waashk/dblp huggingface dataset:
modelcraft: capturing freehand annotations and edits on physical 3d models. with the availability of affordable new desktop fabrication techniques such as 3d printing and laser cutting, physical models are used increasingly often during the architectural and industrial design cycle. models can easily be annotated to capture comments, edits and other forms of feedback. unfortunately, these annotations remain in the physical world and cannot be easily transferred back to the digital world. here we present a simple solution to this problem based on a tracking pattern printed on the surface of each model. our solution is inexpensive, requires no tracking infrastructure or per object calibration, and can be used in the field without a computer nearby. it lets users not only capture annotations, but also edit the model using a simple yet versatile command system. once captured, annotations and edits are merged into the original cad models. there they can be easily edited or further refined. we present the design of a solidworks plug-in implementing this concept, and report initial feedback from potential users using our prototype. we also present how this prototype could be extended seamlessly to a fully functional system using current 3d printing technology.
hybrid infrared and visible light projection for location tracking. a number of projects within the computer graphics, computer vision, and human-computer interaction communities have recognized the value of using projected structured light patterns for the purposes of doing range finding, location dependent data delivery, projector adaptation, or object discovery and tracking. however, most of the work exploring these concepts has relied on visible structured light patterns resulting in a caustic visual experience. in this work, we present the first design and implementation of a high-resolution, scalable, general purpose invisible near-infrared projector that can be manufactured in a practical manner. this approach is compatible with simultaneous visible light projection and integrates well with future digital light processing (dlp) projector designs -- the most common type of projectors today. by unifying both the visible and non-visible pattern projection into a single device, we can greatly simply the implementation and execution of interactive projection systems. additionally, we can inherently provide location discovery and tracking capabilities that are unattainable using other approaches.
iterative design and evaluation of an event architecture for pen-and-paper interfaces. this paper explores architectural support for interfaces combining pen, paper, and pc. we show how the event-based approach common to guis can apply to augmented paper, and describe additions to address paper's distinguishing characteristics. to understand the developer experience of this architecture, we deployed the toolkit to 17 student teams for six weeks. analysis of the developers' code provided insight into the appropriateness of events for paper uis. the usage patterns we distilled informed a second iteration of the toolkit, which introduces techniques for integrating interactive and batched input handling, coordinating interactions across devices, and debugging paper applications. the study also revealed that programmers created gesture handlers by composing simple ink measurements. this desire for informal interactions inspired us to include abstractions for recognition. this work has implications beyond paper - designers of graphical tools can examine api usage to inform iterative toolkit development.
octopocus: a dynamic guide for learning gesture-based command sets. we describe octopocus, an example of a dynamic guide that combines on-screen feedforward and feedback to help users learn, execute and remember gesture sets. octopocus can be applied to a wide range of single-stroke gestures and recognition algorithms and helps users progress smoothly from novice to expert performance. we provide an analysis of the design space and describe the results of two experi-ments that show that octopocus is significantly faster and improves learning of arbitrary gestures, compared to con-ventional help menus. it can also be adapted to a mark-based gesture set, significantly improving input time compared to a two-level, four-item hierarchical marking menu.
multi-layer interaction for digital tables. interaction on digital tables has been restricted to a single layer on the table's active work-surface. we extend the design space of digital tables to include multiple layers of interaction. we leverage 3d position information of a pointing device to support interaction in the space above the active work-surface by creating multiple layers with drift-correction in which the user can interact with an application. we also illustrate through a point-design that designers can use multiple-layers to create a rich and clutter free application. a subjective evaluation showed that users liked the interaction techniques and found that, because of the drift correction we use, they could control the pointer when working in any layer.
edge-respecting brushes. digital paint is one of the more successful interactive applications of computing. brushes that apply various effects to an image have been central to this success. current painting techniques ignore the underlying image. by considering that image we can help the user paint more effectively. there are algorithms that assist in selecting regions to paint including flood fill, intelligent scissors and graph cut. selected regions and the algorithms to create them introduce conceptual layers between the user and the painting task. we propose a series of "edge-respecting brushes" that spread paint or other effects according to the edges and texture of the image being modified. this restores the simple painting metaphor while providing assistance in working with the shapes already in the image. our most successful fill brush algorithm uses competing least-cost-paths to identify what should be selected and what should not.
