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23
i-LAND: An interactive Landscape for Creativity and Innovation
- CHI'99
, 1999
"... We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported coope ..."
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Cited by 219 (7 self)
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We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported cooperative work. Its design is based on an integration of information and architectural spaces, implications of new work practices and an empirical requirements study informing our design. i-LAND consists of several ‘roomware ’ components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive electronic wall, an interactive table, two computer-enhanced chairs, and two “bridges” for the Passage-mechanism. This is complemented by the description of the creativity support application and the technological infrastructure. The paper is accompanied by a video figure in the CHI’99 video program.
The Audio Notebook - Paper and Pen Interaction with Structured Speech
, 2001
"... This paper addresses the problem that a listener experiences when attempting to capture information presented during a lecture, meeting, or interview. Listeners must divide their attention between the talker and their notetaking activity. We propose a new device -- the Audio Notebook -- for taking n ..."
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Cited by 59 (2 self)
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This paper addresses the problem that a listener experiences when attempting to capture information presented during a lecture, meeting, or interview. Listeners must divide their attention between the talker and their notetaking activity. We propose a new device -- the Audio Notebook -- for taking notes and interacting with a speech recording. The Audio Notebook is a combination of a digital audio recorder and paper notebook, all in one device. Audio recordings are structured using two techniques: user structuring based on notetaking activity, and acoustic structuring based on a talker's changes in pitch, pausing, and energy. A field study showed that the interaction techniques enabled a range of usage styles, from detailed review to high speed skimming. The study motivated the addition of phrase detection and topic suggestions to improve access to the audio recordings. Through these audio interaction techniques, the Audio Notebook defines a new approach for navigation in the audio domain.
Roomware: Towards the next generation of human-computer interaction based on an integrated design of real and virtual worlds
, 2001
"... In the past, a central mainframe computer provided terminals for many users. In the current age of the personal desktop computer, there is one computer for one person. Observation of early adopters and predictions about the future point to an era where each person will have multiple devices and comp ..."
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Cited by 48 (15 self)
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In the past, a central mainframe computer provided terminals for many users. In the current age of the personal desktop computer, there is one computer for one person. Observation of early adopters and predictions about the future point to an era where each person will have multiple devices and computational power will be ubiquitous. Against this background, we present a vision for the workspaces of the future and a user-centered approach for an integrated design of virtual information spaces and real architectural spaces. The resulting environments are called cooperative buildings. The design approach is based on the roomware concept. By roomware, we mean computer-augmented objects resulting from the integration of room elements, e.g., walls, doors, furniture (tables, chairs, etc.) with computer-based information devices. They are part of the vision that the world around us will be the interface to information -- where the computer as a device will disappear and people's interaction w...
Things That See
- Communications of the ACM
, 2000
"... nvergence and ubiquity. At the same time, inexpensive computing power is enabling a quiet revolution in the machine perception of human action. In the near future, we expect machine perception to converge with ubiquitous computing and communication. Exploring machine vision for human-computer inter ..."
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Cited by 43 (3 self)
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nvergence and ubiquity. At the same time, inexpensive computing power is enabling a quiet revolution in the machine perception of human action. In the near future, we expect machine perception to converge with ubiquitous computing and communication. Exploring machine vision for human-computer interaction. THINGS THAT SEE COMMUNICA 0 A OF THE AE March 2000/V4 43, No. 3 55 PUI Figure 1. Interacting with the Magic Board (iihm.imag.fr/demos/magicboard/). Physical whiteboard Workstation Video projector Video camera (a) The apparatus of the Magic Board; (b) Selecting a physical drawing with the finger; (c) Copying the selected drawing; (d) Completing the drawing with physical markers; (e) The menu at the top of the physical board to facilitate reinitialization. a c b d e What Can Machine Vision Do For You? Machine vision is the observation of an environment using cameras. It differs from image
Roomware for Cooperative Buildings: Integrated Design of Architectural Spaces and Information Spaces
, 1998
"... In this paper, we introduce the concepts of "cooperative buildings" and "roomware" and place them in the context of the integrated design of real, physical, resp. architectural spaces and virtual, resp. digital information spaces. By "roomware" we mean computer-augmented things in rooms, like doors ..."
