| Generalized and Stationary Scrolling | | BIBAK | PDF | 1-9 | |
| Randall B. Smith; Antero Taivalsaari | |||
| We present a generalized definition of scrolling that unifies a wide range
of existing interaction techniques, from conventional scrolling through pan and
zoom systems and fish-eye views. Furthermore it suggests a useful class of new
scrolling techniques in which objects do not move across the display. These
"stationary scrolling" techniques do not exhibit either of two problems that
plague spatial scrolling system: discontinuity in salience and the undermining
of the user's spatial memory. Keywords: Software -Software Engineering - Design Tools and Techniques (D.2.2): User
interfaces; Design, Management, Theory; portable devices, scrolling, window
management | |||
| Nested User Interface Components | | BIBAK | PDF | 11-18 | |
| Ken Perlin; Jon Meyer | |||
| Nested User Interface Components combine the concepts of Zooming User
Interfaces (ZUIs) with recursive nesting of active graphical user interface
widgets. The resulting system of recursively nesting interface components has a
number of desirable properties. The level of detail of the view of any widget
component and its children, as well as the responsiveness of that component to
the user's actions, can be tuned to the current visible size of that component
on the screen.
We distinguish between the interaction style of a component, and the semantic result that it produces. Only the latter is used to determine the geographic parameters for that component. In this way, very large and layered control problems can be presented to the user as a cohesive and readily navigable visual surface. It becomes straightforward to layout interaction semantics that are best handled by recursion, such as filters composed of nested expressions. Keywords: Software -Software Engineering - Design Tools and Techniques (D.2.2): User
interfaces; Design, Theory; control hierarchies, nested interfaces, property
editing, widgets, zooming user interfaces | |||
| Alternative Interfaces for Chat | | BIBAK | PDF | 19-26 | |
| David Vronay; Marc Smith; Steven Drucker | |||
| We describe some common problems experienced by users of computer-based text
chat, and show how many of these problems relate to the loss of timing-specific
information. We suggest that thinking of chat as a real-time streaming media
data type, with status and channel indicators, might solve some of these
problems. We then present a number of alternative chat interfaces along with
results from user studies comparing and contrasting them both with each other
and with the standard chat interface. These studies show some potential, but
indicate that more work needs to be done. Keywords: Software -Software Engineering - Design Tools and Techniques (D.2.2);
Information Systems -Information Interfaces and Presentation - User Interfaces
(H.5.2); Experimentation, Theory; chat, computer-mediated communication,
streaming media, time-based media, visualization | |||
| Supporting Awareness and Interaction through Collaborative Virtual Interfaces | | BIBAK | PDF | 27-36 | |
| Mike Fraser; Steve Benford; Jon Hindmarsh; Christian Heath | |||
| This paper explores interfaces to virtual environments supporting multiple
users. An interface to an environment allowing interaction with virtual
artefacts is constructed, drawing on previous proposals for 'desktop' virtual
environments. These include the use of Peripheral Lenses to support peripheral
awareness in collaboration; and extending the ways in which users' actions are
represented for each other. Through a qualitative analysis of a design task,
the effect of the proposals is outlined. Observations indicate that, whilst
these designs go some way to re-constructing physical co-presence in terms of
awareness and interaction through the environment, some issues remain. Notably,
peripheral distortion in supporting awareness may cause problematic
interactions with and through the virtual world; and extended representations
of actions may still allow problems in re-assembling the composition of others'
actions. We discuss the potential for: designing representations for distorted
peripheral perception; and explicitly displaying the course of action in
object-focused interaction. Keywords: Software -Software Engineering - Programming Environments (D.2.6):
Interactive environments; Software -Software Engineering - Design Tools and
Techniques (D.2.2); Experimentation, Human Factors, Theory; action
representation, collaborative virtual environments, peripheral lenses, user
presentation | |||
| PeopleGarden: Creating Data Portraits for Users | | BIBAK | PDF | 37-44 | |
| Rebecca Xiong; Judith Donath | |||
| Many on-line interaction environments have a large number of users. It is
