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device

3d input device

consumer device

In Proceedings of UIST 2003
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Rapid serial visual presentation techniques for consumer digital video devices (p. 115-124)

Abstract plus

In this paper we propose a new model for a class of rapid serial visual presentation (RSVP) interfaces [16] in the context of consumer video devices. The basic spatial layout "explodes" a sequence of image frames into a 3D trail in order to provide more context for a spatial/temporal presentation. As the user plays forward or back, the trail advances or recedes while the image in the foreground focus position is replaced. The design is able to incorporate a variety of methods for analyzing or highlighting images in the trail. Our hypotheses are that users can navigate more quickly and precisely to points of interest when compared to conventional consumer-based browsing, channel flipping, or fast-forwarding techniques. We report on an experiment testing our hypotheses in which we found that subjects were more accurate but not faster in browsing to a target of interest in recorded television content with a TV remote.

device aggregation

In Proceedings of UIST 2005
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Dial and see: tackling the voice menu navigation problem with cross-device user experience integration (p. 187-190)

Abstract plus

IVR (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. We propose an IM-based system that sends a coordinated visual IVR menu to the caller's computer screen. The visual menu is updated in real time in response to the caller's actions. With this automatically opened supplementary channel, callers can take advantages of different modalities over different devices and interact with the IVR system with the ease of graphical menu selection. Our approach of utilizing existing network infrastructure to pinpoint the caller's virtual location and coordinating multiple devices and multiple channels based on users' ID registration can also be more generally applied to create integrated user experiences across a group of devices.

device integration

In Proceedings of UIST 2005
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Dial and see: tackling the voice menu navigation problem with cross-device user experience integration (p. 187-190)

Abstract plus

IVR (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. We propose an IM-based system that sends a coordinated visual IVR menu to the caller's computer screen. The visual menu is updated in real time in response to the caller's actions. With this automatically opened supplementary channel, callers can take advantages of different modalities over different devices and interact with the IVR system with the ease of graphical menu selection. Our approach of utilizing existing network infrastructure to pinpoint the caller's virtual location and coordinating multiple devices and multiple channels based on users' ID registration can also be more generally applied to create integrated user experiences across a group of devices.

display device

In Proceedings of UIST 2004
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Using light emitting diode arrays as touch-sensitive input and output devices (p. 287-290)

Abstract plus

Light Emitting Diodes (LEDs) offer long life, low cost, efficiency, brightness, and a full range of colors. Because of these properties, they are widely used for simple displays in electronic devices. A previously characterized, but little known property of LEDs allows them to be used as photo sensors. In this paper, we show how this capability can be used to turn unmodified, off the shelf, LED arrays into touch sensitive input devices (while still remaining capable of producing output). The technique is simple and requires little or no extra hardware - in some cases operating with the same micro-controller based circuitry normally used to produce output, requiring only software changes. We will describe a simple hybrid input/output device prototype implemented with this technique, and discuss the design opportunities that this type of device opens up.

exertion device

In Proceedings of UIST 1997
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The omni-directional treadmill: a locomotion device for virtual worlds (p. 213-221)

hand-held device

In Proceedings of UIST 1999
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WEST: a Web browser for small terminals (p. 187-196)

Abstract plus

We describe WEST, a WEb browser for Small Terminals, that aims to solve some of the problems associated with accessing web pages on hand-held devices. Through a novel combination of text reduction and focus+context visualization, users can access web pages from a very limited display environment, since the system will provide an overview of the contents of a web page even when it is too large to be displayed in its entirety. To make maximum use of the limited resources available on a typical hand-held terminal, much of the most demanding work is done by a proxy server, allowing the terminal to concentrate on the task of providing responsive user interaction. The system makes use of some interaction concepts reminiscent of those defined in the Wireless Application Protocol (WAP), making it possible to utilize the techniques described here for WAP-compliant devices and services that may become available in the near future.

handheld device

In Proceedings of UIST 2002
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WebThumb: interaction techniques for small-screen browsers (p. 205-208)