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Cited by 40 (6 self)
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In this paper, we introduce the concepts of "cooperative buildings" and "roomware" and place them in the context of the integrated design of real, physical, resp. architectural spaces and virtual, resp. digital information spaces. By "roomware" we mean computer-augmented things in rooms, like doors, walls, furniture, and others. The general approach is detailed via examples from the i-LAND project where we develop several "roomware" components in order to realize an interactive information and cooperation landscape, e.g. an innovative work environment for creativity teams. We describe the current realization of i-LAND which includes an interactive electronic wall, an interactive table, computer-augmented chairs, and a mechanism for assigning physical objects as representatives of information objects in the virtual world.
BUILD-IT: an intuitive design tool based on direct object manipulation
, 1998
"... this paper, means human action in a world ..."
BUILD-IT: a computer vision-based interaction technique for a planning tool
- PROCEEDINGS OF HCI '97
, 1997
"... In this article we wish to show a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by Virtual (or: immersive) Reality ( ..."
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Cited by 17 (4 self)
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In this article we wish to show a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by Virtual (or: immersive) Reality (VR) and by Augmented Reality (AR). The AR design strategy enables humans to behave in a nearly natural way. Natural interaction means human actions in the real world with other humans and/or with real world objects. Guided by the basic constraints of natural interaction, we derive a set of recommendations for the next generation of user interfaces: the Natural User Interface (NUI). Our approach to NUIs is discussed in the form of a general framework followed by a prototype. The prototype tool builds on video-based interaction, and supports construction and plant layout. A first empirical evaluation is briefly presented.
Projecting rectified images in an augmented environment
- ProCams Workshop, IEEE Computer
, 2003
"... Steerable video projection systems make it possible to use any convenient surface as a display. This paper describes a steerable projection system in which a projector and camera are mounted in an overhead motorized assembly with two degrees of freedom. Associating a remote camera to the video proje ..."
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Cited by 14 (3 self)
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Steerable video projection systems make it possible to use any convenient surface as a display. This paper describes a steerable projection system in which a projector and camera are mounted in an overhead motorized assembly with two degrees of freedom. Associating a remote camera to the video projector makes it possible to discover planar surfaces in the environment that can be used as display surfaces. One possible application of this system is a ”portable display surface ” composed of a hand-held white cardboard surface with a black boundary. An estimation technique is described in which the display boundaries are tracked using a robust tracker to provide the necessary information to compute an inverse homography for pre-warping the image. Continually updating the inverse homography enables the system to maintain a rectified image on the display surface despite 3D translations and rotations.
Pattern Recognition as a Key Technology for the Next Generation of User Interfaces
- In Proc. of IEEE International Conference on Systems, Man and Cybernetics--SMC'96 (Vol. 4, IEEE Catalog Number: 96CH35929
, 1996
"... It is time to go beyond the established approaches in human-computer interaction. After a serious critic of command language, menu selection, and desktop interfaces we discuss the two known approaches to overcome the obstacles and limitations: [immersive] Virtual Reality (VR), and Augmented Reality ..."
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Cited by 13 (8 self)
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It is time to go beyond the established approaches in human-computer interaction. After a serious critic of command language, menu selection, and desktop interfaces we discuss the two known approaches to overcome the obstacles and limitations: [immersive] Virtual Reality (VR), and Augmented Reality (AR). Both design strategies are diametrically opposed: VR enriches the virtual world with real humans, while AR augments the real world with intelligent features. Only with the AR design strategy humans are able to behave as much as possible in a natural way: behavior of humans in the real world with other humans and/or real world objects. Our interest in human centred design let us follow this idea. Based on the fundamental constraints of natural way of interacting we derive a set of recommendations for the next generation of user interfaces: the Natural User Interface (NUI). The concept of NUI is discussed in form of a general framework and in form of several NUI-like applications. Finally we describe the interdisciplinary research topics that must be taken into consideration to come up one day--in the near future-- with a well-designed NUI. 1.
Basics of Integrated Information and Physical Spaces: The State of the Art
- Summary Proceedings of CHI’98
, 1998
"... This paper presents an overview of selected work relevant to the problem domain of the suite “Integrated design of real architectural spaces and virtual information spaces”. ..."
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Cited by 10 (2 self)
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This paper presents an overview of selected work relevant to the problem domain of the suite “Integrated design of real architectural spaces and virtual information spaces”.

