| Intimacy versus privacy | | BIBAK | Full-Text | 1-2 | |
| Marvin Minsky | |||
| When you talk to a person, it's safe to assume that you both share large
bodies of "common sense knowledge." But when you converse with a programmed
computer, neither of you is likely to know much about what the other one knows.
Indeed, in some respects this is desirable -- as when we're concerned with our privacy. We don't want strangers to know our most personal goals, or all the resources that we may control. However, when we turn to our computers for help, we'll want that relationship to change -- because now it is in our interest for those systems to understand our aims and goals, as well as our fears and phobias. Indeed, the extents to which those processes "know us as individuals". Issues like these will always arise whenever we need a new interface -- and as one of my teachers wrote long ago, "The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today." Indeed, the '60s and '70s saw substantial advances towards this but it seems to me that then progress slowed down. If so, perhaps this was partly because the AI community moved from semantic and heuristic methods towards more formal (but less flexible) statistical schemes. So now I'd like to see more researchers remedy this by developing systems that use more commonsense knowledge. Keywords: privacy | |||
| Imaginary interfaces: spatial interaction with empty hands and without visual feedback | | BIBAK | Full-Text | 3-12 | |
| Sean Gustafson; Daniel Bierwirth; Patrick Baudisch | |||
| Screen-less wearable devices allow for the smallest form factor and thus the
maximum mobility. However, current screen-less devices only support buttons and
gestures. Pointing is not supported because users have nothing to point at.
However, we challenge the notion that spatial interaction requires a screen and
propose a method for bringing spatial interaction to screen-less devices.
We present Imaginary Interfaces, screen-less devices that allow users to perform spatial interaction with empty hands and without visual feedback. Unlike projection-based solutions, such as Sixth Sense, all visual "feedback" takes place in the user's imagination. Users define the origin of an imaginary space by forming an L-shaped coordinate cross with their non-dominant hand. Users then point and draw with their dominant hand in the resulting space. With three user studies we investigate the question: To what extent can users interact spatially with a user interface that exists only in their imagination? Participants created simple drawings, annotated existing drawings, and pointed at locations described in imaginary space. Our findings suggest that users' visual short-term memory can, in part, replace the feedback conventionally displayed on a screen. Keywords: bimanual, computer vision, gesture, memory, mobile, screen-less, spatial,
wearable | |||
| PhoneTouch: a technique for direct phone interaction on surfaces | | BIBAK | Full-Text | 13-16 | |
| Dominik Schmidt; Fadi Chehimi; Enrico Rukzio; Hans Gellersen | |||
| PhoneTouch is a novel technique for integration of mobile phones and
interactive surfaces. The technique enables use of phones to select targets on
the surface by direct touch, facilitating for instance pick&drop-style
transfer of objects between phone and surface. The technique is based on
separate detection of phone touch events by the surface, which determines
location of the touch, and by the phone, which contributes device identity. The
device-level observations are merged based on correlation in time. We describe
a proof-of-concept implementation of the technique, using vision for touch
detection on the surface (including discrimination of finger versus phone
touch) and acceleration features for detection by the phone. Keywords: interaction techniques, interactive tabletops, mobile phones, personal
devices, surface computing | |||
| Hands-on math: a page-based multi-touch and pen desktop for technical work and problem solving | | BIBAK | Full-Text | 17-26 | |
| Robert Zeleznik; Andrew Bragdon; Ferdi Adeputra; Hsu-Sheng Ko | |||
| Students, scientists and engineers have to choose between the flexible,
free-form input of pencil and paper and the computational power of Computer
Algebra Systems (CAS) when solving mathematical problems. Hands-On Math is a
multi-touch and pen-based system which attempts to unify these approaches by
providing virtual paper that is enhanced to recognize mathematical notations as
a means of providing in situ access to CAS functionality. Pages can be created
and organized on a large pannable desktop, and mathematical expressions can be
computed, graphed and manipulated using a set of uni- and bi-manual
interactions which facilitate rapid exploration by eliminating tedious and
error prone transcription tasks. Analysis of a qualitative pilot evaluation
indicates the potential of our approach and highlights usability issues with
the novel techniques used. Keywords: gestures, math, multi-touch, pages, paper, stylus | |||
| Pen + touch = new tools | | BIBAK | Full-Text | 27-36 | |
| Ken Hinckley; Koji Yatani; Michel Pahud; Nicole Coddington; Jenny Rodenhouse; Andy Wilson; Hrvoje Benko; Bill Buxton | |||
| We describe techniques for direct pen+touch input. We observe people's
manual behaviors with physical paper and notebooks. These serve as the
foundation for a prototype Microsoft Surface application, centered on
note-taking and scrapbooking of materials. Based on our explorations we
advocate a division of labor between pen and touch: the pen writes, touch
manipulates, and the combination of pen + touch yields new tools. This
articulates how our system interprets unimodal pen, unimodal touch, and
multimodal pen+touch inputs, respectively. For example, the user can hold a
photo and drag off with the pen to create and place a copy; hold a photo and
cross it in a freeform path with the pen to slice it in two; or hold selected
photos and tap one with the pen to staple them all together. Touch thus unifies
object selection with mode switching of the pen, while the muscular tension of
holding touch serves as the "glue" that phrases together all the inputs into a
unitary multimodal gesture. This helps the UI designer to avoid encumbrances
such as physical buttons, persistent modes, or widgets that detract from the
user's focus on the workspace. Keywords: bimanual, gestures, pen, systems, tabletop, tablets, touch | |||
| Gestalt: integrated support for implementation and analysis in machine learning | | BIBAK | Full-Text | 37-46 | |
| Kayur Patel; Naomi Bancroft; Steven M. Drucker; James Fogarty; Andrew J. Ko; James Landay | |||
| We present Gestalt, a development environment designed to support the
process of applying machine learning. While traditional programming
environments focus on source code, we explicitly support both code and data.
Gestalt allows developers to implement a classification pipeline, analyze data
as it moves through that pipeline, and easily transition between implementation
and analysis. An experiment shows this significantly improves the ability of
developers to find and fix bugs in machine learning systems. Our discussion of
Gestalt and our experimental observations provide new insight into
general-purpose support for the machine learning process. Keywords: gestalt, machine learning, software development | |||
| A framework for robust and flexible handling of inputs with uncertainty | | BIBAK | Full-Text | 47-56 | |
| Julia Schwarz; Scott Hudson; Jennifer Mankoff; Andrew D. Wilson | |||
| New input technologies (such as touch), recognition based input (such as pen
gestures) and next-generation interactions (such as inexact interaction) all
hold the promise of more natural user interfaces. However, these techniques all
create inputs with some uncertainty. Unfortunately, conventional infrastructure
lacks a method for easily handling uncertainty, and as a result input produced
by these technologies is often converted to conventional events as quickly as
possible, leading to a stunted interactive experience. We present a framework
for handling input with uncertainty in a systematic, extensible, and easy to
manipulate fashion. To illustrate this framework, we present several
traditional interactors which have been extended to provide feedback about
uncertain inputs and to allow for the possibility that in the end that input
will be judged wrong (or end up going to a different interactor). Our six
demonstrations include tiny buttons that are manipulable using touch input, a
text box that can handle multiple interpretations of spoken input, a scrollbar
that can respond to inexactly placed input, and buttons which are easier to
click for people with motor impairments. Our framework supports all of these
interactions by carrying uncertainty forward all the way through selection of
possible target interactors, interpretation by interactors, generation of
(uncertain) candidate actions to take, and a mediation process that decides (in
a lazy fashion) which actions should become final. Keywords: ambiguity, input handling, recognition | |||
| TurKit: human computation algorithms on mechanical turk | | BIBAK | Full-Text | 57-66 | |
| Greg Little; Lydia B. Chilton; Max Goldman; Robert C. Miller | |||
| Mechanical Turk (MTurk) provides an on-demand source of human computation.
