waashk/dblp huggingface dataset:
informal prototyping of continuous graphical interactions by demonstration. informal prototyping tools have shown great potential in facilitating the early stage design of user interfaces. how-ever, continuous interactions, an important constituent of highly interactive interfaces, have not been well supported by previous tools. these interactions give continuous visual feedback, such as geometric changes of a graphical object, in response to continuous user input, such as the movement of a mouse. we built monet, a sketch-based tool for proto-typing continuous interactions by demonstration. in monet, designers can prototype continuous widgets and their states of interest using examples. they can also demonstrate com-pound behaviors involving multiple widgets by direct ma-nipulation. monet allows continuous interactions to be eas-ily integrated with event-based, discrete interactions. con-tinuous widgets can be embedded into storyboards and their states can condition or trigger storyboard transitions. monet achieves these features by employing continuous function approximation and statistical classification techniques, without using any domain specific knowledge or assuming any application semantics. informal feedback showed that monet is a promising approach to enabling more complete tool support for early stage ui design.
novel interaction techniques for overlapping windows. this note presents several techniques to improve window management with overlapping windows: tabbed windows, turning and peeling back windows, and snapping and zipping windows.
stylecam: interactive stylized 3d navigation using integrated spatial & temporal controls. this paper describes stylecam, an approach for authoring 3d viewing experiences that incorporate stylistic elements that are not available in typical 3d viewers. a key aspect of stylecam is that it allows the author to significantly tailor what the user sees and when they see it. the resulting viewing experience can approach the visual richness and pacing of highly authored visual content such as television commercials or feature films. at the same time, stylecam allows for a satisfying level of interactivity while avoiding the problems inherent in using unconstrained camera models. the main components of stylecam are camera surfaces which spatially constrain the viewing camera; animation clips that allow for visually appealing transitions between different camera surfaces; and a simple, unified, interaction technique that permits the user to seamlessly and continuously move between spatial-control of the camera and temporal-control of the animated transitions. further, the user's focus of attention is always kept on the content, and not on extraneous interface widgets. in addition to describing the conceptual model of stylecam, its current implementation, and an example authored experience, we also present the results of an evaluation involving real users.
multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays. recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. however, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this increased input bandwidth. we present a variety of multifinger and whole hand gestural interaction techniques for these displays that leverage and extend the types of actions that people perform when interacting on real physical tabletops. apart from gestural input techniques, we also explore interaction and visualization techniques for supporting shared spaces, awareness, and privacy. these techniques are demonstrated within a prototype room furniture layout application, called roomplanner.
mediating photo collage authoring. the medium of collage supports the visualization of meaningful event summaries using photographs. it can however be rather tedious to author a collage from a large collection of photographs. in this work we present an approach that supports efficient construction of a collage by assisting the user with an automatic layout procedure that can be controlled at a high level. our layout method utilizes a pre-designed template which consists of cells for photos and annotations applied to these cells. the layout is then filled by matching the metadata of photos to the annotations in the cells using an optimization algorithm. the user exercises flexibility in the authoring process by (a) maintaining high-level control through the types of constraints applied and (b) leveraging visual emphases supported by the layout algorithm. the user can of course provide fine-grained control of the final collage through direct manipulation. off-loading the tedium of collage construction to a user controlled yet automated process clears the way for rapidly generating different views of the same album and could also support the increased sharing of digital photos in the form of compact collages.
eyelook: using attention to facilitate mobile media consumption. one of the problems with mobile media devices is that they may distract users during critical everyday tasks, such as navigating the streets of a busy city. we addressed this issue in the design of eyelook: a platform for attention sensitive mobile computing. eyelook appliances use embedded low cost eyecontact sensors (ecs) to detect when the user looks at the display. we discuss two eyelook applications, seetv and seetxt, that facilitate courteous media consumption in mobile contexts by using the ecs to respond to user attention. seetv is an attentive mobile video player that automatically pauses content when the user is not looking. seetxt is an attentive speed reading application that flashes words on the display, advancing text only when the user is looking. by making mobile media devices sensitive to actual user attention, eyelook allows applications to gracefully transition users between consuming media, and managing life.
