MarkAirs: Around-Device Interactions with Tablets Using Fiducial Markers --
An Evaluation of Precision Tasks
Late-Breaking Works: Novel Interactions
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Garcia-Sanjuan, Fernando
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Jaen, Javier
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Fitzpatrick, Geraldine
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Catala, Alejandro
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2474-2481
© Copyright 2016 ACM
Summary: This paper evaluates MarkAirs, an interaction technique that uses fiducial
markers to perform mid-air interactions. MarkAirs offers several advantages:
the proposed technique does not require any tracking external hardware other
than the front camera of a mobile device; it is robust even when the markers
are partially occluded; and it enables precise 2D manipulations (translation,
rotation and scaling). An evaluation study points to the feasibility and
precision of the proposed technique and the perceived usability and subjective
workload impressions of the participants.
Airsteroids: Re-designing the Arcade Game Using MarkAirs
Demos
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Garcia-Sanjuan, Fernando
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Jaen, Javier
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Catala, Alejandro
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Fitzpatrick, Geraldine
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.413-416
© Copyright 2015 ACM
Summary: This paper presents Airsteroids, a multi-player redesign of the classic
arcade game Asteroids. The redesign makes use of handheld devices such as
tablets and Smartphones and of MarkAirs, an around-device interaction (ADI)
with fiducial markers that reduces occlusion on the screens and interference
between users' interactions.
Around-Device Interactions: A Usability Study of Frame Markers in
Acquisition Tasks
Evaluation Methods/Usability Evaluation
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Garcia-Sanjuan, Fernando
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Catala, Alejandro
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Fitzpatrick, Geraldine
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Jaen, Javier
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.195-202
Keywords: Around-Device Interaction (ADI); Tablets; Fiducial markers; Frame markers;
Multi-Display Environments (MDE); Usability study
© Copyright 2015 Springer International Publishing Switzerland
Summary: Digital tabletops present numerous benefits in face-to-face collaboration
environments. However, their integration in real settings is complicated by
cost and fixed location. In this respect, building table-like environments
using several handheld devices such as tablets or smartphones provides a
promising alternative but is limited to touch interaction only. We propose
instead another kind of "around-device" interaction (ADI) technique using the
built-in front camera of these devices and fiducial frame markers, which
presents advantages including better awareness and less interference. This
paper contributes a first step in exploring the potential of this interaction
technique by conducting a usability test comparing several ergonomic factors
that may have an effect on the very first operation of the interaction: the
acquisition of the marker.
Text Entry on Tiny QWERTY Soft Keyboards
How Fast Can you Type on your Phone?
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Leiva, Luis A.
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Sahami, Alireza
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Catala, Alejandro
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Henze, Niels
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Schmidt, Albrecht
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.669-678
© Copyright 2015 ACM
Summary: The advent of wearables (e.g., smartwatches, smartglasses, and digital
jewelry) anticipates the need for text entry methods on very small devices. We
conduct fundamental research on this topic using 3 qwerty-based soft keyboards
for 3 different screen sizes, motivated by the extensive training that users
have with qwerty keyboards. In addition to ZoomBoard (a soft keyboard for
diminutive screens), we propose a callout-based soft keyboard and ZShift, a
novel extension of the Shift pointing technique. We conducted a comprehensive
user study followed by extensive analyses on performance, usability, and
short-term learning. Our results show that different small screen sizes demand
different types of assistance. In general, manufacturers can benefit from these
findings by selecting an appropriate qwerty soft keyboard for their devices.
Ultimately, this work provides designers, researchers, and practitioners with
new understanding of qwerty soft keyboard design space and its scalability for
tiny touchscreens.
Exploring Visual Cues for Intuitive Communicability of Touch Gestures to
Pre-kindergarten Children
Session 5: Children and Learning
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Nacher, Vicente
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Jaen, Javier
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Catala, Alejandro
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.159-162
© Copyright 2014 ACM
Summary: Pre-kindergarten children are becoming frequent users of multi-touch
technology and, according to previous studies they are able to perform several
multi-touch gestures successfully. However, they do not use these devices
supervised at all times. Consequently, interactive applications for
pre-kindergarteners need to convey their underlying design intent and
interactive principles with respect to touch interaction. In this paper, we
present and evaluate two approaches to communicate three different touch
gestures (tap, drag and scale up) to pre-kindergarten users. Our results show,
firstly, that it is possible to effectively communicate them using visual cues
and, secondly, that an animated semiotic approach is better than an iconic one.
Improving Pre-Kindergarten Touch Performance
Session 5: Children and Learning
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Nacher, Vicente
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Jaen, Javier
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Catala, Alejandro
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Navarro, Elena
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Gonzalez, Pascual
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.163-166
© Copyright 2014 ACM
Summary: Multi-touch technology provides users with a more intuitive way of
interaction. However, pre-kindergarten children, a growing group of potential
users, have problems with some basic gestures according to previous studies.