difficult for the participants, especially new ones, to form a clear mental
image about those with whom they are interacting. How can we compactly convey
information about these participants to each other? We propose the data
portrait, a novel graphical representation of users based on their past
interactions. Data portraits can inform users about each other and the overall
social environment. We use a flower metaphor for creating individual data
portraits, and a garden metaphor for combining these portraits to represent an
on-line environment. We will review previous work in visualizing both
individuals and groups. We will then describe our visualizations, explain how
to create them, and show how they can be used to address user questions. Keywords: Software -Software Engineering - Programming Environments (D.2.6):
Interactive environments; Software -Software Engineering - Design Tools and
Techniques (D.2.2); Experimentation, Theory; data portraits, information
visualization, interaction context, user-centered visualization | |||
| Time-Machine Computing: A Time-Centric Approach for the Information Environment | | BIBAK | PDF | 45-54 | |
| Jun Rekimoto | |||
| This paper describes the concept of Time-Machine Computing (TMC), a
time-centric approach to organizing information on computers. A system based on
Time-Machine Computing allows a user to visit the past and the future states of
computers. When a user needs to refer to a document that he/she was working on
at some other time, he/she can travel in the time dimension and the system
restores the computer state at that time. Since the user's activities on the
system are automatically archived, the user's daily workspace is seamlessly
integrated into the information archive. The combination of spatial information
management of the desktop metaphor and time traveling allows a user to organize
and archive information without being bothered by folder hierarchies or the
file classification problems that are common in today's desktop environments.
TMC also provides a mechanism for linking multiple applications and external
information sources by exchanging time information. This paper describes the
key features of TMC, a time-machine desktop environment called "TimeScape," and
several time-oriented application integration examples. Keywords: Software -Software Engineering - Programming Environments (D.2.6); Software
-Software Engineering - Design Tools and Techniques (D.2.2); Experimentation,
Theory; desktop environment, document management, information visualization,
inter-application communication, time traveling, time-machine computing | |||
| Using Properties for Uniform Interaction in the Presto Document System | | BIBAK | PDF | 55-64 | |
| Paul Dourish; W. Keith Edwards; Anthony LaMarca; Michael Salisbury | |||
| Most document or information management systems rely on hierarchies to
organise documents (e.g. files, email messages or web bookmarks). However, the
rigid structures of hierarchical schemes do not mesh well with the more fluid
nature of everyday document practices. This paper describes Presto, a prototype
system that allows users to organise their documents entirely in terms of the
properties those documents hold for users. Properties provide a uniform
mechanism for managing, coding, searching, retrieving and interacting with
documents. We concentrate in particular on the challenges that property-based
approaches present and the architecture we have developed to tackle them. Keywords: Software -Software Engineering - Programming Environments (D.2.6); Software
-Software Engineering - Design Tools and Techniques (D.2.2); Experimentation,
Management, Theory; document interfaces, document management, document
properties, interaction models | |||
| Synchronizing Clipboards of Multiple Computers | | BIBAK | PDF | 65-66 | |
| Robert C. Miller; Brad A. Myers | |||
| This paper describes a new technique for transferring data between
computers, the synchronized clipboard. Multiple computers can share a
synchronized clipboard for all clipboard operations, so that data copied to the
clipboard from one computer, using the standard Copy command, can be pasted
directly on another computer using the standard Paste command. Synchronized
clipboards are well-suited for a single user moving data among several
computers in close proximity. We describe an implementation of synchronized
clipboards that works across a wide range of existing systems, including 3Com
PalmPilots, Microsoft Windows PCs, Unix workstations, and other Java-capable
platforms. Our implementation adds no noticeable overhead to local copy and
paste operations. Keywords: Software -Operating Systems - Process Management (D.4.1); Software -Software
