1,518 research outputs found

    Messy Tabletops: Clearing Up The Occlusion Problem

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    When introducing interactive tabletops into the home and office, lack of space will often mean that these devices play two roles: interactive display and a place for putting things. Clutter on the table surface may occlude information on the display, preventing the user from noticing it or interacting with it. We present a technique for dealing with clutter on tabletops which finds a suitable unoccluded area of the display in which to show content. We discuss the implementation of this technique and some design issues which arose during implementation

    Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface

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    Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application – designed to run on a walk-up- and-use tabletop – was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place – noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings

    ISAR: Ein Autorensystem für Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem für Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    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

    CurationSpace: Cross-Device Content Curation Using Instrumental Interaction

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    For digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace – a novel cross-device system – to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people’s use of instruments and modifiers for curation activities

    CurationSpace:Cross-Device Content Curation Using Instrumental Interaction

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    For digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace - a novel cross-device system - to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people's use of instruments and modifiers for curation activities

    Light on horizontal interactive surfaces: Input space for tabletop computing

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    In the last 25 years we have witnessed the rise and growth of interactive tabletop research, both in academic and in industrial settings. The rising demand for the digital support of human activities motivated the need to bring computational power to table surfaces. In this article, we review the state of the art of tabletop computing, highlighting core aspects that frame the input space of interactive tabletops: (a) developments in hardware technologies that have caused the proliferation of interactive horizontal surfaces and (b) issues related to new classes of interaction modalities (multitouch, tangible, and touchless). A classification is presented that aims to give a detailed view of the current development of this research area and define opportunities and challenges for novel touch- and gesture-based interactions between the human and the surrounding computational environment. © 2014 ACM.This work has been funded by Integra (Amper Sistemas and CDTI, Spanish Ministry of Science and Innovation) and TIPEx (TIN2010-19859-C03-01) projects and Programa de Becas y Ayudas para la Realización de Estudios Oficiales de Máster y Doctorado en la Universidad Carlos III de Madrid, 2010

    Collocated Collaboration Analytics: Principles and Dilemmas for Mining Multimodal Interaction Data

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    © 2019, Copyright © 2017 Taylor & Francis Group, LLC. Learning to collaborate effectively requires practice, awareness of group dynamics, and reflection; often it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboration visible by harnessing data about interactions and then mining and visualizing it. These collocated collaboration analytics can help researchers, designers, and users to understand the complexity of collaboration and to find ways they can support collaboration. This article introduces and motivates a set of principles for mining collocated collaboration data and draws attention to trade-offs that may need to be negotiated en route. We integrate Data Science principles and techniques with the advances in interactive surface devices and sensing technologies. We draw on a 7-year research program that has involved the analysis of six group situations in collocated settings with more than 500 users and a variety of surface technologies, tasks, grouping structures, and domains. The contribution of the article includes the key insights and themes that we have identified and summarized in a set of principles and dilemmas that can inform design of future collocated collaboration analytics innovations

    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

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC
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