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ITS Tables of Contents: 09101112131415

Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces

Fullname:Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces
Editors:Aaron Quigley; Giulio Jacucci; Michael Horn; Miguel Nacenta
Location:St. Andrews, United Kingdom
Dates:2013-Oct-06 to 2013-Oct-09
Standard No:ISBN: 978-1-4503-2271-3; ACM DL: Table of Contents; hcibib: ITS13
Links:Conference Website
  1. Surfaces in context + gestures and body
  2. Pen and touch
  3. Tangibles
  4. Education and training
  5. Redefining surfaces
  6. Touch fundamentals
  7. Latency and occlusion + CSCW
  8. ITS'13 best paper & ITS'13 best note
  9. Demonstration
  10. Poster
  11. Doctoral symposium
  12. Workshops and tutorials

Surfaces in context + gestures and body

The cube: a very large-scale interactive engagement space BIBAFull-Text 1-10
  Markus Rittenbruch; Andrew Sorensen; Jared Donovan; Debra Polson; Michael Docherty; Jeff Jones
"The Cube" is a unique facility that combines 48 large multi-touch screens and very large-scale projection surfaces to form one of the world's largest interactive learning and engagement spaces. The Cube facility is part of the Queensland University of Technology's (QUT) newly established Science and Engineering Centre, designed to showcase QUT's teaching and research capabilities in the STEM (Science, Technology, Engineering, and Mathematics) disciplines. In this application paper we describe, the Cube, its technical capabilities, design rationale and practical day-to-day operations, supporting up to 70,000 visitors per week. Essential to the Cube's operation are five interactive applications designed and developed in tandem with the Cube's technical infrastructure. Each of the Cube's launch applications was designed and delivered by an independent team, while the overall vision of the Cube was shepherded by a small executive team. The diversity of design, implementation and integration approaches pursued by these five teams provides some insight into the challenges, and opportunities, presented when working with large distributed interaction technologies. We describe each of these applications in order to discuss the different challenges and user needs they address, which types of interactions they support and how they utilise the capabilities of the Cube facility.
AstroTouch: a multi-touch digital desktop for astrodynamics BIBAFull-Text 11-14
  Jamie L. Coram; Rob Iverson; Andrew Ackerman
In this paper, we present the design, implementation, and preliminary evaluation of AstroTouch, a prototype desktop surface application to support analysis and visualization in the field of astrodynamics. We describe the fundamental characteristics of this complex scientific domain and discuss how these characteristics, combined with an assessment of current research surrounding multi-touch and the digital desktop, informed the design of our system. We detail the prototype implementation and present the results of an initial design critique conducted with domain experts.
SkyHunter: a multi-surface environment for supporting oil and gas exploration BIBAFull-Text 15-22
  Teddy Seyed; Mario Costa Sousa; Frank Maurer; Anthony Tang
The process of oil and gas exploration and its result, the decision to drill for oil in a specific location, relies on a number of distinct but related domains. These domains require effective collaboration to come to a decision that is both cost effective and maintains the integrity of the environment. As we show in this paper, many of the existing technologies and practices that support the oil and gas exploration process overlook fundamental user issues such as collaboration, interaction and visualization. The work presented in this paper is based upon a design process that involved expert users from an oil and gas exploration firm in Calgary, Alberta, Canada. We briefly present knowledge of the domain and how it informed the design of SkyHunter, a prototype multi-surface environment to support oil and gas exploration. This paper highlights our current prototype and we conclude with a reflection on multi-surface interactions and environments in this domain.
The effect of egocentric body movements on users' navigation performance and spatial memory in zoomable user interfaces BIBAFull-Text 23-32
  Roman Rädle; Hans-Christian Jetter; Simon Butscher; Harald Reiterer
We present two experiments examining the impact of navigation techniques on users' navigation performance and spatial memory in a zoomable user interface (ZUI). The first experiment with 24 participants compared the effect of egocentric body movements with traditional multi-touch navigation. The results indicate a 47% decrease in path lengths and a 34% decrease in task time in favor of egocentric navigation, but no significant effect on users' spatial memory immediately after a navigation task. However, an additional second experiment with 8 participants revealed such a significant increase in performance of long-term spatial memory: The results of a recall task administered after a 15-minute distractor task indicate a significant advantage of 27% for egocentric body movements in spatial memory. Furthermore, a questionnaire about the subjects' workload revealed that the physical demand of the egocentric navigation was significantly higher but there was less mental demand.
Peripheral array of tangible NFC tags: positioning portals for embodied trans-surface interaction BIBAFull-Text 33-36
  Shenfeng Fei; Andrew M. Webb; Andruid Kerne; Yin Qu; Ajit Jain
Trans-surface interaction addresses moving information objects across multi-display environments that support sensory interaction modalities such as touch, pen, and free-air. Embodiment means using spatial relationships among surfaces and human bodies to facilitate users' understanding of interaction. In the present embodied trans-surface interaction technique, a peripheral NFC tag array provides tangible affordances for connecting mobile devices to positions on a collaborative surface. Touching a tag initiates a trans-surface portal. Each portal visually associates a mobile device and its user with a place on the collaborative surface. The portal's manifestation at the top of the mobile device supports 'flicking over' interaction, like playing cards. The technique is simple, inexpensive, reliable, scalable, and generally applicable for co-located collaboration. We developed a co-located collaborative rich information prototype to demonstrate the embodied trans-surface interaction technique and support imagining and planning tasks.
Body Panning: a movement-based navigation technique for large interactive surfaces BIBAFull-Text 37-40
  Daniel Klinkhammer; Jan Oke Tennie; Paula Erdoes; Harald Reiterer
In this note we introduce Body Panning, a novel interaction technique for horizontal panning on interactive surfaces. Based on an established sensory hardware setup, we implemented a robust body tracking system for a large-scaled tabletop. On this basis a user can pan through a spatial user interface by adjusting her position at the table. As a natural form of interaction, this technique is convenient and applicable to many existing use cases and applic's navigational and spatial memory performance. We conducted an experiment between a common touch panning and a body panning interface to find out about differences in these performances. For the body panning condition, we observed an increased spatial memory performance and an invariant navigation performance. We present and discuss these results focusing on application domains for the body panning technique.

Pen and touch

Pen and touch gestural environment for document editing on interactive tabletops BIBAFull-Text 41-50
  Fabrice Matulic; Moira C. Norrie
Combined pen and touch input is an interaction paradigm attracting increasing interest both in the research community and recently in industry. In this paper, we illustrate how pen and touch interaction techniques can be leveraged for editing and authoring of presentational documents on digital tabletops. Our system exploits the rich interactional vocabulary afforded by the simultaneous availability of the two modalities to provide gesture-driven document editing functionality as an expert alternative to widgets. For our bimanual gestures, we make use of non-dominant hand postures to set pen modes in which the dominant hand articulates a variety of transactions. We draw an analogy between such modifier postures and modifier keys on a keyboard to construct command shortcuts. Based on this model, we implement a number of common document editing operations, including several page and element manipulations, shape and text input with styling, clipart retrieval and insertion as well as undo/redo. The results of a lab study provide in-sights as to the strengths and limitations of our approach.
Perceptual grouping: selection assistance for digital sketching BIBAFull-Text 51-60
  David Lindlbauer; Michael Haller; Mark Hancock; Stacey D. Scott; Wolfgang Stuerzlinger
Modifying a digital sketch may require multiple selections before a particular editing tool can be applied. Especially on large interactive surfaces, such interactions can be fatiguing. Accordingly, we propose a method, called Suggero, to facilitate the selection process of digital ink. Suggero identifies groups of perceptually related drawing objects. These "perceptual groups" are used to suggest possible extensions in response to a person's initial selection. Two studies were conducted. First, a background study investigated participant's expectations of such a selection assistance tool. Then, an empirical study compared the effectiveness of Suggero with an existing manual technique. The results revealed that Suggero required fewer pen interactions and less pen movement, suggesting that Suggero minimizes fatigue during digital sketching.
Automatic annotation placement for interactive maps BIBAFull-Text 61-70
  Daniel Kaneider; Thomas Seifried; Michael Haller
Situation maps play an important role in planning and decision making in emergency response centers. Important information such as operating units or hazards is usually shown on these maps. Arranging the huge amount of information can be challenging for operators, as this information should always be visible while not occluding important regions of the underlying geographic map. As large interactive whiteboards are increasingly replacing traditional analog maps, new ways to assist with arranging information can be provided. In this paper, we present a new approach for placing annotations automatically on top of a map. For finding the optimal placement, our metrics are based on geographic features, on the users' sketched input, and on the annotations geometry itself. Moreover, we also added additional features to minimize occlusions for multiple annotations. First results were highly promising and showed that our approach improves input performance while keeping an optimal view of the map.