Abstract plus

The proliferation of wireless handheld devices is placing the World Wide Web in the palms of users, but this convenience comes at a high interactive cost. The Web that came of age on the desktop is ill-suited for use on the small displays of handhelds. Today, handheld browsing often feels like browsing on a PC with a shrunken desktop. Overreliance on scrolling is a big problem in current handheld browsing. Users confined to viewing a small portion of each page often lack a sense of the overall context --- they may feel lost in a large page and be forced to remember the locations of items as those items scroll out of view. In this paper, we present a synthesis of interaction techniques to address these problems. We implemented these techniques in a prototype, WebThumb, that can browse the live Web.

input device

In Proceedings of UIST 1992
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A testbed for characterizing dynamic response of virtual environment spatial sensors (p. 15-22)

Abstract plus

This paper describes a testbed and method for characterizing the dynamic response of the type of spatial displacement transducers commonly used in virtual environment (VE) applications. The testbed consists of a motorized rotary swing arm that imparts known displacement inputs to the VE sensor. The experimental method involves a series of tests in which the sensor is displaced back and forth at a number of controlled frequencies that span the bandwidth of volitional human movement. During the tests, actual swing arm angle and reported VE sensor displacements are collected and time stamped. Because of the time stamping technique, the response time of the sensor can be measured directly, independent of latencies in data transmission from the sensor unit and any processing by the interface applications running on the host computer. Analysis of these experimental results allows sensor time delay and gain characteristics to be determined as a function of input frequency. Results from tests of several differnt VE spatial sensors (Ascension, Logitech, and Polhemus) are presented here to demonstrate use of the testbed and method.

In Proceedings of UIST 1997
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Pick-and-drop: a direct manipulation technique for multiple computer environments (p. 31-39)

In Proceedings of UIST 1997
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A finger-mounted, direct pointing device for mobile computing (p. 41-42)

In Proceedings of UIST 1997
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The omni-directional treadmill: a locomotion device for virtual worlds (p. 213-221)

In Proceedings of UIST 1997
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The metaDESK: models and prototypes for tangible user interfaces (p. 223-232)

In Proceedings of UIST 1998
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Interaction and modeling techniques for desktop two-handed input (p. 49-58)

In Proceedings of UIST 1998
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A user interface using fingerprint recognition: holding commands and data objects on fingers (p. 71-79)

In Proceedings of UIST 1999
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The VideoMouse: a camera-based multi-degree-of-freedom input device (p. 103-112)

Abstract plus

The VideoMouse is a mouse that uses a camera as its input sensor. A real-time vision algorithm determines the six degree-of-freedom mouse posture, consisting of 2D motion, tilt in the forward/back and left/right axes, rotation of the mouse about its vertical axis, and some limited height sensing. Thus, a familiar 2D device can be extended for three-dimensional manipulation, while remaining suitable for standard 2D GUI tasks. We describe techniques for mouse functionality, 3D manipulation, navigating large 2D spaces, and using the camera for lightweight scanning tasks.

In Proceedings of UIST 1999
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Real-world interaction using the FieldMouse (p. 113-119)

Abstract plus

We introduce an inexpensive position input device called the FieldMouse, with which a computer can tell the position of the device on paper or any flat surface without using special input tablets or position detection devices. A FieldMouse is a combination of an ID recognizer like a barcode reader and a mouse which detects relative movement of the device. Using a FieldMouse, a user first detects an ID on paper by using the barcode reader, and then drags it from the ID using the mouse. If the location of the ID is known, the location of the dragged FieldMouse can also be calculated by adding the amount of movement from the ID to the position of the FieldMouse. Using a FieldMouse in this way, any flat surface can work as a pointing device that supports absolute position input, just by putting an ID tag somewhere on the surface. A FieldMouse can also be used for enabling a graphical user interface (GUI) on paper or on any flat surface by analyzing the direction and the amount of mouse movement after detecting an ID. In this paper, we introduce how a FieldMouse can be used in various situations to enable computing in real-world environments.

