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SmartSkin: an Infrastructure for Freehand Manipulation on Interactive Surfaces. (2002)

by J Rekimoto
Venue:In Proc. CH’02,
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Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays. UIST

by Mike Wu, Ravin Balakrishnan , 2003
"... www.dgp.toronto.edu Recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this incre ..."
Abstract - Cited by 203 (11 self) - Add to MetaCart
www.dgp.toronto.edu Recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this increased input bandwidth. We present a variety of multifinger and whole hand gestural interaction techniques for these displays that leverage and extend the types of actions that people perform when interacting on real physical tabletops. Apart from gestural input techniques, we also explore interaction and visualization techniques for supporting shared spaces, awareness, and privacy. These techniques are demonstrated within a prototype room furniture layout application, called RoomPlanner.
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... in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques =-=[17]-=-, current user interfaces do not take advantage of this increased input bandwidth. We present a variety of multifinger and whole hand gestural interaction techniques for these displays that leverage a...

As-rigid-as-possible shape manipulation

by Takeo Igarashi, Tomer Moscovich John F. Hughes - ACM Trans. Graph , 2005
"... We present an interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand. The shape is represented by a triangle mesh and the user moves several vertices of the mesh as constrained handles. The ..."
Abstract - Cited by 189 (18 self) - Add to MetaCart
We present an interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand. The shape is represented by a triangle mesh and the user moves several vertices of the mesh as constrained handles. The system then computes the positions of the remaining free vertices by minimizing the distortion of each triangle. While physically based simulation or iterative refinement can also be used for this purpose, they tend to be slow. We present a two-step closed-form algorithm that achieves real-time interaction. The first step finds an appropriate rotation for each triangle and the second step adjusts its scale. The key idea is to use quadratic error metrics so that each minimization problem becomes a system of linear equations. After solving the simultaneous equations at the beginning of interaction, we can quickly find the positions of free vertices during interactive manipulation. Our approach successfully conveys a sense of rigidity of the shape, which is difficult in space-warp approaches. With a multiple-point input device, even beginners can easily move, rotate, and deform shapes at will.

DiamondSpin: An extensible toolkit for around-the-table interaction

by Chia Shen, Frédéric D. Vernier, Clifton Forlines, Meredith Ringel - In Proc. CHI 2004 , 2004
"... DiamondSpin is a toolkit for the efficient prototyping of and experimentation with multi-person, concurrent interfaces for interactive shared displays. In this paper, we identify the fundamental functionality that tabletop user interfaces should embody, then present the toolkit’s architecture and AP ..."
Abstract - Cited by 180 (22 self) - Add to MetaCart
DiamondSpin is a toolkit for the efficient prototyping of and experimentation with multi-person, concurrent interfaces for interactive shared displays. In this paper, we identify the fundamental functionality that tabletop user interfaces should embody, then present the toolkit’s architecture and API. DiamondSpin provides a novel realtime polar to Cartesian transformation engine that has enabled new, around-the-table interaction metaphors to be implemented. DiamondSpin allows arbitrary document positioning and orientation on a tabletop surface. Polygonal tabletop layouts such as rectangular, octagonal, and circular tabletops can easily be constructed. DiamondSpin also supports multiple work areas within the same digital tabletop. Multi-user operations are offered through multithreaded input event streams, multiple active objects, and multiple concurrent menus. We also discuss insights on tabletop interaction issues we have observed from a set of applications built with DiamondSpin.
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...mputational artifacts for colocated collaboration has been proposed before [15,16], only recently have advances in multi-user touch input and display technologies, such as DiamondTouch [3], SmartSkin =-=[9]-=-, and DViT [14], opened up the possibility of new form factors that enable research into face-to-face and shoulder-to-shoulder interactions on direct manipulation surfaces. Our own research has focuse...

