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123
Prefuse: A toolkit for interactive information visualization
- In ACM Human Factors in Computing Systems (CHI
, 2005
"... In this demonstration we present prefuse, an extensible user interface toolkit for building interactive information visualization applications, including node-link diagrams, containment diagrams, and visualizations of unstructured (edge-free) data such as scatter plots and timelines. prefuse data in ..."
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Cited by 358 (7 self)
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In this demonstration we present prefuse, an extensible user interface toolkit for building interactive information visualization applications, including node-link diagrams, containment diagrams, and visualizations of unstructured (edge-free) data such as scatter plots and timelines. prefuse data into visual forms and then manipulating visual data in aggregate, including layout, animation, and distortion routines. The result is a platform for creating scalable, highly-interactive visualizations of large data sets in a modular and principled fashion. We have used prefuse to implement both novel and existing visualizations, validating the toolkit’s power and expressiveness.
Gestures without Libraries, Toolkits or Training: A $1 Recognizer for User Interface Prototypes
"... Although mobile, tablet, large display, and tabletop computers increasingly present opportunities for using pen, finger, and wand gestures in user interfaces, implementing gesture recognition largely has been the privilege of pattern matching experts, not user interface prototypers. Although some us ..."
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Cited by 206 (16 self)
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Although mobile, tablet, large display, and tabletop computers increasingly present opportunities for using pen, finger, and wand gestures in user interfaces, implementing gesture recognition largely has been the privilege of pattern matching experts, not user interface prototypers. Although some user interface libraries and toolkits offer gesture recognizers, such infrastructure is often unavailable in design-oriented environments like Flash, scripting environments like JavaScript, or brand new off-desktop prototyping environments. To enable novice programmers to incorporate gestures into their UI prototypes, we present a “$1 recognizer ” that is easy, cheap, and usable almost anywhere in about 100 lines of code. In a study comparing our $1 recognizer, Dynamic Time Warping, and the Rubine classifier on user-supplied gestures, we found that $1 obtains over 97 % accuracy with only 1 loaded template and 99 % accuracy with 3+ loaded templates. These results were nearly identical to DTW and superior to Rubine. In addition, we found that medium-speed gestures, in which users balanced speed and accuracy, were recognized better than slow or fast gestures for all three recognizers. We also discuss the effect that the number of templates or training examples has on recognition, the score falloff along recognizers ’ N-best lists, and results for individual gestures. We include detailed pseudocode of the $1 recognizer to aid development, inspection, extension, and testing. ACM Categories & Subject Descriptors: H5.2. [Information interfaces and presentation]: User interfaces – Input devices and strategies. I5.2. [Pattern recognition]: Design methodology – Classifier design and evaluation. I5.5. [Pattern recognition]: Implementation – Interactive systems.
The Designers' Outpost: A Tangible Interface for Collaborative Web Site Design
, 2001
"... In our previous studies into web design, we found that pens, paper, walls, and tables were often used for explaining, developing, and communicating ideas during the early phases of design. These wall-scale paper-based design practices inspired The Designers Outpost, a tangible user interface that co ..."
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Cited by 122 (11 self)
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In our previous studies into web design, we found that pens, paper, walls, and tables were often used for explaining, developing, and communicating ideas during the early phases of design. These wall-scale paper-based design practices inspired The Designers Outpost, a tangible user interface that combines the affordances of paper and large physical workspaces with the advantages of electronic media to support information design. With Outpost, users collaboratively author web site information architectures on an electronic whiteboard using physical media (Post-it notes and images), structuring and annotating that information with electronic pens. This interaction is enabled by a touch-sensitive SMART Board augmented with a robust computer vision system, employing a rear-mounted video camera for capturing movement and a front-mounted high-resolution camera for capturing ink. We conducted a participatory design study with fifteen professional web designers. The study validated that Outpost supports information architecture work practice, and led to our adding support for fluid transitions to other tools.
Support For Multitasking and Background Awareness Using Interactive Peripheral Displays
, 2001
"... In this paper, we describe Kimura, an augmented office environment to support conorion multitasking practices. Previous systems, such as Rooms, limit users by constraining the interaction to the desktop monitor. In Kimura, we leverage interactive projected peripheral displays to support the perusal, ..."
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Cited by 121 (11 self)
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In this paper, we describe Kimura, an augmented office environment to support conorion multitasking practices. Previous systems, such as Rooms, limit users by constraining the interaction to the desktop monitor. In Kimura, we leverage interactive projected peripheral displays to support the perusal, manipulation and awareness of background activities. Furthermore, each activity is represented by a montage comprised of images from current and past interaction on the desktop. These montages help remind the user of past actions, and serve as a springboard for ambient context-aware reminders and notifications.
Topiary: a tool for prototyping location-enhanced applications
- In Proc. UIST 2004. ACM Press
, 2004
"... accepted for inclusion in Human-Computer Interaction Institute by an authorized administrator of Research Showcase @ CMU. For more information, please contact ..."
