[1]
FlexCase: Enhancing Mobile Interaction with a Flexible Sensing and Display
Cover
Interaction Techniques for Mobile Interfaces
/
Rendl, Christian
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Kim, David
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Parzer, Patrick
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Fanello, Sean
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Zirkl, Martin
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Scheipl, Gregor
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Haller, Michael
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Izadi, Shahram
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5138-5150
© Copyright 2016 ACM
Summary: FlexCase is a novel flip cover for smartphones, which brings flexible input
and output capabilities to existing mobile phones. It combines an e-paper
display with a pressure- and bend-sensitive input sensor to augment the
capabilities of a phone. Due to the form factor, FlexCase can be easily
transformed into several different configurations, each with different
interaction possibilities. Users can use FlexCase to perform a variety of
touch, pressure, grip and bend gestures in a natural manner, much like
interacting with a sheet of paper. The secondary e-paper display can act as a
mechanism for providing user feedback and persisting content from the main
display. In this paper, we explore the rich design space of FlexCase and
present a number of different interaction techniques. Beyond, we highlight how
touch and flex sensing can be combined to support a novel type of gestures,
which we call Grip & Bend gestures. We also describe the underlying
technology and gesture sensing algorithms. Numerous applications apply the
interaction techniques in convincing real-world examples, including enhanced
e-paper reading and interaction, a new copy and paste metaphor, high degree of
freedom 3D and 2D manipulation, and the ability to transfer content and support
input between displays in a natural and flexible manner.
[2]
The Semantic Paintbrush: Interactive 3D Mapping and Recognition in Large
Outdoor Spaces
Augmented & Virtual Reality in the Real World
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Miksik, Ondrej
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Vineet, Vibhav
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Lidegaard, Morten
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Prasaath, Ram
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Nießner, Matthias
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Golodetz, Stuart
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Hicks, Stephen L.
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Pérez, Patrick
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Izadi, Shahram
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Torr, Philip H. S.
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3317-3326
© Copyright 2015 ACM
Summary: We present an augmented reality system for large scale 3D reconstruction and
recognition in outdoor scenes. Unlike existing prior work, which tries to
reconstruct scenes using active depth cameras, we use a purely passive stereo
setup, allowing for outdoor use and extended sensing range. Our system not only
produces a map of the 3D environment in real-time, it also allows the user to
draw (or 'paint') with a laser pointer directly onto the reconstruction to
segment the model into objects. Given these examples our system then learns to
segment other parts of the 3D map during online acquisition. Unlike typical
object recognition systems, ours therefore very much places the user 'in the
loop' to segment particular objects of interest, rather than learning from
predefined databases. The laser pointer additionally helps to 'clean up' the
stereo reconstruction and final 3D map, interactively. Using our system, within
minutes, a user can capture a full 3D map, segment it into objects of interest,
and refine parts of the model during capture. We provide full technical details
of our system to aid replication, as well as quantitative evaluation of system
components. We demonstrate the possibility of using our system for helping the
visually impaired navigate through spaces. Beyond this use, our system can be
used for playing large-scale augmented reality games, shared online to augment
streetview data, and used for more detailed car and person navigation.
[3]
Accurate, Robust, and Flexible Real-time Hand Tracking
Mid-Air Gestures and Interaction
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Sharp, Toby
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Keskin, Cem
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Robertson, Duncan
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Taylor, Jonathan
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Shotton, Jamie
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Kim, David
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Rhemann, Christoph
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Leichter, Ido
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Vinnikov, Alon
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Wei, Yichen
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Freedman, Daniel
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Kohli, Pushmeet
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Krupka, Eyal
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Fitzgibbon, Andrew
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Izadi, Shahram
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3633-3642
© Copyright 2015 ACM
Summary: We present a new real-time hand tracking system based on a single depth
camera. The system can accurately reconstruct complex hand poses across a
variety of subjects. It also allows for robust tracking, rapidly recovering
from any temporary failures. Most uniquely, our tracker is highly flexible,
dramatically improving upon previous approaches which have focused on
front-facing close-range scenarios. This flexibility opens up new possibilities
for human-computer interaction with examples including tracking at distances
from tens of centimeters through to several meters (for controlling the TV at a
distance), supporting tracking using a moving depth camera (for mobile
scenarios), and arbitrary camera placements (for VR headsets). These features
are achieved through a new pipeline that combines a multi-layered
discriminative reinitialization strategy for per-frame pose estimation,
followed by a generative model-fitting stage. We provide extensive technical
details and a detailed qualitative and quantitative analysis.
