224 research outputs found

    Físchlár-DiamondTouch: collaborative video searching on a table

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    In this paper we present the system we have developed for our participation in the annual TRECVid benchmarking activity, specically the system we have developed, Físchlár-DT, for participation in the interactive search task of TRECVid 2005. Our back-end search engine uses a combination of a text search which operates over the automatic speech recognised text, and an image search which uses low-level image features matched against video keyframes. The two novel aspects of our work are the fact that we are evaluating collaborative, team-based search among groups of users working together, and that we are using a novel touch-sensitive tabletop interface and interaction device known as the DiamondTouch to support this collaborative search. The paper summarises the backend search systems as well as presenting the interface we have developed, in detail

    Físchlár-DiamondTouch: collaborative video searching on a table

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    The role of personal and shared displays in scripted collaborative learning

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    Over the last decades collaborative learning has gained immensely in importance and popularity due to its high potential. Unfortunately, learners rarely engage in effective learning activities unless they are provided with instructional support. In order to maximize learning outcomes it is therefore advisable to structure collaborative learning sessions. One way of doing this is using collaboration scripts, which define a sequence of activities to be carried out by the learners. The field of computer-supported collaborative learning (CSCL) produced a variety of collaboration scripts that proved to have positive effects on learning outcomes. These scripts provide detailed descriptions of successful learning scenarios and are therefore used as foundation for this thesis. In many cases computers are used to support collaborative learning. Traditional personal computers are often chosen for this purpose. However, during the last decades new technologies have emerged, which seem to be better suited for co-located collaboration than personal computers. Large interactive displays, for example, allow a number of people to work simultaneously on the same surface while being highly aware of the co-learners' actions. There are also multi-display environments that provide several workspaces, some of which may be shared, others may be personal. However, there is a lack of knowledge regarding the influence of different display types on group processes. For instance, it remains unclear in which cases shareable user interfaces should replace traditional single-user devices and when both personal and shared workspaces should be provided. This dissertation therefore explores the role of personal and shared workspaces in various situations in the area of collaborative learning. The research questions include the choice of technological devices, the seating arrangement as well as how user interfaces can be designed to guide learners. To investigate these questions a two-fold approach was chosen. First, a framework was developed, which supports the implementation of scripted collaborative learning applications. Second, different prototypes were implemented to explore the research questions. Each prototype is based on at least one collaboration script. The result is a set of studies, which contribute to answering the above-mentioned research questions. With regard to the choice of display environment the studies showed several reasons for integrating personal devices such as laptops. Pure tabletop applications with around-the-table seating arrangements whose benefits for collaboration are widely discussed in the relevant literature revealed severe drawbacks for text-based learning activities. The combination of laptops and an interactive wall display, on the other hand, turned out to be a suitable display environment for collaborative learning in several cases. In addition, the thesis presents several ways of designing the user interface in a way that guides learners through collaboration scripts

    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

    Periscope: A Robotic Camera System to Support Remote Physical Collaboration

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    We investigate how robotic camera systems can offer new capabilities to computer-supported cooperative work through the design, development, and evaluation of a prototype system called Periscope. With Periscope, a local worker completes manipulation tasks with guidance from a remote helper who observes the workspace through a camera mounted on a semi-autonomous robotic arm that is co-located with the worker. Our key insight is that the helper, the worker, and the robot should all share responsibility of the camera view--an approach we call shared camera control. Using this approach, we present a set of modes that distribute the control of the camera between the human collaborators and the autonomous robot depending on task needs. We demonstrate the system's utility and the promise of shared camera control through a preliminary study where 12 dyads collaboratively worked on assembly tasks. Finally, we discuss design and research implications of our work for future robotic camera systems that facilitate remote collaboration.Comment: This is a pre-print of the article accepted for publication in PACM HCI and will be presented at CSCW 202

