waashk/dblp huggingface dataset:
dtlens: multi-user tabletop spatial data exploration. supporting groups of individuals exploring large maps and design diagrams on interactive tabletops is still an open research problem. today's geospatial, mechanical engineering and cad design applications are mostly single-user, keyboard and mouse-based desktop applications. in this paper, we present the design of and experience with dtlens, a new zoom-in-context, multi-user, two-handed, multi-lens interaction technique that enables group exploration of spatial data with multiple individual lenses on the same direct-touch interactive tabletop. dtlens provides a set of consistent interactions on lens operations, thus minimizes tool switching by users during spatial data exploration.
clip, connect, clone: combining application elements to build custom interfaces for information access. many applications provide a form-like interface for requesting information: the user fills in some fields, submits the form, and the application presents corresponding results. such a procedure becomes burdensome if (1) the user must submit many different requests, for example in pursuing a trial-and-error search, (2) results from one application are to be used as inputs for another, requiring the user to transfer them by hand, or (3) the user wants to compare results, but only the results from one request can be seen at a time. we describe how users can reduce this burden by creating custom interfaces using three mechanisms: clipping of input and result elements from existing applications to form cells on a spreadsheet; connecting these cells using formulas, thus enabling result transfer between applications; and cloning cells so that multiple requests can be handled side by side. we demonstrate a prototype of these mechanisms, initially specialised for handling web applications, and show how it lets users build new interfaces to suit their individual needs.
preference elicitation for interface optimization. decision-theoretic optimization is becoming a popular tool in the user interface community, but creating accurate cost (or utility) functions has become a bottleneck --- in most cases the numerous parameters of these functions are chosen manually, which is a tedious and error-prone process. this paper describes arnauld, a general interactive tool for eliciting user preferences concerning concrete outcomes and using this feedback to automatically learn a factored cost function. we empirically evaluate our machine learning algorithm and two automatic query generation approaches and report on an informal user study.
classroom bridge: using collaborative public and desktop timelines to support activity awareness. classroom bridge supports activity awareness by facilitating planning and goal revision in collaborative, project-based middle school science. it integrates large-screen and desktop views of project times to support incidental creation of awareness information through routine document transactions, integrated presentation of awareness information as part of workspace views, and public access to subgroup activity. it demonstrates and develops an object replication approach to integrating synchronous and asynchronous distributed work for a platform incorporating both desktop and large-screen devices. this paper describes an implementation of these concepts with preliminary evaluation data, using timeline-based user interfaces.
moving markup: repositioning freeform annotations. freeform digital ink annotation allows readers to interact with documents in an intuitive and familiar manner. such marks are easy to manage on static documents, and provide a familiar annotation experience. in this paper, we describe an implementation of a freeform annotation system that accommodates dynamic document layout. the algorithm preserves the correct position of annotations when documents are viewed with different fonts or font sizes, with different aspect ratios, or on different devices. we explore a range of heuristics and algorithms required to handle common types of annotation, and conclude with a discussion of possible extensions to handle special kinds of annotations and changes to documents.
smartmusickiosk: music listening station with chorus-search function. this paper describes a new music-playback interface for trial listening, smartmusickiosk. in music stores, short trial listening of cd music is not usually a passive experience -- customers often search out the chorus or "hook" of a song using the fast-forward button. listening of this type, however, has not been traditionally supported. this research achieves a function for jumping to the chorus section and other key parts of a song plus a function for visualizing song structure. these functions make it easier for a listener to find desired parts of a song and thereby facilitate an active listening experience. the proposed functions are achieved by an automatic chorus-section detecting method, and the results of implementing them as a listening station have demonstrated their usefulness.
physical user interfaces: what they are and how to build them. physical user interfaces are special purpose devices that can be situated in a real-world setting. unlike general purpose computers, they are typically designed for particular contexts and uses. in this survey, i present an introductory tour of this new interface genre. first, i will summarize what they are by describing several design niches for these devices: ubiquitous computing, tangible media, foreground and ambient devices, collaborative devices, roomware, and physical controls. examples will be plentiful, and will range from the playful, to the artistic, and to the serious. second, i will introduce technologies that are suitable for software professionals who wish to prototype these physical user interfaces. the commercially available phidgets (www.phidgets.com) are used as a case study of what is available and what can be done with them.
