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1
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0032643860
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Single display groupware: A model for co-present collaboration
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ACM Press. In this work, Stewart et al. define the term single display groupware, discuss the model, and compare it to traditional computer collaboration with remote participants. They also describe the requirements that SDG places on computer technology, and their understanding of the benefits and costs of such systems. They also present the results of tests run with 60 elementary school children using their technology.
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Stewart, J., Bederson, B., and Druin, A. Single display groupware: A model for co-present collaboration. Proceedings of Human Factors in Computing Systems (CHI 99). ACM Press, 286-293. In this work, Stewart et al. define the term single display groupware, discuss the model, and compare it to traditional computer collaboration with remote participants. They also describe the requirements that SDG places on computer technology, and their understanding of the benefits and costs of such systems. They also present the results of tests run with 60 elementary school children using their technology.
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Proceedings of Human Factors in Computing Systems (CHI 99)
, pp. 286-293
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Stewart, J.1
Bederson, B.2
Druin, A.3
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2
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32244438637
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Exploring non-speech auditory feedback at an interactive multi-user tabletop
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In this work, Hancock et al. point out the inherent ambiguity of giving audio feedback to multiple users simultaneously. They examine various methods of personalizing the audio feedback to reduce cross-talk.
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Hancock, M. S., Shen, C., Forlines, C., and Ryall, K. Exploring non-speech auditory feedback at an interactive multi-user tabletop. Proceedings of Graphics Interface 2005, 41-50. In this work, Hancock et al. point out the inherent ambiguity of giving audio feedback to multiple users simultaneously. They examine various methods of personalizing the audio feedback to reduce cross-talk.
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(2005)
Proceedings of Graphics Interface
, pp. 41-50
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Hancock, M.S.1
Shen, C.2
Forlines, C.3
Ryall, K.4
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3
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84892467186
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The design and evaluation of multi-finger mouse emulation techniques
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In this paper, Matejka et al. examine several mappings of multi-touch input to emulating a mouse. This is worth reading, as it thoroughly explores the space. Do so with the important caveat that the goal of this book is to break you from the habit of thinking of mouse input (and its associated GUI) as the starting point for all software design.
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Matejka, J., Grossman, T., Lo, J., and Fitzmaurice, G., The design and evaluation of multi-finger mouse emulation techniques. CHI 2009 Conference Proceedings, pp. 1073-1082. In this paper, Matejka et al. examine several mappings of multi-touch input to emulating a mouse. This is worth reading, as it thoroughly explores the space. Do so with the important caveat that the goal of this book is to break you from the habit of thinking of mouse input (and its associated GUI) as the starting point for all software design.
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CHI 2009 Conference Proceedings
, pp. 1073-1082
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Matejka, J.1
Grossman, T.2
Lo, J.3
Fitzmaurice, G.4
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4
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84959795490
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D. Diaper et al. (Eds.), Human-Computer Interaction-INTERACT '90. Amsterdam: Elsevier Science Publishers B.V. (North-Holland). This chapter draws heavily from Buxton's definitions of the state model of graphical input. Our recasting it as the state-transition model is meant to highlight the importance of transitions.
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Buxton, W., A Three-State Model of Graphical Input. In D. Diaper et al. (Eds.), Human-Computer Interaction-INTERACT '90. Amsterdam: Elsevier Science Publishers B.V. (North-Holland), pp. 449-456. This chapter draws heavily from Buxton's definitions of the state model of graphical input. Our recasting it as the state-transition model is meant to highlight the importance of transitions.
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A Three-State Model of Graphical Input
, pp. 449-456
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Buxton, W.1
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5
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77953992021
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The Generalized Perceived Input Point Model and How to Double Touch Accuracy by Extracting Fingerprints
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Atlanta, GA, April 10-15, 2009. In this project, Holz and Baudisch provide a model for making touch selections using a fingerprint scanner far more accurate. While the precision of a fingerprint scanner is beyond most modern touch devices, their methodology of collecting the difference between the user's and the device's understanding of the position of the touch point can be applied broadly to any device.