    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

    The tool space

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    Visions of futuristic desktop computer work spaces have often incorporated large interactive surfaces that either integrate into or replace the prevailing desk setup with displays, keyboard and mouse. Such visions often connote the distinct characteristics of direct touch interaction, e.g. by transforming the desktop into a large touch screen that allows interacting with content using one’s bare hands. However, the role of interactive surfaces for desktop computing may not be restricted to enabling direct interaction. Especially for prolonged interaction times, the separation of visual focus and manual input has proven to be ergonomic and is usually supported by vertical monitors and separate – hence indirect – input devices placed on the horizontal desktop. If we want to maintain this ergonomically matured style of computing with the introduction of interactive desktop displays, the following question arises: How can and should this novel input and output modality affect prevailing interaction techniques. While touch input devices have been used for decades in desktop computing as track pads or graphic tablets, the dynamic rendering of content and increasing physical dimensions of novel interactive surfaces open up new design opportunities for direct, indirect and hybrid touch input techniques. Informed design decisions require a careful consideration of the relationship between input sensing, visual display and applied interaction styles. Previous work in the context of desktop computing has focused on understanding the dual-surface setup as a holistic unit that supports direct touch input and allows the seamless transfer of objects across horizontal and vertical surfaces. In contrast, this thesis assumes separate spaces for input (horizontal input space) and output (vertical display space) and contributes to the understanding of how interactive surfaces can enrich indirect input for complex tasks, such as 3D modeling or audio editing. The contribution of this thesis is threefold: First, we present a set of case studies on user interface design for dual-surface computer workspaces. These case studies cover several application areas such as gaming, music production and analysis or collaborative visual layout and comprise formative evaluations. On the one hand, these case studies highlight the conflict that arises when the direct touch interaction paradigm is applied to dual-surface workspaces. On the other hand, they indicate how the deliberate avoidance of established input devices (i.e. mouse and keyboard) leads to novel design ideas for indirect touch-based input. Second, we introduce our concept of the tool space as an interaction model for dual-surface workspaces, which is derived from a theoretical argument and the previous case studies. The tool space dynamically renders task-specific input areas that enable spatial command activation and increase input bandwidth through leveraging multi-touch and two-handed input. We further present evaluations of two concept implementations in the domains 3D modeling and audio editing which demonstrate the high degrees of control, precision and sense of directness that can be achieved with our tools. Third, we present experimental results that inform the design of the tool space input areas. In particular, we contribute a set of design recommendations regarding the understanding of two-handed indirect multi-touch input and the impact of input area form factors on spatial cognition and navigation performance.Zukunftsvisionen thematisieren zuweilen neuartige, auf großen interaktiven Oberflächen basierende Computerarbeitsplätze, wobei etablierte PC-Komponenten entweder ersetzt oder erweitert werden. Oft schwingt bei derartigen Konzepten die Idee von natürlicher oder direkter Toucheingabe mit, die es beispielsweise erlaubt mit den Fingern direkt auf virtuelle Objekte auf einem großen Touchscreen zuzugreifen. Die Eingabe auf interaktiven Oberflächen muss aber nicht auf direkte Interaktionstechniken beschränkt sein. Gerade bei längerer Benutzung ist aus ergonomischer Sicht eine Trennung von visuellem Fokus und manueller Eingabe von Vorteil, wie es zum Beispiel bei der Verwendung von Monitoren und den gängigen Eingabegeräten der Fall ist. Soll diese Art der Eingabe auch bei Computerarbeitsplätzen unterstützt werden, die auf interaktiven Oberflächen basieren, dann stellt sich folgende Frage: Wie wirken sich die neuen Ein- und Ausgabemodalitäten auf vorherrschende Interaktionstechniken aus? Toucheingabe kommt beim klassischen Desktop-Computing schon lange zur Anwendung: Im Gegensatz zu sogenannten Trackpads oder Grafiktabletts eröffnen neue interaktive Oberflächen durch ihre visuellen Darstellungsmöglichkeiten und ihre Größe neue Möglichkeiten für das Design von direkten, indirekten oder hybriden Eingabetechniken. Fundierte Designentscheidungen erfordern jedoch eine sorgfältige Auseinandersetzung mit Ein- und Ausgabetechnologien sowie adequaten Interaktionsstilen. Verwandte Forschungsarbeiten haben sich auf eine konzeptuelle Vereinheitlichung von Arbeitsbereichen konzentriert, die es beispielsweise erlaubt, digitale Objekte mit dem Finger zwischen horizontalen und vertikalen Arbeitsbereichen zu verschieben. Im Gegensatz dazu geht die vorliegende Arbeit von logisch und räumlich getrennten Bereichen aus: Die horizontale interaktive Oberfläche dient primär zur Eingabe, während die vertikale als Display fungiert. Insbesondere trägt diese Arbeit zu einem Verständnis bei, wie durch eine derartige Auffassung interaktiver Oberflächen komplexe Aufgaben, wie zum Beispiel 3D-Modellierung oder Audiobearbeitung auf neue und gewinnbringende Art und Weise unterstützt werden können. Der wissenschaftliche Beitrag der vorliegenden Arbeit lässt sich in drei Bereiche gliedern: Zunächst werden Fallstudien präsentiert, die anhand konkreter Anwendungen (z.B. Spiele, Musikproduktion, kollaboratives Layout) neuartige Nutzerschnittstellen für Computerarbeitsplätze explorieren und evaluieren, die horizontale und vertikale interaktive Oberflächen miteinander verbinden. Einerseits verdeutlichen diese Fallstudien verschiedene Konflikte, die bei der Anwendung von direkter Toucheingabe an solchen Computerarbeitsplätzen hervorgerufen werden. Andererseits zeigen sie auf, wie der bewusste Verzicht auf etablierte Eingabegeräte zu neuen Toucheingabe-Konzepten führen kann. In einem zweiten Schritt wird das Toolspace-Konzept als Interaktionsmodell für Computerarbeitsplätze vorgestellt, die auf einem Verbund aus horizontaler und vertikaler interaktiver Oberfläche bestehen. Dieses Modell ergibt sich aus den vorangegangenen Fallstudien und wird zusätzlich theoretisch motiviert. Der Toolspace stellt anwendungsspezifische und dynamische Eingabeflächen dar, die durch räumliche Aktivierung und die Unterstützung beidhändiger Multitouch-Eingabe die Eingabebandbreite erhöhen. Diese Idee wird anhand zweier Fallstudien illustriert und evaluiert, die zeigen, dass dadurch ein hohes Maß an Kontrolle und Genauigkeit erreicht sowie ein Gefühl von Direktheit vermittelt wird. Zuletzt werden Studienergebnisse vorgestellt, die Erkenntnisse zum Entwurf von Eingabeflächen im Tool Space liefern, insbesondere zu den Themen beidhändige indirekte Multitouch-Eingabe sowie zum Einfluss von Formfaktoren auf räumliche Kognition und Navigation

