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

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IntuPaint: Bridging the gap between physical and digital painting IntuPaint:弥合物理和数字绘画之间的差距
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660185
P. Vandoren, Tom Van Laerhoven, L. Claesen, Johannes Taelman, C. Raymaekers, F. Reeth
This paper presents a novel interface for a digital paint system: IntuPaint. A tangible interface for a digital paint easel, using an interactive surface and electronic brushes with a tuft of bristles, has been developed. The flexible brush bristles conduct light by means of total internal reflection inside the individual bristles. This enables to capture subtle paint nuances of the artist in a way that was not possible in previous technologies. This approach provides natural interaction and enables detailed tracking of specific brush strokes. Additional tangible and finger-based input techniques allow for specific paint operations or effects. IntuPaint also offers an extensive model-based paint simulation, rendering realistic paint results. The reality-based approach in the combination of user interface and paint software is a new step forward to bridge the gap between physical and digital painting, as is demonstrated by initial user tests.
本文提出了一种新的数字绘画系统接口:IntuPaint。一个有形界面的数字画架,使用一个互动的表面和电子刷与一簇鬃毛,已经开发。柔性刷毛通过单个刷毛内部的全内反射来传导光线。这使得捕捉微妙的油漆细微差别的艺术家在一种方式,在以前的技术是不可能的。这种方法提供了自然的交互,并能够详细跟踪特定的笔触。额外的有形和基于手指的输入技术允许特定的油漆操作或效果。IntuPaint还提供了广泛的基于模型的油漆模拟,渲染逼真的油漆结果。用户界面和绘画软件结合的基于现实的方法是弥合物理和数字绘画之间差距的新一步,正如最初的用户测试所证明的那样。
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引用次数: 70
Adaptive interface for text input on large-scale interactive surfaces 用于大规模交互表面上文本输入的自适应界面
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660198
Johannes Hirche, Peter Bomark, Mikael Bauer, Pawel Solyga
In this paper we present a novel approach to text input on large interactive surfaces using a combination of strategies to resolve the inherent difficulties with text input on such a device. Instead of using a conventional full size QWERTY based layout, the idea is to use a very limited set of buttons that, by using word prediction and hints, would only require minimal finger movement. The input mechanism is somewhat related to input methods employed when using keyboards with a limited size and amount of keys, commonly found in phones and other 10 digit keyboards. Given that the main motivation to this approach was not the limited size but rather to overcome the difficult task of locating keys with fingers on a flat and featureless surface, making touch-typing very difficult and requiring frequent visual monitoring of the finger position, we opted to enhance the interaction with easily made gestures, a layout that adapts to the hand anatomy of the user, and easy control over the text prediction.
在本文中,我们提出了一种在大型交互式界面上输入文本的新方法,使用多种策略来解决在这种设备上输入文本的固有困难。它没有使用传统的全尺寸QWERTY键盘布局,而是使用一组非常有限的按钮,通过使用单词预测和提示,只需要最少的手指运动。输入机制在某种程度上与使用有限尺寸和按键数量的键盘时所采用的输入法有关,通常用于电话和其他10位键盘。考虑到这种方法的主要动机不是有限的尺寸,而是为了克服用手指在平坦和无特征的表面上定位键的困难任务,这使得触摸打字非常困难,并且需要经常对手指位置进行视觉监控,我们选择通过易于制作的手势,适应用户手部解剖结构的布局以及易于控制文本预测来增强交互。
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引用次数: 14
Experiences with building a thin form-factor touch and tangible tabletop 建立一个薄的形式因素触摸和有形桌面的经验
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660203
S. Izadi, Alex Butler, Steve Hodges, Darren West, Malcolm Hall, W. Buxton, Mike Molloy
In this paper we describe extensions to our work on ThinSight, necessary to scale the system to larger tabletop displays. The technique integrates optical sensors into existing off-the-shelf LCDs with minimal impact on the physical form of the display. This allows thin form-factor sensing that goes beyond the capabilities of existing multi-touch techniques, such as capacitive or resistive approaches. Specifically, the technique not only senses multiple fingertips, but outlines of whole hands and other passive tangible objects placed on the surface. It can also support sensing and communication with devices that carry embedded computation such as a mobile phone or an active stylus. We explore some of these possibilities in this paper. Scaling up the implementation to a tabletop has been non-trivial, and has resulted in modifications to the LCD architecture beyond our earlier work. We also discuss these in this paper, to allow others to make practical use of ThinSight.