This provides a tremendous opportunity to explore algorithms which incorporate
human computation as a function call. However, various systems challenges make
this difficult in practice, and most uses of MTurk post large numbers of
independent tasks. TurKit is a toolkit for prototyping and exploring
algorithmic human computation, while maintaining a straight-forward imperative
programming style. We present the crash-and-rerun programming model that makes
TurKit possible, along with a variety of applications for human computation
algorithms. We also present case studies of TurKit used for real experiments
across different fields. Keywords: human computation, mturk, toolkit | |||
| Mixture model based label association techniques for web accessibility | | BIBAK | Full-Text | 67-76 | |
| Muhammad Asiful Islam; Yevgen Borodin; I. V. Ramakrishnan | |||
| An important aspect of making the Web accessible to blind users is ensuring
that all important web page elements such as links, clickable buttons, and form
fields have explicitly assigned labels. Properly labeled content is then
correctly read out by screen readers, a dominant assistive technology used by
blind users. In particular, improperly labeled form fields can critically
impede online transactions such as shopping, paying bills, etc. with screen
readers. Very often labels are not associated with form fields or are missing
altogether, making form filling a challenge for blind users. Algorithms for
associating a form element with one of several candidate labels in its vicinity
must cope with the variability of the element's features including label's
location relative to the element, distance to the element, etc. Probabilistic
models provide a natural machinery to reason with such uncertainties. In this
paper we present a Finite Mixture Model (FMM) formulation of the label
association problem. The variability of feature values are captured in the FMM
by a mixture of random variables that are drawn from parameterized
distributions. Then, the most likely label to be paired with a form element is
computed by maximizing the log-likelihood of the feature data using the
Expectation-Maximization algorithm. We also adapt the FMM approach for two
related problems: assigning labels (from an external Knowledge Base) to form
elements that have no candidate labels in their vicinity and for quickly
identifying clickable elements such as add-to-cart, checkout, etc., used in
online transactions even when these elements do not have textual captions
(e.g., image buttons w/o alternative text). We provide a quantitative
evaluation of our techniques, as well as a user study with two blind subjects
who used an aural web browser implementing our approach. Keywords: aural web browser, blind user, context, mixture models, screen reader, web
accessibility, web forms | |||
| Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop | | BIBAK | Full-Text | 77-86 | |
| Jochen Rick | |||
| Efficiently entering text on interactive surfaces, such as touch-based
tabletops, is an important concern. One novel solution is shape writing -- the
user strokes through all the letters in the word on a virtual keyboard without
lifting his or her finger. While this technique can be used with any keyboard
layout, the layout does impact the expected performance. In this paper, I
investigate the influence of keyboard layout on expert text-entry performance
for stroke-based text entry. Based on empirical data, I create a model of
stroking through a series of points based on Fitts's law. I then use that model
to evaluate various keyboard layouts for both tapping and stroking input. While
the stroke-based technique seems promising by itself (i.e., there is a
predicted gain of 17.3% for a Qwerty layout), significant additional gains can
be made by using a more-suitable keyboard layout (e.g., the OPTI II layout is
predicted to be 29.5% faster than Qwerty). Keywords: Fitts's law, interactive tabletops, keyboard layout, shape writing, touch
input, virtual keyboard | |||
| Gesture search: a tool for fast mobile data access | | BIBAK | Full-Text | 87-96 | |
| Yang Li | |||
| Modern mobile phones can store a large amount of data, such as contacts,
applications and music. However, it is difficult to access specific data items
via existing mobile user interfaces. In this paper, we present Gesture Search,
a tool that allows a user to quickly access various data items on a mobile
phone by drawing gestures on its touch screen. Gesture Search contributes a
unique way of combining gesture-based interaction and search for fast mobile
data access. It also demonstrates a novel approach for coupling gestures with
standard GUI interaction. A real world deployment with mobile phone users
showed that Gesture Search enabled fast, easy access to mobile data in their
day-to-day lives. Gesture Search has been released to public and is currently
in use by hundreds of thousands of mobile users. It was rated positively by
users, with a mean of 4.5 out of 5 for over 5000 ratings. Keywords: gesture-based interaction, hidden Markov models, mobile computing, search,
shortcuts | |||
| MAI painting brush: an interactive device that realizes the feeling of real painting | | BIBAK | Full-Text | 97-100 | |
| Mai Otsuki; Kenji Sugihara; Asako Kimura; Fumihisa Shibata; Hideyuki Tamura | |||
| Many digital painting systems have been proposed and their quality is
improving. In these systems, graphics tablets are widely used as input devices.
However, because of its rigid nib and indirect manipulation, the operational
feeling of a graphics tablet is different from that of real paint brush. We
solved this problem by developing the MR-based Artistic Interactive (MAI)
Painting Brush, which imitates a real paint brush, and constructed a mixed
reality (MR) painting system that enables direct painting on physical objects
in the real world. Keywords: brush model, brush stroke, input device, mixed reality, paint brush,
painting system | |||
| SqueezeBlock: using virtual springs in mobile devices for eyes-free interaction | | BIBAK | Full-Text | 101-104 | |
| Sidhant Gupta; Tim Campbell; Jeffrey R. Hightower; Shwetak N. Patel | |||
| Haptic feedback provides an additional interaction channel when auditory and
visual feedback may not be appropriate. We present a novel haptic feedback
system that changes its elasticity to convey information for eyes-free
interaction. SqueezeBlock is an electro-mechanical system that can realize a
virtual spring having a programmatically controlled spring constant. It also
allows for additional haptic modalities by altering the Hooke's Law
linear-elastic force-displacement equation, such as non-linear springs, size
changes, and spring length (range of motion) variations. This ability to
program arbitrarily spring constants also allows for "click" and button-like
feedback. We present several potential applications along with results from a
study showing how well participants can distinguish between several levels of
stiffness, size, and range of motion. We conclude with implications for
interaction design. Keywords: eyes free interaction, haptics, springs | |||
| Bringing the field into the lab: supporting capture and replay of contextual data for the design of context-aware applications | | BIBAK | Full-Text | 105-108 | |
| Mark W. Newman; Mark S. Ackerman; Jungwoo Kim; Atul Prakash; Zhenan Hong; Jacob Mandel; Tao Dong | |||
| When designing context-aware applications, it is difficult to for designers
in the studio or lab to envision the contextual conditions that will be
encountered at runtime. Designers need a tool that can create/re-create
naturalistic contextual states and transitions, so that they can evaluate an
application under expected contexts. We have designed and developed RePlay: a
system for capturing and playing back sensor traces representing scenarios of
use. RePlay contributes to research on ubicomp design tools by embodying a
structured approach to the capture and playback of contextual data. In
particular, RePlay supports: capturing naturalistic data through Capture
Probes, encapsulating scenarios of use through Episodes, and supporting
exploratory manipulation of scenarios through Transforms. Our experiences using
RePlay in internal design projects illustrate its potential benefits for
ubicomp design. Keywords: context-aware, data capture, design tools | |||
| Eden: supporting home network management through interactive visual tools | | BIBAK | Full-Text | 109-118 | |
| Jeonghwa Yang; W. Keith Edwards; David Haslem | |||
| As networking moves into the home, home users are increasingly being faced
with complex network management chores. Previous research, however, has
demonstrated the difficulty many users have in managing their networks. This
difficulty is compounded by the fact that advanced network management tools --
such as those developed for the enterprise -- are generally too complex for
home users, do not support the common tasks they face, and are not a good fit
for the technical peculiarities of the home. This paper presents Eden, an
interactive, direct manipulation home network management system aimed at end
users. Eden supports a range of common tasks, and provides a simple conceptual
model that can help users understand key aspects of networking better. The
system leverages a novel home network router that acts as a "dropin"
replacement for users' current router. We demonstrate that Eden not only
improves the user experience of networking, but also aids users in forming
workable conceptual models of how the network works. Keywords: home network, home-network interaction | |||
| TwinSpace: an infrastructure for cross-reality team spaces | | BIBAK | Full-Text | 119-128 | |
| Derek F. Reilly; Hafez Rouzati; Andy Wu; Jee Yeon Hwang; Jeremy Brudvik; W. Keith Edwards | |||
| We introduce TwinSpace, a flexible software infrastructure for combining
interactive workspaces and collaborative virtual worlds. Its design is grounded
in the need to support deep connectivity and flexible mappings between virtual
and real spaces to effectively support collaboration. This is achieved through
a robust connectivity layer linking heterogeneous collections of physical and
virtual devices and services, and a centralized service to manage and control
mappings between physical and virtual. In this paper we motivate and present
the architecture of TwinSpace, discuss our experiences and lessons learned in
building a generic framework for collaborative cross-reality, and illustrate
the architecture using two implemented examples that highlight its flexibility
and range, and its support for rapid prototyping. Keywords: collaborative virtual environment, cross-reality, interactive room,
ontology, RDF, smart room, tuplespace, virtual world | |||
| D-Macs: building multi-device user interfaces by demonstrating, sharing and replaying design actions | | BIBAK | Full-Text | 129-138 | |
| Jan Meskens; Kris Luyten; Karin Coninx | |||
| Multi-device user interface design mostly implies creating suitable
interface for each targeted device, using a diverse set of design tools and
toolkits. This is a time consuming activity, concerning a lot of repetitive
design actions without support for reusing this effort in later designs. In
this paper, we propose D-Macs: a design tool that allows designers to record
their design actions across devices, to share these actions with other
designers and to replay their own design actions and those of others. D-Macs
lowers the burden in multi-device user interface design and can reduce the
necessity for manually repeating design actions. Keywords: design tools, multi-device UI design | |||
| Content-aware dynamic timeline for video browsing | | BIBAK | Full-Text | 139-142 | |
| Suporn Pongnumkul; Jue Wang; Gonzalo Ramos; Michael Cohen | |||
| When browsing a long video using a traditional timeline slider control, its
effectiveness and precision degrade as a video's length grows. When browsing
videos with more frames than pixels in the slider, aside from some frames being
inaccessible, scrolling actions cause sudden jumps in a video's continuity as
well as video frames to flash by too fast for one to assess the content. We
propose a content-aware dynamic timeline control that is designed to overcome
these limitations. Our timeline control decouples video speed and playback
speed, and leverages video content analysis to allow salient shots to be
presented at an intelligible speed. Our control also takes advantage of
previous work on elastic sliders, which allows us to produce an accurate
navigation control. Keywords: dynamic video skims, slider, timeline | |||
| Chronicle: capture, exploration, and playback of document workflow histories | | BIBAK | Full-Text | 143-152 | |
| Tovi Grossman; Justin Matejka; George Fitzmaurice | |||
| We describe Chronicle, a new system that allows users to explore document
workflow histories. Chronicle captures the entire video history of a graphical
document, and provides links between the content and the relevant areas of the
history. Users can indicate specific content of interest, and see the
workflows, tools, and settings needed to reproduce the associated results, or
to better understand how it was constructed to allow for informed modification.
Thus, by storing the rich information regarding the document's history
workflow, Chronicle makes any working document a potentially powerful learning
tool. We outline some of the challenges surrounding the development of such a
system, and then describe our implementation within an image editing
application. A qualitative user study produced extremely encouraging results,
as users unanimously found the system both useful and easy to use. Keywords: chronicle, history, timeline, video, workflow | |||
| Enhanced area cursors: reducing fine pointing demands for people with motor impairments | | BIBAK | Full-Text | 153-162 | |
| Leah Findlater; Alex Jansen; Kristen Shinohara; Morgan Dixon; Peter Kamb; Joshua Rakita; Jacob O. Wobbrock | |||
| Computer users with motor impairments face major challenges with
conventional mouse pointing. These challenges are mostly due to fine pointing
corrections at the final stages of target acquisition. To reduce the need for
correction-phase pointing and to lessen the effects of small target size on
acquisition difficulty, we introduce four enhanced area cursors, two of which
rely on magnification and two of which use goal crossing. In a study with
motor-impaired and able-bodied users, we compared the new designs to the point
and Bubble cursors, the latter of which had not been evaluated for users with
motor impairments. Two enhanced area cursors, the Visual-Motor-Magnifier and
Click-and-Cross, were the most successful new designs for users with motor
impairments, reducing selection time for small targets by 19%, corrective
submovements by 45%, and error rate by up to 82% compared to the point cursor.
