Aadjan van der Helm
Delft University of Technology
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Publication
Featured researches published by Aadjan van der Helm.
The Visual Computer | 2007
Onno van Nierop; Aadjan van der Helm; Kees Overbeeke; Tom Djajadiningrat
We present a skeletal linked model of the human hand that has natural motion. We show how this can be achieved by introducing a new biology-based joint axis that simulates natural joint motion and a set of constraints that reduce an estimated 150 possible motions to twelve. The model is based on observation and literature.To facilitate testing and evaluation, we present a simple low polygon count skin that can stretch and bulge. To evaluate we first introduce a hand-motion taxonomy in a two-dimensional parameter space based on tasks that are evolutionary linked to the environment. Second, we discuss and test the model.The appendix shows motion sequences of the model and the real hand. Animations can be fetched from our website.
Advances in Human-computer Interaction | 2008
Bart Hengeveld; Riny Voort; Caroline Hummels; Jan de Moor; Hans van Balkom; Kees Overbeeke; Aadjan van der Helm
Young children with multiple disabilities (e.g., both cognitive and motor disabilities) are confronted with severe limitations in language development from birth and later on. Stimulating the adult-child communication can decrease these limitations. Within LinguaBytes, a three-year research program, we try to stimulate language development by developing an interactive and adaptive play and learning environment, incorporating tangible objects and multimedia content, based on interactive storytelling and anchored instruction. The development of a product for such a heterogeneous user group presents substantial challenges. We use a Research-through-Design method, that is, an iterative process of developing subsequent experiential prototypes and then testing them in real-life settings, for example, a center for rehabilitation medicine. This article gives an outline of the development of the LinguaBytes play and learning environment from the earliest studies up to the current prototype, CLICK-IT.
ubiquitous computing | 2004
Caroline Hummels; Aadjan van der Helm
‘‘Whatmakes for good tangible interface design?’’ Ullmer and Ishii [1] conclude thatmany aspects are still untackled in the search for a conceptual framework for tangible user interfaces, including the topic of good design. We believe that good design is a relative notionwhich can be found in the fit between a product, (a) person(s), and the context of use. Thismeans, for example, that different people employ different interpretations of good design and that it can change in the context of a particular situation. The interactive multi-media installation called ISH studies this relative notion of good tangible design by focusing on resonance. By this, we mean the ability of a product to evoke positive images, memories, and emotions, and to encourage a prolonged, subtle, or stimulating effect beyond the initial impact. ISH tries to uncover what causes resonant (tangible) interaction, and also (when possible) to formulate guidelines for designing products that evoke resonance.
ubiquitous computing | 2006
A. Ianus Keller; Aldo Hoeben; Aadjan van der Helm
Designers currently keep both physical and digital collections of visual materials separately. Cabinet is an appliance prototype for merging the collections. Its design was built on a study of current design practice, and explorations in visual and inspirational interaction. The Cabinet provides an effortless interface for adding physical and digital images, organizing them into piles and narrative layouts, and reusing images. The prototype was evaluated in three one-month trials at prominent Dutch design firms.
Computers & Graphics | 1998
Aadjan van der Helm; Peter Ebell; Willem F. Bronsvoort
Abstract The shape of mollusc shells has drawn the attention of scientists for a long time already. Recently, the first computer-generated images of shells were presented. In this article, we present a way of modelling shells with generalized cylinders and textures. Generalized cylinders are defined by moving a 2D contour along a 3D trajectory, which is a natural way for describing the shape of shells. Reaction-diffusion and bump map textures are mapped onto the surfaces of the generalized cylinders to give these the appropriate appearance. Visualization is done by ray tracing, resulting in very realistic images.
ubiquitous computing | 2012
Wei Liu; Aadjan van der Helm; Pieter Jan Stappers; Walter A. Aprile; Gert Pasman; Ianus Keller
This study aimed to explore ways of user inputs through designing interactive game controllers with different type of sensor. From building four experiential prototypes on Pong, we learned to drive design by focusing on interaction qualities, which determine the use of sensors. We found that the interaction qualities together as a set offer a way to design aesthetics of behavior in interaction.
ruSMART/NEW2AN'10 Proceedings of the Third conference on Smart Spaces and next generation wired, and 10th international conference on Wireless networking | 2010
Tomasz Jaskiewicz; Walter A. Aprile; Aadjan van der Helm
This paper attempts to challenge the established practice of design and engineering of smart environments in two ways. Its first premise is that smart spaces should be formed by systems that comprise not only home or office appliances, but also embedded building component agents. The second premise of this paper is a consequent call for an interdisciplinary approach to creation of smart spaces. Experimental undergraduate course is used to provide a set of case studies to illustrate benefits and threats of such approach, as well as the relevance of the integration of iterative prototyping already in the earliest phases of design processes.
The Visual Computer | 2000
Erik de Voogt; Aadjan van der Helm; Willem F. Bronsvoort
Generalized cylinders are objects defined by sweeping a 2D contour along a 3D trajectory. We introduce deformed generalized cylinders in which different contours can be defined along the trajectory. The representation of a deformed generalized cylinder is suitable for directly ray tracing its shape; it need not be converted into another representation. A suitable algorithm and some resulting images are presented.
ubiquitous computing | 2011
Wei Liu; Pieter Jan Stappers; Gert Pasman; Aadjan van der Helm
With Generation Y entering the workforce, for the first time IT tools at home are richer in interaction than tools at work. This study aims to demonstrate novel Generation Y interactions by mapping three interaction qualities identified in private and work contexts. In an interactive prototyping course three prototypes were built in which these qualities are demonstrated. From these prototypes, guidelines for supporting Generation Y interactions in future office contexts, were subsequently deducted.
designing interactive systems | 2018
Tomasz Jaskiewicz; Aadjan van der Helm
In this pictorial we present a project case, where an interactive office environment was designed following concurrent prototyping embedded in an iterative design approach. The case illustrates how concurrent prototyping supports designing complex interactions between multiple people and multiple interactive objects, while innovating in both social and technological realm. Identified variables of the involved process allow steering the design towards a variety of possible solution qualities. We propose this approach as a viable strategy for dealing with the complexity of designing in the domain of Human-Building Interaction.