This is particularly the case of the double tap and long pressed gestures,
which have some issues related to spurious entry events and time-constrained
interactions, respectively. In this paper, we empirically test specific
strategies to deal with these issues by evaluating off-the-shelf
implementations of these gestures against alternative implementations that
follow these guidelines. The study shows that the implementation of these
design guidelines has a positive effect on success rates of these two gestures,
being feasible their inclusion in future multi-touch applications targeted at
pre-kindergarten children.
BoD taps: an improved back-of-device authentication technique on smartphones
Devices and interaction design
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Leiva, Luis A.
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Català, Alejandro
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.63-66
© Copyright 2014 ACM
Summary: Previous work in the literature has shown that back-of-device (BoD)
authentication is significantly more secure than standard front-facing
approaches. However, the only BoD method available to date (Bod Shapes) is
difficult to perform, especially with one hand. In this paper we propose Bod
Taps, a novel approach that simplifies BoD authentication while improving its
usage. A controlled evaluation with 12 users revealed that Bod Taps and Bod
Shapes perform equally good at unlocking the device, but Bod Taps allows users
to enter passwords about twice faster than Bod Shapes. Moreover, Bod Taps is
perceived as being more usable and less frustrating than Bod Shapes, either
using one or two hands.
Back-of-device authentication with bod taps and bod shapes
Demonstrations
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Catala, Alejandro
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Leiva, Luis A.
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.425
© Copyright 2014 ACM
Summary: This demonstration accompanies a paper accepted at MobileHCI'14.
Back-of-device (BoD) authentication has shown to be significantly more secure
than standard front-facing approaches, being BoD Shapes the most representative
method found in the literature. With the aim of getting a better understanding
and improving its usage, we developed BoD Taps as a novel alternative. Our
experiments revealed that BoD Taps and BoD Shapes perform equally good at
unlocking the device, but BoD Taps allows users to enter passwords about twice
faster. Moreover, BoD Taps was perceived as being more usable and less
frustrating than BoD Shapes. This demonstration showcases both authentication
methods in action, aimed at comparing and discussing their features and
potential improvements.
Mood Boards as a Universal Tool for Investigating Emotional Experience
Emotional and Persuasion Design
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Chang, Huang-Ming
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Díaz, Marta
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Catalá, Andreu
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Chen, Wei
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Rauterberg, Matthias
DUXU 2014: Third International Conference on Design, User Experience, and
Usability, Part IV: User Experience Design Practice
2014-06-22
v.4
p.220-231
Keywords: mood boards; emotion; evaluation tool; user experience
© Copyright 2014 Springer International Publishing
Summary: Emotion is an essential part of user experience. While researchers are
striving for new research tools for evaluate emotional experiences in design,
designers have been using experience-based tools for studying emotions in
practice, such as mood boards. Mood boards were developed for communicating
emotional qualities between designers and clients, but have not yet been
considered as an evaluation tool for investigating emotional experience. In
this study we examined whether design students and non-design students have
similar criteria in evaluating these mood boards. The results showed that the
inter-rater reliability among all participants were considerably high, which
suggested that mood boards are potential to be used as an evaluation tool for
research on emotion.
Experience the World with Archetypal Symbols: A New Form of Aesthetics
Design and Evaluation of Smart and Intelligent Environments
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Chang, Huang-Ming
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Ivonin, Leonid
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Diaz, Marta
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Catala, Andreu
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Chen, Wei
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Rauterberg, Matthias
DAPI 2013: 1st International Conference on Distributed, Ambient, and
Pervasive Interactions
2013-07-21
p.205-214
Keywords: Human Experience; Symbols; Phenomenology; Archetypes
© Copyright 2013 Springer-Verlag
Summary: According to the theories of symbolic interactionism, phenomenology of
perception and archetypes, we argue that symbols play the key role in
translating the information from the physical world to the human experience,
and archetypes are the universal knowledge of cognition that generates the
background of human experience (the life-world). Therefore, we propose a
conceptual framework that depicts how people experience the world with symbols,
and how archetypes relate the deepest level of human experience. This framework
indicates a new direction of research on memory and emotion, and also suggests
that archetypal symbolism can be a new resource of aesthetic experience design.
