| Scratchpad: Mechanisms for Better Navigation in Directed Web Searching | | BIBAK | PDF | 1-8 | |
| Dale Newfield; Bhupinder Singh Sethi; Kathy Ryall | |||
| Current navigation mechanisms for the World Wide Web promote a depth-first
search for information on pages in hyperspace. This search strategy frequently
results in the unintentional and often undesirable behavior of "web surfing" --
a user starts off in search of some information, but is side-tracked by
tangential links. We propose a set of mechanisms based on breadth-first
traversal that are better suited for directed searching. We have implemented
our ideas as a scratchpad by augmenting an existing browser. Such a system
makes web navigation both faster and easier. Keywords: World Wide Web, Information navigation, Hypertext navigation, Search
technique, User interface | |||
| Internet Scrapbook: Automating Web Browsing Tasks by Demonstration | | BIBAK | PDF | 9-18 | |
| Atsushi Sugiura; Yoshiyuki Koseki | |||
| This paper describes a programming-by-demonstration system, called Internet
Scrapbook, which allows users with little programming skill to automate
repetitive browsing tasks. With the system, the user can create a personal
page by clipping only the necessary portions from multiple Web pages. Once the
personal page is created, the system updates it on behalf of the user by
extracting the specified parts from the latest Web pages. The data extraction
method in Scrapbook is based on the regularity in modifications of Web pages,
i.e. that headings and positions of articles are rarely changed even though the
articles themselves are modified. In the experiments to examine the accuracy
of the data extraction algorithm, 96 percent of user-specified portions were
correctly extracted. Keywords: World Wide Web, Web browsing, Programming by demonstration, Programming by
example, End-user programming | |||
| Constant Density Visualizations of Non-Uniform Distributions of Data | | BIBAK | PDF | 19-28 | |
| Allison Woodruff; James Landay; Michael Stonebraker | |||
| The cartographic Principle of Constant Information Density suggests that the
amount of information in an interactive visualization should remain constant as
the user pans and zooms. In previous work, we presented a system, VIDA (Visual
Information Density Adjuster), which helps users manually construct
applications in which overall display density remains constant. In the context
of semantic zoom systems, this approach ensures uniformity in the z dimension,
but does not extend naturally to ensuring uniformity in the x and y dimensions.
In this paper, we present a new approach that automatically creates displays that are uniform in the x, y, and z dimensions. In the new system, users express constraints about visual representations that should appear in the display. The system applies these constraints to subdivisions of the display such that each subdivision meets a target density value. We have implemented our technique in the DataSplash/VIDA database visualization environment. We describe our algorithm, implementation, and the advantages and disadvantages of our approach. Keywords: Clutter, Constant information density, Multiscale interfaces, Non-uniform
distributions, Visualization | |||
| Interactive Visualization of Serial Periodic Data | | BIBAK | PDF | 29-38 | |
| John V. Carlis; Joseph A. Konstan | |||
| Serial periodic data exhibit both serial and periodic properties. For
example, time continues forward serially, but weeks, months, and years are
periods that recur. While there are extensive visualization techniques for
exploring serial data, and a few for exploring periodic data, no existing
technique simultaneously displays serial and periodic attributes of a data set.