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Cited by 81 (6 self)
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accepted for inclusion in Human-Computer Interaction Institute by an authorized administrator of Research Showcase @ CMU. For more information, please contact
Fluid Interaction Techniques for the Control and Annotation of Digital Video
- UIST ’03 VANCOUVER, BC, CANADA
, 2003
"... We explore a variety of interaction and visualization techniques for fluid navigation, segmentation, linking, and annotation of digital videos. These techniques are developed within a concept prototype called LEAN that is designed for use with pressure-sensitive digitizer tablets. These techniques i ..."
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Cited by 74 (11 self)
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We explore a variety of interaction and visualization techniques for fluid navigation, segmentation, linking, and annotation of digital videos. These techniques are developed within a concept prototype called LEAN that is designed for use with pressure-sensitive digitizer tablets. These techniques include a transient position+velocity widget that allows users not only to move around a point of interest on a video, but also to rewind or fast forward at a controlled variable speed. We also present a new variation of fish-eye views called twist-lens, and incorporate this into a position control slider designed for the effective navigation and viewing of large sequences of video frames. We also explore a new style of widgets that exploit the use of the pen’s pressure-sensing capability, increasing the input vocabulary available to the user. Finally, we elaborate on how annotations referring to objects that are temporal in nature, such as video, may be thought of as links, and fluidly constructed, visualized and navigated.
Where Do Web Sites Come From? Capturing and Interacting with Design History
- CHI 2002, HUMAN FACTORS IN COMPUTING SYSTEMS, CHI LETTERS
, 2002
"... To form a deep understanding of the present; we need to Þnd and engage history. We present an informal history capture and retrieval mechanism for collaborative, earlystage information design. This history system is implemented in the context of the Designers ’ Outpost, a wall-scale, tangible interf ..."
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Cited by 73 (10 self)
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To form a deep understanding of the present; we need to Þnd and engage history. We present an informal history capture and retrieval mechanism for collaborative, earlystage information design. This history system is implemented in the context of the Designers ’ Outpost, a wall-scale, tangible interface for collaborative web site design. The interface elements in this history system are designed to be ßuid and comfortable for early-phase design. As demonstrated by an informal lab study with six professional designers, this history system enhances the design process itself, and provides new opportunities for reasoning about the design of complex artifacts.
OctoPocus: a dynamic guide for learning gesture-based command sets
- In Proc. of ACM UIST
, 2008
"... We describe OctoPocus, an example of a dynamic guide that combines on-screen feedforward and feedback to help users learn, execute and remember gesture sets. OctoPocus can be applied to a wide range of single-stroke gestures and recognition algorithms and helps users progress smoothly from novice to ..."
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Cited by 70 (7 self)
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We describe OctoPocus, an example of a dynamic guide that combines on-screen feedforward and feedback to help users learn, execute and remember gesture sets. OctoPocus can be applied to a wide range of single-stroke gestures and recognition algorithms and helps users progress smoothly from novice to expert performance. We provide an analysis of the design space and describe the results of two experiments that show that OctoPocus is significantly faster and improves learning of arbitrary gestures, compared to conventional Help menus. It can also be adapted to a markbased gesture set, significantly improving input time compared to a two-level, four-item Hierarchical Marking menu. ACM Classification: D.2.2 [Software Engineering]: Design
DEMAIS: Designing Multimedia Applications with Interactive Storyboards
- ACM Multimedia
, 2001
"... To create an innovative interactive multimedia application, a multimedia designer needs to rapidly explore numerous behavioral design ideas early in the design process, as creating innovative behavior is the cornerstone of creating innovative multimedia. Current tools and techniques do not support a ..."
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Cited by 55 (6 self)
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To create an innovative interactive multimedia application, a multimedia designer needs to rapidly explore numerous behavioral design ideas early in the design process, as creating innovative behavior is the cornerstone of creating innovative multimedia. Current tools and techniques do not support a designer’s need for early behavior exploration, limiting her ability to rapidly explore and effectively communicate behavioral design ideas. To address this need, we have developed a sketch-based, interactive multimedia storyboard tool that uses a designer’s ink strokes and textual annotations as an input design vocabulary. By operationalizing this vocabulary, the tool transforms an otherwise static sketch into a working example. The behavioral sketch can be quickly edited using gestures and an expressive visual language. By enabling a designer to explore and communicate behavioral design ideas using working examples early in the design process, our tool facilitates the creation of a more effective, compelling, and entertaining multimedia application.
Sketched symbol recognition using zernike moments
- International Conference on Pattern Recognition
, 2004
"... In this paper, we present an on-line recognition method for hand-sketched symbols. The method is independent of stroke-order,-number, and-direction, as well as invariant to rotation, scaling, and translation of symbols. Zernike moment descriptors are used to represent symbols and three different cla ..."
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Cited by 49 (1 self)
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In this paper, we present an on-line recognition method for hand-sketched symbols. The method is independent of stroke-order,-number, and-direction, as well as invariant to rotation, scaling, and translation of symbols. Zernike moment descriptors are used to represent symbols and three different classification techniques are compared: Support Vector Machines (SVM), Minimum Mean Distance (MMD), and Nearest Neighbor (NN). We have obtained 97 % accuracy rate on a dataset consisting of 7,410 sketched symbols using Zernike moment features and a SVM classifier. This method has been implemented in a software recognition package, HHreco [7]. 1.