Exploring tabletops as an effective tool to foster creativity traits
Intangibles
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Catala, Alejandro
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Jaen, Javier
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van Dijk, Betsy
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Jordà, Sergi
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.143-150
© Copyright 2012 ACM
Summary: Creativity is a relevant characteristic for people's development as it
facilitates the generation of new ideas and innovation processes. Although
technology has played an important role on creativity stimulation, it still
needs to be explored for a better understanding and support in the context of
information and communication technologies. In this paper a basic creativity
assessment model is presented and an empirical study has been conducted whose
aim is to get insight into whether an interactive surface as base technology
for collaborative creative tasks is promising in terms of both collaboration
and creativity traits. In the study two tabletop-based platforms (a
digitally-augmented, and a physical-only without computer mediation) were
involved to solve a problem consisting of creating Rube-Goldberg machines. From
these experiments, we have observed that in terms of creativity traits,
interactive surfaces seem promising as groups working in the digital platform
showed significantly more performance in fluency of thinking, were more
motivated, and novelty was found near to significance. Also some issues related
to collaboration and interaction were analyzed. In particular, the
co-operation, the retrial fine adjustment, and the dominance showed that the
properties of an interactive surface tabletop suits better for facilitating the
sharing of objects and participation in conditions of co-operation by
co-located participants.
A semantic model for reactive entities to support collaborative game design
Game design
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Catalá, Alejandro
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Jaen, Javier
Proceedings of the 2008 Conference on Future Play
2008-11-03
p.216-219
Keywords: education, learning, semantic events, serious games design
© Copyright 2008 ACM
Summary: Commercial games for learning purposes have been widely used with relative
success. However, very often game content hardly fits to the curriculum
content, players lack direct communication, and the focus is only on learning
by playing. In this paper we argue that a more interesting approach for
learning is to involve players in the design process of the game in a way in
which the rules governing the game, the participating virtual entities and the
design of the game environment are defined and created by the players
themselves. In this respect, keeping in mind that learning environments need to
be spaces for discussion, experimentation and reflection, we discuss in this
paper one of the many issues that have to be addressed to provide tools for
learners to create in a collaborative way their own games. Particularly, we
discuss how reactive entities that respond to events that are defined during
the creation process can be modeled in a collaborative way. We propose a
conceptual model for supporting such a tool for the creation of interactive and
reactive environments.
EDITED BOOK
Playful User Interfaces: Interfaces that Invite Social and Physical
Interaction
Gaming Media and Social Effects
/
Nijholt, Anton
p.352
Springer Singapore
ISBN: 978-981-4560-95-5 (print), 978-981-4560-96-2 (online)
Playful Interfaces: Introduction and History (1-21)
+ Nijholt, Anton
== Public and Mobile Entertainment ==
Public Systems Supporting Noninstrumented Body-Based Interaction (25-45)
+ Grammenos, Dimitris
+ Drossis, Giannis
+ Zabulis, Xenophon
Playing with the Environment (47-69)
+ Centieiro, Pedro
+ Romão, Teresa
+ Dias, A. Eduardo
Designing Mobile and Ubiquitous Games and Playful Interactions (71-95)
+ Coulton, Paul
== Indoor and Outdoor Playgrounds ==
Interactive Playgrounds for Children (99-118)
+ Poppe, Ronald
+ van Delden, Robby
+ Moreno, Alejandro
+ Reidsma, Dennis
Designing Interactive Outdoor Games for Children (119-140)
+ Soute, Iris
+ Markopoulos, Panos
Smart Ball and a New Dynamic Form of Entertainment (141-160)
+ Kodama, Sachiko
+ Sato, Toshiki
+ Koike, Hideki
== Games for Change, Personalization, and Teaching ==
Games for Change: Looking at Models of Persuasion Through the Lens of Design (163-184)
+ Antle, Alissa N.
+ Tanenbaum, Joshua
+ Macaranas, Anna
+ Robinson, John
Individual and Collaborative Personalization in a Science Museum (185-208)
+ van Dijk, Betsy
+ Lingnau, Andreas
+ Vissers, Geert
+ Kockelkorn, Hub
NoProblem! A Collaborative Interface for Teaching Conversation Skills to Children with High Functioning Autism Spectrum Disorder (209-224)
+ Zancanaro, Massimo
+ Giusti, Leonardo
+ Bauminger-Zviely, Nirit
+ Eden, Sigal
+ Gal, Eynat
+ Weiss, Patrice L.
== Health and Sports ==
Designing for Social and Physical Interaction in Exertion Games (227-251)
+ Mueller, Florian 'Floyd'
+ Gibbs, Martin R.
+ Vetere, Frank
Designing Games to Discourage Sedentary Behaviour (253-274)
+ Mandryk, Regan L.
+ Gerling, Kathrin M.
+ Stanley, Kevin G.
== Learning by Creating ==
Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games (277-292)
+ Lee, Eunkyoung
+ Kafai, Yasmin B.
+ Vasudevan, Veena
+ Davis, Richard Lee
Playful Creativity: Playing to Create Games on Surfaces (293-315)
+ Catala, Alejandro
+ Jaen, Javier
+ Pons, Patricia
+ Garcia-Sanjuan, Fernando
Bifocal Modeling: Promoting Authentic Scientific Inquiry Through Exploring and Comparing Real and Ideal Systems Linked in Real-Time (317-352)
+ Blikstein, Paulo