Instant user interfaces: repurposing everyday objects as input devices BIBAFull-Text 71-80
  Christian Corsten; Ignacio Avellino; Max Möllers; Jan Borchers
Dedicated input devices are frequently used for system control. We present Instant User Interfaces, an interaction paradigm that loosens this dependency and allows operating a system even when its dedicated controller is unavailable. We implemented a reliable, marker-free object tracking system that enables users to assign semantic meaning to different poses or to touches in different areas. With this system, users can repurpose everyday objects and program them in an ad-hoc manner, using a GUI or by demonstration, as input devices. Users tested and ranked these methods alongside a Wizard-of-Oz speech interface. The testers did not show a clear preference as a group, but had individual preferences.
The fun.tast.tisch. project: a novel approach to neuro-rehabilitation using an interactive multiuser multitouch tabletop BIBAFull-Text 81-90
  Mirjam Augstein; Thomas Neumayr; Renate Ruckser-Scherb; Isabel Karlhuber; Josef Altmann
Acquired brain injury, mostly caused by stroke, is one main cause for adult disability, often involving cognitive impairment. Neuro-rehabilitation aims at treating these impairments by maximizing the effect of brain plasticity and functional reorganization. Specific exercises help patients to regain skills that have temporarily been lost. Yet, conventional training can involve disadvantages, e.g., the setup of an individual training environment causes a lot of effort, the computation of statistics is time-consuming and must be done by therapists manually, and it is usually not possible to discreetly adapt the level of difficulty of an exercise. Further, software solutions for desktop PCs often do not lead to the desirable results because they are too distinct from the conventional therapy setting. The fun.tast.tisch. project introduces a tabletop-based training system for the application in neuro-rehabilitation. This system should not only come close to the conventional setting but also overcome problems involved in existing solutions. The paper introduces the project, describes its first module Tangram, and summarizes the results of a small-scale study conducted to evaluate the module with the help of therapists and patients at an early stage of development.
Comparing physical, overlay, and touch screen parameter controls BIBAFull-Text 91-100
  Melanie Tory; Robert Kincaid
We present a controlled laboratory experiment comparing touch, physical, and touch + overlay (passive finger guide) input for parameter control. Specifically we examined two target acquisition and movement tasks with dial and slider controls on horizontal touch screens. Results showed that physical controls were the fastest and required the least eye fixation time on the controls, while the overlay improved performance when compared to touch alone. Speed and accuracy differences were seen primarily for dial controls; there was little difference between input conditions for sliders. These results confirm the value of physical input devices for parameter control tasks. They also reveal that overlays can provide some of the same benefits, making them a suitable input approach for certain applications where physical controls are impractical.
PUCs: detecting transparent, passive untouched capacitive widgets on unmodified multi-touch displays BIBAFull-Text 101-104
  Simon Voelker; Kosuke Nakajima; Christian Thoresen; Yuichi Itoh; Kjell Ivar Øvergård; Jan Borchers
Capacitive multi-touch displays are not designed to detect passive objects placed on them-in fact, these systems usually contain filters to actively reject such touch data. We present a technical analysis of this problem and introduce Passive Untouched Capacitive Widgets (PUCs). Unlike previous approaches, PUCs do not require power, they can be made entirely transparent, they are detected reliably even when no user is touching them, and they do not require internal electrical or software modifications of the touch display or its driver. We show the results from testing PUCs on 17 different off-the-shelf capacitive touch display models, and provide initial technical design recommendations.
TempTouch: a novel touch sensor using temperature controllers for surface based textile displays BIBAFull-Text 105-114
  Roshan Lalintha Peiris; Ryohei Nakatsu
In this paper we propose a new technology of touch sensitive textile displays that can detect touch without adding additional sensors to a thermochromic inks and peltier semi-conductor display system. Without any changes to the hardware of the display, we present a method to modify the existing temperature controllers of pelter elements to detect impulse temperature transients that are caused through touch. Using this method, the textile display can become a touch sensitive interactive textile display. We present the results of this system and two application prototypes that enhance simple table cloths into ubiquitously becoming a tic-tac-toe gaming platform and an interactive drawing pad with touch sensing. In addition, our user evaluations to observe the robustness and the performance of the system indicate that the system is detects touch at acceptably high speeds. In addition, the system performance is independent of the ambient temperature and depends mainly on the temperature of the finger.

Education and training

Extending tabletop application design to the classroom BIBAFull-Text 115-124
  Ahmed Kharrufa; Roberto Martinez-Maldonado; Judy Kay; Patrick Olivier
While a number of guidelines exist for the design of learning applications that target a single group working around an interactive tabletop, the same cannot be said for the design of applications intended for use in multi-tabletops deployments in the classroom. Accordingly, a number of these guidelines for single-tabletop settings need to be extended to take account of both the distinctive qualities of the classroom and the particular challenges of having various groups using the same application on multiple tables simultaneously. This paper presents an empirical analysis of the effectiveness of designs for small-group multi-tabletop collaborative learning activities in the wild. We use distributed cognition as a framework to analyze the small number of authentic multi-tabletop deployments and help characterize the technological and educational ecology of these classroom settings. Based on previous research on single-tabletop collaboration, the concept of orchestration, and both first-hand experience and second-hand accounts of the few existing multiple-tabletop deployments to date, we develop a three-dimensional framework of design recommendations for multi-tabletop learning settings.
Making 3D content accessible for teachers BIBAFull-Text 125-134
  Edward Tse; Min Xin; Viktor Antonyuk; Henry Lai; Carl Hudson
One of the primary goals of teaching is to prepare learners' for life in the real world. Given that we live in a three dimensional world educators must teach 3D concepts. As 3D content becomes increasingly available through the Internet, large display touch and tangible manipulation needs to make 3D manipulation simple and uncluttered to enable adoption in classrooms.
   We describe an iterative process with actual customers to create a commercial product for education. In the process we discover customer needs such as occlusion minimizing 3D rotation, scale, simpler mixed reality cube selection, hide and reveal features, and labelling. This application paper summarizes 36 weeks of hardware and software development. It illustrates the use of a lean start-up methodology to achieve a minimum viable product. We discuss some of the lessons learned from Genchi Genbutsu (i.e. Toyota method meaning go see for yourself) observations at several school visits as part of a technical trial deployment.
Activity pad: teaching tool combining tangible interaction and affordance of paper BIBAFull-Text 135-144
  Mikko Pyykkönen; Jukka Riekki; Marko Jurmu; Iván Sanchéz Milara
In this paper, we describe the design process and early experiences of the Activity Pad, an interactive digital artifact for active learning environments. The pad combines a 4x6 grid of programmable NFC readers together with printed sheets of A4-sized paper to allow teacher-driven creation of interactive learning applications featuring application-specific tangibles. We describe iterative design process for this teaching tool, including mock-up prototypes, focus group discussions with teachers and the first complete prototype together with two example applications. Teachers were eager to innovate applications for the Activity Pad, and the feedback indicates the potential of this kind of teaching tool in diverse learning environments.
OrMiS: a tabletop interface for simulation-based training BIBAFull-Text 145-154
  Christophe Bortolaso; Matthew Oskamp; T. C. Nicholas Graham; Doug Brown
This paper presents the design of OrMiS, a tabletop application supporting simulation-based training. OrMiS is notable as one of the few practical tabletop applications supporting collaborative analysis, planning and interaction around digital maps. OrMiS was designed using an iterative process involving field observation and testing with domain experts. Our key design insights were that such a process is required to resolve the tension between simplicity and functionality, that information should be displayed close to the point of the user's touch, and that collaboration around maps cannot be adequately solved with a single form of zooming. OrMiS has been evaluated by domain experts and by officer candidates at a military university.

