was performed in the Mechanical Desktop Environment.

  • a comparative analysis of the geometrical surface texture of a real and virtual model of a tooth flank of a cylindrical gear
    arXiv: Computational Engineering Finance and Science, 2006
    Co-Authors: Jacek Michalski, L Skoczylas
    Abstract:

    The paper presents the methodology of modelling tooth flanks of cylindrical gears in the Cad Environment. The modelling consists in a computer simulation of gear generation. A model of tooth flanks is an envelope curve of a family of envelopes that originate from the rolling motion of a solid tool model in relation to a solid model of the cylindrical gear. The surface stereometry and topography of the tooth flanks, hobbed and chiselled by Fellows method, are compared to their numerical models. Metrological measurements of the real gears were carried out using a coordinated measuring machine and a two - and a three-dimensional profilometer. A computer simulation of the gear generation was performed in the Mechanical Desktop Environment.

Jonathan Grudin - One of the best experts on this subject based on the ideXlab platform.

  • integration of interpersonal space and shared workspace clearboard design and experiments
    ACM Transactions on Information Systems, 1993
    Co-Authors: Hiroshi Ishii, Minoru Kobayashi, Jonathan Grudin
    Abstract:

    We describe the evolution of the novel shared drawing medium ClearBoard which was designed to seamlessly integrate an interpersonal space and a shared workspace. ClearBoard permits coworkers in two locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. The ClearBoard design is based on the key metaphor of “talking through and drawing on a transparent glass window.” We describe the evolution from ClearBoard-1 (which enables shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a multiuser paint editor). Initial observations and findings gained through the experimental use of the prototype, including the feature of “gaze awareness,” are discussed. Further experiments are conducted with ClearBoard-0 (a simple mockup), ClearBoard-1, and an actual Desktop as a control. In the settings we examined, the ClearBoard Environment led to more eye contact and potential awareness of collaborator's gaze direction over the traditional Desktop Environment.

  • integration of inter personal space and shared workspace clearboard design and experiments
    Conference on Computer Supported Cooperative Work, 1992
    Co-Authors: Hiroshi Ishii, Minoru Kobayashi, Jonathan Grudin
    Abstract:

    We describe the evolution of the novel shared drawing medium ClearBoard which was designed to seamlessly integrate an interpersonal space and a shared workspace. ClearBoard permits coworkers in two locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. The ClearBoard design is based on the key metaphor of “talking through and drawing on a transparent glass window.” We describe the evolution from ClearBoard- 1 (which enables shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a multiuser paint editor). Initial observations and findings gained through the experimental use of the prototype, including the feature of “gaze awareness,” are discussed. Further experiments are conducted with ClearBoard-O (a simple mockup), ClearBoard- 1, and an actual Desktop as a control. In the settings we examined, the ClearBoard Environment led to more eye contact and potential awareness of collaborator’s gaze direction over the traditional Desktop Environment.

Hiroshi Ishii - One of the best experts on this subject based on the ideXlab platform.

  • spacetop integrating 2d and spatial 3d interactions in a see through Desktop Environment
    Human Factors in Computing Systems, 2013
    Co-Authors: Jinha Lee, Hiroshi Ishii, Alex Olwal, Cati Boulanger
    Abstract:

    SpaceTop is a concept that fuses spatial 2D and 3D interactions in a single workspace. It extends the traditional Desktop interface with interaction technology and visualization techniques that enable seamless transitions between 2D and 3D manipulations. SpaceTop allows users to type, click, draw in 2D, and directly manipulate interface elements that float in the 3D space above the keyboard. It makes it possible to easily switch from one modality to another, or to simultaneously use two modalities with different hands. We introduce hardware and software configurations for co-locating these various interaction modalities in a unified workspace using depth cameras and a transparent display. We describe new interaction and visualization techniques that allow users to interact with 2D elements floating in 3D space. We present the results from a preliminary user study that indicates the benefit of such hybrid workspaces.

  • integration of interpersonal space and shared workspace clearboard design and experiments
    ACM Transactions on Information Systems, 1993
    Co-Authors: Hiroshi Ishii, Minoru Kobayashi, Jonathan Grudin
    Abstract:

    We describe the evolution of the novel shared drawing medium ClearBoard which was designed to seamlessly integrate an interpersonal space and a shared workspace. ClearBoard permits coworkers in two locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. The ClearBoard design is based on the key metaphor of “talking through and drawing on a transparent glass window.” We describe the evolution from ClearBoard-1 (which enables shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a multiuser paint editor). Initial observations and findings gained through the experimental use of the prototype, including the feature of “gaze awareness,” are discussed. Further experiments are conducted with ClearBoard-0 (a simple mockup), ClearBoard-1, and an actual Desktop as a control. In the settings we examined, the ClearBoard Environment led to more eye contact and potential awareness of collaborator's gaze direction over the traditional Desktop Environment.

  • integration of inter personal space and shared workspace clearboard design and experiments
    Conference on Computer Supported Cooperative Work, 1992
    Co-Authors: Hiroshi Ishii, Minoru Kobayashi, Jonathan Grudin
    Abstract:

    We describe the evolution of the novel shared drawing medium ClearBoard which was designed to seamlessly integrate an interpersonal space and a shared workspace. ClearBoard permits coworkers in two locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. The ClearBoard design is based on the key metaphor of “talking through and drawing on a transparent glass window.” We describe the evolution from ClearBoard- 1 (which enables shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a multiuser paint editor). Initial observations and findings gained through the experimental use of the prototype, including the feature of “gaze awareness,” are discussed. Further experiments are conducted with ClearBoard-O (a simple mockup), ClearBoard- 1, and an actual Desktop as a control. In the settings we examined, the ClearBoard Environment led to more eye contact and potential awareness of collaborator’s gaze direction over the traditional Desktop Environment.

Vincent Cho - One of the best experts on this subject based on the ideXlab platform.

  • user experience on mobile video appreciation how to engross users and to enhance their enjoyment in watching mobile video clips
    Technological Forecasting and Social Change, 2012
    Co-Authors: Eric Wing Kuen Seeto, Savvas Papagiannidis, Vincent Cho
    Abstract:

    Abstract In the past few years consumers have enjoyed consuming video content on a growing number of devices including the traditional television, personal computers, mobile phone and tablets. Each device has its own technical attributes and associated consumption characteristics. This research examines the differential effects of user experience on engagement during video consumption in the mobile and Desktop Environments. We have experimented with different situations related to the genre, the sequence of playing, the extent of interruption, the timing of the interruption, and length of the video clips. Our model was quantitatively tested, with 270 users taking part in a between subject experiment. In the mobile Environment, our results provide evidence that sensory experience is a significant factor for enjoyment and engagement with the video, while emotional response is not. The reverse is true for the Desktop Environment. Learning curve factors work differently in the two Environments. User enjoyment and engagement are significantly moderated by learning curve factors in the mobile Environment only. The result is robust as it is true for both previous learning (usage experience with the device), and on-the-go experience (sequencing of video clips). Attention span only affects engagement and enjoyment in the Desktop Environment. Outside interruption only affects engagement and enjoyment in the mobile Environment. Our findings can inform commercial practices on the video design and user interface, and also enhance our understanding of the contextual dependency of the theoretical concept of engagement in mobile entertainment.