waashk/dblp huggingface dataset:
annotating gigapixel images. panning and zooming interfaces for exploring very large images containing billions of pixels (gigapixel images) have recently appeared on the internet. this paper addresses issues that arise when creating and rendering auditory and textual annotations for such images. in particular, we define a distance metric between each annotation and any view resulting from panning and zooming on the image. the distance then informs the rendering of audio annotations and text labels. we demonstrate the annotation system on a number of panoramic images.
continuum: designing timelines for hierarchies, relationships and scale. temporal events, while often discrete, also have interesting relationships within and across times: larger events are often collections of smaller more discrete events (battles within wars; artists' works within a form); events at one point also have correlations with events at other points (a play written in one period is related to its performance over a period of time). most temporal visualisations, however, only represent discrete data points or single data types along a single timeline: this event started here and ended there; this work was published at this time; this tag was popular for this period. in order to represent richer, faceted attributes of temporal events, we present continuum. continuum enables hierarchical relationships in temporal data to be represented and explored; it enables relationships between events across periods to be expressed, and in particular it enables user-determined control over the level of detail of any facet of interest so that the person using the system can determine a focus point, no matter the level of zoom over the temporal space. we present the factors motivating our approach, our evaluation and implementation of this new visualisation which makes it easy for anyone to apply this interface to rich, large-scale datasets with temporal data.
opa browser: a web browser for cellular phone users. cellular phones are widely used to access the www. however, most available web pages are designed for desktop pcs. cellular phones only have small screens and poor interfaces, and thus, it is inconvenient to browse such large sized pages. in addition, cellular phone users browse web pages in various situations, so that appropriate presentation styles for web pages depend on users' situations. in this paper, we propose a novel web browsing system for cellular phones that allocates various functions for web browsing on each numerical key of a cellular phone. users can browse web pages comfortably, selecting appropriate functions according to their situations by pushing a single button.
multi-user interaction using handheld projectors. recent research on handheld projector interaction has expanded the display and interaction space of handheld devices by projecting information onto the physical environment around the user, but has mainly focused on single-user scenarios. we extend this prior single-user research to co-located multi-user interaction using multiple handheld projectors. we present a set of interaction techniques for supporting co-located collaboration with multiple handheld projectors, and discuss application scenarios enabled by them.
rubberedge: reducing clutching by combining position and rate control with elastic feedback. position control devices enable precise selection, but significant clutching degrades performance. clutching can be reduced with high control-display gain or pointer acceleration, but there are human and device limits. elastic rate control eliminates clutching completely, but can make precise selection difficult. we show that hybrid position-rate control can outperform position control by 20% when there is significant clutching, even when using pointer acceleration. unlike previous work, our rubberedge technique eliminates trajectory and velocity discontinuities. we derive predictive models for position control with clutching and hybrid control, and present a prototype rubberedge position-rate control device including initial user feedback.
sketchwizard: wizard of oz prototyping of pen-based user interfaces. sketchwizard allows designers to create wizard of oz prototypes of pen-based user interfaces in the early stages of design. in the past, designers have been inhibited from participating in the design of pen-based interfaces because of the inadequacy of paper prototypes and the difficulty of developing functional prototypes. in sketchwizard, designers and end users share a drawing canvas between two computers, allowing the designer to simulate the behavior of recognition or other technologies. special editing features are provided to help designers respond quickly to end-user input. this paper describes the sketchwizard system and presents two evaluations of our approach. the first is an early feasibility study in which wizard of oz was used to prototype a pen-based user interface. the second is a laboratory study in which designers used sketchwizard to simulate existing pen-based interfaces. both showed that end users gave valuable feedback in spite of delays between end-user actions and wizard updates.
relations, cards, and search templates: user-guided web data integration and layout. we present three new interaction techniques for aiding users in collecting and organizing web content. first, we demonstrate an interface for creating associations between websites, which facilitate the automatic retrieval of related content. second, we present an authoring interface that allows users to quickly merge content from many different websites into a uniform and personalized representation, which we call a card. finally, we introduce a novel search paradigm that leverages the relationships in a card to direct search queries to extract relevant content from multiple web sources and fill a new series of cards instead of just returning a list of webpage urls. preliminary feedback from users is positive andvalidates our design.