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Holz, C., and Baudisch, P. The Generalized Perceived Input Point Model and How to Double Touch Accuracy by Extracting Fingerprints. In Proceedings of CHI 2010, Atlanta, GA, April 10-15, 2009, pp. 581-590. In this project, Holz and Baudisch provide a model for making touch selections using a fingerprint scanner far more accurate. While the precision of a fingerprint scanner is beyond most modern touch devices, their methodology of collecting the difference between the user's and the device's understanding of the position of the touch point can be applied broadly to any device.
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(2010)
Proceedings of CHI
, pp. 581-590
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Holz, C.1
Baudisch, P.2
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6
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57649213812
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Escape: A Target Selection Technique Using Visually-cued Gestures
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April 2008. Yatani et al.'s technique uses sliding direction to allow users to precisely select very small targets among a large number of dense targets.
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Yatani, K., Partridge, K., Bern, M., and Newman, M. W. Escape: A Target Selection Technique Using Visually-cued Gestures. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2008), pp. 285-294, April 2008. Yatani et al.'s technique uses sliding direction to allow users to precisely select very small targets among a large number of dense targets.
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(2008)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI)
, pp. 285-294
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Yatani, K.1
Partridge, K.2
Bern, M.3
Newman, M.W.4
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7
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84861299611
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Design and analysis of delimiters for selection-action pen gesture phrases in scriboli
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(Portland, OR, April 2-7). CHI '05. ACM, New York, NY. DOI=. In this work, Hinckley and his colleagues examine various methods for telling the system "The stroke I just entered wasn't intended as ink, but rather as a command." They consider a variety of mechanisms, and conclude that the pigtail method is clearly superior.
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Hinckley, K., Baudisch, P., Ramos, G., and Guimbretiere, F. Design and analysis of delimiters for selection-action pen gesture phrases in scriboli. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Portland, OR, April 2-7, 2005). CHI '05. ACM, New York, NY, pp. 451-460. DOI=. In this work, Hinckley and his colleagues examine various methods for telling the system "The stroke I just entered wasn't intended as ink, but rather as a command." They consider a variety of mechanisms, and conclude that the pigtail method is clearly superior. http://doi.acm.org/10.1145/1054972.1055035.
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(2005)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
, pp. 451-460
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Hinckley, K.1
Baudisch, P.2
Ramos, G.3
Guimbretiere, F.4
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8
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33745859756
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Hover widgets: Using the tracking state to extend the capabilities of pen-operated devices
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(Montréal, Québec, Canada, April 22-27). R. Grinter et al., eds. CHI '06. ACM, New York, NY. DOI=. In this work, Grossman and others at Microsoft Research build a set of simple hover-based gestures to complement those built-in to the tablet PC. The Hover Widget gestures differentiate themselves from other actions performed in the hover zone of the PC by reserving specific physical movements to invoke them. These are distinct from other types of in-air gestures in that they are meant to complement a pen input system, where touching the pen to the display performs other actions.
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Grossman, T., Hinckley, K., Baudisch, P., Agrawala, M., and Balakrishnan, R. Hover widgets: Using the tracking state to extend the capabilities of pen-operated devices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22-27, 2006). R. Grinter et al., eds. CHI '06. ACM, New York, NY, pp. 861-870. DOI=. In this work, Grossman and others at Microsoft Research build a set of simple hover-based gestures to complement those built-in to the tablet PC. The Hover Widget gestures differentiate themselves from other actions performed in the hover zone of the PC by reserving specific physical movements to invoke them. These are distinct from other types of in-air gestures in that they are meant to complement a pen input system, where touching the pen to the display performs other actions. http://doi.acm.org/10.1145/1124772.1124898.