Engineering - Design Tools and Techniques (D.2.2); Design, Management, Theory;
Java, Pebbles, data transfer, distributed systems, drag-and-drop, file
transfer, network clipboard, pick-and-drop, synchronized clipboard, ubiquitous
computing | |||
| Implementing Phicons: Combining Computer Vision with Infrared Technology for Interactive Physical Icons | | BIBAK | PDF | 67-68 | |
| Darnell J. Moore; Roy Want; Beverly L. Harrison; Anuj Gujar; Ken Fishkin | |||
| This paper describes a novel physical icon [3] ("phicon") based system that
can be programmed to issue a range of commands about what the user wishes to do
with handdrawn whiteboard content. Through the phicon's UI, a command to
process whiteboard context is issued using infrared signaling in combination
with image processing and a ceiling-mounted camera system. We leverage camera
systems that are already used for capturing whiteboard content [4] by further
augmenting these systems to detect the presence and location of IR beacons
within an image. An HDLC-based protocol and a built-in IR transmitter are used
to send these signals. Keywords: Information Systems -Information Interfaces and Presentation - Multimedia
Information Systems (H.5.1); Computing Methodologies -Pattern Recognition -
Applications (I.5.4); Design, Management, Theory; HDLC, computer vision, image
processing, infrared, phicons, physical UI, physical icons, tangible user
interfaces, ubiquitous computing | |||
| Multimodal Agent Interface Based on Dynamical Dialogue Model: MAICO: Multimodal Agent Interface for Communication | | BIBAK | PDF | 69-70 | |
| Toshiro Mukai; Susumu Seki; Masayuki Nakazawa; Keiko Watanuki; Hideo Miyoshi | |||
| In this paper, we describe a multimodal interface prototype system based on
Dynamical Dialogue Model. This system not only integrates information of speech
and gestures, but also controls the response timing in order to realize a
smooth interaction between user and computer. Our approach consists of
human-human dialogue analysis, and computational modeling of dialogue. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Software Engineering - Design Tools and
Techniques (D.2.2); Computing Methodologies -Artificial Intelligence - Vision
and Scene Understanding (I.2.10); Experimentation, Theory; back channels,
dynamical dialogue model, dynamics, multimodal interface, nonverbal
information, response timing | |||
| Building Virtual Structures with Physical Blocks | | BIBAK | PDF | 71-72 | |
| David Anderson; James L. Frankel; Joe Marks; Darren Leigh; Eddie Sullivan; Jonathan Yedidia; Kathy Ryall | |||
| We describe a tangible interface for building virtual structures using
physical building blocks. We demonstrate two applications of our system. In one
version, the blocks are used to construct geometric models of objects and
structures for a popular game, Quake II. In another version, buildings created
with our blocks are rendered in different styles, using intelligent decoration
of the building model. Keywords: Computing Methodologies -Pattern Recognition - Applications (I.5.4);
Experimentation, Theory; tangible user interfaces, transmedia | |||
| Constraint Cascading Style Sheets for the Web | | BIBAK | PDF | 73-82 | |
| Greg J. Badros; Alan Borning; Kim Marriott; Peter Stuckey | |||
| Cascading Style Sheets have been introduced by the W3C as a mechanism for
controlling the appearance of HTML documents. In this paper, we demonstrate how
constraints provide a powerful unifying formalism for declaratively
understanding and specifying style sheets for web documents. With constraints
we can naturally and declaratively specify complex behavior such as inheritance
of properties and cascading of conflicting style rules. We give a detailed
description of a constraint-based style sheet model, CCSS, which is compatible
with virtually all of the CSS 2.0 specification. It allows more flexible
specification of layout, and also allows the designer to provide multiple
layouts that better meet the desires of the user and environmental
restrictions. We also describe a prototype extension of the Amaya browser that
demonstrates the feasibility of CCSS. Keywords: Information Systems -Information Storage and Retrieval - Systems and
Software (H.3.4); Computing Methodologies -Document and Text Processing -
Document and Text Editing (I.7.1); Design, Experimentation, Theory; CCSS, CSS,
Cassowary, HTML, cascading style sheets, constraints, page layout, style
sheets, world wide web | |||
| Reducing the Storage Requirements of Constraint Dataflow Graphs | | BIBAK | PDF | 83-92 | |
| Bradley T. Vander Zanden; Richard L. Halterman | |||
| Most one-way constraint solvers use directed dataflow graphs to represent
the dependencies among variables in a constraint. Unfortunately, dataflow
