18,264 research outputs found

    Mid-Air gestures for window management on large displays

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    We can observe a continuous trend for using larger screens with higher resolutions and greater pixel density. With advances in hard- and software technology, wall-sized displays for daily office work are already on the horizon. We assume that there will be no hard paradigm change in interaction techniques in the near future. Therefore, new concepts for wall-sized displays will be included in existing products. Designing interaction concepts for wall-sized displays in an office environment is a challenging task. Most crucial is designing appropriate input techniques. Moving the mouse pointer from one corner to another over a longer distance is cumbersome. However, pointing with a mouse is precise and common-place. We propose using mid-air gestures to support input with mouse and keyboard on large displays. In particular, we designed a gesture set for manipulating regular windows

    Literature Survey on Interaction Techniques for Large Displays

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    When designing for large screen displays, designers are forced to deal with cursor tracking issues, interacting over distances, and space management issues. Because of the large visual angle of the user that the screen can cover, it may be hard for users to begin and complete search tasks for basic items such as cursors or icons. In addition, maneuvering over long distances and acquiring small targets understandably takes more time than the same interactions on normally sized screen systems. To deal with these issues, large display researchers have developed more and more unconventional devices, methods and widgets for interaction, and systems for space and task management. For tracking cursors there are techniques that deal with the size and shape of the cursor, as well as the “density” of the cursor. There are other techniques that help direct the attention of the user to the cursor. For target acquisition on large screens, many researchers saw fit to try to augment existing 2D GUI metaphors. They try to optimize Fitts’ law to accomplish this. Some techniques sought to enlarge targets while others sought to enlarge the cursor itself. Even other techniques developed ways of closing the distances on large screen displays. However, many researchers feel that existing 2D metaphors do not and will not work for large screens. They feel that the community should move to more unconventional devices and metaphors. These unconventional means include use of eye-tracking, laser-pointing, hand-tracking, two-handed touchscreen techniques, and other high-DOF devices. In the end, many of these developed techniques do provide effective means for interaction on large displays. However, we need to quantify the benefits of these methods and understand them better. The more we understand the advantages and disadvantages of these techniques, the easier it will be to employ them in working large screen systems. We also need to put into place a kind of interaction standard for these large screen systems. This could mean simply supporting desktop events such as pointing and clicking. It may also mean that we need to identify the needs of each domain that large screens are used for and tailor the interaction techniques for the domain

    AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures

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    AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air - with 2-5 armatures poseable in 7DoF within the same workspace - to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. We explore flexible physical arrangement, feedforward of transition options, and layering of devices in-air across a variety of multi-device app scenarios. These include video conferencing with flexible arrangement of the person-space of multiple remote participants around a shared task-space, layered and tiled device formations with overview+detail and shared-to-personal transitions, and flexible composition of UI panels and tool palettes across devices for productivity applications. A preliminary interview study highlights user reactions to AirConstellations, such as for minimally disruptive device formations, easier physical transitions, and balancing "seeing and being seen"in remote work

    Breaking the Screen: Interaction Across Touchscreen Boundaries in Virtual Reality for Mobile Knowledge Workers.

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    Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or displaying additional layers of information. On the other hand, mobile knowledge workers often work on established mobile devices, such as tablets, limiting interaction with those devices to a small input space. This challenge of a constrained input space is intensified in situations when VR knowledge work is situated in cramped environments, such as airplanes and touchdown spaces. In this paper, we investigate the feasibility of interacting jointly between an immersive VR head-mounted display and a tablet within the context of knowledge work. Specifically, we 1) design, implement and study how to interact with information that reaches beyond a single physical touchscreen in VR; 2) design and evaluate a set of interaction concepts; and 3) build example applications and gather user feedback on those applications.Comment: 10 pages, 8 figures, ISMAR 202

    Exploratory Visualization of Astronomical Data on Ultra-high-resolution Wall Displays

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    International audienceUltra-high-resolution wall displays feature a very high pixel density over a large physical surface, which makes them well-suited to the collaborative, exploratory visualization of large datasets. We introduce FITS-OW, an application designed for such wall displays, that enables astronomers to navigate in large collections of FITS images, query astronomical databases, and display detailed, complementary data and documents about multiple sources simultaneously. We describe how astronomers interact with their data using both the wall's touch-sensitive surface and handheld devices. We also report on the technical challenges we addressed in terms of distributed graphics rendering and data sharing over the computer clusters that drive wall displays

    Barehand Mode Switching in Touch and Mid-Air Interfaces

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    Raskin defines a mode as a distinct setting within an interface where the same user input will produce results different to those it would produce in other settings. Most interfaces have multiple modes in which input is mapped to different actions, and, mode-switching is simply the transition from one mode to another. In touch interfaces, the current mode can change how a single touch is interpreted: for example, it could draw a line, pan the canvas, select a shape, or enter a command. In Virtual Reality (VR), a hand gesture-based 3D modelling application may have different modes for object creation, selection, and transformation. Depending on the mode, the movement of the hand is interpreted differently. However, one of the crucial factors determining the effectiveness of an interface is user productivity. Mode-switching time of different input techniques, either in a touch interface or in a mid-air interface, affects user productivity. Moreover, when touch and mid-air interfaces like VR are combined, making informed decisions pertaining to the mode assignment gets even more complicated. This thesis provides an empirical investigation to characterize the mode switching phenomenon in barehand touch-based and mid-air interfaces. It explores the potential of using these input spaces together for a productivity application in VR. And, it concludes with a step towards defining and evaluating the multi-faceted mode concept, its characteristics and its utility, when designing user interfaces more generally

    Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and Conation

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2018 International Conference on Human Factors on Computing Systems on the ACM Digital Library at https://dx.doi.org/10.1145/3279778.3279789Prior research has shown that large interactive displays de- ployed in public spaces are often underutilized, or even un- noticed, phenomena connected to ‘interaction’ and ‘display blindness’, respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different ani- mation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation – the first we are aware of – found that “conceptual” visuals designed to evoke indirect conation were also useful in attracting people’s attention.Natural Sciences and Engineering Research Council of Canad

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with
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