90,095 research outputs found
Enter the Circle: Blending Spherical Displays and Playful Embedded Interaction in Public Spaces
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
âenter the circleâ 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
Establishing the design knowledge for emerging interaction platforms
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 authorsâ 12-year experience in pioneering novel applications in various forms and styles
FĂschlĂĄr-DiamondTouch: collaborative video searching on a table
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, FĂschlĂĄr-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
Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface
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 â designed to run on a walk-up- and-use tabletop â 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 â 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
EyePACT: eye-based parallax correction on touch-enabled interactive displays
The parallax effect describes the displacement between the perceived and detected touch locations on a touch-enabled surface. Parallax is a key usability challenge for interactive displays, particularly for those that require thick layers of glass between the screen and the touch surface to protect them from vandalism. To address this challenge, we present EyePACT, a method that compensates for input error caused by parallax on public displays. Our method uses a display-mounted depth camera to detect the user's 3D eye position in front of the display and the detected touch location to predict the perceived touch location on the surface. We evaluate our method in two user studies in terms of parallax correction performance as well as multi-user support. Our evaluations demonstrate that EyePACT (1) significantly improves accuracy even with varying gap distances between the touch surface and the display, (2) adapts to different levels of parallax by resulting in significantly larger corrections with larger gap distances, and (3) maintains a significantly large distance between two users' fingers when interacting with the same object. These findings are promising for the development of future parallax-free interactive displays
Integrating 2D Mouse Emulation with 3D Manipulation for Visualizations on a Multi-Touch Table
We present the Rizzo, a multi-touch virtual mouse that has been designed to provide the fine grained interaction for information visualization on a multi-touch table. Our solution enables touch interaction for existing mouse-based visualizations. Previously, this transition to a multi-touch environment was difficult because the mouse emulation of touch surfaces is often insufficient to provide full information visualization functionality. We present a unified design, combining many Rizzos that have been designed not only to provide mouse capabilities but also to act as zoomable lenses that make precise information access feasible. The Rizzos and the information visualizations all exist within a touch-enabled 3D window management system. Our approach permits touch interaction with both the 3D windowing environment as well as with the contents of the individual windows contained therein. We describe an implementation of our technique that augments the VisLink 3D visualization environment to demonstrate how to enable multi-touch capabilities on all visualizations written with the popular prefuse visualization toolkit.
Interaction platform-orientated perspective in designing novel applications
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
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