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gesture

freehand gesture

In Proceedings of UIST 2005
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Distant freehand pointing and clicking on very large, high resolution displays (p. 33-42)

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We explore the design space of freehand pointing and clicking interaction with very large high resolution displays from a distance. Three techniques for gestural pointing and two for clicking are developed and evaluated. In addition, we present subtle auditory and visual feedback techniques to compensate for the lack of kinesthetic feedback in freehand interaction, and to promote learning and use of appropriate postures.

gesture

In Proceedings of UIST 1994
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A perceptually-supported sketch editor (p. 175-184)

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The human visual system makes a great deal more of images than the elemental marks on a surface. In the course of viewing, creating, or editing a picture, we actively construct a host of visual structures and relationships as components of sensible interpretations. This paper shows how some of these computational processes can be incorporated into perceptually-supported image editing tools, enabling machines to better engage users at the level of their own percepts. We focus on the domain of freehand sketch editors, such as an electronic whiteboard application for a pen-based computer. By using computer vision techniques to perform covert recognition of visual structure as it emerges during the course of a drawing/editing session, a perceptually supported image editor gives users access to visual objects as they are perceived by the human visual system. We present a flexible image interpretation architecture based on token grouping in a multiscale blackboard data structure. This organization supports multiple perceptual interpretations of line drawing data, domain-specific knowledge bases for interpretable visual structures, and gesture-based selection of visual objects. A system implementing these ideas, called PerSketch, begins to explore a new space of WYPIWYG (What You Perceive Is What You Get) image editing tools.

In Proceedings of UIST 1994
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A mark-based interaction paradigm for free-hand drawing (p. 185-192)

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We propose an interaction technique for editing splines that is aimed at professional graphic designers. These users do not take full advantage of existing spline editing software because their mental representations of drawings do not match the underlying conceptual model of the software. Although editing splines by specifying control points and tangents may be appropriate for engineers, graphic designers think more in terms of strokes, shapes, and gestures appropriate for editing drawings. Our interaction technique matches the latter model: curves can be edited by means of marks, similar to the way strokes are naturally overloaded when drawing on paper. We describe this interaction technique and the algorithms used for its implementation.

In Proceedings of UIST 1995
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Some design refinements and principles on the appearance and behavior of marking menus (p. 189-195)

In Proceedings of UIST 2000
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SATIN: a toolkit for informal ink-based applications (p. 63-72)

In Proceedings of UIST 2001
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Cursive: a novel interaction technique for controlling expressive avatar gesture (p. 151-152)

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We are developing an interaction technique for rich nonverbal communication through an avatar. By writing a single letter on a pen tablet device, a user can express their ideas or intentions, non-verbally, using their avatar body. Our system solves the difficult problem of controlling the movements of a highly articulated, 3D avatar model using a common input device within the context of an office environment. We believe that writing is a richly expressive and natural means for controlling expressive avatar gesture.

In Proceedings of UIST 2001
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Conducting a realistic electronic orchestra (p. 161-162)

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Personal Orchestra is the first system to let users conduct an actual audio and video recording of an orchestra, using an infrared baton to control tempo, volume, and instrument sections. A gesture recognition algorithm interprets user input, and a novel high-fidelity playback algorithm renders audio and video data at variable speed without time-stretching artifacts. The system is installed as a public exhibit in the HOUSE OF MUSIC VIENNA.

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

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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 2002
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Boom chameleon: simultaneous capture of 3D viewpoint, voice and gesture annotations on a spatially-aware display (p. 111-120)

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We introduce the Boom Chameleon, a novel input/output device consisting of a flat-panel display mounted on a tracked mechanical boom. The display acts as a physical window into 3D virtual environments, through which a one-to-one mapping between real and virtual space is preserved. The Boom Chameleon is further augmented with a touch-screen and a microphone/speaker combination. We present a 3D annotation application that exploits this unique configuration in order to simultaneously capture viewpoint, voice and gesture information. Design issues are discussed and results of an informal user study on the device and annotation software are presented. The results show that the Boom Chameleon annotation facilities have the potential to be an effective, easy to learn and operate 3D design review system.

