[1]
iVoLVER: Interactive Visual Language for Visualization Extraction and
Reconstruction
Display and Visualizations
/
Méndez, Gonzalo Gabriel
/
Nacenta, Miguel A.
/
Vandenheste, Sebastien
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4073-4085
© Copyright 2016 ACM
Summary: We present the design and implementation of iVoLVER, a tool that allows
users to create visualizations without textual programming. iVoLVER is designed
to enable flexible acquisition of many types of data (text, colors, shapes,
quantities, dates) from multiple source types (bitmap charts, webpages,
photographs, SVGs, CSV files) and, within the same canvas, supports
transformation of that data through simple widgets to construct interactive
animated visuals. Aside from the tool, which is web-based and designed for pen
and touch, we contribute the design of the interactive visual language and
widgets for extraction, transformation, and representation of data. We
demonstrate the flexibility and expressive power of the tool through a set of
scenarios, and discuss some of the challenges encountered and how the tool fits
within the current infovis tool landscape.
[2]
Gaze-Contingent Manipulation of Color Perception
Eye Gaze
/
Mauderer, Michael
/
Flatla, David R.
/
Nacenta, Miguel A.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5191-5202
© Copyright 2016 ACM
Summary: Using real time eye tracking, gaze-contingent displays can modify their
content to represent depth (e.g., through additional depth cues) or to increase
rendering performance (e.g., by omitting peripheral detail). However, there has
been no research to date exploring how gaze-contingent displays can be
leveraged for manipulating perceived color. To address this, we conducted two
experiments (color matching and sorting) that manipulated peripheral background
and object colors to influence the user's color perception. Findings from our
color matching experiment suggest that we can use gaze-contingent simultaneous
contrast to affect color appearance and that existing color appearance models
might not fully predict perceived colors with gaze-contingent presentation.
Through our color sorting experiment we demonstrate how gaze-contingent
adjustments can be used to enhance color discrimination. Gaze-contingent color
holds the promise of expanding the perceived color gamut of existing display
technology and enabling people to discriminate color with greater precision.
[3]
Constructing Interactive Visualizations with iVoLVER
Interactivity Demos
/
Méndez, Gonzalo Gabriel
/
Nacenta, Miguel A.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3727-3730
© Copyright 2016 ACM
Summary: iVoLVER, the Interactive Visual Language for Visualization Extraction and
Reconstruction, is a web-based pen and touch system that graphically supports
the construction of interactive visualizations and allows the extraction of
data from different types of digital artifacts and photographs. Together, these
features enable the creation of visualizations from data that is not structured
in traditional formats without the need of textual programming. This
demonstration shows how iVoLVER visualizations are constructed and illustrates
an interactive example that can be used in teaching and educational contexts.
[4]
"Local Remote" Collaboration: Applying Remote Group Awareness Techniques to
Co-located Settings
Workshops
/
Scott, Stacey D.
/
Graham, T. C. Nicholas
/
Wallace, James R.
/
Hancock, Mark
/
Nacenta, Miguel
Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported
Cooperative Work and Social Computing
2015-03-14
v.2
p.319-324
© Copyright 2015 ACM
Summary: Co-located environments have long been considered ideal for many types of
group work, such as planning, decision-making, and design, since they provide a
rich communication environment (e.g. delay-free voice communication,
face-to-face interaction, eye gaze, and non-verbal communication), as well as
promote awareness and coordination through the use of shared artifacts.
However, the recent move towards multi-device ecologies in co-located settings,
such as the use of multiple personal devices (e.g., laptops, tablets) or
multiple personal devices in conjunction with larger, shared displays, such as
digital walls or tabletops, can interfere with these common co-located
communication and collaboration strategies, as various group members mentally
and/or physical shift their focus to their personal devices rather than to
their collaborators or to any physically shared artifacts. Group communications
and coordination can easily breakdown in these scenarios as the lack of a
physically shared group focus of attention can limit awareness of other's
activities and task progress. In this workshop, researchers and practitioners
will explore design techniques that can be used to address this issue, and
improve group awareness in these co-located multi-device ecologies. This will
be accomplished through group presentations, brainstorming sessions, and
small-group breakout sessions.
