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[1] MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects Work-in-Progress / Kikuchi, Takashi / Hiroi, Yuichi / Smith, Ross T. / Thomas, Bruce H. / Sugimoto, Maki Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.468-474
ACM Digital Library Link
Summary: Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.

[2] Controlling stiffness with jamming for wearable haptics Wearable interfaces / Simon, Timothy M. / Thomas, Bruce H. / Smith, Ross T. Proceedings of the 2015 International Symposium on Wearable Computers 2015-09-07 p.45-46
ACM Digital Library Link
Summary: Layer jamming devices enhance wearable technologies by providing haptic feedback through stiffness control. In this paper we present our prototype that demonstrates improved haptic fidelity of a wearable layer jamming device, using computer controlled solenoid to enable fine-grained control of the garments stiffness property. We also explore variable stiffness configurations for virtual UI components. An evaluation was conducted to validate the methodology, demonstrating dynamic stiffness control with a two waveforms.

[3] Interactive Visualisation for Surface Proximity Monitoring / Marshall, D. F. / Gardner, H. J. / Thomas, B. H. Proceedings of AUIC 2015 Australasian User Interface Conference 2015-01-27 p.41-50
crpit.com/abstracts/CRPITV162Marshall.html
crpit.com/confpapers/CRPITV162Marshall.pdf
Summary: We consider tasks that require users to be aware of the proximity of two 3D surfaces and where one or both of these surfaces is changing over time. We consider situations where users need to quickly and accurately assess when and where the two surfaces approach each other and eventually intersect. Because occlusion in 3D visualisations remains an issue in the perception of such data, a complete, simultaneous perception of the proximity of two such surfaces could be helpful. We propose and implement a new, interactive, visualisation technique, "Proximity Map Projection" (PMP), to provide this assistance to users and describe a user study to investigate the effectiveness of PMP in a static scenario. This study found that PMP enabled faster and more accurate identification of regions of nearest proximity and greatest protrusion. As well as affirming the potential benefits of PMP, this study motivates several areas of further investigation of the technique.

[4] Performance improvement using data tags for handheld spatial augmented reality User study and data analysis / Irlitti, Andrew / Von Itzstein, Stewart / Smith, Ross T. / Thomas, Bruce H. Proceedings of the 2014 ACM Symposium on Virtual Reality Software and Technology 2014-11-11 p.161-165
ACM Digital Library Link
Summary: Mobile devices such as some recent phones are now fitted with projection capabilities that support Spatial Augmented Reality (SAR) and require investigation to uncover new interaction possibilities. This paper presents a study measuring user performance in a search and select task using a tracked handheld projector and data tags, a 3D physical cue. This physical cue is used to mark the location of hidden SAR information. The experiment required participants to search for virtual symbols presented on two 5ft, multi-sided control panels. Two methods of presenting AR information were employed, SAR alone and SAR with the inclusion of physical cues to indicate the location of the information. The results showed that attaching data tags, compared to virtual content alone lowered the overall task completion time and reduced handheld projector movement. Subjectively, participants also preferred the combination of virtual data with data tags across both task variations.

[5] Object-based touch manipulation for remote guidance of physical tasks Spatial pointing and touching / Adcock, Matt / Ranatunga, Dulitha / Smith, Ross / Thomas, Bruce H. Proceedings of the 2014 ACM Symposium Spatial User Interaction 2014-10-04 p.113-122
ACM Digital Library Link
Summary: This paper presents a spatial multi-touch system for the remote guidance of physical tasks that uses semantic information about the physical properties of the environment. It enables a remote expert to observe a video feed of the local worker's environment and directly specify object movements via a touch display. Visual feedback for the gestures is displayed directly in the local worker's physical environment with Spatial Augmented Reality and observed by the remote expert through the video feed. A virtual representation of the physical environment is captured with a Kinect that facilitates the context-based interactions. We evaluate two methods of remote worker interaction, object-based and sketch-based, and also investigate the impact of two camera positions, top and side, for task performance. Our results indicate translation and aggregate tasks could be more accurately performed via the object based technique when the top-down camera feed was used. While, in the case of the side on camera view, sketching was faster and rotations were more accurate. We also found that for object-based interactions the top view was better on all four of our measured criteria, while for sketching no significant difference was found between camera views.

