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266
Teddy: A sketching interface for 3d freeform design
, 1999
"... We present a sketching interface for quickly and easily designing freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes interactively on the screen and the system automatically constructs plausible 3D polygonal surfaces. Our system supports seve ..."
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Cited by 486 (35 self)
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We present a sketching interface for quickly and easily designing freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes interactively on the screen and the system automatically constructs plausible 3D polygonal surfaces. Our system supports several modeling operations, including the operation to construct a 3D polygonal surface from a 2D silhouette drawn by the user: it inflates the region surrounded by the silhouette making wide areas fat, and narrow areas thin. Teddy, our prototype system, is implemented as a Java ™ program, and the mesh construction is done in real-time on a standard PC. Our informal user study showed that a first-time user typically masters the operations within 10 minutes, and can construct interesting 3D models within minutes.
SKETCH: An Interface for Sketching 3D Scenes
, 1996
"... Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems are good at generating arbitrary views of precise ..."
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Cited by 320 (22 self)
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Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems are good at generating arbitrary views of precise 3D models and support high-level editing and revision. TheSKETCH application described in this paper attempts to combine the advantages of each in order to create an environment for rapidly conceptualizing and editing approximate 3D scenes. To achieve this, SKETCH uses simple non-photorealistic rendering and a purely gestural interface based on simplified line drawings of primitives that allows all operations to be specified within the 3D world.
DENIM: Finding a Tighter Fit Between Tools and practice for Web Site design
- CHI 2000
, 2000
"... Through a study of web site design practice, we observed that web site designers design sites at different levels of refinement--site map, storyboard, and individual page--and that designers sketch at all levels during the early stages of design. However, existing web design tools do not support the ..."
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Cited by 153 (17 self)
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Through a study of web site design practice, we observed that web site designers design sites at different levels of refinement--site map, storyboard, and individual page--and that designers sketch at all levels during the early stages of design. However, existing web design tools do not support these tasks very well. Informed by these observations, we created DENIM, a system that helps web site designers in the early stages of design. DENIM supports sketching input, allows design at different refinement levels, and unifies the levels through zooming. We performed an informal evaluation with seven professional designers and found that they reacted positively to the concept and were interested in using such a system in their work.
Designing the User Interface for Multimodal Speech and Pen-based Gesture Applications: State-of-the-Art Systems and Future Research Directions
, 2000
"... The growing interest in multimodal interface design is inspired in large part by the goals of supporting more transparent, flexible, efficient, and powerfully expressive means of humancomputer interaction than in the past. Multimodal interfaces are expected to support a wider range of diverse applic ..."
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Cited by 150 (15 self)
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The growing interest in multimodal interface design is inspired in large part by the goals of supporting more transparent, flexible, efficient, and powerfully expressive means of humancomputer interaction than in the past. Multimodal interfaces are expected to support a wider range of diverse applications, to be usable by a broader spectrum of the average population, and to function more reliably under realistic and challenging usage conditions. In this paper, we summarize the emerging architectural approaches for interpreting speech and pen-based gestural input in a robust manner--- including early and late fusion approaches, and the new hybrid symbolic/statistical approach. We also describe a diverse collection of state-of-the-art multimodal systems that process users' spoken and gestural input. These applications range from map-based and virtual reality systems for engaging in simulations and training, to field medic systems for mobile use in noisy environments, to web-based transactions and standard text-editing applications that will reshape daily computing and have a significant commercial impact. To realize successful multimodal systems of the future, many key research challenges remain to be addressed. Among these challenges are the development of cognitive theories to guide multimodal system design, and the development of effective natural language processing, dialogue processing, and error handling techniques. In addition, new multimodal systems will be needed that can function more robustly and adaptively, and with support for collaborative multi-person use. Before this new class of systems can proliferate, toolkits also will be needed to promote software development for both simulated and functioning systems. Multimodal Speech and Gesture Interfaces 3 CONT...
User Interface Software Tools
- ACM TRANSACTIONS ON COMPUTER-HUMAN INTERACTION
, 1993
"... Almost as long as there have been user interfaces, there have been special software systems and tools to help design and implement the user interface software. Many of these tools have demonstrated significant productivity gains for programmers, and have become important commercial products. Others ..."
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Cited by 149 (12 self)
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Almost as long as there have been user interfaces, there have been special software systems and tools to help design and implement the user interface software. Many of these tools have demonstrated significant productivity gains for programmers, and have become important commercial products. Others have proven less successful at supporting the kinds of user interfaces people want to build. This article discusses the different kinds of user interface software tools, and investigates why some approaches have worked and others have not. Many examples of commercial and research systems are included. Finally, current research directions and open issues in the field are discussed.
The Amulet Environment: New Models for Effective User Interface Software Development
- IEEE TRANSACTIONS ON SOFTWARE ENGINEERING
, 1996
"... The Amulet user interface development environment makes it easier for programmers to create highly-interactive, graphical user interface software for Unix, Windows or Macintosh. Amulet uses new models for objects, constraints, animation, input, output, commands, and undo. The object system is a prot ..."
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Cited by 146 (27 self)
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The Amulet user interface development environment makes it easier for programmers to create highly-interactive, graphical user interface software for Unix, Windows or Macintosh. Amulet uses new models for objects, constraints, animation, input, output, commands, and undo. The object system is a prototype-instance model in which there is no distinction between classes and instances or between methods and data. The constraint system allows any value of any object to be computed by arbitrary code and supports multiple constraint solvers. Animations can be attached to existing objects with a single line of code. Input from the user is handled by "Interactor" objects which support reuse of behavior objects. The output model provides a declarative definition of the graphics, and supports automatic refresh. Command objects encapsulate all of the information needed about operations, including support for various ways to undo them. An key feature of the Amulet design is that all graphical objec...
Interactive Beautification: A Technique for Rapid Geometric Design
"... We propose interactive beautification, a technique for rapid geometric design, and introduce the technique and its algorithm with a prototype system Pegasus. The motivation is to solve the problems with current drawing systems: too many complex commands and unintuitive procedures to satisfy geometri ..."
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Cited by 107 (6 self)
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We propose interactive beautification, a technique for rapid geometric design, and introduce the technique and its algorithm with a prototype system Pegasus. The motivation is to solve the problems with current drawing systems: too many complex commands and unintuitive procedures to satisfy geometric constraints. Interactive beautification system receives the user's freestroke and beautifies it by considering geometric constraints among segments. A single stroke is beautified one after another, preventing accumulation of recognition errors or catastrophic deformation. Supported geometric constraints includes perpendicularity, congruence, symmetry, etc., which were not seen in existing freestroke recognition systems. In addition, the system generates multiple candidates as a result of beautification to solve the problem of ambiguity. Using the technique, the user can draw precise diagrams rapidly satisfying geometric relations without using any editing commands. Interactive beautificat...