[5]
Designing the Unexpected: Endlessly Fascinating Interaction for Interactive
Installations
Paper Session 2: Focus on Interaction
/
MacDonald, Lindsay
/
Brosz, John
/
Nacenta, Miguel A.
/
Carpendale, Sheelagh
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.41-48
© Copyright 2015 ACM
Summary: We present A Delicate Agreement, an interactive art installation designed to
intrigue viewers by offering them an unfolding story that is endlessly
fascinating. To achieve this, we set our story in the liminal space of an
elevator, and populated this elevator with a set of unique characters. Viewers
watch the story unfold through peepholes in the elevator's doors, where in turn
their gaze can trigger changes in the storyline. This storyline's interactive
response was created via a complex adaptive system using simple rules based on
Goffman's performance theory.
[6]
User-defined Interface Gestures: Dataset and Analysis
Session 1: Gestures
/
Grijincu, Daniela
/
Nacenta, Miguel A.
/
Kristensson, Per Ola
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.25-34
© Copyright 2014 ACM
Summary: We present a video-based gesture dataset and a methodology for annotating
video-based gesture datasets. Our dataset consists of user-defined gestures
generated by 18 participants from a previous investigation of gesture
memorability. We design and use a crowd-sourced classification task to annotate
the videos. The results are made available through a web-based visualization
that allows researchers and designers to explore the dataset. Finally, we
perform an additional descriptive analysis and quantitative modeling exercise
that provide additional insights into the results of the original study. To
facilitate the use of the presented methodology by other researchers we share
the data, the source of the human intelligence tasks for crowdsourcing, a new
taxonomy that integrates previous work, and the source code of the
visualization tool.
[7]
Paper vs. tablets: the effect of document media in co-located collaborative
work
Connection and collaboration
/
Haber, Jonathan
/
Nacenta, Miguel A.
/
Carpendale, Sheelagh
Proceedings of the 2014 International Conference on Advanced Visual
Interfaces
2014-05-27
p.89-96
© Copyright 2014 ACM
Summary: With new computer technologies portable devices are rapidly approaching the
dimensions and characteristics of traditional pen and paper-based tools. Text
and graphic documents are now commonly viewed using small tablet computers. We
conducted a study with small groups of participants to better understand how
paper-based text and graphics are used by small collaborative groups as
compared to how these groups make use of documents presented on a digital
tablet with digital styluses. Our results indicate that digital tools, as
compared to paper tools, can affect the levels of verbal communication and
participant gaze engagement with other group members. Additionally, we observed
how participants spatially arranged paper-based and digital tools during
collaborative group activities, how often they switched from digital to paper,
and how they still prefer paper overall.
[8]
Demo hour
Demo hour
/
Karagozler, M. Emre
/
Poupyrev, Ivan
/
Fedder, Gary K.
/
Suzuki, Yuri
/
Yao, Lining
/
Niiyama, Ryuma
/
Ou, Jifei
/
Follmer, Sean
/
Ishii, Hiroshi
/
Brosz, John
/
Nacenta, Miguel A.
/
Pusch, Richard
/
Carpendale, Sheelagh
/
Hurter, Christophe
/
Rekimoto, Jun
interactions
2014-05
v.21
n.3
p.6-9
© Copyright 2014 ACM
Summary: UIST is a premier forum for innovations in the software and hardware of
human-computer interfaces. The UIST demo program enables attendees to
experience firsthand the most interesting next-generation user interface
technologies. The UIST 2013 demo program featured technologies ranging from
energy-harvesting interactive paper to pneumatically actuated materials,
providing attendees a vivid preview of some of the interactive systems that
might shape our daily lives in the future. -- Per Ola Kristensson and T. Scott
Saponas, UIST 2013 Demo Chairs
[9]
Depth perception with gaze-contingent depth of field
The third dimension
/
Mauderer, Michael
/
Conte, Simone
/
Nacenta, Miguel A.
