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Abracadabra: wireless, high-precision, and unpowered finger input for very small mobile devices
- In Proc. ACM UIST ’09
, 2009
"... We present Abracadabra, a magnetically driven input tech-nique that offers users wireless, unpowered, high fidelity finger input for mobile devices with very small screens. By extending the input area to many times the size of the de-vice’s screen, our approach is able to offer a high C-D gain, enab ..."
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Cited by 57 (2 self)
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We present Abracadabra, a magnetically driven input tech-nique that offers users wireless, unpowered, high fidelity finger input for mobile devices with very small screens. By extending the input area to many times the size of the de-vice’s screen, our approach is able to offer a high C-D gain, enabling fine motor control. Additionally, screen occlusion can be reduced by moving interaction off of the display and into unused space around the device. We discuss several example applications as a proof of concept. Finally, results from our user study indicate radial targets as small as 16º can achieve greater than 92 % selection accuracy, outper-forming comparable radial, touch-based finger input. ACM Classification: H.5.2 [Information interfaces and
Viewfinder alignment
- COMPUTER GRAPHICS FORUM (PROC. EUROGRAPHICS
, 2008
"... The viewfinder of a digital camera has traditionally been used for one purpose: to display to the user a preview of what is seen through the camera’s lens. High quality cameras are now available on devices such as mobile phones and PDAs, which provide a platform where the camera is a programmable de ..."
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Cited by 29 (4 self)
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The viewfinder of a digital camera has traditionally been used for one purpose: to display to the user a preview of what is seen through the camera’s lens. High quality cameras are now available on devices such as mobile phones and PDAs, which provide a platform where the camera is a programmable device, enabling applications such as online computational photography, computer vision-based interactive gaming, and augmented reality. For such online applications, the camera viewfinder provides the user’s main interaction with the environment. In this paper, we describe an algorithm for aligning successive viewfinder frames. First, an estimate of inter-frame translation is computed by aligning integral projections of edges in two images. The estimate is then refined to compute a full 2D similarity transformation by aligning point features. Our algorithm is robust to noise, never requires storing more than one viewfinder frame in memory, and runs at 30 frames per second on standard smartphone hardware. We use viewfinder alignment for panorama capture, low-light photography, and a camera-based game controller.
Wide area localization on mobile phones
- 2009 IEEE/ACM -ISMAR
, 2009
"... We present a fast and memory efficient method for localizing a mo-bile user’s 6DOF pose from a single camera image. Our approach registers a view with respect to a sparse 3D point reconstruction. The 3D point dataset is partitioned into pieces based on visibility constraints and occlusion culling, m ..."
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Cited by 29 (5 self)
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We present a fast and memory efficient method for localizing a mo-bile user’s 6DOF pose from a single camera image. Our approach registers a view with respect to a sparse 3D point reconstruction. The 3D point dataset is partitioned into pieces based on visibility constraints and occlusion culling, making it scalable and efficient to handle. Starting with a coarse guess, our system only considers features that can be seen from the user’s position. Our method is resource efficient, usually requiring only a few megabytes of mem-ory, thereby making it feasible to run on low-end devices such as mobile phones. At the same time it is fast enough to give instant results on this device class.
REXplorer: A mobile, pervasive spell-casting game for tourists
- In Extended Abstracts of the CHI 2007 Conference on Human Factors in Computing Systems
, 2007
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Target Acquisition with Camera Phones when used as Magic Lenses
, 2008
"... When camera phones are used as magic lenses in handheld augmented reality applications involving wall maps or posters, pointing can be divided into two phases: (1) an initial coarse physical pointing phase, in which the target can be directly observed on the background surface, and (2) a fine-contro ..."
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Cited by 18 (3 self)
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When camera phones are used as magic lenses in handheld augmented reality applications involving wall maps or posters, pointing can be divided into two phases: (1) an initial coarse physical pointing phase, in which the target can be directly observed on the background surface, and (2) a fine-control virtual pointing phase, in which the target can only be observed through the device display. In two studies, we show that performance cannot be adequately modeled with standard Fitts’ law, but can be adequately modeled with a two-component modification. We chart the performance space and analyze users’ target acquisition strategies in varying conditions. Moreover, we show that the standard Fitts’ law model does hold for dynamic peephole pointing where there is no guiding background surface and hence the physical pointing component of the extended model is not needed. Finally, implications for the design of magic lens interfaces are considered.
Designing for bystanders: reflections on building a public digital forum
- In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM
"... In this paper, we reflect on the design and deployment process of MAGICBoard, a public display deployed in a university setting that solicits the electronic votes and opinions of bystanders on trivial but amusing topics. We focus on the consequences of our design choices with respect to encouraging ..."