We introduce a spiral visualization technique, which displays data along a
spiral to highlight serial attributes along the spiral axis and periodic ones
along the radii. We show several applications of the spiral visualization to
data exploration tasks, present our implementation, discuss the capacity for
data analysis, and present findings of our informal study with users in
data-rich scientific domains. Keywords: Information visualization, Spiral, Data visualization, Interactive data
exploration, Serial periodic data | |||
| Popup Vernier: A Tool for Sub-Pixel-Pitch Dragging with Smooth Mode Transition | | BIBAK | PDF | 39-48 | |
| Yuji Ayatsuka; Jun Rekimoto; Satoshi Matsuoka | |||
| Dragging is one of the most useful and popular techniques in direct
manipulation graphical user interfaces. However, dragging has inherent
restrictions caused by pixel resolution of a display. Although in some
situations the restriction could be negligible, certain kinds of applications,
e.g., real world applications where the range of adjustable parameters vastly
exceed the screen resolution, require sub-pixel-pitch dragging. We propose a
sub-pixel-pitch dragging tool, popup vernier, plus a methodology to transfer
smoothly into 'vernier mode' during dragging. A popup vernier consists of
locally zoomed grids and vernier scales displayed around them. Verniers
provide intuitive manipulation and feedback of fine grain dragging, in that
pixel-pitch movements of the grids represent sub-pixel-pitch movements of a
dragged object, and the vernier scales show the object's position at a
sub-pixel accuracy. The effectiveness of our technique is verified with a
proposed evaluation measure that captures the smoothness of transition from
standard mode to vernier mode, based on the Fitts' law. Keywords: Fine grain dragging, Vernier, Smoothness, Fitts' law, Multiple modes | |||
| Interaction and Modeling Techniques for Desktop Two-Handed Input | | BIBAK | PDF | 49-58 | |
| Ken Hinckley; Mary Czerwinski; Mike Sinclair | |||
| We describe input devices and two-handed interaction techniques to support
map navigation tasks. We discuss several design variations and user testing of
two-handed navigation techniques, including puck and stylus input on a Wacom
tablet, as well as a novel design incorporating a touchpad (for the
nonpreferred hand) and a mouse (for the preferred hand). To support the latter
technique, we introduce a new input device, the TouchMouse, which is a standard
mouse augmented with a pair of one-bit touch sensors, one for the palm and one
for the index finger. Finally, we propose several enhancements to Buxton's
three-state model of graphical input and extend this model to encompass
two-handed input transactions as well. Keywords: Two-handed input, Three-state model, Input devices, Tablets, Touchpads,
TouchMouse, Map navigation | |||
| An Insidious Haptic Invasion: Adding Force Feedback to the X Desktop | | BIBAK | PDF | 59-64 | |
| Timothy Miller; Robert Zeleznik | |||
| This paper describes preliminary work in a project to add force feedback to
user interface elements of the X Window System in an attempt to add true "feel"
to the window system's "look and feel". Additions include adding ridges around
icons and menu items to aid interaction, alignment guides for moving windows,
and other enhancements to window manipulation. The motivation for this system
is the observation that people naturally have many skills for and intuitions
about a very rich environment of interaction forces in the non-computer world;
however, these skills are largely unused in computer applications. We expect
that haptic modifications to conventional graphical user interfaces, such as
those we present, can lead to gains in performance, intuition, learnability,
and enjoyment of the interface. This paper describes details of the
implementation of the haptic window system elements, in addition to
higher-level haptic design principles and informal observations of users of the
system. Keywords: Force feedback, Haptic user interface, Graphical user interface | |||
| Don't Click, Paint! Using Toggle Maps to Manipulate Sets of Toggle Switches | | BIBAK | PDF | 65-66 | |
| Patrick Baudisch | |||
| A toggle map is a set of toggle switches that allows the manipulation of
several switches with a single mouse drag interaction. Because toggle switches
are functionally equivalent to black and white pixels, interaction techniques
from paint programs can be adopted for this task. A controlled experiment
shows that toggle maps can speed up interfaces containing many toggle switches,
such as the interactive definition of user profiles. Toggle maps can also be
applied to segmented continuous variables. As an example an efficient timer
dialog is presented. Keywords: Toggle map, Toggle switch, User interface, Selecting, Painting | |||
| Artists and Technologists Working Together | | BIBAK | PDF | 67-69 | |
| Jon Meyer; Andrew Glassner; Scott Minneman; Michael Naimark; Loretta Staples | |||
| This panel explores the dialog and interplay between artists and
technologists. In the process, the panelists aim to bring considerations of
art and the artistic process to the attention of the technology-oriented UIST
community. We invite readers to think about how your work relates to art. We
encourage the research community to look for ways to integrate art and artists
within their own programs, for example, by starting artist-in-residence
activities, introducing courses on art and design into CS curricula, or
inviting artists to participate in projects. Keywords: Art and technology, Interdisciplinary teams, The Two Cultures | |||
