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

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TurTan: A tangible programming language for creative exploration TurTan:一种用于创造性探索的有形编程语言
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660189
Daniel Gallardo, C. F. Julià, S. Jordà
This paper introduces TurTan, a tangible programming language for creative exploration inspired by Logo, which uses a tabletop interface with tangible objects. The aim of this project is to design a toy language for programming entertainment and creative purposes. Along this paper we also discuss some interesting technical issues we have found during its implementation such as tangible linking and angle mapping.
本文介绍了TurTan,这是一种受Logo启发的用于创造性探索的有形编程语言,它使用桌面界面和有形对象。这个项目的目的是设计一种用于编程娱乐和创造性目的的玩具语言。本文还讨论了我们在实现过程中发现的一些有趣的技术问题,如有形链接和角度映射。
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引用次数: 69
“I don’t understand it either, but it is cool” - visitor interactions with a multi-touch table in a museum “我也不懂,但它很酷”——参观者在博物馆里与一张多点触控桌互动
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660193
E. Hornecker
Most tabletop research presents findings from lab-based user studies, focusing on specific interaction techniques. This means we still know little about how these new interfaces perform in real life settings and how users appropriate them. This paper presents findings from a field study of an existing interactive table in a museum of natural history. Visitors were found to employ a wide variety of gestures for interacting; different interface elements invited different types of gesture. The analysis highlights challenges and design conflicts in the design of tabletop interfaces for public settings, such as latency times and side-effects of dasiaframe-lesspsila content, which had some users struggling to learn how to interact. While the majority of visitors engaged at least briefly with the table, which enabled browsing question-answer text about animal species, talk amongst visitors dealt mainly with how to interact and evoked few comments, indicating shallow engagement with content.
大多数桌面研究都是基于实验室的用户研究的结果,重点是特定的交互技术。这意味着我们仍然对这些新界面在现实生活中的表现以及用户如何使用它们知之甚少。本文介绍了对自然历史博物馆现有互动桌进行实地研究的结果。研究发现,游客们会使用各种各样的手势进行互动;不同的界面元素需要不同类型的手势。分析强调了为公共设置设计桌面界面的挑战和设计冲突,例如延迟时间和无数据框架内容的副作用,这使得一些用户难以学习如何进行交互。虽然大多数游客至少会短暂地使用表格,以便浏览有关动物物种的问答文本,但游客之间的谈话主要涉及如何互动,很少引起评论,表明对内容的参与程度较低。
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引用次数: 236
UlteriorScape: Interactive optical superimposition on a view-dependent tabletop display UlteriorScape:基于视图的桌面显示器上的交互式光学叠加
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660205
Y. Kakehi, T. Naemura
In order to increase the ways that users can intuitively interact with a tabletop display, we developed UlteriorScape. This system integrates two major functions of its predecessors. As with Tablescape Plus, UlteriorScape uses tabletop objects as both projection screens and input interfaces. As with the Lumisight Table, the tabletop is physically single, but visually multiple with a view-dependent display, which can show different images to each user around the table. We developed several applications that demonstrate the advantages of UlteriorScape. In one, a single user can hold a simple screen-object over the tabletop and see additional images projected onto its surface. Those images change interactively based on the position of the object, which is tracked by ID. In another application, multiple users can simultaneously work with a single mountain-shaped object that displays separate images on each side. In this paper, we describe the system design of UlteriorScape and its applications.
为了增加用户可以直观地与桌面显示器交互的方式,我们开发了UlteriorScape。本系统集成了前人的两大功能。与tableescape Plus一样,UlteriorScape使用桌面对象作为投影屏幕和输入接口。与Lumisight Table一样,桌面在物理上是单一的,但在视觉上是多个的,具有与视图相关的显示,可以向桌子周围的每个用户显示不同的图像。我们开发了几个应用程序来展示UlteriorScape的优势。在一种情况下,单个用户可以将一个简单的屏幕对象举过桌面,并看到投射到其表面的其他图像。这些图像会根据对象的位置交互变化,对象的位置由ID跟踪。在另一个应用程序中,多个用户可以同时处理一个山形物体,该物体在每一侧显示单独的图像。本文介绍了UlteriorScape的系统设计及其应用。
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引用次数: 31
Tilted tabletops: In between horizontal and vertical workspaces 倾斜桌面:在水平和垂直工作区之间
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660183
Christian Müller-Tomfelde, A. Wessels, Claudia Schremmer
In this paper we examine tilted tabletops as workspaces for computer-supported group collaboration. The configuration of a tilted tabletop is considered to be in between a fully horizontal tabletop and a vertical whiteboard. We describe related work, and provide an overview of the advantages and disadvantages of such a configuration. Furthermore, we present the results of a user study about tilted tabletops. We captured the tilt angle preference of 78 participants using mock-ups of the basic workspace elements. The study was conducted after they experienced a combined distributed and co-located collaboration. The results of the study reveal that the majority of the participants prefer a tilted workspace rather than a fully horizontal one for interaction. We discuss the implications of these results for the design of tabletop-based collaborative environments.
