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37
Keepin' It Real: Pushing the Desktop Metaphor With Physics, Piles and the Pen
, 2006
"... We explore making virtual desktops behave in a more physically realistic manner by adding physics simulation and using piling instead of filing as the fundamental organizational structure. Objects can be casually dragged and tossed around, influenced by physical characteristics such as friction and ..."
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Cited by 70 (1 self)
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We explore making virtual desktops behave in a more physically realistic manner by adding physics simulation and using piling instead of filing as the fundamental organizational structure. Objects can be casually dragged and tossed around, influenced by physical characteristics such as friction and mass, much like we would manipulate lightweight objects in the real world. We present a prototype, called BumpTop, that coherently integrates a variety of interaction and visualization techniques optimized for pen input we have developed to support this new style of desktop organization.
Display space usage and window management operation comparisons between single monitor and multiple monitor users
- IN PROCEEDINGS OF AVI 2004
, 2004
"... The continuing trend toward greater processing power, larger storage, and in particular increased display surface by using multiple monitor supports increased multi-tasking by the computer user. The concomitant increase in desktop complexity has the potential to push the overhead of window managemen ..."
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Cited by 47 (9 self)
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The continuing trend toward greater processing power, larger storage, and in particular increased display surface by using multiple monitor supports increased multi-tasking by the computer user. The concomitant increase in desktop complexity has the potential to push the overhead of window management to frustrating and counterproductive new levels. It is difficult to adequately design for multiple monitor systems without understanding how multiple monitor users differ from, or are similar to, single monitor users. Therefore, we deployed a tool to a group of single monitor and multiple monitor users to log window management activity. Analysis of the data collected from this tool revealed that usage of interaction components may change with an increase in number of monitors, and window visibility can be a useful measure of user display space management activity, especially for multiple monitor users. The results from this analysis begin to fill a gap in research about real-world window management practices.
Using deformations for browsing volumetric data
- IN PROCEEDINGS OF IEEE VISUALIZATION 2003
, 2003
"... Many traditional techniques for “looking inside” volumetric data involve removing portions of the data, for example using various cutting tools, to reveal the interior. This allows the user to see hidden parts of the data, but has the disadvantage of removing potentially important surrounding contex ..."
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Cited by 44 (2 self)
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Many traditional techniques for “looking inside” volumetric data involve removing portions of the data, for example using various cutting tools, to reveal the interior. This allows the user to see hidden parts of the data, but has the disadvantage of removing potentially important surrounding contextual information. We explore an alternate strategy for browsing that uses deformations, where the user can cut into and open up, spread apart, or peel away parts of the volume in real time, making the interior visible while still retaining surrounding context. We consider various deformation strategies and present a number of interaction techniques based on different metaphors. Our designs pay special attention to the semantic layers that might compose a volume (e.g. the skin, muscle, bone in a scan of a human). Users can apply deformations to only selected layers, or apply a given deformation to a different degree to each layer, making browsing more flexible and facilitating the visualization of relationships between layers. Our interaction techniques are controlled with direct, “in place” manipulation, using pop-up menus and 3D widgets, to avoid the divided attention and awkwardness that would come with panels of traditional widgets. Initial user feedback indicates that our techniques are valuable, especially for showing portions of the data spatially situated in context with surrounding data.
Revisiting display space management: understanding current practice to inform next-generation design
- In GI ’04
, 2004
"... Most modern computer systems allow the user to control the space allocated to interfaces through a window system. While much of the understanding of how people interact with windows may be regarded as well-known, there are very few reports of documented window management practices. Recent work on la ..."
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Cited by 29 (6 self)
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Most modern computer systems allow the user to control the space allocated to interfaces through a window system. While much of the understanding of how people interact with windows may be regarded as well-known, there are very few reports of documented window management practices. Recent work on larger display spaces indicates that multiple monitor use is becoming more commonplace, and that users are experiencing a variety of usability issues with their window systems. The lack of understanding of how people generally interact with windows implies that future design and evaluation of window managers may not address emerging user needs and display systems. Thus we present a study of people using a variety of window managers and display configurations to illustrate manager- and display-independent space management issues. We illustrate several issues with space management, and each issue includes discussion of the implications of both evaluations and design directions for future window managers. We also present a classification of users ’ space management styles and relationships to window system types. Key words: display space management, window management, multiple monitors, interview 1
Metisse is not a 3D Desktop
- In Proceedings of UIST ’05
, 2005
"... Twenty years after the general adoption of overlapping windows and the desktop metaphor, modern window systems differ mainly in minor details such as window decorations or mouse and keyboard bindings. While a number of innovative window management techniques have been proposed, few of them have been ..."
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Cited by 22 (5 self)
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Twenty years after the general adoption of overlapping windows and the desktop metaphor, modern window systems differ mainly in minor details such as window decorations or mouse and keyboard bindings. While a number of innovative window management techniques have been proposed, few of them have been evaluated and fewer have made their way into real systems. We believe that one reason for this is that most of the proposed techniques have been designed using a low fidelity approach and were never made properly available. In this paper, we present Metisse, a fully functional window system specifically created to facilitate the design, the implementation and the evaluation of innovative window management techniques. We describe the architecture of the system, some of its implementation details and present several examples that illustrate its potential.
