168,477 research outputs found

    Design and Evaluation of a Large Interactive Display to Support Social Interaction at Work

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    Social interaction at work has been shown to enhance creativity and productivity. This paper describes the design and evaluation of a large, interactive display that aims to stimulate social interaction amongst co-workers by providing food for talk in the form of activities, jokes, and music. User and system requirements were collected using Cultural Probes and Focus groups. The evaluation of our prototype system provides valuable insights that may guide the design of future systems supporting social interaction at work.status: publishe

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Enter the Circle: Blending Spherical Displays and Playful Embedded Interaction in Public Spaces

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    Public displays are used a variety of contexts, from utility driven information displays to playful entertainment displays. Spherical displays offer new opportunities for interaction in public spaces, allowing users to face each other during interaction and explore content from a variety of angles and perspectives. This paper presents a playful installation that places a spherical display at the centre of a playful environment embedded with interactive elements. The installation, called Enter the Circle, involves eight chair-sized boxes filled with interactive lights that can be controlled by touching the spherical display. The boxes are placed in a ring around the display, and passers-by must “enter the circle” to explore and play with the installation. We evaluated this installation in a pedestrianized walkway for three hours over an evening, collecting on-screen logs and video data. This paper presents a novel evaluation of a spherical display in a public space, discusses an experimental design concept that blends displays with embedded interaction, and analyses real world interaction with the installation

    Situational Awareness Support to Enhance Teamwork in Collaborative Environments

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    Modern collaborative environments often provide an overwhelming amount of visual information on multiple displays. The multitude of personal and shared interaction devices leads to lack of awareness of team members on ongoing activities, and awareness of who is in control of shared artefacts. This research addresses the situational awareness (SA) support of multidisciplinary teams in co-located collaborative environments. This work aims at getting insights into design and evaluation of large displays systems that afford SA and effective teamwork

    GlobalFestival: Evaluating Real World Interaction on a Spherical Display

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    Spherical displays present compelling opportunities for interaction in public spaces. However, there is little research into how touch interaction should control a spherical surface or how these displays are used in real world settings. This paper presents an in the wild deployment of an application for a spherical display called GlobalFestival that utilises two different touch interaction techniques. The first version of the application allows users to spin and tilt content on the display, while the second version only allows spinning the content. During the 4-day deployment, we collected overhead video data and on-display interaction logs. The analysis brings together quantitative and qualitative methods to understand how users approach and move around the display, how on screen interaction compares in the two versions of the application, and how the display supports social interaction given its novel form factor

    Interaction platform-orientated perspective in designing novel applications

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    The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation

    Pervasive Displays Research: What's Next?

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    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany
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