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interactive

3d interactive graphics

In Proceedings of UIST 1994
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Galaxy of news: an approach to visualizing and understanding expansive news landscapes (p. 3-12)

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The Galaxy of News system embodies an approach to visualizing large quantities of independently authored pieces of information, in this case news stories. At the heart of this system is a powerful relationship construction engine that constructs an associative relation network to automatically build implicit links between related articles. To visualize these relationships, and hence the news information space, the Galaxy of News uses pyramidal structuring and visual presentation, semantic zooming and panning, animated visual cues that are dynamically constructed to illustrate relationships between articles, and fluid interaction in a three dimensional information space to browse and search through large databases of news articles. The result is a tool that allows people to quickly gain a broad understanding of a news base by providing an abstracted presentation that covers the entire information base, and through interaction, progressively refines the details of the information space. This research has been generalized into a model for news access and visualization to provide automatic construction of news information spaces and derivation of an interactive news experience.

development process for interactive system software

In Proceedings of UIST 1995
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Automatic generation of task-oriented help (p. 181-187)

interactive 3d graphics

In Proceedings of UIST 1994
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Two-handed polygonal surface design (p. 205-212)

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This paper describes a Computer Aided Design system for sketching free-form polygonal surfaces such as terrains and other natural objects. The user manipulates two 3D position and orientation trackers with three buttons, one for each hand. Each hand has a distinct role to play, with the dominant hand being responsible for picking and manipulation, and the less-dominant hand being responsible for context setting of various kinds. The less-dominant hand holds the workpiece, sets which refinement level that can be picked by the dominant hand, and generally acts as a counterpoint to the dominant hand. In this paper, the architecture of the system is outlined, and a simple surface is shown.

interactive 3d rotation

interactive agent

interactive animation

In Proceedings of UIST 1994
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Developing calendar visualizers for the information visualizer (p. 109-118)

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The increasing mass of information confronting a business or an individual have created a demand for information management applications. Time-based information, in particular, is an important part of many information access tasks. This paper explores how to use 3D graphics and interactive animation to design and implement visualizers that improve access to large masses of time-based information. Two new visualizers have been developed for the Information Visualizer: 1) the Spiral Calendar was designed for rapid access to an individual's daily schedule, and 2) the Time Lattice was designed for analyzing the time relationships among the schedules of groups of people. The Spiral Calendar embodies a new 3D graphics technique for integrating detail and context by placing objects in a 3D spiral. It demonstrates that advanced graphics techniques can enhance routine office information tasks. The Time Lattice is formed by aligning a collection of 2D calendars. 2D translucent shadows provide views and interactive access to the resulting complex 3D object. The paper focuses on how these visualizations were developed. The Spiral Calendar, in particular, has gone through an entire cycle of development, including design, implementation, evaluation, revision and reuse. Our experience should prove useful to others developing user interfaces based on advanced graphics.

interactive data exploration

In Proceedings of UIST 1996
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FOCUS: the interactive table for product comparison and selection (p. 41-50)

In Proceedings of UIST 1998
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Interactive visualization of serial periodic data (p. 29-38)

interactive debugging

In Proceedings of UIST 1997
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Debugging lenses: a new class of transparent tools for user interface debugging (p. 179-187)

interactive desktop

In Proceedings of UIST 2004
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Video-based document tracking: unifying your physical and electronic desktops (p. 99-107)

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This paper presents an approach for tracking paper documents on the desk over time and automatically linking them to the corresponding electronic documents using an overhead video camera. We demonstrate our system in the context of two scenarios, paper tracking and photo sorting. In the paper tracking scenario, the system tracks changes in the stacks of printed documents and books on the desk and builds a complete representation of the spatial structure of the desktop. When users want to find a printed document buried in the stacks, they can query the system based on appearance, keywords, or access time. The system also provides a remote desktop interface for directly browsing the physical desktop from a remote location. In the photo sorting scenario, users sort printed photographs into physical stacks on the desk. The systemautomatically recognizes the photographs and organizes the corresponding digital photographs into separate folders according to the physical arrangement. Our framework provides a way to unify the physical and electronic desktops without the need for a specialized physical infrastructure except for a video camera.

interactive graphics

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 1995
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Amortizing 3D graphics optimization across multiple frames (p. 13-19)

In Proceedings of UIST 1997
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A spreadsheet approach to information visualization (p. 79-80)

interactive handheld projector

In Proceedings of UIST 2005
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Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors (p. 73-82)

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Designing interfaces for interactive handheld projectors is an exiting new area of research that is currently limited by two problems: hand jitter resulting in poor input control, and possible reduction of image resolution due to the needs of image stabilization and warping algorithms. We present the design and evaluation of a new interaction technique, called zoom-and-pick, that addresses both problems by allowing the user to fluidly zoom in on areas of interest and make accurate target selections. Subtle design features of zoom-and-pick enable pixel-accurate pointing, which is not possible in most freehand interaction techniques. Our evaluation results indicate that zoom-and-pick is significantly more accurate than the standard pointing technique described in our previous work.

