| Suede: A Wizard of Oz Prototyping Tool for Speech User Interfaces | | BIBAK | Full-Text | 1-10 | |
| Scott R. Klemmer; Anoop K. Sinha; Jack Chen; James A. Landay; Nadeem Aboobaker; Annie Wang | |||
| Speech-based user interfaces are growing in popularity. Unfortunately, the
technology expertise required to build speech UIs precludes many individuals
from participating in the speech interface design process. Furthermore, the
time and knowledge costs of building even simple speech systems make it
difficult for designers to iteratively design speech UIs. SUEDE, the speech
interface prototyping tool we describe in this paper, allows designers to
rapidly create prompt/response speech interfaces. It offers an electronically
supported Wizard of Oz (WOz) technique that captures test data, allowing
designers to analyze the interface after testing. This informal tool enables
speech user interface designers, even non-experts, to quickly create, test, and
analyze speech user interface prototypes. Keywords: Wizard of Oz, speech user interfaces, prototyping, design, low-fidelity,
informal user interfaces, design tools | |||
| Interaction Techniques for Ambiguity Resolution in Recognition-Based Interfaces | | BIBA | Full-Text | 11-20 | |
| Jennifer Mankoff; Scott E. Hudson; Gregory D. Abowd | |||
| Because of its promise of natural interaction, recognition is coming into its own as a mainstream technology for use with computers. Both commercial and research applications are beginning to use it extensively. However the errors made by recognizers can be quite costly, and this is increasingly becoming a focus for researchers. We present a survey of existing error correction techniques in the user interface. These mediation techniques most commonly fall into one of two strategies, repetition and choice. Based on the needs uncovered by this survey, we have developed OOPS, a toolkit that supports resolution of input ambiguity through mediation. This paper describes four new interaction techniques built using OOPS, and the toolkit mechanisms required to build them. These interaction techniques each address problems not directly handled by standard approaches to mediation, and can all be re-used in a variety of settings. | |||
| Multimodal System Processing in Mobile Environments | | BIBAK | Full-Text | 21-30 | |
| Sharon Oviatt | |||
| One major goal of multimodal system design is to support more robust
performance than can be achieved with a unimodal recognition technology, such
as a spoken language system. In recent years, the multimodal literatures on
speech and pen input and speech and lip movements have begun developing
relevant performance criteria and demonstrating a reliability advantage for
multimodal architectures. In the present studies, over 2,600 utterances
processed by a multimodal pen/voice system were collected during both mobile
and stationary use. A new data collection infrastructure was developed,
including instrumentation worn by the user while roaming, a researcher field
station, and a multimodal data logger and analysis tool tailored for mobile
research. Although speech recognition as a stand-alone failed more often during
mobile system use, the results confirmed that a more stable multimodal
architecture decreased this error rate by 19-35%. Furthermore, these findings
were replicated across different types of microphone technology. In large part
this performance gain was due to significant levels of mutual disambiguation in
the multimodal architecture, with higher levels occurring in the noisy mobile
environment. Implications of these findings are discussed for expanding
computing to support more challenging usage contexts in a robust manner. Keywords: mobile interface design, multimodal architecture, speech and pen input,
recognition errors, mutual disambiguation, robust performance | |||
| A Temporal Model for Multi-Level Undo and Redo | | BIBAK | Full-Text | 31-40 | |
| W. Keith Edwards; Takeo Igarashi; Anthony LaMarca; Elizabeth D. Mynatt | |||
| A number of recent systems have provided rich facilities for manipulating
the timelines of applications. Such timelines represent the history of an
application's use in some session, and captures the effects of the user's
interactions with that application. Applications can use timeline manipulation
techniques prosaically as a way to provide undo and redo within an application
context; more interestingly, they can use these same techniques to make an
application's history directly manipulable in richer ways by users. This paper
presents a number of extensions to current techniques for representing and
managing application timelines. The first extension captures causal
relationships in timelines via a nested transaction mechanism. This extension
addresses a common problem in history-based applications, namely, how to
represent application state as a set of atomic, incremental operations. The
second extension presents a model for "multi-level" time, in which the
histories of a set of inter-related artifacts can be represented by both
"local" and "global" timelines. This extension allows the histories of related
objects in an application to be manipulated independently from one another. Keywords: history management, timelines, undo, redo, Timewarp, Flatland | |||
| A Programming Model for Active Documents | | BIBAK | Full-Text | 41-50 | |
| Paul Dourish; W. Keith Edwards; Jon Howell; Anthony LaMarca; John Lamping; Karin Petersen; Michael Salisbury; Doug Terry; Jim Thornton | |||
| Traditionally, designers organize software system as active end-points (e.g.
