37 research outputs found

    Spatial peripheral interaction techniques for viewing and manipulating off-screen digital content

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    When an information space is larger than the display, it is typical for interfaces to only support interacting with content that is rendered within its viewport. To support interacting with off-screen content, our work explores the design and evaluation of several spatial off-screen exploration techniques that make use of the interaction space around the display. These include Paper Distortion, Dynamic Distortion, Dynamic Peephole Inset, Spatial Panning, and Point2Pan. We also contribute a formalized descriptive framework of the off-screen interaction space that divides the around-device space into interaction volumes and analyzes them based on different factors. This framework guided the design of an off-screen interaction system, called Off-Screen Desktop, which implemented our spatial techniques using consumer-level motion sensing hardware. To enable a more detailed analysis of spatial interaction systems, we also developed a web-based visualization system, called SpatialVis, that visualizes log data over a video screen capture of the associated user interface

    Multi-touch interaction for interface prototyping

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    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201

    An electronic architecture for mediating digital information in a hallway fac̦ade

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    Ubiquitous computing requires integration of physical space with digital information. This presents the challenges of integrating electronics, physical space, software and the interaction tools which can effectively communicate with the audience. Many research groups have embraced different techniques depending on location, context, space, and availability of necessary skills to make the world around us as an interface to the digital world. Encouraged by early successes and fostered by project undertaken by tangible visualization group. We introduce an architecture of Blades and Tiles for the development and realization of interactive wall surfaces. It provides an inexpensive, open-ended platform for constructing large-scale tangible and embedded interfaces. In this paper, we propose tiles built using inexpensive pegboards and a gateway for each of these tiles to provide access to digital information. The paper describes the architecture using a corridor fa\c{c}ade application. The corridor fa\c{c}ade uses full-spectrum LEDs, physical labels and stencils, and capacitive touch sensors to provide mediated representation, monitoring and querying of physical and digital content. Example contents include the physical and online status of people and the activity and dynamics of online research content repositories. Several complementary devices such as Microsoft PixelSense and smartdevices can support additional user interaction with the system. This enables interested people in synergistic physical environments to observe, explore, understand, and engage in ongoing activities and relationships. This paper describes the hardware architecture and software libraries employed and how they are used in our research center hallway and academic semester projects

    Waves: A Collaborative Navigation Technique for Large Interactive Surfaces

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    Digital tables offer the possibility of performing collaborative tasks where two or more people can share artifacts in the same virtual space. However, most interactive methods of navigating through virtual space most commonly have the effect of changing the entire digital display simultaneously. In this thesis, I performed an exploratory study providing evidence for differences between two popular collaborative navigation techniques used in video games, split screens and single shared screen, in situational awareness, interference between collaborators, and difficulties with automatic view adjustment. Drawing inspiration from guidelines formulated from the results of the exploratory study, as well as previous work in interactive tabletops, collaboration, and navigation in information visualization, I designed and implemented Waves, a collaborative navigation technique for the tabletop. Waves simultaneously supports multiple personal workspaces, provides group workspace awareness, and mediates interference between workspaces

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems

    Enabling Collaborative Visual Analysis across Heterogeneous Devices

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    We are surrounded by novel device technologies emerging at an unprecedented pace. These devices are heterogeneous in nature: in large and small sizes with many input and sensing mechanisms. When many such devices are used by multiple users with a shared goal, they form a heterogeneous device ecosystem. A device ecosystem has great potential in data science to act as a natural medium for multiple analysts to make sense of data using visualization. It is essential as today's big data problems require more than a single mind or a single machine to solve them. Towards this vision, I introduce the concept of collaborative, cross-device visual analytics (C2-VA) and outline a reference model to develop user interfaces for C2-VA. This dissertation covers interaction models, coordination techniques, and software platforms to enable full stack support for C2-VA. Firstly, we connected devices to form an ecosystem using software primitives introduced in the early frameworks from this dissertation. To work in a device ecosystem, we designed multi-user interaction for visual analysis in front of large displays by finding a balance between proxemics and mid-air gestures. Extending these techniques, we considered the roles of different devices–large and small–to present a conceptual framework for utilizing multiple devices for visual analytics. When applying this framework, findings from a user study showcase flexibility in the analytic workflow and potential for generation of complex insights in device ecosystems. Beyond this, we supported coordination between multiple users in a device ecosystem by depicting the presence, attention, and data coverage of each analyst within a group. Building on these parts of the C2-VA stack, the culmination of this dissertation is a platform called Vistrates. This platform introduces a component model for modular creation of user interfaces that work across multiple devices and users. A component is an analytical primitive–a data processing method, a visualization, or an interaction technique–that is reusable, composable, and extensible. Together, components can support a complex analytical activity. On top of the component model, the support for collaboration and device ecosystems comes for granted in Vistrates. Overall, this enables the exploration of new research ideas within C2-VA
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