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Proceedings of the 18th annual ACM symposium on User interface software and technology最新文献

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Circle & identify: interactivity-augmented object recognition for handheld devices 圆圈和识别:用于手持设备的交互式增强对象识别
Byungkon Sohn, Geehyuk Lee
The first requirement of a "spatial mouse" is the ability to identify the object that it is aiming at. Among many possible technologies that can be employed for this purpose, possibly the best solution would be object recognition by machine vision. The problem, however, is that object recognition algorithms are not yet reliable enough or light enough for hand-held devices. This paper demonstrates that a simple object recognition algorithm can become a practical solution when augmented by interactivity. The user draw a circle around a target using a spatial mouse, and the mouse captures a series of camera frames. The frames can be easily stitched together to give a target image separated from the background, with which we need only additional steps of feature extraction and object classification. We present here results from two experiments with a few household objects.
“空间鼠标”的第一个要求是能够识别它所瞄准的物体。在许多可能用于此目的的技术中,最好的解决方案可能是机器视觉的对象识别。然而,问题在于,对于手持设备来说,物体识别算法还不够可靠,重量也不够轻。本文论证了一个简单的目标识别算法在增强交互性的情况下可以成为一个实用的解决方案。用户使用空间鼠标在目标周围画一个圆圈,鼠标捕获一系列相机帧。这些帧可以很容易地拼接在一起,得到一个与背景分离的目标图像,我们只需要额外的特征提取和目标分类步骤。我们在这里介绍了用一些家用物品进行的两个实验的结果。
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引用次数: 1
Citrus: a language and toolkit for simplifying the creation of structured editors for code and data Citrus:一种简化代码和数据结构化编辑器创建的语言和工具包
Amy J. Ko, B. Myers
Direct-manipulation editors for structured data are increasingly common. While such editors can greatly simplify the creation of structured data, there are few tools to simplify the creation of the editors themselves. This paper presents Citrus, a new programming language and user interface toolkit designed for this purpose. Citrus offers language-level support for constraints, restrictions and change notifications on primitive and aggregate data, mechanisms for automatically creating, removing, and reusing views as data changes, a library of widgets, layouts and behaviors for defining interactive views, and two comprehensive interactive editors as an interface to the language and toolkit itself. Together, these features support the creation of editors for a large class of data and code.
结构化数据的直接操作编辑器越来越普遍。虽然这样的编辑器可以极大地简化结构化数据的创建,但是很少有工具可以简化编辑器本身的创建。本文介绍了柑橘,一个新的编程语言和用户界面工具包,专为这一目的。Citrus为基本数据和聚合数据的约束、限制和更改通知提供了语言级别的支持,为数据更改时自动创建、删除和重用视图提供了机制,为定义交互式视图提供了小部件库、布局和行为,以及两个全面的交互式编辑器,作为语言和工具包本身的接口。总之,这些特性支持为大量数据和代码创建编辑器。
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引用次数: 21
Preference elicitation for interface optimization 界面优化的偏好激发
Krzysztof Z Gajos, Daniel S. Weld
Decision-theoretic optimization is becoming a popular tool in the user interface community, but creating accurate cost (or utility) functions has become a bottleneck --- in most cases the numerous parameters of these functions are chosen manually, which is a tedious and error-prone process. This paper describes ARNAULD, a general interactive tool for eliciting user preferences concerning concrete outcomes and using this feedback to automatically learn a factored cost function. We empirically evaluate our machine learning algorithm and two automatic query generation approaches and report on an informal user study.
决策理论优化正在成为用户界面社区中的流行工具,但是创建准确的成本(或效用)函数已经成为瓶颈——在大多数情况下,这些函数的众多参数都是手动选择的,这是一个乏味且容易出错的过程。本文描述了ARNAULD,一个通用的交互式工具,用于引出用户对具体结果的偏好,并使用此反馈来自动学习因子成本函数。我们对我们的机器学习算法和两种自动查询生成方法进行了实证评估,并报告了一项非正式的用户研究。
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引用次数: 132
DocWizards: a system for authoring follow-me documentation wizards DocWizards:一个用于创建跟随我文档向导的系统
L. Bergman, Vittorio Castelli, T. Lau, Daniel Oblinger
Traditional documentation for computer-based procedures is difficult to use: readers have trouble navigating long complex instructions, have trouble mapping from the text to display widgets, and waste time performing repetitive procedures. We propose a new class of improved documentation that we call follow-me documentation wizards. Follow-me documentation wizards step a user through a script representation of a procedure by highlighting portions of the text, as well application UI elements. This paper presents algorithms for automatically capturing follow-me documentation wizards by demonstration, through observing experts performing the procedure. We also present our DocWizards implementation on the Eclipse platform. We evaluate our system with an initial user study that showing that most users have a marked preference for this form of guidance over traditional documentation.
