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Proceedings of the 26th annual ACM symposium on User interface software and technology最新文献

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inFORM: dynamic physical affordances and constraints through shape and object actuation 通知:动态物理启示和约束通过形状和对象驱动
Sean Follmer, Daniel Leithinger, A. Olwal, Akimitsu Hogge, H. Ishii
Past research on shape displays has primarily focused on rendering content and user interface elements through shape output, with less emphasis on dynamically changing UIs. We propose utilizing shape displays in three different ways to mediate interaction: to facilitate by providing dynamic physical affordances through shape change, to restrict by guiding users with dynamic physical constraints, and to manipulate by actuating physical objects. We outline potential interaction techniques and introduce Dynamic Physical Affordances and Constraints with our inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction. A set of motivating examples demonstrates how dynamic affordances, constraints and object actuation can create novel interaction possibilities.
过去对形状显示的研究主要集中在通过形状输出呈现内容和用户界面元素,而对动态改变ui的关注较少。我们建议以三种不同的方式利用形状显示来调解交互:通过形状变化提供动态物理启示来促进,通过动态物理约束引导用户来限制,以及通过驱动物理对象来操纵。我们概述了潜在的交互技术,并通过我们的inFORM系统引入了动态物理支持和约束,该系统建立在最先进的形状显示器之上,通过直接触摸和有形交互提供可变刚度渲染和实时用户输入。一组激励的例子说明如何动态启示,约束和对象驱动可以创造新的交互可能性。
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引用次数: 564
Controlling widgets with one power-up button 用一个上电按钮控制小部件
Daniel Spelmezan, Caroline Appert, O. Chapuis, Emmanuel Pietriga
The Power-up Button is a physical button that combines pressure and proximity sensing to enable gestural interaction with one thumb. Combined with a gesture recognizer that takes the hand's anatomy into account, the Power-up Button can recognize six different mid-air gestures performed on the side of a mobile device. This gives it, for instance, enough expressive power to provide full one-handed control of interface widgets displayed on screen. This technology can complement touch input, and can be particularly useful when interacting eyes-free. It also opens up a larger design space for widget organization on screen: the button enables a more compact layout of interface components than what touch input alone would allow. This can be useful when, e.g., filling the numerous fields of a long Web form, or for very small devices.
电源按钮是一个物理按钮,结合了压力和接近感应,使手势交互与一个拇指。结合考虑手部解剖结构的手势识别器,“充电键”可以识别移动设备侧面的六种不同的空中手势。例如,这赋予了它足够的表现力,可以单手控制显示在屏幕上的界面小部件。这项技术可以补充触摸输入,并且在无眼交互时特别有用。它还为屏幕上的小部件组织提供了更大的设计空间:与触摸输入相比,按钮可以实现更紧凑的界面组件布局。这在填充长Web表单的众多字段或非常小的设备时非常有用。
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引用次数: 20
MenuOptimizer: interactive optimization of menu systems MenuOptimizer:菜单系统的交互式优化
G. Bailly, Antti Oulasvirta, Timo Kötzing, Sabrina Hoppe
Menu systems are challenging to design because design spaces are immense, and several human factors affect user behavior. This paper contributes to the design of menus with the goal of interactively assisting designers with an optimizer in the loop. To reach this goal, 1) we extend a predictive model of user performance to account for expectations as to item groupings; 2) we adapt an ant colony optimizer that has been proven efficient for this class of problems; and 3) we present MenuOptimizer, a set of inter-actions integrated into a real interface design tool (QtDesigner). MenuOptimizer supports designers' abilities to cope with uncertainty and recognize good solutions. It allows designers to delegate combinatorial problems to the optimizer, which should solve them quickly enough without disrupting the design process. We show evidence that satisfactory menu designs can be produced for complex problems in minutes.
菜单系统的设计是具有挑战性的,因为设计空间是巨大的,许多人为因素会影响用户的行为。本文对菜单的设计做出了贡献,其目标是交互地帮助设计师在循环中使用优化器。为了实现这一目标,1)我们扩展了用户性能的预测模型,以考虑对项目分组的期望;2)我们采用了一个蚁群优化器,该优化器已被证明对这类问题有效;3)我们提出了MenuOptimizer,这是一组集成到真正的界面设计工具(QtDesigner)中的交互操作。MenuOptimizer支持设计师应对不确定性和识别好的解决方案的能力。它允许设计师将组合问题委托给优化器,优化器可以在不中断设计过程的情况下快速解决问题。我们展示的证据表明,令人满意的菜单设计可以在几分钟内产生复杂的问题。
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引用次数: 88
Interactive record/replay for web application debugging 用于web应用程序调试的交互式记录/重播
Brian Burg, Richard Bailey, Amy J. Ko, Michael D. Ernst
During debugging, a developer must repeatedly and manually reproduce faulty behavior in order to inspect different facets of the program's execution. Existing tools for reproducing such behaviors prevent the use of debugging aids such as breakpoints and logging, and are not designed for interactive, random-access exploration of recorded behavior. This paper presents Timelapse, a tool for quickly recording, reproducing, and debugging interactive behaviors in web applications. Developers can use Timelapse to browse, visualize, and seek within recorded program executions while simultaneously using familiar debugging tools such as breakpoints and logging. Testers and end-users can use Timelapse to demonstrate failures in situ and share recorded behaviors with developers, improving bug report quality by obviating the need for detailed reproduction steps. Timelapse is built on Dolos, a novel record/replay infrastructure that ensures deterministic execution by capturing and reusing program inputs both from the user and from external sources such as the network. Dolos introduces negligible overhead and does not interfere with breakpoints and logging. In a small user evaluation, participants used Timelapse to accelerate existing reproduction activities, but were not significantly faster or more successful in completing the larger tasks at hand. Together, the Dolos infrastructure and Timelapse developer tool support systematic bug reporting and debugging practices.