Rotation and Translation Mechanisms for Tabletop Interaction
- Proc. 1st IEEE Int’l Workshop Horizontal Interactive Human–Computer Systems (TableTop), IEEE CS
, 2006
"... A digital tabletop, such as the one shown in Figure 1, offers several advantages over other groupware form factors for collaborative applications. However, users of a tabletop system do not share a common perspective for the display of information: what is presented right-side-up to one participant ..."
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Cited by 22 (7 self)
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A digital tabletop, such as the one shown in Figure 1, offers several advantages over other groupware form factors for collaborative applications. However, users of a tabletop system do not share a common perspective for the display of information: what is presented right-side-up to one participant is upsidedown for another. In this paper, we survey five different rotation and translation techniques for objects displayed on a direct-touch digital tabletop display. We analyze their suitability for interactive tabletops in light of their respective input and output degrees of freedom, as well as the precision and completeness provided by each. We describe various tradeoffs that arise when considering which, when and where each of these techniques might be most useful. 1.
ILoveSketch: As-Natural-As-Possible Sketching System for Creating 3D Curve Models
"... We present ILoveSketch, a 3D curve sketching system that captures some of the affordances of pen and paper for professional designers, allowing them to iterate directly on concept 3D curve models. The system coherently integrates existing techniques of sketch-based interaction with a number of novel ..."
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Cited by 21 (2 self)
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We present ILoveSketch, a 3D curve sketching system that captures some of the affordances of pen and paper for professional designers, allowing them to iterate directly on concept 3D curve models. The system coherently integrates existing techniques of sketch-based interaction with a number of novel and enhanced features. Novel contributions of the system include automatic view rotation to improve curve sketchability, an axis widget for sketch surface selection, and implicitly inferred changes between sketching techniques. We also improve on a number of existing ideas such as a virtual sketchbook, simplified 2D and 3D view navigation, multi-stroke NURBS curve creation, and a cohesive gesture vocabulary. An evaluation by a professional designer shows the potential of our system for deployment within a real design process. ACM Classification: H.5.2 [Information Interfaces and
Snap-and-go: Helping Users Align Objects without the Modality of Traditional Snapping
- CHI
, 2005
"... Snapping is a widely used technique that helps users position graphical objects precisely, e.g., to align them with a grid or other graphical objects. Unfortunately, whenever users want to position a dragged object close to such an aligned location, they first need to deactivate snapping. We propose ..."
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Cited by 15 (4 self)
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Snapping is a widely used technique that helps users position graphical objects precisely, e.g., to align them with a grid or other graphical objects. Unfortunately, whenever users want to position a dragged object close to such an aligned location, they first need to deactivate snapping. We propose snap-and-go, a snapping technique that overcomes this limitation. By merely stopping dragged objects at aligned positions, rather than "warping" them there, snapand -go helps users align objects, yet still allows placing dragged objects anywhere else. While this approach of inserting additional motor space renders snap-and-go slightly slower than traditional snapping, snap-and-go simplifies the user interface by eliminating the need for a deactivation option and thereby allows introducing snapping to application scenarios where traditional snapping is inapplicable. In our user studies, participants were able to align objects up to 138% (1D) and 231% (2D) faster with snapand -go than without and snap-and-go proved robust against the presence of distracting snap targets.
Bimanual and unimanual image alignment: an evaluation of mouse-based techniques
- ACM UIST Symposium on User interface Software and Technology
, 2005
"... We present an evaluation of three mouse-based techniques for aligning digital images. We investigate the physical image alignment task and discuss the implications for interacting with virtual images. In a formal evaluation we show that a symmetric bimanual technique outperforms an asymmetric bimanu ..."
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Cited by 14 (0 self)
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We present an evaluation of three mouse-based techniques for aligning digital images. We investigate the physical image alignment task and discuss the implications for interacting with virtual images. In a formal evaluation we show that a symmetric bimanual technique outperforms an asymmetric bimanual technique which in turn outperforms a unimanual technique. We show that even after mode switching times are removed, the symmetric technique outperforms the single mouse technique. Subjects also exhibited more parallel interaction using the symmetric technique than when using the asymmetric technique. ACM Classification H5.2 [Information interfaces and presentation]:
ShapeTouch: Leveraging Contact Shape on Interactive Surfaces
"... Many interactive surfaces have the ability to detect the shape of hands or objects placed on them. However, shape information is typically either condensed to individual contact points or categorized as discrete gestures. This does not leverage the full expressiveness of touch input, thus limits the ..."
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Cited by 14 (1 self)
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Many interactive surfaces have the ability to detect the shape of hands or objects placed on them. However, shape information is typically either condensed to individual contact points or categorized as discrete gestures. This does not leverage the full expressiveness of touch input, thus limits the actions users can perform in interactive applications. We present ShapeTouch, an exploration of interactions that directly utilize the contact shape on interactive surfaces to manipulations of objects and interactors. ShapeTouch infers virtual contact forces from contact regions and motion to enable interaction with virtual experiences of interacting with real physical objects. 1.