applications) linked by passive infrastructures (e.g. networks). Increasingly,
however, networks and infrastructures are becoming active components that
contribute directly to application behavior. Amongst the various problems that
this presents is the question of how such active infrastructures should be
programmed. We have been developing an active document management system called
Placeless Documents. Its programming model is organized in terms of properties
that actively contribute to the functionality and behavior of the documents to
which they are attached. This paper discusses active properties and their use
as a programming model for active infrastructures. We have found that active
properties enable the creation of persistent, autonomous active entities in
document systems, independent of specific repositories and applications, but
present challenges for managing problems of composition. Keywords: Active properties, document management, component software, customization. | |||
| PicturePiper: Using a Re-Configurable Pipeline to Find Images on the Web | | BIBAK | Full-Text | 51-62 | |
| Adam M. Fass; Eric A. Bier; Eyton Adar | |||
| In this paper, we discuss a re-configurable pipeline architecture that is
ideally suited for applications in which a user is interactively managing a
stream of data. Currently, document service buses allow stand-alone document
services (translation, printing, etc.) to be combined for batch processing. Our
architecture allows services to be composed and re-configured on the fly in
order to support interactive applications. To motivate the need for such an
architecture we address the problem of finding and organizing images on the
World Wide Web. The resulting tool, PicturePiper, provides a mechanism for
allowing users access to images on the web related to a topic of interest. Keywords: dataflow, image retrieval, pipeline, WWW searching | |||
| SATIN: A Toolkit for Informal Ink-Based Applications | | BIBAK | Full-Text | 63-72 | |
| Jason I. Hong; James A. Landay | |||
| Software support for making effective pen-based applications is currently
rudimentary. To facilitate the creation of such applications, we have developed
SATIN, a Java-based toolkit designed to support the creation of applications
that leverage the informal nature of pens. This support includes a scenegraph
for manipulating and rendering objects; support for zooming and rotating
objects, switching between multiple views of an object, integration of pen
input with interpreters, libraries for manipulating ink strokes, widgets
optimized for pens, and compatibility with Java's Swing toolkit. SATIN includes
a generalized architecture for handling pen input, consisting of recognizers,
interpreters, and multi-interpreters. In this paper, we describe the
functionality and architecture of SATIN, using two applications built with
SATIN as examples. Keywords: toolkits, pen, ink, informal, sketching, gesture, recognition, interpreter,
recognizer, SATIN | |||
| Fluid Sketches: Continuous Recognition and Morphing of Simple Hand-Drawn Shapes | | BIBAK | Full-Text | 73-80 | |
| James Arvo; Kevin Novins | |||
| We describe a new sketching interface in which shape recognition and
morphing are tightly coupled. Raw input strokes are continuously morphed into
ideal geometric shapes, even before the pen is lifted. By means of smooth and
continual shape transformations the user is apprised of recognition progress
and the appearance of the final shape, yet always retains a sense of control
over the process. At each time t the system uses the trajectory traced out thus
far by the pen coupled with the current appearance of the time-varying shape to
classify the sketch as one of several pre-defined basic shapes. The recognition
operation is performed using shape-specific fits based on least-squares or
relaxation, which are continuously updated as the user draws. We describe the
timedependent transformation of the sketch, beginning with the raw pen
trajectory, using a family of first-order ordinary differential equations that
depend on time and the current shape of the sketch. Using this formalism, we
describe several possible behaviors that result by varying the relative
significance of new and old portions of a stroke, changing the "viscosity" of
the morph, and enforcing different end conditions. A preliminary user study
suggests that the new interface is particularly effective for rapidly
constructing diagrams consisting of simple shapes. Keywords: Sketching, recognition, morphing. | |||
| A Semi-Automatic Approach to Home Video Editing | | BIBAK | Full-Text | 81-89 | |
| Andreas Girgensohn; John Boreczky; Patrick Chiu; John Doherty; Jonathan Foote; Gene Golovchinsky; Shingo Uchihashi; Lynn Wilcox | |||
| videos from raw video shot with a standard video camera. In contrast to
other video editing systems, Hitchcock uses automatic analysis to determine the
suitability of portions of the raw video. Unsuitable video typically has fast
or erratic camera motion. Hitchcock first analyzes video to identify the type
and amount of camera motion: fast pan, slow zoom, etc. Based on this analysis,
a numerical "unsuitability" score is computed for each frame of the video.