基于计算机的过程的传统文档很难使用:读者在浏览长而复杂的指令时遇到困难,在从文本映射到显示小部件时遇到困难,并且浪费时间执行重复的过程。我们提出了一类新的改进文档,我们称之为跟随我文档向导。Follow-me文档向导通过突出显示部分文本和应用程序UI元素,引导用户逐步完成过程的脚本表示。本文通过观察专家执行过程的过程,给出了通过演示自动捕获follow-me文档向导的算法。我们还展示了DocWizards在Eclipse平台上的实现。我们通过初始用户研究来评估我们的系统,该研究表明,大多数用户对这种形式的指导比传统文档有明显的偏好。
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引用次数: 115
Informal prototyping of continuous graphical interactions by demonstration 通过演示实现连续图形交互的非正式原型
Yang Li, J. Landay
Informal prototyping tools have shown great potential in facilitating the early stage design of user interfaces. How-ever, continuous interactions, an important constituent of highly interactive interfaces, have not been well supported by previous tools. These interactions give continuous visual feedback, such as geometric changes of a graphical object, in response to continuous user input, such as the movement of a mouse. We built Monet, a sketch-based tool for proto-typing continuous interactions by demonstration. In Monet, designers can prototype continuous widgets and their states of interest using examples. They can also demonstrate com-pound behaviors involving multiple widgets by direct ma-nipulation. Monet allows continuous interactions to be eas-ily integrated with event-based, discrete interactions. Con-tinuous widgets can be embedded into storyboards and their states can condition or trigger storyboard transitions. Monet achieves these features by employing continuous function approximation and statistical classification techniques, without using any domain specific knowledge or assuming any application semantics. Informal feedback showed that Monet is a promising approach to enabling more complete tool support for early stage UI design.
非正式原型工具在促进用户界面的早期设计方面显示出巨大的潜力。然而,作为高度交互界面的一个重要组成部分,连续交互并没有被以前的工具很好地支持。这些交互提供连续的视觉反馈,例如图形对象的几何变化,以响应连续的用户输入,例如鼠标的移动。我们构建了Monet,这是一个基于草图的工具,用于通过演示来原型化连续交互。在莫奈的作品中,设计师可以使用示例对连续的小部件及其感兴趣的状态进行原型化。它们还可以通过直接操纵来演示涉及多个部件的复合行为。Monet允许连续交互与基于事件的离散交互轻松集成。连续的小部件可以嵌入到故事板中,它们的状态可以约束或触发故事板转换。莫奈通过使用连续函数近似和统计分类技术实现了这些特征,而不使用任何特定领域的知识或假设任何应用语义。非正式的反馈表明,Monet是一种很有前途的方法,可以为早期UI设计提供更完整的工具支持。
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引用次数: 4
A1: end-user programming for web-based system administration A1:基于web的系统管理的最终用户编程
Eser Kandogan, Eben M. Haber, Rob Barrett, A. Cypher, P. Maglio, Haixia Zhao
System administrators work with many different tools to manage and fix complex hardware and software infrastructure in a rapidly paced work environment. Through extensive field studies, we observed that they often build and share custom tools for specific tasks that are not supported by vendor tools. Recent trends toward web-based management consoles offer many advantages but put an extra burden on system administrators, as customization requires web programming, which is beyond the skills of many system administrators. To meet their needs, we developed A1, a spreadsheet-based environment with a task-specific system-administration language for quickly creating small tools or migrating existing scripts to run as web portlets. Using A1, system administrators can build spreadsheets to access remote and heterogeneous systems, gather and integrate status data, and orchestrate control of disparate systems in a uniform way. A preliminary user study showed that in just a few hours, system administrators can learn to use A1 to build relatively complex tools from scratch.