Although the Bubble cursor also improved performance, participants with motor
impairments unanimously preferred the enhanced area cursors. Keywords: accessibility, area cursors, bubble cursor, goal crossing, magnification,
motor space, visual space | |||
| The satellite cursor: achieving MAGIC pointing without gaze tracking using multiple cursors | | BIBAK | Full-Text | 163-172 | |
| Chun Yu; Yuanchun Shi; Ravin Balakrishnan; Xiangliang Meng; Yue Suo; Mingming Fan; Yongqiang Qin | |||
| We present the satellite cursor -- a novel technique that uses multiple
cursors to improve pointing performance by reducing input movement. The
satellite cursor associates every target with a separate cursor in its vicinity
for pointing, which realizes the MAGIC (manual and gaze input cascade) pointing
method without gaze tracking. We discuss the problem of visual clutter caused
by multiple cursors and propose several designs to mitigate it. Two controlled
experiments were conducted to evaluate satellite cursor performance in a simple
reciprocal pointing task and a complex task with multiple targets of varying
layout densities. Results show the satellite cursor can save significant mouse
movement and consequently pointing time, especially for sparse target layouts,
and that satellite cursor performance can be accurately modeled by Fitts' Law. Keywords: magic pointing, multiple cursor, reducing a | |||
| UIMarks: quick graphical interaction with specific targets | | BIBAK | Full-Text | 173-182 | |
| Olivier Chapuis; Nicolas Roussel | |||
| This paper reports on the design and evaluation of UIMarks, a system that
lets users specify on-screen targets and associated actions by means of a
graphical marking language. UIMarks supplements traditional pointing by
providing an alternative mode in which users can quickly activate these marks.
Associated actions can range from basic pointing facilitation to complex
sequences possibly involving user interaction: one can leave a mark on a
palette to make it more reachable, but the mark can also be configured to wait
for a click and then automatically move the pointer back to its original
location, for example. The system has been implemented on two different
platforms, Metisse and OS X. We compared it to traditional pointing on a set of
elementary and composite tasks in an abstract setting. Although pure pointing
was not improved, the programmable automation supported by the system proved
very effective. Keywords: direct manipulation, macros, pointing | |||
| Connected environments | | BIBAK | Full-Text | 183-184 | |
| Natalie Jeremijenko | |||
| Can new interfaces contribute to social and environmental improvement? For
all the care, wit and brilliance that UIST innovations can contribute, can they
actually make things better -- better in the sense of public good -- not merely
lead to easier to use or more efficient consumer goods? This talk will explore
the impact of interface technology on society and the environment, and examine
engineered systems that invite participation, document change over time, and
suggest alternative courses of action that are ethical and sustainable, drawing
on examples from a diverse series of experimental designs and site-specific
work Natalie has created throughout her career. Keywords: ethical and sustainable interfaces, social and environmental improvement | |||
| Gilded gait: reshaping the urban experience with augmented footsteps | | BIBAK | Full-Text | 185-188 | |
| Yuichiro Takeuchi | |||
| In this paper we describe Gilded Gait, a system that changes the perceived
physical texture of the ground, as felt through the soles of users' feet.
Ground texture, in spite of its potential as an effective channel of peripheral
information display, has so far been paid little attention in HCI research. The
system is designed as a pair of insoles with embedded actuators, and utilizes
vibrotactile feedback to simulate the perceptions of a range of different
ground textures. The discreet, low-key nature of the interface makes it
particularly suited for outdoor use, and its capacity to alter how people
experience the built environment may open new possibilities in urban design. Keywords: augmented reality, ground texture, haptic interface, urban navigation,
vibrotactile feedback | |||
| Jogging over a distance between Europe and Australia | | BIBAK | Full-Text | 189-198 | |
| Florian Mueller; Frank Vetere; Martin R. Gibbs; Darren Edge; Stefan Agamanolis; Jennifer G. Sheridan | |||
| Exertion activities, such as jogging, require users to invest intense
physical effort and are associated with physical and social health benefits.
Despite the benefits, our understanding of exertion activities is limited,
especially when it comes to social experiences. In order to begin understanding
how to design for technologically augmented social exertion experiences, we
present "Jogging over a Distance", a system in which spatialized audio based on
heart rate allowed runners as far apart as Europe and Australia to run
together. Our analysis revealed how certain aspects of the design facilitated a
social experience, and consequently we describe a framework for designing
augmented exertion activities. We make recommendations as to how designers
could use this framework to aid the development of future social systems that
aim to utilize the benefits of exertion. Keywords: audio, exergame, exergaming, exertion interface, heart rate, mobile phone,
physiological data, running, spatialization, sports, whole-body interaction | |||
| Sensing foot gestures from the pocket | | BIBAK | Full-Text | 199-208 | |
| Jeremy Scott; David Dearman; Koji Yatani; Khai N. Truong | |||
| Visually demanding interfaces on a mobile phone can diminish the user
experience by monopolizing the user's attention when they are focusing on
another task and impede accessibility for visually impaired users. Because
mobile devices are often located in pockets when users are mobile, explicit
foot movements can be defined as eyes-and-hands-free input gestures for
interacting with the device. In this work, we study the human capability
associated with performing foot-based interactions which involve lifting and
rotation of the foot when pivoting on the toe and heel. Building upon these
results, we then developed a system to learn and recognize foot gestures using
a single commodity mobile phone placed in the user's pocket or in a holster on
their hip. Our system uses acceleration data recorded by a built-in
accelerometer on the mobile device and a machine learning approach to
recognizing gestures. Through a lab study, we demonstrate that our system can
classify ten different foot gestures at approximately 86% accuracy. Keywords: eyes-free interaction, foot-based gestures, hands-free interaction, mobile
devices | |||
| Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch input | | BIBAK | Full-Text | 209-218 | |
| Thomas Augsten; Konstantin Kaefer; René Meusel; Caroline Fetzer; Dorian Kanitz; Thomas Stoff; Torsten Becker; Christian Holz; Patrick Baudisch | |||
| Tabletop applications cannot display more than a few dozen on-screen
objects. The reason is their limited size: tables cannot become larger than
arm's length without giving up direct touch. We propose creating direct touch
surfaces that are orders of magnitude larger. We approach this challenge by
integrating high-resolution multitouch input into a back-projected floor. As
the same time, we maintain the purpose and interaction concepts of tabletop
computers, namely direct manipulation.
We base our hardware design on frustrated total internal reflection. Its ability to sense per-pixel pressure allows the floor to locate and analyze users' soles. We demonstrate how this allows the floor to recognize foot postures and identify users. These two functions form the basis of our system. They allow the floor to ignore users unless they interact explicitly, identify and track users based on their shoes, enable high-precision interaction, invoke menus, track heads, and allow users to control high-degree of freedom interactions using their feet. While we base our designs on a series of simple user studies, the primary contribution on this paper is in the engineering domain. Keywords: direct manipulation, front diffuse illumination, FTIR, interactive floor,
multi-touch, projection, tabletop | |||
| Cosaliency: where people look when comparing images | | BIBAK | Full-Text | 219-228 | |
| David E. Jacobs; Dan B. Goldman; Eli Shechtman | |||
| Image triage is a common task in digital photography. Determining which
photos are worth processing for sharing with friends and family and which
should be deleted to make room for new ones can be a challenge, especially on a
device with a small screen like a mobile phone or camera. In this work we
explore the importance of local structure changes?e.g. human pose, appearance
changes, object orientation, etc.?to the photographic triage task. We perform a
user study in which subjects are asked to mark regions of image pairs most
useful in making triage decisions. From this data, we train a model for image
saliency in the context of other images that we call cosaliency. This allows us
to create collection-aware crops that can augment the information provided by
existing thumbnailing techniques for the image triage task. Keywords: automated thumbnailing, collection-aware cropping, cosaliency, saliency | |||
| A conversational interface to web automation | | BIBAK | Full-Text | 229-238 | |
| Tessa Lau; Julian Cerruti; Guillermo Manzato; Mateo Bengualid; Jeffrey P. Bigham; Jeffrey Nichols | |||
| This paper presents CoCo, a system that automates web tasks on a user's
behalf through an interactive conversational interface. Given a short command
such as "get road conditions for highway 88," CoCo synthesizes a plan to
accomplish the task, executes it on the web, extracts an informative response,
and returns the result to the user as a snippet of text. A novel aspect of our
approach is that we leverage a repository of previously recorded web scripts
and the user's personal web browsing history to determine how to complete each
requested task. This paper describes the design and implementation of our
system, along with the results of a brief user study that evaluates how likely
users are to understand what CoCo does for them. Keywords: automation, intelligent assistants, natural language interfaces | |||
| Designing adaptive feedback for improving data entry accuracy | | BIBAK | Full-Text | 239-248 | |
| Kuang Chen; Joseph M. Hellerstein; Tapan S. Parikh | |||
| Data quality is critical for many information-intensive applications. One of
the best opportunities to improve data quality is during entry. Usher provides
a theoretical, data-driven foundation for improving data quality during entry.