Combined with standard editing rules, this score is used to identify clips for
inclusion in the final video and to select their start and end points. To
create a custom video, the user drags keyframes corresponding to the desired
clips into a storyboard. Users can lengthen or shorten the clip without
specifying the start and end frames explicitly. Clip lengths are balanced
automatically using a spring-based algorithm. Keywords: video editing, video analysis, video exploration, automatic video clip
extraction. | |||
| Sensing Techniques for Mobile Interaction | | BIBAK | Full-Text | 91-100 | |
| Ken Hinckley; Jeff Pierce; Mike Sinclair; Eric Horvitz | |||
| We describe sensing techniques motivated by unique aspects of human-computer
interaction with handheld devices in mobile settings. Special features of
mobile interaction include changing orientation and position, changing venues,
the use of computing as auxiliary to ongoing, real-world activities like
talking to a colleague, and the general intimacy of use for such devices. We
introduce and integrate a set of sensors into a handheld device, and
demonstrate several new functionalities engendered by the sensors, such as
recording memos when the device is held like a cell phone, switching between
portrait and landscape display modes by holding the device in the desired
orientation, automatically powering up the device when the user picks it up the
device to start using it, and scrolling the display using tilt. We present an
informal experiment, initial usability testing results, and user reactions to
these techniques. Keywords: Input devices, interaction techniques, sensing, contextawareness, mobile
devices, mobile interaction, sensors Note: Best Paper Award | |||
| The Reading Assistant: Eye Gaze Triggered Auditory Prompting for Reading Remediation | | BIBAK | Full-Text | 101-107 | |
| John L. Sibert; Mehmet Gokturk; Robert A. Lavine | |||
| We have developed a system for remedial reading instruction that uses
visually controlled auditory prompting to help the user with recognition and
pronunciation of words. Our underlying hypothesis is that the relatively
unobtrusive assistance rendered by such a system will be more effective than
previous computer aided approaches. We present a description of the design and
implementation of our system and discuss a controlled study that we undertook
to evaluate the usability of the Reading Assistant. Keywords: eye tracking, eye gaze, reading disability, interaction techniques | |||
| ToolStone: Effective Use of the Physical Manipulation Vocabularies of Input Devices | | BIBAK | Full-Text | 109-117 | |
| Jun Rekimoto; Eduardo Sciammarella | |||
| The ToolStone is a cordless, multiple degree-of-freedom (MDOF) input device
that senses physical manipulation of itself, such as rotating, flipping, or
tilting. As an input device for the non-dominant hand when a bimanual interface
is used, the ToolStone provides several interaction techniques including a
toolpalette selector, and MDOF interactors such as zooming, 3D rotation, and
virtual camera control. In this paper, we discuss the design principles of
input devices that effectively use a human's physical manipulation skills, and
describe the system architecture and applications of the ToolStone input
device. Keywords: Interaction techniques, input devices, physical user interfaces, multiple
function inputs, multiple-degreeof-freedom input, two-handed input | |||
| The Metropolis Keyboard -- An Exploration of Quantitative Techniques for Virtual Keyboard Design | | BIBAK | Full-Text | 119-128 | |
| Shumin Zhai; Michael Hunter; Barton A. Smith | |||
| Text entry user interfaces have been a bottleneck of nontraditional
computing devices. One of the promising methods is the virtual keyboard on
touch screens. Various layouts have been manually designed to replace the
dominant QWERTY layout. This paper presents two computerized quantitative
design techniques to search for the optimal virtual keyboard. The first
technique simulated the dynamics of a keyboard with "digraph springs" between
keys, which produced a "Hooke's" keyboard with 41.6 wpm performance. The second
technique used a Metropolis random walk algorithm guided by a "Fitts energy"
objective function, which produced a "Metropolis" keyboard with 43.1 wpm
performance.
