Results 1 - 10
of
326
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 ..."
Abstract
-
Cited by 438 (6 self)
- Add to MetaCart
. 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...
The Interactive Workspaces Project: Experiences with Ubiquitous Computing Rooms
, 2002
"... The interactive workspaces project explores new possibilities for people working together in technology-rich spaces. The project focuses on augmenting a dedicated meeting space with large displays, wireless or multimodal devices, and seamless mobile appliance integration. ..."
Abstract
-
Cited by 376 (12 self)
- Add to MetaCart
(Show Context)
The interactive workspaces project explores new possibilities for people working together in technology-rich spaces. The project focuses on augmenting a dedicated meeting space with large displays, wireless or multimodal devices, and seamless mobile appliance integration.
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays. UIST
, 2003
"... www.dgp.toronto.edu Recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this incre ..."
Abstract
-
Cited by 203 (11 self)
- Add to MetaCart
(Show Context)
www.dgp.toronto.edu Recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this increased input bandwidth. We present a variety of multifinger and whole hand gestural interaction techniques for these displays that leverage and extend the types of actions that people perform when interacting on real physical tabletops. Apart from gestural input techniques, we also explore interaction and visualization techniques for supporting shared spaces, awareness, and privacy. These techniques are demonstrated within a prototype room furniture layout application, called RoomPlanner.
Partitioning Digital Worlds: Focal and Peripheral Awareness in Multiple Monitor Use
, 2001
"... Software today does not help us partition our digital worlds effectively. We do it ourselves. This field study of users of multiple monitors examines how people with a lot of display space organize and arrange information. Their second monitors are not generally used as extra workspace, they are use ..."
Abstract
-
Cited by 183 (1 self)
- Add to MetaCart
(Show Context)
Software today does not help us partition our digital worlds effectively. We do it ourselves. This field study of users of multiple monitors examines how people with a lot of display space organize and arrange information. Their second monitors are not generally used as extra workspace, they are used for secondary activities related to principal tasks, for peripheral awareness of information that is not the main focus, and for easy access to resources. The second monitor improves efficiency in ways that may be difficult to measure yet can have substantial subjective effect. The study provides specific illustrations of shortcomings of today's systems and applications: The way we work online could be improved substantially at relatively low cost. Keywords Awareness, multiple monitors, displays INTRODUCTION As more of our activities are supported digitally, we use more applications and devices, at work, in the home, on the move. The goal of getting information to and from "anyone, any...
A unifying reference framework for multi-target user interfaces
- INTERACTING WITH COMPUTERS
, 2003
"... ..."
(Show Context)
Fluid interaction with high-resolution wall-size displays
- UIST 2001, ACM Press
"... This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” ..."
Abstract
-
Cited by 169 (13 self)
- Add to MetaCart
(Show Context)
This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3D models and GUI application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. We have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the FlowMenu to execute a wide variety of actions in a single pen stroke. While this techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.
Transcending the Individual Human Mind -- Creating Shared Understanding through Collaborative Design
- ACM TRANSACTIONS ON COMPUTER HUMAN-INTERACTION
, 2000
"... Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead ..."
Abstract
-
Cited by 160 (58 self)
- Add to MetaCart
(Show Context)
Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead to new insights, new ideas, and new artifacts. New media that allow owners of problems to contribute to framing and resolving complex design problems can extend the power of the individual human mind. Based on our past work and study of other approaches, systems, and collaborative and participatory processes, this article identifies challenges we see as the limiting factors for future collaborative human-computer systems. The Envisionment and Discovery Collaboratory (EDC) is introduced as an integrated physical and computational environment addressing some of these challenges. The vision behind the EDC shifts future development away from the computer as the focal point, toward an emphasis that tries to improve our understanding of the human, social, and cultural system that creates the context for use. This work is based on new conceptual principles that include creating shared understanding among various stakeholders, contextualizing information to the task at hand, and creating objects to think with in collaborative design activities. Although
Keepin' It Real: Pushing the Desktop Metaphor With Physics, Piles and the Pen
, 2006
"... We explore making virtual desktops behave in a more physically realistic manner by adding physics simulation and using piling instead of filing as the fundamental organizational structure. Objects can be casually dragged and tossed around, influenced by physical characteristics such as friction and ..."
Abstract
-
Cited by 138 (2 self)
- Add to MetaCart
We explore making virtual desktops behave in a more physically realistic manner by adding physics simulation and using piling instead of filing as the fundamental organizational structure. Objects can be casually dragged and tossed around, influenced by physical characteristics such as friction and mass, much like we would manipulate lightweight objects in the real world. We present a prototype, called BumpTop, that coherently integrates a variety of interaction and visualization techniques optimized for pen input we have developed to support this new style of desktop organization.
Pointright: experience with flexible input redirection in interactive workspaces
, 2002
"... We describe the design of and experience with PointRight, a peerto-peer pointer and keyboard redirection system that operates in multi-machine, multi-user environments. Point-Right employs a geometric model for redirecting input across screens driven by multiple independent machines and operating sy ..."
Abstract
-
Cited by 130 (8 self)
- Add to MetaCart
(Show Context)
We describe the design of and experience with PointRight, a peerto-peer pointer and keyboard redirection system that operates in multi-machine, multi-user environments. Point-Right employs a geometric model for redirecting input across screens driven by multiple independent machines and operating systems. It was created for interactive workspaces that include large, shared displays and individual laptops, but is a general tool that supports many different configurations and modes of use. Although previous systems have provided for re-routing pointer and keyboard control, in this paper we present a more general and flexible system, along with an analysis of the types of re-binding that must be handled by any pointer redirection system This paper describes the system, the ways in which it has been used, and the lessons that have been learned from its use over the last two years.
Dynamo: A Public Interactive Surface Supporting the Cooperative Sharing and Exchange of Media
, 2003
"... of media ..."
(Show Context)