[6] Wearable jamming mitten for virtual environment haptics Wearable input/output / Simon, Timothy M. / Smith, Ross T. / Thomas, Bruce H. Proceedings of the 2014 International Symposium on Wearable Computers 2014-09-13 v.1 p.67-70
ACM Digital Library Link
Summary: This paper presents a new mitten incorporating vacuum layer jamming technology to provide haptic feedback to a user. We demonstrate that layer jamming technology can be successfully applied to a mitten, and discuss advantages layer jamming provides as a wearable technology through its low profile form factor. Jamming differs from traditional wearable haptic systems by restricting a user's movement, rather than applying an actuation force on the user's body. Restricting the user's movement is achieved by varying the stiffness of wearable items, such as gloves. We performed a pilot study where the qualitative results showed users found the haptic sensation of the jamming mitten similar to grasping the physical counterpart.

[7] CARL: activity-aware automation for energy efficiency HomeSys 2014 / Thomas, Brian L. / Cook, Diane J. Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.939-946
ACM Digital Library Link
Summary: Society is becoming increasingly aware of the impact that our lifestyle choices have on energy usage and the environment. This paper explores the hypothesis that ubiquitous computing technologies can be used to understand this impact and to provide activity-aware interventions to reduce energy consumption. Specifically, we introduce a method to provide energy-efficient home automation based on the recognition of activities and their associated devices. We describe CARL (CASAS Activity-based Resource Limitation), a prototype energy-efficient smart home, and evaluate the performance of our activity-aware automation when using both historic and real-time sensor data to drive intelligent home automation.

[8] Adding input controls and sensors to RFID tags to support dynamic tangible user interfaces Let's get physical / Simon, Timothy M. / Thomas, Bruce H. / Smith, Ross T. / Smith, Mark Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.165-172
ACM Digital Library Link
Summary: Providing high resolution tangible user interface components without batteries such as dials and sliders that support dynamic user interface arrangement is challenging. Previous work uses RFID to support limited resolution custom-built components. We demonstrate improved techniques using commercial off the shelf input controls incorporated into passive RFID tags using an on-off key subcarrier to encode state information into the RFID signal. Our method supports high resolution components that do not require power cables or batteries. We provide exemplars demonstrating how the technique supports a range of user interface components including buttons, dials, sliders, flex and light sensors. Compared to previous work, we obtain a higher resolution, only limited by sample time, for all components and demonstrate 115 discrete dial positions. Our technique allows the TUI components to be freely placed and rearranged without hardwiring or batteries.

[9] Ephemeral Interaction Using Everyday Objects Virtual and Augmented Reality / Walsh, J. A. / Itzstein, S. V. / Thomas, B. H. Proceedings of AUIC'14, Australasian User Interface Conference 2014-01-22 p.29-38
Keywords: user interfaces, ephemeral, tangible, projected, extensible customizable, reconfigurable
crpit.com/abstracts/CRPITV150Walsh.html
crpit.com/confpapers/CRPITV150Walsh.pdf
Summary: The ability for Tangible User Interfaces to enable the intuitive control of existing systems and adapt to individual users' usage scenarios remains an area of development. Previous research in customizable tangible interfaces has focused primarily on the offline creation by the original system developer, instead of offering extensibility to the end user. This paper presents our system to support the ad-hoc creation of 'disposable' UIs using both projected controls and physical objects. To support these controls, a software based patch panel enables data to be mapped to external systems, and from external systems back to the system itself. Using a projector, depth camera and 6DOF tracking system, users can create and map tangible/touch-based ad-hoc user controls to existing system functionality. This allows users to both quickly create new inputs for existing functionality, as well as create new arbitrary input devices from completely passive components.