automatically generating user interfaces adapted to users' motor and vision capabilities. most of today's guis are designed for the typical, able-bodied user; atypical users are, for the most part, left to adapt as best they can, perhaps using specialized assistive technologies as an aid. in this paper, we present an alternative approach: supple++ automatically generates interfaces which are tailored to an individual's motor capabilities and can be easily adjusted to accommodate varying vision capabilities. supple++ models users. motor capabilities based on a onetime motor performance test and uses this model in an optimization process, generating a personalized interface. a preliminary study indicates that while there is still room for improvement, supple++ allowed one user to complete tasks that she could not perform using a standard interface, while for the remaining users it resulted in an average time savings of 20%, ranging from an slowdown of 3% to a speedup of 43%.
rethinking the progress bar. progress bars are prevalent in modern user interfaces. typically, a linear function is employed such that the progress of the bar is directly proportional to how much work has been completed. however, numerous factors cause progress bars to proceed at non-linear rates. additionally, humans perceive time in a non-linear way. this paper explores the impact of various progress bar behaviors on user perception of process duration. the results are used to suggest several design considerations that can make progress bars appear faster and ultimately improve users' computing experience.
programming by a sample: rapidly creating web applications with d.mix. source-code examples of apis enable developers to quickly gain a gestalt understanding of a library's functionality, and they support organically creating applications by incrementally modifying a functional starting point. as an increasing number of web sites provide apis, significantlatent value lies in connecting the complementary representations between site and service - in essence, enabling sites themselves to be the example corpus. we introduce d.mix, a tool for creating web mashups that leverages this site-to-service correspondence. with d.mix, users browse annotated web sites and select elements to sample. d.mix's sampling mechanism generates the underlying service calls that yield those elements. this code can be edited, executed, and shared in d.mix's wiki-based hosting environment. this sampling approach leverages pre-existing web sites as example sets and supports fluid composition and modification of examples. an initial study with eight participants found d.mix to enable rapid experimentation, and suggested avenues for improving its annotation mechanism.
thinsight: versatile multi-touch sensing for thin form-factor displays. thinsight is a novel optical sensing system, fully integrated into a thin form factor display, capable of detecting multi-ple fingers placed on or near the display surface. we describe this new hardware in detail, and demonstrate how it can be embedded behind a regular lcd, allowing sensing without degradation of display capability. with our approach, fingertips and hands are clearly identifiable through the display. the approach of optical sensing also opens up the exciting possibility for detecting other physical objects and visual markers through the display, and some initial experiments are described. we also discuss other novel capabilities of our system: interaction at a distance using ir pointing devices, and ir-based communication with other electronic devices through the display. a major advantage of thinsight over existing camera and projector based optical systems is its compact, thin form-factor making such systems even more deployable. we therefore envisage using thinsight to capture rich sensor data through the display which can be processed using computer vision techniques to enable both multi-touch and tangible interaction.
graphstract: minimal graphical help for computers. we explore the use of abstracted screenshots as part of a new help interface. graphstract, an implementation of a graphical help system, extends the ideas of textually oriented minimal manuals to the use of screenshots, allowing multiple small graphical elements to be shown in a limited space. this allows a user to get an overview of a complex sequential task as a whole. the ideas have been developed by three iterations of prototyping and evaluation. a user study shows that graphstract helps users perform tasks faster on some but not all tasks. due to their graphical nature, it is possible to construct graphstracts automatically from pre-recorded interactions. a second study shows that automated capture and replay is a low-cost method for authoring graphstracts, and the resultant help is as understandable as manually constructed help.
dirty desktops: using a patina of magnetic mouse dust to make common interactor targets easier to select. a common task in graphical user interfaces is controlling onscreen elements using a pointer. current adaptive pointing techniques require applications to be built using accessibility libraries that reveal information about interactive targets, and most do not handle path/menu navigation. we present a pseudo-haptic technique that is os and application independent, and can handle both dragging and clicking. we do this by associating a small force with each past click or drag. when a user frequently clicks in the same general area (e.g., on a button), the patina of past clicks naturally creates a pseudo-haptic magnetic field with an effect similar to that ofsnapping or sticky icons. our contribution is a bottom-up approach to make targets easier to select without requiring prior knowledge of them.
