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2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems最新文献

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Pokey: Interaction through covert structured light Pokey:通过隐蔽的结构光进行交互
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660204
C. Wren, Y. Ivanov, P. Beardsley, Biliana K. Kaneva, Shoji Tanaka
In this paper we describe a method to support interaction with a cellphone-based projector-camera system. We describe a novel approach that uses a technique known in computer vision as ldquostructured lightrdquo. It is based on projecting some special pattern of light onto a scene while imaging it with a camera. The distortions of the known pattern in the resulting image are due to the scene geometry which can be readily estimated. The main contribution of this paper is that the structure is created as consequence of the way raster-scan, laser-based micro-projectors operate, and is in fact invisible to the user. The structure of the projected light is sensed through careful synchronization within the camera-projector system and is imperceptible to the user. In this paper we describe the technique, and test it with a cellphone based application that exploits this method while providing a natural interactive environment with no additional special equipment. The system enables manual interaction with a projected user interface using only the rasterizing projector and camera that will be part of next generation cellphones.
在本文中,我们描述了一种支持与基于手机的投影-摄像机系统交互的方法。我们描述了一种新颖的方法,该方法使用了计算机视觉中称为ldquostructlightquo的技术。它是基于将一些特殊的光模式投射到场景上,同时用相机对其进行成像。结果图像中已知模式的扭曲是由于场景几何形状,可以很容易地估计。本文的主要贡献在于,该结构是根据光栅扫描、基于激光的微型投影仪的操作方式创建的,实际上对用户来说是不可见的。投射光的结构是通过相机-投影仪系统内的仔细同步来感知的,而用户是察觉不到的。在本文中,我们描述了该技术,并使用基于手机的应用程序进行了测试,该应用程序利用该方法,同时提供了一个自然的交互环境,无需额外的特殊设备。该系统仅使用光栅化投影仪和摄像头就可以与投影用户界面进行手动交互,这将是下一代手机的一部分。
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引用次数: 6
On top of tabletop: A virtual touch panel display 桌面上方:一个虚拟触摸面板显示器
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660201
Liwei Chan, Ting-Ting Hu, Jin-Yao Lin, Y. Hung, Jane Yung-jen Hsu
In the real world, a physical tabletop provides public and private needs for people around the table. For competing scenarios such as playing a poker game or running a price negotiation around a tabletop system, privacy protection is obviously an indispensable requirement. In this work we developed a privacy-enhanced tabletop system composed of two kinds of displays, the tabletop surface and the virtual panel. All users share the large tabletop surface as a public display while every user is provided with a virtual panel emerging above the tabletop as a personal display for viewing private information. The virtual panel is an intangible, privacy-protected virtual screen created by a special optical mechanism which offers several promising characteristics, making it perfect to be integrated into a tabletop system. The contributions of the paper include: Firstly, we introduce a novel display technique, the virtual panel, into a tabletop system to build a privacy-enhanced tabletop system. Secondly, an analysis on display optics of the virtual panel is presented to explore other potentials of the display and to claim the feasibility of the proposed combination. Thirdly a computer vision-based interaction technique is proposed to provide direct-touch interaction for the virtual panel. Finally, we discuss a wide range of considerations on designing the user interface and interaction for the virtual panel.
