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First IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP '06)最新文献

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Supporting mixed presence groupware in tabletop applications 支持桌面应用程序中的混合状态群件
P. Hutterer, Benjamin Close, B. Thomas
In this paper, we present the transparent input device layer framework to extend Java applications with support for multiple distributed input devices, a major requirement for tabletop applications. This overcomes a key restriction of current graphical environments to support only a single system cursor and one keyboard, and allows the cursor and keyboard control of applications to be performed by input devices that are connected to other hosts on the network. Applications can be developed with this framework and therefore allow operations such as simultaneous drag and drop by multiple users. Additionally, we have created a wrapper application to inject support for multiple input devices into legacy applications at runtime - without the need for code alteration or recompilation. We present two tabletop applications that make use of our framework: one is a graphical front end to a military course of action scheduling application and was developed with the framework. The second application, a component based data visualisation application, employs the injection wrapper application to gain support for distributed multiple input devices at runtime.
在本文中,我们提出了透明输入设备层框架,以扩展Java应用程序,支持多个分布式输入设备,这是桌面应用程序的主要需求。这克服了当前图形环境仅支持单个系统光标和一个键盘的关键限制,并允许连接到网络上其他主机的输入设备执行应用程序的光标和键盘控制。可以使用这个框架开发应用程序,从而允许多个用户同时进行拖放等操作。此外,我们还创建了一个包装器应用程序,以便在运行时将对多输入设备的支持注入到遗留应用程序中——无需更改代码或重新编译。我们提供了两个使用我们框架的桌面应用程序:一个是军事行动调度应用程序的图形前端,是用框架开发的。第二个应用程序是一个基于组件的数据可视化应用程序,它使用注入包装器应用程序在运行时获得对分布式多输入设备的支持。
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引用次数: 19
Direct intentions: the effects of input devices on collaboration around a tabletop display 直接意图:输入设备对桌面显示器周围协作的影响
Vicki Ha, K. Quinn, Tara Whalen, R. Mandryk
This paper explores users' interpersonal interactions during collaboration around a tabletop display, in order to better understand the affordances offered by this medium. We investigate participants' collaborative interactions, particularly related to the type of input device provided. Stylus, mouse, and touch-based interactions were provided to allow multiple people to simultaneously interact with tabletop systems in a series of studies, and we observed how the choice of direct or indirect input device affected collaboration. In this paper, we discuss how direct and indirect input affect natural interactions, ergonomics, territoriality, gestures, and awareness of both intention and action. The findings from our studies are valuable for those who deploy and design tabletop systems, by providing them with guidelines for appropriate choice of input device.
本文探讨了用户在桌面显示器周围的协作过程中的人际互动,以便更好地理解这种媒介提供的功能。我们调查了参与者的协作互动,特别是与所提供的输入设备类型相关的互动。在一系列研究中,触控笔、鼠标和基于触控的交互允许多人同时与桌面系统交互,我们观察了直接或间接输入设备的选择如何影响协作。在本文中,我们讨论了直接和间接输入如何影响自然交互、人体工程学、领土性、手势以及意图和行动的意识。我们的研究结果对那些部署和设计桌面系统的人很有价值,为他们提供了适当选择输入设备的指导方针。
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引用次数: 116
Considering reach in tangible and table top design 考虑可触及的有形和桌面设计
A. Toney, B. Thomas
Reach heavily impacts all aspects of designing for tangible and tabletop user interfaces. It dictates the input space available to each user and heavily shapes how that space is used. Despite its impact to date tangible, table top, and user interface design have all largely overlooked reach as a design constraint. As a result, advancing the state of the art for tangible and table top designs requires rethinking existing designs to consider the repercussions of reach, and starting to formally consider reach as part of our designs process. Designing in consideration of reach allows for more usable tables, applications supporting diverse environments, and user interfaces which are optimally scaled to their current set of users.
Reach极大地影响了有形和桌面用户界面设计的各个方面。它规定了每个用户可用的输入空间,并在很大程度上决定了如何使用该空间。尽管它的影响是有形的,桌面和用户界面设计都在很大程度上忽视了作为设计约束的范围。因此,推动有形和桌面设计的艺术状态需要重新思考现有的设计,以考虑可达性的影响,并开始正式考虑可达性作为我们设计过程的一部分。考虑范围的设计允许更多可用的表、支持不同环境的应用程序和最佳地扩展到当前用户集的用户界面。
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引用次数: 44
Feel the beat: direct manipulation of sound during playback 感受节拍:在回放过程中直接操纵声音
Tue Haste Andersen, Remo Huber, Adjan Kretz, M. Fjeld
We present a tangible user interface for direct manipulation of sound during playback. The interface was inspired by observing DJs and musicians working with computers where looping of sound takes on an important role. Through exploration using hardware and software prototypes we have realized direct mapping of perceptually important sound parameters to a motorized slider, enabling users to monitor and manipulate sound during playback.