Redefining surfaces

AquaTop display: interactive water surface for viewing and manipulating information in a bathroom BIBAFull-Text 155-164
  Hideki Koike; Yasushi Matoba; Yoichi Takahashi
Due to the wide spread use of smart phones and PCs, people can access information everywhere in everyday life. However, there are very few methods to access content within an bathing environment. Some people carry smart phones into a bathroom but it is unnatural to be holding a device during bathing. This paper proposes an interactive water surface display system, in which information is projected on the surface of a white water solution and users can interact with this information using gestures. In this paper, we discuss interaction design in a bathroom, describing an implementation of our system and its proposed applications.
TapTiles: LED-based floor interaction BIBAFull-Text 165-174
  Nicholas Sheep Dalton
This paper reports on the ongoing development of the TapTiles system, a low-cost, floor-interaction technology that overcomes problems found in previous overhead projector-based floor-interaction systems by using Light Emitting Diodes (LEDs) embedded into a carpet tile. Despite many advantages compared to projector-based floor interaction systems, LED-based systems could be criticized for lacking the resolution for a worthwhile interactive experience. User studies of both simulated and real hardware are reported on. This includes a comparison of tiles of different resolution that suggests that pixel density, over the range of tests, is less important than visual artifacts introduced by carpet tile edges. Contrary to initial expectations, denser LED spacing did not improve legibility or raise user preferences. Overall our studies suggest that LED-based floor interaction can be legible and effective in a walk-up and use situation.
ForceForm: a dynamically deformable interactive surface BIBAFull-Text 175-178
  Jessica Tsimeris; Colin Dedman; Michael Broughton; Tom Gedeon
We present the design and implementation of ForceForm, a prototype dynamically deformable interactive surface that provides haptic feedback. We use an array of electromagnets and a deformable membrane with permanent magnets attached to produce a deformable interactive surface. The system has a fast reaction time, enabling dynamic interaction. ForceForm supports user input by physically deforming the surface according to the user's touch and can visualise data gathered from other sources as a deformed plane. We explore possible usage scenarios that illustrate benefits and features of the system and we outline the performance of the system.
TransformTable: a self-actuated shape-changing digital table BIBAFull-Text 179-188
  Kazuki Takashima; Naohiro Aida; Hitomi Yokoyama; Yoshifumi Kitamura
This paper proposes TransformTable, an interactive digital table, whose shape can be physically and dynamically deformed. Shape transformations are mechanically and electrically actuated by wireless signals from a host computer. TransfomTable represents digital information in a physically changeable screen shape and simultaneously produces different spatial arrangements of users around the table. This provides visual information while changing the physical workspace to allow users to effectively handle their tasks. We implemented the first TransformTable prototype that can deform from/into one of three typical shapes: round, square, or rectangular. We also discuss implementation methods and further application designs and scenarios. A preliminary study shows fundamental and potential social impacts of the table transformation on users' subjective views in a group conversation.
The sound of touch: on-body touch and gesture sensing based on transdermal ultrasound propagation BIBAFull-Text 189-198
  Adiyan Mujibiya; Xiang Cao; Desney S. Tan; Dan Morris; Shwetak N. Patel; Jun Rekimoto
Recent work has shown that the body provides an interesting interaction platform. We propose a novel sensing technique based on transdermal low-frequency ultrasound propagation. This technique enables pressure-aware continuous touch sensing as well as arm-grasping hand gestures on the human body. We describe the phenomena we leverage as well as the system that produces ultrasound signals on one part of the body and measures this signal on another. The measured signal varies according to the measurement location, forming distinctive propagation profiles which are useful to infer on-body touch locations and on-body gestures. We also report on a series of experimental studies with 20 participants that characterize the signal, and show robust touch and gesture classification along the forearm.

Touch fundamentals

Deconstructing the touch experience BIBAFull-Text 199-208
  Diane Watson; Mark Hancock; Regan L. Mandryk; Max Birk
In this paper, we evaluate the performance and experience differences between direct touch and mouse input on horizontal and vertical surfaces using a simple application and several validated scales. We find that, not only are both speed and accuracy improved when using the multi-touch display over a mouse, but that participants were happier and more engaged. They also felt more competent, in control, related to other people, and immersed. Surprisingly, these results cannot be explained by the intuitiveness of the controller, and the benefits of touch did not come at the expense of perceived workload. Our work shows the added value of considering experience in addition to traditional measures of performance, and demonstrates an effective and efficient method for gathering experience during inter-action with surface applications. We conclude by discussing how an understanding of this experience can help in designing touch applications.
Arpège: learning multitouch chord gestures vocabularies BIBAFull-Text 209-218
  Emilien Ghomi; Stéphane Huot; Olivier Bau; Michel Beaudouin-Lafon; Wendy E. Mackay
This paper presents Arpège, a progressive multitouch input technique for learning chords, as well as a robust recognizer and guidelines for building large chord vocabularies. Experiment one validated our design guidelines and suggests implications for designing vocabularies, i.e. users prefer relaxed to tense chords, chords with fewer fingers and chords with fewer tense fingers. Experiment two demonstrated that users can learn and remember a large chord vocabulary with both Arpège and cheat sheets, and Arpège encourages the creation of effective mmnemonics.
Multi-touch pinch gestures: performance and ergonomics BIBAFull-Text 219-222
  Eve Hoggan; Miguel Nacenta; Per Ola Kristensson; John Williamson; Antti Oulasvirta; Anu Lehtiö
Multi-touch gestures are prevalent interaction techniques for many different types of devices and applications. One of the most common gestures is the pinch gesture, which involves the expansion or contraction of a finger spread. There are multiple uses for this gesture -- zooming and scaling being the most common -- but little is known about the factors affecting performance and ergonomics of the gesture motion itself. In this note, we present the results from a study where we manipulated angle, direction, distance, and position of two-finger pinch gestures. The study provides insight into how variables interact with each other to affect performance and how certain combinations of pinch gesture characteristics can result in uncomfortable or difficult pinch gestures. Our results can help designers select faster pinch gestures and avoid difficult pinch tasks.
PointPose: finger pose estimation for touch input on mobile devices using a depth sensor BIBAFull-Text 223-230
  Sven Kratz; Patrick Chiu; Maribeth Back
The expressiveness of touch input can be increased by detecting additional finger pose information at the point of touch such as finger rotation and tilt. PointPose is a prototype that performs finger pose estimation at the location of touch using a short-range depth sensor viewing the touch screen of a mobile device. We present an algorithm that extracts finger rotation and tilt from a point cloud generated by a depth sensor oriented towards the device's touchscreen. The results of two user studies we conducted show that finger pose information can be extracted reliably using our proposed method. We show this for controlling rotation and tilt axes separately and also for combined input tasks using both axes. With the exception of the depth sensor, which is mounted directly on the mobile device, our approach does not require complex external tracking hardware, and, furthermore, external computation is unnecessary as the finger pose extraction algorithm can run directly on the mobile device. This makes PointPose ideal for prototyping and developing novel mobile user interfaces that use finger pose estimation.
Towards user-defined multi-touch gestures for 3D objects BIBAFull-Text 231-240
  Sarah Buchanan; Bourke Floyd; Will Holderness; Joseph J. LaViola
Although multi-touch interaction in 2D has become widespread on mobile devices, intuitive ways to interact with 3D objects has not been thoroughly explored. We present a study on natural and guided multi-touch interaction with 3D objects on a 2D multi-touch display. Specifically, we focus on interactions with 3D objects that have either rotational, tightening, or switching components on mechanisms that might be found in mechanical operation or training simulations. The results of our study led to the following contributions: a classification procedure for determining the category and nature of a gesture, an initial user-defined gesture set for multi-touch gestures applied to 3D objects, and user preferences with regards to metaphorical versus physical gestures.