In Proceedings of UIST 2000
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Sensing techniques for mobile interaction (p. 91-100)

In Proceedings of UIST 2000
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ToolStone: effective use of the physical manipulation vocabularies of input devices (p. 109-117)

In Proceedings of UIST 2001
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Empirical measurements of intrabody communication performance under varied physical configurations (p. 183-190)

Abstract plus

Intrabody communication (IBC) is a wireless communications technology that uses a person's body as the transmission medium for imperceptible electrical signals. Because communication is limited to the vicinity of a person's body, ambiguities arising from communication between personal devices and environmental devices when multiple people are present can, in theory, be solved simply. Intrabody communication also potentially allows data to be transferred when a person touches an IBC-enabled device. We have designed and constructed an intrabody communication system, modeled after Zimmerman's original design, and extended it to operate up to 38.4Kbps and to calculate signal strength. In this paper, we present quantitative measurements of data error rates and signal strength while varying hand distance to transceiver plate, electrode location on the body, touch plate size and shape, and several other factors. We find that plate size and shape have only minor effects, but that the distance to plate and the coupling mechanism significantly effect signal strength. We also find that portable devices, with poor ground coupling, suffer more significant signal attenuation. Our goal is to promote design guidelines for this technology and identify the best contexts for its effective deployment.

In Proceedings of UIST 2001
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Pop through mouse button interactions (p. 195-196)

Abstract plus

We present a range of novel interactions enabled by a simple modification in the design of a computer mouse. By converting each mouse button to pop through tactile push-buttons, similar to the focus/shutter-release buttons used in many cameras, users can feel, and the computer can sense, two distinct "clicks" corresponding to pressing lightly and pressing firmly to pop through. Despite the prototypical status of our hardware and software implementations, our current pop through mouse interactions are compelling and warrant further investigation. In particular, we demonstrate that pop through buttons not only yield an additional button activation state that is composable with, or even preferable to, techniques such as double-clicking, but also can endow a qualitatively novel user experience when meaningfully and consistently applied. We propose a number of software guidelines that may provide a consistent, systemic benefit; for example, light pressure may invoke default interaction (short menu), and firm pressure may supply more detail (long menu).

In Proceedings of UIST 2003
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Synchronous gestures for multiple persons and computers (p. 149-158)

Abstract plus

This research explores distributed sensing techniques for mobile devices using synchronous gestures. These are patterns of activity, contributed by multiple users (or one user with multiple devices), which take on a new meaning when they occur together in time, or in a specific sequence in time. To explore this new area of inquiry, this work uses tablet computers augmented with touch sensors and two-axis linear accelerometers (tilt sensors). The devices are connected via an 802.11 wireless network and synchronize their time-stamped sensor data. This paper describes a few practical examples of interaction techniques using synchronous gestures such as dynamically tiling together displays by physically bumping them together, discusses implementation issues, and speculates on further possibilities for synchronous gestures.

In Proceedings of UIST 2003
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VisionWand: interaction techniques for large displays using a passive wand tracked in 3D (p. 173-182)

Abstract plus

A passive wand tracked in 3D using computer vision techniques is explored as a new input mechanism for interacting with large displays. We demonstrate a variety of interaction techniques that exploit the affordances of the wand, resulting in an effective interface for large scale interaction. The lack of any buttons or other electronics on the wand presents a challenge that we address by developing a set of postures and gestures to track state and enable command input. We also describe the use of multiple wands, and posit designs for more complex wands in the future.

In Proceedings of UIST 2003
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PreSense: interaction techniques for finger sensing input devices (p. 203-212)

Abstract plus

Although graphical user interfaces started as imitations of the physical world, many interaction techniques have since been invented that are not available in the real world. This paper focuses on one of these "previewing", and how a sensory enhanced input device called "PreSense Keypad" can provide a preview for users before they actually execute the commands. Preview important in the real world because it is often not possible to undo an action. This previewable feature helps users to see what will occur next. It is also helpful when the command assignment of the keypad dynamically changes, such as for universal commanders. We present several interaction techniques based on this input device, including menu and map browsing systems and a text input system. We also discuss finger gesture recognition for the PreSense Keypad.

In Proceedings of UIST 2004
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Using light emitting diode arrays as touch-sensitive input and output devices (p. 287-290)

Abstract plus

Light Emitting Diodes (LEDs) offer long life, low cost, efficiency, brightness, and a full range of colors. Because of these properties, they are widely used for simple displays in electronic devices. A previously characterized, but little known property of LEDs allows them to be used as photo sensors. In this paper, we show how this capability can be used to turn unmodified, off the shelf, LED arrays into touch sensitive input devices (while still remaining capable of producing output). The technique is simple and requires little or no extra hardware - in some cases operating with the same micro-controller based circuitry normally used to produce output, requiring only software changes. We will describe a simple hybrid input/output device prototype implemented with this technique, and discuss the design opportunities that this type of device opens up.