customizable physical interfaces for interacting with conventional applications. when using today's productivity applications, people rely heavily on graphical controls (gui widgets) as the way to invoke application functions and to obtain feedback. yet we all know that certain controls can be difficult or tedious to find and use. as an alternative, a customizable physical interface lets an end-user easily bind a modest number of physical controls to similar graphical counterparts. the user can then use the physical control to invoke the corresponding graphical control's function, or to display its graphical state in a physical form. to show how customizable physical interfaces work, we present examples that illustrate how our combined phidgets&reg; and widget tap packages are used to link existing application widgets to physical controls. while promising, our implementation prompts a number of issues relevant to others pursuing interface customization.
phidgets: easy development of physical interfaces through physical widgets. physical widgets or phidgets are to physical user interfaces what widgets are to graphical user interfaces. similar to widgets, phidgets abstract and package input and output devices: they hide implementation and construction details, they expose functionality through a well-defined api, and they have an (optional) on-screen interactive interface for displaying and controlling device state. unlike widgets, phidgets also require: a connection manager to track how devices appear on-line; a way to link a software phidget with its physical counterpart; and a simulation mode to allow the programmer to develop, debug and test a physical interface even when no physical device is present. our evaluation shows that everyday programmers using phidgets can rapidly develop physical interfaces.
multi-finger gestural interaction with 3d volumetric displays. volumetric displays provide interesting opportunities and challenges for 3d interaction and visualization, particularly when used in a highly interactive manner. we explore this area through the design and implementation of techniques for interactive direct manipulation of objects with a 3d volumetric display. motion tracking of the user's fingers provides for direct gestural interaction with the virtual objects, through manipulations on and around the display's hemispheric enclosure. our techniques leverage the unique features of volumetric displays, including a 360&deg; viewing volume that enables manipulation from any viewpoint around the display, as well as natural and accurate perception of true depth information in the displayed 3d scene. we demonstrate our techniques within a prototype 3d geometric model building application.
paper augmented digital documents. paper augmented digital documents (padds) are digital documents that can be manipulated either on a computer screen or on paper. padds, and the infrastructure supporting them, can be seen as a bridge between the digital and the paper worlds. as digital documents, padds are easy to edit, distribute and archive; as paper documents, padds are easy to navigate, annotate and well accepted in social settings. the chimeric nature of padds make them well suited for many tasks such as proofreading, editing, and annotation of large format document like blueprints.we are presenting an architecture which supports the seamless manipulation of padds using today's technologies and reports on the lessons we learned while implementing the first padd system.
fluid interaction with high-resolution wall-size displays. this paper describes new interaction techniques for direct pen-based interaction on the interactive mural, a large (6&prime;x3.5&prime;) high resolution (64 dpi) display. they have been tested in a digital brainstorming tool that has been used by groups of professional product designers. our "interactive wall" metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3d models and gui application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. we have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the flowmenu to execute a wide variety of actions in a single pen stroke, while these techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.
synchronous gestures for multiple persons and computers. this research explores distributed sensing techniques for mobile devices using synchronous gestures. these are patterns of activity, contributed by multiple users (or one user with multiple devices), which take on a new meaning when they occur together in time, or in a specific sequence in time. to explore this new area of inquiry, this work uses tablet computers augmented with touch sensors and two-axis linear accelerometers (tilt sensors). the devices are connected via an 802.11 wireless network and synchronize their time-stamped sensor data. this paper describes a few practical examples of interaction techniques using synchronous gestures such as dynamically tiling together displays by physically bumping them together, discusses implementation issues, and speculates on further possibilities for synchronous gestures.
toward more sensitive mobile phones. although cell phones are extremely useful, they can be annoying and distracting to owners and others nearby. we describe sensing techniques intended to help make mobile phones more polite and less distracting. for example, our phone's ringing quiets as soon as the user responds to an incoming call, and the ring mutes if the user glances at the caller id and decides not to answer. we also eliminate the need to press a talk button to answer an incoming call by recognizing if the user picks up the phone and listens to it.