photomesa: a zoomable image browser using quantum treemaps and bubblemaps. photomesa is a zoomable image browser that uses a novel treemap algorithm to present large numbers of images grouped by directory, or other available metadata. it uses a new interaction technique for zoomable user interfaces designed for novices and family use that makes it straightforward to navigate through the space of images, and impossible to get lost.photomesa groups images using one of two new algorithms that lay out groups of objects in a 2d space-filling manner. quantum treemaps are designed for laying out images or other objects of indivisible (quantum) size. they are a variation on existing treemap algorithms in that they guarantee that every generated rectangle will have a width and height that are an integral multiple of an input object size. bubblemaps also fill space with groups of quantum-sized objects, but generate non-rectangular blobs, and utilize space more efficiently.
dt controls: adding identity to physical interfaces. in this paper, we show how traditional physical interface components such as switches, levers, knobs and touch screens can be easily modified to identify who is activating each control. this allows us to change the function per-formed by the control, and the sensory feedback provided by the control itself, dependent upon the user. an auditing function is also available that logs each user's actions. we describe a number of example usage scenarios for our tech-nique, and present two sample implementations.
diamondtouch: a multi-user touch technology. a technique for creating a touch-sensitive input device is proposed which allows multiple, simultaneous users to interact in an intuitive fashion. touch location information is determined independently for each user, allowing each touch on a common surface to be associated with a particular user. the surface generates location dependent, modulated electric fields which are capacitively coupled through the users to receivers installed in the work environment. we describe the design of these systems and their applications. finally, we present results we have obtained with a small prototype device.
real-time audio buffering for telephone applications. a system that uses an ear proximity sensor to actively manage periods of distraction during telephone conversations is described. we detect when the phone is removed from the ear, record any incoming audio, and play it back when the phone is returned to the ear. by dropping silent intervals and speeding up playback with a pitch-preserving algorithm, we quickly return to real-time without the loss of information. this real-time audio buffering technique also allows us to create a user-activated, lossless instant replay function.
rhythm modeling, visualizations and applications. people use their awareness of others' temporal patterns to plan work activities and communication. this paper presents algorithms for programatically detecting and modeling temporal patterns from a record of online presence data. we describe analytic and end-user visualizations of rhythmic patterns and the tradeoffs between them. we conducted a design study that explored the accuracy of the derived rhythm models compared to user perceptions, user preference among the visualization alternatives, and users' privacy preferences. we also present a prototype application based on the rhythm model that detects when a person is "away" for an extended period and predicts their return. we discuss the implications of this technology on the design of computer-mediated communication.
combining crossing-based and paper-based interaction paradigms for dragging and dropping between overlapping windows. despite novel interaction techniques proposed for virtual desktops, common yet challenging tasks remain to be investigated. dragging and dropping between overlapping windows is one of them. the fold-and-drop technique presented here offers a natural and efficient way of performing those tasks. we show how this technique successfully builds upon several interaction paradigms previously described, while shedding new light on them.
artistic resizing: a technique for rich scale-sensitive vector graphics. when involved in the visual design of graphical user interfaces, graphic designers can do more than providing static graphics for programmers to incorporate into applications. we describe a technique that allows them to provide examples of graphical objects at various key sizes using their usual drawing tool, then let the system interpolate their resizing behavior. we relate this technique to current practices of graphic designers, provide examples of its use and describe the underlying inference algorithm. we show how the mathematical properties of the algorithm allows the system to be predictable and explain how it can be combined with more traditional layout mechanisms.
view management for virtual and augmented reality. we describe a view-management component for interactive 3d user interfaces. by view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. our view-management component accomplishes this by modifying selected object properties, including position, size, and transparency, which are tagged to indicate their constraints. for example, some objects may have geometric properties that are determined entirely by a physical simulation and which cannot be modified, while other objects may be annotations whose position and size are flexible.we introduce algorithms that use upright rectangular extents to represent on the view plane a dynamic and efficient approximation of the occupied space containing the projections of visible portions of 3d objects, as well as the unoccupied space in which objects can be placed to avoid occlusion. layout decisions from previous frames are taken into account to reduce visual discontinuities. we present augmented reality and virtual reality examples to which we have applied our approach, including a dynamically labeled and annotated environment.
