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Proceedings of the 27th annual ACM symposium on User interface software and technology最新文献

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Through the combining glass 通过组合玻璃
D. M. Plasencia, Florent Berthaut, Abhijit Karnik, S. Subramanian
Reflective optical combiners like beam splitters and two way mirrors are used in AR to overlap digital contents on the users' hands or bodies. Augmentations are usually unidirectional, either reflecting virtual contents on the user's body (Situated Augmented Reality) or augmenting user's reflections with digital contents (AR mirrors). But many other novel possibilities remain unexplored. For example, users' hands, reflected inside a museum AR cabinet, can allow visitors to interact with the artifacts exhibited. Projecting on the user's hands as their reflection cuts through the objects can be used to reveal objects' internals. Augmentations from both sides are blended by the combiner, so they are consistently seen by any number of users, independently of their location or, even, the side of the combiner through which they are looking. This paper explores the potential of optical combiners to merge the space in front and behind them. We present this design space, identify novel augmentations/interaction opportunities and explore the design space using three prototypes.
像分束器和双向镜这样的反射光学组合器在AR中用于将数字内容重叠在用户的手上或身上。增强通常是单向的,要么将虚拟内容反射到用户的身体上(情境增强现实),要么用数字内容增强用户的反射(AR镜子)。但还有许多新的可能性尚未被探索。例如,用户的手,反映在博物馆的AR柜内,可以让游客与展出的文物进行互动。投射在用户手上,当他们的反射穿过物体时,可以用来揭示物体的内部。来自两边的增强图像通过组合器进行混合,因此任意数量的用户都可以一致地看到它们,而不依赖于他们的位置,甚至不依赖于他们正在查看的组合器的一侧。本文探讨了光合成器合并其前后空间的潜力。我们展示了这个设计空间,确定了新的增强/交互机会,并使用三个原型探索了设计空间。
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引用次数: 31
InterState: a language and environment for expressing interface behavior 州际:一种表达接口行为的语言和环境
Stephen Oney, B. Myers, Joel Brandt
InterState is a new programming language and environment that addresses the challenges of writing and reusing user interface code. InterState represents interactive behaviors clearly and concisely using a combination of novel forms of state machines and constraints. It also introduces new language features that allow programmers to easily modularize and reuse behaviors. InterState uses a new visual notation that allows programmers to better understand and navigate their code. InterState also includes a live editor that immediately updates the running application in response to changes in the editor and vice versa to help programmers understand the state of their program. Finally, InterState can interface with code and widgets written in other languages, for example to create a user interface in InterState that communicates with a database. We evaluated the understandability of InterState's programming primitives in a comparative laboratory study. We found that participants were twice as fast at understanding and modifying GUI components when they were implemented with InterState than when they were implemented in a conventional textual event-callback style. We evaluated InterState's scalability with a series of benchmarks and example applications and found that it can scale to implement complex behaviors involving thousands of objects and constraints.
InterState是一种新的编程语言和环境,解决了编写和重用用户界面代码的挑战。使用新形式的状态机和约束的组合,InterState清晰而简洁地表示交互行为。它还引入了新的语言特性,允许程序员轻松地模块化和重用行为。InterState使用一种新的可视化符号,使程序员能够更好地理解和浏览他们的代码。InterState还包括一个实时编辑器,它可以根据编辑器的更改立即更新正在运行的应用程序,反之亦然,以帮助程序员了解程序的状态。最后,InterState可以与用其他语言编写的代码和小部件进行交互,例如,在InterState中创建与数据库通信的用户界面。我们在比较实验室研究中评估了InterState的编程原语的可理解性。我们发现,当使用InterState实现GUI组件时,参与者理解和修改GUI组件的速度是使用传统文本事件回调风格实现GUI组件时的两倍。我们用一系列基准测试和示例应用程序评估了InterState的可扩展性,发现它可以扩展到实现涉及数千个对象和约束的复杂行为。
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引用次数: 38
GaussStones: shielded magnetic tangibles for multi-token interactions on portable displays 高斯石:用于便携式显示器上的多令牌交互的屏蔽磁性有形物品
Rong-Hao Liang, Han-Chih Kuo, Liwei Chan, De-Nian Yang, Bing-Yu Chen
This work presents GaussStones, a system of shielded magnetic tangibles design for supporting multi-token interactions on portable displays. Unlike prior works in sensing magnetic tangibles on portable displays, the proposed tangible design applies magnetic shielding by using an inexpensive galvanized steel case, which eliminates interference between magnetic tangibles. An analog Hall-sensor grid can recognize the identity of each shielded magnetic unit since each unit generates a magnetic field with a specific intensity distribution and/or polarization. Combining multiple units as a knob further allows for resolving additional identities and their orientations. Enabling these features improves support for applications involving multiple tokens. Thus, using prevalent portable displays provides generic platforms for tangible interaction design.