The paper also models and evaluates the performance of four existing keyboard layouts. We corrected erroneous estimates in the literature and predicted the performance of QWERTY, CHUBON, FITALY, OPTI to be in the neighborhood of 30, 33, 36 and 38 wpm respectively. Our best design was 40% faster than QWERTY and 10% faster than OPTI, illustrating the advantage of quantitative user interface design techniques based on models of human performance over traditional trial and error designs guided by heuristics. Keywords: Graphical keyboard, soft keyboard, virtual keyboard, on screen keyboard,
text entry, text input, mobile computing, mobile devices, pen based computing,
ubiquitous computing, pervasive computing, Metropolis method. | |||
| Dasher -- A Data Entry Interface Using Continuous Gestures and Language Models | | BIBAK | Full-Text | 129-137 | |
| David J. Ward; Alan F. Blackwell; David J. C. MacKay | |||
| Existing devices for communicating information to computers are bulky, slow
to use, or unreliable. Dasher is a new interface incorporating language
modelling and driven by continuous two-dimensional gestures, e.g. a mouse,
touchscreen, or eye-tracker. Tests have shown that this device can be used to
enter text at a rate of up to 34 words per minute, compared with typical
ten-finger keyboard typing of 40-60 words per minute.
Although the interface is slower than a conventional keyboard, it is small and simple, and could be used on personal data assistants and by motion-impaired computer users. Keywords: Adaptive, Text, Entry, Language, Modelling | |||
| Speed-Dependent Automatic Zooming for Browsing Large Documents | | BIBAK | Full-Text | 139-148 | |
| Takeo Igarashi; Ken Hinckley | |||
| We propose a navigation technique for browsing large documents that
integrates rate-based scrolling with automatic zooming. The view automatically
zooms out when the user scrolls rapidly so that the perceptual scrolling speed
in screen space remains constant. As a result, the user can efficiently and
smoothly navigate through a large document without becoming disoriented by
extremely fast visual flow. By incorporating semantic zooming techniques, the
user can smoothly access a global overview of the document during rate-based
scrolling. We implemented several prototype systems, including a web browser,
map viewer, image browser, and dictionary viewer. An informal usability study
suggests that for a document browsing task, most subjects prefer automatic
zooming and the technique exhibits approximately equal performance time to
scroll bars, suggesting that automatic zooming is a helpful alternative to
traditional scrolling when the zoomed out view provides appropriate visual
cues. Keywords: Navigation, zooming, scrolling, rate control, | |||
| The AHI: An Audio and Haptic Interface for Contact Interactions | | BIBAK | Full-Text | 149-158 | |
| Derek DiFilippo; Dinesh K. Pai | |||
| We have implemented a computer interface that renders synchronized auditory
and haptic stimuli with very low (0.5ms) latency. The audio and haptic
interface (AHI) includes a Pantograph haptic device that reads position input
from a user and renders force output based on this input. We synthesize audio
by convolving the force profile generated by user interaction with the impulse
response of the virtual surface. Auditory and haptic modes are tightly coupled
because we produce both stimuli from the same force profile. We have conducted
a user study with the AHI to verify that the 0.5ms system latency lies below
the perceptual threshold for detecting separation between auditory and haptic
contact events. We discuss future applications of the AHI for further
perceptual studies and for synthesizing continuous contact interactions in
virtual environments. Keywords: User Interface, Haptics, Audio, Multimodal, Latency, Synchronization | |||
| Page Detection using Embedded Tags | | BIBAK | Full-Text | 159-160 | |
| Maribeth J. Back; Jonathan Cohen | |||
| We describe a robust working prototype of a system for accurate page-ID
detection from bound paper books. Our method uses a new RFID technology to
recognize book page location. A thin flexible transponder tag with a unique ID
is embedded in the paper of each page, and a tag reader is affixed to the
binding of the back of the book. As the pages turn, the tag reader notices
which tags are within its read range and which have moved out of its range
(which is about four inches). The human interacts with the book naturally, and
is not required to perform any actions for page detection that are not usual in
book interaction. The page-detection data can be used to enhance the experience
of the book, or to enable the book as a controller for another system. One such
system, an interactive museum exhibit, is briefly described. Keywords: Page ID, page detection, RFID, embedded tags, simultaneous ID, smart
documents, electronic books. | |||