[4]
FlexSense: a transparent self-sensing deformable surface
Novel hardware I
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Rendl, Christian
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Kim, David
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Fanello, Sean
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Parzer, Patrick
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Rhemann, Christoph
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Taylor, Jonathan
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Zirkl, Martin
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Scheipl, Gregor
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Rothländer, Thomas
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Haller, Michael
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Izadi, Shahram
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.129-138
© Copyright 2014 ACM
Summary: We present FlexSense, a new thin-film, transparent sensing surface based on
printed piezoelectric sensors, which can reconstruct complex deformations
without the need for any external sensing, such as cameras. FlexSense provides
a fully self-contained setup which improves mobility and is not affected from
occlusions. Using only a sparse set of sensors, printed on the periphery of the
surface substrate, we devise two new algorithms to fully reconstruct the
complex deformations of the sheet, using only these sparse sensor measurements.
An evaluation shows that both proposed algorithms are capable of reconstructing
complex deformations accurately. We demonstrate how FlexSense can be used for a
variety of 2.5D interactions, including as a transparent cover for tablets
where bending can be performed alongside touch to enable magic lens style
effects, layered input, and mode switching, as well as the ability to use our
device as a high degree-of-freedom input controller for gaming and beyond.
[5]
In-air gestures around unmodified mobile devices
Augmented reality I
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Song, Jie
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Sörös, Gábor
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Pece, Fabrizio
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Fanello, Sean Ryan
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Izadi, Shahram
/
Keskin, Cem
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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.
[6]
3D-board: a whole-body remote collaborative whiteboard
Collaboration
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Zillner, Jakob
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Rhemann, Christoph
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Izadi, Shahram
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Haller, Michael
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.471-479
© Copyright 2014 ACM
Summary: This paper presents 3D-Board, a digital whiteboard capable of capturing
life-sized virtual embodiments of geographically distributed users. When using
large-scale screens for remote collaboration, awareness for the distributed
users' gestures and actions is of particular importance. Our work adds to the
literature on remote collaborative workspaces, it facilitates intuitive remote
collaboration on large scale interactive whiteboards by preserving awareness of
the full-body pose and gestures of the remote collaborator. By blending the
front-facing 3D embodiment of a remote collaborator with the shared workspace,
an illusion is created as if the observer was looking through the transparent
whiteboard into the remote user's room. The system was tested and verified in a
usability assessment, showing that 3D-Board significantly improves the
effectiveness of remote collaboration on a large interactive surface.
[7]
RetroDepth: 3D silhouette sensing for high-precision input on and above
physical surfaces
On and above the surface
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Kim, David
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Izadi, Shahram
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Dostal, Jakub
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Rhemann, Christoph
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Keskin, Cem
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Zach, Christopher
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Shotton, Jamie
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Large, Timothy
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Bathiche, Steven
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Nießner, Matthias
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Butler, D. Alex
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Fanello, Sean
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Pradeep, Vivek
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1377-1386
© Copyright 2014 ACM
Summary: We present RetroDepth, a new vision-based system for accurately sensing the
3D silhouettes of hands, styluses, and other objects, as they interact on and
above physical surfaces. Our setup is simple, cheap, and easily reproducible,
comprising of two infrared cameras, diffuse infrared LEDs, and any
off-the-shelf retro-reflective material. The retro-reflector aids image
segmentation, creating a strong contrast between the surface and any object in
proximity. A new highly efficient stereo matching algorithm precisely estimates
the 3D contours of interacting objects and the retro-reflective surfaces. A
novel pipeline enables 3D finger, hand and object tracking, as well as gesture
recognition, purely using these 3D contours. We demonstrate high-precision
sensing, allowing robust disambiguation between a finger or stylus touching,
pressing or interacting above the surface. This allows many interactive
scenarios that seamlessly mix together freehand 3D interactions with touch,
pressure and stylus input. As shown, these rich modalities of input are enabled
on and above any retro-reflective surface, including custom "physical widgets"
fabricated by users. We compare our system with Kinect and Leap Motion, and
conclude with limitations and future work.
[8]
Type-hover-swipe in 96 bytes: a motion sensing mechanical keyboard
Novel keyboards
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Taylor, Stuart
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Keskin, Cem
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Hilliges, Otmar
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Izadi, Shahram
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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.
