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57
Pad - An Alternative Approach to the Computer Interface
- In Proc. ACM SIGGRAPH
, 1993
"... We believe that navigation in information spaces is best supported by tapping into our natural spatial and geographic ways of thinking. To this end, we are developing a new computer interface model called Pad. The ongoing Pad project uses a spatial metaphor for computer interface design. It provides ..."
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Cited by 244 (2 self)
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We believe that navigation in information spaces is best supported by tapping into our natural spatial and geographic ways of thinking. To this end, we are developing a new computer interface model called Pad. The ongoing Pad project uses a spatial metaphor for computer interface design. It provides an intuitive base for the support of such applications as electronic marketplaces, information services, and on-line collaboration. Pad is an infinite two-dimensional information plane that is shared among users, much as a network file system is shared. Objects are organized geographically; every object occupies a well defined region on the Pad surface. For navigation, Pad uses "portals" - magnifying glasses that can peer into and roam over different parts of this single infinite shared desktop; links to specific items are established and broken continually as the portal's view changes. Portals can recursively look onto other portals. This paradigm enables the sort of peripheral activity generally found in real phy...
User Interface Software Tools
- ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
, 1993
"... Almost as long as there have been user interfaces, there have been special software systems and tools to help design and implement the user interface software. Many of these tools have demonstrated significant productivity gains for programmers, and have become important commercial products. Others ..."
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Cited by 109 (8 self)
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Almost as long as there have been user interfaces, there have been special software systems and tools to help design and implement the user interface software. Many of these tools have demonstrated significant productivity gains for programmers, and have become important commercial products. Others have proven less successful at supporting the kinds of user interfaces people want to build. This article discusses the different kinds of user interface software tools, and investigates why some approaches have worked and others have not. Many examples of commercial and research systems are included. Finally, current research directions and open issues in the field are discussed.
A survey of design issues in spatial input
, 1994
"... We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues ..."
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Cited by 80 (3 self)
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We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues using examples drawn from instances of 3D interfaces. For example, our first issue suggests that users have difficulty understanding three-dimensional space. We offer a set of strategies which may help users to better perceive a 3D virtual environment, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking. We describe interfaces which employ these strategies. Our major contribution is the synthesis of many scattered results, observations, and examples into a common framework. This framework should serve as a guide to researchers or systems builders who may not be familiar with design issues in spatial input. Where appropriate, we also try to identify areas in free-space 3D interaction which we see as likely candidates for additional research. An extended and annotated version of the references list for this paper is available on-line through mosaic at address
A Software Model and Specification Language for Non-WIMP User Interfaces
- ACM Transactions on Computer-Human Interaction
, 1999
"... This article proposes and tests a two-component model for describing and programming the finegrained aspects of non-WIMP interaction. The model combines a data-flow or constraint-like component for the continuous relationships with an event-based component for discrete interactions, which can enable ..."
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Cited by 73 (17 self)
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This article proposes and tests a two-component model for describing and programming the finegrained aspects of non-WIMP interaction. The model combines a data-flow or constraint-like component for the continuous relationships with an event-based component for discrete interactions, which can enable or disable individual continuous relationships. Its key ingredients are the separation of non-WIMP interaction into two components and the framework it provides for communication between the two
A Suggestive Interface for 3D Drawing
, 2001
"... This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components ..."
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Cited by 59 (8 self)
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This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components in the scene. The system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. The user completes the editing operation simply by clicking on the desired thumbnail. The hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. The suggestive interface system is implemented as a set of suggestion engines working in parallel, and is easily extended by adding customized engines. Our prototype 3D drawing system, Chateau, shows that a suggestive interface can effectively support construction of various 3D drawings.
Formalizing the Design, Evaluation, and Application of Interaction Techniques for Immersive Virtual Environments
- Journal of Visual Languages and Computing
, 1999
"... This paper proposes the systematic study of the design, evaluation, and application of VE interaction techniques. In this methodology, design and evaluation are based on a formal task analysis and categorization of techniques, using multiple performance measures. As a direct consequence of our u ..."
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Cited by 52 (8 self)
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This paper proposes the systematic study of the design, evaluation, and application of VE interaction techniques. In this methodology, design and evaluation are based on a formal task analysis and categorization of techniques, using multiple performance measures. As a direct consequence of our use of this methodology, we also present a variety of novel designs and evaluation results with respect to interaction techniques for three common VE tasks
Interaction Techniques For Common Tasks In Immersive Virtual Environments - Design, Evaluation, And Application
, 1999
"... 13.44> . Drew Kessler for help with the SVE toolkit . The Virtual Environments group at Georgia Tech . The numerous experimental subjects who volunteered their time . Dawn Bowman iv TABLE OF CONTENTS Introduction ..................................................................... ................. ..."
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Cited by 45 (0 self)
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13.44> . Drew Kessler for help with the SVE toolkit . The Virtual Environments group at Georgia Tech . The numerous experimental subjects who volunteered their time . Dawn Bowman iv TABLE OF CONTENTS Introduction ..................................................................... ................. 1 1.1 Motivation ..................................................................... ...............1 1.2 Definitions.......................................................... ..........................4 1.3 Problem Statement............................................................ ...............6 1.4 Scope of the Research............................................................. ..........7 1.5 Hypotheses........................................................... ........................8 1.6 Contributions........................................................ .....
Multimodal human computer interaction: A survey
, 2005
"... In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user ..."
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Cited by 38 (2 self)
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In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user and task modeling, and multimodal fusion, highlighting challenges, open issues, and emerging applications for Multimodal Human Computer Interaction (MMHCI) research.

