waashk/dblp huggingface dataset:
comparing and managing multiple versions of slide presentations. despite the ubiquity of slide presentations, managing multiple presentations remains a challenge. understanding how multiple versions of a presentation are related to one another, assembling new presentations from existing presentations, and collaborating to create and edit presentations are difficult tasks. in this paper, we explore techniques for comparing and managing multiple slide presentations. we propose a general comparison framework for computing similarities and differences between slides. based on this framework we develop an interactive tool for visually comparing multiple presentations. the interactive visualization facilitates understanding how presentations have evolved over time. we show how the interactive tool can be used to assemble new presentations from a collection of older ones and to merge changes from multiple presentation authors.
sphere: multi-touch interactions on a spherical display. sphere is a multi-user, multi-touch-sensitive spherical display in which an infrared camera used for touch sensing shares the same optical path with the projector used for the display. this novel configuration permits: (1) the enclosure of both the projection and the sensing mechanism in the base of the device, and (2) easy 360-degree access for multiple users, with a high degree of interactivity without shadowing or occlusion. in addition to the hardware and software solution, we present a set of multi-touch interaction techniques and interface concepts that facilitate collaborative interactions around sphere. we designed four spherical application concepts and report on several important observations of collaborative activity from our initial sphere installation in three high-traffic locations.
sensing from the basement: a feasibility study of unobtrusive and low-cost home activity recognition. the home deployment of sensor-based systems offers many opportunities, particularly in the area of using sensor-based systems to support aging in place by monitoring an elder's activities of daily living. but existing approaches to home activity recognition are typically expensive, difficult to install, or intrude into the living space. this paper considers the feasibility of a new approach that "reaches into the home" via the existing infrastructure. specifically, we deploy a small number of low-cost sensors at critical locations in a home's water distribution infrastructure. based on water usage patterns, we can then infer activities in the home. to examine the feasibility of this approach, we deployed real sensors into a real home for six weeks. among other findings, we show that a model built on microphone-based sensors that are placed away from systematic noise sources can identify 100% of clothes washer usage, 95% of dishwasher usage, 94% of showers, 88% of toilet flushes, 73% of bathroom sink activity lasting ten seconds or longer, and 81% of kitchen sink activity lasting ten seconds or longer. while there are clear limits to what activities can be detected when analyzing water usage, our new approach represents a sweet spot in the tradeoff between what information is collected at what cost.
hybridpointing: fluid switching between absolute and relative pointing with a direct input device. we present hybridpointing, a technique that lets users easily switch between absolute and relative pointing with a direct input device such as a pen. our design includes a new graphical element, the trailing widget, which remains "close at hand" but does not interfere with normal cursor operation. the use of visual feedback to aid the user's understanding of input state is discussed, and several novel visual aids are presented. an experiment conducted on a large, wall-sized display validates the benefits of hybridpointing under certain conditions. we also discuss other situations in which hybridpointing may be useful. finally, we present an extension to our technique that allows for switching between absolute and relative input in the middle of a single drag-operation.
creating map-based storyboards for browsing tour videos. watching a long unedited video is usually a boring experience. in this paper we examine a particular subset of videos, tour videos, in which the video is captured by walking about with a running camera with the goal of conveying the essence of some place. we present a system that makes the process of sharing and watching a long tour video easier, less boring, and more informative. to achieve this, we augment the tour video with a map-based storyboard, where the tour path is reconstructed, and coherent shots at different locations are directly visualized on the map. this allows the viewer to navigate the video in the joint location-time space. to create such a storyboard we employ an automatic pre-processing component to parse the video into coherent shots, and an authoring tool to enable the user to tie the shots with landmarks on the map. the browser-based viewing tool allows users to navigate the video in a variety of creative modes with a rich set of controls, giving each viewer a unique, personal viewing experience. informal evaluation shows that our approach works well for tour videos compared with conventional media players.
a direct texture placement and editing interface. the creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. we present a novel approach for texture placement and editing based on direct manipulation of textures on the surface. compared to conventional tools for surface texturing, our system combines uv-coordinate specification and texture editing into one seamless process, reducing the need for careful initial design of parameterization and providing a natural interface for working with textures directly on 3d surfaces.a combination of efficient techniques for interactive constrained parameterization and advanced input devices makes it possible to realize a set of natural interaction paradigms. the texture is regarded as a piece of stretchable material, which the user can position and deform on the surface, selecting arbitrary sets of constraints and mapping texture points to the surface; in addition, the multi-touch input makes it possible to specify natural handles for texture manipulation using point constraints associated with different fingers. pressure can be used as a direct interface for texture combination operations. the 3d position of the object and its texture can be manipulated simultaneously using two-hand input.