camera phone based motion sensing: interaction techniques, applications and performance study. this paper presents tinymotion, a pure software approach for detecting a mobile phone user's hand movement in real time by analyzing image sequences captured by the built-in camera. we present the design and implementation of tinymotion and several interactive applications based on tinymotion. through both an informal evaluation and a formal 17-participant user study, we found that 1. tinymotion can detect camera movement reliably under most background and illumination conditions. 2. target acquisition tasks based on tinymotion follow fitts' law and fitts law parameters can be used for tinymotion based pointing performance measurement. 3. the users can use vision tilttext, a tinymotion enabled input method, to enter sentences faster than multitap with a few minutes of practicing. 4. using camera phone as a handwriting capture device and performing large vocabulary, multilingual real time handwriting recognition on the cell phone are feasible. 5. tinymotion based gaming is enjoyable and immediately available for the current generation camera phones. we also report user experiences and problems with tinymotion based interaction as resources for future design and development of mobile interfaces.
backward highlighting: enhancing faceted search. directional faceted browsers, such as the popular column browser itunes, let a person pick an instance from any column-facet to start their search for music. the expected effect is that any columns to the right are filtered. in keeping with this directional filtering from left to right, however, the unexpected effect is that the columns to the left of the click provide no information about the possible associations to the selected item. in itunes, this means that any selection in the album column on the right returns no information about either the artists (immediate left) or genres (leftmost) associated with the chosen album. backward highlighting (bh) is our solution to this problem, which allows users to see and utilize, during search, associations in columns to the left of a selection in a directional column browser like itunes. unlike other possible solutions, this technique allows such browsers to keep direction in their filtering, and so provides users with the best of both directional and non-directional styles. as well as describing bh in detail, this paper presents the results of a formative user study, showing benefits for both information discovery and subsequent retention in memory.
highlight: a system for creating and deploying mobile web applications. we present a new server-side architecture that enables rapid prototyping and deployment of mobile web applications created from existing web sites. key to this architecture is a remote control metaphor in which the mobile device controls a fully functional browser that is embedded within a proxy server. content is clipped from the proxy browser, transformed if necessary, and then sent to the mobile device as a typical web page. users' interactions with that content on the mobile device control the next steps of the proxy browser. we have found this approach to work well for creating mobile sites from a variety of existing sites, including those that use dynamic html and ajax technologies. we have conducted a small user study to evaluate our model and api with experienced web programmers.
interactive environment-aware display bubbles. we present a novel display metaphor which extends traditional tabletop projections in collaborative environments by introducing freeform, environment-aware display representations and a matching set of interaction schemes. for that purpose, we map personalized widgets or ordinary computer applications that have been designed for a conventional, rectangular layout into space-efficient bubbles whose warping is performed with a potential-based physics approach. with a set of interaction operators based on laser pointer tracking, these freeform displays can be transformed and elastically deformed using focus and context visualization techniques. we also provide operations for intuitive instantiation of bubbles, cloning, cut & pasting, deletion and grouping in an interactive way, and we allow for user-drawn annotations and text entry using a projected keyboard. additionally, an optional environment-aware adaptivity of the displays is achieved by imperceptible, realtime scanning of the projection geometry. subsequently, collision-responses of the bubbles with non-optimal surface parts are computed in a rigid body simulation. the extraction of the projection surface properties runs concurrently with the main application of the system. our approach is entirely based on off the-shelf, low-cost hardware including dlp-projectors and firewire cameras.
going beyond the display: a surface technology with an electronically switchable diffuser. we introduce a new type of interactive surface technology based on a switchable projection screen which can be made diffuse or clear under electronic control. the screen can be continuously switched between these two states so quickly that the change is imperceptible to the human eye. it is then possible to rear-project what is perceived as a stable image onto the display surface, when the screen is in fact transparent for half the time. the clear periods may be used to project a second, different image through the display onto objects held above the surface. at the same time, a camera mounted behind the screen can see out into the environment. we explore some of the possibilities this type of screen technology affords, allowing surface computing interactions to extend 'beyond the display'. we present a single self-contained system that combines these off-screen interactions with more typical multi-touch and tangible surface interactions. we describe the technical challenges in realizing our system, with the aim of allowing others to experiment with these new forms of interactive surfaces.