/
Vishwanath, Dhanraj
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.217-226
© Copyright 2014 ACM
Summary: Blur in images can create the sensation of depth because it emulates an
optical property of the eye; namely, the limited depth of field created by the
eye's lens. When the human eye looks at an object, this object appears sharp on
the retina, but objects at different distances appear blurred. Advances in
gaze-tracking technologies enable us to reproduce dynamic depth of field in
regular displays, providing an alternative way of conveying depth. In this
paper we investigate gaze-contingent depth of field as a method to produce
realistic 3D images, and analyze how effectively people can use it to perceive
depth. We found that GC DOF increases subjective perceived realism and depth
and can contribute to the perception of ordinal depth and distance between
objects, but it is limited in its accuracy.
[10]
Quantitative measurement of virtual vs. physical object embodiment through
kinesthetic figural after effects
Multitouch interaction
/
Alzayat, Ayman
/
Hancock, Mark
/
Nacenta, Miguel
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2903-2912
© Copyright 2014 ACM
Summary: Over the past decade, multi-touch surfaces have become commonplace, with
many researchers and practitioners describing the benefits of their natural,
physical-like interactions. We present a pair of studies that empirically
investigates the psychophysical effects of direct interaction with both
physical and virtual artefacts. We use the phenomenon of Kinesthetic Figural
After Effects-a change in understanding of the physical size of an object after
a period of exposure to an object of different size. Our studies show that,
while this effect is robustly reproducible when using physical artefacts, this
same effect does not manifest when manipulating virtual artefacts on a direct,
multi-touch tabletop display. We contribute quantitative evidence suggesting a
psychophysical difference in our response to physical vs. virtual objects, and
discuss future research directions to explore measurable phenomena to evaluate
the presence of physical-like changes from virtual on-screen objects.
[11]
Transmogrification: causal manipulation of visualizations
Visualization & video
/
Brosz, John
/
Nacenta, Miguel A.
/
Pusch, Richard
/
Carpendale, Sheelagh
/
Hurter, Christophe
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.97-106
© Copyright 2013 ACM
Summary: A transmogrifier is a novel interface that enables quick, on-the-fly graphic
transformations. A region of a graphic can be specified by a shape and
transformed into a destination shape with real-time, visual feedback. Both
origin and destination shapes can be circles, quadrilaterals or arbitrary
shapes defined through touch. Transmogrifiers are flexible, fast and simple to
create and invite use in casual InfoVis scenarios, opening the door to
alternative ways of exploring and displaying existing visualizations (e.g.,
rectifying routes or rivers in maps), and enabling free-form prototyping of new
visualizations (e.g., lenses).
[12]
Multi-touch pinch gestures: performance and ergonomics
Touch fundamentals
/
Hoggan, Eve
/
Nacenta, Miguel
/
Kristensson, Per Ola
/
Williamson, John
/
Oulasvirta, Antti
/
Lehtiö, Anu
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.219-222
© Copyright 2013 ACM
Summary: Multi-touch gestures are prevalent interaction techniques for many different
types of devices and applications. One of the most common gestures is the pinch
gesture, which involves the expansion or contraction of a finger spread. There
are multiple uses for this gesture -- zooming and scaling being the most common
-- but little is known about the factors affecting performance and ergonomics
of the gesture motion itself. In this note, we present the results from a study
where we manipulated angle, direction, distance, and position of two-finger
pinch gestures. The study provides insight into how variables interact with
each other to affect performance and how certain combinations of pinch gesture
characteristics can result in uncomfortable or difficult pinch gestures. Our
results can help designers select faster pinch gestures and avoid difficult
pinch tasks.
[13]
ITS 2013 workshop on visual adaptation of interfaces
Workshops and tutorials
/
Dostal, Jakub
/
Nacenta, Miguel
/
Raedle, Roman
/
Reiterer, Harald
/
Stellmach, Sophie
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.491-492
© Copyright 2013 ACM
Summary: This workshop proposed to bring together researchers interested in visual
adaptation of interfaces. The gaze-tracking community is often constrained to
visual adaptation at short distances where gaze data is reliably available.
Researchers working on distance-based interfaces tend to work in room-sized
environments, with wall-sized displays or multiple displays. Visual adaptation
using contextual information or personalisation is relatively independent of
the size of the environment but comes with its own set of challenges due to the
complexities of dealing with contextual information. Even though most of these
researchers are creating visually adaptive interfaces, their approaches,
concerns and constraints differ. The aim of this workshop was to create an
opportunity to increase awareness of the diverse research as well as for
establishing areas of possible collaboration.