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)

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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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Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays (p. 193-202)

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Recent advances in sensing technology have enabled a new generation of tabletop displays that can sense multiple points of input from several users simultaneously. However, apart from a few demonstration techniques [17], current user interfaces do not take advantage of this increased input bandwidth. We present a variety of multifinger and whole hand gestural interaction techniques for these displays that leverage and extend the types of actions that people perform when interacting on real physical tabletops. Apart from gestural input techniques, we also explore interaction and visualization techniques for supporting shared spaces, awareness, and privacy. These techniques are demonstrated within a prototype room furniture layout application, called RoomPlanner.

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)

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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.

In Proceedings of UIST 2005
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Interacting with large displays from a distance with vision-tracked multi-finger gestural input (p. 43-52)

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We explore the idea of using vision-based hand tracking over a constrained tabletop surface area to perform multi-finger and whole-hand gestural interactions with large displays from a distance. We develop bimanual techniques to support a variety of asymmetric and symmetric interactions, including fast targeting and navigation to all parts of a large display from the comfort of a desk and chair, as well as techniques that exploit the ability of the vision-based hand tracking system to provide multi-finger identification and full 2D hand segmentation. We also posit a design that allows for handling multiple concurrent users.

In Proceedings of UIST 2006
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CINCH: a cooperatively designed marking interface for 3D pathway selection (p. 33-42)

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To disentangle and analyze neural pathways estimated from magnetic resonance imaging data, scientists need an interface to select 3D pathways. Broad adoption of such an interface requires the use of commodity input devices such as mice and pens, but these devices offer only two degrees of freedom. CINCH solves this problem by providing a marking interface for 3D pathway selection. CINCH interprets pen strokes as pathway selections in 3D using a marking language designed together with scientists. Its bimanual interface employs a pen and a trackball (see Figure 1), allowing alternating selections and scene rotations without changes of mode. CINCH was evaluated by observing four scientists using the tool over a period of three weeks as part of their normal work activity. Event logs and interviews revealed dramatic improvements in both the speed and quality of scientists' everyday work, and a set of principles that should inform the design of future 3D marking interfaces. More broadly, CINCH demonstrates the value of the iterative, participatory design process that catalyzed its evolution.

In Proceedings of UIST 2006
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Robust computer vision-based detection of pinching for one and two-handed gesture input (p. 255-258)

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We present a computer vision technique to detect when the user brings their thumb and forefinger together (a pinch gesture) for close-range and relatively controlled viewing circumstances. The technique avoids complex and fragile hand tracking algorithms by detecting the hole formed when the thumb and forefinger are touching; this hole is found by simple analysis of the connected components of the background segmented against the hand. Our Thumb and Fore-Finger Interface (TAFFI) demonstrates the technique for cursor control as well as map navigation using one and two-handed interactions.

In Proceedings of UIST 2007
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Boomerang: suspendable drag-and-drop interactions based on a throw-and-catch metaphor (p. 187-190)

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We present the boomerang technique, which makes it possible to suspend and resume drag-and-drop operations. A throwing gesture while dragging an object suspends the operation, anytime and anywhere. A drag-and-drop interaction, enhanced with our technique, allows users to switch windows, invoke commands, and even drag other objects during a drag-and-drop operation without using the keyboard or menus. We explain how a throwing gesture can suspend drag-and-drop operations, and describe other features of our technique, including grouping, copying, and deleting dragged objects. We conclude by presenting prototype implementations and initial feedback on the proposed technique.

gesture recognition

In Proceedings of UIST 2003
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EdgeWrite: a stylus-based text entry method designed for high accuracy and stability of motion (p. 61-70)