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(2006)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
, pp. 861-870
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Grossman, T.1
Hinckley, K.2
Baudisch, P.3
Agrawala, M.4
Balakrishnan, R.5
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9
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85013703204
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MDA: A Formal Approach to Game Design and Game Research
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While there are a number of classification systems for aesthetics, the value for our purposes is in the clear distinctions this framework makes between designing the "thing," using or playing with the "thing," and the users conclusions about the "thing." We have applied it to NUI because we think it helps advance the concept of NUI beyond the ideas of a set of primitive gestures. It has also served to shape the thinking of the Games User Research team at Microsoft Studios
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Hunicke, R., LeBlanc, M., and Zubek, R. MDA: A Formal Approach to Game Design and Game Research, . The MDA framework has proven very useful for thinking about game design and improving games. While there are a number of classification systems for aesthetics, the value for our purposes is in the clear distinctions this framework makes between designing the "thing," using or playing with the "thing," and the users conclusions about the "thing." We have applied it to NUI because we think it helps advance the concept of NUI beyond the ideas of a set of primitive gestures. It has also served to shape the thinking of the Games User Research team at Microsoft Studios (). http://www.mgsuserresearch.com/.
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The MDA framework has proven very useful for thinking about game design and improving games
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Hunicke, R.1
LeBlanc, M.2
Zubek, R.3
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10
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85013726955
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We call out Wittgenstein here because of his analysis of language
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Philosophical Investigations, translated by G. E. M. Annscombe, Blackwell. Specifically, that the meaning of language is embodied in its use. that is, the mechanics. You don't really know what chess is until you learn to play it, and then your knowledge of it depends on your level of play (as untalented amateurs we are merely dilettantes who draw on chess for examples). However, Wittgenstein's discussion of the Martian who watches a chess game is instructive. Our hypothetical Martian watches a game of chess and then argues that the outcome is completely determined. The players are stunned. But the Martian was right; she was just focusing on the mechanics of chess. For the players the rules were in the background, and yes, they did determine the play, but the players were focused on the dynamics (their emergent play) and their aesthetics-how they interpreted the game. The greatest design occurs when the dynamics and aesthetics intended by the mechanics the designer created are
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Wittgenstein, L. (1953) Philosophical Investigations, translated by G. E. M. Annscombe, Blackwell. We call out Wittgenstein here because of his analysis of language. Specifically, that the meaning of language is embodied in its use. This chess is not defined by a dictionary definition but by the cultural practice of the play of chess, that is, the mechanics. You don't really know what chess is until you learn to play it, and then your knowledge of it depends on your level of play (as untalented amateurs we are merely dilettantes who draw on chess for examples). However, Wittgenstein's discussion of the Martian who watches a chess game is instructive. Our hypothetical Martian watches a game of chess and then argues that the outcome is completely determined. The players are stunned. But the Martian was right; she was just focusing on the mechanics of chess. For the players the rules were in the background, and yes, they did determine the play, but the players were focused on the dynamics (their emergent play) and their aesthetics-how they interpreted the game. The greatest design occurs when the dynamics and aesthetics intended by the mechanics the designer created are matched by the dynamics and aesthetics of the player. That is, the product is used as intended and evokes the reactions the designer intended.
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(1953)
This chess is not defined by a dictionary definition but by the cultural practice of the play of chess
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Wittgenstein, L.1
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11
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20344394454
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CrossY: a crossing-based drawing application
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(Santa Fe, NM, USA, October 24-27). UIST '04. ACM, New York, NY, 3-12. DOI=
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Apitz, G., & Guimbretière, F. 2004. CrossY: a crossing-based drawing application. In Proceedings of the 17th Annual ACM Symposium on User interface Software and Technology (Santa Fe, NM, USA, October 24-27, 2004). UIST '04. ACM, New York, NY, 3-12. DOI= . http://www.doi.acm.org/10.1145/1029632.1029635.
