294 research outputs found

    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 Måster y Doctorado en la Universidad Carlos III de Madrid, 2010

    Designing for Shareable Interfaces in the Wild

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    Despite excitement about the potential of interactive tabletops to support collaborative work, there have been few empirical demonstrations of their effectiveness (Marshall et al., 2011). In particular, while lab-based studies have explored the effects of individual design features, there has been a dearth of studies evaluating the success of systems in the wild. For this technology to be of value, designers and systems builders require a better understanding of how to develop and evaluate tabletop applications to be deployed in real world settings. This dissertation reports on two systems designed through a process that incorporated ethnography-style observations, iterative design and in the wild evaluation. The first study focused on collaborative learning in a medical setting. To address the fact that visitors to a hospital emergency ward were leaving with an incomplete understanding of their diagnosis and treatment, a system was prototyped in a working Emergency Room (ER) with doctors and patients. The system was found to be helpful but adoption issues hampered its impact. The second study focused on a planning application for visitors to a tourist information centre. Issues and opportunities for a successful, contextually-fitted system were addressed and it was found to be effective in supporting group planning activities by novice users, in particular, facilitating users’ first experiences, providing effective signage and offering assistance to guide the user through the application. This dissertation contributes to understanding of multi-user systems through literature review of tabletop systems, collaborative tasks, design frameworks and evaluation of prototypes. Some support was found for the claim that tabletops are a useful technology for collaboration, and several issues were discussed. Contributions to understanding in this field are delivered through design guidelines, heuristics, frameworks, and recommendations, in addition to the two case studies to help guide future tabletop system creators

    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

    Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

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    Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations.Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstĂŒtzt. Graph-Visualisierungen sind dabei eine spezielle Variante der DatenreprĂ€sentation, deren Nutzen in vielerlei AnwendungsfĂ€llen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen AnsĂ€tze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporĂ€r die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel VergrĂ¶ĂŸerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von KantenĂŒberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug fĂŒr einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit prĂ€sentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die FunktionalitĂ€t als auch fĂŒr die Interaktion an großen, vertikalen Displays. Insbesondere trĂ€gt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natĂŒrliche Interaktion mit unterschiedlichen ModalitĂ€ten zu unterstĂŒtzen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken fĂŒr die natĂŒrliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch MobilgerĂ€te vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage fĂŒr diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. ZusĂ€tzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion fĂŒr Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen DisplaywĂ€nden belegt durch empirische Nutzerstudien

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups

    Physical Interaction Concepts for Knowledge Work Practices

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    The majority of workplaces in developed countries concern knowledge work. Accordingly, the IT industry and research made great efforts for many years to support knowledge workers -- and indeed, computer-based information workplaces have come of age. Nevertheless, knowledge work in the physical world has still quite a number of unique advantages, and the integration of physical and digital knowledge work leaves a lot to be desired. The present thesis aims at reducing these deficiencies; thereby, it leverages late technology trends, in particular interactive tabletops and resizable hand-held displays. We start from the observation that knowledge workers develop highly efficient practices, skills, and dexterity of working with physical objects in the real world, whether content-unrelated (coffee mugs, stationery etc.) or content-related (books, notepads etc.). Among the latter, paper-based objects -- the notorious analog information bearers -- represent by far the most relevant (super-) category. We discern two kinds of practices: collective practices concern the arrangement of objects with respect to other objects and the desk, while specific practices operate on individual objects and usually alter them. The former are mainly employed for an effective management of the physical desktop workspace -- e.g., everyday objects are frequently moved on tables to optimize the desk as a workplace -- or an effective organization of paper-based documents on the desktop -- e.g., stacking, fanning out, sorting etc. The latter concern the specific manipulation of physical objects related to the task at hand, i.e. knowledge work. Widespread assimilated practices concern not only writing on, annotating, or spatially arranging paper documents but also sophisticated manipulations -- such as flipping, folding, bending, etc. Compared to the wealth of such well-established practices in the real world, those for digital knowledge work are bound by the indirection imposed by mouse and keyboard input, where the mouse provided such a great advancement that researchers were seduced to calling its use "direct manipulation". In this light, the goal of this thesis can be rephrased as exploring novel interaction concepts for knowledge workers that i) exploit the flexible and direct manipulation potential of physical objects (as present in the real world) for more intuitive and expressive interaction with digital content, and ii) improve the integration of the physical and digital knowledge workplace. Thereby, two directions of research are pursued. Firstly, the thesis investigates the collective practices executed on the desks of knowledge workers, thereby discerning content-related (more precisely, paper-based documents) and content-unrelated object -- this part is coined as table-centric approaches and leverages the technology of interactive tabletops. Secondly, the thesis looks at specific practices executed on paper, obviously concentrating on knowledge related tasks due to the specific role of paper -- this part is coined as paper-centric approaches and leverages the affordances of paper-like displays, more precisely of resizable i.e. rollable and foldable displays. The table-centric approach leads to the challenge of blending interactive tabletop technology with the established use of physical desktop workspaces. We first conduct an exploratory user study to investigate behavioral and usage patterns of interaction with both physical and digital documents on tabletop surfaces while performing tasks such as grouping and browsing. Based on results of the study, we contribute two sets of interaction and visualization concepts -- coined as PaperTop and ObjecTop -- that concern specific paper based practices and collective practices, respectively. Their efficiency and effectiveness are evaluated in a series of user studies. As mentioned, the paper-centric perspective leverages late ultra-thin resizable display technology. We contribute two sets of novel interaction concepts again -- coined as FoldMe and Xpaaand -- that respond to the design space of dual-sided foldable and of rollout displays, respectively. In their design, we leverage the physical act of resizing not "just" for adjusting the screen real estate but also for interactively performing operations. Initial user studies show a great potential for interaction with digital contents, i.e. for knowledge work