Based on prior data, Usher learns a probabilistic model of the dependencies
between form questions and values. Using this information, Usher maximizes
information gain. By asking the most unpredictable questions first, Usher is
better able to predict answers for the remaining questions. In this paper, we
use Usher's predictive ability to design a number of intelligent user interface
adaptations that improve data entry accuracy and efficiency. Based on an
underlying cognitive model of data entry, we apply these modifications before,
during and after committing an answer. We evaluated these mechanisms with
professional data entry clerks working with real patient data from six clinics
in rural Uganda. The results show that our adaptations have the potential to
reduce error (by up to 78%), with limited effect on entry time (varying between
-14% and +6%). We believe this approach has wide applicability for improving
the quality and availability of data, which is increasingly important for
decision-making and resource allocation. Keywords: adaptive interface, data entry, data quality, form design, repetitive task | |||
| Creating collections with automatic suggestions and example-based refinement | | BIBAK | Full-Text | 249-258 | |
| Adrian Secord; Holger Winnemoeller; Wilmot Li; Mira Dontcheva | |||
| To create collections, like music playlists from personal media libraries,
users today typically do one of two things. They either manually select items
one-by-one, which can be time consuming, or they use an example-based
recommendation system to automatically generate a collection. While such
automatic engines are convenient, they offer the user limited control over how
items are selected. Based on prior research and our own observations of
existing practices, we propose a semi-automatic interface for creating
collections that combines automatic suggestions with manual refinement tools.
Our system includes a keyword query interface for specifying high-level
collection preferences (e.g., "some rock, no Madonna, lots of U2,") as well as
three example-based collection refinement techniques: 1) a suggestion widget
for adding new items in-place in the context of the collection; 2) a mechanism
for exploring alternatives for one or more collection items; and 3) a two-pane
linked interface that helps users browse their libraries based on any selected
collection item. We demonstrate our approach with two applications. SongSelect
helps users create music playlists, and PhotoSelect helps users select photos
for sharing. Initial user feedback is positive and confirms the need for
semi-automated tools that give users control over automatically created
collections. Keywords: collections, constraint solver, keyword search | |||
| The IR ring: authenticating users' touches on a multi-touch display | | BIBAK | Full-Text | 259-262 | |
| Volker Roth; Philipp Schmidt; Benjamin Güldenring | |||
| Multi-touch displays are particularly attractive for collaborative work
because multiple users can interact with applications simultaneously. However,
unfettered access can lead to loss of data confidentiality and integrity. For
example, one user can open or alter files of a second user, or impersonate the
second user, while the second user is absent or not looking. Towards preventing
these attacks, we explore means to associate the touches of a user with the
user's identity in a fashion that is cryptographically sound as well as easy to
use. We describe our current solution, which relies on a ring-like device that
transmits a continuous pseudorandom bit sequence in the form of infrared light
pulses. The multi-touch display receives and localizes the sequence, and
verifies its authenticity. Each sequence is bound to a particular user, and all
touches in the direct vicinity of the location of the sequence on the display
are associated with that user. Keywords: authentication, multi-touch | |||
| Enabling beyond-surface interactions for interactive surface with an invisible projection | | BIBAK | Full-Text | 263-272 | |
| Li-Wei Chan; Hsiang-Tao Wu; Hui-Shan Kao; Ju-Chun Ko; Home-Ru Lin; Mike Y. Chen; Jane Hsu; Yi-Ping Hung | |||
| This paper presents a programmable infrared (IR) technique that utilizes
invisible, programmable markers to support interaction beyond the surface of a
diffused-illumination (DI) multi-touch system. We combine an IR projector and a
standard color projector to simultaneously project visible content and
invisible markers. Mobile devices outfitted with IR cameras can compute their
3D positions based on the markers perceived. Markers are selectively turned off
to support multi-touch and direct on-surface tangible input. The proposed
techniques enable a collaborative multi-display multi-touch tabletop system. We
also present three interactive tools: i-m-View, i-m-Lamp, and i-m-Flashlight,
which consist of a mobile tablet and projectors that users can freely interact
with beyond the main display surface. Early user feedback shows that these
interactive devices, combined with a large interactive display, allow more
intuitive navigation and are reportedly enjoyable to use. Keywords: beyond-surface, infra-red projection, invisible marker, multi-display,
multi-resolution, multi-touch, pico-projector, tabletop | |||
| Combining multiple depth cameras and projectors for interactions on, above and between surfaces | | BIBAK | Full-Text | 273-282 | |
| Andrew D. Wilson; Hrvoje Benko | |||
| Instrumented with multiple depth cameras and projectors, LightSpace is a
small room installation designed to explore a variety of interactions and
computational strategies related to interactive displays and the space that
they inhabit. LightSpace cameras and projectors are calibrated to 3D real world
coordinates, allowing for projection of graphics correctly onto any surface
visible by both camera and projector. Selective projection of the depth camera
data enables emulation of interactive displays on un-instrumented surfaces
(such as a standard table or office desk), as well as facilitates mid-air
interactions between and around these displays. For example, after performing
multi-touch interactions on a virtual object on the tabletop, the user may
transfer the object to another display by simultaneously touching the object
and the destination display. Or the user may "pick up" the object by sweeping
it into their hand, see it sitting in their hand as they walk over to an
interactive wall display, and "drop" the object onto the wall by touching it
with their other hand. We detail the interactions and algorithms unique to
LightSpace, discuss some initial observations of use and suggest future
directions. Keywords: augmented reality, depth cameras, interactive spaces, surface computing,
ubiquitous computing | |||
| TeslaTouch: electrovibration for touch surfaces | | BIBAK | Full-Text | 283-292 | |
| Olivier Bau; Ivan Poupyrev; Ali Israr; Chris Harrison | |||
| We present a new technology for enhancing touch interfaces with tactile
feedback. The proposed technology is based on the electrovibration principle,
does not use any moving parts and provides a wide range of tactile feedback
sensations to fingers moving across a touch surface. When combined with an
interactive display and touch input, it enables the design of a wide variety of
interfaces that allow the user to feel virtual elements through touch. We
present the principles of operation and an implementation of the technology. We
also report the results of three controlled psychophysical experiments and a
subjective user evaluation that describe and characterize users' perception of
this technology. We conclude with an exploration of the design space of tactile
touch screens using two comparable setups, one based on electrovibration and
another on mechanical vibrotactile actuation. Keywords: multitouch, tactile feedback, touch screens | |||
| Madgets: actuating widgets on interactive tabletops | | BIBAK | Full-Text | 293-302 | |
| Malte Weiss; Florian Schwarz; Simon Jakubowski; Jan Borchers | |||
| We present a system for the actuation of tangible magnetic widgets (Madgets)
on interactive tabletops. Our system combines electromagnetic actuation with
fiber optic tracking to move and operate physical controls. The presented
mechanism supports actuating complex tangibles that consist of multiple parts.
A grid of optical fibers transmits marker positions past our actuation hardware
to cameras below the table. We introduce a visual tracking algorithm that is
able to detect objects and touches from the strongly sub-sampled video input of
that grid. Six sample Madgets illustrate the capabilities of our approach,
ranging from tangential movement and height actuation to inductive power
transfer. Madgets combine the benefits of passive, untethered, and translucent
tangibles with the ability to actuate them with multiple degrees of freedom. Keywords: actuation, multi-touch, tabletop interaction, tangible user interfaces,
widgets | |||
| Eddi: interactive topic-based browsing of social status streams | | BIBAK | Full-Text | 303-312 | |
| Michael S. Bernstein; Bongwon Suh; Lichan Hong; Jilin Chen; Sanjay Kairam; Ed H. Chi | |||
| Twitter streams are on overload: active users receive hundreds of items per
day, and existing interfaces force us to march through a
chronologically-ordered morass to find tweets of interest. We present an
approach to organizing a user's own feed into coherently clustered trending
topics for more directed exploration. Our Twitter client, called Eddi, groups
tweets in a user's feed into topics mentioned explicitly or implicitly, which
users can then browse for items of interest. To implement this topic
clustering, we have developed a novel algorithm for discovering topics in short
status updates powered by linguistic syntactic transformation and callouts to a
search engine. An algorithm evaluation reveals that search engine callouts
outperform other approaches when they employ simple syntactic transformation
and backoff strategies. Active Twitter users evaluated Eddi and found it to be
a more efficient and enjoyable way to browse an overwhelming status update feed
than the standard chronological interface. Keywords: social streams, topic clustering, twitter | |||
| Soylent: a word processor with a crowd inside | | BIBAK | Full-Text | 313-322 | |
| Michael S. Bernstein; Greg Little; Robert C. Miller; Björn Hartmann; Mark S. Ackerman; David R. Karger; David Crowell; Katrina Panovich | |||
| This paper introduces architectural and interaction patterns for integrating
crowdsourced human contributions directly into user interfaces. We focus on
writing and editing, complex endeavors that span many levels of conceptual and
pragmatic activity. Authoring tools offer help with pragmatics, but for
higher-level help, writers commonly turn to other people. We thus present
Soylent, a word processing interface that enables writers to call on Mechanical
Turk workers to shorten, proofread, and otherwise edit parts of their documents
on demand. To improve worker quality, we introduce the Find-Fix-Verify crowd
programming pattern, which splits tasks into a series of generation and review
stages. Evaluation studies demonstrate the feasibility of crowdsourced editing
and investigate questions of reliability, cost, wait time, and work time for
edits. Keywords: crowdsourcing, mechanical turk, outsourcing | |||
| Tag expression: tagging with feeling | | BIBAK | Full-Text | 323-332 | |
| Jesse Vig; Matthew Soukup; Shilad Sen; John Riedl | |||
| In this paper we introduce tag expression, a novel form of preference
elicitation that combines elements from tagging and rating systems. Tag
expression enables users to apply affect to tags to indicate whether the tag
describes a reason they like, dislike, or are neutral about a particular item.