[10] Spatial Augmented Reality User Interface Techniques for Room Size Modelling Tasks Virtual and Augmented Reality / Marner, M. R. / Thomas, B. H. Proceedings of AUIC'14, Australasian User Interface Conference 2014-01-22 p.39-46
crpit.com/abstracts/CRPITV150Marner.html
crpit.com/confpapers/CRPITV150Marner.pdf
Summary: This paper present results of our investigations into using spatial augmented reality to improve kitchen design and other interior architecture tasks. We have developed user interface techniques for room sized modelling tasks, including cabinet layout, viewing and modifying preset designs, and modifying materials and surface finishes. These techniques are based on Physical-Virtual Tools, which consist of physical input devices augmented with projected information. These tools and techniques address key user interface issues for spatial augmented reality systems, and we discuss how they can be generalised for other applications. The techniques have been developed in the context of a demonstration application, BuildMyKitchen. BuildMyKitchen allows architects to design kitchen cabinets and layouts, and work with clients on the design, in an interactive spatial augmented reality environment.

[11] Depth Perception in View-Dependent Near-Field Spatial AR Posters / Broecker, M. / Smith, R. T. / Thomas, B. H. Proceedings of AUIC'14, Australasian User Interface Conference 2014-01-22 p.87-88
crpit.com/abstracts/CRPITV150Broecker.html
crpit.com/confpapers/CRPITV150Broecker.pdf
Summary: View-dependent rendering techniques are an important tool in Spatial Augmented Reality. These allow the addition of more detail and the depiction of purely virtual geometry inside the shape of physical props. This paper investigates the impact of different depth cues onto the depth perception of users.

[12] Visualization of off-surface 3D viewpoint locations in spatial augmented reality Full papers / Adcock, Matt / Feng, David / Thomas, Bruce Proceedings of the 2013 ACM Symposium Spatial User Interaction 2013-07-20 p.1-8
ACM Digital Library Link
Summary: Spatial Augmented Reality (SAR) systems can be used to convey guidance in a physical task from a remote expert. Sometimes that remote expert is provided with a single camera view of the workspace but, if they are given a live captured 3D model and can freely control their point of view, the local worker needs to know what the remote expert can see. We present three new SAR techniques, Composite Wedge, Vector Boxes, and Eyelight, for visualizing off-surface 3D viewpoints and supporting the required workspace awareness. Our study showed that the Composite Wedge cue was best for providing location awareness, and the Eyelight cue was best for providing visibility map awareness.

[13] Tangible Agile Mapping: Ad-hoc Tangible User Interaction Definition Papers: Interfaces / Walsh, J. A. / Itzstein, S. T. / Thomas, B. H. Proceedings of AUIC'13, Australasian User Interface Conference 2013-01-29 p.3-12
Keywords: Tangible user interfaces, programming by demonstration, organic users interfaces, proxemic interactions, authoring by interaction
crpit.com/abstracts/CRPITV139Walsh.html
crpit.com/confpapers/CRPITV139Walsh.pdf
Summary: People naturally externalize mental systems through physical objects to leverage their spatial intelligence. The advent of tangible user interfaces has allowed human computer interaction to utilize these skills. However, current systems must be written from scratch and designed for a specific purpose, thus meaning end users cannot extend or repurpose the system. This paper presents Tangible Agile Mapping, our architecture to address this problem by allowing tangible systems to be defined ad-hoc. Our architecture addresses the tangible ad-hoc definition of objects, properties and rules to support tangible interactions. This paper also describes Spatial Augmented Reality TAM as an implementation of this architecture that utilizes a projector-camera setup combined with gesture-based navigation to allow users to create tangible systems from scratch. Results of a user study show that the architecture and our implementation are effective in allowing users to develop tangible systems, even for users with little computing or tangible experience.

