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A Conceptual Framework and a Toolkit for Supporting the Rapid Prototyping of Context-Aware Applications
, 2001
"... Computing devices and applications are now used beyond the desktop, in diverse environments, and this trend toward ubiquitous computing is accelerating. One challenge that remains in this emerging research field is the ability to enhance the behavior of any application by informing it of the context ..."
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Cited by 906 (28 self)
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Computing devices and applications are now used beyond the desktop, in diverse environments, and this trend toward ubiquitous computing is accelerating. One challenge that remains in this emerging research field is the ability to enhance the behavior of any application by informing it of the context of its use. By context, we refer to any information that characterizes a situation related to the interaction between humans, applications and the surrounding environment. Context-aware applications promise richer and easier interaction, but the current state of research in this field is still far removed from that vision. This is due to three main problems: (1) the notion of context is still ill defined; (2) there is a lack of conceptual models and methods to help drive the design of context-aware applications; and (3) no tools are available to jump-start the development of context-aware applications. In this paper, we address these three problems in turn. We first define context, identify categories of contextual information, and characterize context-aware application behavior. Though the full impact of context-aware computing requires understanding very subtle and high-level notions of context, we are focusing our efforts on the pieces of context that can be inferred automatically from sensors in a physical environment. We then present a conceptual framework that separates the acquisition and representation of context from the delivery and reaction to context by a contextaware application. We have built a toolkit, the Context Toolkit, that instantiates this conceptual framework and supports the rapid development of a rich space of context-aware applications. We illustrate the usefulness of the conceptual framework by describing a number of contextaware applications that h...
Charting Past, Present and Future Research in Ubiquitous Computing
- ACM Transactions on Computer-Human Interaction
, 2000
"... . The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ..."
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Cited by 438 (6 self)
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. The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ubicomp has pushed three interaction themes: natural interfaces, context-aware applications, and automated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitous computing implicitly requires addressing some notion of scale; whether in the number and type of devices, the physical space of distributed computing or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availability of computing away from the traditional desktop fun...
Emerging Frameworks for Tangible User Interfaces
, 2001
"... For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual p ..."
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Cited by 374 (9 self)
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For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual paradigm of human-computer interaction. In this chapter, we discuss a growing space of interfaces in which physical objects play a central role as both physical representations and controls for digital information. We present an interaction model and key characteristics for such "tangible user interfaces," and explore these characteristics in a number of interface examples. This discussion supports a newly integrated view of both recent and previous work, and points the way towards new kinds of computationally-mediated interfaces that more seamlessly weave together the physical and digital worlds.
What We Talk About When We Talk About Context
- Personal and Ubiquitous Computing
, 2004
"... The emergence of ubiquitous computing as a new design paradigm poses significant challenges for HCI and interaction design. Traditionally, human-computer interaction has taken place within a constrained and well-understood domain of experience single users sitting at desks and interacting with con ..."
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Cited by 358 (1 self)
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The emergence of ubiquitous computing as a new design paradigm poses significant challenges for HCI and interaction design. Traditionally, human-computer interaction has taken place within a constrained and well-understood domain of experience single users sitting at desks and interacting with conventionally-designed computers employing screens, keyboards and mice for interaction. New opportunities have engendered considerable interest in context-aware computing computational systems that can sense and respond to aspects of the settings in which they are used. However, considerable confusion surrounds the notion of context what it means, what it includes, and what role it plays in interactive systems. This paper suggests that the representational stance implied by conventional interpretations of context misinterprets the role of context in everyday human activity, and proposes an alternative model that suggests different directions for design.
Augmented Surfaces: A Spatially Continuous Work Space for Hybrid Computing Environments
, 1999
"... This paper describes our design and implementation of a computer augmented environment that allows users to smoothly interchange digital information among their portable computers, table and wall displays, and other physical objects. Supported by a camera-based object recognition system, users can e ..."
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Cited by 329 (4 self)
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This paper describes our design and implementation of a computer augmented environment that allows users to smoothly interchange digital information among their portable computers, table and wall displays, and other physical objects. Supported by a camera-based object recognition system, users can easily integrate their portable computers with the pre-installed ones in the environment. Users can use displays projected on tables and walls as a spatially continuous extension of their portable computers. Using an interaction technique called hyperdragging, users can transfer information from one computer to another, by only knowing the physical relationship between them. We also provide a mechanism for attaching digital data to physical objects, such as a videotape or a document folder, to link physical and digital spaces.
i-LAND: An interactive Landscape for Creativity and Innovation
- CHI'99
, 1999
"... We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported coope ..."
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Cited by 326 (9 self)
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We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported cooperative work. Its design is based on an integration of information and architectural spaces, implications of new work practices and an empirical requirements study informing our design. i-LAND consists of several ‘roomware’ components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive electronic wall, an interactive table, two computer-enhanced chairs, and two “bridges” for the Passage-mechanism. This is complemented by the description of the creativity support application and the technological infrastructure. The paper is accompanied by a video figure in the CHI’99 video program.
SmartSkin: An Infrastructure for Freehand Manipulation on Interactive Surfaces
, 2002
"... This paper introduces a new sensor architecture for making interactive surfaces that are sensitive to human hand and finger gestures. This sensor recognizes multiple hand positions and shapes and calculates the distance between the hand and the surface by using capacitive sensing and a mesh-shaped a ..."
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Cited by 290 (6 self)
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This paper introduces a new sensor architecture for making interactive surfaces that are sensitive to human hand and finger gestures. This sensor recognizes multiple hand positions and shapes and calculates the distance between the hand and the surface by using capacitive sensing and a mesh-shaped antenna. In contrast to camera-based gesture recognition systems, all sensing elements can be integrated within the surface, and this method does not suffer from lighting and occlusion problems. This paper describes the sensor architecture, as well as two working prototype systems: a table-size system and a tablet-size system. It also describes several interaction techniques that would be difficult to perform without using this architecture.
Bridging Physical and Virtual Worlds with Electronic Tags
, 1999
"... The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implem ..."
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Cited by 281 (7 self)
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The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implemented in which the physical world can be invisibly and seamlessly augmented with electronic tags in order to connect physical objects with virtual representations or computational functionality. We demonstrate the utility of linking physical objects to electronic services and actions that are naturally associated with their form (e.g., a dictionary and a web-based translation service). Unlike previous work in this area, we have focused on uniquely combining four inexpensive technologies with off-the-shelf applications, everyday objects, and computational devices. KEYWORDS: RFID tag, ubiquitous computing, tangible interface, physical UI, phicon, augmented reality. INTRODUCTION Six years ag...
Phidgets: easy development of physical interfaces through physical widgets
- In UIST ’01: Proceedings of the 14th annual ACM symposium on User interface software and technology
, 2001
"... 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 ha ..."
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Cited by 279 (23 self)
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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.