User-Defined Gestures for Surface Computing

by Jacob O. Wobbrock, Meredith Ringel Morris, Andrew D. Wilson
"... Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from no ..."
Abstract - Cited by 176 (9 self) - Add to MetaCart
Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from non-technical users by first portraying the effect of a gesture, and then asking users to perform its cause. In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands. Our findings indicate that users rarely care about the number of fingers they employ, that one hand is preferred to two, that desktop idioms strongly influence users ’ mental models, and that some commands elicit little gestural agreement, suggesting the need for on-screen widgets. We also present a complete user-defined gesture set, quantitative agreement scores, implications for surface technology, and a taxonomy of surface gestures. Our results will help designers create better gesture sets informed by user behavior.
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...on demonstrating the panning effect. hands could be a potential gesture. To date, most surface gestures have been defined by system designers, who personally employ them or teach them to user-testers =-=[14,17,21,27,34,35]-=-. Despite skillful design, this results in somewhat arbitrary gesture sets whose members may be chosen out of concern for reliable recognition [19]. Although this criterion is important for early prot...

System Guidelines for Co-located, Collaborative Work on a Tabletop Display

by Stacey D. Scott, Karen D. Grant, Regan L. Mandryk - Proc. ECSCW 2003 , 2003
"... Collaborative interactions with many existing digital tabletop systems lack the fluidity of collaborating around a table using traditional media. This paper presents a critical analysis of the current state-of-the-art in digital tabletop systems research, targeted at discovering how user requirement ..."
Abstract - Cited by 148 (4 self) - Add to MetaCart
Collaborative interactions with many existing digital tabletop systems lack the fluidity of collaborating around a table using traditional media. This paper presents a critical analysis of the current state-of-the-art in digital tabletop systems research, targeted at discovering how user requirements for collaboration are currently being met and uncovering areas requiring further development. By considering research on tabletop displays, collaboration, and communication, several design guidelines for effective colocated collaboration around a tabletop display emerged. These guidelines suggest that technology must support: (1) natural interpersonal interaction, (2) transitions between activities, (3) transitions between personal and group work, (4) transitions between tabletop collaboration and external work, (5) the use of physical objects, (6) accessing shared physical and digital objects, (7) flexible user arrangements, and (8) simultaneous user interactions. The critical analysis also revealed several important directions for future research, including: standardization of methods to evaluate co-located collaboration; comparative studies to determine the impact of existing system configurations on collaboration; and creation of a taxonomy of collaborative tasks to help determine which tasks and activities are suitable for tabletop collaboration.
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... a vertical display attached to one side of the table, which leaves only one side of the table with optimal viewing conditions (e.g., Rauterberg et al., 1997; Koike et al., 2000; Patten et al., 2001; =-=Rekimoto, 2002-=-). There are also table systems that provide vertical displays near the table without hindering the use of any sides the table (e.g., Arias et al., 1999; Fox et al., 2000). When users are sitting at v...

Dynamo: A Public Interactive Surface Supporting the Cooperative Sharing and Exchange of Media

by Shahram Izadi, Harry Brignull, Tom Rodden, Yvonne Rogers, Mia Underwood , 2003
"... of media ..."
Abstract - Cited by 128 (10 self) - Add to MetaCart
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...es have been developed to interact with these displays [9, 24]. Researchers have also explored techniques for making these types of touchscreen displays support simultaneous input from multiple users =-=[5, 13, 21]-=-. Other notable work includes research into augmented tabletop displays [22, 25], which seek to mix physical and virtual objects to support forms of tangible interaction. ‘Walk up and use’ interactive...

WUW - wear Ur world: a wearable gestural interface

by Citation Mistry, Pattie Maes, Citable Link - In CHI ‘09 Ext. Abst
"... Your story matters. ..."
Abstract - Cited by 97 (1 self) - Add to MetaCart
Your story matters.
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...mechanisms and surfacesshave been studied and experimented within thisscontext. The most common of these include usingsspecially designed surfaces with embedded sensorss(e.g. using capacitive sensing =-=[5, 16]-=-), camerassmounted behind a custom surface (e.g. [10, 22]),scameras mounted in front of the surface or on thessurface periphery (e.g. [1, 7, 9, 21]).sMost of thesessystems depend on the physical touch...

