[1]
Airways: Optimization-Based Planning of Quadrotor Trajectories according to
High-Level User Goals
Enabling End-Users and Designers
/
Gebhardt, Christoph
/
Hepp, Benjamin
/
Nägeli, Tobias
/
Stevšic, Stefan
/
Hilliges, Otmar
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2508-2519
© Copyright 2016 ACM
Summary: In this paper we propose a computational design tool that allows end-users
to create advanced quadrotor trajectories with a variety of application
scenarios in mind. Our algorithm allows novice users to create quadrotor based
use-cases without requiring deep knowledge in either quadrotor control or the
underlying constraints of the target domain. To achieve this goal we propose an
optimization-based method that generates feasible trajectories which can be
flown in the real world. Furthermore, the method incorporates high-level human
objectives into the planning of flight trajectories. An easy to use 3D design
tool allows for quick specification and editing of trajectories as well as for
intuitive exploration of the resulting solution space. We demonstrate the
utility of our approach in several real-world application scenarios, including
aerial-videography, robotic light-painting and drone racing.
[2]
DefSense: Computational Design of Customized Deformable Input Devices
Shape Changing Displays
/
Bächer, Moritz
/
Hepp, Benjamin
/
Pece, Fabrizio
/
Kry, Paul G.
/
Bickel, Bernd
/
Thomaszewski, Bernhard
/
Hilliges, Otmar
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3806-3816
© Copyright 2016 ACM
Summary: We present a novel optimization-based algorithm for the design and
fabrication of customized, deformable input devices, capable of continuously
sensing their deformation. We propose to embed piezoresistive sensing elements
into flexible 3D printed objects. These sensing elements are then utilized to
recover rich and natural user interactions at runtime. Designing such objects
is a challenging and hard problem if attempted manually for all but the
simplest geometries and deformations. Our method simultaneously optimizes the
internal routing of the sensing elements and computes a mapping from low-level
sensor readings to user-specified outputs in order to minimize reconstruction
error. We demonstrate the power and flexibility of the approach by designing
and fabricating a set of flexible input devices. Our results indicate that the
optimization-based design greatly outperforms manual routings in terms of
reconstruction accuracy and thus interaction fidelity.
[3]
The Effect of Richer Visualizations on Code Comprehension
Visualization Methods and Evaluation
/
Asenov, Dimitar
/
Hilliges, Otmar
/
Müller, Peter
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5040-5045
© Copyright 2016 ACM
Summary: Researchers often introduce visual tools to programming environments in
order to facilitate program comprehension, reduce navigation times, and help
developers answer difficult questions. Syntax highlighting is the main visual
lens through which developers perceive their code, and yet its effects and the
effects of richer code presentations on code comprehension have not been
evaluated systematically. We present a rigorous user study comparing mainstream
syntax highlighting to two visually-enhanced presentations of code. Our results
show that: (1) richer code visualizations reduce the time necessary to answer
questions about code features, and (2) contrary to the subjective perception of
developers, richer code visualizations do not lead to visual overload. Based on
our results we outline practical recommendations for tool designers.
[4]
Fast blur removal for wearable QR code scanners
Towards new wearable applications
/
Sörös, Gábor
/
Semmler, Stephan
/
Humair, Luc
/
Hilliges, Otmar
Proceedings of the 2015 International Symposium on Wearable Computers
2015-09-07
p.117-124
© Copyright 2015 ACM
Summary: We present a fast restoration-recognition algorithm for scanning
motion-blurred QR codes on handheld and wearable devices. We blindly estimate
the blur from the salient edges of the code in an iterative optimization
scheme, alternating between image sharpening, blur estimation, and decoding.
The restored image is constrained to exploit the properties of QR codes which
ensures fast convergence. The checksum of the code allows early termination
when the code is first readable and precludes false positive detections.
General blur removal algorithms perform poorly in restoring visual codes and
are slow even on high-performance PCs. The proposed algorithm achieves good
reconstruction quality on QR codes and outperforms existing methods in terms of
speed. We present PC and Android implementations of a complete QR scanner and
evaluate the algorithm on synthetic and real test images. Our work indicates a
promising step towards enterprise-grade scan performance with wearable devices.