an annotated situation-awareness aid for augmented reality. we present a situation-awareness aid for augmented reality systems based on an annotated "world in miniature." our aid is designed to provide users with an overview of their environment that allows them to select and inquire about the objects that it contains. two key capabilities are discussed that are intended to address the needs of mobile users. the aid's position, scale, and orientation are controlled by a novel approach that allows the user to inspect the aid without the need for manual interaction. as the user alternates their attention between the physical world and virtual aid, popup annotations associated with selected objects can move freely between the objects' representations in the two models.
visionwand: interaction techniques for large displays using a passive wand tracked in 3d. a passive wand tracked in 3d using computer vision techniques is explored as a new input mechanism for interacting with large displays. we demonstrate a variety of interaction techniques that exploit the affordances of the wand, resulting in an effective interface for large scale interaction. the lack of any buttons or other electronics on the wand presents a challenge that we address by developing a set of postures and gestures to track state and enable command input. we also describe the use of multiple wands, and posit designs for more complex wands in the future.
flannel: adding computation to electronic mail during transmission. in this paper, we describe flannel, an architecture for adding computational capabilities to email. flannel allows email to be modified by an application while in transit between sender and receiver. this modification is done without modification to the endpoints---mail clients---at either end. this paper also describes interaction techniques that we have developed to allow senders of email to quickly and easily select computations to be performed by flannel. through, our experience, we explain the properties that applications must have in order to be successful in the context of flannel.
docwizards: a system for authoring follow-me documentation wizards. traditional documentation for computer-based procedures is difficult to use: readers have trouble navigating long complex instructions, have trouble mapping from the text to display widgets, and waste time performing repetitive procedures. we propose a new class of improved documentation that we call follow-me documentation wizards. follow-me documentation wizards step a user through a script representation of a procedure by highlighting portions of the text, as well application ui elements. this paper presents algorithms for automatically capturing follow-me documentation wizards by demonstration, through observing experts performing the procedure. we also present our docwizards implementation on the eclipse platform. we evaluate our system with an initial user study that showing that most users have a marked preference for this form of guidance over traditional documentation.
role-based control of shared application views. collaboration often relies on all group members having a shared view of a single-user application. a common situation is a single active presenter sharing a live view of her workstation screen with a passive audience, using simple hardware-based video signal projection onto a large screen or simple bitmap-based sharing protocols. this offers simplicity and some advantages over more sophisticated software-based replication solutions, but everyone has the exact same view of the application. this conflicts with the presenter's need to keep some information and interaction details private. it also fails to recognize the needs of the passive audience, who may struggle to follow the presentation because of verbosity, display clutter or insufficient familiarity with the application.views that cater to the different roles of the presenter and the audience can be provided by custom solutions, but these tend to be bound to a particular application. in this paper we describe a general technique and implementation details of a prototype system that allows standardized role-specific views of existing single-user applications and permits additional customization that is application-specific with no change to the application source code. role-based policies control manipulation and display of shared windows and image buffers produced by the application, providing semi-automated privacy protection and relaxed verbosity to meet both presenter and audience needs.
the "mighty mouse" multi-screen collaboration tool. many computer operating systems provide seamless support for multiple display screens, but there are few cross-platform tools for collaborative use of multiple computers in a shared display environment. mighty mouse is a novel groupware tool built on the public domain vnc protocol. it is tailored specifically for face-to-face collaboration where multiple heterogeneous computers (usually laptops) are viewed simultaneously (usually via projectors) by people working together on a variety of applications under various operating systems. mighty mouse uses only the remote input capability of vnc, but enhances this with various features to support flexible movement between the various platforms, "floor control" to facilitate smooth collaboration, and customization features to accommodate different user, platform, and application preferences in a relatively seamless manner. the design rationale arises from specific observations about how people collaborate in meetings, which allows certain simplifying assumptions to be made in the implementation.