| System Lag Tests for Augmented and Virtual Environments | | BIBAK | Full-Text | 161-170 | |
| Colin Swindells; John C. Dill; Kellogg S. Booth | |||
| We describe a simple technique for accurately calibrating the temporal lag
in augmented and virtual environments within the Enhanced Virtual Hand Lab
(EVHL), a collection of hardware and software to support research on
goal-directed human hand motion. Lag is the sum of various delays in the data
pipeline associated with sensing, processing, and displaying information from
the physical world to produce an augmented or virtual world. Our main
calibration technique uses a modified phonograph turntable to provide easily
tracked periodic motion, reminiscent of the pendulum-based calibration
technique of Liang, Shaw and Green. Measurements show a three-frame (50 ms) lag
for the EVHL. A second technique, which uses a specialized analog sensor that
is part of the EVHL, provides a "closed loop" calibration capable of sub-frame
accuracy. Knowing the lag to sub-frame accuracy enables a predictive tracking
scheme to compensate for the end-to-end lag in the data pipeline. We describe
both techniques and the EVHL environment in which they are used. Keywords: Augmented Reality, Calibration, Lag, Sensor, Turntable, Virtual Reality. | |||
| Jazz: An Extensible Zoomable User Interface Graphics Toolkit in Java | | BIBAK | Full-Text | 171-180 | |
| Benjamin B. Bederson; Jon Meyer; Lance Good | |||
| In this paper we investigate the use of scene graphs as a general approach
for implementing two-dimensional (2D) graphical applications, and in particular
Zoomable User Interfaces (ZUIs). Scene graphs are typically found in
three-dimensional (3D) graphics packages such as Sun's Java3D and SGI's
OpenInventor. They have not been widely adopted by 2D graphical user interface
toolkits. To explore the effectiveness of scene graph techniques, we have
developed Jazz, a general-purpose 2D scene graph toolkit. Jazz is implemented
in Java using Java2D, and runs on all platforms that support Java 2. This paper
describes Jazz and the lessons we learned using Jazz for ZUIs. It also
discusses how 2D scene graphs can be applied to other application areas. Keywords: Zoomable User Interfaces (ZUIs), Animation, Graphics, User Interface
Management Systems (UIMS), Pad++, Jazz. | |||
| The Architecture and Implementation of CPN2000, A Post-WIMP Graphical Application | | BIBAK | Full-Text | 181-190 | |
| Michel Beaudouin-Lafon; Henry Michael Lassen | |||
| We have developed an interface for editing and simulating Coloured Petri
Nets based on toolglasses, marking menus and bi-manual interaction, in order to
understand how novel interaction techniques could be supported by a new
generation of user interface toolkits. The architecture of CPN2000 is based on
three components: the Document Structure stores all the persistent data in the
system; the Display Structure represents the contents of the screen and
implements rendering and hit detection algorithms; and the Input Structure uses
"instruments" to manage interaction. The rendering engine is based on OpenGL
and a number of techniques have been developed to take advantage of 3D
accelerated graphics for a 2D application. Performance data show that high
frame rates have been achieved with off-theshelf hardware even with a
non-optimized redisplay. This work paves the way towards a post-WIMP UI
toolkit. Keywords: User interface toolkit, Advanced interaction techniques, Post-WIMP
interfaces, Two-handed input, Instrumental interaction, OpenGL, Coloured Petri
nets. | |||
| Cross-Modal Interaction using XWeb | | BIBAK | Full-Text | 191-200 | |
| Dan R. Olsen; Sean Jefferies; Travis Nielsen; William Moyes; Paul Fredrickson | |||
| The XWeb project addresses the problem of interacting with services by means
of a variety of interactive platforms. Interactive clients are provided on a
variety of hardware/software platforms that can access and XWeb service.
Creators of services need not be concerned with interactive techniques or
devices. The cross platform problems of a network model of interaction,
adaptation to screen size and supporting both speech and visual interfaces in
the same model are addressed. Keywords: Cross-modal interaction, network interaction, screen layout, speech
interfaces. | |||
| TopicShop: Enhanced Support for Evaluating and Organizing Collections of Web Sites | | BIBA | Full-Text | 201-209 | |
| Brian Amento; Loren Terveen; Will Hill; Deborah Hix | |||
| TopicShop is an interface that helps users evaluate and organize collections
of web sites. The main interface components are site profiles, which contain
information that helps users select high-quality items, and a work area, which
offers thumbnail images, annotation, and lightweight grouping techniques to
help users organize selected sites. The two components are linked to allow task
integration.