这项工作提出了高斯石,一个屏蔽磁有形设计系统,用于支持便携式显示器上的多令牌交互。与之前在便携式显示器上感应磁性物质的工作不同,提出的有形设计通过使用廉价的镀锌钢外壳来应用磁屏蔽,从而消除了磁性物质之间的干扰。模拟霍尔传感器网格可以识别每个屏蔽磁单元的身份,因为每个单元产生具有特定强度分布和/或极化的磁场。将多个单元组合为一个旋钮可以进一步解决额外的身份和他们的方向。启用这些特性可以改进对涉及多个令牌的应用程序的支持。因此,使用流行的便携式显示器为有形交互设计提供了通用平台。
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引用次数: 43
Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latency 零延迟敲击:使用悬停信息来预测触摸位置,消除触地延迟
Haijun Xia, Ricardo Jota, Benjamin McCanny, Zhe Yu, C. Forlines, Karan Singh, Daniel J. Wigdor
A method of reducing the perceived latency of touch input by employing a model to predict touch events before the finger reaches the touch surface is proposed. A corpus of 3D finger movement data was collected, and used to develop a model capable of three granularities at different phases of movement: initial direction, final touch location, time of touchdown. The model is validated for target distances >= 25.5cm, and demonstrated to have a mean accuracy of 1.05cm 128ms before the user touches the screen. Preference study of different levels of latency reveals a strong preference for unperceived latency touchdown feedback. A form of 'soft' feedback, as well as other uses for this prediction to improve performance, is proposed.
提出了一种减少触摸输入感知延迟的方法,该方法采用模型来预测手指到达触摸表面之前的触摸事件。收集三维手指运动数据的语料库,并用于开发一个能够在不同运动阶段(初始方向,最终触摸位置,触地时间)的三粒度模型。该模型在目标距离>= 25.5cm的情况下进行了验证,并证明了在用户触摸屏幕之前的平均精度为1.05cm 128ms。对不同潜伏期的偏好研究表明,人们对未察觉的潜伏期触地反馈有强烈的偏好。提出了一种“软”反馈形式,以及这种预测的其他用途,以提高性能。
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引用次数: 35
Designer's augmented reality toolkit, ten years later: implications for new media authoring tools 十年后,设计师的增强现实工具包:对新媒体创作工具的影响
Maribeth Gandy Coleman, B. MacIntyre
The Designer's Augmented Reality Toolkit (DART) was an augmented (AR) and mixed reality (MR) authoring tool targeted at new media designers. It was released in 2003 and was heavily used by a diverse population of creators for the next several years [28]. Ten years later, we approached a group of users to collect reflections on their use of DART, the artifacts they produced, their subsequent AR/MR authoring, their thoughts on the challenges of AR/MR authoring in general, and the state of modern tools. In this paper we present the findings from in-depth interviews with these DART developers and other AR experts. Their reflections provide insights on how to successfully engage non-technologists with new media and the challenges they face during authoring, the unique requirements of new media authoring, and how modern tools are still not meeting the needs of this type of author, highlighting where additional research is needed.