foldable interactive displays. modern computer displays tend to be in fixed size, rigid, and rectilinear rendering them insensitive to the visual area demands of an application or the desires of the user. foldable displays offer the ability to reshape and resize the interactive surface at our convenience and even permit us to carry a very large display surface in a small volume. in this paper, we implement four interactive foldable display designs using image projection with low-cost tracking and explore display behaviors using orientation sensitivity.
the design and evaluation of selection techniques for 3d volumetric displays. volumetric displays, which display imagery in true 3d space, are a promising platform for the display and manipulation of 3d data. to fully leverage their capabilities, appropriate user interfaces and interaction techniques must be designed. in this paper, we explore 3d selection techniques for volumetric displays. in a first experiment, we find a ray cursor to be superior to a 3d point cursor in a single target environment. to address the difficulties associated with dense target environments we design four new ray cursor techniques which provide disambiguation mechanisms for multiple intersected targets. our techniques showed varied success in a second, dense target experiment. one of the new techniques, the depth ray, performed particularly well, significantly reducing movement time, error rate, and input device footprint in comparison to the 3d point cursor.
attribute gates. attribute gates are a new user interface element designed to address the problem of concurrently setting attributes and moving objects between territories on a digital tabletop. motivated by the notion of task levels in activity theory, and crossing interfaces, attribute gates allow users to operationalize multiple subtasks in one smooth movement. we present two configurations of attribute gates; (1) grid gates which spatially distribute attribute values in a regular grid, and require users to draw trajectories through the attributes; (2) polar gates which distribute attribute values on segments of concentric rings, and require users to align segments when setting attribute combinations. the layout of both configurations was optimised based on targeting and steering laws derived from fitts' law. a study compared the use of attribute gates with traditional contextual menus. users of attribute gates demonstrated both increased performance and higher mutual awareness.
viz: a visual analysis suite for explaining local search behavior. np-hard combinatorial optimization problems are common in real life. due to their intractability, local search algorithms are often used to solve such problems. since these algorithms are heuristic-based, it is hard to understand how to improve or tune them. we propose an interactive visualization tool, viz, meant for understanding the behavior of local search. viz uses animation of abstract search trajectories with other visualizations which are also animated in a vcr-like fashion to graphically playback the algorithm behavior. it combines generic visualizations applicable on arbitrary algorithms with algorithm and problem specific visualizations. we use a variety of techniques such as alpha blending to reduce visual clutter and to smooth animation, highlights and shading, automatically generated index points for playback, and visual comparison of two algorithms. the use of multiple viewpoints can be an effective way of understanding search behavior and highlight algorithm behavior which might otherwise be hidden.
kinematic templates: end-user tools for content-relative cursor manipulations. this paper introduces kinematic templates, an end-user tool for defining content-specific motor space manipulations in the context of editing 2d visual compositions. as an example, a user can choose the "sandpaper" template to define areas within a drawing where cursor movement should slow down. our current implementation provides templates that amplify or dampen the cursor's speed, attenuate jitter in a user's movement, guide movement along paths, and add forces to the cursor. multiple kinematic templates can be defined within a document, with overlapping templates resulting in a form of function composition. a template's strength can also be varied, enabling one to improve one's strokes without losing the human element. since kinematic templates guide movements, rather than strictly prescribe them, they constitute a visual composition aid that lies between unaided freehand drawing and rigid drawing aids such as snapping guides, masks, and perfect geometric primitives.
enabling web browsers to augment web sites' filtering and sorting functionalities. existing augmentations of web pages are mostly small cosmetic changes (e.g., removing ads) and minor addition of third-party content (e.g., product prices from competing sites). none leverages the structured data presented in web pages. this paper describes sifter, a web browser extension that can augment a well-structured web site with advanced filtering and sorting functionality. these added features work inside the site's own pages, preserving the site's presentational style and the user's context. sifter contains an algorithm that scrapes structured data out of well-structured web pages while usually requiring no user intervention. we tested sifter on real web sites and real users and found that people could use sifter to perform sophisticated queries and high-level analyses on sizable data collections on the web. we propose that web sites can be similarly augmented with other sophisticated data-centric functionality, giving users new benefits over the existing web.