Latency and occlusion + CSCW

Two touch system latency estimators: high accuracy and low overhead BIBAFull-Text 241-250
  François Bérard; Renaud Blanch
The end-to-end latency of interactive systems is well known to degrade user's performance. Touch systems exhibit notable amount of latencies, but it is seldom characterized, probably because latency estimation is a difficult and time consuming undertaking. In this paper, we introduce two novel approaches to estimate the latency of touch systems. Both approaches require an operator to slide a finger on the touch surface, and provide automatic processing of the recorded data. The High Accuracy (HA) approach requires an external camera and careful calibration, but provides a large sample set of accurate latency estimations. The Low Overhead (LO) approach, while not offering as much accuracy as the HA approach, does not require any additional equipment and is implemented in a few lines of code. In a set of experiments, we show that the HA approach can generate a highly detailed picture of the latency distribution of the system, and that the LO approach provides average latency estimates no further than 4 ms from the HA estimate.
A case study of object and occlusion management on the eLabBench, a mixed physical/digital tabletop BIBAFull-Text 251-254
  Aurelien Tabard; Simon Gurn; Andreas Butz; Jakob Bardram
We investigate how users managed physical and digital objects during the longitudinal field deployment of a tabletop in a biology laboratory. Based on the analysis of 15 hours of video logs, we detail the objects used, their presence, use and organization, in this particular setting. We propose to consider occlusion as a situation which should be prevented rather than reacted to, particularly to avoid distracting changes or animations. This implies (1) pre-positioning digital content in locations where it is not likely to be occluded and (2) acknowledging that some physical objects are deliberately put in occluding positions. Since users want to interact with them conveniently, occlusion management action should not necessarily be triggered immediately.
ObjecTop: occlusion awareness of physical objects on interactive tabletops BIBAFull-Text 255-264
  Mohammadreza Khalilbeigi; Jürgen Steimle; Jan Riemann; Niloofar Dezfuli; Max Mühlhäuser; James D. Hollan
In this paper, we address the challenges of occlusion created by physical objects on interactive tabletops. We contribute an integrated set of interaction techniques designed to cope with the physical occlusion problem as well as facilitate organizing objects in hybrid settings. These techniques are implemented in ObjecTop, a system to support tabletop display applications involving both physical and virtual objects. We compile design requirements for occlusion-aware tabletop systems and conduct the first in-depth user study comparing ObjecTop with conventional tabletop interfaces in search and layout tasks. The empirical results show that occlusion-aware techniques outperform the conventional tabletop interface. Furthermore, our findings indicate that physical properties of occluders dramatically influence which strategy users employ to cope with occlusion. We conclude with a set of design implications derived from the study.
An interactive surface solution to support collaborative work onboard ships BIBAFull-Text 265-272
  Veronika Domova; Elina Vartiainen; Saad Azhar; Maria Ralph
Industrial environments are notoriously known as difficult places to gain access to conduct any type of contextual inquiry work, and marine vessels are no exception. But once this initial hurdle is overcome, these environments reveal interesting research directions. Challenges faced onboard ships range from issues with communication links, to the lack of support for current work practices. Based on findings from an earlier field study, the work presented in this paper focuses on several challenges involving collaboration, communication, information sharing such as video and images, and tracking task completion of crew members. This paper therefore presents a prototype which consists of a Microsoft surface, mobile phones, and PCs to enable crew members onboard ships to effectively communicate and collaborate with their colleagues.
Support for collaborative situation analysis and planning in crisis management teams using interactive tabletops BIBAFull-Text 273-282
  Sebastian Doeweling; Tarik Tahiri; Philipp Sowinski; Benedikt Schmidt; Mohammadreza Khalilbeigi
Crisis management requires the collaboration of a variety of people with different roles, often across organizational boundaries. It has been shown that geographic information systems can improve the efficiency of disaster management operations. However, workstation-based solutions fail to offer the same ease of collaboration as the large analog maps currently in use. Recent research prototypes, which use interactive tabletops for this purpose, often do not consider individual roles and the need for accountability of actions. In this paper, we present coMAP, a system built for interactive tabletops that facilitates collaborative situation analysis and planning in crisis management teams. Users can interact with coMAP using multi-touch as well as pen input. The latter is realized by new methods for the use of Anoto digital pens without the Anoto microdot pattern. A pen-optimized pie menu provides access to role-specific information and system functions. A combination of role-based access control and indoor tracking via Bluetooth is used to support accountability of actions while still allowing collaboration and information sharing. Initial user feedback for our system shows promising results.

ITS'13 best paper & ITS'13 best note

Penbook: bringing pen+paper interaction to a tablet device to facilitate paper-based workflows in the hospital domain BIBAFull-Text 283-286
  Christian Winkler; Julian Seifert; Christian Reinartz; Pascal Krahmer; Enrico Rukzio
In many contexts, pen and paper are the ideal option for collecting information despite the pervasiveness of mobile devices. Reasons include the unconstrained nature of sketching or handwriting, as well as the tactility of moving a pen over a paper that supports very fine granular control of the pen. In particular in the context of hospitals, many writing and note taking tasks are still performed using pen and paper. However, often this requires time-consuming transcription into digital form for the sake of documentation. We present Penbook -- a system providing a touch screen together with a built-in projector integrated with a wireless pen and a projection screen augmented with Anoto paper. This allows using the pen to write or sketch digital information with light on the projection surface while having the distinct tactility of a pen moving over paper. The touch screen can be used in parallel with the projected information turning the tablet into a dual-display device. In this paper, we present the Penbook concept, detail specific applications in a hospital context, and present a prototype implementation of Penbook.
TouchMover: actuated 3D touchscreen with haptic feedback BIBAFull-Text 287-296
  Mike Sinclair; Michel Pahud; Hrvoje Benko
This paper presents the design and development of a novel visual+haptic device that co-locates 3D stereo visualization, direct touch and touch force sensing with a robotically actuated display. Our actuated immersive 3D display, called TouchMover, is capable of providing 1D movement (up to 36cm) and force feedback (up to 230N) in a single dimension, perpendicular to the screen plane. In addition to describing the details of our design, we showcase how TouchMover allows the user to: 1) interact with 3D objects by pushing them on the screen with realistic force feedback, 2) touch and feel the contour of a 3D object, 3) explore and annotate volumetric medical images (e.g., MRI brain scans) and 4) experience different activation forces and stiffness when interacting with common 2D on-screen elements (e.g., buttons). We also contribute the results of an experiment which demonstrates the effectiveness of the haptic output of our device. Our results show that people are capable of disambiguating between 10 different 3D shapes with the same 2D footprint by touching alone and without any visual feedback (85% recognition rate, 12 participants).