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(2004)
Proceedings of the 17th Annual ACM Symposium on User interface Software and Technology
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Apitz, G.1
Guimbretière, F.2
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12
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84882170646
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Consider it as a case study in the creation of new primitives
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The Crossy project from the University of Maryland provides an example application build with a different primitive, cross, far better suited to pen input than click and point. in both bottom-up (crossing is better then clicking for a pen) and top-down
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The Crossy project from the University of Maryland provides an example application build with a different primitive, cross, far better suited to pen input than click and point. Consider it as a case study in the creation of new primitives, in both bottom-up (crossing is better then clicking for a pen) and top-down (what should expert use of a pen-based drawing program look like?).
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what should expert use of a pen-based drawing program look like?
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13
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35348928225
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Strategies for accelerating on-line learning of hotkeys
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In this work, Grossman et al. study various methods for teaching accelerator keys.
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Grossman, T., Dragicevic, P., and Balakrishnan, R. Strategies for accelerating on-line learning of hotkeys, Proceedings of CHI, 2007, 1591-1600. In this work, Grossman et al. study various methods for teaching accelerator keys.
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(2007)
Proceedings of CHI
, pp. 1591-1600
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Grossman, T.1
Dragicevic, P.2
Balakrishnan, R.3
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14
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0013288078
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The Design and Evaluation of Marking Menus
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Ph.D. Thesis. Gord Kurtenbach, working with his advisor, Bill Buxton, at the University of Toronto, developed the marking menu. While each was published separately, it is his Ph.D. thesis that describes them all together in great detail.
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Kurtenbach, G. The Design and Evaluation of Marking Menus, Ph.D. Thesis. Gord Kurtenbach, working with his advisor, Bill Buxton, at the University of Toronto, developed the marking menu. A series of publications describes the original concept, stages of learning, and how they can be integrated into interfaces. While each was published separately, it is his Ph.D. thesis that describes them all together in great detail.
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A series of publications describes the original concept, stages of learning, and how they can be integrated into interfaces
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Kurtenbach, G.1
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15
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77952968361
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ShadowGuides: Visualizations for in-Situ Learning of Multi-Touch and Whole-Hand Gestures
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In this work, Freeman and his colleagues make two major contributions. The first is a set of representative gestures that spans the space of possible gestural input to a surface-like device. The second is a teaching method they dub "ShadowGuides," for teaching gestures with on-screen affordances. In this chapter, we have emphasized that UIs built in to the experience should afford gestures. ShadowGuides, in contrast, provide a visualization that sits on top of the UI. While we don't recommend this approach in general (it represents earlier thinking in our work), it does nicely break down the idea of providing on-screen affordances for each of the registration, continuation, and termination phases of the gestures they teach.
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Freeman, D., Benko, H., Morris, M., and Wigdor, D. ShadowGuides: Visualizations for in-Situ Learning of Multi-Touch and Whole-Hand Gestures, Proceedings of ACM Tabletop, 2009. In this work, Freeman and his colleagues make two major contributions. The first is a set of representative gestures that spans the space of possible gestural input to a surface-like device. The second is a teaching method they dub "ShadowGuides," for teaching gestures with on-screen affordances. In this chapter, we have emphasized that UIs built in to the experience should afford gestures. ShadowGuides, in contrast, provide a visualization that sits on top of the UI. While we don't recommend this approach in general (it represents earlier thinking in our work), it does nicely break down the idea of providing on-screen affordances for each of the registration, continuation, and termination phases of the gestures they teach.
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(2009)
Proceedings of ACM Tabletop
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Freeman, D.1
Benko, H.2
Morris, M.3
Wigdor, D.4
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16
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33646044723
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As-rigid-as-possible shape manipulation
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DOI = . In this work, Tomer Moscovich and colleagues at Brown University allow users to grab, bend, and twist cartoon characters. The mapping between gesture and consequence of that gesture is immediate and intuitive. Users can learn it easily, and anticipate the effect of adding another finger to the interface.
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Igarashi, T., Moscovich, T., and Hughes, J. F. 2005. As-rigid-as-possible shape manipulation. ACM Trans. Graph. 24(3), 1134-1141. DOI = . In this work, Tomer Moscovich and colleagues at Brown University allow users to grab, bend, and twist cartoon characters. The mapping between gesture and consequence of that gesture is immediate and intuitive. Users can learn it easily, and anticipate the effect of adding another finger to the interface. http://www.doi.acm.org/10.1145/1073204.1073323.
