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279
Papier-Mâché: Toolkit Support for Tangible Input
, 2004
"... Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires “getting down and dirty ” with input technologies such as computer vision. Consequently, only a small cadre of technology experts can c ..."
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Cited by 100 (12 self)
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Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires “getting down and dirty ” with input technologies such as computer vision. Consequently, only a small cadre of technology experts can currently build these UIs. Based on a literature review and structured interviews with nine TUI researchers, we created Papier-Mâché, a toolkit for building tangible interfaces using computer vision, electronic tags, and barcodes. Papier-Mâché introduces a high-level event model for working with these technologies that facilitates technology portability. For example, an application can be prototyped with computer vision and deployed with RFID. We present an evaluation of our toolkit with six class projects and a user study with seven programmers, finding the input abstractions, technology portability, and monitoring window to be highly effective.
The Human Experience
- IEEE Pervasive Computing
, 2002
"... To address Weiser’s human-centered vision of ubiquitous computing, the authors focus on physical interaction, general application features, and theories of design and evaluation for this new mode of human–computer interaction. ..."
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Cited by 98 (1 self)
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To address Weiser’s human-centered vision of ubiquitous computing, the authors focus on physical interaction, general application features, and theories of design and evaluation for this new mode of human–computer interaction.
Reflective physical prototyping through integrated design, test, and analysis
- UIST '06. ACM
, 2006
"... Prototyping is the pivotal activity that structures innovation, collaboration, and creativity in design. Prototypes embody design hypotheses and enable designers to test them. Framing design as a thinking-by-doing activity foregrounds iteration as a central concern. This paper presents d.tools, a to ..."
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Cited by 81 (10 self)
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Prototyping is the pivotal activity that structures innovation, collaboration, and creativity in design. Prototypes embody design hypotheses and enable designers to test them. Framing design as a thinking-by-doing activity foregrounds iteration as a central concern. This paper presents d.tools, a toolkit that embodies an iterative-design-centered approach to prototyping information appliances. This work offers contributions in three areas. First, d.tools introduces a statechart-based visual design tool that provides a low threshold for early-stage prototyping, extensible through code for higher-fidelity prototypes. Second, our research introduces three important types of hardware extensibility — at the hardware-to-PC interface, the intra-hardware communication level, and the circuit level. Third, d.tools integrates design, test, and analysis of information appliances. We have evaluated d.tools through three studies: a laboratory study with thirteen participants; rebuilding prototypes of existing and emerging devices; and by observing seven student teams who built prototypes with d.tools. ACM Classification: H.5.2. [Information Interfaces]: User Interfaces — input devices and strategies; interaction styles; prototyping; user-centered design. D.2.2 [Software
DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences
- In ACM Symp. on User Interface Software and Technology (UIST’04
, 2004
"... In this paper, we describe The Designerʼs Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses t ..."
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Cited by 79 (11 self)
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In this paper, we describe The Designerʼs Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from storyboards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.
A taxonomy of ambient information systems: four patterns of design
- In Proceedings of the working conference on Advanced visual interfaces, AVI ’06
, 2006
"... Researchers have explored the design of ambient information systems across a wide range of physical and screen-based media. This work has yielded rich examples of design approaches to the problem of presenting information about a user’s world in a way that is not distracting, but is aesthetically pl ..."
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Cited by 77 (3 self)
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Researchers have explored the design of ambient information systems across a wide range of physical and screen-based media. This work has yielded rich examples of design approaches to the problem of presenting information about a user’s world in a way that is not distracting, but is aesthetically pleasing, and tangible to varying degrees. Despite these successes, accumulating theoretical and craft knowledge has been stymied by the lack of a unified vocabulary to describe these systems and a consequent lack of a framework for understanding their design attributes. We argue that this area would significantly benefit from consensus about the design space of ambient information systems and the design attributes that define and distinguish existing approaches. We present a definition of ambient information systems and a taxonomy across four design dimensions: Information Capacity, Notification Level, Representational Fidelity, and Aesthetic Emphasis. Our analysis has uncovered four patterns of system design and points to unexplored regions of the design space, which may motivate future work in the field.
CAMP: A magnetic poetry interface for end-user programming of capture applications for the home
- in Proceedings of Ubicomp 2004
, 2004
"... Abstract. As the trend towards technology-enriched home environments progresses, the need to enable users to create applications to suit their own lives increases. While several recent projects focus on lowering barriers for application creation by using simplified input mechanisms and languages, th ..."
