119 research outputs found
Mix&Match: Towards Omitting Modelling Through In-Situ Alteration and Remixing of Model Repository Artifacts in Mixed Reality
The accessibility of tools to model artifacts is one of the core driving
factors for the adoption of Personal Fabrication. Subsequently, model
repositories like Thingiverse became important tools in (novice) makers'
processes. They allow them to shorten or even omit the design process,
offloading a majority of the effort to other parties. However, steps like
measurement of surrounding constraints (e.g., clearance) which exist only
inside the users' environment, can not be similarly outsourced. We propose
Mix&Match a mixed-reality-based system which allows users to browse model
repositories, preview the models in-situ, and adapt them to their environment
in a simple and immediate fashion. Mix&Match aims to provide users with CSG
operations which can be based on both virtual and real geometry. We present
interaction patterns and scenarios for Mix&Match, arguing for the combination
of mixed reality and model repositories. This enables almost modelling-free
personal fabrication for both novices and expert makers.Comment: 12 pages, 15 figures, 1 table, To appear in the Proceedings of the
ACM Conference on Human Factors in Computing Systems 2020 (CHI'20
Cross-Device Taxonomy:Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices
Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross- device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research
Modular and Deformable Touch-Sensitive Surfaces Based on Time Domain Reflectometry
Time domain reflectometry, a technique originally used in diagnosing cable faults, can also locate where a cable is being touched. In this paper, we explore how to extend time domain reflectometry in order to touch-enable thin, modular, and deformable surfaces and devices. We demonstrate how to use this approach to make smart clothing and to rapid prototype touch-sensitive objects of arbitrary shape. To accomplish this, we extend time domain reflectometry in three ways: (1) Thin: We demonstrate how to run time domain reflectometry on a single wire. This allows us to touch-enable thin metal objects, such as guitar strings. (2) Modularity: We present a two-pin connector system that allows users to daisy chain touch-sensitive segments. We illustrate these enhancements with 13 prototypes and a series of performance measurements. (3) Deformability: We create deformable touch devices by mounting stretch-able wire patterns onto elastic tape and meshes. We present selected performance measurements
Curvature Dial: Eyes-free parameter entry for GUIs
In this demonstration, we introduce "curve dial" a technique designed to extend gesture-based interactions like FlowMenus with eyes-free parameter entry. FlowMenus, let users enter numerical parameters with “dialing” strokes surrounding the center of a radial menu. This centering requires users to keep their eyes on the Menu in order to align the pen with its center before initiating a gesture. Curve dial instead tracks the curvature of the path created by the pen: since curvature is location-independent, curvature dialing does not require users to keep track of the menu center and is therefore eyes-free. We demonstrate curvature dial with the example of a simple application that allows users to scroll through a document eyes-free
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