[5]
An Interactive System for Data Structure Development
Software Engineering Tools
/
Ou, Jibin
/
Vechev, Martin
/
Hilliges, Otmar
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3053-3062
© Copyright 2015 ACM
Summary: Data structure algorithms are of fundamental importance in teaching and
software development, yet are difficult to understand. We propose a new
approach for understanding, debugging and developing heap manipulating data
structures. The key technical idea of our work is to combine deep parametric
abstraction techniques emerging from the area of static analysis with
interactive abstraction manipulation. Our approach bridges program analysis
with HCI and enables new capabilities not possible before: i) online automatic
visualization of the data structure in a way which captures its essential
operation, thus enabling powerful local reasoning, and ii) fine grained pen and
touch gestures allowing for interactive control of the abstraction -- at any
point the developer can pause the program, graphically interact with the data,
and continue program execution. These features address some of the most
pressing challenges in developing data structures. We implemented our approach
in a Java-based system called FluiEdt and evaluated it with $27$ developers.
The results indicate that FluiEdt is more effective in helping developers find
data structure errors than existing state of the art IDEs (e.g. Eclipse) or
pure visualization based approaches.
[6]
Joint Estimation of 3D Hand Position and Gestures from Monocular Video for
Mobile Interaction
Mid-Air Gestures and Interaction
/
Song, Jie
/
Pece, Fabrizio
/
Sörös, Gábor
/
Koelle, Marion
/
Hilliges, Otmar
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3657-3660
© Copyright 2015 ACM
Summary: We present a machine learning technique to recognize gestures and estimate
metric depth of hands for 3D interaction, relying only on monocular RGB video
input. We aim to enable spatial interaction with small, body-worn devices where
rich 3D input is desired but the usage of conventional depth sensors is
prohibitive due to their power consumption and size. We propose a hybrid
classification-regression approach to learn and predict a mapping of RGB colors
to absolute, metric depth in real time. We also classify distinct hand
gestures, allowing for a variety of 3D interactions. We demonstrate our
technique with three mobile interaction scenarios and evaluate the method
quantitatively and qualitatively.
[7]
In-air gestures around unmodified mobile devices
Augmented reality I
/
Song, Jie
/
Sörös, Gábor
/
Pece, Fabrizio
/
Fanello, Sean Ryan
/
Izadi, Shahram
/
Keskin, Cem
/
Hilliges, Otmar
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.319-329
© Copyright 2014 ACM
Summary: We present a novel machine learning based algorithm extending the
interaction space around mobile devices. The technique uses only the RGB camera
now commonplace on off-the-shelf mobile devices. Our algorithm robustly
recognizes a wide range of in-air gestures, supporting user variation, and
varying lighting conditions. We demonstrate that our algorithm runs in
real-time on unmodified mobile devices, including resource-constrained
smartphones and smartwatches. Our goal is not to replace the touchscreen as
primary input device, but rather to augment and enrich the existing interaction
vocabulary using gestures. While touch input works well for many scenarios, we
demonstrate numerous interaction tasks such as mode switches, application and
task management, menu selection and certain types of navigation, where such
input can be either complemented or better served by in-air gestures. This
removes screen real-estate issues on small touchscreens, and allows input to be
expanded to the 3D space around the device. We present results for recognition
accuracy (93% test and 98% train), impact of memory footprint and other model
parameters. Finally, we report results from preliminary user evaluations,
discuss advantages and limitations and conclude with directions for future
work.
[8]
Tangible and modular input device for character articulation
Demonstrations
/
Jacobson, Alec
/
Panozzo, Daniele
/
Glauser, Oliver
/
Pradalier, Cedric
/
Hilliges, Otmar
/
Sorkine-Hornung, Olga
Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.2
p.45-46
© Copyright 2014 ACM
Summary: We present a modular, novel mechanical device for animation authoring. The
pose of the device is sensed at interactive rates, enabling quick posing of
characters rigged with a skeleton of arbitrary topology. The mapping between
the physical device and virtual skeleton is computed semi-automatically guided
by sparse user correspondences. Our demonstration allows visitors to experiment
with our device and software, choosing from a variety of characters to control.