[14]
Memorability of pre-designed and user-defined gesture sets
Papers: gesture studies
/
Nacenta, Miguel A.
/
Kamber, Yemliha
/
Qiang, Yizhou
/
Kristensson, Per Ola
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1099-1108
© Copyright 2013 ACM
Summary: We studied the memorability of free-form gesture sets for invoking actions.
We compared three types of gesture sets: user-defined gesture sets, gesture
sets designed by the authors, and random gesture sets in three studies with 33
participants in total. We found that user-defined gestures are easier to
remember, both immediately after creation and on the next day (up to a 24%
difference in recall rate compared to pre-designed gestures). We also
discovered that the differences between gesture sets are mostly due to
association errors (rather than gesture form errors), that participants prefer
user-defined sets, and that they think user-defined gestures take less time to
learn. Finally, we contribute a qualitative analysis of the tradeoffs involved
in gesture type selection and share our data and a video corpus of 66 gestures
for replicability and further analysis.
[15]
The effects of tactile feedback and movement alteration on interaction and
awareness with digital embodiments
Papers: embodied interaction 2
/
Doucette, Andre
/
Mandryk, Regan L.
/
Gutwin, Carl
/
Nacenta, Miguel
/
Pavlovych, Andriy
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1891-1900
© Copyright 2013 ACM
Summary: Collaborative tabletop systems can employ direct touch, where people's real
arms and hands manipulate objects, or indirect input, where people are
represented on the table with digital embodiments. The input type and the
resulting embodiment dramatically influence tabletop interaction: in
particular, the touch avoidance that naturally governs people's touching and
crossing behavior with physical arms is lost with digital embodiments. One
result of this loss is that people are less aware of each others' arms, and
less able to coordinate actions and protect personal territories. To determine
whether there are strategies that can influence group interaction on shared
digital tabletops, we studied augmented digital arm embodiments that provide
tactile feedback or movement alterations when people touched or crossed arms.
The study showed that both augmentation types changed people's behavior (people
crossed less than half as often) and also changed their perception (people felt
more aware of the other person's arm, and felt more awkward when touching).
This work shows how groupware designers can influence people's interaction,
awareness, and coordination abilities when physical constraints are absent.
[16]
Multi-touch rotation gestures: performance and ergonomics
Papers: mobile gestures
/
Hoggan, Eve
/
Williamson, John
/
Oulasvirta, Antti
/
Nacenta, Miguel
/
Kristensson, Per Ola
/
Lehtiö, Anu
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.3047-3050
© Copyright 2013 ACM
Summary: Rotations performed with the index finger and thumb involve some of the most
complex motor action among common multi-touch gestures, yet little is known
about the factors affecting performance and ergonomics. This note presents
results from a study where the angle, direction, diameter, and position of
rotations were systematically manipulated. Subjects were asked to perform the
rotations as quickly as possible without losing contact with the display, and
were allowed to skip rotations that were too uncomfortable. The data show
surprising interaction effects among the variables, and help us identify whole
categories of rotations that are slow and cumbersome for users.
[17]
Sometimes when we touch: how arm embodiments change reaching and
collaboration on digital tables
Gesture and touch
/
Doucette, Andre
/
Gutwin, Carl
/
Mandryk, Regan L.
/
Nacenta, Miguel
/
Sharma, Sunny
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.1
p.193-202
© Copyright 2013 ACM
Summary: In tabletop work with direct input, people avoid crossing each others' arms.
This natural touch avoidance has important consequences for coordination: for
example, people rarely grab the same item simultaneously, and negotiate access
to the workspace via turn-taking. At digital tables, however, some situations
require the use of indirect input (e.g., large tables or remote participants),
and in these cases, people are often represented with virtual arm embodiments.
There is little information about what happens to coordination and reaching
when we move from physical to digital arm embodiments. To gather this
information, we carried out a controlled study of tabletop behaviour with
different embodiments. We found dramatic differences in moving to a digital
embodiment: people touch and cross with virtual arms far more than they do with
real arms, which removes a natural coordination mechanism in tabletop work. We
also show that increasing the visual realism of the embodiment does not change
behaviour, but that changing the thickness has a minor effect. Our study
identifies important design principles for virtual embodiments in tabletop
groupware, and adds to our understanding of embodied interaction in small
groups.