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(2005)
ACM Trans. Graph.
, vol.24
, Issue.3
, pp. 1134-1141
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Igarashi, T.1
Moscovich, T.2
Hughes, J.F.3
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17
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57749189361
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ShapeTouch: Leveraging contact shape on interactive surfaces
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Xiang Cao and his colleagues at Microsoft Research explore the use of postures for gestural input into a system. For example, a user can close a window only by touching the corner with an "L" shape of their hand. ShapeTouch increases expressive power, enabling interactions like this that avoid accidents without useless dialog confirmations.
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Cao, X., Wilson, A., Balakrishnan, R., Hinckley, K., and Hudson, S.E. ShapeTouch: Leveraging contact shape on interactive surfaces. Proceedings of TABLETOP 2008, IEEE International Workshop on Tabletops and Interactive Surfaces, 139-146. Xiang Cao and his colleagues at Microsoft Research explore the use of postures for gestural input into a system. For example, a user can close a window only by touching the corner with an "L" shape of their hand. ShapeTouch increases expressive power, enabling interactions like this that avoid accidents without useless dialog confirmations.
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(2008)
Proceedings of TABLETOP, IEEE International Workshop on Tabletops and Interactive Surfaces
, pp. 139-146
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Cao, X.1
Wilson, A.2
Balakrishnan, R.3
Hinckley, K.4
Hudson, S.E.5
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18
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33745859756
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Hover Widgets: Using the tracking state to extend the capabilities of pen-operated devices
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Montreal, Canada, April 2006. Tovi Grossman and his collaborators demonstrate the use of the hover state to differentiate gestures. In this case, a set of gestures is presented that can be activated only while hovering.
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Grossman, T., Hinckley, K., Baudisch, P., Agrawala, M., and Balakrishnan, R. Hover Widgets: Using the tracking state to extend the capabilities of pen-operated devices. Proceedings of CHI 2006, Montreal, Canada, April 2006, pp. 861-870. Tovi Grossman and his collaborators demonstrate the use of the hover state to differentiate gestures. In this case, a set of gestures is presented that can be activated only while hovering.
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(2006)
Proceedings of CHI
, pp. 861-870
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Grossman, T.1
Hinckley, K.2
Baudisch, P.3
Agrawala, M.4
Balakrishnan, R.5
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19
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84878386524
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Pressure Sensitive Pen Interactions
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a thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy. Gonzalo Ramos performs an exhaustive review of the capabilities of uses of pressure in a pen-based system. An example is a set of "Pressure Widgets," controls that are manipulated by touching them with various levels of pressure.
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Ramos, G. "Pressure Sensitive Pen Interactions," , a thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy. Gonzalo Ramos performs an exhaustive review of the capabilities of uses of pressure in a pen-based system. This review includes work both in human capabilities and in uses for those capabilities. An example is a set of "Pressure Widgets," controls that are manipulated by touching them with various levels of pressure. https://tspace.library.utoronto.ca/bitstream/1807/11121/2/Ramos_Gonzalo_A_200801_PhD_thesis.pdf.
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This review includes work both in human capabilities and in uses for those capabilities
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Ramos, G.1
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0021502438
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For a discussion of the UDI philosophy, method, and application to command languages, see Good
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M. D., Whiteside, J. A., Wixon, D. R., and Jones, S. J. available through the ACM digital library: . For a discussion of the UDI as applied to gestural systems, take a look at Friebrink, R. D., and Morris, M. M. Dynamic mapping of physical controls for tabletop groupware. CHI 2009, Boston, MA, 471-480. Available from the ACM Digital Library: .