The SimMed experience: medical education on interactive tabletops BIBAFull-Text 297-300
  Ulrich von Zadow; Sandra Buron; Kai Sostmann; Raimund Dachselt
We present SimMed, a novel tool for medical education that allows medical students to diagnose and treat a simulated patient in real-time. The students assume the roles of doctors, collaborating as they interact with the patient. To achieve immersion and support complex interactions for gaining procedural knowledge, the hybrid user interface combines elements of real-time Virtual Reality (VR) with multitouch input. On the one hand, SimMed features a simulated, life-sized patient that is rendered and reacts in real-time. On the other hand, a more conventional touch input interface allows access to a large variety of medical procedures and tools.
Introducing Kupla UI: a generic interactive wall user interface based on physics modeled spherical content widgets BIBAFull-Text 301-304
  Kai Kuikkaniemi; Max Vilkki; Jouni Ojala; Matti Nelimarkka; Giulio Jacucci
We present a generic user interface for large interactive walls, Kupla UI. Kupla UI applies physics modeled spherical content widgets to present information. It is primarily targeted for multi-user information exploration and for informal presentations in public spaces, such as exhibitions, commercial spaces and lobbies. Kupla is designed to support multiple simultaneous users, graph-based content hierarchy, flexibly changing installation form-factors, heterogeneous content, and playful interaction.
Prototype of operator interface for monitoring and controlling in the mobile control room BIBAFull-Text 305-308
  Hyun-Chul Lee; GilBok Lee
After the Fukushima nuclear accident, means to mitigate the severe situation have been proposed in many countries. One of those means is the mobile control room in which operators can monitor and control the damaged facilities from remote locations. The mobile control room is different from usual main control rooms of nuclear power plants in aspects of the quantity of transmitted information and the size of room space. A new type of operator interface for the mobile control room is required as operator tasks are reduced but more critical. A prototype of operator interface which aims to provide direct perception and manipulation function is shown in this presentation. The operator interface runs on 3D environment and is being developed on a touch device-SUR40. Currently, navigation from a site to a unit, zooming in/out for monitoring the overall status of facilities and diagnosing faulty components and controlling active components can be carried out through this prototype.
PhoneCog: a device authentication method on interactive tabletops using color sequence pattern recognition BIBAFull-Text 309-312
  Gilbok Lee; Kyle Koh; Gyungbok Lee; Guntae Park
Tabletop displays often serve as workbenches by allowing users to interact with them using touch capability. This work presents PhoneCog, a device authentication method on interactive tabletops with minimalistic hardware settings by utilizing a color sequence pattern recognition technique for device identification. Users may place their smartphones on a surface, which authenticate and authorize the devices to access various services such as sharing images, and downloading apps. The method is built only with the tabletop displays and does not require any additional hardware such as a depth-camera. We also present an in-field case study where users utilized the device to share various contents among each other in various regions in China where the fast network connection is not readily available.
The fun.tast.tisch. project: interactive tabletops in neuro-rehabilitation BIBAFull-Text 313-316
  Mirjam Augstein; Thomas Neumayr; Renate Ruckser-Scherb; Isabel Karlhuber; Josef Altmann
Acquired brain injury, mostly caused by stroke, is one main cause for adult disability, often involving cognitive impairment. Neuro-rehabilitation aims at treating these impairments by maximizing the effect of brain plasticity and functional reorganization. Specific exercises help patients to regain skills that have temporarily been lost. Yet, conventional training can involve disadvantages, e.g., the setup of an individual training environment causes a lot of effort, the computation of statistics is time-consuming and must be done by therapists manually, and it is usually not possible to discreetly adapt the level of difficulty of an exercise. Further, software solutions for desktop PCs often do not lead to the desirable results because they are too distinct from the conventional therapy setting. The fun.tast.tisch. project introduces a tabletop-based training system for the application in neuro-rehabilitation. This system should not only come close to the conventional setting but also overcome problems involved in existing solutions.
Positioning portals with peripheral NFC tags to embody trans-surface interaction BIBAFull-Text 317-320
  Shenfeng Fei; Andruid Kerne; Ajit Jain; Andrew M. Webb; Yin Qu
Trans-surface interaction addresses moving information objects across multi-display environments that support sensory interaction modalities such as touch, pen, and free-air. Embodiment means using spatial relationships among surfaces and human bodies to facilitate users' understanding of interaction. In the present embodied trans-surface interaction technique, a peripheral NFC tag array provides tangible affordances for connecting mobile devices to positions on a collaborative surface. Touching a tag initiates a trans-surface portal. Each portal visually associates a mobile device and its user with a place on the collaborative surface. The portal's manifestation at the top of the mobile device supports 'flicking over' interaction, like playing cards. The technique is simple, inexpensive, reliable, scalable, and generally applicable for co-located collaboration. We developed a co-located collaborative rich information prototype to demonstrate the embodied trans-surface interaction technique and support imagining and planning tasks.
PointPose demo: using a depth camera for finger pose estimation on touch-based mobile devices BIBAFull-Text 321-324
  Sven Kratz; Patrick Chiu; Maribeth Back
We present PointPose, a prototype that allows finger pose information (tilt and rotation) to be obtained at the point of touch on touch-based mobile device, thus adding to the expressiveness of touch input. PointPose uses a short-range depth sensor viewing the touch screen that provides a point cloud that is used to infer finger pose information. Our prototype is lightweight, does not require any additional tracking, and can be adapted to work with most touch-based mobile devices, making it ideal for prototyping touch-based applications that make use of finger pose information.
PUCs demo: detecting transparent, passive untouched capacitive widgets BIBAFull-Text 325-328
  Simon Voelker; Kosuke Nakajima; Christian Thoresen; Yuichi Itoh; Kjell Ivar Øvergård; Jan Borchers
Capacitive multi-touch displays are designed to detect touches from fingers that often change the location. This is quite the opposite of our goal: detect passive objects placed on them. In fact, these systems usually contain filters to actively reject such inactive input data. We present a technical analysis of this problem and introduce Passive Untouched Capacitive Widgets (PUCs). Unlike previous approaches, PUCs do not require power, they can be made entirely transparent, and they do not require internal electrical or software modifications. Most importantly they are detected reliably even when no user is touching them.
SWINGNAGE: gesture-based mobile interactions on distant public displays BIBAFull-Text 329-332
  Tokuo Yamaguchi; Hiroyuki Fukushima; Shigeru Tatsuzawa; Masato Nonaka; Kazuki Takashima; Yoshifumi Kitamura
We propose the SWINGNAGE, which is a digital signage system using gesture-based mobile interaction on distant public displays. This system provides two techniques for mobile-display interactions: the device pairing between a mobile device and a public display using an embedded sensor of a mobile device and a camera attached to a public display; and the dynamic layout of information banners to support three actions: search; comparison; and examination on the public display and the mobile device. It is then possible to associate experiencing a digital signage with mobile-display interactions.