我们提出了一个有形的用户界面,在播放过程中直接操纵声音。这个界面的灵感来自于观察dj和音乐家在电脑上的工作,其中声音循环扮演着重要的角色。通过对硬件和软件原型的探索,我们实现了将感知上重要的声音参数直接映射到电动滑块上,使用户能够在播放过程中监控和操纵声音。
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引用次数: 13
Visualizing audio in group table conversation 可视化音频在小组表对话
Karrie Karahalios, T. Bergstrom
In this paper, we create social visualizations of aural group conversation. These visualizations are tailored to a table setting. Examples of such settings are a family sitting about a table eating dinner or colleagues sitting about a table in a meeting. The form of the visualization is highly coupled to its function. People sit about the table structure and see their conversation visualized on the table surface as they speak. Using this physical structure, we present two graphical table interfaces. The first interface depicts the rhythm and conversational patterns in table top interaction; the second visualization extends this theme by incorporating a voting mechanism to highlight agreement and disagreement in spoken interaction. The visualizations evolve over time to create an evocative, graphical, interactive snapshot of the entire conversation within that table space.
在本文中,我们创建了听觉群体对话的社会可视化。这些可视化是为餐桌设置量身定制的。这种场景的例子是一家人围坐在一张桌子旁吃饭,或者同事们围坐在一张桌子旁开会。可视化的形式与其功能高度耦合。人们坐在桌子周围,当他们说话时,可以看到他们的谈话在桌子表面上可视化。使用这种物理结构,我们给出了两个图形表接口。第一个界面描述了桌面交互的节奏和会话模式;第二个可视化扩展了这个主题,结合了一个投票机制来突出口头互动中的同意和不同意。可视化随着时间的推移而发展,以创建该表空间中整个会话的令人回味的、图形化的交互式快照。
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引用次数: 19
Behavioral analysis of asymmetric information sharing on Lumisight table Lumisight表信息不对称共享行为分析
M. Matsuda, Mitsunori Matsushita, Tatsumi Yamada, T. Naemura
This research reveals the factors important in designing a group support environment by focusing on a distributed cognitive environment where group members have different information. We find that closeness within a group enhances group performance when group members use a tabletop CSCW environment. To confirm this, we conduct experiments that observe human behavior in a distributed cognitive environment. Participants play a maze game in which players with restricted and distributed information communicate with each other to catch a rapidly moving target. Group performance in two CSCW environments was compared: a normal LCD setup that prevented indirect communication and a tabletop display, Lumisight table. Group performance was found to be higher with the tabletop display, and the performance advantage was reinforced by the closeness of the group members.
本研究通过关注群体成员拥有不同信息的分布式认知环境,揭示了设计群体支持环境的重要因素。我们发现,当团队成员使用桌面CSCW环境时,团队内部的亲密度提高了团队绩效。为了证实这一点,我们进行了在分布式认知环境中观察人类行为的实验。参与者玩一个迷宫游戏,在这个游戏中,拥有有限和分散信息的玩家相互交流,以抓住一个快速移动的目标。比较了两种CSCW环境下的组表现:防止间接通信的普通LCD设置和桌面显示(Lumisight table)。研究发现,桌面展示可以提高团队绩效,而团队成员之间的亲密关系又会强化这种绩效优势。
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引用次数: 8
Multi-user interface and interactions on direct-touch horizontal surfaces: collaborative tabletop research at MERL 直接接触水平表面上的多用户界面和交互:MERL的协作桌面研究
Chia Shen
While "displays" have the connotation of affording visual output, "surfaces" invite the users to interact. What happens then when the surfaces are also displays, when a direct input interface space and output visual space are superimposed onto the same touch interactive surfaces? In the past three years at MERL, we have systematically examined, studied and evaluated, holistically, user interface and interaction techniques on one particular type of direct touch computational surfaces - multitouch multiuser tabletops. We have created and prototyped a set of novel interface systems ranging from a photo story sharing table called PDH (personal digital historian) to the DiamondSpin tabletop tool kit, and UbiTable, to interaction concepts including CoRDs, Modal Spaces, Glimpse multilevel input model, ExpressiveTouch bimanual gestures and bifocal tabletop display interactions. We have also obtained preliminary findings on nonspeech audio feedback on multi-user interactive tabletops, and some of the effects of the size of tables and size of groups on different aspects of multiuser collaboration. Our future research investigates interaction and visualization across table centric interactive spaces with multiple surfaces of tabletops and walls in a new project called DiamondSpace.