系统管理员在快节奏的工作环境中使用许多不同的工具来管理和修复复杂的硬件和软件基础设施。通过广泛的实地研究,我们观察到他们经常为供应商工具不支持的特定任务构建和共享定制工具。基于web的管理控制台的最新趋势提供了许多优点,但给系统管理员带来了额外的负担,因为自定义需要web编程,这超出了许多系统管理员的技能。为了满足他们的需求,我们开发了A1,这是一个基于电子表格的环境,带有特定于任务的系统管理语言,用于快速创建小型工具或将现有脚本迁移为web portlet运行。使用A1,系统管理员可以构建电子表格来访问远程和异构系统,收集和集成状态数据,并以统一的方式编排对不同系统的控制。初步的用户研究表明,只需几个小时,系统管理员就可以学会使用A1从头构建相对复杂的工具。
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引用次数: 43
Personal computing in the 21st century 21世纪的个人电脑
G. Starkweather
Ever since the dawn of the digital computer, invention, innovation, and creativity have been a hallmark of the industry. The mainframe computer seemed for a while to be the real player with experts or at least highly trained professionals operating these large and expensive machines. Most users were allowed to see them through glass windows but "hands on" was a rare opportunity. In 1972, the Xerox Palo Alto Research Center (PARC), built a remarkable personal computer named the ALTO. Except for the visionaries at PARC and a few others, most people considered the personal computer a mere curiosity in this early period. Today, the personal computer has become a tool that very few imagined. What might be yet to come.While prognosticating about the future is a risky endeavor at best, perhaps we can obtain a look ahead with a straightforward review of the current status of personal computing. We will look at operating systems, application software and peripherals, however, the real goal of this talk is to see what the user interface, tools and interactions with this future computing environment might be or perhaps even should be. Will we still be using continuing variations of Doug Englebart's mouse in 2020 or might something new and much more advanced emerge? How might users seamlessly deal with terabytes of storage? How might multi-user environments be used and could multi-OS machines be an economic and generally available personal computing environment? Are there user experience issues that are critical in multi-OS environments? How might the user's display be different from today? Will tomorrow's displays be larger, have a significantly higher pixel density, be much more paper-like, etc.? Might electronic printers and their requisite paper output still be with us by 2025, for example? Will home and neighborhood network resources finally be a powerful ally of the computing environment? Many exciting opportunities and questions beg for answers and industry insight.This talk will attempt to peer into the near future to see what we might expect of the personal computing environment based on what we can extrapolate from current experience and technology directions. While the exactitude of such projections may be limited, taken as a whole, there is perhaps much that can be learned from such an exercise. Why do this? Charles Kettering, the great automotive inventor was asked why he spent so much time planning and thinking about the future. He wisely replied, "Because I am going to spend the rest of my life there." Thirty years ago, very few could have imagined all the wonderful things that personal computing has enabled. Perhaps we have just begun our exciting journey.
自从数字计算机出现以来,发明、创新和创造力一直是这个行业的标志。在一段时间内,大型计算机似乎是真正的玩家,专家或至少是训练有素的专业人员操作这些大型昂贵的机器。大多数用户可以透过玻璃窗看到它们,但“亲自动手”是一个难得的机会。1972年,施乐帕洛阿尔托研究中心(PARC)制造了一台非凡的个人电脑,名为Alto。除了帕洛阿尔托研究中心和其他一些有远见的人之外,大多数人在早期都认为个人电脑只是一种新奇的东西。今天,个人电脑已经成为一种很少有人能想象到的工具。什么可能还没有到来。虽然预测未来充其量是一项冒险的努力,但也许我们可以通过对个人计算机当前状态的直接回顾来展望未来。我们将关注操作系统、应用软件和外围设备,然而,这次演讲的真正目的是了解未来计算环境的用户界面、工具和交互可能是什么样子,或者甚至应该是什么样子。到2020年,我们还会继续使用道格·恩格尔巴特(Doug Englebart)的鼠标变体,还是会出现更先进的新东西?用户如何无缝地处理tb级的存储?如何使用多用户环境?多操作系统机器能否成为一种经济且普遍可用的个人计算环境?在多操作系统环境中是否存在关键的用户体验问题?用户的显示将与今天有何不同?未来的显示器是否会更大,像素密度是否会显著提高,是否会更像纸?例如,到2025年,电子打印机及其所需的纸张输出是否还会存在?家庭和社区网络资源最终会成为计算环境的强大盟友吗?许多令人兴奋的机会和问题需要答案和行业洞察力。这次演讲将尝试展望不久的将来,看看我们对个人计算环境的期望是什么,这是基于我们从目前的经验和技术方向推断出来的。虽然这种预测的准确性可能有限,但作为一个整体,也许可以从这种工作中学到很多东西。为什么要这样做?有人问伟大的汽车发明家查尔斯·凯特林(Charles Kettering),他为什么花那么多时间规划和思考未来。他明智地回答说:“因为我将在那里度过我的余生。”30年前,很少有人能想象到个人电脑带来的如此美妙的事情。也许我们的激动人心的旅程才刚刚开始。
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引用次数: 0
Proceedings of the 18th annual ACM symposium on User interface software and technology 第18届年度ACM用户界面软件与技术研讨会论文集
Patrick Baudisch, M. Czerwinski, D. Olsen
It is our pleasure to welcome you to Seattle for UIST 2005, the Eighteenth Annual ACM Symposium on User Interface Software and Technology. UIST 2005 continues in the tradition of being the premier forum for presentation of research innovations in the software and technology of human-computer interfaces. Sponsored by ACM's special interest groups on computer-human interaction (SIGCHI) and computer graphics (SIGGRAPH), UIST brings together researchers and practitioners from diverse areas that include traditional graphical & web user interfaces, tangible & ubiquitous computing, virtual & augmented reality, multimedia, new input & output devices, and CSCW. The intimate size, the single track, and comfortable surroundings make this symposium an ideal opportunity to exchange research results and implementation experiences.The call for papers attracted 158 full paper and TechNote submissions from 14 countries. The program committee accepted 30 of them (19%) that cover a variety of exciting topics, including mobile, physical, and voice interfaces, mouse & touch screen interaction, customization, and projector-based systems. In addition, the program includes a keynote from Gary Starkweather on personal computing in the 21st Century and two invited surveys by Susan Dray and Ken Goldberg on ethnography and the design of networked, interactive artworks, respectively. Posters, demos, and our third annual Doctoral Consortium will complete the program. You can find these contributions in the UIST conference companion, which is distributed at the conference. The UIST proceedings continue to be prepared in color and we hope that they serve as a valuable resource for researchers and practitioners. We have supplemented the proceedings with a DVD containing videos as appropriate for the papers, TechNotes, posters and demonstrations.