在现实世界中,物理桌面为桌子周围的人提供公共和私人需求。对于竞争场景,如玩扑克游戏或围绕桌面系统进行价格谈判,隐私保护显然是不可或缺的要求。在这项工作中,我们开发了一个由桌面表面和虚拟面板两种显示器组成的增强隐私的桌面系统。所有用户共享大的桌面表面作为公共显示,而每个用户都提供桌面上方的虚拟面板作为个人显示,用于查看私人信息。虚拟面板是一种无形的、受隐私保护的虚拟屏幕,由一种特殊的光学机制创建,具有几个有前途的特性,使其完美地集成到桌面系统中。本文的贡献包括:首先,我们将一种新颖的显示技术——虚拟面板引入桌面系统,构建了一个增强隐私的桌面系统。其次,对虚拟面板的显示光学进行了分析,以探索显示的其他潜力,并声称所提出的组合的可行性。第三,提出了一种基于计算机视觉的交互技术,为虚拟面板提供直接触摸交互。最后,我们讨论了为虚拟面板设计用户界面和交互的广泛考虑。
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引用次数: 25
System design for the WeSpace: Linking personal devices to a table-centered multi-user, multi-surface environment WeSpace的系统设计:将个人设备连接到以桌面为中心的多用户、多界面环境
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660191
Hao Jiang, Daniel J. Wigdor, C. Forlines, Chia Shen
The WeSpace is a long-term project dedicated to the creation of environments supporting walk-up and share collaboration among small groups. The focus of our system design has been to provide 1) groups with mechanisms to easily share their own data and 2) necessary native visual applications suitable on large display environments. Our current prototype system includes both a large high-resolution data wall and an interactive table. These are utilized to provide a focal point for collaborative interaction with data and applications. In this paper, we describe in detail the designs behind the current prototype system. In particular, we present 1) the infrastructure which allows users to connect and visually share their laptop content on-the-fly, and supports the extension of native visualization applications, and 2) the table-centric design employed in customized WeSpace applications to support cross-surface interactions. We will also describe elements of our user-centered iterative design process, in particular the results from a late-stages session which saw our astrophysicist participants successfully use the WeSpace to collaborate on their own real research problems.
WeSpace是一个长期项目,致力于创建支持小团体间无电梯和共享协作的环境。我们系统设计的重点是提供:1)团队可以轻松地共享他们自己的数据;2)适合大型显示环境的必要的本地可视化应用程序。我们目前的原型系统包括一个大的高分辨率数据墙和一个交互式表。它们被用来为与数据和应用程序的协作交互提供一个焦点。在本文中,我们详细描述了当前原型系统背后的设计。特别地,我们介绍了1)允许用户即时连接和可视化地共享其笔记本电脑内容的基础设施,并支持本地可视化应用程序的扩展,以及2)在定制WeSpace应用程序中采用的以表为中心的设计,以支持跨界面交互。我们还将描述我们以用户为中心的迭代设计过程的元素,特别是在最后阶段会议的结果,我们的天体物理学家参与者成功地使用WeSpace在他们自己的实际研究问题上进行合作。
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引用次数: 29
Presenting using two-handed interaction in open space 在开放空间中使用双手互动进行展示
Pub Date : 2008-10-28 DOI: 10.1109/tabletop.2008.4660180
Luc Vlaming, Jasper Smit, Tobias Isenberg
Based on recent demonstrations of low-cost, infrared-based point tracking, we explore two-handed, surface-less interaction for presentation. On both hands, thumb and index finger are equipped with retro-reflective markers which are tracked by a Wiimote. We contribute a robust finger pairing and pinch recognition method that allows us to discriminate the hands and to initiate actions. We apply this input to a presentation application that allows users to work with slide decks, images, and videos. We identify specific requirements of this application domain and discuss the implemented transformation interactions and widgets. We report on user experience in both casual use and an actual presentation as well as discuss advantages and limitations.
基于最近的低成本,基于红外点跟踪的演示,我们探索双手,无表面的交互演示。双手的拇指和食指上都有反光标记,通过Wiimote进行追踪。我们贡献了一个强大的手指配对和捏识别方法,使我们能够区分手和发起行动。我们将此输入应用于演示应用程序,该应用程序允许用户使用幻灯片、图像和视频。我们确定此应用程序领域的特定需求,并讨论实现的转换交互和小部件。我们报告了用户在随意使用和实际演示中的体验,并讨论了优点和局限性。
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引用次数: 24
From DigiQuilt to DigiTile: Adapting educational technology to a multi-touch table 从DigiQuilt到DigiTile:将教育技术应用于多点触控桌
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660186
Jochen Rick, Y. Rogers
To realize the potential of multi-touch tables, interaction designers need to create meaningful applications for them in real-world contexts. One convenient shortcut towards that end is adapting a meaningful application from another interface paradigm. In this paper, we detail the process of adapting DigiQuilt, a single-user desktop educational technology, to DigiTile, a collaborative multi-touch application. With this case study, we concretely demonstrate the utility of adapting and how previous research and theory can inform that process. In particular, we show how learning theory (1) motivated the transition from the desktop to the multi-touch table, (2) guided the design process, and (3) informed the evaluation.