interactive listening

In Proceedings of UIST 1993
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SpeechSkimmer: interactively skimming recorded speech (p. 187-196)

interactive paper

In Proceedings of UIST 2002
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The missing link: augmenting biology laboratory notebooks (p. 41-50)

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Using a participatory design process, we created three prototype augmented laboratory notebooks that provide the missing link between paper, physical artifacts and on-line data. The final a-book combines a graphics tablet and a PDA. The tablet captures writing on the paper notebook and the PDA acts as an "interaction lens" or window between physical and electronic documents. Our approach is document-centered, with a software architecture based on layers of physical and electronic information.

interactive public display

In Proceedings of UIST 2004
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Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users (p. 137-146)

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We develop design principles and an interaction framework for sharable, interactive public ambient displays that support the transition from implicit to explicit interaction with both public and personal information. A prototype system implementation that embodies these design principles is described. We use novel display and interaction techniques such as simple hand gestures and touch screen input for explicit interaction and contextual body orientation and position cues for implicit interaction. Techniques are presented for subtle notification, self-revealing help, privacy controls, and shared use by multiple people each in their own context. Initial user feedback is also presented, and future directions discussed.

interactive software

In Proceedings of UIST 2007
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Measuring how design changes cognition at work (p. 1-2)

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The various fields associated with interactive software systems engage in design activities to enable people who would use the resulting systems to meet goals, coordinate with others, find meaning, and express themselves in myriad ways. Yet many development projects fail, and we all have contact with clumsy software-based systems that force work-arounds and impose substantial attentional, knowledge and workload burdens. On the other hand, field observations reveal people re-shaping the artifacts they encounter and interact with as resources to cope with the demands of the situations they face as they seek to meet their goals. In this process some new devices are quickly seized upon and exploited in ways that transform the nature of human activity, connections, and expression.

The software intensive interactive systems and devices under development around us are valuable to the degree that they expand what people in various roles and organizations can achieve. How can we measure this value provided to others? Are current measures of usability adequate? Does creeping complexity wipe out incremental gains as products evolve? Do designers and developers mis-project the impact when systems-to-be-realized are fielded? Which technology changes will trigger waves of expansive adaptations that transform what people do and even why they do it.

Sponsors of projects to develop new interactive software systems are asking developers for tangible evidence of the value to be delivered to those people responsible for activities and goals in the world. Traditional measures of usability and human performance seem inadequate. Cycles of inflation in the claims development organizations make (and the legacy of disappointment and surprise) have left sponsors numb and eroded trust. Thus, we need to provide new forms of evidence about the potential of new interactive systems and devices to enhance human capability.

Luckily, this need has been accompanied by a period of innovation in ways to measure the impact of new designs on:

  • growth of expertise in roles,
  • synchronizing activities over wider scopes and ranges,
  • expanding adaptive capacities.
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This talk reviews a few of the new measures being tested in each of these categories, points to some of the underlying science, and uses these examples to trigger discussion about how design of future interactive software provides will provide value to stakeholders.

interactive surface

In Proceedings of UIST 2000
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FlowMenu: combining command, text, and data entry (p. 213-216)

In Proceedings of UIST 2002
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The actuated workbench: computer-controlled actuation in tabletop tangible interfaces (p. 181-190)

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The Actuated Workbench is a device that uses magnetic forces to move objects on a table in two dimensions. It is intended for use with existing tabletop tangible interfaces, providing an additional feedback loop for computer output, and helping to resolve inconsistencies that otherwise arise from the computer's inability to move objects on the table. We describe the Actuated Workbench in detail as an enabling technology, and then propose several applications in which this technology could be useful.

interactive system

In Proceedings of UIST 1992
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Interactive shadows (p. 1-6)

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It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called “shadows” that not only provide valuable perceptual cues about the spatial relationships between objects, but also provide a direct manipulation interface to constrained transformation techniques. These shadow widgets provide two advances over previous techniques. First, they provide high correlation between their own geometric feedback and their effects on the objects they control. Second, unlike some other 3D widgets, they do not obscure the objects they control.