设计师的增强现实工具包(DART)是一款针对新媒体设计师的增强(AR)和混合现实(MR)创作工具。它于2003年发布,并在接下来的几年里被各种各样的创作者大量使用[28]。十年后,我们接触了一组用户,收集他们对DART的使用,他们制作的工件,他们随后的AR/MR创作,他们对AR/MR创作的挑战的想法,以及现代工具的状态的反思。在本文中,我们展示了对这些DART开发人员和其他AR专家进行深入访谈的结果。他们的反思提供了关于如何成功吸引非技术人员参与新媒体的见解,以及他们在创作过程中面临的挑战,新媒体创作的独特要求,以及现代工具如何仍不能满足这类作者的需求,突出了需要进一步研究的地方。
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引用次数: 47
Microtask programming: building software with a crowd 微任务编程:与一群人一起构建软件
Thomas D. Latoza, W. B. Towne, C. Adriano, A. Hoek
Microtask crowdsourcing organizes complex work into workflows, decomposing large tasks into small, relatively independent microtasks. Applied to software development, this model might increase participation in open source software development by lowering the barriers to contribu-tion and dramatically decrease time to market by increasing the parallelism in development work. To explore this idea, we have developed an approach to decomposing programming work into microtasks. Work is coordinated through tracking changes to a graph of artifacts, generating appropriate microtasks and propagating change notifications to artifacts with dependencies. We have implemented our approach in CrowdCode, a cloud IDE for crowd development. To evaluate the feasibility of microtask programming, we performed a small study and found that a small crowd of 12 workers was able to successfully write 480 lines of code and 61 unit tests in 14.25 person-hours of time.
微任务众包将复杂的工作组织成工作流,将大任务分解成相对独立的小微任务。应用于软件开发,该模型可以通过降低贡献的障碍来增加开源软件开发的参与,并且通过增加开发工作中的并行性来显著减少上市时间。为了探索这个想法,我们开发了一种将编程工作分解为微任务的方法。通过跟踪工件图的更改、生成适当的微任务以及向具有依赖性的工件传播更改通知来协调工作。我们已经在CrowdCode中实现了我们的方法,这是一个用于人群开发的云IDE。为了评估微任务编程的可行性,我们进行了一项小型研究,发现12名工作人员能够在14.25人小时的时间内成功地编写480行代码和61个单元测试。
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引用次数: 95
Tracs: transparency-control for see-through displays 轨迹:透明控制的透明显示器
David Lindlbauer, Toru Aoki, Robert Walter, Yuji Uema, Anita Höchtl, M. Haller, M. Inami, Jörg Müller
We present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display.
我们提出了Tracs,一个双面透明显示系统,具有可控的透明度。传统的显示器是一个持续的视觉和沟通障碍,阻碍了空间上接近或面对的同事之间快速有效的协作。透明显示器可能会消除这些障碍,但也会带来个人隐私、屏幕内容隐私和视觉干扰等新问题。因此,我们提出了一种具有可控透明度的解决方案来克服这些问题。Tracs由两个透明显示器组成,其中有一个透明控制层、一个背光层和一个偏振调节层。透明度控制层被构建为可单独寻址的透明度控制补丁的网格,允许用户控制整体或局部的透明度。此外,局部可切换的背光层提高了LCD屏幕内容的对比度。Tracs允许用户在个人和协作工作之间快速轻松地切换,并使他们能够完全控制显示上的透明区域。
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引用次数: 30
Swipeboard: a text entry technique for ultra-small interfaces that supports novice to expert transitions 滑板:一种用于超小型界面的文本输入技术,支持新手到专家的转换
Xiang 'Anthony' Chen, Tovi Grossman, G. Fitzmaurice
Ultra-small smart devices, such as smart watches, have become increasingly popular in recent years. Most of these devices rely on touch as the primary input modality, which makes tasks such as text entry increasingly difficult as the devices continue to shrink. In the sole pursuit of entry speed, the ultimate solution is a shorthand technique (e.g., Morse code) that sequences tokens of input (e.g., key, tap, swipe) into unique representations of each character. However, learning such techniques is hard, as it often resorts to rote memory. Our technique, Swipeboard, leverages our spatial memory of a QWERTY keyboard to learn, and eventually master a shorthand, eyes-free text entry method designed for ultra-small interfaces. Characters are entered with two swipes; the first swipe specifies the region where the character is located, and the second swipe specifies the character within that region. Our study showed that with less than two hours' training, Tested on a reduced word set, Swipeboard users achieved 19.58 words per minute (WPM), 15% faster than an existing baseline technique.