| A User Interface using Fingerprint Recognition: Holding Commands and Data Objects on Fingers | | BIBAK | PDF | 71-79 | |
| Atsushi Sugiura; Yoshiyuki Koseki | |||
| This paper describes a new user interface, called a fingerprint user
interface (FUI), which employs fingerprint recognition. While the unique
feature patterns of fingerprints have mainly been used for personal
identification, the FUI is unique in that it uses not only the differences
among fingerprint patterns of different persons, but also the differences among
the ten fingers of a single person. In the FUI, the system identifies the
finger that has operated (touched) an input device through pattern matching of
fingerprints and it performs the task assigned to the identified finger. Since
users are able to specify different tasks by using different fingers, they feel
as if commands and data objects were actually held on their fingers. Keywords: Fingerprint recognition, Multimodal user interfaces, Multi-computer user
interfaces, Input devices | |||
| Informative Things: How to Attach Information to the Real World | | BIBAK | PDF | 81-88 | |
| Rob Barrett; Paul P. Maglio | |||
| We describe a new method and implementation for managing information through
the use of physical objects. In today's networked world, the trend is toward
working in a global virtual environment. To transfer information, users are
responsible for finding an appropriate storage location, naming the
information, selecting the transport mechanism, and setting the access
permissions. Much of the time, these burdens are needless and, in fact, stand
in the way of productive use of the networked environment. In many
circumstances, a physical floppy disk is the ideal medium for transferring
information, as it eliminates these complications. Our Informative Things
approach provides a "floppy-like" user interface that gives the impression of
storing information on physical objects. In reality, our system stores
information in the network, associating pointers to information with objects in
the physical world. By hiding these details, we simplify information
management. By linking the physical and virtual worlds, we leverage users'
highly-developed ability to work in the real world. Keywords: Physical user interface, Cooperative work, Networked information | |||
| The Programmable Hinge: Toward Computationally Enhanced Crafts | | BIBAK | PDF | 89-96 | |
| Thomas Wrensch; Michael Eisenberg | |||
| Traditionally, the practitioners of home crafting and the practitioners of
computing tend to occupy distinct, non-overlapping cultures. Those small,
ubiquitous items of the crafting culture -- string, thumbtacks, screws, nails,
and so forth -- thus tend to be viewed as inevitably "low-tech" objects. This
paper describes our initial efforts toward integrating computational and
crafting media by creating an instance of a computationally-enhanced craft
item: a programmable hinge. We describe several prototype models of the hinge;
outline a sample project in which the hinge might be employed; and discuss a
variety of fundamental issues that affect the design of
computationally-enhanced craft items generally. Keywords: Computationally-enhanced crafts, Programmable hinge, Integration of physical
and computational media, Crafts | |||
| Critical Zones in Desert Fog: Aids to Multiscale Navigation | | BIBAK | PDF | 97-106 | |
| Susanne Jul; George W. Furnas | |||
| In this paper, we introduce the problem of "desert fog," a condition wherein
a view of an information world contains no information on which to base
navigational decisions. We present a set of view-based navigational aids that
allow navigators to find their way through desert fog in multiscale electronic
worlds. Prototypes of these aids have been implemented in the Landmarking and
ZTracker systems. We introduce the concept of critical zone analysis, a method
of grouping objects according to their visibility in views of the information
world rather than their spatial layout. This concept was derived from a formal
analysis of desert fog using view-navigation theory. Our analysis informally
extends view-navigation theory to accommodate spatial multiscale worlds and is
detailed in the paper. Keywords: Navigation, Browsing, Information navigation, Multiscale, Residue,
View-navigation, View-based navigational aids, Critical zones, Critical zone
analysis, Pad++, Space-scale diagrams, ZTracker | |||
| MuSE: A Multiscale Editor | | BIBAK | PDF | 107-116 | |
| George W. Furnas; Xiaolong Zhang | |||
| Information worlds are getting ever more vast. We need, not only better
environments for dealing with this vast scale, but better tools for authoring
information in those environments. This paper describes a new type of tool for
authoring objects in infinite pan/zoom (so-called "multi-scale") environments,
like PAD++. Called the MultiScale Editor (MuSE) it provides a direct way to
manipulate objects in scale, simplifying important operations for authoring
with large, multiscale information worlds. Keywords: Zoom views, Multiscale interfaces, Design rationale, Information
visualization, Graphic editor, Space scale diagram, Authoring, ZUI | |||
| A Multiple Timeline Editor for Developing Multi-Threaded Animated Interfaces | | BIBAK | PDF | 117-118 | |
| David Wolber | |||
| This paper describes a new approach for the static viewing and editing of an
animated interface that has been created with a Programming By Demonstration
system. The approach is based on an event-based, multiple-timeline view that
extends the traditional single timeline view found in systems such as Director.