satin: a toolkit for informal ink-based applications. software support for making effective pen-based applications is currently rudimentary. to facilitate the creation of such applications, we have developed satin, a java-based toolkit designed to support the creation of applications that leverage the informal nature of pens. this support includes a scenegraph for manipulating and rendering objects; support for zooming and rotating objects, switching between multiple views of an object, integration of pen input with interpreters, libraries for manipulating ink strokes, widgets optimized for pens, and compatibility with java's swing toolkit. satin includes a generalized architecture for handling pen input, consisting of recognizers, interpreters, and multi-interpreters. in this paper, we describe the functionality and architecture of satin, using two applications built with satin as examples.
a modular geometric constraint solver for user interface applications. constraints have been playing an important role in the user interface field since its infancy. a prime use of constraints in this field is to automatically maintain geometric layouts of graphical objects. to facilitate the construction of constraint-based user interface applications, researchers have proposed various constraint satisfaction methods and constraint solvers. most previous research has focused on either local propagation or linear constraints, excluding more general nonlinear ones. however, nonlinear geometric constraints are practically useful to various user interfaces, e.g., drawing editors and information visualization systems. in this paper, we propose a novel constraint solver called chorus, which realizes various powerful nonlinear geometric constraints such as euclidean geometric, non-overlapping, and graph layout constraints. a key feature of chorus is its module mechanism that allows users to define new kinds of geometric constraints. also, chorus supports "soft" constraints with hierarchical strengths or preferences (i.e., constraint hierarchies). we describe its framework, algorithm, implementation, and experimental results.
using light emitting diode arrays as touch-sensitive input and output devices. light emitting diodes (leds) offer long life, low cost, efficiency, brightness, and a full range of colors. because of these properties, they are widely used for simple displays in electronic devices. a previously characterized, but little known property of leds allows them to be used as photo sensors. in this paper, we show how this capability can be used to turn unmodified, off the shelf, led arrays into touch sensitive input devices (while still remaining capable of producing output). the technique is simple and requires little or no extra hardware - in some cases operating with the same micro-controller based circuitry normally used to produce output, requiring only software changes. we will describe a simple hybrid input/output device prototype implemented with this technique, and discuss the design opportunities that this type of device opens up.
the magglite post-wimp toolkit: draw it, connect it and run it. this article presents magglite, a toolkit and sketch-based interface builder allowing fast and interactive design of post-wimp user interfaces. magglite improves design of advanced uis thanks to its novel <i>mixed-graph</i> architecture that dynamically combines scene-graphs with interaction-graphs. <i>scene-graphs</i> provide mechanisms to describe and produce rich graphical effects, whereas <i>interaction-graphs</i> allow expressive and fine-grained description of advanced interaction techniques and behaviors such as multiple pointers management, toolglasses, bimanual interaction, gesture, and speech recognition. both graphs can be built interactively by sketching the ui and specifying the interaction using a dataflow visual language. communication between the two graphs is managed at runtime by components we call <i>interaction access points</i>. while developers can extend the toolkit by refining built-in generic mechanisms, ui designers can quickly and interactively design, prototype and test advanced user interfaces by applying the magglite principle: "draw it, connect it and run it".
dynamic approximation of complex graphical constraints by linear constraints. current constraint solving techniques for interactive graphical applications cannot satisfactorily handle constraints such as non-overlap, or containment within non-convex shapes or shapes with smooth edges. we present a generic new technique for efficiently handling such kinds of constraints based on trust regions and linear arithmetic constraint solving. our approach is to model these more complex constraints by a dynamically changing conjunction of linear constraints. at each stage, these give a local approximation to the complex constraints. during direct manipulation, linear constraints in the current local approximation can become active indicating that the current solution is on the boundary of the trust region for the approximation. the associated complex constraint is notified and it may choose to modify the current linear approximation. empirical evaluation demonstrates that it is possible to (re-)solve systems of linear constraints that are dynamically approximating complex constraints such as non-overlap sufficiently quickly to support direct manipulation in interactive graphical applications.