    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

    Bridging Private and Shared Interaction Surfaces in Collocated Groupware

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    Multi-display environments (such as the pairing of a digital tabletop computer with a set of handheld tablet computers) can support collocated interaction in groups by providing individuals with private workspaces that can be used alongside shared interaction surfaces. However, such a configuration necessitates the inclusion of intuitive and seamless interactions to move digital objects between displays. While existing research has suggested numerous methods to bridge devices in this manner, these methods often require highly specialized equipment and are seldom examined using real-world tasks. This thesis investigates the use of two cross-device object transfer methods as adapted for use with commonly-available hardware and applied for use in a realistic task, a familiar tabletop card game. A digital tabletop and tablet implementation of the tabletop card game Dominion is developed to support each of the two cross-device object transfer methods (as well as two different turn-taking methods to support user identification). An observational user study is then performed to examine the effect of the transfer methods on groups’ behaviour, examining player preferences and the strategies which players applied to pursue their varied goals within the game. The study reveals that players’ choices and use of the methods is shaped greatly by the way in which each player personally defines the Dominion task, not simply by the objectives outlined in its rulebook. Design considerations for the design of cross-device object transfer methods and lessons-learned for system and experimental design as applied to the gaming domain are also offered

    The Impact of Shared and Personal Devices on Collaborative Process and Performance

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    On a daily basis humans interact with an increasing variety of personal electronic devices, ranging from laptops, tablets, smartphones, and e-readers to shared devices such as projected displays and interactive, digital tabletops. An emerging area of study focuses on understanding how these devices can be used together to support collaborative work. Where prior research has shown benefits of devices used individually, there is currently a lack of understanding of how devices should be used in conjunction to optimize a group's performance. In particular, the research presented in this dissertation combines qualitative and quantitative analyses of group work in three empirical studies to link the use of shared and personal devices to changes in group performance and process. In the first study, participants performed an optimization task with either a single, shared projected display or with the shared, projected display and personal laptops. Analyses of study data indicated that when personal displays were present, group performance was improved for the optimization task (p=0.025p = 0.025). However, personal devices also reduced a group's ability to coordinate (p=0.016p = 0.016). Additionally, when personal devices were present, individuals primarily used those devices instead of dividing time between their laptops and the shared display. To further investigate the support that shared displays provide groups, and in particular, how shared displays might support group work in multi-display settings, a follow-up study was conducted. The second study investigated how two different types of shared displays supported group work. In particular, shared workspaces, which allowed multiple users to simultaneously interact with shared content, and status displays, which provided awareness of the overall problem state to groups, were investigated. While no significant impact on group performance was observed between the two shared display types, qualitative analysis of groups working in these conditions provided insight into how the displays supported collaborative activities. Shared workspace displays provided a visual reference that aided individuals in grounding communication with their collaborators. On the other hand, status displays enabled the monitoring of a group's overall task progress. Regardless of which display was present, an individual's gaze and body position relative to the shared display supported the synchronization of group activities. Finally, where the previous two studies identified collaborative activities that were supported by the use of shared and personal displays, the experimental task performed by participants did not explore the transfer of task materials between shared and personal devices or alternative personal and shared devices. The third study addressed these limitations through the adoption of a new experimental task that enabled the exploration of how the manipulation of task artefacts supported collaborative activities, and alternative shared and personal devices in the form of interactive digital tabletops and tablet computers. In particular, the third study compared how personal and shared displays supported sensemaking groups working under three conditions: with shared, digital tables, with shared digital tables plus personal tablets, and with only personal tablets. Quantitative analyses revealed that the presence of the shared, digital tabletop significantly improved a group's ability to perform the sensemaking task (p=0.019p = 0.019). Further, qualitative analyses revealed that the table supported key sensemaking activities: the prioritization of task materials, the ability to compare data, and the formation of group hypotheses. This dissertation makes four primary contributions to the field of Computer Supported Cooperative Work. First, it identifies cases where the presence of shared and personal displays provide performance benefits to groups, and through qualitative analyses links these performance benefits to group processes. Second, observed uses are grounded in an established process model, and used to identify collaborative activities that are supported by personal and shared devices. Third, equity of participation on shared displays is found to positively correlate (p=0.028p = 0.028), and equity of participation on personal displays is found to negatively correlate (p=0.01p = 0.01) with group performance for sensemaking tasks. Fourth, the method for studying group process and performance based on teamwork and taskwork provides a useful foundation for future studies of collaborative work
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