[9]
Type-hover-swipe in 96 bytes: a motion sensing mechanical keyboard
Novel keyboards
/
Taylor, Stuart
/
Keskin, Cem
/
Hilliges, Otmar
/
Izadi, Shahram
/
Helmes, John
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1695-1704
© Copyright 2014 ACM
Summary: We present a new type of augmented mechanical keyboard, capable of sensing
rich and expressive motion gestures performed both on and directly above the
device. Our hardware comprises of low-resolution matrix of infrared (IR)
proximity sensors interspersed between the keys of a regular mechanical
keyboard. This results in coarse but high frame-rate motion data. We extend a
machine learning algorithm, traditionally used for static classification only,
to robustly support dynamic, temporal gestures. We propose the use of motion
signatures a technique that utilizes pairs of motion history images and a
random forest based classifier to robustly recognize a large set of motion
gestures on and directly above the keyboard. Our technique achieves a mean
per-frame classification accuracy of 75.6% in leave-one-subject-out and 89.9%
in half-test/half-training cross-validation. We detail our hardware and gesture
recognition algorithm, provide performance and accuracy numbers, and
demonstrate a large set of gestures designed to be performed with our device.
We conclude with qualitative feedback from users, discussion of limitations and
areas for future work.
[10]
Digits: freehand 3D interactions anywhere using a wrist-worn gloveless
sensor
Hands & fingers
/
Kim, David
/
Hilliges, Otmar
/
Izadi, Shahram
/
Butler, Alex D.
/
Chen, Jiawen
/
Oikonomidis, Iason
/
Olivier, Patrick
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.167-176
© Copyright 2012 ACM
Summary: Digits is a wrist-worn sensor that recovers the full 3D pose of the user's
hand. This enables a variety of freehand interactions on the move. The system
targets mobile settings, and is specifically designed to be low-power and
easily reproducible using only off-the-shelf hardware. The electronics are
self-contained on the user's wrist, but optically image the entirety of the
user's hand. This data is processed using a new pipeline that robustly samples
key parts of the hand, such as the tips and lower regions of each finger. These
sparse samples are fed into new kinematic models that leverage the
biomechanical constraints of the hand to recover the 3D pose of the user's
hand. The proposed system works without the need for full instrumentation of
the hand (for example using data gloves), additional sensors in the
environment, or depth cameras which are currently prohibitive for mobile
scenarios due to power and form-factor considerations. We demonstrate the
utility of Digits for a variety of application scenarios, including 3D spatial
interaction with mobile devices, eyes-free interaction on-the-move, and gaming.
We conclude with a quantitative and qualitative evaluation of our system, and
discussion of strengths, limitations and future work.
[11]
Steerable augmented reality with the beamatron
Augmented reality
/
Wilson, Andrew
/
Benko, Hrvoje
/
Izadi, Shahram
/
Hilliges, Otmar
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.413-422
© Copyright 2012 ACM
Summary: Steerable displays use a motorized platform to orient a projector to display
graphics at any point in the room. Often a camera is included to recognize
markers and other objects, as well as user gestures in the display volume. Such
systems can be used to superimpose graphics onto the real world, and so are
useful in a number of augmented reality and ubiquitous computing scenarios. We
contribute the Beamatron, which advances steerable displays by drawing on
recent progress in depth camera-based interactions. The Beamatron consists of a
computer-controlled pan and tilt platform on which is mounted a projector and
Microsoft Kinect sensor. While much previous work with steerable displays deals
primarily with projecting corrected graphics onto a discrete set of static
planes, we describe computational techniques that enable reasoning in 3D using
live depth data. We show two example applications that are enabled by the
unique capabilities of the Beamatron: an augmented reality game in which a
player can drive a virtual toy car around a room, and a ubiquitous computing
demo that uses speech and gesture to move projected graphics throughout the
room.
[12]
Interactive Environment-Aware Handheld Projectors for Pervasive Computing
Spaces
HCI
/
Molyneaux, David
/
Izadi, Shahram
/
Kim, David
/
Hilliges, Otmar
/
Hodges, Steve
/
Cao, Xiang
/
Butler, Alex
/
Gellersen, Hans
Proceedings of Pervasive 2012: International Conference on Pervasive
Computing
2012-06-18
p.197-215
Keywords: Handheld projection; geometry and spatial awareness; interaction
© Copyright 2012 Springer-Verlag
Summary: This paper presents two novel handheld projector systems for indoor
pervasive computing spaces. These projection-based devices are "aware" of their
environment in ways not demonstrated previously. They offer both spatial
awareness, where the system infers location and orientation of the device in 3D
space, and geometry awareness, where the system constructs the 3D structure of
the world around it, which can encompass the user as well as other physical
objects, such as furniture and walls. Previous work in this area has
predominantly focused on infrastructure-based spatial-aware handheld projection
and interaction. Our prototypes offer greater levels of environment awareness,
but achieve this using two opposing approaches; the first infrastructure-based
and the other infrastructure-less sensing. We highlight a series of
interactions including direct touch, as well as in-air gestures, which leverage
the shadow of the user for interaction. We describe the technical challenges in
realizing these novel systems; and compare them directly by quantifying their
location tracking and input sensing capabilities.