[9]
A low-cost transparent electric field sensor for 3d interaction on mobile
devices
Tangible interactions and technologies
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Goc, Mathieu Le
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Taylor, Stuart
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Izadi, Shahram
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Keskin, Cem
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3167-3170
© Copyright 2014 ACM
Summary: We contribute a thin, transparent, and low-cost design for electric field
sensing, allowing for 3D finger and hand tracking and gestures on mobile
devices. Our approach requires no direct instrumentation of the hand or body,
and is non-optical, allowing for a compact form-factor that is resilient to
ambient illumination. Our simple driver electronics are based on an
off-the-shelf chip that removes the need for building custom analog
electronics. We describe the design of our transparent electrode array, and
present a machine learning algorithm for mapping from signal measurements at
the receivers to 3D positions. We demonstrate non-contact motion gestures, and
precise 3D hand and finger localization. We conclude by discussing limitations
and future work.
[10]
Quick and dirty: streamlined 3D scanning in archaeology
Multiple dimensions and displays
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Knibbe, Jarrod
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O'Hara, Kenton P.
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Chrysanthi, Angeliki
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Marshall, Mark T.
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Bennett, Peter D.
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Earl, Graeme
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Izadi, Shahram
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Fraser, Mike
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.1366-1376
© Copyright 2014 ACM
Summary: Capturing data is a key part of archaeological practice, whether for
preserving records or to aid interpretation. But the technologies used are
complex and expensive, resulting in time-consuming processes associated with
their use. These processes force a separation between ongoing interpretive work
and capture. Through two field studies we elicit more detail as to what is
important about this interpretive work and what might be gained through a
closer integration of capture technology with these practices. Drawing on these
insights, we go on to present a novel, portable, wireless 3D modeling system
that emphasizes "quick and dirty" capture. We discuss its design rational in
relation to our field observations and evaluate this rationale further by
giving the system to archaeological experts to explore in a variety of
settings. While our device compromises on the resolution of traditional 3D
scanners, its support of interpretation through emphasis on real-time capture,
review and manipulability suggests it could be a valuable tool for the future
of archaeology.
[11]
Video collections in panoramic contexts
Visualization & video
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Tompkin, James
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Pece, Fabrizio
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Shah, Rajvi
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Izadi, Shahram
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Kautz, Jan
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Theobalt, Christian
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.131-140
© Copyright 2013 ACM
Summary: Video collections of places show contrasts and changes in our world, but
current interfaces to video collections make it hard for users to explore these
changes. Recent state-of-the-art interfaces attempt to solve this problem for
'outside->in' collections, but cannot connect 'inside->out' collections
of the same place which do not visually overlap. We extend the focus+context
paradigm to create a video-collections+context interface by embedding videos
into a panorama. We build a spatio-temporal index and tools for fast
exploration of the space and time of the video collection. We demonstrate the
flexibility of our representation with interfaces for desktop and mobile flat
displays, and for a spherical display with joypad and tablet controllers. We
study with users the effect of our video-collection+context system to
spatio-temporal localization tasks, and find significant improvements to
accuracy and completion time in visual search tasks compared to existing
systems. We measure the usability of our interface with System Usability Scale
(SUS) and task-specific questionnaires, and find our system scores higher.
[12]
Demo hour
Demo hour
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Takahashi, Yoichi
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Matoba, Yasushi
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Koike, Hideki
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Cassinelli, Alvaro
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Angesleva, Jussi
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Watanabe, Yoshihiro
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Frasca, Gonzalo
/
Ishikawa, Masatoshi
/
Hirsch, Matthew
/
Izadi, Shahram
/
Holtzman, Henry
/
Raskar, Ramesh
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Bonnard, Quentin
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Legge, Amanda
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Geiduschek, Anna
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Kaplan, Frédéric
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Dillenbourg, Pierre
interactions
2013-05
v.20
n.3
p.8-9
© Copyright 2013 ACM
[13]
8D: interacting with a relightable glasses-free 3D display
Papers: performing interaction
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Hirsch, Matthew
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Izadi, Shahram
/
Holtzman, Henry
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Raskar, Ramesh
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2209-2212
© Copyright 2013 ACM
Summary: We present an 8-dimensional (8D) display that allows glasses-free viewing of
3D imagery, whist capturing and reacting to incident environmental and user
controlled light sources. We demonstrate two interactive possibilities enabled
by our lens-array-based hardware prototype, and realtime GPU-accelerated
software pipeline. Additionally, we describe a path to deploying such displays
in the future, using current Sensor-in-Pixel (SIP) LCD panels, which physically
collocate sensing and display elements.