In Proceedings of UIST 1993
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Stretching the rubber sheet: a metaphor for viewing large layouts on small screens (p. 81-91)

interactive table

In Proceedings of UIST 2001
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Connectables: dynamic coupling of displays for the flexible creation of shared workspaces (p. 11-20)

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We present the ConnecTable, a new mobile, networked and context-aware information appliance that provides affordances for pen-based individual and cooperative work as well as for the seamless transition between the two. In order to dynamically enlarge an interaction area for the purpose of shared use, a flexible coupling of displays has been realized that overcomes the restrictions of display sizes and borders. Two ConnecTable displays dynamically form a homogeneous display area when moved close to each other. The appropriate triggering signal comes from built-in sensors allowing users to temporally combine their individual displays to a larger shared one by a simple physical movement in space. Connected ConnecTables allow their users to work in parallel on an ad-hoc created shared workspace as well as exchanging information by simply shuffling objects from one display to the other. We discuss the user interface and related issues as well as the software architecture. We also present the physical realization of the ConnecTables.

interactive technique

In Proceedings of UIST 1995
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SDM: selective dynamic manipulation of visualizations (p. 61-70)

interactive text

In Proceedings of UIST 1999
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ActiveText: a method for creating dynamic and interactive texts (p. 131-140)

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This paper describes ActiveText, a method for creating dynamic and interactive texts. ActiveText uses an object-based hierarchy to represent texts. This hierarchy makes it easy to work with the ASCII component and pixel component of the text at the same time. Static, dynamic and interactive properties of text can be easily intermixed and layered. The user can enter and edit text, adjust static and dynamic layout, apply dynamic and interactive behaviors, and adjust their parameters with a common set of tools and a common interface. Support for continuous editing allows the user to sketch dynamically. A prototype application called It's Alive! has been implemented to explore the ActiveText functionality. The documents produced by It's Alive! can be of use in a wide-range of areas, including chat-spaces, email, web-sites, fiction and poetry writing, and low-end film & video titling.

interactive user interface

In Proceedings of UIST 1994
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Pad++: a zooming graphical interface for exploring alternate interface physics (p. 17-26)

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We describe the current status of Pad++, a zooming graphical interface that we are exploring as an alternative to traditional window and icon-based approaches to interface design. We discuss the motivation for Pad++, describe the implementation, and present prototype applications. In addition, we introduce an informational physics strategy for interface design and briefly compare it with metaphor-based design strategies.

interactive wall

In Proceedings of UIST 2001
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Fluid interaction with high-resolution wall-size displays (p. 21-30)

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This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6′x3.5′) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our "interactive wall" metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3D models and GUI application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. We have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the FlowMenu to execute a wide variety of actions in a single pen stroke, While these techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.

large interactive surface

In Proceedings of UIST 2003
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Dynamo: a public interactive surface supporting the cooperative sharing and exchange of media (p. 159-168)

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In this paper we propose a novel way of supporting occasional meetings that take place in unfamiliar public places, which promotes lightweight, visible and fluid collaboration. Our central idea is that the sharing and exchange of information occurs across public surfaces that users can easily access and interact with. To this end, we designed and implemented Dynamo, a communal multi-user interactive surface. The surface supports the cooperative sharing and exchange of a wide range of media that can be brought to the surface by users that are remote from their familiar organizational settings.

In Proceedings of UIST 2004
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Visual tracking of bare fingers for interactive surfaces (p. 119-122)

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Visual tracking of bare fingers allows more direct manipulation of digital objects, multiple simultaneous users interacting with their two hands, and permits the interaction on large surfaces, using only commodity hardware. After presenting related work, we detail our implementation. Its design is based on our modeling of two classes of algorithms that are key to the tracker: Image Differencing Segmentation (IDS) and Fast Rejection Filters (FRF). We introduce a new chromatic distance for IDS and a FRF that is independent to finger rotation. The system runs at full frame rate (25 Hz) with an average total system latency of 80 ms, independently of the number of tracked fingers. When used in a controlled environment such as a meeting room, its robustness is satisfying for everyday use.

sketching of interactive physical form

In Proceedings of UIST 2006
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Rapid construction of functioning physical interfaces from cardboard, thumbtacks, tin foil and masking tape (p. 289-298)

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Rapid, early, but rough system prototypes are becoming a standard and valued part of the user interface design process. Pen, paper, and tools like Flash™ and Director™ are well suited to creating such prototypes. However, in the case of physical forms with embedded technology, there is a lack of tools for developing rapid, early prototypes. Instead, the process tends to be fragmented into prototypes exploring forms that look like the intended product or explorations of functioning interactions that work like the intended product - bringing these aspects together into full design concepts only later in the design process. To help alleviate this problem, we present a simple tool for very rapidly creating functioning, rough physical prototypes early in the design process - supporting what amounts to interactive physical sketching. Our tool allows a designer to combine exploration of form and interactive function, using objects constructed from materials such as thumbtacks, foil, cardboard and masking tape, enhanced with a small electronic sensor board. By means of a simple and fluid tool for delivering events to "screen clippings," these physical sketches can then be easily connected to any existing (or new) program running on a PC to provide real or Wizard of Oz supported functionality.