graphs require a great deal of storage. These storage costs can help push a
large application into virtual memory, thus significantly degrading interactive
performance. Reducing the storage costs of dataflow graphs is therefore an
important goal in constraint research. This paper describes a study that makes
two contributions to solving this problem. Keywords: Software -Operating Systems - Storage Management (D.4.2); Software -Software
Engineering - Design Tools and Techniques (D.2.2); Management, Theory; dataflow
constraints, one-way, space optimization, user interface toolkits | |||
| A Tool for Creating Predictive Performance Models from User Interface Demonstrations | | BIBAK | PDF | 93-102 | |
| Scott E. Hudson; Bonnie E. John; Keith Knudsen; Michael D. Byrne | |||
| A central goal of many user interface development tools has been to make the
construction of high quality interfaces easy enough that iterative design
approaches could be a practical reality. In the last 15 years significant
advances in this regard have been achieved. However, the evaluation portion of
the iterative design process has received relatively little support from tools.
Even though advances have also been made in usability evaluation methods,
nearly all evaluation is still done "by hand," making it more expensive and
difficult than it might be. This paper considers a partial implementation of
the CRITIQUE usability evaluation tool that is being developed to help remedy
this situation by automating a number of evaluation tasks. This paper will
consider techniques used by the system to produce predictive models (keystroke
level models and simplified GOMS models) from demonstrations of sample tasks in
a fraction of the time needed by conventional handcrafting methods. A
preliminary comparison of automatically generated models with models created by
an expert modeler show them to produce very similar predictions (within 2%).
Further, because they are automated, these models promise to be less subject to
human error and less affected by the skill of the modeler. Keywords: Software -Software Engineering - Design Tools and Techniques (D.2.2);
Information Systems - Database Management (H.2); Information Systems -Database
Management - General (H.2.0); Information Systems -Information Interfaces and
Presentation - User Interfaces (H.5.2); Design, Performance, Theory; GOMS,
event logs, task modeling, tool support for evaluation, toolkits | |||
| The VideoMouse: A Camera-Based Multi-Degree-of-Freedom Input Device | | BIBAK | PDF | 103-112 | |
| Ken Hinckley; Mike Sinclair; Erik Hanson; Richard Szeliski; Matt Conway | |||
| The VideoMouse is a mouse that uses a camera as its input sensor. A
real-time vision algorithm determines the six degree-of-freedom mouse posture,
consisting of 2D motion, tilt in the forward/back and left/right axes, rotation
of the mouse about its vertical axis, and some limited height sensing. Thus, a
familiar 2D device can be extended for three-dimensional manipulation, while
remaining suitable for standard 2D GUI tasks. We describe techniques for mouse
functionality, 3D manipulation, navigating large 2D spaces, and using the
camera for lightweight scanning tasks. Keywords: Information Systems -Information Interfaces and Presentation - Multimedia
Information Systems (H.5.1); Computing Methodologies -Pattern Recognition -
Applications (I.5.4); Design, Experimentation, Theory; camera-based input,
input devices, interaction technique, multi-degree-of-freedom input, rotation,
tilt sensing | |||
| Real-World Interaction using the FieldMouse | | BIBAK | PDF | 113-119 | |
| Itiro Siio; Toshiyuki Masui; Kentaro Fukuchi | |||
| We introduce an inexpensive position input device called the FieldMouse,
with which a computer can tell the position of the device on paper or any flat
surface without using special input tablets or position detection devices. A
FieldMouse is a combination of an ID recognizer like a barcode reader and a
mouse which detects relative movement of the device. Using a FieldMouse, a user
first detects an ID on paper by using the barcode reader, and then drags it
from the ID using the mouse. If the location of the ID is known, the location
of the dragged FieldMouse can also be calculated by adding the amount of
movement from the ID to the position of the FieldMouse. Using a FieldMouse in
this way, any flat surface can work as a pointing device that supports absolute
position input, just by putting an ID tag somewhere on the surface. A
FieldMouse can also be used for enabling a graphical user interface (GUI) on
paper or on any flat surface by analyzing the direction and the amount of mouse
movement after detecting an ID. In this paper, we introduce how a FieldMouse