We present a user interface for applying affect to tags, as well as a technique
for visualizing the overall community's affect. By analyzing 27,773 tag
expressions from 553 users entered in a 3-month period, we empirically evaluate
our design choices. We also present results of a survey of 97 users that
explores users' motivations in tagging and measures user satisfaction with tag
expression. Keywords: community, ratings, tagging, user preference | |||
| VizWiz: nearly real-time answers to visual questions | | BIBAK | Full-Text | 333-342 | |
| Jeffrey P. Bigham; Chandrika Jayant; Hanjie Ji; Greg Little; Andrew Miller; Robert C. Miller; Robin Miller; Aubrey Tatarowicz; Brandyn White; Samual White; Tom Yeh | |||
| The lack of access to visual information like text labels, icons, and colors
can cause frustration and decrease independence for blind people. Current
access technology uses automatic approaches to address some problems in this
space, but the technology is error-prone, limited in scope, and quite
expensive. In this paper, we introduce VizWiz, a talking application for mobile
phones that offers a new alternative to answering visual questions in nearly
real-time -- asking multiple people on the web. To support answering questions
quickly, we introduce a general approach for intelligently recruiting human
workers in advance called quikTurkit so that workers are available when new
questions arrive. A field deployment with 11 blind participants illustrates
that blind people can effectively use VizWiz to cheaply answer questions in
their everyday lives, highlighting issues that automatic approaches will need
to address to be useful. Finally, we illustrate the potential of using VizWiz
as part of the participatory design of advanced tools by using it to build and
evaluate VizWiz::LocateIt, an interactive mobile tool that helps blind people
solve general visual search problems. Keywords: blind users, non-visual interfaces, real-time human computation | |||
| The engineering of personhood | | BIBAK | Full-Text | 343-346 | |
| Jaron Lanier | |||
| Any subset of reality can potentially be interpreted as a computer, so when
we speak about a particular computer, we are merely speaking about a portion of
reality we can understand computationally. That means that computation is only
identifiable through the human experience of it. User interface is ultimately
the only grounding for the abstractions of computation, in the same way that
the measurement of physical phenomena provides the only legitimate basis for
physics. But user interface also changes humans. As computation is perceived,
the natures of self and personhood are transformed. This process, when
designers are aware of it, can be understood as an emerging form of applied
philosophy or even applied spirituality. Keywords: applied philosophy, applied spirituality, reality | |||
| Crowd-powered interfaces | | BIBAK | Full-Text | 347-350 | |
| Michael S. Bernstein | |||
| We investigate crowd-powered interfaces: interfaces that embed human
activity to support high-level conceptual activities such as writing, editing
and question-answering. For example, a crowd-powered interface using paid crowd
workers can compute a series of textual cuts and edits to a paragraph, then
provide the user with an interface to condense his or her writing. We map out
the design space of interfaces that depend on outsourced, friendsourced, and
data mined resources, and report on designs for each of these. We discuss
technical and motivational challenges inherent in human-powered interfaces. Keywords: crowdsourcing, outsourcing, social computing | |||
| Supporting self-expression for informal communication | | BIBAK | Full-Text | 351-354 | |
| Lisa G. Cowan | |||
| Mobile phones are becoming the central tools for communicating and can help
us keep in touch with friends and family on-the-go. However, they can also
place high demands on attention and constrain interaction. My research concerns
how to design communication mechanisms that mitigate these problems to support
self-expression for informal communication on mobile phones. I will study how
people communicate with camera-phone photos, paper-based sketches, and
projected information and how this communication impacts social practices. Keywords: communication, mobile, self-expression | |||
| Lowering the barrier to applying machine learning | | BIBAK | Full-Text | 355-358 | |
| Kayur Patel | |||
| Machine learning algorithms are key components in many cutting edge
applications of computation. However, the full potential of machine learning
has not been realized because using machine learning is hard, even for
otherwise tech-savvy developers. This is because developing with machine
learning is different than normal programming. My thesis is that developers
applying machine learning need new general-purpose tools that provide structure
for common processes and common pipelines while remaining flexible to account
for variability in problems. In this paper, I describe my efforts to
understanding the difficulties that developers face when applying machine
learning. I then describe Gestalt, a general-purpose integrated development
environment designed the application of machine learning. Finally, I describe
work on developing a pattern language for building machine learning systems and
creating new techniques that help developers understand the interaction between
their data and learning algorithms. Keywords: gestalt, integrated development environments, machine learning | |||
| User interface models for the cloud | | BIBAK | Full-Text | 359-362 | |
| Hubert Pham | |||
| The current desktop metaphor is unsuitable for the coming age of cloud-based
applications. The desktop was developed in an era that was focused on local
resources, and consequently its gestures, semantics, and security model reflect
heavy reliance on hierarchy and physical locations. This paper proposes a new
user interface model that accounts for cloud applications, incorporating
representations of people and new gestures for sharing and access, while
minimizing the prominence of location. The model's key feature is a lightweight
mechanism to group objects for resource organization, sharing, and access
control, towards the goal of providing simple semantics for a wide range of
tasks, while also achieving security through greater usability. Keywords: cloud, desktop, groups, model | |||
| Towards personalized surface computing | | BIBAK | Full-Text | 363-366 | |
| Dominik Schmidt | |||
| With recent progress in the field of surface computing it becomes
foreseeable that interactive surfaces will turn into a commodity in the future,
ubiquitously integrated into our everyday environments. At the same time, we
can observe a trend towards personal data and whole applications being
accessible over the Internet, anytime from anywhere. We envision a future where
interactive surfaces surrounding us serve as powerful portals to access these
kinds of data and services. In this paper, we contribute two novel interaction
techniques supporting parts of this vision: First, HandsDown, a biometric user
identification approach based on hand contours and, second, PhoneTouch, a novel
technique for using mobile phones in conjunction with interactive surfaces. Keywords: mobile devices, surface computing, user identification | |||
| Towards a unified framework for modeling, dispatching, and interpreting uncertain input | | BIBAK | Full-Text | 367-370 | |
| Julia Schwarz | |||
| Many new input technologies (such as touch and voice) hold the promise of
more natural user interfaces. However, many of these technologies create inputs
with some uncertainty. Unfortunately, conventional infrastructure lacks a
method for easily handling uncertainty, and as a result input produced by these
technologies is often converted to conventional events as quickly as possible,
leading to a stunted interactive experience. Our ongoing work aims to design a
unified framework for modeling uncertain input and dispatching it to
interactors. This should allow developers to easily create interactors which
can interpret uncertain input, give the user appropriate feedback, and
accurately resolve any ambiguity. This abstract presents an overview of the
design of a framework for handling input with uncertainty and describes topics
we hope to pursue in future work. We also give an example of how we built
highly accurate touch buttons using our framework. For examples of what
interactors can be built and a more detailed description of our framework we
refer the reader to [8]. Keywords: ambiguity, input handling, recognition | |||
| Intelligent tagging interfaces: beyond folksonomy | | BIBAK | Full-Text | 371-374 | |
| Jesse Vig | |||
| This paper summarizes our work on using tags to broaden the dialog between a
recommender system and its users. We present two tagging applications that
enrich this dialog: tagsplanations are tag-based explanations of
recommendations provided by a system to its users, and Movie Tuner is a
conversational recommender system that enables users to provide feedback on
movie recommendations using tags. We discuss the design of both systems and the
experimental methodology used to evaluate the design choices. Keywords: conversational recommenders, explanations, recommender systems, tagging | |||
| Bringing everyday applications to interactive surfaces | | BIBAK | Full-Text | 375-378 | |
| Malte Weiss | |||
| This paper presents ongoing work that intends to simplify the introduction
of everyday applications to interactive tabletops. SLAP Widgets bring tangible
general-purpose widgets to tabletops while providing the flexibility of
on-screen controls. Madgets maintain consistency between physical controls and
their digital state. BendDesk represents our vision of a multi-touch enabled
office environment. Our pattern language captures knowledge for the design of
interactive tabletops. For each project, we describe its technical background,
present the current state of research, and discuss future work. Keywords: actuation, applications, curved surface, haptic feedback, interactive
tabletops, tangible user interfaces | |||
| OnObject: gestural play with tagged everyday objects | | BIBAK | Full-Text | 379-380 | |
| Keywon Chung; Michael Shilman; Chris Merrill; Hiroshi Ishii | |||
| Many Tangible User Interface (TUI) systems employ sensor-equipped physical
objects. However they do not easily scale to users' actual environments; most
everyday objects lack the necessary hardware, and modification requires
hardware and software development by skilled individuals. This limits TUI
creation by end users, resulting in inflexible interfaces in which the mapping
of sensor input and output events cannot be easily modified reflecting the end
user's wishes and circumstances. We introduce OnObject, a small device worn on
the hand, which can program physical objects to respond to a set of gestural
triggers. Users attach RFID tags to situated objects, grab them by the tag, and
program their responses to grab, release, shake, swing, and thrust gestures
using a built-in button and a microphone. In this paper, we demonstrate how
novice end users including preschool children can instantly create engaging
gestural object interfaces with sound feedback from toys, drawings, or clay. Keywords: end user programming, gestural object interfaces, tangible interfaces,
ubiquitous computing | |||
| CopyCAD: remixing physical objects with copy and paste from the real world | | BIBAK | Full-Text | 381-382 | |
| Sean Follmer; David Carr; Emily Lovell; Hiroshi Ishii | |||
| This paper introduces a novel technique for integrating geometry from
physical objects into computer aided design (CAD) software. We allow users to
copy arbitrary real world object geometry into 2D CAD designs at scale through
the use of a camera/projector system. This paper also introduces a system,
CopyCAD, that uses this technique, and augments a Computer Controlled (CNC)
milling machine. CopyCAD gathers input from physical objects, sketches and
interactions directly on a milling machine, allowing novice users to copy parts
of real world objects, modify them and then create a new physical part. Keywords: design tools, fabrication, prototyping, TUI | |||
| Reflective haptics: haptic augmentation of GUIs through frictional actuation of stylus-based interactions | | BIBAK | Full-Text | 383-384 | |
| Fabian Hemmert; Alexander Müller; Ron Jagodzinski; Götz Wintergerst; Gesche Joost | |||
| In this paper, we present a novel system for stylus-based GUI interactions:
Simulated physics through actuated frictional properties of a touch screen
stylus. We present a prototype that implements a series of principles which we
propose for the design of frictionally augmented GUIs. It is discussed how such
actuation could be a potential addition of value for stylus-controlled GUIs,
through enabling prioritized content, allowing for inherent confirmation, and
leveraging on manual dexterity. Keywords: friction, haptic display, physicality, stylus, touch screen | |||
| MudPad: localized tactile feedback on touch surfaces | | BIBAK | Full-Text | 385-386 | |
| Yvonne Jansen; Thorsten Karrer; Jan Borchers | |||
| We present MudPad, a system that is capable of localized active haptic
feedback on multitouch surfaces. An array of electromagnets locally actuates a
tablet-sized overlay containing magnetorheological (MR) fluid. The reaction
time of the fluid is fast enough for realtime feedback ranging from static
levels of surface softness to a broad set of dynamically changeable textures.