[14] Spatial augmented reality based tangible CAD system Posters / Joo, Hyeon Joon / Smith, Ross / Thomas, Bruce / Park, Jun Proceedings of the 2012 ACM Symposium on Virtual Reality Software and Technology 2012-12-10 p.207-208
ACM Digital Library Link
Summary: In current Computer Aided Design (CAD) systems, designers are commonly restricted to a traditional workstation environment with mouse and keyboard. This environment is indirect from the physical object they are designing, and as such they may lose the one to one correspondence between the virtual and physical magnification of the design. In order to reduce this, we propose a Spatial Augmented Reality (SAR) based CAD system which consists of a fixed camera-projector pair, a Light Emitting Diode (LED) pen with two buttons, a wireless communication module, and a physical drawing board.

[15] Merging Tangible Buttons and Spatial Augmented Reality to Support Ubiquitous Prototype Designs Papers / Simon, Tim M. / Smith, Ross T. / Thomas, Bruce / Von Itzstein, Stewart / Smith, Mark / Park, Joonsuk / Park, Jun Proceedings of AUIC'12, Australasian User Interface Conference 2012 p.29-38
crpit.com/abstracts/CRPITV126Simon.html
Summary: The industrial design prototyping process has previously shown promising enhancements using Spatial Augmented Reality to increase the fidelity of concept visualizations. This paper explores further improvements to the process by incorporating tangible buttons to allow dynamically positioned controls to be employed by the designer. The tangible buttons are equipped with RFID tags that are read by a wearable glove sensor system to emulate button activation for simulating prototype design functionality. We present a new environmental setup to support the low cost development of an active user interface that is not restricted to the two-dimensional surface of a traditional computer display. The design of our system has been guided by the requirements of industrial designers and an expert review of the system was conducted to identify its usefulness and usability aspects. Additionally, the quantitative performance evaluation of the RFID tags indicated that the concept development using our system to support a simulated user interface functionality is an improvement to the design process.

[16] Supporting Freeform Modelling in Spatial Augmented Reality Environments with a New Deformable Material Papers / Maas, E. T. A. / Marner, M. R. / Smith, R. T. / Thomas, B. H. Proceedings of AUIC'12, Australasian User Interface Conference 2012 p.77-86
crpit.com/abstracts/CRPITV126Maas.html
Summary: This paper describes how a new free-form modelling material, Quimo (Quick Mock-up), can be used by industrial designers in spatial augmented reality environments. Quimo is a white malleable material that can be sculpted and deformed with bare hands into an approximate model. The material is white in colour, retains its shape once sculpted, and allows for later modification. Projecting imagery onto the surface of the low-fidelity mock-up allows for detailed prototype visualisations to be presented. This ability allows the designer to create design concept visualisations and re-configure the physical shape and projected appearance rapidly. We detail the construction techniques used to create the Quimo material and present the modelling techniques employed during mock-up creation. We then extend the functionality of the material by integrating low-visibility retro-reflective fiducial markers to capture the surface geometry. The surface tracking allows the combined physical and virtual modelling techniques to be integrated. This is advantageous compared to the traditional prototyping process that requires a new mock-up to be built whenever a significant change of the shape or visual appearance is desired. We demonstrate that Quimo, augmented with projected imagery, supports interactive changes of an existing prototype concept for advanced visualisation.

[17] Data Mining Office Behavioural Information from Simple Sensors Posters / O'Malley, Samuel J. / Smith, Ross T. / Thomas, Bruce H. Proceedings of AUIC'12, Australasian User Interface Conference 2012 p.97-98
Keywords: Digital Foam, Data Mining, Apriori Algorithm, Non-invasive, Ambient Display, Market Basket Analysis
crpit.com/abstracts/CRPITV126O%E2%80%99Malley%20.html
crpit.com/confpapers/CRPITV126O%E2%80%99Malley.pdf
Summary: This paper discussed the concept of using three simple sensors to monitor the behavioural patterns of an office occupant. The goal of this study is to capture behaviour information of the occupant without the use of invasive sensors such as cameras that do not maintain a level of privacy when installed. Our initial analysis has shown that data mining can be applied to capture re-occurring behaviours and provide real-time presence information to others that occupy the same building..