我们很高兴欢迎您来到西雅图参加UIST 2005,即第十八届ACM用户界面软件与技术年度研讨会。UIST 2005继续作为展示软件和人机界面技术研究创新的主要论坛的传统。由ACM人机交互(SIGCHI)和计算机图形学(SIGGRAPH)特别兴趣小组赞助,UIST汇集了来自不同领域的研究人员和从业人员,包括传统图形和网络用户界面,有形和无处不在的计算,虚拟和增强现实,多媒体,新的输入和输出设备以及CSCW。紧凑的空间、单轨、舒适的环境使本次研讨会成为交流研究成果和实践经验的理想机会。论文征集活动吸引了来自14个国家的158篇论文全文和TechNote。项目委员会接受了其中的30个(19%),涵盖了各种令人兴奋的主题,包括移动,物理和语音界面,鼠标和触摸屏交互,定制和基于投影仪的系统。此外,该项目还包括加里·斯塔克威瑟关于21世纪个人电脑的主题演讲,以及苏珊·德雷和肯·戈德堡邀请的两项关于人种学和网络互动艺术作品设计的调查。海报,演示和我们的第三届年度博士联盟将完成该计划。您可以在会议上分发的UIST会议指南中找到这些贡献。UIST的会议记录将继续以彩色的方式准备,我们希望它们能成为研究人员和实践者的宝贵资源。我们还提供了一张DVD,其中包含论文、技术笔记、海报和演示所需的视频。
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引用次数: 9
Bimanual and unimanual image alignment: an evaluation of mouse-based techniques 双手动和单手动图像对齐:基于鼠标技术的评估
C. Latulipe, C. Kaplan, C. Clarke
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.
我们提出了三种基于鼠标的数字图像对齐技术的评估。我们研究了物理图像对齐任务,并讨论了与虚拟图像交互的含义。在正式的评估中,我们表明对称的双手技术优于非对称的双手技术,而非对称的双手技术又优于单手技术。我们表明,即使在模式切换时间被删除后,对称技术优于单鼠标技术。受试者在使用对称技术时也比使用非对称技术时表现出更多的平行互动。
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引用次数: 60
Interacting with large displays from a distance with vision-tracked multi-finger gestural input 通过视觉跟踪的多手指手势输入,与远距离的大型显示器进行交互
S. Malik, A. Ranjan, Ravin Balakrishnan
We explore the idea of using vision-based hand tracking over a constrained tabletop surface area to perform multi-finger and whole-hand gestural interactions with large displays from a distance. We develop bimanual techniques to support a variety of asymmetric and symmetric interactions, including fast targeting and navigation to all parts of a large display from the comfort of a desk and chair, as well as techniques that exploit the ability of the vision-based hand tracking system to provide multi-finger identification and full 2D hand segmentation. We also posit a design that allows for handling multiple concurrent users.
我们探索了在受限的桌面表面上使用基于视觉的手部跟踪的想法,从远处与大型显示器进行多指和全手手势交互。我们开发了双手技术来支持各种不对称和对称的交互,包括从舒适的桌子和椅子上快速定位和导航到大型显示器的所有部分,以及利用基于视觉的手部跟踪系统的能力来提供多指识别和完整的2D手部分割的技术。我们还假定了一种允许处理多个并发用户的设计。
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引用次数: 215
期刊
Proceedings of the 18th annual ACM symposium on User interface software and technology
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