Forearm menu: using forearm as menu widget on tabletop system BIBAFull-Text 333-336
  Takamasa Adachi; Seiya Koura; Fumihisa Shibata; Asako Kimura
In this study, we propose a menu interaction technique that utilizes the forearm (the part of the arm between the elbow and the hand) on direct input surfaces such as tabletop systems. On such systems, users commonly operate various types of data, such as images, video, audio, and documents, using menus for each type of data. In this study, we focus on the space on user's forearms as a very easy-to-access area for displaying a menu to control the data in operation. In addition, since the tabletop surface and the forearm can be used as different layers, they can be divided into a "working area" and an "area for menu operation." Thus, a menu can be displayed without being hidden by the hand or forearm.
An assistive tabletop keyboard for stroke rehabilitation BIBAFull-Text 337-340
  Maryam Khademi; Hossein Mousavi Hondori; Lucy Dodakian; Cristina Videira Lopes; Steven C. Cramer
We propose a tabletop keyboard that assists stroke patients in using computers. Using computers for purposes such as paying bills, managing bank accounts, sending emails, etc., which all include typing, is part of Activities of Daily Living (ADL) that stroke patients wish to recover. To date, stroke rehabilitation research has greatly focused on using computer-assisted technology for rehabilitation. However, working with computers as a skill that patients need to recover has been neglected. The conventional human computer interfaces are mouse and keyboard. Using keyboard stays the main challenge for hemiplegic stroke patients because typing is usually a bimanual task. Therefore, we propose an assistive tabletop keyboard which is not only a novel computer interface that is specially designed to facilitate patient-computer interaction but also a rehab medium through which patients practice the desired arm/hand functions.
Examining interactive surfaces for maritime operations BIBAFull-Text 341-344
  Pawel Wozniak; Margareta Lützhöft; Thomas Porathe; Esim Evren Yantac; Morten Fjeld
This paper presents a tabletop application used to explore the potential of tabletops on maritime ship bridges. We have constructed four conceptual scenarios for tabletops in everyday ship operations. An initial study consists of creating video prototypes within a full-sized bridge simulator. These scenarios correspond to tasks regularly performed by a ship's crew. We have introduced an interactive surface to a bridge simulator to conduct an inquiry of bridge officers. Future research should introduce tabletops to a real bridge to investigate their use in a real environment.
Navigating and annotating 3D geological outcrops through multi-touch interaction BIBAFull-Text 345-348
  Nicole Sultanum; Emilio Vital Brazil; Mario Costa Sousa
The study of geological outcrops has seen recent improvements due to LiDAR technology, which allows for the creation of complex, high-resolution computational representations of geological terrains. It calls for suitable visualization strategies, that provide flexibility as well as timely intuitiveness. In this work we present our initial efforts to visually explore and annotate geological outcrops through multitouch, including a 3D navigation technique and horizon surface creation and edition.
PeriTop: extending back-projected tabletops with top-projected peripheral displays BIBAFull-Text 349-352
  Jan Riemann; Mohammadreza Khalilbeigi; Max Mühlhäuser
Integrating digital tabletops into homes or desktop environments will give rise to a set of problems emerging from placing everyday objects on interactive tabletops. Chief among them is the arbitrary placement of physical objects that considerably limits the digital working space on the surface of tabletops. In this paper we contribute PeriTop, an interactive back-projected tabletop system which exploit the surface of physical objects and tabletop rims as additional interactive displays to represent and interact with digital objects. This is realized by augmenting the tabletop system with an inexpensive pico projector-depth camera pair. We support the PeriTop approach by depicting several salient use case scenarios aiding users in performing activities on hybrid physical-digital tabletop settings.
Improving awareness of automated actions using an interactive event timeline BIBAFull-Text 353-356
  Y.-L. Betty Chang; Mylène Mengual; Brian Parfett; T. C. Nicholas Graham; Mark Hancock; Stacey D. Scott
Digital tabletops provide an opportunity for automating complex tasks in collaborative domains involving planning and decision-making, such as strategic simulation in command and control. However, when automation leads to modification of the system's state, users may fail to understand how or why the state has changed, resulting in lower situation awareness and incorrect or suboptimal decisions. We present the design of an interactive event timeline that aims to improve situation awareness in tabletop systems that use automation. Our timeline enables exploration and analysis of automated system actions in a collaborative environment. We discuss two factors in the design of the timeline: the ownership of the timeline in multi-user situations and the location of the detailed visual feedback resulting from interaction with the timeline. We use a collaborative digital tabletop board game to illustrate this design concept.
Beauty technology as an interactive computing platform BIBAFull-Text 357-360
  Katia Vega; Hugo Fuks
Just blink and levitate objects, just move your fingernails and open the door. Chemically metalized eyelashes, RFID nails and conductive makeup are some examples of Beauty Technology products, an emergent field in Wearable Computers. Beauty Technology embedded electromagnetic devices into non-invasive beauty products that could be attached to the human body for interacting with different surfaces like water, clothes, the own wearer's body and other objects, just blinking or even without touching any of these surfaces.
Exploring modeling language for multi-touch systems using petri nets BIBAFull-Text 361-364
  Francisco R. Ortega; Frank Hernandez; Armando Barreto; Naphtali D. Rishe; Malek Adjouadi; Su Liu
The motivation in this research endeavor is to design a flexible and compact modeling language for multi-touch gesture recognition using Petri Nets. The findings demonstrated that a Petri Net can be used effectively for gesture detection, with the potential for such a model to be composed of many Petri Nets for faster and user friendly applications.
Setting of document importance based on analysis of user's usual working BIBAFull-Text 365-368
  Ryota Yamanaka; Mai Otsuki; Fumihisa Shibata; Asako Kimura
We studied a system that allows users to browse multiple documents on a tabletop display. However, in such situations, important documents may be buried, just as they do in the real world. To solve this problem, we investigated which documents were the most important for users by observing and analyzing their usual working patterns. As a result of this, we found that writing and the position, frequency of use, and the date of documents are related to importance. In particular, we focused on writing and position. Then, based on these two parameters, we developed a system that sets an importance level to each document.
Eye-tracking volume simulation method to configure hardware settings for tangible and multi-user tabletop interaction BIBAFull-Text 369-372
  Koichi Egawa; Hiroaki Takai; Michiya Yamamoto; Takashi Nagamatsu
Gaze interaction has attracted attention as an intuitive input means for the tabletop interface. However, it is not easy to arrange cameras and light sources to fit the target volume of the system. In this study, we propose a general simulation method of eye-tracking volume, using a gaze cone, to configure hardware settings for tangible and multi-user tabletop interaction. We develop a prototype of the simulator and demonstrate its effectiveness by developing a box that illuminates where you look.
Dinner metaphor interface: operating your computers with a knife and fork BIBAFull-Text 373-376
  Hiroyuki Hakoda; Keita Ushida
The authors propose an operating method for multi-touch environments based on a metaphor of the table manners of Western dishes. The user holds two styli, or uses two fingers, as a knife and fork, for operation. The fork plays a role of pointing and selection and the knife plays a role of executing a command. The actions are organized based on table manners and construct the operating method. In this paper, the authors introduce the concept of the operating method-dinner metaphor interface, and report the prototype system.
Comparing visual feedback techniques for object transfer between private and shared surfaces BIBAFull-Text 377-380
  Julie Tournet; Guillaume Besacier; Nippun Goyal; Phillip J. McClelland; Stacey D. Scott
The increasing trend toward multi-device ecologies that provide private and shared digital surfaces introduces a need for effective cross-device object transfer interaction mechanisms. This work-in-progress paper investigates visual feedback techniques for enhancing the usability of the Pick-and-Drop cross-device object transfer technique when used between a shared digital table and private tablets. We propose two visual feedback designs aimed to improve awareness of virtual objects during a Pick-and-Drop transfer. Initial results from a comparative user study are presented and discussed, along with directions for future work.
Investigating attraction and engagement of animation on large interactive walls in public settings BIBAFull-Text 381-384
  Victor Cheung; Stacey D. Scott
Large interactive walls capable of delivering dynamic content to broad audiences are becoming increasingly common in public areas for information dissemination, advertising, and entertainment purposes. A major design challenge for these systems is to entice and engage passersby to interact with the system, and in a manner intended by the designers. To address this issue, we are examining the use of different types of animation at various stages of the interaction as someone approaches and begins interacting with the system. Using usage measures from museum studies, namely, attraction and engagement of an exhibit, we plan to assess the effectiveness of different types of animation in the context of an interactive notice board application in a university campus. We describe our design approach and plans for studying the animation design in a real-world public setting.
How to choose element sizes for novel interactive systems BIBAFull-Text 385-388
  Florian van de Camp; Patrick Schührer; Rainer Stiefelhagen
Interfaces for many new interactive systems lack useful adaptation towards the properties of those systems. Users and designers used to use the same system. This is often no longer the case and it is hard for designers to know what implications their design decisions have. We study the two main components of interaction performance, input and perception, with regard to how performance can be transferred from a reference system to a target system. We show how to calculate element sizes that allow near identical perceptual and input performance across systems.
Exploring the effect of display size on pointing performance BIBAFull-Text 389-392
  Yuntao Wang; Chun Yu; Yongqiang Qin; Dan Li; Yuanchun Shi
In this paper, we studied how display size affects human pointing performance given the same display field of view when using a mouse device. In total, four display sizes (10.6, 27, 46, 55 inches) and three display field of views (20°, 34° and 45°) were tested. Our findings show that given the same display field of view, mouse movement time significantly increases as display size increases; but there is no significant effect of display size on pointing accuracy. This research may contribute a new dimension to literature in describing human pointing performance on large displays.
Sidelock: authentication on mobile device sides BIBAFull-Text 393-396
  Zhenkun Zhou; Jiangqin Wu