[18] DOMER: a wizard of oz interface for using interactive robots to scaffold social skills for children with autism spectrum disorders Late-breaking reports/poster session / Villano, Michael / Crowell, Charles R. / Wier, Kristin / Tang, Karen / Thomas, Brynn / Shea, Nicole / Schmitt, Lauren M. / Diehl, Joshua J. Proceedings of the 6th International Conference on Human-Robot Interaction 2011-03-06 p.279-280
ACM Digital Library Link
Summary: This report describes the development of a prototypical Wizard of Oz, graphical user interface to wirelessly control a small, humanoid robot (Aldebaran Nao) during a therapy session for children with Autism Spectrum Disorders (ASD). The Dynamically Operated Manually Executed Robot interface (DOMER) enables an operator to initiate pre-developed behavior sequences for the robot as well as access the text-to-speech capability of the robot in real-time interactions between children with ASD and their therapist. Preliminary results from a pilot study suggest that the interface enables the operator to control the robot with sufficient fidelity such that the robot can provide positive feedback, practice social dialogue, and play the game, "Simon Says" in a convincing and engaging manner.

[19] Visualising Environmental Corrosion in Outdoor Augmented Reality / Walsh, J. A. / Thomas, B. H. Proceedings of AUIC'11, Australasian User Interface Conference 2011 p.39-46
crpit.com/abstracts/CRPITV117Walsh.html
Summary: This paper provides a description of outdoor visualisation of environmental corrosion data. This system was developed to aid in the visual understanding of data from wireless sensors used to monitor large structures. Due to the laborious manual inspections required for large structures (such as bridges), wireless environmental sensors have been designed to automate this process. Our system visualizes this information in its real-world context using the Tinmith mobile outdoor augmented reality system. We provide an overview of the visualizations, outlining a user study that was conducted to determine the effectiveness of the visualizations in providing the user with context-sensitive information, along with the preliminary results of this study. The paper concludes with an overview of future work on the system and final thoughts.

[20] Seeing more than the graph: evaluation of multivariate graph visualization methods Workshops / Cunningham, Andrew / Xu, Kai / Thomas, Bruce Proceedings of the 2010 International Conference on Advanced Visual Interfaces 2010-05-26 p.429
ACM Digital Library Link
Summary: Many real-world networks are multivariate, i.e., they have attributes associated with nodes and/or edges. Examples include social networks whose nodes represent people and edges represent relationships. There is usually information about each person (such as name, age, and gender) and the relationship (such type, duration, and strength). Besides common graph analysis tasks (such as identifying the most influential or structurally important nodes), there are more complex analyses for multivariate networks. One of these is the multivariate graph clustering, i.e., identifying clusters formed by nodes that have similar attributes and are close to each other in terms of graph distance. For instance, in social network analysis, it is interesting to sociologists whether or not people with similar characteristics (node attributes) are also connected to each other. Currently there are very few visualization methods available for such analysis.
    Graph and multivariate visualization have been well studied separately in the literature. Herman et al. summarized the recent work on graph visualization [3], and Wong and Bergeron covered the development in multivariate visualization [4]. However, there is relatively less work available on multivariate network visualization. Two types of approaches are commonly used. The first one is the mapping approach, which maps attributes to visual elements of a node or edge. A simple example is to map one attribute to node size and another to node color [2]. A more advanced mapping approach uses glyphs to represent node or edge attributes. One such example is to use the length and width of a rectangle node glyph to represent two node attributes [1]. The second one is the 2.5D approach: it uses the third dimension to present the multivariate information, while the graph is shown on a 2D plane. Examples include the recently proposed "GraphScape" [5], which adopts a landscape metaphor: each attribute is represented by a two-and-a-half- dimensional surface, whose height indicates its value.
    Each approach has its strength and weakness. The mapping approach is effective of showing numerical value using visual element such as size, but it can be difficult to compare the value of attributes represented by different elements such as size and color. The problem is alleviated by a carefully designed glyph, but visual complexity increases quickly as the number of attributes that a glyph needs to represent grows. The 2.5D approach is good at showing the distribution of attribute values over the network, but the attribute surface could introduce occlusion and affect the visibility of underlying network.
    In this paper, we present a study evaluating the effectiveness of these two approaches for different analysis tasks. We compare the performance of mapping and 2.5D approach in a controlled lab environment. We included both simple tasks (such as identifying nodes with the largest attribute value) and complex tasks (such as multivariate graph clustering). The performance is measured both in terms of accuracy and completion time. The results indicate that statistically mapping approach performs better for the simple tasks, while the 2.5D approach is favored in the complex task. The outcomes from this study provide some guidelines for the design of effective multivariate graph visualization for different analysis tasks.