[13]
The role of physical controllers in motion video gaming
Game design
/
Freeman, Dustin
/
Hilliges, Otmar
/
Sellen, Abigail
/
O'Hara, Kenton
/
Izadi, Shahram
/
Wood, Kenneth
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.701-710
© Copyright 2012 ACM
Summary: Systems that detect the unaugmented human body allow players to interact
without using a physical controller. But how is interaction altered by the
absence of a physical input device? What is the impact on game performance, on
a player's expectation of their ability to control the game, and on their game
experience? In this study, we investigate these issues in the context of a
table tennis video game. The results show that the impact of holding a physical
controller, or indeed of the fidelity of that controller, does not appear in
simple measures of performance. Rather, the difference between controllers is a
function of the responsiveness of the game being controlled, as well as other
factors to do with expectations, real world game experience and social context.
[14]
At home with surface computing?
Touch in context
/
Kirk, David
/
Izadi, Shahram
/
Hilliges, Otmar
/
Banks, Richard
/
Taylor, Stuart
/
Sellen, Abigail
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.159-168
© Copyright 2012 ACM
Summary: This paper describes a field study of an interactive surface deployed in
three family homes. The tabletop technology provides a central place where
digital content, such as photos, can be easily archived, managed and viewed.
The tabletop affords multi-touch input, allowing digital content to be sorted,
triaged and interacted with using one or two-handed interactions. A
physics-based simulation adds dynamics to digital content, providing users with
rich ways of interacting that borrows from the real-world. The field study is
one of the first of a surface computer within a domestic environment. Our goal
is to uncover people's inter-actions, appropriations, perceptions and
experiences with such technologies, exploring the potential barriers to use.
Given these devices provide such a revolutionary shift in interaction, will
people be able to engage with them in everyday life in the ways we intend? In
answering this question, we hope to deepen our understanding of the design of
such systems for home and consumer domains.
[15]
Shake'n'sense: reducing interference for overlapping structured light depth
cameras
Sensory interaction modalities
/
Butler, D. Alex
/
Izadi, Shahram
/
Hilliges, Otmar
/
Molyneaux, David
/
Hodges, Steve
/
Kim, David
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1933-1936
© Copyright 2012 ACM
Summary: We present a novel yet simple technique that mitigates the interference
caused when multiple structured light depth cameras point at the same part of a
scene. The technique is particularly useful for Kinect, where the structured
light source is not modulated. Our technique requires only mechanical
augmentation of the Kinect, without any need to modify the internal
electronics, firmware or associated host software. It is therefore simple to
replicate. We show qualitative and quantitative results highlighting the
improvements made to interfering Kinect depth signals. The camera frame rate is
not compromised, which is a problem in approaches that modulate the structured
light source. Our technique is non-destructive and does not impact depth values
or geometry. We discuss uses for our technique, in particular within
instrumented rooms that require simultaneous use of multiple overlapping fixed
Kinect cameras to support whole room interactions.
[16]
HoloDesk: direct 3d interactions with a situated see-through display
Morphing & tracking & stacking: 3D interaction
/
Hilliges, Otmar
/
Kim, David
/
Izadi, Shahram
/
Weiss, Malte
/
Wilson, Andrew
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2421-2430
© Copyright 2012 ACM
Summary: HoloDesk is an interactive system combining an optical see through display
and Kinect camera to create the illusion that users are directly interacting
with 3D graphics. A virtual image of a 3D scene is rendered through a half
silvered mirror and spatially aligned with the real-world for the viewer. Users
easily reach into an interaction volume displaying the virtual image. This
allows the user to literally get their hands into the virtual display and to
directly interact with an spatially aligned 3D virtual world, without the need
for any specialized head-worn hardware or input device. We introduce a new
technique for interpreting raw Kinect data to approximate and track rigid
(e.g., books, cups) and non-rigid (e.g., hands, paper) physical objects and
support a variety of physics-inspired interactions between virtual and real. In
particular the algorithm models natural human grasping of virtual objects with
more fidelity than previously demonstrated. A qualitative study highlights rich
emergent 3D interactions, using hands and real-world objects. The
implementation of HoloDesk is described in full, and example application
scenarios explored. Finally, HoloDesk is quantitatively evaluated in a 3D
target acquisition task, comparing the system with indirect and glasses-based
variants.