在调试过程中,开发人员必须反复手动重现错误行为,以便检查程序执行的不同方面。用于再现此类行为的现有工具阻止使用诸如断点和日志记录之类的调试辅助工具,并且不是为交互式、随机访问记录行为的探索而设计的。本文介绍了Timelapse,一个用于快速记录、再现和调试web应用程序中的交互行为的工具。开发人员可以使用Timelapse来浏览、可视化和查找记录的程序执行,同时使用熟悉的调试工具,如断点和日志记录。测试人员和最终用户可以使用Timelapse在现场演示故障,并与开发人员共享记录的行为,通过避免详细复制步骤的需要来提高错误报告的质量。Timelapse是建立在Dolos上的,Dolos是一种新颖的记录/重播基础设施,通过捕获和重用来自用户和外部来源(如网络)的程序输入来确保确定性执行。Dolos引入的开销可以忽略不计,并且不会干扰断点和日志记录。在一个小型用户评估中,参与者使用Timelapse来加速现有的复制活动,但在完成手头的大型任务时,并没有明显更快或更成功。Dolos基础架构和Timelapse开发工具一起支持系统的错误报告和调试实践。
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引用次数: 132
Surround-see: enabling peripheral vision on smartphones during active use Surround-see:在智能手机积极使用时启用周边视觉
Xing-Dong Yang, Khalad Hasan, Neil D. B. Bruce, Pourang Irani
Mobile devices are endowed with significant sensing capabilities. However, their ability to 'see' their surroundings, during active use, is limited. We present Surround-See, a self-contained smartphone equipped with an omni-directional camera that enables peripheral vision around the device to augment daily mobile tasks. Surround-See provides mobile devices with a field-of-view collinear to the device screen. This capability facilitates novel mobile tasks such as, pointing at objects in the environment to interact with content, operating the mobile device at a physical distance and allowing the device to detect user activity, even when the user is not holding it. We describe Surround-See's architecture, and demonstrate applications that exploit peripheral 'seeing' capabilities during active use of a mobile device. Users confirm the value of embedding peripheral vision capabilities on mobile devices and offer insights for novel usage methods.
移动设备具有重要的传感能力。然而,在积极使用时,它们“看到”周围环境的能力是有限的。我们展示了一款名为Surround-See的独立智能手机,它配备了一个全方位摄像头,可以实现设备周围的周边视觉,以增强日常移动任务。Surround-See为移动设备提供了一个与设备屏幕共线的视场。这种功能促进了新颖的移动任务,例如,指向环境中的对象以与内容交互,在物理距离上操作移动设备,并允许设备检测用户活动,即使用户没有拿着它。我们描述了Surround-See的架构,并演示了在主动使用移动设备时利用周边“看到”功能的应用程序。用户确认了在移动设备上嵌入周边视觉功能的价值,并为新的使用方法提供了见解。
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引用次数: 58
Imaginary reality gaming: ball games without a ball 虚拟现实游戏:没有球的球类游戏
Patrick Baudisch, Henning Pohl, S. Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler, Patrick Schmidt, Christian Holz
We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play.