[21] Design and impressions of a multi-user tabletop interaction device Contributed papers / Cunningham, Andrew / Close, Ben / Thomas, Bruce / Hutterer, Peter Proceedings of AUIC'10, Australasian User Interface Conference 2010-01-20 p.71-79
ACM Digital Library Citation
Summary: TableMouse is a cursor manipulation device designed specifically for multiple users interacting on large tabletop surface. TableMouse tracks position, height, orientation, button state, and unique identification. It is designed using infrared light emitting diodes and computer vision to perform device tracking and identification. This paper explores the functional design of such a device. Insights into the inherent features enabled by this functionality -- out of arms reach interaction, collaborative interaction -- are described. The architecture, vision analysis process, and issues to consider are described. Finally two example applications utilising the TableMouse are described.

[22] 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
ISBN: 978-1-84996-112-7 (print), 978-1-84996-113-4 (online)
Link to Digital Content at Springer
== 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

[23] EDITED BOOK The Engineering of Mixed Reality Systems Human-Computer Interaction Series / Dubois, Emmanuel / Gray, Philip / Nigay, Laurence 2010 n.21 p.445 Springer London
DOI: 10.1007/978-1-84882-733-2
ISBN: 978-1-84882-732-5 (print), 978-1-84882-733-2 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Dubois, Emmanuel
	+ Gray, Phil
	+ Nigay, Laurence
== Interaction Design ==
An Integrating Framework for Mixed Systems (9-31)
	+ Coutrix, Céline
	+ Nigay, Laurence
A Holistic Approach to Design and Evaluation of Mixed Reality Systems (33-55)
	+ Nilsson, Susanna
	+ Johansson, Björn
	+ Jönsson, Arne
Embedded Mixed Reality Environments (57-78)
	+ Schnädelbach, Holger
	+ Galani, Areti
	+ Flintham, Martin
The Semantic Environment: Heuristics for a Cross-Context Human-Information Interaction Model (79-99)
	+ Resmini, Andrea
	+ Rosati, Luca
Tangible Interaction in Mixed Reality Systems (101-120)
	+ Couture, Nadine
	+ Rivière, Guillaume
	+ Reuter, Patrick
Designing a Mixed Reality Intergenerational Entertainment System (121-141)
	+ Khoo, Eng Tat
	+ Merritt, Tim
	+ Cheok, Adrian David
Auditory-Induced Presence in Mixed Reality Environments and Related Technology (143-163)
	+ Larsson, Pontus
	+ Väljamäe, Aleksander
	+ Västfjäll, Daniel
	+ Tajadura-Jiménez, Ana
	+ Kleiner, Mendel
An Exploration of Exertion in Mixed Reality Systems via the "Table Tennis for Three" Game (165-182)
	+ Mueller, Florian 'Floyd'
	+ Gibbs, Martin R.
	+ Vetere, Frank
Developing Mixed Interactive Systems: A Model-Based Process for Generating and Managing Design Solutions (183-208)
	+ Gauffre, Guillaume
	+ Charfi, Syrine
	+ Bortolaso, Christophe
	+ Bach, Cédric
	+ Dubois, Emmanuel
== Software Design and Implementation ==
Designing Outdoor Mixed Reality Hardware Systems (211-231)
	+ Avery, Benjamin
	+ Smith, Ross T.
	+ Piekarski, Wayne
	+ Thomas, Bruce H.
Multimodal Excitatory Interfaces with Automatic Content Classification (233-250)
	+ Williamson, John
	+ Murray-Smith, Roderick
Management of Tracking for Mixed and Augmented Reality Systems (251-273)
	+ Keitler, Peter
	+ Pustka, Daniel
	+ Huber, Manuel
	+ Echtler, Florian
	+ Klinker, Gudrun
Authoring Immersive Mixed Reality Experiences (275-291)
	+ Misker, Jan M. V.
	+ van der Ster, Jelle
Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality (293-312)
	+ Wolfe, Christopher
	+ Smith, J. David
	+ Phillips, W. Greg
	+ Graham, T. C. Nicholas
A Software Engineering Method for the Design of Mixed Reality Systems (313-334)
	+ Dupuy-Chessa, S.
	+ Godet-Bar, G.
	+ Pérez-Medina, J.-L.
	+ Rieu, D.
	+ Juras, D.
== Applications of Mixed Reality ==
Enhancing Health-Care Services with Mixed Reality Systems (337-356)
	+ Stantchev, Vladimir
The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation (357-379)
	+ Bernardet, Ulysses
	+ Badia, Sergi Bermúdez i
	+ Duff, Armin
	+ Inderbitzin, Martin
	+ Groux, Sylvain Le
	+ Manzolli, Jônatas
	+ Mathews, Zenon
	+ Mura, Anna
	+ Väljamäe, Aleksander
	+ Verschure, Paul F. M. J
MyCoach: In Situ User Evaluation of a Virtual and Physical Coach for Running (381-397)
	+ Biemans, Margit
	+ Haaker, Timber
	+ Szwajcer, Ellen
The RoboCup Mixed Reality League -- A Case Study (399-418)
	+ Gerndt, Reinhard
	+ Bohnen, Matthias
	+ Guerra, Rodrigo da Silva
	+ Asada, Minoru
== Applications of Mixed Reality ==
Mixed-Reality Prototypes to Support Early Creative Design (419-445)
	+ Safin, Stéphane
	+ Delfosse, Vincent
	+ Leclercq, Pierre