In Proceedings of UIST 2006
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Mobile interaction using paperweight metaphor (p. 111-114)

Abstract plus

Conventional scrolling methods for small sized display in PDAs or mobile phones are difficult to use when frequent switching of scrolling and editing operations are required, for example, browsing and operating large sized WWW pages.In this paper, we propose a new user-interface method to provide seamless switching between scrolling and other operations such as editing, based on "Paperweight Metaphor". A sheet of paper that has been placed on a slippery table is difficult to draw on. Therefore, in order to write or draw something on the sheet of paper, a person must secure the paper with his/her palm to avoid the paper from moving. This will be a good metaphor to design switching operation of scroll and editing modes.We have made prototype systems by placing a touch sensor under each PDA display where user's palm will be hit. Three application programs - map browser, WWW browser, and photograph browser - that switch between scrolling and other operation modes depending on sensor output have been developed. We have carried out user tests on this mode switching method and have received favorable feedback on the same.

input output device

In Proceedings of UIST 2002
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TiltType: accelerometer-supported text entry for very small devices (p. 201-204)

Abstract plus

TiltType is a novel text entry technique for mobile devices. To enter a character, the user tilts the device and presses one or more buttons. The character chosen depends on the button pressed, the direction of tilt, and the angle of tilt. TiltType consumes minimal power and requires little board space, making it appropriate for wristwatch-sized devices. But because controlled tilting of one's forearm is fatiguing, a wristwatch using this technique must be easily removable from its wriststrap. Applications include two-way paging, text entry for watch computers, web browsing, numeric entry for calculator watches, and existing applications for PDAs.

input technique and device

In Proceedings of UIST 2006
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Camera phone based motion sensing: interaction techniques, applications and performance study (p. 101-110)

Abstract plus

This paper presents TinyMotion, a pure software approach for detecting a mobile phone user's hand movement in real time by analyzing image sequences captured by the built-in camera. We present the design and implementation of TinyMotion and several interactive applications based on TinyMotion. Through both an informal evaluation and a formal 17-participant user study, we found that 1. TinyMotion can detect camera movement reliably under most background and illumination conditions. 2. Target acquisition tasks based on TinyMotion follow Fitts' law and Fitts law parameters can be used for TinyMotion based pointing performance measurement. 3. The users can use Vision TiltText, a TinyMotion enabled input method, to enter sentences faster than MultiTap with a few minutes of practicing. 4. Using camera phone as a handwriting capture device and performing large vocabulary, multilingual real time handwriting recognition on the cell phone are feasible. 5. TinyMotion based gaming is enjoyable and immediately available for the current generation camera phones. We also report user experiences and problems with TinyMotion based interaction as resources for future design and development of mobile interfaces.

interacting with a group of device

In Proceedings of UIST 2005
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Dial and see: tackling the voice menu navigation problem with cross-device user experience integration (p. 187-190)

Abstract plus

IVR (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. We propose an IM-based system that sends a coordinated visual IVR menu to the caller's computer screen. The visual menu is updated in real time in response to the caller's actions. With this automatically opened supplementary channel, callers can take advantages of different modalities over different devices and interact with the IVR system with the ease of graphical menu selection. Our approach of utilizing existing network infrastructure to pinpoint the caller's virtual location and coordinating multiple devices and multiple channels based on users' ID registration can also be more generally applied to create integrated user experiences across a group of devices.

interaction device

In Proceedings of UIST 1997
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A finger-mounted, direct pointing device for mobile computing (p. 41-42)

mobile device

In Proceedings of UIST 2000
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Sensing techniques for mobile interaction (p. 91-100)

In Proceedings of UIST 2000
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The metropolis keyboard - an exploration of quantitative techniques for virtual keyboard design (p. 119-128)

In Proceedings of UIST 2001
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Toward more sensitive mobile phones (p. 191-192)

Abstract plus

Although cell phones are extremely useful, they can be annoying and distracting to owners and others nearby. We describe sensing techniques intended to help make mobile phones more polite and less distracting. For example, our phone's ringing quiets as soon as the user responds to an incoming call, and the ring mutes if the user glances at the caller ID and decides not to answer. We also eliminate the need to press a TALK button to answer an incoming call by recognizing if the user picks up the phone and listens to it.