As each area can be addressed individually, the entire visual interface can be
enriched with a multi-touch haptic layer that conveys semantic information as
the appropriate counterpart to multi-touch input. Keywords: haptic i/o, multitouch, tactile feedback | |||
| Surfboard: keyboard with microphone as a low-cost interactive surface | | BIBAK | Full-Text | 387-388 | |
| Jun Kato; Daisuke Sakamoto; Takeo Igarashi | |||
| We introduce a technique to detect simple gestures of "surfing" (moving a
hand horizontally) on a standard keyboard by analyzing recorded sounds in
real-time with a microphone attached close to the keyboard. This technique
allows the user to maintain a focus on the screen while surfing on the
keyboard. Since this technique uses a standard keyboard without any
modification, the user can take full advantage of the input functionality and
tactile quality of his favorite keyboard supplemented with our interface. Keywords: interactive surface, keyboard, low-cost, microphone | |||
| Animated paper: a moving prototyping platform | | BIBAK | Full-Text | 389-390 | |
| Naoya Koizumi; Kentaro Yasu; Angela Liu; Maki Sugimoto; Masahiko Inami | |||
| We have developed a novel prototyping method that utilizes animated paper, a
versatile platform created from paper and shape memory alloy (SMA), which is
easy to control using a range of different energy sources from sunlight to
lasers. We have further designed a laser point tracking system to improve the
precision of the wireless control system by embedding retro-reflective material
on the paper to act as light markers. It is possible to change the movement of
paper prototypes by varying where to mount the SMA or how to heat it, creating
a wide range of applications. Keywords: flexible structure, organic user interfaces, paper, SMA | |||
| A support to multi-devices web application | | BIBAK | Full-Text | 391-392 | |
| Xaiver Le Pallec; Raphaël Marvie; José Rouillard; Jean-Claude Tarby | |||
| Programming an application which uses interactive devices located on
different terminals is not easy. Programming such applications with standard
Web technologies (HTTP, Javascript, Web browser) is even more difficult.
However, Web applications have interesting properties like running on very
different terminals, the lack of a specific installation step, the ability to
evolve the application code at runtime. Our demonstration presents a support
for designing multi-devices Web applications. After introducing the context of
this work, we briefly describe some problems related to the design of
multi-devices web application. Then, we present the toolkit we have implemented
to help the development of applications based upon distant interactive devices. Keywords: interactive devices, toolkit, web application | |||
| Beyond: collapsible input device for direct 3D manipulation beyond the screen | | BIBAK | Full-Text | 393-394 | |
| Jinha Lee; Surat Teerapittayanon; Hiroshi Ishii | |||
| What would it be like to reach into a screen and manipulate or design
virtual objects as in real world? We present Beyond, a collapsible input device
for direct 3D manipulation. When pressed against a screen, Beyond collapses in
the physical world and extends into the digital space of the screen, such that
users can perceive that they are inserting the tool into the virtual space.
Beyond allows users to directly interact with 3D media, avoiding separation
between the users' input and the displayed 3D graphics without requiring
special glasses or wearables, thereby enabling users to select, draw, and
sculpt in 3D virtual space unfettered. We describe detailed interaction
techniques, implementation and application scenarios focused on 3D geometric
design and prototyping. Keywords: 3d interaction, augmented reality, input and interaction technologies,
interaction design, pen and tactile input, pen-based UIs, tabletop UIs, user
interface design, virtual reality | |||
| LuminAR: portable robotic augmented reality interface design and prototype | | BIBAK | Full-Text | 395-396 | |
| Natan Linder; Pattie Maes | |||
| In this paper we introduce LuminAR: a prototype for a new portable and
compact projector-camera system designed to use the traditional incandescent
bulb interface as a power source, and a robotic desk lamp that carries it,
enabling it with dynamic motion capabilities. We are exploring how the LuminAR
system embodied in a familiar form factor of a classic Angle Poise lamp may
evolve into a new class of robotic, digital information devices. Keywords: actuated UI, augmented reality, gestural interfaces, human robot
interaction, multi-touch interfaces, robotic lamp | |||
| Blinkbot: look at, blink and move | | BIBAK | Full-Text | 397-398 | |
| Pranav Mistry; Kentaro Ishii; Masahiko Inami; Takeo Igarashi | |||
| In this paper we present BlinkBot -- a hands free input interface to control
and command a robot. BlinkBot explores the natural modality of gaze and blink
to direct a robot to move an object from a location to another. The paper also
explains detailed hardware and software implementation of the prototype system. Keywords: blink aware interaction, hands free interaction, human-robot interaction,
robot | |||
| RoboJockey: real-time, simultaneous, and continuous creation of robot actions for everyone | | BIBAK | Full-Text | 399-400 | |
| Takumi Shirokura; Daisuke Sakamoto; Yuta Sugiura; Tetsuo Ono; Masahiko Inami; Takeo Igarashi | |||
| We developed a RoboJockey (Robot Jockey) interface for coordinating robot
actions, such as dancing -- similar to "Disc jockey" and "Video jockey". The
system enables a user to choreograph a dance for a robot to perform by using a
simple visual language. Users can coordinate humanoid robot actions with a
combination of arm and leg movements. Every action is automatically performed
to background music and beat. The RoboJockey will give a new entertainment
experience with robots to the end-users. Keywords: creation of robot action, multi-touch interface, robot jockey interface,
visual language | |||
| ARmonica: a collaborative sonic environment | | BIBAK | Full-Text | 401-402 | |
| Mengu Sukan; Ohan Oda; Xiang Shi; Manuel Entrena; Shrenik Sadalgi; Jie Qi; Steven Feiner | |||
| ARmonica is a 3D audiovisual augmented reality environment in which players
can position and edit virtual bars that play sounds when struck by virtual
balls launched under the influence of physics. Players experience ARmonica
through head-tracked head-worn displays and tracked hand-held ultramobile
personal computers, and interact through tracked Wii remotes and touch-screen
taps. The goal is for players to collaborate in the creation and editing of an
evolving sonic environment. Research challenges include supporting walk-up
usability without sacrificing deeper functionality. Keywords: augmented reality, sound | |||
| IODisk: disk-type i/o interface for browsing digital contents | | BIBAK | Full-Text | 403-404 | |
| Koji Tsukada; Keisuke Kambara | |||
| We propose a disk-type I/O interface, IODisk, which helps users browse
various digital contents intuitively in their living environment. IODisk mainly
consists of a forcefeedback mechanism integrated in the rotation axis of a
disk. Users can control the playing speed/direction contents (e.g., videos or
picture slideshows) in proportion to the rotational speed/direction of the
disk. We developed a prototype system and some applications. Keywords: disk, force feedback, i/o device, tangible interface | |||
| Enabling social interactions through real-time sketch-based communication | | BIBAK | Full-Text | 405-406 | |
| Nadir Weibel; Lisa G. Cowan; Laura R. Pina; William G. Griswold; James D. Hollan | |||
| We present UbiSketch, a tool for ubiquitous real-time sketch-based
communication. We describe the UbiSketch system, which enables people to create
doodles, drawings, and notes with digital pens and paper and publish them
quickly and easily via their mobile phones to social communication channels,
such as Facebook, Twitter, and email. The natural paper-based social
interaction enabled by UbiSketch has the potential to enrich current mobile
communication practices. Keywords: communication, digital pen, interactive paper, mobile phone, sketching,
social networks | |||
| HIPerPaper: introducing pen and paper interfaces for ultra-scale wall displays | | BIBAK | Full-Text | 407-408 | |
| Nadir Weibel; Anne Marie Piper; James D. Hollan | |||
| While recent advances in graphics, display, and computer hardware support
ultra-scale visualizations of a tremendous amount of data sets, mechanisms for
interacting with this information on large high-resolution wall displays are
still under investigation. Different issues in terms of user interface,
ergonomics, multi-user interaction, and system flexibility arise while facing
ultra-scale wall displays and none of the introduced approaches fully address
them. We introduce HIPerPaper, a novel digital pen and paper interface that
enables natural interaction with the HIPerSpace wall, a 31.8 by 7.5 foot tiled
wall display of 268,720,000 pixels. HIPerPaper provides a flexible, portable,
and inexpensive medium for interacting with large high-resolution wall
displays. Keywords: interfaces, pen and paper, wall display | |||
| EasySnap: real-time audio feedback for blind photography | | BIBAK | Full-Text | 409-410 | |
| Samuel White; Hanjie Ji; Jeffrey P. Bigham | |||
| This demonstration presents EasySnap, an application that enables blind and
low-vision users to take high-quality photos by providing real-time audio
feedback as they point their existing camera phones. Users can readily follow
the audio instructions to adjust their framing, zoom level and subject lighting
appropriately. Real-time feedback is achieved on current hardware using
computer vision in conjunction with use patterns drawn from current blind
photographers. Keywords: blind users, non-visual interfaces, photography | |||
| ImpAct: enabling direct touch and manipulation for surface computing | | BIBAK | Full-Text | 411-412 | |
| Anusha Withana; Makoto Kondo; Gota Kakehi; Yasutoshi Makino; Maki Sugimoto; Masahiko Inami | |||
| This paper explores direct touch and manipulation techniques for surface
computing platforms using a special force feedback stylus named ImpAct
(Immersive Haptic Augmentation for Direct Touch). Proposed haptic stylus can
change its length when it is pushed against a display surface. Correspondingly,
a virtual stem is rendered inside the display area so that user perceives the
stylus immersed through to the digital space below the screen. We propose
ImpAct as a tool to probe and manipulate digital objects in the shallow region
beneath display surface. ImpAct creates a direct touch interface by providing
kinesthetic haptic sensations along with continuous visual contact to digital
objects below the screen surface. Keywords: 6-dof input, direct touch, force feedback, haptic display, simulated
projection rendering, touch screen | |||
| The multiplayer: multi-perspective social video navigation | | BIBAK | Full-Text | 413-414 | |
| Zihao Yu; Nicholas Diakopoulos; Mor Naaman | |||
| We present a multi-perspective video "multiplayer" designed to organize
social video aggregated from online sites like YouTube. Our system
automatically time-aligns videos using audio fingerprinting, thus bringing them
into a unified temporal frame. The interface utilizes social metadata to
visually aid navigation and cue users to more interesting portions of an event.