can be used in various situations to enable computing in real-world
environments. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1); Design, Experimentation,
Theory; FieldMouse, active book, augmented reality, barcode, input device,
mouse, paper-GUI, real-world interface, real-world programming, scroll browser | |||
| Personalizing the Capture of Public Experiences | | BIBAK | PDF | 121-130 | |
| Khai N. Truong; Gregory D. Abowd; Jason A. Brotherton | |||
| In this paper, we describe our work on developing a system to support the
personalization of a captured public experience. Specifically, we are
interested in providing students with the ability to personalize the capture of
the lecture experiences as part of the Classroom 2000 project. We discuss the
issues and challenges involved in designing a system that performs live
integration of personal streams of information with multiple other streams of
information made available to it through an environment designed to capture
public information. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Interfaces and
Presentation - Multimedia Information Systems (H.5.1); Design, Experimentation,
Theory; capture and access application, educational application, pen-based
note-taking, personalization, ubiquitous computing | |||
| ActiveText: A Method for Creating Dynamic and Interactive Texts | | BIBAK | PDF | 131-140 | |
| Jason E. Lewis; Alex Weyers | |||
| This paper describes ActiveText, a method for creating dynamic and
interactive texts. ActiveText uses an object-based hierarchy to represent
texts. This hierarchy makes it easy to work with the ASCII component and pixel
component of the text at the same time. Static, dynamic and interactive
properties of text can be easily intermixed and layered. The user can enter and
edit text, adjust static and dynamic layout, apply dynamic and interactive
behaviors, and adjust their parameters with a common set of tools and a common
interface. Support for continuous editing allows the user to sketch
dynamically. A prototype application called It's Alive! has been implemented to
explore the ActiveText functionality. The documents produced by It's Alive! can
be of use in a wide-range of areas, including chat-spaces, email, web-sites,
fiction and poetry writing, and low-end film & video titling. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Software Engineering - Design Tools and
Techniques (D.2.2); Design, Experimentation, Theory; continuous editing,
dynamic sketching, dynamic typography, interactive text, typography | |||
| The Information Percolator: Ambient Information Display in a Decorative Object | | BIBAK | PDF | 141-148 | |
| Jeremy M. Heiner; Scott E. Hudson; Kenichiro Tanaka | |||
| Most current interface designs require that the user focus their attention
on them in order to be of value. However, as the price of computation falls,
and computational capabilities make their way into many everyday objects, the
demand for attention from many different directions may begin to seriously
reduce the usefulness of these computational objects. Ambient information
displays are intended to fit in a part of the interface design space that does
not have this property. They are designed to convey background or context
information that the user may or may not wish to attend to at any given time.
Ambient Displays are designed to work primarily in the periphery of a user's
awareness, moving to the center of attention only when appropriate and
desirable. This paper describes a new ambient information display that is
designed to give a rich medium of expression placed within an aesthetically
pleasing decorative object. This display -- the Information Percolator -- is
formed by air bubbles rising up tubes of water. By properly controlling the
release of air, a set of pixels which scroll up the display is created. This
allows a rendition of any (small, black and white) image to be displayed. The
detailed design and construction of this display device will be considered,
along with several applications. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Software -Software Engineering - Design Tools and
Techniques (D.2.2); Design, Experimentation, Theory; aesthetics, ambient
displays, manipulating demand for attention, tangible interfaces, ubiquitous
computing | |||
| Sketching with Projective 2D Strokes | | BIBAK | PDF | 149-157 | |
| Osama Tolba; Julie Dorsey; Leonard McMillan | |||
| Freehand sketching has long had appeal as an artistic medium for conceptual
design because of its immediacy in capturing and communicating design intent
and visual experience. We present a sketching paradigm that supports the early
stages of design by preserving the fluidity of traditional freehand drawings.