lineogrammer: creating diagrams by drawing. we present the design of lineogrammer, a diagram-drawing system motivated by the immediacy and fluidity of pencil-drawing. we attempted for lineogrammer to feel like a modeless diagramming "medium" in which stylus input is immediately interpreted as a command, text label or a drawing element, and drawing elements snap to or sculpt from existing elements. an inferred dual representation allows geometric diagram elements, no matter how they were entered, to be manipulated at granularities ranging from vertices to lines to shapes. we also integrate lightweight tools, based on rulers and construction lines, for controlling higher-level diagram attributes, such as symmetry and alignment. we include preliminary usability observations to help identify areas of strength and weakness with this approach.
using a low-cost electroencephalograph for task classification in hci research. modern brain sensing technologies provide a variety of methods for detecting specific forms of brain activity. in this paper, we present an initial step in exploring how these technologies may be used to perform task classification and applied in a relevant manner to hci research. we describe two experiments showing successful classification between tasks using a low-cost off-the-shelf electroencephalograph (eeg) system. in the first study, we achieved a mean classification accuracy of 84.0% in subjects performing one of three cognitive tasks - rest, mental arithmetic, and mental rotation - while sitting in a controlled posture. in the second study, conducted in more ecologically valid setting for hci research, we attained a mean classification accuracy of 92.4% using three tasks that included non-cognitive features: a relaxation task, playing a pc based game without opponents, and engaging opponents within the game. throughout the paper, we provide lessons learned and discuss how hci researchers may utilize these technologies in their work.
ilovesketch: as-natural-as-possible sketching system for creating 3d curve models. we present ilovesketch, a 3d curve sketching system that captures some of the affordances of pen and paper for professional designers, allowing them to iterate directly on concept 3d curve models. the system coherently integrates existing techniques of sketch-based interaction with a number of novel and enhanced features. novel contributions of the system include automatic view rotation to improve curve sketchability, an axis widget for sketch surface selection, and implicitly inferred changes between sketching techniques. we also improve on a number of existing ideas such as a virtual sketchbook, simplified 2d and 3d view navigation, multi-stroke nurbs curve creation, and a cohesive gesture vocabulary. an evaluation by a professional designer shows the potential of our system for deployment within a real design process.
translating keyword commands into executable code. modern applications provide interfaces for scripting, but many users do not know how to write script commands. however, many users are familiar with the idea of entering keywords into a web search engine. hence, if a user is familiar with the vocabulary of an application domain, we anticipate that they could write a set of keywords expressing a command in that domain. for instance, in the web browsing domain, a user might enter <b>click search button</b>. we call expressions of this form keyword commands, and we present a novel approach for translating keyword commands directly into executable code. our prototype of this system in the web browsing domain translates <b>click search button</b> into the chickenfoot code <b>click(findbutton("search"))</b>. this code is then executed in the context of a web browser to carry out the effect. we also present an implementation of this system in the domain of microsoft word. a user study revealed that subjects could use keyword commands to successfully complete 90% of the web browsing tasks in our study without instructions or training. conversely, we would expect users to complete close to 0% of the tasks if they had to guess the underlying javascript commands with no instructions or training.
is the sky pure today? awkchecker: an assistive tool for detecting and correcting collocation errors. collocation preferences represent the commonly used expressions, idioms, and word pairings of a language. because collocation preferences arise from consensus usage, rather than a set of well-defined rules, they must be learned on a case-by-case basis, making them particularly challenging for non-native speakers of a language. to assist non-native speakers with these parts of a language, we developed awkchecker, the first end-user tool geared toward helping non-native speakers detect and correct collocation errors in their writing. as a user writes, awkchecker automatically flags collocation errors and suggests replacement expressions that correspond more closely to consensus usage. these suggestions include example usage to help users choose the best candidate. we describe awkchecker's interface, its novel methods for detecting collocation errors and suggesting alternatives, and an early study of its use by non-native english speakers at our institution. collectively, these contributions advance the state of the art in writing aids for non-native speakers.