We provide details about the visual and interaction design rationale of the
multiplayer. Keywords: multi-perspective, social media, video | |||
| The enhancement of hearing using a combination of sound and skin sensation to the pinna | | BIBAK | Full-Text | 415-416 | |
| Kanako Aou; Asuka Ishii; Masahiro Furukawa; Shogo Fukushima; Hiroyuki Kajimoto | |||
| Recent development in sound technologies has enabled the realistic replay of
real-life sounds. Thanks to these technologies, we can experience a virtual
real sound environment. However, there are other types of sound technologies
that enhance reality, such as acoustic filters, sound effects, and background
music. They are quite effective if carefully prepared, but they also alter the
sound itself. Consequently, sound is simultaneously used to reconstruct
realistic environments and to enhance emotions, which are actually incompatible
functions.
With this background, we focused on using tactile modality to enhance emotions and propose a method that enhances the sound experience by a combination of sound and skin sensation to the pinna (earlobe). In this paper, we evaluate the effectiveness of this method. Keywords: crossmodal displays, emotion, emotional amplification, pinna, skin sensation | |||
| What can internet search engines "suggest" about the usage and usability of popular desktop applications? | | BIBAK | Full-Text | 417-418 | |
| Adam Fourney; Richard Mann; Michael Terry | |||
| In this paper, we show how Internet search query logs can yield rich,
ecologically valid data sets describing the common tasks and issues that people
encounter when using software on a day-to-day basis. These data sets can feed
directly into standard usability practices. We address challenges in
collecting, filtering, and summarizing queries, and show how data can be
collected at very low cost, even without direct access to raw query logs. Keywords: internet search, query log analysis | |||
| Interacting with live preview frames: in-picture cues for a digital camera interface | | BIBAK | Full-Text | 419-420 | |
| Steven R. Gomez | |||
| We present a new interaction paradigm for digital cameras aimed at making
interactive imaging algorithms accessible on these devices. In our system, the
user creates visual cues in front of the lens during the live preview frames
that are continuously processed before the snapshot is taken. These cues are
recognized by the camera's image processor to control the lens or other
settings. We design and analyze vision-based camera interactions, including
focus and zoom controls, and argue that the vision-based paradigm offers a new
level of photographer control needed for the next generation of digital
cameras. Keywords: computer vision, digital photography, interaction | |||
| HyperSource: bridging the gap between source and code-related web sites | | BIBAK | Full-Text | 421-422 | |
| Björn Hartmann; Mark Dhillon | |||
| Programmers frequently use the Web while writing code: they search for
libraries, code examples, tutorials, documentation, and engage in discussions
on Q&A forums. This link between code and visited Web pages largely remains
implicit today. Connecting source code and (selective) browsing history can
help programmers maintain context, reduce the cost of Web content re-retrieval,
and enhance understanding when code is shared. This paper introduces
HyperSource, an IDE augmentation that associates browsing histories with source
code edits. HyperSource comprises a browser extension that logs visited pages;
a novel source document format that maps visited pages to individual
characters; and a user interface that enables interaction with these histories. Keywords: augmented source code, browsing history | |||
| Shoe-shaped i/o interface | | BIBAK | Full-Text | 423-424 | |
| Hideaki Higuchi; Takuya Nojima | |||
| In this research, we propose a shoe-shaped I/O interface. The benefits to
users of wearable devices are significantly reduced if they are aware of them.
Wearable devices should have the ability to be worn without requiring any
attention from the user. However, previous wearable systems required users to
be careful and be aware of wearing or carrying them. To solve this problem, we
propose a shoe-shaped I/O interface. By wearing the shoes throughout the day,
users soon cease to be conscious of them. Electromechanical devices are
potentially easy to install in shoes. This report describes the concept of a
shoe-shaped I/O interface, the development of a prototype system, and possible
applications. Keywords: projectors, shoe-shaped interface, wearable devices | |||
| Development of the motion-controllable ball | | BIBAK | Full-Text | 425-426 | |
| Takashi Ichikawa; Takuya Nojima | |||
| In this report, we propose a novel ball type interactive interface device.
Balls are one of the most important pieces of equipment used for entertainment
and sports. Their motion guides a player's response in terms of, for example, a
feint or similar movement. Many kinds of breaking ball throws have been
developed for various sports (e.g. baseball). However, acquiring the skill to
appropriately react to these breaking balls is often hard to achieve and
requires long-term training. Many researchers focus on the ball itself and have
developed interactive balls with visual and acoustic feedbacks. However, these
balls do not have the ability for motion control. In this paper, we introduce a
ball-type motion control interface device. It is composed of a ball and an
air-pressure tank to change its vector using gas ejection. We conducted an
experiment that measures the ball's flight path while subjected to gas ejection
and the results showed that the prototype system had enough power to change the
ball's vector while flying. Keywords: air pressure, augmented sports, ball interface | |||
| PETALS: a visual interface for landmine detection | | BIBAK | Full-Text | 427-428 | |
| Lahiru G. Jayatilaka; Luca F. Bertuccelli; James Staszewski; Krzysztof Z. Gajos | |||
| Post-conflict landmines have serious humanitarian repercussions: landmines
cost lives, limbs and land. The primary method used to locate these buried
devices relies on the inherently dangerous and difficult task of a human
listening to audio feedback from a metal detector. Researchers have previously
hypothesized that expert operators respond to these challenges by building
mental patterns with metal detectors through the identification of
object-dependent spatially distributed metallic fields. This paper presents the
preliminary stages of a novel interface -- Pattern Enhancement Tool for
Assisting Landmine Sensing (PETALS) -- that aims to assist with building and
visualizing these patterns, rather than relying on memory alone. Simulated
demining experiments show that the experimental interface decreases
classification error from 23% to 5% and reduces localization error by 54%,
demonstrating the potential for PETALS to improve novice deminer safety and
efficiency. Keywords: assistive visual interface, humanitarian demining, landmine detection,
petals, spatial patterns representation | |||
| Pinstripe: eyes-free continuous input anywhere on interactive clothing | | BIBAK | Full-Text | 429-430 | |
| Thorsten Karrer; Moritz Wittenhagen; Florian Heller; Jan Borchers | |||
| We present Pinstripe, a textile user interface element for eyes-free,
continuous value input on smart garments that uses pinching and rolling a piece
of cloth between your fingers. Input granularity can be controlled by the
amount of cloth pinched. Pinstripe input elements are invisible, and can be
included across large areas of a garment. Pinstripe thus addresses several
problems previously identified in the placement and operation of textile UI
elements on smart clothing. Keywords: continuous input, eyes-free interaction, smart textiles, wearable computing | |||
| Kinetic tiles: modular construction units for interactive kinetic surfaces | | BIBAK | Full-Text | 431-432 | |
| Hyunjung Kim; Woohun Lee | |||
| We propose and demonstrate Kinetic Tiles, modular construction units for
Interactive Kinetic Surfaces (IKSs). We aimed to design Kinetic Tiles to be
accessible and available so that users can construct IKSs easily and rapidly.
The components of Kinetic Tiles are inexpensive and easily available. In
addition, the use of magnetic force enables the separation of the surface
material and actuators so that users only interact with the tile modules as if
constructing a tile mosaic. Kinetic Tiles can be utilized as a new design and
architectural material that allows the surfaces of everyday objects and spaces
to convey ambient and pleasurable kinetic expressions. Keywords: interactive kinetic surface, kinetic design material, kinetic organic
interfaces | |||
| Stacksplorer: understanding dynamic program behavior | | BIBAK | Full-Text | 433-434 | |
| Jan-Peter Krämer; Thorsten Karrer; Jonathan Diehl; Jan Borchers | |||
| To thoroughly comprehend application behavior, programmers need to
understand the interactions of objects at runtime. Today, these interactions
are often poorly visualized in common IDEs except during debugging.