[17]
KinectFusion: real-time 3D reconstruction and interaction using a moving
depth camera
3D
/
Izadi, Shahram
/
Kim, David
/
Hilliges, Otmar
/
Molyneaux, David
/
Newcombe, Richard
/
Kohli, Pushmeet
/
Shotton, Jamie
/
Hodges, Steve
/
Freeman, Dustin
/
Davison, Andrew
/
Fitzgibbon, Andrew
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.559-568
© Copyright 2011 ACM
Summary: KinectFusion enables a user holding and moving a standard Kinect camera to
rapidly create detailed 3D reconstructions of an indoor scene. Only the depth
data from Kinect is used to track the 3D pose of the sensor and reconstruct,
geometrically precise, 3D models of the physical scene in real-time. The
capabilities of KinectFusion, as well as the novel GPU-based pipeline are
described in full. Uses of the core system for low-cost handheld scanning, and
geometry-aware augmented reality and physics-based interactions are shown.
Novel extensions to the core GPU pipeline demonstrate object segmentation and
user interaction directly in front of the sensor, without degrading camera
tracking or reconstruction. These extensions are used to enable real-time
multi-touch interactions anywhere, allowing any planar or non-planar
reconstructed physical surface to be appropriated for touch.
[18]
Vermeer: direct interaction with a 360° viewable 3D display
3D
/
Butler, Alex
/
Hilliges, Otmar
/
Izadi, Shahram
/
Hodges, Steve
/
Molyneaux, David
/
Kim, David
/
Kong, Danny
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.569-576
© Copyright 2011 ACM
Summary: We present Vermeer, a novel interactive 360° viewable 3D display. Like
prior systems in this area, Vermeer provides viewpoint-corrected, stereoscopic
3D graphics to simultaneous users, 360° around the display, without the
need for eyewear or other user instrumentation. Our goal is to over-come an
issue inherent in these prior systems which -- typically due to moving parts --
restrict interactions to outside the display volume. Our system leverages a
known optical illusion to demonstrate, for the first time, how users can reach
into and directly touch 3D objects inside the display volume. Vermeer is
intended to be a new enabling technology for interaction, and we therefore
describe our hardware implementation in full, focusing on the challenges of
combining this optical configuration with an existing approach for creating a
360° viewable 3D display. Initially we demonstrate direct involume
interaction by sensing user input with a Kinect camera placed above the
display. However, by exploiting the properties of the optical configuration, we
also demonstrate novel prototypes for fully integrated input sensing alongside
simultaneous display. We conclude by discussing limitations, implications for
interaction, and ideas for future work.
[19]
Opening up the family archive
Collaboration in place
/
Kirk, David S.
/
Izadi, Shahram
/
Sellen, Abigail
/
Taylor, Stuart
/
Banks, Richard
/
Hilliges, Otmar
Proceedings of ACM CSCW'10 Conference on Computer-Supported Cooperative Work
2010-02-06
p.261-270
Keywords: archiving, collaboration, domestic life, field study, home, interactive
tabletops
© Copyright 2010 ACM
Summary: The Family Archive device is an interactive multi-touch tabletop technology
with integrated capture facility for the archiving of sentimental artefacts and
memorabilia. It was developed as a technology probe to help us open up current
family archiving practices and to explore family archiving in situ. We detail
the deployment and study of three of these devices in family homes and discuss
how deploying a new, potentially disruptive, technology can foreground the
social relations and organizing systems in domestic life. This in turn
facilitates critical reflection on technology design.
[20]
EDITED BOOK
Tabletops -- Horizontal Interactive Displays
Human-Computer Interaction Series
/
Müller-Tomfelde, Christian
2010
n.18
p.456
Springer London
DOI: 10.1007/978-1-84996-113-4
== Under Tabletops ==
Building Interactive Multi-touch Surfaces (27-49)
+ Schöning, Johannes
+ Hook, Jonathan
+ Bartindale, Tom
+ Schmidt, Dominik
+ Oliver, Patrick
+ et al
From Table-System to Tabletop: Integrating Technology into Interactive Surfaces (51-69)
+ Kunz, Andreas
+ Fjeld, Morten
High-Resolution Interactive Displays (71-100)
+ Ashdown, Mark
+ Tuddenham, Philip
+ Robinson, Peter
Optical Design of Tabletop Displays and Interactive Applications (101-129)
+ Kakehi, Yasuaki
+ Naemura, Takeshi
Hand and Object Recognition on Liquid Crystal Displays (131-146)
+ Koike, Hideki
+ Sato, Toshiki
+ Nishikawa, Wataru
+ Fukuchi, Kentaro
== On and Above Tabletops ==
Augmenting Interactive Tabletops with Translucent Tangible Controls (149-170)
+ Weiss, Malte
+ Hollan, James D.