brain-computer interaction. the promise of brain-computer interfaces (bci) technology is to augment human capabilities by enabling people to interact with a computer through a conscious and spontaneous modulation of their brainwaves after a short training period. indeed, by analyzing brain electrical activity online, several groups have designed brain-actuated systems that provide alternative channels for communication, entertainment and control. thus, a person can write messages using a virtual keyboard on a computer screen and also browse the internet. alternatively, subjects can operate simple computer games, or brain games, and interact with educational software. researchers have also been able to train monkeys to move a computer cursor to desired targets and also to control a robot arm. work with humans has shown that it is possible for them to move a cursor and even to drive a mobile robot between rooms in a house model. in this talk i will review the field of bci, with a focus on non-invasive systems based on electroencephalogram (eeg) signals. i will also describe three brain-actuated applications we have developed: a virtual keyboard, a brain game, and a mobile robot (emulating a motorized wheelchair). finally, we discuss current research directions we are pursuing in order to improve the performance and robustness of our bci system, especially for real-time control of brain-actuated robots.
scratch input: creating large, inexpensive, unpowered and mobile finger input surfaces. we present scratch input, an acoustic-based input technique that relies on the unique sound produced when a fingernail is dragged over the surface of a textured material, such as wood, fabric, or wall paint. we employ a simple sensor that can be easily coupled with existing surfaces, such as walls and tables, turning them into large, unpowered and ad hoc finger input surfaces. our sensor is sufficiently small that it could be incorporated into a mobile device, allowing any suitable surface on which it rests to be appropriated as a gestural input surface. several example applications were developed to demonstrate possible interactions. we conclude with a study that shows users can perform six scratch input gestures at about 90% accuracy with less than five minutes of training and on wide variety of surfaces.
huddle: automatically generating interfaces for systems of multiple connected appliances. systems of connected appliances, such as home theaters and presentation rooms, are becoming commonplace in our homes and workplaces. these systems are often difficult to use, in part because users must determine how to split the tasks they wish to perform into sub-tasks for each appliance and then find the particular functions of each appliance to complete their sub-tasks. this paper describes huddle, a new system that automatically generates task-based interfaces for a system of multiple appliances based on models of the content flow within the multi-appliance system.
taskposé: exploring fluid boundaries in an associative window visualization. window management research has aimed to leverage users' tasks to organize the growing number of open windows in a useful manner. this research has largely assumed task classifications to be binary -- either a window is in a task, or not -- and context-independent. we suggest that the continual evolution of tasks can invalidate this approach and instead propose a fuzzy association model in which windows are related to one another by varying degrees. task groupings are an emergent property of our approach. to support the association model, we introduce the windowrank algorithm and its use in determining window association. we then describe taskposé, a prototype window switch visualization embodying these ideas, and report on a week-long user study of the system.
procedural haptic texture. we present the haptic shading framework (hsf), a framework for procedurally defining haptic texture. hsf haptic texture shaders are short procedures allowing an application-programmer to easily define interesting haptic surface interaction and the parameters that control the surface properties. these shaders provide the illusion of surface characteristics by altering previously calculated forces from object collision in the haptic pipeline.hsf can be used in an existing haptic application with few modifications. the framework consists of user-programmable modules that are dynamically loaded. this framework and all user-defined procedures are written in c++, with a provided library of useful math and geometry functions. these functions are meant to mimic renderman functionality, creating a familiar shading environment. as we demonstrate, many procedural shading methods and algorithms can be directly adopted for haptic shading.
bringing physics to the surface. this paper explores the intersection of emerging surface technologies, capable of sensing multiple contacts and of-ten shape information, and advanced games physics engines. we define a technique for modeling the data sensed from such surfaces as input within a physics simulation. this affords the user the ability to interact with digital objects in ways analogous to manipulation of real objects. our technique is capable of modeling both multiple contact points and more sophisticated shape information, such as the entire hand or other physical objects, and of mapping this user input to contact forces due to friction and collisions within the physics simulation. this enables a variety of fine-grained and casual interactions, supporting finger-based, whole-hand, and tangible input. we demonstrate how our technique can be used to add real-world dynamics to interactive surfaces such as a vision-based tabletop, creating a fluid and natural experience. our approach hides from application developers many of the complexities inherent in using physics engines, allowing the creation of applications without preprogrammed interaction behavior or gesture recognition.
inky: a sloppy command line for the web with rich visual feedback. we present inky, a command line for shortcut access to common web tasks. inky aims to capture the efficiency benefits of typed commands while mitigating their usability problems. inky commands have little or no new syntax to learn, and the system displays rich visual feedback while the user is typing, including missing parameters and contextual information automatically clipped from the target web site. inky is an example of a new kind of hybrid between a command line and a gui interface. we describe the design and implementation of two prototypes of this idea, and report the results of a preliminary user study.