Stacksplorer allows visualizing and traversing potential call stacks in an
application even when it is not running by showing callers and called methods
in two columns next to the code editor. The relevant information is gathered
from the source code automatically. Keywords: IDE, navigation, programming | |||
| Memento: unifying content and context to aid webpage re-visitation | | BIBAK | Full-Text | 435-436 | |
| Chinmay E. Kulkarni; Santosh Raju; Raghavendra Udupa | |||
| While users often revisit pages on the Web, tool support for such
re-visitation is still lacking. Current tools (such as browser histories) only
provide users with basic information such as the date of the last visit and
title of the page visited. In this paper, we describe a system that provides
users with descriptive topic-phrases that aid re-finding. Unlike prior work,
our system considers both the content of a webpage and the context in which the
page was visited. Preliminary evaluation of this system suggests users find
this approach of combining content with context useful. Keywords: browsing history, internet search, topic phrases | |||
| Interactive calibration of a multi-projector system in a video-wall multi-touch environment | | BIBAK | Full-Text | 437-438 | |
| Alessandro Lai; Alessandro Soro; Riccardo Scateni | |||
| Wall-sized interactive displays gain more and more attention as a valuable
tool for multiuser applications, but typically require the adoption of
projectors tiles. Projectors tend to display deformed images, due to lens
distortion and/or imperfection, and because they are almost never perfectly
aligned to the projection surface. Multi-projector video-walls are typically
bounded to the video architecture and to the specific application to be
displayed. This makes it harder to develop interactive applications, in which a
fine grained control of the coordinate transformations (to and from user space
and model space) is required. This paper presents a solution to such issues:
implementing the blending functionalities at an application level allows
seamless development of multi-display interactive applications with multi-touch
capabilities. The description of the multi-touch interaction, guaranteed by an
array of cameras on the baseline of the wall, is beyond the scope of this work
which focuses on calibration. Keywords: multi-touch, video-walls | |||
| CodeGraffiti: communication by sketching for pair programmers | | BIBAK | Full-Text | 439-440 | |
| Leonhard Lichtschlag; Jan Borchers | |||
| In pair programming, two software developers work on their code together in
front of a single workstation, one typing, the other commenting. This
frequently involves pointing to code on the screen, annotating it verbally, or
sketching on paper or a nearby whiteboard, little of which is captured in the
source code for later reference. CodeGraffiti lets pair programmers
simultaneously write their code, and annotate it with ephemeral and persistent
sketches on screen using touch or pen input. We integrated CodeGraffiti into
the Xcode software development environment, to study how these techniques may
improve the pair programming workflow. Keywords: code annotation, pair programming, pen input | |||
| Mouseless | | BIBAK | Full-Text | 441-442 | |
| Pranav Mistry; Patricia Maes | |||
| In this short paper we present Mouseless -- a novel input device that
provides the familiarity of interaction of a physical computer mouse without
actually requiring a real hardware mouse. The paper also briefly describes
hardware and software implementation of the prototype system and discusses
interactions supported. Keywords: desktop computing, gestural interaction, input device, mouse, multi-touch | |||
| Anywhere touchtyping: text input on arbitrary surface using depth sensing | | BIBAK | Full-Text | 443-444 | |
| Adiyan Mujibiya; Takashi Miyaki; Jun Rekimoto | |||
| In this paper, touch typing enabled virtual keyboard system using depth
sensing on arbitrary surface is proposed. Keystroke event detection is
conducted using 3-dimensional hand appearance database matching combined with
fingertip's surface touch sensing. Our prototype system acquired hand posture
depth map by implementing phase shift algorithm for Digital Light Processor
(DLP) fringe projection on arbitrary flat surface. The system robustly detects
hand postures on the sensible surface with no requirement of hand position
alignment on virtual keyboard frame. The keystroke feedback is the physical
touch to the surface, thus no specific hardware must be worn. The system works
real-time in average of 20 frames per second. Keywords: depth sensing, touch typing, virtual keyboard | |||
| Using temporal video annotation as a navigational aid for video browsing | | BIBAK | Full-Text | 445-446 | |
| Stefanie Müller; Gregor Miller; Sidney Fels | |||
| Video is a complex information space that requires advanced navigational
aids for effective browsing. The increasing number of temporal video
annotations offers new opportunities to provide video navigation according to a
user's needs. We present a novel video browsing interface called TAV (Temporal
Annotation Viewing) that provides the user with a visual overview of temporal
video annotations. TAV enables the user to quickly determine the general
content of a video, the location of scenes of interest and the type of
annotations that are displayed while watching the video. An ongoing user study
will evaluate our novel approach. Keywords: video annotation, video browsing, video navigation, video search | |||
| Tweeting halo: clothing that tweets | | BIBAK | Full-Text | 447-448 | |
| Wai Shan (Florence) Ng; Ehud Sharlin | |||
| People often like to express their unique personalities, interests, and
opinions. This poster explores new ways that allow a user to express her
feelings in both physical and virtual settings. With our Tweeting Halo, we
demonstrate how a wearable lightweight projector can be used for
self-expression very much like a hairstyle, makeup or a T-shirt imprint. Our
current prototype allows a user to post a message physically above their head
and virtually on Twitter at the same time. We also explore simple ways that
will allow physical followers of the Tweeting Halo user to easily become
virtual followers by simply taking a snapshot of her projected tweet with a
mobile device such as a camera phone. In this extended abstract we present our
current prototype, and the results of a design critique we performed using it. Keywords: microblogging, personal halo, personal projector, social networking,
wearable interfaces | |||
| DoubleFlip: a motion gesture delimiter for interaction | | BIBAK | Full-Text | 449-450 | |
| Jaime Ruiz; Yang Li | |||
| In order to use motion gestures with mobile devices it is imperative that
the device be able to distinguish between input motion and everyday motion. In
this abstract we present DoubleFlip, a unique motion gesture designed to act as
an input delimiter for mobile motion gestures. We demonstrate that the
DoubleFlip gesture is extremely resistant to false positive conditions, while
still achieving high recognition accuracy. Since DoubleFlip is easy to perform
and less likely to be accidentally invoked, it provides an always-active input
event for mobile interaction. Keywords: mobile interaction, motion gestures, sensors | |||
| QWIC: performance heuristics for large scale exploratory user interfaces | | BIBAK | Full-Text | 451-452 | |
| Daniel A. Smith; Joe Lambert; mc schraefel; David Bretherton | |||
| Faceted browsers offer an effective way to explore relationships and build
new knowledge across data sets. So far, web-based faceted browsers have been
hampered by limited feature performance and scale. QWIC, Quick Web Interface
Control, describes a set of design heuristics to address performance speed both
at the interface and the backend to operate on large-scale sources. Keywords: faceted browsing, performance, scalability | |||
| What interfaces mean: a history and sociology of computer windows | | BIBAK | Full-Text | 453-454 | |
| Louis-Jean Teitelbaum | |||
| This poster presents a cursory look at the history of windows in Graphical
User Interfaces. It examines the controversy between tiling and overlapping
window managers and explains that controversy's sociological importance:
windows are control devices, enabling their users to manage their activity and
attention. It then explores a few possible reasons for the relative
disappearance of windowing in recent computing devices. It concludes with a
recapitulative typology. Keywords: activity, history, sociology, windows | |||
| Exploring pen and paper interaction with high-resolution wall displays | | BIBAK | Full-Text | 455-456 | |
| Nadir Weibel; Anne Marie Piper; James D. Hollan | |||
| We introduce HIPerPaper, a novel digital pen and paper interface that
enables natural interaction with a 31.8 by 7.5 foot tiled wall display of
268,720,000 pixels. HIPerPaper provides a flexible, portable, and inexpensive
medium for interacting with large high-resolution wall displays. While the size
and resolution of such displays allow visualization of data sets of a scale not
previously possible, mechanisms for interacting with wall displays remain
challenging. HIPerPaper enables multiple concurrent users to select, move,
scale, and rotate objects on a high-dimension wall display. Keywords: digital pen, paper, wall display | |||
| Enabling tangible interaction on capacitive touch panels | | BIBAK | Full-Text | 457-458 | |
| Neng-Hao Yu; Li-Wei Chan; Lung-Pan Cheng; Mike Y. Chen; Yi-Ping Hung | |||
| We propose two approaches to sense tangible objects on capacitive touch
screens, which are used in off-the-shelf multi-touch devices such as Apple
iPad, iPhone, and 3M's multi-touch displays. We seek for the approaches that do
not require modifications to the panels: spatial tag and frequency tag. Spatial
tag is similar to fiducial tag used by tangible tabletop surface interaction,
and uses multi-point, geometric patterns to encode object IDs. Frequency tag
simulates high-frequency touches in the time domain to encode object IDs, using
modulation circuits embedded inside tangible objects to simulate high-speed
touches in varying frequency. We will show several demo applications. The first
combines simultaneous tangible + touch input system. This explores how tangible
inputs (e.g., pen, easer, etc.) and some simple gestures work together on
capacitive touch panels. Keywords: interactive surface, markers, physical interaction, tangible | |||
| MobileSurface: interaction in the air for mobile computing | | BIBAK | Full-Text | 459-460 | |
| Ji Zhao; Hujia Liu; Chunhui Zhang; Zhengyou Zhang | |||
| We describe a virtual interactive surface technology based on a
projector-camera system connected to a mobile device. This system, named mobile
surface, can project images on any free surfaces and enable interaction in the
air within the projection area. The projector used in the system scans a laser
beam very quickly across the projection area to produce a stable image at 60
fps. The camera-projector synchronization is applied to obtain the image of the
appointed scanning line. So our system can project what is perceived as a
stable image onto the display surface, while simultaneously working as a
structured light 3D scanning system. Keywords: anywhere interaction, mobile, pico-projector, projector-camera system | |||