This paper presents Sidelock, a tangible authentication prototype on mobile devices. Grasp events and finger gestures are sensed by twenty capacitive sensors on left and right sides. They were used in a two-phase authentication process, in which grasp pattern wakes up devices and a 1-D template-based gesture recognizer verifies if input matches pre-defined password templates. Compared with other popular authentication approachers like PINs or grid lock, Sidelock has much larger password space and approximate recognition speed, with only 5.3% critical errors. The prototype could be minimized and embedded broadly in many common mobile devices. The user feedback suggests it is an memorable and acceptable authentication method.
Adding context to multi-touch region selections BIBAFull-Text 397-400
  Sven Strothoff; Klaus Hinrichs
As applications that originated on desktop computers find their way onto new multi-touch enabled devices many interaction tasks that were designed for keyboards and computer mice spread to new touch-based environments. One example is the selection of regions, for instance in image editing applications. While there are already several studies involving multi-touch object selections, region selections have not been closely examined. Instead of using traditional mouse-based interaction schemes we propose a multi-touch selection technique that better suits touch-based devices. Based on this technique we propose a novel way to take advantage of multiple touches to easily extend, modify and refine selections based on the order and relative position -- the context -- of touches.
SLFiducials: 6DoF markers for tabletop interaction BIBAFull-Text 401-404
  Daniel Gallardo; Sergi Jordà
In this paper we introduce a new method for 6DoF marker tracking, specially designed for Microsoft SecondLight or any camera-based tabletop interface that is able to see objects through the surface. Our method is based on topological region adjacency for the identification of the markers, which are fitted into a squared shape for properly track the marker pose in the real world. We also describe the constraints imposed by the system which will determine the size and ID range of the new markers, and we finally evaluate the system.
Designing for expert users on a large non-standard display BIBAFull-Text 405-408
  Henri Palleis; Fabian Hennecke; Axel Hösl; Heinrich Hussmann
Testing new interface concepts for expert users on large and immobile display prototypes complicates the application of a user-centered design approach. In this paper we report on our experience with developing an emergency management system on a large curved display using an iterative user-centered design process. Involving the expert users was a major challenge due to the immobility of our display prototype. We present and discuss different prototyping and evaluation strategies and assess their suitability for such a scenario.
Natural interaction for card games on multiple devices BIBAFull-Text 409-412
  Andreas Dippon; Gudrun Klinker
In this poster we present the development process of natural interaction for card games on multiple devices. Our goal was to provide users with an application that can be interacted with similar to real cards. It is a critical part of actual game play that all users can observe clearly what actions are performed by each player. To imitate such flexible use of cards in real games, we did not implement any game rules in our system. Rather, we strived towards making all computer-related user interactions as clear and visible to all players as manipulations of real cards. For the development of our system we used an iterative user-centered design approach.
An environment for fast development of tabletop applications BIBAFull-Text 413-416
  Ombretta Gaggi; Marco Regazzo
In this paper we present Xplane, a software layer for fast development of applications running in separate, independent windows in multi-touch interactive tabletops. Our framework supports gestures recognition and communication between different windows or applications. Moreover, it is based on web technologies to abstract from hardware and software configuration.
Workload on your fingertips: the influence of workload on touch-based drag and drop BIBAFull-Text 417-420
  Ilhan Aslan; Martin Murer; Verena Fuchsberger; Andrew Fugard; Manfred Tscheligi
In this paper we explore if it is possible to recognize different cognitive states of a user through analyzing drag and drop behavior on a tablet device. We introduce a modified version of the classic Stroop task, which is a commonly used psychological stressor and investigate how different levels of perceived workload correlate with measures related to fingertip movement during drag and drop. A study with 24 participants is reported, where we were able to replicate the Stroop effect in a touch-based drag and drop task and present 2 measures in fingertip movement that correlate with subjective ratings of workload based on the NASA-TLX questionnaire.
Inspirations from honey bees: exploring movement measures for dynamic whole body gestures BIBAFull-Text 421-424
  Ilhan Aslan; Florian Primessnig; Martin Murer; Christiane Moser; Manfred Tscheligi
In this paper, we present insights gained from studying the way joints of the body (e.g. hands, elbows and shoulders) move while performing dynamic whole body gestures. We describe how we, through exploring our own movements, came to use statistics typically computed to explain swarm movement (e.g. movement of honey bees). We report a study we conducted in order to investigate the benefit of theses measures in the context of a movement-based target catching game. Participants were able to learn to use these measures for interaction while individual and diverse gestures were supported.
Comparing eye and gesture pointing to drag items on large screens BIBAFull-Text 425-428
  Ilkka Kosunen; Antti Jylha; Imtiaj Ahmed; Chao An; Luca Chech; Luciano Gamberini; Marc Cavazza; Giulio Jacucci
Large screens are populating a variety of settings motivating research on appropriate interaction techniques. While gesture is popularized by depth cameras we contribute with a comparison study showing how eye pointing is a valuable substitute to gesture pointing in dragging tasks. We compare eye pointing combined with gesture selection to gesture pointing and selection. Results clearly show that eye pointing combined with a selection gesture allows more accurate and faster dragging.
LampTop: touch detection for a projector-camera system based on shape classification BIBAFull-Text 429-432
  Doney Alex; Pushkar Gorur; Bharadwaj Amrutur; Kalpathi Ramakrishnan
The LampTop enables an effective low cost touch interface utilizing only a single camera and a pico projector. It embeds a small shape in the image generated by the user application (e.g. a touch screen menu with icons) and detects touch by measuring the geometrical distortion in the camera captured image. Fourier shape descriptors are extracted from the camera-captured image to obtain an estimate of the shape distortion. The touch event is detected using a Support Vector Machine. Quantitative results show that the proposed method can effectively detect touch.
Music mixing surface BIBAFull-Text 433-436
  Steven Gelineck; Jesper Andersen; Morten Büchert
This paper presents a multi-touch based interface for mixing music. The goal of the interface is to provide users with a more intuitive control of the music mix by implementing the so-called stage metaphor control scheme, which is especially suitable for multi-touch surfaces. Specifically, we discuss functionality important for the professional music technician (main target user) -- functionality, which is especially challenging to integrate when implementing the stage metaphor. Finally we propose and evaluate solutions to these challenges.
Augmenting tandem language learning with the TandemTable BIBAFull-Text 437-440
  Erik Paluka; Christopher Collins
In this paper, we present our computer-assisted language learning system called TandemTable. It is designed for a multi-touch tabletop and is meant to aid co-located tandem language learners during their learning sessions. By suggesting topics of discussion, and presenting learners with a variety of conversation-focused collaborative activities with shared digital artifacts, the system helps to inspire conversations and help them flow.
CubIT: large-scale multi-user presentation and collaboration BIBAFull-Text 441-444
  Markus Rittenbruch
CubIT is a multi-user, large-scale presentation and collaboration framework installed at the Queensland University of Technology's (QUT) Cube facility, an interactive facility made up 48 multi-touch screens and very large projected display screens. CubIT was built to make the Cube facility accessible to QUT's academic and student population. The system allows users to upload, interact with and share media content on the Cube's very large display surfaces. CubIT implements a unique combination of features including RFID authentication, content management through multiple interfaces, multi-user shared workspace support, drag and drop upload and sharing, dynamic state control between different parts of the system and execution and synchronisation of the system across multiple computing nodes.
TouchModifier: enriched multi-touch gestures for tablet browsers BIBAFull-Text 445-448
  Jari Kleimola; Markku Laine; Evgenia Litvinova; Petri Vuorimaa
Touch-based web browsing with tablet devices is not yet utilizing its full potential. This paper introduces an asymmetric bimanual interaction technique that makes browser-based multi-touch gestures more expressive. In the proposed TouchModifier technique, a semi-transparent panel with modifier controls is docked to the side of the screen. The non-dominant hand operates the side panel, while the dominant hand interacts with the application content as usual. The controls on the side panel operate as fluid mode selectors that enrich and override the semantics of the dominant hand gestures. This opens novel interaction possibilities in browser applications, while remaining interoperable with existing web pages. In this paper, we describe the proposed concept and present its prototype implementation with a use case.
The effect of active encouragements of situated public display with interactive quiz BIBAFull-Text 449-452
  Joong Ho Lee; Hae Cheol Yoon; Ji Hyung Park
Successful deployment of a situated public display (SPD) relies on its ability to engage many users steadily and for a considerable length of time. In this work, to evaluate the SPD's ability to actively encourage users to engage in an interactive public display, we compared 3 types of touch-based interaction modes on a multi-touch based public display, the Wall of Quiz, each mode providing, respectively, (1) a funny video clip, (2) a quiz game, (3) a quiz with an encouraging message for 10 consecutive correct answers. We videotaped user behavior in the wild, having developed the Mensecond as an evaluation index, and found that mode (3) resulted in a significantly higher Mensecond rate. This result showed that the provision of motivation leads to in-depth engagement in display content, which may in turn result in successful delivery of such information as ads, notices, campaigns, and so on.
Collaborative task assignment on tabletop computer BIBAFull-Text 453-456
  Chayan Kumar Deb
his paper proposes the use of Tabletop Computers for use in Project Management activities like Task Assignment. Task Assignment is essentially collaborative, which ideally should be done at table discussion, now-a-days happens over network on personal devices even though there is no constraint on common time and space. Face-to-face collaboration is dwindling, even though it is faster in reaching consensus, richer in terms of quality of communication and tends to be more satisfying for the group (as compared to computer-mediated)[1]. Use of a tabletop computer, which combines the productivity benefit of a computer with the social benefits of around-the-table interaction, can potentially enhance the effectiveness of such collocated Task Assignment meeting without affecting the agility or disturbing the traditional settings.