The result is a reduction in the amount of frame branching required to build an
interface, and an ability to display some multi-threaded interfaces not in the
range of the single timeline approach. Keywords: Animation, Programming by demonstration, End-user programming, UIMS, UIDS,
Authoring systems | |||
| A Framework for Sharing Handwritten Notes | | BIBAK | PDF | 119-120 | |
| Richard C. Davis; James Lin; Jason A. Brotherton; James A. Landay; Morgan N. Price; Bill N. Schilit | |||
| NotePals is an ink-based, collaborative note taking application that runs on
personal digital assistants (PDAs). Meeting participants write notes in their
own handwriting on a PDA. These notes are shared with other participants by
synchronizing later with a shared note repository that can be viewed using a
desktop-based web browser. NotePals is distinguished by its lightweight
process, interface, and hardware. This demonstration illustrates the design of
two different NotePals clients and our web-based note browser. Keywords: PDA, Pen-based user interface, CSCW, Informal user interfaces, Gestures,
Digital ink, Mobile computing | |||
| PadPrints: Graphical Multiscale Web Histories | | BIBAK | PDF | 121-122 | |
| Ron R. Hightower; Laura T. Ring; Jonathan I. Helfman; Benjamin B. Bederson; James D. Hollan | |||
| We have implemented a browser companion called PadPrints that dynamically
builds a graphical history-map of visited web pages. PadPrints relies on
Pad++, a zooming user interface (ZUI) development substrate, to display the
history-map. PadPrints functions in conjunction with a traditional web browser
but without requiring any browser modifications. Keywords: World Wide Web (WWW), Web navigation, Web browser, Pad++, Zooming user
interface (ZUI), Hypertext, Multiscale interfaces, Information visualization | |||
| A Negotiation Architecture for Fluid Documents | | BIBAK | PDF | 123-132 | |
| Bay-Wei Chang; Jock D. Mackinlay; Polle T. Zellweger; Takeo Igarashi | |||
| The information presented in a document often consists of primary content as
well as supporting material such as explanatory notes, detailed derivations,
illustrations, and the like. We introduce a class of user interface techniques
for fluid documents that supports the reader's shift to supporting material
while maintaining the context of the primary material. Our approach initially
minimizes the intrusion of supporting material by presenting it as a small
visual cue near the annotated primary material. When the user expresses
interest in the annotation, it expands smoothly to a readable size. At the
same time, the primary material makes space for the expanded annotation. The
expanded supporting material must be given space to occupy, and it must be made
salient with respect to the surrounding primary material. These two aspects,
space and salience, are subject to a negotiation between the primary and
supporting material. This paper presents the components of our fluid document
techniques and describes the negotiation architecture for ensuring that the
presentations of both primary and supporting material are honored. Keywords: Fluid user interfaces, Fluid documents, Negotiation architecture, Scaling,
Zooming, Focus+context, Annotation | |||
| Supporting Worker Independence in Collaboration Transparency | | BIBAK | PDF | 133-142 | |
| James "Bo" Begole; Mary Beth Rosson; Clifford A. Shaffer | |||
| Conventional collaboration-transparency systems, which provide real-time
shared use of legacy single-user applications, are inefficient in their use of
network resources and lack support for key groupware principles: concurrent
work, relaxed WYSIWIS, and group awareness. We present an alternative
implementation approach to collaboration transparency that provides many
features previously seen only in collaboration-aware applications. Our
approach is based on an object-oriented replicated architecture where selected
single-user interface objects are dynamically replaced by multi-user
extensions. The replacement occurs at run-time and is transparent to the
single-user application and its developers. As an instance of this approach,
we describe its incorporation into a new Java-based collaboration-transparency
system for serializable, Swing-based Java applications, called Flexible JAMM
(Java Applets Made Multiuser).