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For a discussion of the UDI philosophy, method, and application to command languages, see Good, M. D., Whiteside, J. A., Wixon, D. R., and Jones, S. J. Building a user-derived interface. Communications of the ACM, 1984, 27(10), 1032-1043, available through the ACM digital library: . For a discussion of the UDI as applied to gestural systems, take a look at Friebrink, R. D., and Morris, M. M. Dynamic mapping of physical controls for tabletop groupware. CHI 2009, Boston, MA, 471-480. Available from the ACM Digital Library: . http://delivery.acm.org/10.1145/1520000/1518778/p471-fiebrink.pdf?key1=1518778&key2=5241883821&coll=ACM&dl=ACM&CFID=103583941&CFTOKEN=45376533.
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(1984)
Building a user-derived interface. Communications of the ACM
, vol.27
, Issue.10
, pp. 1032-1043
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21
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84892470639
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User-defined gestures for surface computing
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(CHI '09). ACM, New York, NY, USA. DOI=10.1145/1518701.1518866
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Jacob O. Wobbrock, Meredith Ringel Morris, and Andrew D. Wilson. 2009. User-defined gestures for surface computing. In Proceedings of the 27th international conference on Human factors in computing systems (CHI '09). ACM, New York, NY, USA, 1083-1092. DOI=10.1145/1518701.1518866 . http://doi.acm.org/10.1145/1518701.1518866.
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(2009)
Proceedings of the 27th international conference on Human factors in computing systems
, pp. 1083-1092
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Wobbrock, J.O.1
Morris, M.R.2
Wilson, A.D.3
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22
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0038443636
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Elementary Signal Detection Theory
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New York: Oxford University Press. In signal detection theory, a construct in psychology, a false negative is a "miss" and a false positive is a "false alarm." Wickens' text provides an in-depth introduction to the space.
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Wickens, T. D. (2002) Elementary Signal Detection Theory. New York: Oxford University Press. The notion of false-negative and false-positive detection has been presented in any number of domains. In signal detection theory, a construct in psychology, a false negative is a "miss" and a false positive is a "false alarm." Wickens' text provides an in-depth introduction to the space.
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(2002)
The notion of false-negative and false-positive detection has been presented in any number of domains
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Wickens, T.D.1
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The RITE method describes an approach to rapid iteration of designs
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The original description of the RITE method is contained in Medlock, M. C, Wixon, D., Romero, R., and Fulton, B. Using the RITE Method to Improve Products: A Definition and Case Study. Presented at the Usability Professional Association, Orlando, FL. Several examples are presented in Medlock, M., Wixon, D., McGee, M., and Welsh, D. (2005) The Rapid Iterative Test and Evaluation Method: Better products in less time. In Bias, G., and Mayhew, D. (eds.) Cost Justifying Usability. San Francisco: Morgan Kaufmann.
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The RITE method describes an approach to rapid iteration of designs. It is widely practiced and consistently shows measurable improvement in usability of products. The original description of the RITE method is contained in Medlock, M. C, Wixon, D., Romero, R., and Fulton, B. Using the RITE Method to Improve Products: A Definition and Case Study. Presented at the Usability Professional Association, 2002, Orlando, FL. Several examples are presented in Medlock, M., Wixon, D., McGee, M., and Welsh, D. (2005) The Rapid Iterative Test and Evaluation Method: Better products in less time. In Bias, G., and Mayhew, D. (eds.) Cost Justifying Usability, pp. 489-517. San Francisco: Morgan Kaufmann.
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(2002)
It is widely practiced and consistently shows measurable improvement in usability of products
, pp. 489-517
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24
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Using Metaphors to Create a Natural User Interface for Microsoft Surface
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Proceedings of the 28th International Conference on Human Factors in Computing Systems, Atlanta, GA
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Hofmeester, K., and Wixon, D. Using Metaphors to Create a Natural User Interface for Microsoft Surface. Conference on Human Factors in Computing Systems. Proceedings of the 28th International Conference on Human Factors in Computing Systems, Atlanta, GA, pp. 4629-4644, 2010.
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(2010)
Conference on Human Factors in Computing Systems
, pp. 4629-4644
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Hofmeester, K.1
Wixon, D.2
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