Previous work [2] demonstrated that subjects who used TopicShop were able to select significantly more highquality sites, in less time and with less effort. We report here on studies that confirm and extend these results. We also show that TopicShop subjects spent just half the time organizing sites, yet still created more groups and more annotations, and agreed more in how they grouped sites. Finally, TopicShop subjects tightly integrated the tasks of evaluating and organizing sites. and the results of a second, larger user study. | |||
| Dual Touch: A Two-Handed Interface for Pen-Based PDAs | | BIBAK | Full-Text | 211-212 | |
| Nobuyuki Matsushita; Yuji Ayatsuka; Jun Rekimoto | |||
| A new interaction technique called Dual Touch has been developed for
pen-based PDAs. It enables a user to operate a PDA by tapping and stroking on
the screen with a pen and a thumb. The PDA can detect the combined movements of
two points on its pressure-based touchscreen without additional hardware. The
user can use the thumb to support the task of the pen. Keywords: pen interfaces, two-handed interfaces, mobile computers, interaction
technology. | |||
| FlowMenu: Combining Command, Text, and Data Entry | | BIBAK | Full-Text | 213-216 | |
| François Guimbretière; Terry Winograd | |||
| We present a new kind of marking menu that was developed for use with a pen
device on display surfaces such as large, high resolution, wall-mounted
displays. It integrates capabilities of previously separate mechanisms such as
marking menus and Quikwriting, and facilitates the entry of multiple commands.
While using this menu, the pen never has to leave the active surface so that
consecutive menu selections, data entry (text and parameters) and direct
manipulation tasks can be integrated fluidly. Keywords: Quikwriting, Marking menu, Control Menu, Interactive surface | |||
| Fisheye Menus | | BIBAK | Full-Text | 217-225 | |
| Benjamin B. Bederson | |||
| We introduce "fisheye menus" which apply traditional fisheye graphical
visualization techniques to linear menus. This provides for an efficient
mechanism to select items from long menus, which are becoming more common as
menus are used to select data items in, for example, ecommerce applications.
Fisheye menus dynamically change the size of menu items to provide a focus area
around the mouse pointer. This makes it possible to present the entire menu on
a single screen without requiring buttons, scrollbars, or hierarchies.
A pilot study with 10 users compared user preference of fisheye menus with traditional pull-down menus that use scrolling arrows, scrollbars, and hierarchies. Users preferred the fisheye menus for browsing tasks, and hierarchical menus for goal-directed tasks. Keywords: Fisheye view, menu selection, widgets, information visualization. | |||
| Providing Visually Rich Resizable Images for User Interface Components | | BIBAK | Full-Text | 227-235 | |
| Scott E. Hudson; Kenichiro Tanaka | |||
| User interface components such as buttons, scrollbars, menus, as well as
various types of containers and separators, normally need to be resizable so
that they can conform to the needs of the contents within them, or the
environment in which they are placed. Unfortunately, in the past, providing
dynamically resizable component appearances has required writing code to draw
the component. As a result, visual designers have often been cut off from the
ability to create these appearances. Even when visual designers can be
involved, drawing programmatically is comparatively very difficult. Hence,
components created this way have not typically contained artistically rich
appearances. Because of this need to write drawing code, component appearances
have traditionally been quite plain, and have been controlled primarily by a
few toolkit writers. This paper presents a suite of very simple techniques,
along with a few composition mechanisms, that are designed to overcome this
problem. These techniques allow visually rich, dynamically resizable, images to
be provided using primarily conventional drawing tools (and with no programming
or programming-like activities at all). Keywords: User interface appearances, look and feel, interface components, toolkits,
style systems. | |||
| Illusions of Infinity: Feedback for Infinite Worlds | | BIBAK | Full-Text | 237-238 | |
| George W. Furnas; Xiaolong Zhang | |||
| Sensory feedback for user actions in arbitrarily large information worlds
can exhaust the limited dynamic range of human sensation. Two well-known
illusions, one optical and one auditory, can be used to give arbitrarily large
ranges of feedback. Keywords: Zoom views, multiscale interfaces, interface feedback, ZUI, sensory
illusions | |||
| Dynamic Space Management for User Interfaces | | BIBAK | Full-Text | 239-248 | |
| Blaine A. Bell; Steven K. Feiner | |||
| We present a general approach to the dynamic representation of 2D space that
is well suited for user interface layout. We partition space into two distinct
categories: full and empty. The user can explicitly specify a set of possibly
overlapping upright rectangles that represent the objects of interest. These
full-space rectangles are processed by the system to create a representation of
the remaining empty space. This representation makes it easy for users to
develop customized spatial allocation strategies that avoid overlapping the
full-space rectangles. We describe the representation; provide efficient
incremental algorithms for adding and deleting full-space rectangles, and for
querying the empty-space representation; and show several allocation strategies
that the representation makes possible. We present two testbed applications
that incorporate an implementation of the algorithm; one shows the utility of
our representation for window management tasks; the other applies it to the
layout of components in a 3D user interface, based on the upright 2D bounding
boxes of their projections. Keywords: Spatial data structures, user interface design, geometric modeling, display
layout, space allocation, window management, overlap avoidance. | |||