We conducted an empirical study to evaluate the effectiveness of Flexible JAMM versus a representative conventional collaboration-transparency system, Microsoft NetMeeting. Completion times were significantly faster in a loosely-coupled task using Flexible JAMM, and were not adversely affected in a tightly-coupled task, which had been a concern. Accuracy was unaffected by the system used. Participants greatly preferred Flexible JAMM. Keywords: Computer-supported cooperative work, Groupware, Collaboration transparency,
Usability, Java | |||
| Graphical Query Specification and Dynamic Result Previews for a Digital Library | | BIBAK | PDF | 143-151 | |
| Steve Jones | |||
| Textual query languages based on Boolean logic are common amongst the search
facilities of on-line information repositories. However, there is evidence to
suggest that the syntactic and semantic demands of such languages lead to user
errors and adversely affect the time that it takes users to form queries.
Additionally, users are faced with user interfaces to these repositories which
are unresponsive and uninformative, and consequently fail to support effective
query refinement. We suggest that graphical query languages, particularly
Venn-like diagrams, provide a natural medium for Boolean query specification
which overcomes the problems of textual query languages. Also, dynamic result
previews can be seamlessly integrated with graphical query specification to
increase the effectiveness of query refinements. We describe VQuery, a query
interface to the New Zealand Digital Library which exploits querying by Venn
diagrams and integrated query result previews. Keywords: Dynamic queries, Query previews, Query by diagram | |||
| Data Mountain: Using Spatial Memory for Document Management | | BIBAK | PDF | 153-162 | |
| George Robertson; Mary Czerwinski; Kevin Larson; Daniel C. Robbins; David Thiel; Maarten van Dantzich | |||
| Effective management of documents on computers has been a central user
interface problem for many years. One common approach involves using 2D
spatial layouts of icons representing the documents, particularly for
information workspace tasks. This approach takes advantage of human 2D spatial
cognition. More recently, several 3D spatial layouts have engaged 3D spatial
cognition capabilities. Some have attempted to use spatial memory in 3D
virtual environments. However, there has been no proof to date that spatial
memory works the same way in 3D virtual environments as it does in the real
world. We describe a new technique for document management called the Data
Mountain, which allows users to place documents at arbitrary positions on an
inclined plane in a 3D desktop virtual environment using a simple 2D
interaction technique. We discuss how the design evolved in response to user
feedback. We also describe a user study that shows that the Data Mountain does
take advantage of spatial memory. Our study shows that the Data Mountain has
statistically reliable advantages over the Microsoft Internet Explorer
Favorites mechanism for managing documents of interest in an information
workspace. Keywords: 3D user interfaces, Desktop VR, Information visualization, Spatial
cognition, Spatial memory, Document management | |||
| Audio Hallway: A Virtual Acoustic Environment for Browsing | | BIBAK | PDF | 163-170 | |
| Chris Schmandt | |||
| This paper describes the Audio Hallway, a virtual acoustic environment for
browsing collections of related audio files. The user travels up and down the
Hallway by head motion, passing "rooms" alternately on the left and right
sides. Emanating from each room is an auditory collage of "braided audio"
which acoustically indicates the contents of the room. Each room represents a
broadcast radio news story, and the contents are a collection of individual
"sound bites" or actualities related to that story. Upon entering a room, the
individual sounds comprising that story are arrayed spatially in front of the
listener, with auditory focus controlled by head rotation. The main design
challenge for the Audio Hallway is adequately controlling the auditory
interface to position sounds so that spatial memory can facilitate navigation
and recall in the absence of visual cues. Keywords: Digitized speech, Virtual environments, Spatial audio, Auditory user
interface | |||
| Of Vampire Mirrors and Privacy Lamps: Privacy Management in Multi-User Augmented Environments | | BIBAK | PDF | 171-172 | |