[24] TableMouse: a novel multiuser tabletop pointing device Interact / Cunningham, Andrew / Close, Ben / Thomas, Bruce H. / Hutterer, Peter Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.169-176
Keywords: collaboration, collocation, device, interaction
ACM Digital Library Link
Summary: This paper introduces the TableMouse, a new cursor manipulation interaction technology for tabletop computing, specifically designed to support multiple users operating on large horizontal displays. The TableMouse is a low-cost absolute positioning device utilising visually-tracked infrared light emitting diodes for button state, 3D position, 1D orientation, and unique identification information. The supporting software infrastructure is designed to support up to 16 TableMouse devices simultaneously, each with an individual system cursor. This paper introduces the device and software infrastructure and presents two applications exposing its functionality. A formal benchmarking was performed against the traditional mouse for its performance and accuracy.

[25] FrostWall: a dual-sided situated display for informal collaboration in the corridor Locative / Kjeldskov, Jesper / Paay, Jeni / O'Hara, Kenton / Smith, Ross / Thomas, Bruce Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.369-372
Keywords: dual-sided interface, informal collaboration, situated display, ubiquitous computing
ACM Digital Library Link
Summary: FrostWall is designed to support collegial communication and collaboration within a co-located work environment by facilitating and encouraging informal information exchange in the corridors of a workplace using large situated displays. FrostWall displays provide a flexible display area between the inside of a private office workspace and the public corridor outside it. FrostWall uses "frosting" of glass windows and partitions between private and public workspaces in combination with projectors to create a display area that is effectively dual-sided: readable and operable from both sides. In addition to facilitating informal digital communication and information exchange between co-workers, this situated display area also provides a venue for playfulness and personal expression enhancing social cohesion between colleagues. FrostWall is also a unique vehicle for future research into interaction design for dual-sided interfaces.
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