conducting a realistic electronic orchestra. personal orchestra is the first system to let users conduct an actual audio and video recording of an orchestra, using an infrared baton to control tempo, volume, and instrument sections. a gesture recognition algorithm interprets user input, and a novel high-fidelity playback algorithm renders audio and video data at variable speed without time-stretching artifacts. the system is installed as a public exhibit in the house of music vienna.
tracking menus. we describe a new type of graphical user interface widget, known as a "tracking menu." a tracking menu consists of a cluster of graphical buttons, and as with traditional menus, the cursor can be moved within the menu to select and interact with items. however, unlike traditional menus, when the cursor hits the edge of the menu, the menu moves to continue tracking the cursor. thus, the menu always stays under the cursor and close at hand.in this paper we define the behavior of tracking menus, show unique affordances of the widget, present a variety of examples, and discuss design characteristics. we examine one tracking menu design in detail, reporting on usability studies and our experience integrating the technique into a commercial application for the tablet pc. while user interface issues on the tablet pc, such as preventing round trips to tool palettes with the pen, inspired tracking menus, the design also works well with a standard mouse and keyboard configuration.
aesthetic information collages: generating decorative displays that contain information. normally, the primary purpose of an information display is to convey information. if information displays can be aesthetically interesting, that might be an added bonus. this paper considers an experiment in reversing this imperative. it describes the kandinsky system which is designed to create displays which are first aesthetically interesting, and then as an added bonus, able to convey information. the kandinsky system works on the basis of aesthetic properties specified by an artist (in a visual form). it then explores a space of collages composed from information bearing images, using an optimization technique to find compositions which best maintain the properties of the artist's aesthetic expression.
specifying behavior and semantic meaning in an unmodified layered drawing package. in order to create and use rich custom appearances, designers are often forced to introduce an unnatural gap into the design process. for example, a designer creating a skin for a music player must separately specify the appearance of the elements in the music player skin and the mapping between these visual elements and the functionality provided by the music player. this gap between appearance and semantic meaning creates a number of problems. we present a set of techniques that allows designers to use their preferred drawing tool to specify both appearance and semantic meaning. we demonstrate our techniques in an unmodified version of adobe photoshop&reg;, but our techniques are general and adaptable to nearly any layered drawing package.
gadget: a toolkit for optimization-based approaches to interface and display generation. recent work is beginning to reveal the potential of numerical optimization as an approach to generating interfaces and displays. optimization-based approaches can often allow a mix of independent goals and constraints to be blended in ways that would be difficult to describe algorithmically. while optimization-based techniques appear to offer several potential advantages, further research in this area is hampered by the lack of appropriate tools. this paper presents gadget, an experimental toolkit to support optimization for interface and display generation. gadget provides convenient abstractions of many optimization concepts. gadget also provides mechanisms to help programmers quickly create optimizations, including an efficient lazy evaluation framework, a powerful and configurable optimization structure, and a library of reusable components. together these facilities provide an appropriate tool to enable exploration of a new class of interface and display generation techniques.
zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors. designing interfaces for interactive handheld projectors is an exiting new area of research that is currently limited by two problems: hand jitter resulting in poor input control, and possible reduction of image resolution due to the needs of image stabilization and warping algorithms. we present the design and evaluation of a new interaction technique, called zoom-and-pick, that addresses both problems by allowing the user to fluidly zoom in on areas of interest and make accurate target selections. subtle design features of zoom-and-pick enable pixel-accurate pointing, which is not possible in most freehand interaction techniques. our evaluation results indicate that zoom-and-pick is significantly more accurate than the standard pointing technique described in our previous work.
a widget framework for augmented interaction in scape. we have previously developed a collaborative infrastructure called scape - an acronym for stereoscopic collaboration in augmented and projective environments - that integrates the traditionally separate paradigms of virtual and augmented reality. in this paper, we extend scape by formalizing its underlying mathematical framework and detailing three augmented widgets constructed via this framework: cocylinder, magnifier, and cocube. these devices promote intuitive ways of selecting, examining, and sharing synthetic objects, and retrieving associated documentary text. finally we present a testbed application to showcase scape's capabilities for interaction in large, augmented virtual environments.