boomerang: suspendable drag-and-drop interactions based on a throw-and-catch metaphor. we present the boomerang technique, which makes it possible to suspend and resume drag-and-drop operations. a throwing gesture while dragging an object suspends the operation, anytime and anywhere. a drag-and-drop interaction, enhanced with our technique, allows users to switch windows, invoke commands, and even drag other objects during a drag-and-drop operation without using the keyboard or menus. we explain how a throwing gesture can suspend drag-and-drop operations, and describe other features of our technique, including grouping, copying, and deleting dragged objects. we conclude by presenting prototype implementations and initial feedback on the proposed technique.
eyepatch: prototyping camera-based interaction through examples. cameras are a useful source of input for many interactive applications, but computer vision programming is difficult and requires specialized knowledge that is out of reach for many hci practitioners. in an effort to learn what makes a useful computer vision design tool, we created eyepatch, a tool for designing camera-based interactions, and evaluated the eyepatch prototype through deployment to students in an hci course. this paper describes the lessons we learned about making computer vision more accessible, while retaining enough power and flexibility to be useful in a wide variety of interaction scenarios.
robust, low-cost, non-intrusive sensing and recognition of seated postures. in this paper, we present a methodology for recognizing seated postures using data from pressure sensors installed on a chair. information about seated postures could be used to help avoid adverse effects of sitting for long periods of time or to predict seated activities for a human-computer interface. our system design displays accurate near-real-time classification performance on data from subjects on which the posture recognition system was not trained by using a set of carefully designed, subject-invariant signal features. by using a near-optimal sensor placement strategy, we keep the number of required sensors low thereby reducing cost and computational complexity. we evaluated the performance of our technology using a series of empirical methods including (1) cross-validation (classification accuracy of 87% for ten postures using data from 31 sensors), and (2) a physical deployment of our system (78% classification accuracy using data from 19 sensors).
blui: low-cost localized blowable user interfaces. we describe a unique form of hands-free interaction that can be implemented on most commodity computing platforms. our approach supports blowing at a laptop or computer screen to directly control certain interactive applications. localization estimates are produced in real-time to determine where on the screen the person is blowing. our approach relies solely on a single microphone, such as those already embedded in a standard laptop or one placed near a computer monitor, which makes our approach very cost-effective and easy-to-deploy. we show example interaction techniques that leverage this approach.
the re: search engine: simultaneous support for finding and re-finding. re-finding, a common web task, is difficult when previously viewed information is modified, moved, or removed. for example, if a person finds a good result using the query "breast cancer treatments", she expects to be able to use the same query to locate the same result again. while re-finding could be supported by caching the original list, caching precludes the discovery of new information, such as, in this case, new treatment options. people often use search engines to simultaneously find and re-find information. the re:search engine is designed to support both behaviors in dynamic environments like the web by preserving only the memorable aspects of a result list. a study of result list memory shows that people forget a lot. the re:search engine takes advantage of these memory lapses to include new results where old results have been forgotten.
bubble clusters: an interface for manipulating spatial aggregation of graphical objects. spatial layout is frequently used for managing loosely organized information, such as desktop icons and digital ink. to help users organize this type of information efficiently, we propose an interface for manipulating spatial aggregations of objects. the aggregated objects are automatically recognized as a group, and the group structure is visualized as a two-dimensional bubble surface that surrounds the objects. users can drag, copy, or delete a group by operating on the bubble. furthermore, to help pick out individual objects in a dense aggregation, the system spreads the objects to avoid overlapping when requested. this paper describes the design of this interface and its implementation. we tested our technique in icon grouping and ink relocation tasks and observed improvements in user performance.
gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes. although mobile, tablet, large display, and tabletop computers increasingly present opportunities for using pen, finger, and wand gestures in user interfaces, implementing gesture recognition largely has been the privilege of pattern matching experts, not user interface prototypers. although some user interface libraries and toolkits offer gesture recognizers, such infrastructure is often unavailable in design-oriented environments like flash, scripting environments like javascript, or brand new off-desktop prototyping environments. to enable novice programmers to incorporate gestures into their ui prototypes, we present a "$1 recognizer" that is easy, cheap, and usable almost anywhere in about 100 lines of code. in a study comparing our $1 recognizer, dynamic time warping, and the rubine classifier on user-supplied gestures, we found that $1 obtains over 97% accuracy with only 1 loaded template and 99% accuracy with 3+ loaded templates. these results were nearly identical to dtw and superior to rubine. in addition, we found that medium-speed gestures, in which users balanced speed and accuracy, were recognized better than slow or fast gestures for all three recognizers. we also discuss the effect that the number of templates or training examples has on recognition, the score falloff along recognizers' n-best lists, and results for individual gestures. we include detailed pseudocode of the $1 recognizer to aid development, inspection, extension, and testing.
a model for input and output of multilingual text in a windowing environment. the layered multilingual input/output(i/o) sytems we designed, based on typological studies of major-language writing conventions, unifies common features of such conventions to enable international and local utilization. the internationalization layer input module converts keystroke sequences to phonograms and ideograms. the corresponding output module displays position-independent and dependent characters. the localization layer positions language-specific functions outside the structure, integrating them as tables used by finite automaton interpreters and servers to add new languages and code sets without recompilation. the i/o system generates and displays stateful and stateless code sets, enabling interactive language switching. going beyond posix locale model bounds, the system generates iso 2022, iso/dis 10646 (1990), and compound text, defined for the interchange encoding format in x11 protocols, for basic polyglot text communication and processing. able to generate multilingual code sets, the i/o system clearly demonstrates that code sets should be selected by applications which have purposes beyond selecting one element from a localization set. functionality and functions related to text manipulation in an operating sytem (os) must also be determined by such applications. a subset of this i/o system was implemented in the x window system as a basic use of x11r5 i/o by supplying basic code set generation and string manipulation to eliminate os interference. to ensure polyglot string manipulation, the i/o system must clearly be implemented separately from an os and its limitations.
re-framing the desktop interface around the activities of knowledge work. the venerable desktop metaphor is beginning to show signs of strain in supporting modern knowledge work. in this paper, we examine how the desktop metaphor can be re-framed, shifting the focus away from a low-level (and increasingly obsolete) focus on documents and applications to an interface based upon the creation of and interaction with manually declared, semantically meaningful activities. we begin by unpacking some of the foundational assumptions of desktop interface design, describe an activity-based model for organizing the desktop interface based on theories of cognition and observations of real-world practice, and identify a series of high-level system requirements for interfaces that use activity as their primary organizing principle. based on these requirements, we present the novel interface design of the giornata system, a prototype activity-based desktop interface, and share initial findings from a longitudinal deployment of the giornata system in a real-world setting.
video object annotation, navigation, and composition. we explore the use of tracked 2d object motion to enable novel approaches to interacting with video. these include moving annotations, video navigation by direct manipulation of objects, and creating an image composite from multiple video frames. features in the video are automatically tracked and grouped in an off-line preprocess that enables later interactive manipulation. examples of annotations include speech and thought balloons, video graffiti, path arrows, video hyperlinks, and schematic storyboards. we also demonstrate a direct-manipulation interface for random frame access using spatial constraints, and a drag-and-drop interface for assembling still images from videos. taken together, our tools can be employed in a variety of applications including film and video editing, visual tagging, and authoring rich media such as hyperlinked video.
the uvm virtual memory system. we introduce uvm, a new virtual memory system for the bsd kernel that has an improved design that increases system performance over the old mach-based 4.4bsd vm system. in this paper we present an overview of both uvm and the bsd vm system. we focus our discussion on the design decisions made when creating uvm and contrast the uvm design with the less efficient bsd vm design. topics covered include mapping, memory object management, anonymous memory and copy-on-write mechanisms, and pager design. we also present an overview of virtual memory based data movement mechanisms that have been introduced in bsd by uvm. we believe that the lessons we learned from designing and implementing uvm can be applied to other kernels and large software systems. implemented in the netbsd operating system, uvm will completely replace bsd vmin netbsd 1.4.