Pressure widgets

by Gonzalo Ramos, Matthew Boulos, Ravin Balakrishnan - Proc. CHI '04 , 2004
"... www.dgp.toronto.edu Current user interface widgets typically assume that the input device can only provide x-y position and binary button press information. Other inputs such as the continuous pressure data provided by styluses on tablets are rarely used. We explore the design space of using the con ..."
Abstract - Cited by 90 (4 self) - Add to MetaCart
www.dgp.toronto.edu Current user interface widgets typically assume that the input device can only provide x-y position and binary button press information. Other inputs such as the continuous pressure data provided by styluses on tablets are rarely used. We explore the design space of using the continuous pressure sensing capabilities of styluses to operate multi-state widgets. We present the results of a controlled experiment that investigates human ability to perform discrete target selection tasks by varying a stylus ’ pressure, with full or partial visual feedback. The experiment also considers different techniques for confirming selection once the target is acquired. Based on the experimental results, we discuss implications for the design of pressure sensitive widgets. A taxonomy of pressure widgets is presented, along with a set of initial concept sketches of various pressure widget designs.
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... and painting programs. There are also exciting emerging technologies that are capable of sensing, to some degree, the pressure that a user applies to them. Examples of these are Rekimoto’s SmartSkin =-=[12]-=-, and Mitsubishi’s DiamondTouch table [5]. In summary, our review indicates that while there is a rich literature on the use of pressure at the user interface, there has not been a systematic investig...

Exploring the Effects of Group Size and Table Size on Interactions with Tabletop

by Kathy Ryall, Clifton Forlines, Chia Shen - IN PROC. CSCW 2004 , 2004
"... Interactive tabletops have been previously proposed and studied in the domain of co-located group applications. However, little fundamental research has been done to explore the issue of size. In this paper we identify a number of size considerations for tabletop design, and present an experiment to ..."
Abstract - Cited by 73 (10 self) - Add to MetaCart
Interactive tabletops have been previously proposed and studied in the domain of co-located group applications. However, little fundamental research has been done to explore the issue of size. In this paper we identify a number of size considerations for tabletop design, and present an experiment to explore some of these issues, in particular the effects of group size and table size on the speed at which the task was performed, the distribution of work among group members, issues of shared resources, and user preference for table size. Our findings shed light on (1) how work strategies are affected by group size, (2) how social interaction varies with respect to table size, and (3) how the speed of task performance is influenced by group size but not by table size. In addition, our experiments revealed that for larger groups, designers might need to add additional vertical displays for shared information. This finding opens the door for extending singledisplay groupware to shared-display groupware settings that involve multiple, shared displays.

Beyond “social protocols”: Multi-user coordination policies for co-located groupware

by Meredith Ringel Morris - In Proc. CSCW 2004, ACM Press , 2004
"... The status quo for co-located groupware is to assume that “social protocols ” (standards of polite behavior) are sufficient to coordinate the actions of a group of users; however, prior studies of groupware use as well as our own observations of groups using a shared tabletop display suggest potenti ..."
Abstract - Cited by 67 (13 self) - Add to MetaCart
The status quo for co-located groupware is to assume that “social protocols ” (standards of polite behavior) are sufficient to coordinate the actions of a group of users; however, prior studies of groupware use as well as our own observations of groups using a shared tabletop display suggest potential for improving groupware interfaces by incorporating coordination policies – direct manipulation mechanisms for avoiding and resolving conflicts. We discuss our observations of group tabletop usage and present our coordination framework. We conclude with example usage scenarios and discuss future research suggested by this framework. Categories and Subject Descriptors
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