为了实现多点触控表的潜力,交互设计师需要在现实环境中为它们创建有意义的应用程序。实现这一目标的一个方便的捷径是从另一个接口范例改编一个有意义的应用程序。在本文中,我们详细介绍了将单用户桌面教育技术DigiQuilt应用于协作式多点触摸应用DigiTile的过程。通过这个案例研究,我们具体地展示了适应的效用,以及以前的研究和理论如何为这一过程提供信息。特别是,我们展示了学习理论如何(1)激发了从桌面到多点触摸桌面的过渡,(2)指导了设计过程,(3)为评估提供了信息。
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引用次数: 63
A field study of knowledge workers’ use of interactive horizontal displays 知识型员工使用交互式水平展示的实地研究
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660192
M. Morris, A. Brush, B. Meyers
To better understand the potential for horizontal surfaces in day-to-day work, we conducted a field study. We collected and analyzed over a month of use data from eight participants who used horizontal displays in conjunction with their existing office computer setups. Our analysis of the system logs, observations, and interview data from the study reveals clear differences in preference and use patterns for horizontal and vertical display configurations. Based on these findings, we formulate hardware and software design guidelines that would increase the utility of interactive horizontal displays for office scenarios.
为了更好地了解水平表面在日常工作中的潜力,我们进行了实地研究。我们收集并分析了八个参与者一个多月的使用数据,这些参与者使用水平显示器与他们现有的办公电脑设置相结合。我们对系统日志、观察和访谈数据的分析揭示了水平和垂直显示配置在偏好和使用模式上的明显差异。基于这些发现,我们制定了硬件和软件设计指南,以增加交互式水平显示在办公场景中的效用。
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引用次数: 36
Little fingers on the tabletop: A usability evaluation in the kindergarten 桌面上的小手指:幼儿园的可用性评估
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660190
E. Mansor, A. D. Angeli, O. Bruijn
This paper presents selected results from an experimental study designed to compare fantasy play in a virtual and physical setting. Twenty-two children (aged 3 and 4) played in same-sex dyads with a real wooden tree house and its virtual implementation on a DiamondTouch tabletop. The study evinced several problems in the interaction with the tabletop as children often struggled to drag the objects displayed on the surface. An error analysis is presented and results are used to propose guidelines for improving the use of DiamondTouch tabletops by young children.
本文介绍了一项实验研究的选择结果,该研究旨在比较虚拟和物理环境中的幻想游戏。22个孩子(3岁和4岁)在DiamondTouch桌面上玩一个真实的木制树屋和它的虚拟实现。研究表明,在与桌面的互动中,孩子们经常很难拖动桌面上显示的物体。提出了误差分析,并利用结果提出了指导方针,以提高幼儿对DiamondTouch桌面的使用。
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引用次数: 49
Implementation and evaluations of vision-based finger flicking gesture recognition for tabletops 基于视觉的桌面手指轻弹手势识别的实现与评价
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660196
Toshiki Sato, K. Fukuchi, H. Koike
Finger flicking is a familiar finger movement, and we often flick a small object on the table with a finger in our daily life. We developed a flicking gesture recognition system called the dasiaOHAJIKI interfacepsila, which can track very rapid flicking movements using a high-speed camera, and estimate the flicking power and direction in real time. In this paper, we describe the recognition techniques of the flicking gesture on a large LCD to produce a novel tabletop system that enables us to use the gesture to flick a virtual marble on the table. Moreover, we also present an evaluation of a vision-based flicking tabletop system as an entertainment application.