在本文中,我们研究了倾斜桌面作为计算机支持的小组协作的工作空间。倾斜桌面的配置被认为介于完全水平的桌面和垂直的白板之间。我们描述了相关工作,并概述了这种配置的优点和缺点。此外,我们提出了关于倾斜桌面的用户研究结果。我们使用基本工作空间元素的模型捕捉了78名参与者的倾斜角偏好。这项研究是在他们经历了分布式和异地协作之后进行的。研究结果显示,大多数参与者更喜欢倾斜的工作空间,而不是完全水平的工作空间。我们讨论了这些结果对基于桌面的协作环境设计的影响。
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引用次数: 41
Tabletop AgilePlanner: A tabletop-based project planning tool for agile software development teams 桌面AgilePlanner:面向敏捷软件开发团队的基于桌面的项目规划工具
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660194
Xin Wang, F. Maurer
This paper introduces the Tabletop AgilePlanner, an advanced prototype that applies tabletop technology to support collocated and distributed agile planning meetings. By introducing the novel tabletop-based project planning tool, this paper contributes to the agile and tabletop research in threefold: First, it provides real world experience of using a digital tabletop to solve practical problems, not just a demonstration of tabletop capabilities. Second, it shows a multipart usability evaluation that exposes the benefits and limitations of using digital tabletop to develop project planning applications. Third, it expresses some trade-offs that impact the design of the Tabletop AgilePlanner. Since the design experience and trade-offs come from a real practice, this paper provides insights into the construction of real world tabletop applications.
本文介绍了桌面敏捷计划器(Tabletop AgilePlanner),这是一种应用桌面技术支持并行和分布式敏捷计划会议的先进原型。本文通过引入新的基于桌面的项目规划工具,在三个方面为敏捷和桌面研究做出了贡献:首先,它提供了使用数字桌面解决实际问题的真实世界经验,而不仅仅是桌面功能的演示。其次,它展示了一个多部分可用性评估,揭示了使用数字桌面开发项目规划应用程序的好处和局限性。第三,它表达了一些影响Tabletop AgilePlanner设计的权衡。由于设计经验和权衡来自实际实践,因此本文提供了对实际桌面应用程序构建的见解。
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引用次数: 17
DocuDesk: An interactive surface for creating and rehydrating many-to-many linkages among paper and digital documents docuddesk:一个交互式界面,用于在纸质和数字文档之间创建和再水合多对多链接
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660179
Katherine Everitt, M. Morris, A. Brush, Andrew D. Wilson
Knowledge workers often undertake tasks that involve a variety of information artifacts, including both paper and digital documents. In this paper, we first summarize findings from a study that illustrate some of the challenges of managing tasks that include both paper and digital content. We then introduce DocuDesk, a prototype interactive desk that demonstrates interaction techniques for establishing many-to-many linkages among paper and digital documents which can be used to quickly ldquorehydraterdquo task state.
知识工作者经常承担涉及各种信息工件的任务,包括纸质和数字文档。在本文中,我们首先总结了一项研究的发现,该研究说明了管理包括纸质和数字内容的任务的一些挑战。然后,我们介绍DocuDesk,这是一个原型交互桌面,演示了在纸质和数字文档之间建立多对多链接的交互技术,可用于快速确定任务状态。
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引用次数: 31
Group coordination and negotiation through spatial proximity regions around mobile devices on augmented tabletops 通过增强桌面移动设备周围的空间邻近区域进行群体协调和协商
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660176
C. Kray, M. Rohs, Jonathan Hook, Sven G. Kratz
Negotiation and coordination of activities involving a number of people can be a difficult and time-consuming process, even when all participants are collocated. We propose the use of spatial proximity regions around mobile devices on a table to significantly reduce the effort of proposing and exploring content within a group of collocated people. In order to determine the location of devices on ordinary tables, we developed a tracking mechanism for a camera-projector system that uses dynamic visual markers displayed on the screen of a device. We evaluated our spatial proximity region based approach using a photo-sharing application for people sat around a table. The tabletop provides a frame of reference in which the spatial arrangement of devices signals the coordination state to the users. The results from the study indicate that the proposed approach facilitates coordination in several ways, for example, by allowing for simultaneous user activity and by reducing the effort required to achieve a common goal. Our approach reduced the task completion time by 43% and was rated as superior in comparison to other established techniques.