| Andreas Butz; Clifford Beshers; Steven Feiner | |||
| We consider the problem of privacy in a 3D multi-user collaborative
environment. We assume that information objects are represented by visual
icons, and can either be public or private, and that users need effective
methods for viewing and manipulating that state. We suggest two methods, which
we call vampire mirrors and privacy lamps, that are unobtrusive, simple, and
natural. Keywords: Augmented reality, Virtual reality, Privacy, Collaborative work | |||
| Path Drawing for 3D Walkthrough | | BIBAK | PDF | 173-174 | |
| Takeo Igarashi; Rieko Kadobayashi; Kenji Mase; Hidehiko Tanaka | |||
| This paper presents an interaction technique for walkthrough in virtual 3D
spaces, where the user draws the intended path directly on the scene, and the
avatar automatically moves along the path. The system calculates the path by
projecting the stroke drawn on the screen to the walking surface in the 3D
world. Using this technique, the user can specify not only the goal position,
but also the route to take and the camera direction at the goal with a single
stroke. A prototype system is tested using a display-integrated tablet, and
experimental results suggest that the technique can enhance existing
walkthrough techniques. Keywords: Interaction techniques, Virtual spaces, 3D walkthrough, Pen computing, User
study | |||
| Spatial Interpretation of Domain Objects Integrated into a Freeform Electronic Whiteboard | | BIBAK | PDF | 175-184 | |
| Thomas P. Moran; William van Melle; Patrick Chiu | |||
| Our goal is to provide tools to support working meetings on an electronic
whiteboard, called Tivoli. This paper describes how we have integrated
structured domain objects, which represent the subject matter of meetings, into
the freeform whiteboard environment. Domain objects can be tailored to produce
meeting tools that are finely tuned to meeting practices. We describe the
language for defining domain objects and show examples of meeting tools that
have been built with the language. We show that the system can interpret the
spatial relationships of domain objects on the whiteboard to encode the
meanings of the spatial arrangements, and we describe the computational
mechanisms. We discuss some of the design principles for tailoring gestures
for domain objects. Finally, we enumerate the techniques we have used to
integrate the structured objects into the freeform whiteboard environment. Keywords: Whiteboard metaphor, Pen-based systems, Freeform interaction, Implicit
structure, Informal systems, Recognition-based systems, List structures,
Meeting support tools, Gestural interfaces, User interface design,
Tailorability, Customization | |||
| Automatic Construction of Intelligent Diagram Editors | | BIBAK | PDF | 185-194 | |
| Sitt Sen Chok; Kim Marriott | |||
| The intelligent diagram is a recent metaphor for diagramming in which the
underlying graphic editor parses the diagram as it is being constructed,
performing error correction and collecting geometric constraints which capture
the relationships between diagram components. During diagram manipulation a
constraint solver uses these geometric constraints to maintain the diagram's
semantics. We describe the Penguins system. This automates the development of
graphical editors that support the intelligent diagram metaphor. It takes a
grammatical specification of a particular diagram language and generates an
editor that supports the creation, manipulation and parsing of diagrams in that
visual language. Our empirical results show that the system can be used to
generate specialized editors for a wide variety of diagram languages, ranging
from state transition diagrams to mathematical equations, with real-time
incremental parsing, error correction and direct manipulation. Keywords: Intelligent diagram, Parsing, Constraint solver, Visual language, Pen-based
computing | |||
| A Dynamic Grouping Technique for Ink and Audio Notes | | BIBAK | PDF | 195-202 | |
| Patrick Chiu; Lynn Wilcox | |||
| In this paper, we describe a technique for dynamically grouping digital ink
and audio to support user interaction in freeform note-taking systems. For
ink, groups of strokes might correspond to words, lines, or paragraphs of
handwritten text. For audio, groups might be a complete spoken phrase or a
speaker turn in a conversation. Ink and audio grouping is important for
editing operations such as deleting or moving chunks of ink and audio notes.