qume: a mechanism to support expertise finding in online help-seeking communities. help-seeking communities have been playing an increasingly critical role in the way people seek and share information. however, traditional help-seeking mechanisms of these online communities have some limitations. in this paper, we describe an expertise-finding mechanism that attempts to alleviate the limitations caused by not knowing users' expertise levels. as a result of using social network data from the online community, this mechanism can automatically infer expertise level. this allows, for example, a question list to be personalized to the user's expertise level as well as to keyword similarity. we believe this expertise location mechanism will facilitate the development of next generation help-seeking communities.
enabling efficient orienteering behavior in webmail clients. webmail clients provide millions of end users with convenient and ubiquitous access to electronic mail - the most successful collaboration tool ever. web email clients are also the platform of choice for recent innovations on electronic mail and for integration of related information services into email. in the enterprise, however, webmail applications have been relegated to being a supplemental tool for mail access from home or while on the road. in this paper, we draw on recent research in the area of electronic mail to understand usage models and performance requirements for enterprise email applications. we then present an innovative architecture for a webmail client. by leveraging recent advances in web browser technology, we show that webmail clients can offer performance and responsiveness that rivals a desktop application while still retaining all the advantages of a browser based client.
zoetrope: interacting with the ephemeral web. the web is ephemeral. pages change frequently, and it is nearly impossible to find data or follow a link after the underlying page evolves. we present zoetrope, a system that enables interaction with the historicalweb (pages, links, and embedded data) that would otherwise be lost to time. using a number of novel interactions, the temporal web can be manipulated, queried, and analyzed from the context of familar pages. zoetrope is based on a set of operators for manipulating content streams. we describe these primitives and the associated indexing strategies for handling temporal web data. they form the basis of zoetrope and enable our construction of new temporal interactions and visualizations.
measuring how design changes cognition at work. the various fields associated with interactive software systems engage in design activities to enable people who would use the resulting systems to meet goals, coordinate with others, find meaning, and express themselves in myriad ways. yet many development projects fail, and we all have contact with clumsy software-based systems that force work-arounds and impose substantial attentional, knowledge and workload burdens. on the other hand, field observations reveal people re-shaping the artifacts they encounter and interact with as resources to cope with the demands of the situations they face as they seek to meet their goals. in this process some new devices are quickly seized upon and exploited in ways that transform the nature of human activity, connections, and expression. the software intensive interactive systems and devices under development around us are valuable to the degree that they expand what people in various roles and organizations can achieve. how can we measure this value provided to others? are current measures of usability adequate? does creeping complexity wipe out incremental gains as products evolve? do designers and developers mis-project the impact when systems-to-be-realized are fielded? which technology changes will trigger waves of expansive adaptations that transform what people do and even why they do it. sponsors of projects to develop new interactive software systems are asking developers for tangible evidence of the value to be delivered to those people responsible for activities and goals in the world. traditional measures of usability and human performance seem inadequate. cycles of inflation in the claims development organizations make (and the legacy of disappointment and surprise) have left sponsors numb and eroded trust. thus, we need to provide new forms of evidence about the potential of new interactive systems and devices to enhance human capability. luckily, this need has been accompanied by a period of innovation in ways to measure the impact of new designs on: growth of expertise in roles,synchronizing activities over wider scopes and ranges,expanding adaptive capacities.. this talk reviews a few of the new measures being tested in each of these categories, points to some of the underlying science, and uses these examples to trigger discussion about how design of future interactive software provides will provide value to stakeholders.
search vox: leveraging multimodal refinement and partial knowledge for mobile voice search. internet usage on mobile devices continues to grow as users seek anytime, anywhere access to information. because users frequently search for businesses, directory assistance has been the focus of many voice search applications utilizing speech as the primary input modality. unfortunately, mobile settings often contain noise which degrades performance. as such, we present search vox, a mobile search interface that not only facilitates touch and text refinement whenever speech fails, but also allows users to assist the recognizer via text hints. search vox can also take advantage of any partial knowledge users may have about the business listing by letting them express their uncertainty in an intuitive way using verbal wildcards. in simulation experiments conducted on real voice search data, leveraging multimodal refinement resulted in a 28% relative reduction in error rate. providing text hints along with the spoken utterance resulted in even greater relative reduction, with dramatic gains in recovery for each additional character.