在本文中,我们描述了对ThinSight工作的扩展,这是将系统扩展到更大的桌面显示所必需的。该技术将光学传感器集成到现有的现成lcd中,对显示器的物理形式影响最小。这使得薄的形状因素传感超越了现有的多点触摸技术,如电容或电阻方法的能力。具体来说,这项技术不仅可以感知多个指尖,还可以感知整个手的轮廓和其他放置在表面上的被动有形物体。它还可以支持与携带嵌入式计算的设备(如移动电话或有源手写笔)的传感和通信。我们在本文中探讨了其中的一些可能性。将实现扩展到桌面是非常重要的,并且导致对LCD架构的修改超出了我们早期的工作。我们还在本文中讨论了这些问题,以便其他人能够实际使用ThinSight。
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引用次数: 14
TableTrays: Temporary, reconfigurable work surfaces for tabletop groupware 桌面托盘:用于桌面群件的临时的、可重新配置的工作台面
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660182
David Pinelle, Tadeusz Stach, C. Gutwin
Most tabletop groupware systems provide a single shared display, and users must coordinate access to both resources and space. In many situations, it can be difficult to manage this shared space - for example, it can be difficult to deal with clutter, to partition the work area, to divide the task, and to work with multiple objects at a time. To address these limitations, we developed an interaction technique called TableTrays. It provides users with portable work surfaces that sit on the tabletop, and allows them to temporarily group sets of objects and organize the table area. TableTrays incorporates many of the capabilities that have been proposed for tabletop groupware into a single mechanism. In this paper we describe TableTrays and present the results of a study where six groups carried out a design task using the technique. The results suggest that they can help people manage space, objects, and collaboration in tabletop work.
大多数桌面群件系统提供单个共享显示,用户必须协调对资源和空间的访问。在许多情况下,管理这个共享空间可能会很困难—例如,处理杂乱、划分工作区域、划分任务以及一次处理多个对象可能会很困难。为了解决这些限制,我们开发了一种叫做tabletray的交互技术。它为用户提供了放在桌面上的便携式工作台面,并允许他们临时分组对象集和组织桌面区域。tabletray将桌面群件的许多功能集成到一个单一机制中。在本文中,我们描述了tabletray,并提出了一项研究的结果,其中六组使用该技术进行了设计任务。结果表明,它们可以帮助人们在桌面工作中管理空间、对象和协作。
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引用次数: 15
Creating malleable interactive surfaces using liquid displacement sensing 使用液体位移传感创建可延展的交互表面
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660199
Otmar Hilliges, David Kim, S. Izadi
We present a new approach for rapidly prototyping multi-touch and object sensing surfaces. It works by liquid displacement inside a malleable projection surface. The system provides both touch and pressure information and a distinct organic quality when touched. The system is easy to build and produces a clean signal revealing multiple fingers, whole hands and other object outlines that can be processed using computer vision techniques. This approach provides an easy mechanism to build interactive surfaces, requiring no infrared edge lighting or soldering. In this paper we provide an overview of the approach, some of its unique capabilities, and uncover some of the tradeoffs between viscosity of liquid, air pressure, surface malleability and the volume of liquid used. Our aim is to allow practitioners - from DIY enthusiasts to researchers - to build and experiment with such systems more readily.