近年来,智能手表等超小型智能设备越来越受欢迎。这些设备大多依赖于触摸作为主要的输入方式,这使得诸如文本输入之类的任务随着设备的不断缩小而变得越来越困难。在唯一追求输入速度的情况下,最终的解决方案是一种速记技术(如莫尔斯电码),它将输入的标记(如按键、敲击、滑动)序列成每个字符的唯一表示。然而,学习这些技巧是困难的,因为它往往依赖于死记硬背。我们的技术,Swipeboard,利用我们对QWERTY键盘的空间记忆来学习,并最终掌握一种为超小型界面设计的速记,不需要眼睛的文本输入方法。两下就可以输入字符;第一次滑动指定字符所在的区域,第二次滑动指定该区域内的字符。我们的研究表明,经过不到两个小时的训练,在减少的单词集上进行测试,Swipeboard用户每分钟可以达到19.58个单词(WPM),比现有的基线技术快15%。
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引用次数: 122
ShrinkyCircuits: sketching, shrinking, and formgiving for electronic circuits 收缩电路:电子电路的草图、收缩和成形
Joanne Lo, E. Paulos
In this paper we describe the development of ShrinkyCircuits, a novel electronic prototyping technique that captures the flexibility of sketching and leverages properties of a common everyday plastic polymer to enable low-cost, miniature, planar, and curved, multi-layer circuit designs in minutes. ShrinkyCircuits take advantage of inexpensive prestressed polymer film that shrinks to its original size when exposed to heat. This enables improved electrical characteristics though sintering of the conductive electrical layer, partial self-assembly of the circuit and components, and mechanically robust custom shapes Including curves and non-planar form factors. We demonstrate the range and adaptability of ShrinkyCircuits designs from simple hand drawn circuits with through-hole components to complex multilayer, printed circuit boards (PCB), with curved and irregular shaped electronic layouts and surface mount components. Our approach enables users to create extremely customized circuit boards with dense circuit layouts while avoiding messy chemical etching, expensive board milling machines, or time consuming delays in using outside PCB production houses.
在本文中,我们描述了ShrinkyCircuits的发展,这是一种新颖的电子原型技术,它捕捉了草图的灵活性,并利用了普通日常塑料聚合物的特性,在几分钟内实现了低成本、微型、平面和弯曲的多层电路设计。收缩电路利用廉价的预应力聚合物薄膜,当暴露在热收缩到原来的尺寸。通过导电层的烧结,电路和元件的部分自组装,以及包括曲线和非平面形状因素在内的机械坚固的定制形状,这使得电气特性得到改善。我们展示了缩水电路设计的范围和适应性,从简单的手绘电路与通孔元件到复杂的多层印刷电路板(PCB),具有弯曲和不规则形状的电子布局和表面贴装元件。我们的方法使用户能够创建具有密集电路布局的极其定制的电路板,同时避免混乱的化学蚀刻,昂贵的板铣床,或在使用外部PCB生产车间时耗时的延迟。
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引用次数: 32
Sensory triptych: here, near, out there 感官三联画:这里,附近,外面
E. Paulos, Chris Myers, Rundong Tian, Paxton Paulos
Sensory Triptych is a set of exploratory, interactive sensors designed for children that invite "new ways of seeing" our world from the perspective of the here (the earth, air, and water around us), near (things just out of sight), and out there (orbiting satellites and space junk) using familiar and novel interfaces, affordances, and narratives. We present a series of novel physical design prototypes that reframe sensing technologies for children that foster an early adoption of technology usage for exploring, understanding, communicating, sharing, and changing our world. Finally, we discuss how such designs expand the potential opportunities and landscapes for our future interactive systems and experiences within the UIST community.
感官三联画(Sensory tritych)是一套为儿童设计的探索性互动传感器,通过熟悉和新颖的界面、功能和叙述,从这里(我们周围的地球、空气和水)、附近(视线之外的事物)和那里(轨道卫星和太空垃圾)的角度,以“新的方式看待”我们的世界。我们提出了一系列新颖的物理设计原型,为儿童重新构建传感技术,促进早期采用技术来探索、理解、交流、分享和改变我们的世界。最后,我们讨论了这样的设计如何在UIST社区内为我们未来的互动系统和体验扩展潜在的机会和景观。
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引用次数: 6
期刊
Proceedings of the 27th annual ACM symposium on User interface software and technology
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