[18]
Factors influencing visual attention switch in multi-display user
interfaces: a survey
Visual Attention
/
Rashid, Umar
/
Nacenta, Miguel A.
/
Quigley, Aaron
Proceedings of the 2012 ACM International Symposium on Pervasive Displays
2012-06-04
p.1
© Copyright 2012 ACM
Summary: Multi-display User Interfaces (MDUIs) enable people to take advantage of the
different characteristics of different display categories. For example,
combining mobile and large displays within the same system enables users to
interact with user interface elements locally while simultaneously having a
large display space to show data. Although there is a large potential gain in
performance and comfort, there is at least one main drawback that can override
the benefits of MDUIs: the visual and physical separation between displays
requires that users perform visual attention switches between displays. In this
paper, we present a survey and analysis of existing data and classifications to
identify factors that can affect visual attention switch in MDUIs. Our analysis
and taxonomy bring attention to the often ignored implications of visual
attention switch and collect existing evidence to facilitate research and
implementation of effective MDUIs.
[19]
The LunchTable: a multi-user, multi-display system for information sharing
in casual group interactions
Collaborative Displays
/
Nacenta, Miguel A.
/
Jakobsen, Mikkel R.
/
Dautriche, Remy
/
Hinrichs, Uta
/
Dörk, Marian
/
Haber, Jonathan
/
Carpendale, Sheelagh
Proceedings of the 2012 ACM International Symposium on Pervasive Displays
2012-06-04
p.18
© Copyright 2012 ACM
Summary: People often use mobile devices to access information during conversations
in casual settings, but mobile devices are not well suited for interaction in
groups. Large situated displays promise to better support access to and sharing
of information in casual conversations. This paper presents the LunchTable, a
multi-user system based on semi-public displays that supports such casual group
interactions around a lunch table. We describe our design goals and the
resulting system, as well as a weeklong study of the interaction with the
system in the lunch space of a research lab. Our results show substantial use
of the LunchTable for sharing visual information such as online maps and videos
that are otherwise difficult to share in conversations. Also, equal
simultaneous access from several users does not seem critical in casual group
interactions.
[20]
The cost of display switching: a comparison of mobile, large display and
hybrid UI configurations
User and cognitive models
/
Rashid, Umar
/
Nacenta, Miguel A.
/
Quigley, Aaron
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.99-106
© Copyright 2012 ACM
Summary: Attaching a large external display can help a mobile device user view more
content at once. This paper reports on a study investigating how different
configurations of input and output across displays affect performance,
subjective workload and preferences in map, text and photo search tasks.
Experimental results show that a hybrid configuration where visual output is
distributed across displays is worst or equivalent to worst in all tasks. A
mobile device-controlled large display configuration performs best in the map
search task and equal to best in text and photo search tasks (tied with a
mobile-only configuration). After conducting a detailed analysis of the
performance differences across different UI configurations, we give
recommendations for the design of distributed user interfaces.
[21]
FatFonts: combining the symbolic and visual aspects of numbers
Visualization
/
Nacenta, Miguel
/
Hinrichs, Uta
/
Carpendale, Sheelagh
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.407-414
© Copyright 2012 ACM
Summary: In this paper we explore numeric typeface design for visualization purposes.
We introduce FatFonts, a technique for visualizing quantitative data that
bridges the gap between numeric and visual representations. FatFonts are based
on Arabic numerals but, unlike regular numeric typefaces, the amount of ink
(dark pixels) used for each digit is proportional to its quantitative value.
This enables accurate reading of the numerical data while preserving an overall
visual context. We discuss the challenges of this approach that we identified
through our design process and propose a set of design goals that include
legibility, familiarity, readability, spatial precision, dynamic range, and
resolution. We contribute four FatFont typefaces that are derived from our
exploration of the design space that these goals introduce. Finally, we discuss
three example scenarios that show how FatFonts can be used for visualization
purposes as valuable representation alternatives.