In Proceedings of UIST 2002
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TiltType: accelerometer-supported text entry for very small devices (p. 201-204)

Abstract plus

TiltType is a novel text entry technique for mobile devices. To enter a character, the user tilts the device and presses one or more buttons. The character chosen depends on the button pressed, the direction of tilt, and the angle of tilt. TiltType consumes minimal power and requires little board space, making it appropriate for wristwatch-sized devices. But because controlled tilting of one's forearm is fatiguing, a wristwatch using this technique must be easily removable from its wriststrap. Applications include two-way paging, text entry for watch computers, web browsing, numeric entry for calculator watches, and existing applications for PDAs.

In Proceedings of UIST 2006
Article Picture

Camera phone based motion sensing: interaction techniques, applications and performance study (p. 101-110)

Abstract plus

This paper presents TinyMotion, a pure software approach for detecting a mobile phone user's hand movement in real time by analyzing image sequences captured by the built-in camera. We present the design and implementation of TinyMotion and several interactive applications based on TinyMotion. Through both an informal evaluation and a formal 17-participant user study, we found that 1. TinyMotion can detect camera movement reliably under most background and illumination conditions. 2. Target acquisition tasks based on TinyMotion follow Fitts' law and Fitts law parameters can be used for TinyMotion based pointing performance measurement. 3. The users can use Vision TiltText, a TinyMotion enabled input method, to enter sentences faster than MultiTap with a few minutes of practicing. 4. Using camera phone as a handwriting capture device and performing large vocabulary, multilingual real time handwriting recognition on the cell phone are feasible. 5. TinyMotion based gaming is enjoyable and immediately available for the current generation camera phones. We also report user experiences and problems with TinyMotion based interaction as resources for future design and development of mobile interfaces.

In Proceedings of UIST 2006
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Mobile interaction using paperweight metaphor (p. 111-114)

Abstract plus

Conventional scrolling methods for small sized display in PDAs or mobile phones are difficult to use when frequent switching of scrolling and editing operations are required, for example, browsing and operating large sized WWW pages.In this paper, we propose a new user-interface method to provide seamless switching between scrolling and other operations such as editing, based on "Paperweight Metaphor". A sheet of paper that has been placed on a slippery table is difficult to draw on. Therefore, in order to write or draw something on the sheet of paper, a person must secure the paper with his/her palm to avoid the paper from moving. This will be a good metaphor to design switching operation of scroll and editing modes.We have made prototype systems by placing a touch sensor under each PDA display where user's palm will be hit. Three application programs - map browser, WWW browser, and photograph browser - that switch between scrolling and other operation modes depending on sensor output have been developed. We have carried out user tests on this mode switching method and have received favorable feedback on the same.

mobile device and interface

In Proceedings of UIST 2002
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Ambient touch: designing tactile interfaces for handheld devices (p. 51-60)

Abstract plus

This paper investigates the sense of touch as a channel for communicating with miniature handheld devices. We embedded a PDA with a TouchEngineTM --- a thin, miniature lower-power tactile actuator that we have designed specifically to use in mobile interfaces (Figure 1). Unlike previous tactile actuators, the TouchEngine is a universal tactile display that can produce a wide variety of tactile feelings from simple clicks to complex vibrotactile patterns. Using the TouchEngine, we began exploring the design space of interactive tactile feedback for handheld computers. Here, we investigated only a subset of this space: using touch as the ambient, background channel of interaction. We proposed a general approach to design such tactile interfaces and described several implemented prototypes. Finally, our user studies demonstrated 22% faster task completion when we enhanced handheld tilting interfaces with tactile feedback.

pen input device

In Proceedings of UIST 2006
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Multi-layer interaction for digital tables (p. 269-272)