我们呈现了虚拟现实游戏,即模拟现实世界运动的游戏,如篮球或足球,只是没有可见的球。球是虚拟的,玩家只能通过观察对方的动作和少量偶尔的听觉反馈来了解球的位置,例如,当一个人接球时。虚拟现实游戏保留了许多物理运动的属性,如不受阻碍的游戏、体力消耗和玩家之间的即时社交互动。同时,它们允许从电子游戏中引入游戏元素,如升级道具、非现实物理和玩家平衡。最重要的是,他们围绕隐形球的概念创造了一种新的游戏动态。为了让玩家能够成功地与看不见的球进行互动,我们创造了一个物理引擎,它可以并行评估所有可能的球轨迹,允许游戏引擎选择最有趣的游戏轨迹,同时仍然有利于熟练的游戏。
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引用次数: 43
PacCAM: material capture and interactive 2D packing for efficient material usage on CNC cutting machines PacCAM:材料捕获和交互式二维包装,用于CNC切割机上的有效材料使用
D. Saakes, Thomas Cambazard, J. Mitani, T. Igarashi
The availability of low-cost digital fabrication devices enables new groups of users to participate in the design and fabrication of things. However, software to assist in the transition from design to actual fabrication is currently overlooked. In this paper, we introduce PacCAM, a system for packing 2D parts within a given source material for fabrication using 2D cutting machines. Our solution combines computer vision to capture the source material shape with a user interface that incorporates 2D rigid body simulation and snapping. A user study demonstrated that participants could make layouts faster with our system compared with using traditional drafting tools. PacCAM caters to a variety of 2D fabrication applications and can contribute to the reduction of material waste.
低成本数字制造设备的可用性使新的用户群体能够参与到事物的设计和制造中。然而,帮助从设计过渡到实际制造的软件目前被忽视了。在本文中,我们介绍了PacCAM,这是一个使用二维切割机在给定的源材料中包装二维零件的系统。我们的解决方案结合了计算机视觉来捕获源材料形状,并结合了2D刚体模拟和捕捉的用户界面。一项用户研究表明,与使用传统绘图工具相比,参与者使用我们的系统可以更快地制作布局。PacCAM适用于各种2D制造应用,有助于减少材料浪费。
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引用次数: 36
PneUI: pneumatically actuated soft composite materials for shape changing interfaces PneUI:用于改变形状界面的气动驱动软复合材料
Lining Yao, Ryuma Niiyama, Jifei Ou, Sean Follmer, Clark Della Silva, H. Ishii
This paper presents PneUI, an enabling technology to build shape-changing interfaces through pneumatically-actuated soft composite materials. The composite materials integrate the capabilities of both input sensing and active shape output. This is enabled by the composites' multi-layer structures with different mechanical or electrical properties. The shape changing states are computationally controllable through pneumatics and pre-defined structure. We explore the design space of PneUI through four applications: height changing tangible phicons, a shape changing mobile, a transformable tablet case and a shape shifting lamp.
本文介绍了PneUI,一种通过气动驱动软复合材料构建可变形界面的使能技术。该复合材料集成了输入感知和主动形状输出的能力。这是由复合材料具有不同机械或电气性能的多层结构实现的。形状变化状态通过气动和预先定义的结构进行计算控制。我们通过四个应用来探索PneUI的设计空间:高度变化的有形光子、形状变化的手机、可变形的平板电脑外壳和形状变化的灯。
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引用次数: 308
DemoCut: generating concise instructional videos for physical demonstrations DemoCut:为物理演示生成简洁的教学视频
Pei-Yu Chi, Joyce Liu, Jason Linder, Mira Dontcheva, Wilmot Li, Bjoern Hartmann
Amateur instructional videos often show a single uninterrupted take of a recorded demonstration without any edits. While easy to produce, such videos are often too long as they include unnecessary or repetitive actions as well as mistakes. We introduce DemoCut, a semi-automatic video editing system that improves the quality of amateur instructional videos for physical tasks. DemoCut asks users to mark key moments in a recorded demonstration using a set of marker types derived from our formative study. Based on these markers, the system uses audio and video analysis to automatically organize the video into meaningful segments and apply appropriate video editing effects. To understand the effectiveness of DemoCut, we report a technical evaluation of seven video tutorials created with DemoCut. In a separate user evaluation, all eight participants successfully created a complete tutorial with a variety of video editing effects using our system.
业余教学视频经常显示一个不间断的录制演示,没有任何编辑。虽然制作起来很容易,但这类视频往往太长,因为它们包含不必要或重复的动作以及错误。我们介绍DemoCut,这是一个半自动视频编辑系统,可以提高业余体育教学视频的质量。DemoCut要求用户使用一组源自我们形成性研究的标记类型来标记录制演示中的关键时刻。基于这些标记,系统利用音频和视频分析,自动将视频组织成有意义的片段,并应用适当的视频编辑效果。为了了解DemoCut的有效性,我们报告了用DemoCut创建的七个视频教程的技术评估。在单独的用户评估中,所有8名参与者都成功地使用我们的系统创建了一个完整的教程,其中包含各种视频编辑效果。
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引用次数: 75
Session details: Vision 会议详情:
Tom Yeh
{"title":"Session details: Vision","authors":"Tom Yeh","doi":"10.1145/3254704","DOIUrl":"https://doi.org/10.1145/3254704","url":null,"abstract":"","PeriodicalId":294436,"journal":{"name":"Proceedings of the 26th annual ACM symposium on User interface software and technology","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122651466","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: 0
期刊
Proceedings of the 26th annual ACM symposium on User interface software and technology
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