In addition, it attempts to fill the gap between 2D drawing programs, which
have fixed views, and 3D modeling programs that allow arbitrary views. We
implement our application as a two-dimensional drawing program that utilizes a
projective representation of points -- i.e. points that lie on the surface of a
unit sphere centered at the viewpoint. This representation facilitates the
production of novel re-projections generated from an initial perspective sketch
and gives the user the impression of being immersed in the drawing or space. We
describe a method for aligning a sketch drawn outside the system using its
vanishing points, allowing the integration of computer sketching and freehand
sketching on paper in an iterative manner. The user interface provides a
virtual camera, projective grids to guide in the construction of proportionate
scenes, and the ability to underlay sketches with other drawings or
photographic panoramas. Keywords: Computing Methodologies -Computer Graphics - Methodology and Techniques
(I.3.6); Design, Experimentation, Theory; grids, illustration, panoramas,
perspective, vanishing points, view alignment | |||
| Integrated Manipulation: Context-Aware Manipulation of 2D Diagrams | | BIBAK | PDF | 159-160 | |
| Masaaki Honda; Takeo Igarashi; Hidehiko Tanaka; Shuichi Sakai | |||
| Diagram manipulation in conventional CAD systems requires frequent mode
switching and explicit placement of the pivot for rotation and scaling. In
order to simplify this process, we propose an interaction technique called
integrated manipulation, where the user can move, rotate, and scale without
mode switching. In addition, the pivot for rotation and scaling automatically
snaps to a contact point during moving operation. We performed a user study is
performed using our prototype system and a commercial CAD system. The results
showed that users could perform a diagram manipulation task much more rapidly
using our technique. Keywords: Software -Software Engineering - Programming Environments (D.2.6); Computer
Applications - Computer-Aided Engineering (J.6); Design, Experimentation,
Theory; CAD, direct manipulation, drawing editors, interaction techniques | |||
| Digital Tape Drawing | | BIBAK | PDF | 161-169 | |
| Ravin Balakrishnan; George Fitzmaurice; Gordon Kurtenbach; William Buxton | |||
| Tape drawing is the art of creating sketches on large scale upright surfaces
using black photographic tape. Typically used in the automotive industry, it is
an important part of the automotive design process that is currently not
computerized. We analyze and describe the unique aspects of tape drawing, and
use this knowledge to design and implement a digital tape drawing system. Our
system retains the fundamental interaction and visual affordances of the
traditional media while leveraging the power of the digital media. Aside from
the practical aspect of our work, the interaction techniques developed have
interesting implications for current theories of human bimanual interaction. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Computer Applications - Computer-Aided Engineering (J.6);
Design, Experimentation, Theory; automotive design, interaction techniques,
large-scale displays, tape drawing, two-handed input | |||
| The Role of Kinesthetic Reference Frames in Two-Handed Input Performance | | BIBAK | PDF | 171-178 | |
| Ravin Balakrishnan; Ken Hinckley | |||
| We present experimental work which explores how the match (or mismatch)
between the input space of the hands and the output space of a graphical
display influences two-handed input performance. During interaction with
computers, a direct correspondence between the input and output spaces is often
lacking. Not only are the hands disjoint from the display space, but the
reference frames of the hands may in fact be disjoint from one another if two
separate input devices (e.g. two mice) are used for two-handed input. In
general, we refer to the workspace and origin within which the hands operate as
kinesthetic reference frames. Our goal is to better understand how an interface
designer's choice of kinesthetic reference frames influences a user's ability
to coordinate two-handed movements, and to explore how the answer to this
question may depend on the availability of visual feedback. Understanding this
issue has implications for the design of two-handed interaction techniques and