我们提出了一种快速成型多触点和物体传感表面的新方法。它的工作原理是液体在一个可延展的投影表面内位移。该系统提供触摸和压力信息,并在触摸时提供独特的有机质量。该系统易于构建,并产生清晰的信号,显示多个手指,整个手和其他物体轮廓,可以使用计算机视觉技术进行处理。这种方法提供了一种简单的机制来构建交互式表面,不需要红外边缘照明或焊接。在本文中,我们概述了该方法的一些独特功能,并揭示了液体粘度,空气压力,表面延展性和所用液体体积之间的一些权衡。我们的目标是让实践者——从DIY爱好者到研究人员——更容易地构建和实验这种系统。
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引用次数: 25
When the fingers do the talking: A study of group participation with varying constraints to a tabletop interface 当手指说话时:对桌面界面的不同约束下的群体参与的研究
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660181
P. Marshall, E. Hornecker, Richard Morris, N. Dalton, Y. Rogers
A user study is presented that investigates how different configurations of input can influence equity of participation around a tabletop interface. Groups of three worked on a design task requiring negotiation in four interface conditions that varied the number (all members can act or only one) and type (touch versus mice) of input. Our findings show that a multi-touch surface increases physical interaction equity and perceptions of dominance, but does not affect levels of verbal participation. Dominant people still continue to talk the most, while quiet ones remain quiet. Qualitative analyses further revealed how other factors can affect how participants contribute to the task. The findings are discussed in terms of how the design of the physical technological set-up can affect the desired form of collaboration.
本文提出了一项用户研究,调查了不同的输入配置如何影响桌面界面周围参与的公平性。三人一组的设计任务需要在四种界面条件下进行协商,这些条件可以改变输入的数量(所有成员都可以操作或只有一个)和类型(触摸或鼠标)。我们的研究结果表明,多点触控表面增加了身体互动的公平性和支配感,但不影响口头参与的水平。占主导地位的人仍然说得最多,而安静的人则保持沉默。定性分析进一步揭示了其他因素如何影响参与者对任务的贡献。研究结果讨论了物理技术设置的设计如何影响期望的合作形式。
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引用次数: 98
Ghosts in the interface: Meta-user interface visualizations as guides for multi-touch interaction 界面中的幽灵:元用户界面可视化作为多点触摸交互的指导
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660187
D. Vanacken, Alexandre Demeure, K. Luyten, K. Coninx
Multi-touch large display interfaces are becoming increasingly popular in public spaces. These spaces impose specific requirements on the accessibility of the user interfaces: most users are not familiar with the interface and expectations with regard to user experience are very high. Multi-touch interaction beyond the traditional move-rotate-scale interactions is often unknown to the public and can become exceedingly complex. We introduce TouchGhosts: visual guides that are embedded in the multi-touch user interface and that demonstrate the available interactions to the user. TouchGhosts are activated while using an interface, providing guidance on the fly and within the context-of-use. Our approach allows to define reconfigurable strategies to decide how or when a TouchGhost should be activated and which particular visualization will be presented to the user.
多点触控大型显示界面在公共场所越来越受欢迎。这些空间对用户界面的可访问性提出了特定的要求:大多数用户不熟悉界面,对用户体验的期望非常高。除了传统的移动-旋转-尺度交互之外,多点触摸交互通常不为公众所知,并且可能变得非常复杂。我们介绍了TouchGhosts:嵌入在多点触摸用户界面中的视觉指南,并向用户展示了可用的交互。touchghost在使用界面时被激活,在飞行和使用环境中提供指导。我们的方法允许定义可重构策略,以决定如何或何时激活TouchGhost,以及将向用户呈现哪些特定的可视化。
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引用次数: 24
ShapeTouch: Leveraging contact shape on interactive surfaces ShapeTouch:在交互式表面上利用接触形状
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660195
Xiang Cao, Andrew D. Wilson, Ravin Balakrishnan, K. Hinckley, S. Hudson
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 objects in ways that draw upon userspsila everyday experiences of interacting with real physical objects.