Doctoral symposium

Producing live participation with big screen: case study of constructive design of kupla ui BIBAFull-Text 457-462
  Kai Kuikkaniemi
My research is a combination constructive design research and practice-led research in the domain of producing novel big screen experiences for school of art and design and department of motion picture, television and production design. As one of the case studies in my thesis research I present a generic user interface for large interactive walls, Kupla UI. Kupla UI applies physics modeled spherical content widgets to present information. It is primarily targeted for multi-user information exploration and holding informal presentations in public spaces, such as exhibitions, commercial spaces and lobbies. Kupla is designed to support multiple simultaneous users, graph-based content hierarchy, flexible installation form-factors, heterogeneous content, and playful interaction. In Kupla design we have developed multiple different states for spherical widgets that differ in terms of visualization, function and physical modeling. These different states help to accommodate different use cases with the same installation.
The immersive museum BIBAFull-Text 463-468
  Gido Hakvoort
Technological developments open new opportunities to meet the increasing expectations of museum visitors. Although these technologies provide many new possibilities, individual challenges and limitations are rife. Museums should aim to unify many such technologies in order to capture visitor attention, engage interaction and facilitate social activities. By incorporating exhibits, objects, devices and people into a network of interconnected systems, new patterns, interaction types and social relations are expected to emerge. The goal of the research described in this paper is to explore the behavioural patterns emerging from visitors' interaction within the museum environment, how these patterns can be utilised in order to create new engaging and social experiences and how unifications of new technologies can contribute to engaging visitor interactions.
Beauty technology: muscle based computing interaction BIBAFull-Text 469-474
  Katia Vega; Hugo Fuks
Wearable Computing had changed the way individuals interact with computers, intertwining natural capabilities of the human body with processing apparatus. But most of this technology had been designed just for clothing or accessories and it is still flat and rigid, giving the wearer a cyborg look. Beauty Technology, based on electromagnetic devices that are embedded into non-invasive beauty products, opens new possibilities for interacting with different surfaces and devices. It locates wearable technologies on the body surface and makes use of muscle movements as an interactive interface. This work introduces the term Beauty Technology as an emergent field in Wearable Computing. It discusses the materials and processes used for developing the Beauty Tech prototypes and present some examples of the use of beauty technologies in everyday beauty products.
Achieving soft and directly deformable interaction on tabletop interactive surfaces BIBAFull-Text 475-480
  Jessica Tsimeris
This paper outlines doctoral research that investigates the use of magnetic forces to achieve directly deformable interaction on tabletop interactive surfaces. The problem is defined as being the lack of tangibility in touch surfaces and the lack of touch surfaces that feel soft to the touch. A survey of related work is presented along with a description of the chosen approach of using magnetic forces to implement a directly deformable, soft, interactive surface.

Workshops and tutorials

Collaboration meets interactive surfaces: walls, tables, tablets, and phones BIBAFull-Text 481-482
  Pedro Campos; Alfredo Ferreira; Andrés Lucero
This workshop proposes to bring together researchers who are interested in improving collaborative experiences through the use of multi-sized interaction surfaces, ranging from large-scale walls, to tables, tablets and phones. The opportunities for innovation exist, but the tabletop community has not still completely addressed the problem of bringing effective collaboration activities using multiple interactive surfaces, especially in complex work domains. Of particular interest is the potential synergy that one can obtain by effectively combining different-sized surfaces.
Interactive surfaces for interaction with stereoscopic 3d (ISIS3D): tutorial and workshop at its 2013 BIBAFull-Text 483-486
  Florian Daiber; Bruno Rodrigues De Araujo; Frank Steinicke; Wolfgang Stuerzlinger
With the increasing distribution of multi-touch capable devices multi-touch interaction becomes more and more ubiquitous. Multi-touch interaction offers new ways to deal with 3D data allowing a high degree of freedom (DOF) without instrumenting the user. Due to the advances in 3D technologies, designing for 3D interaction is now more relevant than ever. With more powerful engines and high resolution screens also mobile devices can run advanced 3D graphics, 3D UIs are emerging beyond the game industry, and recently, first prototypes as well as commercial systems bringing (auto-) stereoscopic display on touch-sensitive surfaces have been proposed. With the Tutorial and Workshop on "Interactive Surfaces for Interaction with Stereoscopic 3D (ISIS3D)" we aim to provide an interactive forum that focuses on the challenges that appear when the flat digital world of surface computing meets the curved, physical, 3D space we live in.
Digital surfaces in libraries BIBAFull-Text 487-490
  John Brosz; Uta Hinrichs; Renee Reaume
Our goal with this workshop is to bring together researchers, designers, and practitioners, working in the library domain to share their experiences with and plans for integrating interactive surfaces into the library space.
ITS 2013 workshop on visual adaptation of interfaces BIBAFull-Text 491-492
  Jakub Dostal; Miguel Nacenta; Roman Raedle; Harald Reiterer; Sophie Stellmach
This workshop proposed to bring together researchers interested in visual adaptation of interfaces. The gaze-tracking community is often constrained to visual adaptation at short distances where gaze data is reliably available. Researchers working on distance-based interfaces tend to work in room-sized environments, with wall-sized displays or multiple displays. Visual adaptation using contextual information or personalisation is relatively independent of the size of the environment but comes with its own set of challenges due to the complexities of dealing with contextual information. Even though most of these researchers are creating visually adaptive interfaces, their approaches, concerns and constraints differ. The aim of this workshop was to create an opportunity to increase awareness of the diverse research as well as for establishing areas of possible collaboration.
Proxemic interactions with and around digital surfaces BIBAFull-Text 493-494
  Nicolai Marquardt
This tutorial introduces strategies how the knowledge of people's and devices' proxemic relationships can be applied to interaction design. The goal is to inform the design of future proxemic-aware devices that -- similar to people's natural expectations and use of proxemics -- allow increasing connectivity and interaction possibilities when in proximity to people, other devices, or objects. Towards this goal, the tutorial introduces strategies how the fine-grained knowledge of proxemic relationships between entities can be exploited in interaction design for digital surfaces (e.g., large interactive displays, or portable tablets).
Sketching user experiences tutorial: stories, strategies, surfaces BIBAFull-Text 495-496
  Nicolai Marquardt
Paper-pencil sketches are a valuable tool during different stages of experience design in human-computer interaction. This hands-on tutorial will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice -- with a particular focus on the design of applications for interactive surfaces (e.g., phones, tablets, tabletops, interactive whiteboards). Participants will learn essential sketching strategies, apply these in practice during various hands-on exercises, and learn the various ways of using sketches as a tool when designing novel interactive systems.