tapping and rubbing: exploring new dimensions of tactile feedback with voice coil motors. tactile feedback allows devices to communicate with users when visual and auditory feedback are inappropriate. unfortunately, current vibrotactile feedback is abstract and not related to the content of the message. this often clash-es with the nature of the message, for example, when sending a comforting message. we propose addressing this by extending the repertoire of haptic notifications. by moving an actuator perpendicular to the user's skin, our prototype device can tap the user. moving the actuator parallel to the user's skin induces rub-bing. unlike traditional vibrotactile feedback, tapping and rubbing convey a distinct emotional message, similar to those induced by human-human touch. to enable these techniques we built a device we call soundtouch. it translates audio wave files into lateral motion using a voice coil motor found in computer hard drives. soundtouch can produce motion from below 1hz to above 10khz with high precision and fidelity. we present the results of two exploratory studies. we found that participants were able to distinguish a range of taps and rubs. our findings also indicate that tapping and rubbing are perceived as being similar to touch interactions exchanged by humans.
socially augmenting employee profiles with people-tagging. employee directories play a valuable role in helping people find others to collaborate with, solve a problem, or provide needed expertise. serving this role successfully requires accurate and up-to-date user profiles, yet few users take the time to maintain them. in this paper, we present a system that enables users to tag other users with key words that are displayed on their profiles. we discuss how people-tagging is a form of social bookmarking that enables people to organize their contacts into groups, annotate them with terms supporting future recall, and search for people by topic area. in addition, we show that people-tagging has a valuable side benefit: it enables the community to collectively maintain each others' interest and expertise profiles. our user studies suggest that people tag other people as a form of contact management and that the tags they have been given are accurate descriptions of their interests and expertise. moreover, none of the people interviewed reported offensive or inappropriate tags. based on our results, we believe that peopletagging will become an important tool for relationship management in an organization.
a unidraw-based user interface builder. ibuild is a user interface builder that lets a user manipulate simulations of toolkit objects rather than actual toolkit objects. ibuild is built with unidraw, a framework for building graphical editors that is part of the interviews toolkit. unidraw makes the simulation-based approach attractive. simulating toolkit objects in unidraw makes it easier to support editing facilities that are common in other kinds of graphical editors, and it keeps the builder insulated from a particular toolkit implementation. ibuild supports direct manipulation analogs of interviews'' composition mechanisms, which simplify the specification of an interface''s layout and resize semantics. ibuild also leverages the c++ inheritance mechanism to decouple builder-generated code from the rest of the application. and while current user interface builders stop at the widget level, ibuild incorporates unidraw abstractions to simplify the implementation of graphical editors.
the picasso applications framework. picasso is a graphical user interface development system that includes an interface toollkit and an application framework. the application framework provides high-level abstractions including modal dialog boxes and non-modal frames and panels similar to conventional programming language procedures and co-routines. these abstractions can be used to define objects that have local variables and that can be called with parameters. picasso also has a constraint system that is used to bind program variables to widgets, to implement triggered behaviors, and to implement multiple views of data. the system is implemented in common lisp using the common lisp object system and the clx interface to the x window system. keywords: graphical user interface development environment, application framework, user interface toolkit, user interfaces.
extending 2d object arrangement with pressure-sensitive layering cues. we demonstrate a pressure-sensitive depth sorting technique that extends standard two-dimensional (2d) manipulation techniques, particularly those used with multi-touch or multi-point controls. we combine this layering operation with a page-folding metaphor for more fluid interaction in applications requiring 2d sorting and layout.
lightweight material detection for placement-aware mobile computing. numerous methods have been proposed that allow mobile devices to determine where they are located (e.g., home or office) and in some cases, predict what activity the user is currently engaged in (e.g., walking, sitting, or driving). while useful, this sensing currently only tells part of a much richer story. to allow devices to act most appropriately to the situation they are in, it would also be very helpful to know about their placement - for example whether they are sitting on a desk, hidden in a drawer, placed in a pocket, or held in one's hand - as different device behaviors may be called for in each of these situations. in this paper, we describe a simple, small, and inexpensive multispectral optical sensor for identifying materials in proximity to a device. this information can be used in concert with e.g., location information, to estimate, for example, that the device is "sitting on the desk at home", or "in the pocket at work". this paper discusses several potential uses of this technology, as well as results from a two-part study, which indicates that this technique can detect placement at 94.4% accuracy with real-world placement sets.