[14]
8D display: a relightable glasses-free 3D display
Demo session
/
Hirsch, Matthew
/
Izadi, Shahram
/
Holtzman, Henry
/
Raskar, Ramesh
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.319-322
© Copyright 2012 ACM
Summary: magine a display that behaves like a window. Glancing through it, viewers
perceive a virtual 3D scene with correct parallax, without the need to wear
glasses or track the user. Light that passes through the display correctly
illuminates the virtual scene. While researchers have considered such displays,
or prototyped subsets of these capabilities, we contribute a new, interactive,
relightable, glasses-free 3D display. By simultaneously capturing a 4D light
field, and displaying a 4D light field, we are able to realistically modulate
the incident light on rendered content. We present our optical design, and GPU
pipeline. Beyond mimicking the physical appearance of objects under natural
lighting, an 8D display can create arbitrary directional illumination patterns
and record their interaction with physical objects. Our hardware points the way
towards novel 3D interfaces, in which users interact with digital content using
light widgets, physical objects, and gesture.
[15]
Digits: freehand 3D interactions anywhere using a wrist-worn gloveless
sensor
Hands & fingers
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Kim, David
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Hilliges, Otmar
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Izadi, Shahram
/
Butler, Alex D.
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Chen, Jiawen
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Oikonomidis, Iason
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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.
[16]
Steerable augmented reality with the beamatron
Augmented reality
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Wilson, Andrew
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Benko, Hrvoje
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Izadi, Shahram
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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.
[17]
KinÊtre: animating the world with the human body
Augmented reality
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Chen, Jiawen
/
Izadi, Shahram
/
Fitzgibbon, Andrew
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.435-444
© Copyright 2012 ACM
Summary: KinÊtre allows novice users to scan arbitrary physical objects and
bring them to life in seconds. The fully interactive system allows diverse
static meshes to be animated using the entire human body. Traditionally, the
process of mesh animation is laborious and requires domain expertise, with
rigging specified manually by an artist when designing the character.
KinÊtre makes creating animations a more playful activity, conducted by
novice users interactively "at runtime". This paper describes the KinÊtre
system in full, highlighting key technical contributions and demonstrating many
examples of users animating meshes of varying shapes and sizes. These include
non-humanoid meshes and incomplete surfaces produced by 3D scanning -- two
challenging scenarios for existing mesh animation systems. Rather than
targeting professional CG animators, KinÊtre is intended to bring mesh
animation to a new audience of novice users. We demonstrate potential uses of
our system for interactive storytelling and new forms of physical gaming.
[18]
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.
[19]
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.
[20]
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.
[21]
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.
[22]
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.
[23]
Enhancing naturalness of pen-and-tablet drawing through context sensing
Graspable interfaces
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Sun, Minghui
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Cao, Xiang
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Song, Hyunyoung
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Izadi, Shahram
/
Benko, Hrvoje
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Guimbretiere, Francois
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Ren, Xiangshi
/
Hinckley, Ken
Proceedings of the 2011 ACM International Conference on Interactive
Tabletops and Surfaces
2011-11-13
p.83-86
© Copyright 2011 ACM
Summary: Among artists and designers, the pen-and-tablet combination is widely used
for creating digital drawings, as digital pens outperform other input devices
in replicating the experience of physical drawing tools. In this paper, we
explore how contextual information such as the relationship between the hand,
the pen, and the tablet can be leveraged in the digital drawing experience to
further enhance its naturalness. By embedding sensors in the pen and the tablet
to sense and interpret these contexts, we demonstrate how several physical
drawing practices can be reflected and assisted in digital interaction
scenarios.
[24]
Portico: tangible interaction on and around a tablet
Tangible
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Avrahami, Daniel
/
Wobbrock, Jacob O.
/
Izadi, Shahram
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.347-356
© Copyright 2011 ACM
Summary: We present Portico, a portable system for enabling tangible interaction on
and around tablet computers. Two cameras on small foldable arms are positioned
above the display to recognize a variety of physical objects placed on or
around the tablet. These cameras have a larger field-of-view than the screen,
allowing Portico to extend interaction significantly beyond the tablet itself.
Our prototype, which uses a 12" tablet, delivers an interaction space six times
the size of the tablet screen. Portico thus allows tablets to extend both their
sensing capabilities and interaction space without sacrificing portability. We
describe the design of our system and present a number of applications that
demonstrate Portico's unique capability to track objects. We focus on a number
of fun applications that demonstrate how such a device can be used as a
low-cost way to create personal surface computing experiences. Finally, we
discuss the challenges in supporting tangible interaction beyond the screen and
describe possible mechanisms for overcoming them.
[25]
KinectFusion: real-time 3D reconstruction and interaction using a moving
depth camera
3D
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Izadi, Shahram
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Kim, David
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Hilliges, Otmar
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Molyneaux, David
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Newcombe, Richard
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Kohli, Pushmeet
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Shotton, Jamie
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Hodges, Steve
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Freeman, Dustin
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Davison, Andrew
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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.