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Cited by 14 (1 self)
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In this paper, we reflect on the design and deployment process of MAGICBoard, a public display deployed in a university setting that solicits the electronic votes and opinions of bystanders on trivial but amusing topics. We focus on the consequences of our design choices with respect to encouraging bystanders to interact with the public display. Bystanders are individuals around the large display who may never fully engage with the application itself, but are potential contributors to the system. In particular, we revisit traditional design tenets with this focus on how bystanders transition to being contributors of public display systems, and arrive at three thematic design implications: graduated proximal engagement, lowering barriers for interaction, and that deployment issues are actually design issues. Drawing on our recent experiences with MAGICBoard, we reveal how these thematic issues shaped the design and deployment of the display.
PACER: fine-grained interactive paper via camera-touch hybrid gestures on a cell phone
- In Proc. CHI ’10, ACM(2010
"... PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone’s camera, PACER links a paper document to its digital version based on visual features. It adopts camerabased phone motion detec ..."
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Cited by 14 (1 self)
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PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone’s camera, PACER links a paper document to its digital version based on visual features. It adopts camerabased phone motion detection for embodied gestures (e.g. marquees, underlines and lassos), with which users can flexibly select and interact with document details (e.g. individual words, symbols and pixels). The touch input is incorporated to facilitate target selection at fine granularity, and to address some limitations of the embodied interaction, such as hand jitter and low input sampling rate. This hybrid interaction is coupled with other techniques such as semi-real time document tracking and loose physical-digital document registration, offering a gesturebased command system. We demonstrate the use of PACER in various scenarios including work-related reading, maps and music score playing. A preliminary user study on the design has produced encouraging user feedback, and suggested future research for better understanding of embodied vs. touch interaction and one vs. two handed interaction.
Interaction with Magic Lenses: Real-World Validation of a Fitts ’ Law Model
"... Rohs and Oulasvirta (2008) proposed a two-component Fitts ’ law model for target acquisition with magic lenses in mobile augmented reality (AR) with 1) a physical pointing phase, in which the target can be directly observed on the background surface, and 2) a virtual pointing phase, in which the tar ..."
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Cited by 10 (1 self)
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Rohs and Oulasvirta (2008) proposed a two-component Fitts ’ law model for target acquisition with magic lenses in mobile augmented reality (AR) with 1) a physical pointing phase, in which the target can be directly observed on the background surface, and 2) a virtual pointing phase, in which the target can only be observed through the device display. The model provides a good fit (R 2 =0.88) with laboratory data, but it is not known if it generalizes to realworld AR tasks. In the present outdoor study, subjects (N=12) did building-selection tasks in an urban area. The differences in task characteristics to the laboratory study are drastic: targets are three-dimensional and they vary in shape, size, z-distance, and visual context. Nevertheless, the model yielded an R 2 of 0.80, and when using effective target width an R 2 of 0.88 was achieved. Author Keywords Target acquisition, magic lens pointing, Fitts ’ law, humanperformance
Throw and Tilt -- Seamless Interaction across Devices Using Mobile Phone Gestures
- IN: GI 2008
, 2008
"... To overcome limitations of small screens and to provide intuitive ways of interacting with personal data, this work addresses the seamless combination of sensor-enabled phones with large displays. An intuitive basic set of tilt gestures is introduced for astepwise or continuous interaction with bo ..."
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Cited by 8 (2 self)
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To overcome limitations of small screens and to provide intuitive ways of interacting with personal data, this work addresses the seamless combination of sensor-enabled phones with large displays. An intuitive basic set of tilt gestures is introduced for astepwise or continuous interaction with both mobile applications and distant user interfaces by utilizing the handheld as aremote control. Inaddition, we introduce throwing gestures to transfer media documents to alarge display. Bymeans of these gestures, wealso propose transferring arunning interface from amobile phone to alarge screen (to improve usability) and back (to achieve mobility). We demonstrate the feasibility ofthe interaction methods with several application prototypes facilitating avery natural flow of interaction.
FittsTilt: The Application of Fitts ’ Law To Tilt-based Interaction
"... We evaluated tilt as an input method for devices with built-in accelerometers, such as touchscreen phones and tablet computers. The evaluation was empirical and experimental. Sixteen participants performed a tilt-based position-select task, similar to the multi-directional Fitts’ law task in ISO 924 ..."
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Cited by 6 (4 self)
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We evaluated tilt as an input method for devices with built-in accelerometers, such as touchscreen phones and tablet computers. The evaluation was empirical and experimental. Sixteen participants performed a tilt-based position-select task, similar to the multi-directional Fitts’ law task in ISO 9241-9. Four levels of tilt gain (25, 50, 100, and 200) and two selection modes (first-entry and 500 ms dwell) were used. Movement times were lowest with tilt gain = 50 and first-entry selection. Maximum tilt angles ranged from about 2 ° to 13°, depending on condition. Tilt as an input primitive is shown to conform to Fitts ’ law. Throughput is low, however, about 2.3 bits/s for first-entry and 1.2 bits/s for dwell. ACM Classification: H.5.2 [Information interfaces and