input devices, as well as for the reference principle of Guiard's Kinematic
Chain model of human bimanual action. Our results suggest that the Guiard
reference principle is robust with respect to variances in the kinesthetic
reference frames as long as appropriate visual feedback is present. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Experimentation, Performance, Theory; Guiard theory, input,
interaction techniques, kinesthesia, two-handed input, visual feedback | |||
| Linking and Messaging from Real Paper in the Paper PDA | | BIBAK | PDF | 179-186 | |
| Jeremy M. Heiner; Scott E. Hudson; Kenichiro Tanaka | |||
| It is well known that paper is a very fluid, natural, and easy to use medium
for manipulating some kinds of information. It is familiar, portable, flexible,
inexpensive, and offers good readability properties. Paper also has well known
limitations when compared with electronic media. Work in hybrid paper
electronic interfaces seeks to bring electronic capabilities to real paper in
order to obtain the best properties of each. This paper describes a hybrid
paper electronic system -- the Paper PDA -- which is designed to allow
electronic capabilities to be employed within a conventional paper notebook,
calendar, or organizer. The Paper PDA is based on a simple observation: a paper
notebook can be synchronized with a body of electronic information much like an
electronic PDA can be synchronized with information hosted on a personal
computer. This can be accomplished by scanning, recognizing and processing its
contents, then printing a new copy. This paper introduces the Paper PDA concept
and considers interaction techniques and applications designed to work within
the Paper PDA. The StickerLink technique supports on-paper hyperlinking using
removable paper stickers. Two applications are also considered which look at
aspects of electronic communications via the Paper PDA. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Experimentation, Theory; augmented reality, hybrid paper
electronic interfaces, hyperlinking, interaction on paper, interaction
techniques | |||
| WEST: A Web Browser for Small Terminals | | BIBAK | PDF | 187-196 | |
| Staffan Bjork; Lars Erik Holmquist; Johan Redstrom; Ivan Bretan; Rolf Danielsson; Jussi Karlgren; Kristofer Franzen | |||
| We describe WEST, a WEb browser for Small Terminals, that aims to solve some
of the problems associated with accessing web pages on hand-held devices.
Through a novel combination of text reduction and focus+context visualization,
users can access web pages from a very limited display environment, since the
system will provide an overview of the contents of a web page even when it is
too large to be displayed in its entirety. To make maximum use of the limited
resources available on a typical hand-held terminal, much of the most demanding
work is done by a proxy server, allowing the terminal to concentrate on the
task of providing responsive user interaction. The system makes use of some
interaction concepts reminiscent of those defined in the Wireless Application
Protocol (WAP), making it possible to utilize the techniques described here for
WAP-compliant devices and services that may become available in the near
future. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Information Systems -Information Storage and Retrieval -
Systems and Software (H.3.4); Experimentation, Theory; WAP (wireless
application protocol), flip zooming, focus+context visualization, hand-held
devices, proxy systems, text reduction, web browser | |||
| Design and Technology for Collaborage: Collaborative Collages of Information on Physical Walls | | BIBAK | PDF | 197-206 | |
| Thomas P. Moran; Eric Saund; William Van Melle; Anuj U. Gujar; Kenneth P. Fishkin; Beverly L. Harrison | |||
| A Collaborage is a collaborative collage of physically represented
information on a surface that is connected with electronic information, such as
a physical In/Out board connected to a people-locator database. The physical
surface (board) contains items that are tracked by camera and computer vision
technology. Events on the board trigger electronic services. This paper
motivates this concept, presents three different applications, describes the
system architecture and component technologies, and discusses several design
issues. Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2); Design, Theory; collaboration, physical-virtual, roomware,
tangible UI | |||