许多交互式表面都具有检测手的形状或放置在其上的物体的能力。然而,形状信息通常被浓缩为单独的接触点或分类为离散的手势。这并没有充分利用触摸输入的表现力,因此限制了用户在交互式应用程序中可以执行的操作。我们提出了ShapeTouch,这是一种探索交互的方法,直接利用交互表面上的接触形状来操纵对象和交互器。ShapeTouch从接触区域和运动中推断虚拟接触力,从而利用用户与真实物理对象交互的日常体验,实现与虚拟对象的交互。
{"title":"ShapeTouch: Leveraging contact shape on interactive surfaces","authors":"Xiang Cao, Andrew D. Wilson, Ravin Balakrishnan, K. Hinckley, S. Hudson","doi":"10.1109/TABLETOP.2008.4660195","DOIUrl":"https://doi.org/10.1109/TABLETOP.2008.4660195","url":null,"abstract":"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 objects in ways that draw upon userspsila everyday experiences of interacting with real physical objects.","PeriodicalId":130376,"journal":{"name":"2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124584559","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 138
Visibility control using revolving polarizer 使用旋转偏光镜的能见度控制
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660200
S. Sakurai, Y. Kitamura, S. Subramanian, F. Kishino
We propose a novel display technique that presents information with different visibility to multiple users. The system projects information on a screen through a revolving linear polarizer in front of the projector, and it shows information through another polarizer in front of the userpsilas viewpoint. The brightness of the observed information is reduced according to the relative angle of the polarization axes between the two polarizers, thereby allowing applications to provide information at different arbitrary levels of brightness for each user by controlling the angle of the revolving polarizer. By measuring the brightness values of an implemented prototype, we demonstrate that the proposed method is effective. We then describe several example applications showing the benefit of the technique: concealment and classification of information for specific users. In addition, we describe an example of an entertainment application and a tangible polarizer on display.
我们提出了一种新的显示技术,以不同的可见性向多个用户呈现信息。该系统通过投影仪前面的旋转线性偏光镜将信息投射到屏幕上,并通过用户视点前面的另一个偏光镜显示信息。观测到的信息的亮度根据两个偏振器之间的偏振轴的相对角度降低,从而允许应用程序通过控制旋转偏振器的角度为每个用户提供不同任意亮度水平的信息。通过对实现样机的亮度值进行测量,验证了该方法的有效性。然后,我们描述了几个示例应用程序,展示了该技术的优点:为特定用户隐藏和分类信息。此外,我们还描述了一个娱乐应用程序和展示的有形偏光器的示例。
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引用次数: 11
Improving digital handoff in shared tabletop workspaces 改善共享桌面工作区中的数字切换
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660177
Jun Liu, David Pinelle, C. Gutwin, S. Subramanian
Handoff of objects and tools occurs frequently and naturally in face-to-face work; in tabletop groupware, however, digital handoff is often awkward. In this paper, we investigate ways of improving support for digital handoff in tabletop systems. We first observed how handoff works at a physical table, and then compared the performance of tangible and standard transfer techniques on digital tables. Based on our observations, we developed a new technique called force-field handoff that allows objects to drift between pointers that are approaching one another. We tested force-field handoff in an experiment, and found that it is significantly faster than current digital handoff; no difference was found with tangible handoff. In addition, force-field handoff was preferred by the majority of participants.
在面对面的工作中,物品和工具的交接频繁而自然地发生;然而,在桌面群件中,数字切换通常很尴尬。在本文中,我们研究了在桌面系统中提高对数字切换支持的方法。我们首先观察了物理表上的切换是如何工作的,然后比较了数字表上有形和标准转移技术的性能。根据我们的观察,我们开发了一种叫做力场切换的新技术,它允许对象在彼此接近的指针之间漂移。我们在实验中测试了力场切换,发现它比目前的数字切换要快得多;有形的交接没有发现差异。此外,大多数参与者更喜欢力场移交。
{"title":"Improving digital handoff in shared tabletop workspaces","authors":"Jun Liu, David Pinelle, C. Gutwin, S. Subramanian","doi":"10.1109/TABLETOP.2008.4660177","DOIUrl":"https://doi.org/10.1109/TABLETOP.2008.4660177","url":null,"abstract":"Handoff of objects and tools occurs frequently and naturally in face-to-face work; in tabletop groupware, however, digital handoff is often awkward. In this paper, we investigate ways of improving support for digital handoff in tabletop systems. We first observed how handoff works at a physical table, and then compared the performance of tangible and standard transfer techniques on digital tables. Based on our observations, we developed a new technique called force-field handoff that allows objects to drift between pointers that are approaching one another. We tested force-field handoff in an experiment, and found that it is significantly faster than current digital handoff; no difference was found with tangible handoff. In addition, force-field handoff was preferred by the majority of participants.","PeriodicalId":130376,"journal":{"name":"2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122961621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
期刊
2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems
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