voice as sound: using non-verbal voice input for interactive control. we describe the use of non-verbal features in voice for direct control of interactive applications. traditional speech recognition interfaces are based on an indirect, conversational model. first the user gives a direction and then the system performs certain operation. our goal is to achieve more direct, immediate interaction like using a button or joystick by using lower-level features of voice such as pitch and volume. we are developing several prototype interaction techniques based on this idea, such as "control by continuous voice", "rate-based parameter control by pitch," and "discrete parameter control by tonguing." we have implemented several prototype systems, and they suggest that voice-as-sound techniques can enhance traditional voice recognition approach.
a suggestive interface for 3d drawing. this paper introduces a new type of interface for 3d drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. in our suggestive interface, the user gives hints about a disired operation to the system by highlighting related geometric components in the scene. the system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. the user complets the editing operation simply by clicking on the disired thumbnail. the hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. the suggestive interface system is implemented as a set o suggestion engines working in parallel, and is easily extended by adding customized engines. our prototype 3d drawing system, chateau, shows that a suggestive interface can effectively support construction of various 3d drawings.
clothing manipulation. this paper presents interaction techniques (and the underlying implementations) for putting clothes on a 3d character and manipulating them. the user paints freeform marks on the clothes and corresponding marks on the 3d character; the system then puts the clothes around the body so that corresponding marks match. internally, the system grows the clothes on the body surface around the marks while maintaining basic cloth constraints via simple relaxation steps. the entire computation takes a few seconds. after that, the user can adjust the placement of the clothes by an enhanced dragging operation. unlike standard dragging where the user moves a set of vertices in a single direction in 3d space, our dragging operation moves the cloth along the body surface to make possible more flexible operations. the user can apply pushpins to fix certain cloth points during dragging. the techniques are ideal for specifying an initial cloth configuration before applying a more sophisticated cloth simulation.
interacting with hidden content using content-aware free-space transparency. we present <i>content-aware free-space transparency</i>, an approach to viewing and manipulating the otherwise hidden content of obscured windows through unimportant regions of overlapping windows. traditional approaches to interacting with otherwise obscured content in a window system render an entire window uniformly transparent. in contrast, content-aware free-space transparency uses opaque-to-transparent gradients and image-processing filters to minimize the interference from overlapping material, based on properties of that material. by increasing the amount of simultaneously visible content and allowing basic interaction with otherwise obscured content, without modifying window geometry, we believe that free-space transparency has the potential to improve user productivity.
dynamo: a public interactive surface supporting the cooperative sharing and exchange of media. in this paper we propose a novel way of supporting occasional meetings that take place in unfamiliar public places, which promotes lightweight, visible and fluid collaboration. our central idea is that the sharing and exchange of information occurs across public surfaces that users can easily access and interact with. to this end, we designed and implemented dynamo, a communal multi-user interactive surface. the surface supports the cooperative sharing and exchange of a wide range of media that can be brought to the surface by users that are remote from their familiar organizational settings.
pointright: experience with flexible input redirection in interactive workspaces. we describe the design of and experience with pointright, a peer-to-peer pointer and keyboard redirection system that operates in multi-machine, multi-user environments. pointright employs a geometric model for redirecting input across screens driven by multiple independent machines and operating systems. it was created for interactive workspaces that include large, shared displays and individual laptops, but is a general tool that supports many different configurations and modes of use. although previous systems have provided for re-routing pointer and keyboard control, in this paper we present a more general and flexible system, along with an analysis of the types of re-binding that must be handled by any pointer redirection system this paper describes the system, the ways in which it has been used, and the lessons that have been learned from its use over the last two years.
a1: end-user programming for web-based system administration. system administrators work with many different tools to manage and fix complex hardware and software infrastructure in a rapidly paced work environment. through extensive field studies, we observed that they often build and share custom tools for specific tasks that are not supported by vendor tools. recent trends toward web-based management consoles offer many advantages but put an extra burden on system administrators, as customization requires web programming, which is beyond the skills of many system administrators. to meet their needs, we developed a1, a spreadsheet-based environment with a task-specific system-administration language for quickly creating small tools or migrating existing scripts to run as web portlets. using a1, system administrators can build spreadsheets to access remote and heterogeneous systems, gather and integrate status data, and orchestrate control of disparate systems in a uniform way. a preliminary user study showed that in just a few hours, system administrators can learn to use a1 to build relatively complex tools from scratch.