涉及许多人的活动的谈判和协调可能是一个困难和耗时的过程,即使所有参与者都在一起。我们建议在桌子上使用移动设备周围的空间邻近区域,以显着减少在一群人中间提出和探索内容的努力。为了确定设备在普通桌子上的位置,我们开发了一种用于摄像-投影仪系统的跟踪机制,该系统使用显示在设备屏幕上的动态视觉标记。我们使用围坐在桌子周围的人的照片共享应用程序来评估基于空间接近区域的方法。桌面提供了一个参考框架,其中设备的空间排列向用户发出协调状态的信号。研究结果表明,提议的办法在若干方面促进了协调,例如,允许同时进行用户活动和减少实现共同目标所需的努力。我们的方法将任务完成时间缩短了43%,与其他已建立的技术相比,被认为是优越的。
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引用次数: 33
Pen and paper techniques for physical customisation of tabletop interfaces 用于桌面界面物理定制的笔和纸技术
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660178
Florian Block, C. Gutwin, M. Haller, Hans-Werner Gellersen, M. Billinghurst
An advantage of physical interfaces over graphical widgets is that they bring controls closer to hand. VoodooSketch is a system that supports dynamic customisation of tabletop interfaces with physical controls that users can arrange on palettes. The system employs pen and paper techniques to achieve two novel capabilities: first, users are able to sketch controls that are immediately operational for pen interaction; second, users can label the controls with a handwritten name that identifies their function and binds the control to an application. This paper presents the results of an empirical evaluation of the VoodooSketch interface customisation techniques. The main findings of the study are: that users are able to easily create sketched controls; that they can use them as effectively as traditional input devices; that handwritten labelling is more efficient for control mapping than conventional screen-based methods; and that the sketched controls improve user performance and reduce error rates.
物理界面相对于图形小部件的一个优点是,它们使控件更易于操作。VoodooSketch是一个支持动态定制桌面界面的系统,用户可以在调色板上安排物理控件。该系统采用笔和纸技术实现了两种新颖的功能:首先,用户能够勾画出可立即操作的笔交互控件;其次,用户可以用标识其功能的手写名称标记控件,并将控件绑定到应用程序。本文介绍了对VoodooSketch界面定制技术的经验评估结果。该研究的主要发现是:用户能够轻松地创建草图控制;他们可以像使用传统输入设备一样有效地使用它们;手写标签对于控制映射比传统的基于屏幕的方法更有效;草图控件提高了用户性能并降低了错误率。
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引用次数: 12
A single-user tabletop card game system for older persons: General lessons learned from an in-situ study 老年人单用户桌面纸牌游戏系统:从现场研究中获得的一般经验教训
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660188
S. Gabrielli, Sergio Bellutti, A. Jameson, C. Leonardi, M. Zancanaro
This paper discusses some general results from an in-situ study of the use of a tabletop system for card playing that differs in several ways from most tabletop systems: 1. It was designed primarily for use by senior citizens with little or no computer experience. 2. It is a single-user system, though social interaction with nearby persons during its use is typical. 3. It includes a simple conversational agent (representing the gamepsilas other player). 4. It is used in a setting (a senior citizenspsila center) in which the users also play cards in the traditional ways. A total of 42 regular visitors of the center participated over a 4-week period. From our observations and results, we draw several conclusions that should apply to other tabletop systems that share one or more of the characteristics just listed.
本文讨论了通过对桌面纸牌系统使用的原位研究得出的一些一般结果,这些结果与大多数桌面纸牌系统有几个不同之处:它主要是为很少或没有计算机经验的老年人设计的。2. 它是一个单用户系统,尽管在使用过程中与附近的人进行社交互动是典型的。3.它包括一个简单的会话代理(代表游戏和其他玩家)。4. 它被用于设置(一个老年人中心),在那里用户也以传统的方式打牌。在为期4周的时间里,共有42名该中心的常客参与了这项研究。从我们的观察和结果中,我们得出了一些结论,这些结论应该适用于具有上述一个或多个特征的其他桌面系统。
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引用次数: 17
Contextual design considerations for co-located, collaborative tables 协同放置的表的上下文设计注意事项
Pub Date : 2008-10-28 DOI: 10.1109/TABLETOP.2008.4660184
James R. Wallace, Stacey D. Scott
To date, digital tabletop research has predominantly focused on resolving fundamental software and hardware challenges introduced by this new interactive platform. Understanding not only what technical functionality a digital tabletop can provide, but also how appropriate that functionality is for different usage contexts is crucial in designing tables intended for use outside of the research lab. In this paper, we propose five contextual factors to consider in the tabletop design process - social and cultural, activity, temporal, ecological, and motivational - and discuss how these factors influence the design of three main aspects of tabletop systems: software interface, physical form, and connectedness. This work provides a means for tabletop designers to understand the factors that impact the applicability of existing and future design approaches for a given context of use.
到目前为止,数字桌面研究主要集中在解决这个新的交互平台带来的基本软件和硬件挑战。在设计用于研究实验室之外使用的表格时,不仅要了解数字桌面可以提供哪些技术功能,还要了解该功能对不同使用环境的适用性。在本文中,我们提出了在桌面设计过程中需要考虑的五个背景因素——社会和文化、活动、时间、生态和动机——并讨论了这些因素如何影响桌面系统的三个主要方面的设计:软件界面、物理形式和连通性。这项工作为桌面设计人员提供了一种方法,以了解影响现有和未来设计方法在给定使用环境中的适用性的因素。
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引用次数: 39
期刊
2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems
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