+ Borchers, Jan
Active Tangible Interactions (171-187)
+ Inami, Masahiko
+ Sugimoto, Maki
+ Thomas, Bruce H.
+ Richter, Jan
Interaction on the Tabletop: Bringing the Physical to the Digital (189-221)
+ Hilliges, Otmar
+ Butz, Andreas
+ Izadi, Shahram
+ Wilson, Andrew D.
Supporting Atomic User Actions on the Table (223-247)
+ Aliakseyeu, Dzmitry
+ Subramanian, Sriram
+ Alexander, Jason
Imprecision, Inaccuracy, and Frustration: The Tale of Touch Input (249-275)
+ Benko, Hrvoje
+ Wigdor, Daniel
On, Above, and Beyond: Taking Tabletops to the Third Dimension (277-299)
+ Grossman, Tovi
+ Wigdor, Daniel
== Around and Beyond Tabletops ==
Individual and Group Support in Tabletop Interaction Techniques (303-333)
+ Nacenta, Miguel A.
+ Pinelle, David
+ Gutwin, Carl
+ Mandryk, Regan
File System Access for Tabletop Interaction (335-355)
+ Collins, Anthony
+ Kay, Judy
Theory of Tabletop Territoriality (357-385)
+ Scott, Stacey D.
+ Carpendale, Sheelagh
Digital Tables for Collaborative Information Exploration (387-405)
+ Isenberg, Petra
+ Hinrichs, Uta
+ Hancock, Mark
+ Carpendale, Sheelagh
Coordination and Awareness in Remote Tabletop Collaboration (407-434)
+ Tuddenham, Philip
+ Robinson, Peter
Horizontal Interactive Surfaces in Distributed Assemblies (435-456)
+ Müller-Tomfelde, Christian
+ O'Hara, Kenton
[21]
Exploring tangible and direct touch interfaces for manipulating 2D and 3D
information on a digital table
Tangible interfaces
/
Hancock, Mark
/
Hilliges, Otmar
/
Collins, Christopher
/
Baur, Dominikus
/
Carpendale, Sheelagh
Proceedings of the 2009 ACM International Conference on Interactive
Tabletops and Surfaces
2009-11-23
p.77-84
© Copyright 2009 ACM
Summary: On traditional tables, people often manipulate a variety of physical
objects, both 2D in nature (e.g., paper) and 3D in nature (e.g., books, pens,
models, etc.). Current advances in hardware technology for tabletop displays
introduce the possibility of mimicking these physical interactions through
direct-touch or tangible user interfaces. While both promise intuitive physical
interaction, they are rarely discussed in combination in the literature. In
this paper, we present a study that explores the advantages and disadvantages
of tangible and touch interfaces, specifically in relation to one another. We
discuss our results in terms of how effective each technique was for
accomplishing both a 3D object manipulation task and a 2D information
visualization exploration task. Results suggest that people can more quickly
move and rotate objects in 2D with our touch interaction, but more effectively
navigate the visualization using tangible interaction. We discuss how our
results can be used to inform future designs of tangible and touch interaction.
[22]
Interactions in the air: adding further depth to interactive tabletops
Waiter, can you please bring me a fork?
/
Hilliges, Otmar
/
Izadi, Shahram
/
Wilson, Andrew D.