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EdgeWrite is a new unistroke text entry method for handheld devices designed to provide high accuracy and stability of motion for people with motor impairments. It is also effective for able-bodied people. An EdgeWrite user enters text by traversing the edges and diagonals of a square hole imposed over the usual text input area. Gesture recognition is accomplished not through pattern recognition but through the sequence of corners that are hit. This means that the full stroke path is unimportant and recognition is highly deterministic, enabling better accuracy than other gestural alphabets such as Graffiti. A study of able-bodied users showed subjects with no prior experience were 18% more accurate during text entry with Edge Write than with Graffiti (p>.05), with no significant difference in speed. A study of 4 subjects with motor impairments revealed that some of them were unable to do Graffiti, but all of them could do Edge Write. Those who could do both methods had dramatically better accuracy with Edge Write.

In Proceedings of UIST 2004
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SHARK2: a large vocabulary shorthand writing system for pen-based computers (p. 43-52)

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Zhai and Kristensson (2003) presented a method of speed-writing for pen-based computing which utilizes gesturing on a stylus keyboard for familiar words and tapping for others. In SHARK2:, we eliminated the necessity to alternate between the two modes of writing, allowing any word in a large vocabulary (e.g. 10,000-20,000 words) to be entered as a shorthand gesture. This new paradigm supports a gradual and seamless transition from visually guided tracing to recall-based gesturing. Based on the use characteristics and human performance observations, we designed and implemented the architecture, algorithms and interfaces of a high-capacity multi-channel pen-gesture recognition system. The system's key components and performance are also reported.

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

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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 2007
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Gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes (p. 159-168)

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Although mobile, tablet, large display, and tabletop computers increasingly present opportunities for using pen, finger, and wand gestures in user interfaces, implementing gesture recognition largely has been the privilege of pattern matching experts, not user interface prototypers. Although some user interface libraries and toolkits offer gesture recognizers, such infrastructure is often unavailable in design-oriented environments like Flash, scripting environments like JavaScript, or brand new off-desktop prototyping environments. To enable novice programmers to incorporate gestures into their UI prototypes, we present a "$1 recognizer" that is easy, cheap, and usable almost anywhere in about 100 lines of code. In a study comparing our $1 recognizer, Dynamic Time Warping, and the Rubine classifier on user-supplied gestures, we found that $1 obtains over 97% accuracy with only 1 loaded template and 99% accuracy with 3+ loaded templates. These results were nearly identical to DTW and superior to Rubine. In addition, we found that medium-speed gestures, in which users balanced speed and accuracy, were recognized better than slow or fast gestures for all three recognizers. We also discuss the effect that the number of templates or training examples has on recognition, the score falloff along recognizers' N-best lists, and results for individual gestures. We include detailed pseudocode of the $1 recognizer to aid development, inspection, extension, and testing.

gesture sensing

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

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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.

interaction with gesture

In Proceedings of UIST 2004
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A gesture-based authentication scheme for untrusted public terminals (p. 157-160)

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Powerful mobile devices with minimal I/O capabilities increase the likelihood that we will want to annex these devices to I/O resources we encounter in the local environment. This opportunistic annexing will require authentication. We present a sensor-based authentication mechanism for mobile devices that relies on physical possession instead of knowledge to setup the initial connection to a public terminal. Our solution provides a simple mechanism for shaking a device to authenticate with the public infrastructure, making few assumptions about the surrounding infrastructure while also maintaining a reasonable level of security.

pen gesture

In Proceedings of UIST 2001
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Cursive: a novel interaction technique for controlling expressive avatar gesture (p. 151-152)

Abstract plus

We are developing an interaction technique for rich nonverbal communication through an avatar. By writing a single letter on a pen tablet device, a user can express their ideas or intentions, non-verbally, using their avatar body. Our system solves the difficult problem of controlling the movements of a highly articulated, 3D avatar model using a common input device within the context of an office environment. We believe that writing is a richly expressive and natural means for controlling expressive avatar gesture.

unistroke gesture

In Proceedings of UIST 1998
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Cirrin: a word-level unistroke keyboard for pen input (p. 213-214)