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Cited by 60 (1 self)
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Abstract. As the trend towards technology-enriched home environments progresses, the need to enable users to create applications to suit their own lives increases. While several recent projects focus on lowering barriers for application creation by using simplified input mechanisms and languages, these projects often approach application creation from a developer’s perspective, focusing on devices and their interactions, rather than users ’ goals or tasks. In this paper, we present a study that examines how users conceptualize applications involving automated capture and playback of home activities and reveals a breadth of home applications that people desire. We introduce CAMP, a system that enables end-user programming for smart home environments based on a magnetic poetry metaphor. We describe how CAMP’s simple interface for creating applications supports users ’ natural conceptual models of capture applications. Finally, we present a preliminary evaluation of CAMP and assess its ability to support a breadth of desired home applications as well as the user’s conceptual model. 1
Authoring sensor-based interactions by demonstration with direct manipulation and pattern recognition
- CHI '07
, 2007
"... Sensors are becoming increasingly important in interaction design. Authoring a sensor-based interaction comprises three steps: choosing and connecting the appropriate hardware, creating application logic, and specifying the relationship between sensor values and application logic. Recent research ha ..."
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Cited by 52 (5 self)
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Sensors are becoming increasingly important in interaction design. Authoring a sensor-based interaction comprises three steps: choosing and connecting the appropriate hardware, creating application logic, and specifying the relationship between sensor values and application logic. Recent research has successfully addressed the first two issues. However, linking sensor input data to application logic remains an exercise in patience and trial-and-error testing for most designers. This paper introduces techniques for authoring sensor-based interactions by demonstration. A combination of direct manipulation and pattern recognition techniques enables designers to control how demonstrated examples are generalized to interaction rules. This approach emphasizes design exploration by enabling very rapid iterative demonstrate-edit-review cycles. This paper describes the manifestation of these techniques in a design tool, Exemplar, and presents evaluations through a first-use lab study and a theoretical analysis using the Cognitive Dimensions of Notation framework.
The Frankencamera: An Experimental Platform for Computational Photography
, 2012
"... Although there has been much interest in computational photography within the research and photography communities, progress has been hampered by the lack of a portable, programmable camera with sufficient image quality and computing power. To address this problem, we have designed and implemented a ..."
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Cited by 52 (12 self)
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Although there has been much interest in computational photography within the research and photography communities, progress has been hampered by the lack of a portable, programmable camera with sufficient image quality and computing power. To address this problem, we have designed and implemented an open architecture and application programming interface (API) for such cameras: the Frankencamera. It consists of a base hardware specification, a software stack based on Linux, and an API for C++. Our architecture permits control and synchronization of the sensor and image processing pipeline at the microsecond timescale, as well as the ability to incorporate and synchronize external hardware like lenses and flashes. This paper specifies our architecture and API, and it describes two reference implementations we have built. Using these implementations, we demonstrate several computational photography applications: high dynamic range (HDR) viewfinding and capture, automated acquisition of extended dynamic range panoramas, foveal imaging, and inertial measurement unit (IMU)-based hand shake detection. Our goal is to standardize the architecture and distribute Frankencameras to researchers and students, as a step toward creating a community of photographer-programmers who develop algorithms, applications, and hardware for computational cameras.
A Survey of Research on Context-Aware Homes
, 2003
"... The seamless integration of people, devices and computation will soon become part of our daily life. Sensors, actuators, wireless networks and ubiquitous devices powered by intelligent computation will blend into future environments in which people will live. Despite showing great promise, research ..."
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Cited by 51 (0 self)
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The seamless integration of people, devices and computation will soon become part of our daily life. Sensors, actuators, wireless networks and ubiquitous devices powered by intelligent computation will blend into future environments in which people will live. Despite showing great promise, research into future computing technologies is often far removed from the needs of users. The nature of such future systems is otten too obtrusive, seemingly denying their purpose. Furthermore, most research on context-aware environments and ubiquitous computing conducted so far has concentrated on supporting people while at work. This paper presents research issues that need to be addressed to enhance the quality of life for people living in context-aware homes. We survey current research and present strategies that facilitate the diffusion of information technology into homes in order to inspire positive emotions, encourage effortless exploration of content and help occupants to achieve tasks at hand.
Enabling always-available input with muscle-computer interfaces
- In Proceedings of the ACM Symposium on User Interface Software and Technology
, 2009
"... Enabling always-available input with muscle-computer interfaces ..."
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Cited by 46 (5 self)
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Enabling always-available input with muscle-computer interfaces