弹指是一种熟悉的手指动作,我们在日常生活中经常会用手指轻弹桌子上的小物件。我们开发了一个叫dasiaOHAJIKI interfacepsila的轻弹手势识别系统,它可以使用高速摄像机跟踪非常快速的轻弹动作,并实时估计轻弹的力度和方向。在本文中,我们描述了在大型液晶显示器上的轻弹手势识别技术,以产生一种新的桌面系统,使我们能够使用该手势轻弹桌面上的虚拟弹珠。此外,我们还提出了一个基于视觉的弹屏桌面系统作为娱乐应用的评估。
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引用次数: 6
i-m-Top: An interactive multi-resolution tabletop system accommodating to multi-resolution human vision i-m-Top:适应人类多分辨率视觉的交互式多分辨率桌面系统
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660202
Ting-Ting Hu, Yi-Wei Chia, Liwei Chan, Y. Hung, Jane Yung-jen Hsu
For human vision, the resolution of visual perception is not uniform across the entire eye, in which the fovea, a dimple on the central retina, provides our highest resolution vision. While many researchers have focused on building a large homogeneous high-resolution display for better visual quality, our approach goes a step further to exploit the variable-resolution nature of human vision on tabletop systems. In this work, we developed an innovative tabletop display system, called i-m-top (interactive multi-resolution tabletop), featuring not only multi-touch, but also multi-resolution display accommodating to the multi-resolution characteristics of human vision. Based on this characteristic, i-m-top provides a high-resolution projection image in the foveal region with a steerable projector, while providing a low-resolution projection image in the peripheral region with a wide-angle fixed projector. With this configuration, we are able to realize an interactive high-resolution display in a cost-effective way. To hide the engineering challenges posed by the unique hardware configuration, we also develop a software development toolkit - the i-m-Top SDK - for rapid prototyping multi-resolution and multi-touch applications, to help push forward research in this field.
对于人类的视觉来说,视觉感知的分辨率在整个眼睛中是不均匀的,其中中央视网膜上的一个酒窝,提供了我们最高分辨率的视觉。虽然许多研究人员都专注于建立一个大型均匀的高分辨率显示器,以获得更好的视觉质量,但我们的方法更进一步,利用了桌面系统上人类视觉的可变分辨率特性。在这项工作中,我们开发了一种创新的桌面显示系统,称为i-m-top(交互式多分辨率桌面),它不仅具有多点触摸功能,而且具有适应人类视觉多分辨率特征的多分辨率显示功能。基于这一特点,i-m-top利用可操纵投影仪在中央凹区域提供高分辨率投影图像,同时利用广角固定投影仪在外围区域提供低分辨率投影图像。通过这种配置,我们能够以经济有效的方式实现交互式高分辨率显示。为了隐藏独特硬件配置带来的工程挑战,我们还开发了一个软件开发工具包- i-m-Top SDK -用于快速原型多分辨率和多点触摸应用,以帮助推动该领域的研究。
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引用次数: 17
The deformable workspace: A membrane between real and virtual space 可变形的工作空间:真实空间和虚拟空间之间的隔膜
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660197
Yoshihiro Watanabe, Á. Cassinelli, T. Komuro, M. Ishikawa
We propose a variant of the multi-touch display technology that introduces an original way of manipulating three-dimensional data. The underlying metaphor is that of a deformable screen that acts as a boundary surface between the real and the virtual worlds. By doing so, the interface can create the illusion of continuity between the userpsilas real space and the virtual three-dimensional space. The prototype system presented here enables this by employing three key technologies: a tangible and deformable projection screen, a real-time three-dimensional sensing mechanism, and an algorithm for dynamic compensation for anamorphic projection. This paper introduces the concept of the deformable tangible workspace, and describes the required technologies for implementing it. Also, several applications developed on a prototype system are detailed and demonstrated.
我们提出了一种多点触控显示技术的变体,它引入了一种操纵三维数据的原始方式。潜在的隐喻是一个可变形的屏幕,作为现实世界和虚拟世界之间的边界表面。通过这样做,界面可以在用户的真实空间和虚拟的三维空间之间创造连续性的错觉。这里展示的原型系统通过采用三个关键技术来实现这一点:一个有形的和可变形的投影屏幕,一个实时三维传感机制,以及一个变形投影的动态补偿算法。介绍了可变形有形工作空间的概念,阐述了实现可变形有形工作空间所需的技术。此外,还详细介绍了在原型系统上开发的几个应用程序。
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引用次数: 44
期刊
2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems
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