Abstract plus

Interaction on digital tables has been restricted to a single layer on the table's active work-surface. We extend the design space of digital tables to include multiple layers of interaction. We leverage 3D position information of a pointing device to support interaction in the space above the active work-surface by creating multiple layers with drift-correction in which the user can interact with an application. We also illustrate through a point-design that designers can use multiple-layers to create a rich and clutter free application. A subjective evaluation showed that users liked the interaction techniques and found that, because of the drift correction we use, they could control the pointer when working in any layer.

pointing device

In Proceedings of UIST 2003
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Considering the direction of cursor movement for efficient traversal of cascading menus (p. 91-94)

Abstract plus

Cascading menus are commonly seen in most GUI systems. However, people sometimes choose the wrong items by mistake, or become frustrated when submenus pop up unnecessarily. This paper proposes two methods for improving the usability of cascading menus. The first uses the direction of cursor movement to change the menu behavior: horizontal motion opens/closes submenus, while vertical motion changes the highlight within the current menu. This feature can reduce cursor movement errors. The second causes a submenu to pop up at the position where horizontal motion occurs. This is expected to reduce the length of the movement path for menu traversal. A user study showed that our methods reduce menu selection times, shorten search path lengths, and prevent unexpected submenu appearance and disappearance.

In Proceedings of UIST 2006
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Soap: a pointing device that works in mid-air (p. 43-46)

Abstract plus

Soap is a pointing device based on hardware found in a mouse, yet works in mid-air. Soap consists of an optical sensor device moving freely inside a hull made of fabric. As the user applies pressure from the outside, the optical sensor moves independent from the hull. The optical sensor perceives this relative motion and reports it as position input. Soap offers many of the benefits of optical mice, such as high-accuracy sensing. We describe the design of a soap prototype and report our experiences with four application scenarios, including a wall display, Windows Media Center, slide presentation, and interactive video games.

portable device

In Proceedings of UIST 1999
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Generalized and stationary scrolling (p. 1-9)

Abstract plus

We present a generalized definition of scrolling that unifies a wide range of existing interaction techniques, from conventional scrolling through pan and zoom systems and fish-eye views. Furthermore it suggests a useful class of new scrolling techniques in which objects do not move across the display. These “stationary scrolling” techniques do not exhibit either of two problems that plague spatial scrolling system: discontinuity in salience and the undermining of the user's spatial memory.

small screen device

In Proceedings of UIST 2004
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Collapse-to-zoom: viewing web pages on small screen devices by interactively removing irrelevant content (p. 91-94)

Abstract plus

Overview visualizations for small-screen web browsers were designed to provide users with visual context and to allow them to rapidly zoom in on tiles of relevant content. Given that content in the overview is reduced, however, users are often unable to tell which tiles hold the relevant material, which can force them to adopt a time-consuming hunt-and-peck strategy. Collapse-to-zoom addresses this issue by offering an alternative exploration strategy. In addition to allowing users to zoom into relevant areas, collapse-to-zoom allows users to collapse areas deemed irrelevant, such as columns containing menus, archive material, or advertising. Collapsing content causes all remaining content to expand in size causing it to reveal more detail, which increases the user's chance of identifying relevant content. Collapse-to-zoom navigation is based on a hybrid between a marquee selection tool and a marking menu, called marquee menu. It offers four commands for collapsing content areas at different granularities and to switch to a full-size reading view of what is left of the page.

transparent device

In Proceedings of UIST 2007
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Lucid touch: a see-through mobile device (p. 269-278)

Abstract plus

Touch is a compelling input modality for interactive devices; however, touch input on the small screen of a mobile device is problematic because a user's fingers occlude the graphical elements he wishes to work with. In this paper, we present LucidTouch, a mobile device that addresses this limitation by allowing the user to control the application by touching the back of the device. The key to making this usable is what we call pseudo-transparency: by overlaying an image of the user's hands onto the screen, we create the illusion of the mobile device itself being semi-transparent. This pseudo-transparency allows users to accurately acquire targets while not occluding the screen with their fingers and hand. Lucid Touch also supports multi-touch input, allowing users to operate the device simultaneously with all 10 fingers. We present initial study results that indicate that many users found touching on the back to be preferable to touching on the front, due to reduced occlusion, higher precision, and the ability to make multi-finger input.

virtual device interface