/
Hodges, Steve
/
Garcia-Mendoza, Armando
/
Butz, Andreas
Proceedings of the 2009 ACM Symposium on User Interface Software and
Technology
2009-10-04
p.139-148
Keywords: 3D, 3D graphics, computer vision, depth-sensing cameras, holoscreen,
interactive surfaces, surfaces, switchable diffusers, tabletop
© Copyright 2009 ACM
Summary: Although interactive surfaces have many unique and compelling qualities, the
interactions they support are by their very nature bound to the display
surface. In this paper we present a technique for users to seamlessly switch
between interacting on the tabletop surface to above it. Our aim is to leverage
the space above the surface in combination with the regular tabletop display to
allow more intuitive manipulation of digital content in three-dimensions. Our
goal is to design a technique that closely resembles the ways we manipulate
physical objects in the real-world; conceptually, allowing virtual objects to
be 'picked up' off the tabletop surface in order to manipulate their three
dimensional position or orientation. We chart the evolution of this technique,
implemented on two rear projection-vision tabletops. Both use special
projection screen materials to allow sensing at significant depths beyond the
display. Existing and new computer vision techniques are used to sense hand
gestures and postures above the tabletop, which can be used alongside more
familiar multi-touch interactions. Interacting above the surface in this way
opens up many interesting challenges. In particular it breaks the direct
interaction metaphor that most tabletops afford. We present a novel
shadow-based technique to help alleviate this issue. We discuss the strengths
and limitations of our technique based on our own observations and initial user
feedback, and provide various insights from comparing, and contrasting, our
tabletop implementations.
[23]
Getting sidetracked: display design and occasioning photo-talk with the
photohelix
Photos and life logging
/
Hilliges, Otmar
/
Kirk, David Shelby
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1733-1736
Keywords: photo-talk, photoware, randomness, sidetracking, tabletop
© Copyright 2009 ACM
Summary: In this paper we discuss some of our recent research work designing tabletop
interfaces for co-located photo sharing. We draw particular attention to a
specific feature of an interface design, which we have observed over an
extensive number of uses, as facilitating an under-reported but none-the-less
intriguing aspect of the photo-sharing experience -- namely the process of
'getting sidetracked'. Through a series of vignettes of interaction during
photo-sharing sessions we demonstrate how users of our tabletop photoware
system used peripheral presentation of topically incoherent photos to artfully
initiate new photo-talk sequences in on-going discourse. From this we draw
implications for the design of tabletop photo applications, and for the
experiential analysis of such devices.
[24]
Bringing physics to the surface
Touch and pressure
/
Wilson, Andrew D.
/
Izadi, Shahram
/
Hilliges, Otmar
/
Garcia-Mendoza, Armando
/
Kirk, David
Proceedings of the 2008 ACM Symposium on User Interface Software and
Technology
2008-10-19
p.67-76
© Copyright 2008 ACM
Summary: This paper explores the intersection of emerging surface technologies,
capable of sensing multiple contacts and of-ten shape information, and advanced
games physics engines. We define a technique for modeling the data sensed from
such surfaces as input within a physics simulation. This affords the user the
ability to interact with digital objects in ways analogous to manipulation of
real objects. Our technique is capable of modeling both multiple contact points
and more sophisticated shape information, such as the entire hand or other
physical objects, and of mapping this user input to contact forces due to
friction and collisions within the physics simulation. This enables a variety
of fine-grained and casual interactions, supporting finger-based, whole-hand,
and tangible input. We demonstrate how our technique can be used to add
real-world dynamics to interactive surfaces such as a vision-based tabletop,
creating a fluid and natural experience. Our approach hides from application
developers many of the complexities inherent in using physics engines, allowing
the creation of applications without preprogrammed interaction behavior or
gesture recognition.
[25]
Physical handles at the interactive surface: exploring tangibility and its
benefits
Surface-oriented interaction
/
Terrenghi, Lucia
/
Kirk, David
/
Richter, Hendrik
/
Krämer, Sebastian
/
Hilliges, Otmar
/
Butz, Andreas
Proceedings of the 2008 International Conference on Advanced Visual
Interfaces
2008-05-28
p.138-145
Keywords: GUI, design, hybrid, interfaces, tangible
© Copyright 2008 ACM
Summary: In this paper we investigate tangible interaction on interactive tabletops.
These afford the support and integration of physical artefacts for the
manipulation of digital media. To inform the design of interfaces for
interactive surfaces we think it is necessary to deeply understand the benefits
of employing such physical handles, i.e., the benefits of employing a third
spatial dimension at the point of interaction.
To this end we conducted an experimental study by designing and comparing
two versions of an interactive tool on a tabletop display, one with a physical
3D handle, and one purely graphical (but direct touch enabled). Whilst
hypothesizing that the 3D version would provide a number of benefits, our
observations revealed that users developed diverse interaction approaches and
attitudes about hybrid and direct touch interaction.