The grouping technique is based on hierarchical agglomerative clustering. This
clustering algorithm yields groups of ink or audio in a range of sizes,
depending on the level in the hierarchy, and thus provides structure for simple
interactive selection and rapid non-linear expansion of a selection. Ink and
audio grouping is also important for marking portions of notes for subsequent
browsing and retrieval. Integration of the ink and audio clusters provides a
flexible way to browse the notes by selecting the ink cluster and playing the
corresponding audio cluster. Keywords: Ink, Audio, Note-taking, Grouping, Clustering multimedia, Marking, Informal
systems, Freeform interaction, Implicit structure, Emergent structure | |||
| The Music Notepad | | BIBAK | PDF | 203-210 | |
| Andrew Forsberg; Mark Dieterich; Robert Zeleznik | |||
| We present a system for entering common music notation based on 2D gestural
input. The key feature of the system is the look-and-feel of the interface
which approximates sketching music with paper and pencil. A probability-based
interpreter integrates sequences of gestural input to perform the most common
notation and editing operations. In this paper, we present the user's model of
the system, the components of the high-level recognition system, and a
discussion of the evolution of the system including user feedback. Keywords: User interface, Interaction, Music notation, Gestural input, Gesture
recognition, Handwriting recognition, Direct displays | |||
| Integrating Pen Operations for Composition by Example | | BIBAK | PDF | 211-212 | |
| Toshiyuki Masui | |||
| We propose a new pen-based text input method, which is an integration of
software keyboards, handwriting recognition, and marking menus. With our
method, a user selects a word from a list of candidate words filtered from a
dictionary by specifying spelling, pronunciation, or the shape of its
characters. Users can easily switch between using a software keyboard and
using handwriting recognition systems, by tapping or writing strokes in the
same area. Users can also show a menu of candidate words around the pen by
stopping pen movement during operation. Keywords: Pen input, Handwriting recognition, POBox, Composition by example, PBE, PBD,
Marking menu | |||
| Cirrin: A Word-Level Unistroke Keyboard for Pen Input | | BIBAK | PDF | 213-214 | |
| Jennifer Mankoff; Gregory D. Abowd | |||
| We present a new system, called Cirrin, for pen input of ASCII characters
using word-level unistrokes. Our system addresses the tradeoff between speed
and accuracy of pen-based text entry by substituting precision on the part of
the user for ease of recognition on the part of the computer. Cirrin supports
ease of recognition by the computer combined with natural, script-like input.
This paper discusses the design space of word-level, unistroke input, focusing
on the choices made in the circular model of Cirrin that is currently in daily
use by the first author. Keywords: Pen-based text entry, Unistroke gestures | |||
| Quikwriting: Continuous Stylus-Based Text Entry | | BIBAK | PDF | 215-216 | |
| Ken Perlin | |||
| We present a "heads-up" shorthand for entering text on a stylus-based
computer very rapidly. The innovations are that (i) the stylus need never be
lifted from the surface, and that (ii) the user need never stop moving the
stylus. Continuous multi-word text of arbitrary length can be written fluidly,
even as a single continuous gesture if desired. Keywords: Pen-based computers, Text entry | |||