“展示”具有提供视觉输出的内涵,而“表面”则邀请用户进行互动。当表面也是显示时,当直接输入界面空间和输出视觉空间叠加在相同的触摸交互表面上时,会发生什么?在过去的三年里,我们在MERL系统地检查、研究和评估了一种特定类型的直接触摸计算表面的用户界面和交互技术——多点触摸多用户桌面。我们已经创建并原型化了一套新颖的界面系统,从名为PDH(个人数字历史学家)的照片故事分享表到DiamondSpin桌面工具包和UbiTable,再到包括cord、Modal Spaces、Glimpse多层输入模型、expresvetouch双手手势和双焦点桌面显示交互在内的交互概念。我们还获得了关于多用户交互桌面的非语音音频反馈的初步发现,以及桌子大小和小组大小对多用户协作不同方面的一些影响。在一个名为DiamondSpace的新项目中,我们未来的研究将探讨以桌面和墙壁为多个表面的以桌子为中心的交互空间的交互和可视化。
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引用次数: 17
ViCAT: visualisation and interaction on a collaborative access table ViCAT:协作访问表的可视化和交互
Fang Chen, P. Eades, J. Epps, Serge Lichman, Benjamin Close, P. Hutterer, M. Takatsuka, B. Thomas, Mike Wu
Despite many years of research in the area of human computer interaction, there are still remarkably few computing platforms in existence that permit remote collaboration over various software applications in an intense manner. Visualisation and interaction on a collaborative access table (ViCAT) is a new project whose aim is to allow intense collaboration between multiple users at multiple remotely located sites, as if the users were gathered around a physical table. This paper introduces the ViCAT design philosophy and how it addresses the mixed presence groupware concept, and then describes the relationship between the ViCAT project and current horizontal interactive human computer systems research.
尽管在人机交互领域进行了多年的研究,但仍然很少有现有的计算平台允许在各种软件应用程序上以强烈的方式进行远程协作。协作访问表(ViCAT)上的可视化和交互是一个新项目,其目的是允许多个远程站点的多个用户之间的紧密协作,就好像用户聚集在物理表周围一样。本文介绍了ViCAT的设计理念及其如何解决混合在场群件的概念,然后描述了ViCAT项目与当前水平交互人机系统研究之间的关系。
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引用次数: 25
Proposal of a multi-layer structure for multilingual display on a Lumisight table Lumisight桌面多语言显示的多层结构设计
T. Yoshino, Mitsunori Matsushita, J. Munemori
The goal of our research is to support face to face discussion performed by participants with differing languages. To support such a discussion, the Lumisight Table, which can provide different information simultaneously on a single screen, has been proposed. We have developed a multilingual face to face idea generation support system on a Lumisight table. The advantage of the use of the multilingual function is to display the correct direction and in the participant's native language. Each user seated around a table can see a similar image but characters in the images are rotated to each user's direction. However, we found other problems in multilingual input and display. To solve the problem, we propose a concept of multilayer structure on Lumisight table.
我们研究的目的是支持不同语言的参与者进行面对面的讨论。为了支持这样的讨论,Lumisight Table被提出,它可以在一个屏幕上同时提供不同的信息。我们在Lumisight桌上开发了一个多语言面对面的创意生成支持系统。使用多语言功能的好处是可以显示正确的方向,并以参与者的母语显示。坐在桌子周围的每个用户都可以看到类似的图像,但图像中的字符会旋转到每个用户的方向。然而,我们在多语言输入和显示中发现了其他问题。为了解决这个问题,我们提出了一种基于Lumisight表的多层结构概念。
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引用次数: 1
Extending tabletops to support flexible collaborative interactions 扩展桌面以支持灵活的协作交互
Y. Rogers, Youn-kyung Lim, William R. Hazlewood
Tabletops have been used to support a range of colocated activities, from games to image sorting. However, their limited display space and resolution can restrict the kinds of collaborative interactions that take place. Our research is concerned with how to extend the tabletop by integrating it with other spaces and artifacts in the physical world. Our goal is to design workspaces that support a wider range of collaborative tasks, determining which are well suited to the tabletop and which are better performed using physical representations and spaces. We describe a physical digital space that we built for this purpose and then a study that compared how groups collaborate on a design task when using this versus solely the tabletop. The findings showed that extending the tabletop into a physical space enabled groups to collaborate more easily and flexibly.
桌面已经被用来支持一系列的活动,从游戏到图像排序。然而,它们有限的显示空间和分辨率限制了所发生的协作交互的种类。我们的研究关注的是如何通过将桌面与物理世界中的其他空间和人工制品相结合来扩展桌面。我们的目标是设计支持更广泛协作任务的工作空间,确定哪些非常适合桌面,哪些使用物理表示和空间可以更好地执行。我们描述了一个我们为此目的建立的物理数字空间,然后进行了一项研究,比较了当使用这个与单独使用桌面时,团队在设计任务上的协作情况。研究结果表明,将桌面扩展到物理空间可以使团队更容易、更灵活地合作。
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引用次数: 54
期刊
First IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP '06)
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