[22]
Workshop on Infrastructure and Design Challenges of Coupled Display Visual
Interfaces: in conjunction with Advanced Visual Interfaces 2012 (AVI'12)
Workshops
/
Quigley, Aaron
/
Dix, Alan
/
Nacenta, Miguel
/
Rodden, Tom
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.815-817
© Copyright 2012 ACM
Summary: An increasing number of interactive displays of very different sizes,
portability, projectability and form factors are starting to become part of the
display ecosystems that we make use of in our daily lives. Displays are shaped
by human activity into an ecological arrangement and thus an ecology. Each
combination or ecology of displays offer substantial promise for the creation
of applications that effectively take advantage of the wide range of input,
affordances, and output capability of these multi-display, multi-device and
multi-user environments. Although the last few years have seen an increasing
amount of research in this area, knowledge about this subject remains under
explored, fragmented, and cuts across a set of related but heterogeneous
issues. This workshop brings together researchers and practitioners interested
in the challenges posed by infrastructure and design.
[23]
The HapticTouch toolkit: enabling exploration of haptic interactions
Touchy feely
/
Ledo, David
/
Nacenta, Miguel A.
/
Marquardt, Nicolai
/
Boring, Sebastian
/
Greenberg, Saul
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.115-122
© Copyright 2012 ACM
Summary: In the real world, touch based interaction relies on haptic feedback (e.g.,
grasping objects, feeling textures). Unfortunately, such feedback is absent in
current tabletop systems. The previously developed Haptic Tabletop Puck (HTP)
aims at supporting experimentation with and development of inexpensive tabletop
haptic interfaces in a do-it-yourself fashion. The problem is that programming
the HTP (and haptics in general) is difficult. To address this problem, we
contribute the Haptictouch toolkit, which enables developers to rapidly
prototype haptic tabletop applications. Our toolkit is structured in three
layers that enable programmers to: (1) directly control the device, (2) create
customized combinable haptic behaviors (e.g., softness, oscillation), and (3)
use visuals (e.g., shapes, images, buttons) to quickly make use of these
behaviors. In our preliminary exploration we found that programmers could use
our toolkit to create haptic tabletop applications in a short amount of time.
[24]
ToCoPlay: Graphical Multi-touch Interaction for Composing and Playing Music
Sound and Smell
/
Lynch, Sean
/
Nacenta, Miguel A.
/
Carpendale, Sheelagh
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.3
p.306-322
Keywords: Multi-touch; collaboration; composition; music; musical instrument
© Copyright 2011 IFIP
Summary: With the advent of electronic music and computers, the human-sound interface
is liberated from the specific physical constraints of traditional instruments,
which means that we can design musical interfaces that provide arbitrary
mappings between human actions and sound generation. This freedom has resulted
in a wealth of new tools for electronic music generation that expand the limits
of expression, as exemplified by projects such as Reactable and Bricktable. In
this paper we present ToCoPlay, an interface that further explores the design
space of collaborative, multi-touch music creation systems. ToCoPlay is unique
in several respects: it allows creators to dynamically transition between the
roles of composer and performer, it takes advantage of a flexible spatial
mapping between a musical piece and the graphical interface elements that
represent it, and it applies current and traditional interface interaction
techniques for the creation of music.
[25]
Second workshop on engineering patterns for multi-touch interfaces
Workshops
/
Luyten, Kris
/
Vanacken, Davy
/
Weiss, Malte
/
Borchers, Jan
/
Nacenta, Miguel
ACM SIGCHI 2011 Symposium on Engineering Interactive Computing Systems
2011-06-13
p.335-336
© Copyright 2011 ACM
Summary: Multi-touch gained a lot of interest in the last couple of years and the
increased availability of multi-touch enabled hardware boosted its development.
However, the current diversity of hardware, toolkits, and tools for creating
multi-touch interfaces has its downsides: there is only little reusable
material and no generally accepted body of knowledge when it comes to the
development of multi-touch interfaces. This workshop is the second workshop on
this topic and the workshop goal remains unchanged: to seek a consensus on
methods, approaches, toolkits, and tools that aid in the engineering of
multi-touch interfaces and transcend the differences in available platforms.
The patterns mentioned in the title indicate that we are aiming to create a
reusable body of knowledge.