    Digital tabletops and collaborative learning

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    People collaborate around tables at home, school and work. Digital tabletop technology presents an opportunity to bring computer support to these traditional face-to-face collaborative settings. This thesis principally addresses the challenge of designing digital tabletop applications for small group learning in the classroom and makes contributions in two distinct, but closely related areas: (i) interaction techniques for digital tabletops; and (ii) the design and evaluation of a digital tabletop-based system for supporting collaborative learning. A review of previous literature combined with a preliminary observational study on collaboration around traditional tables indentifies a number of requirements for tabletop interaction. These include the need for fluid interaction techniques that allow control of interface object attributes when these objects are moved between tabletop territories. Attribute gates are proposed as a solution to this problem through utilizing a novel, crossing-based, interaction technique. A recognition of the territorial focus in existing interaction techniques, and their limiting assumption that users work at relatively fixed locations around the table, led to the identification of another challenge, supporting the mobility of users around the shared workspace of the table. TANGISOFT is presented as a hybrid tangible-soft keyboard designed specifically for applications that require mobile users with moderate text entry requirements. The investigation of the potential of tabletop technology to support collaborative learning was carried out through the design, development, and evaluation of Digital Mysteries. From an interaction design perspective, the design aimed to utilize the unique affordances of tabletops in terms of combining the benefits of traditional tables and digital technology. From a learning perspective, the design aimed to support higher-level thinking skills, feedback, reflection, and metacognition by focusing on activities that promote these skills and supporting effective collaboration. The evaluation of Digital Mysteries demonstrated that the design was successful in encouraging the targeted learning activities. The design process and validation of Digital Mysteries embody a significant contribution to the development of our understanding of digital tabletop technology at the application level, and collaborative learning applications in particular. This understanding is summarized in the form of general guidelines for designing collaborative learning applications for digital tabletop technology.EThOS - Electronic Theses Online ServiceDiwan Software LtdGBUnited Kingdo

    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

    The Use of Multiple Slate Devices to Support Active Reading Activities

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    Reading activities in the classroom and workplace occur predominantly on paper. Since existing electronic devices do not support these reading activities as well as paper, users have difficulty taking full advantage of the affordances of electronic documents. This dissertation makes three main contributions toward supporting active reading electronically. The first contribution is a comprehensive set of active reading requirements, drawn from three decades of research into reading processes. These requirements explain why existing devices are inadequate for supporting active reading activities. The second contribution is a multi-slate reading system that more completely supports the active reading requirements above. Researchers believe the suitability of paper for active reading is largely due to the fact it distributes content across different sheets of paper, which are capable of displaying information as well as capturing input. The multi-slate approach draws inspiration from the independent reading and writing surfaces that paper provides, to blend the beneficial features of e-book readers, tablets, PCs, and tabletop computers. The development of the multi-slate system began with the Dual-Display E-book, which used two screens to provide richer navigation capabilities than a single-screen device. Following the success of the Dual-Display E-book, the United Slates, a general-purpose reading system consisting of an extensible number of slates, was created. The United Slates consisted of custom slate hardware, specialized interactions that enabled the slates to be used cooperatively, and a cloud-based infrastructure that robustly integrated the slates with users' existing computing devices and workflow. The third contribution is a series of evaluations that characterized reading with multiple slates. A laboratory study with 12 participants compared the relative merits of paper and electronic reading surfaces. One month long in-situ deployments of the United Slates with graduate students in the humanities found the multi-slate configuration to be highly effective for reading. The United Slates system delivered desirable paper-like qualities that included enhanced reading engagement, ease of navigation, and peace-of-mind while also providing superior electronic functionality. The positive feedback suggests that the multi-slate configuration is a desirable method for supporting active reading activities
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