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fisheye view

In Proceedings of UIST 1995
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The continuous zoom: a constrained fisheye technique for viewing and navigating large information spaces (p. 207-215)

In Proceedings of UIST 2000
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Fisheye menus (p. 217-225)

In Proceedings of UIST 2001
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Focus plus context screens: combining display technology with visualization techniques (p. 31-40)

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Computer users working with large visual documents, such as large layouts, blueprints, or maps perform tasks that require them to simultaneously access overview information while working on details. To avoid the need for zooming, users currently have to choose between using a sufficiently large screen or applying appropriate visualization techniques. Currently available hi-res "wall-size" screens, however, are cost-intensive, space-intensive, or both. Visualization techniques allow the user to more efficiently use the given screen space, but in exchange they either require the user to switch between multiple views or they introduce distortion.In this paper, we present a novel approach to simultaneously display focus and context information. Focus plus context screens consist of a hi-res display and a larger low-res display. Image content is displayed such that the scaling of the display content is preserved, while its resolution may vary according to which display region it is displayed in. Focus plus context screens are applicable to practically all tasks that currently use overviews or fisheye views, but unlike these visualization techniques, focus plus context screens provide a single, non-distorted view. We present a prototype that seamlessly integrates an LCD with a projection screen and demonstrate four applications that we have adapted so far.

view

In Proceedings of UIST 2005
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Role-based control of shared application views (p. 23-32)

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Collaboration often relies on all group members having a shared view of a single-user application. A common situation is a single active presenter sharing a live view of her workstation screen with a passive audience, using simple hardware-based video signal projection onto a large screen or simple bitmap-based sharing protocols. This offers simplicity and some advantages over more sophisticated software-based replication solutions, but everyone has the exact same view of the application. This conflicts with the presenter's need to keep some information and interaction details private. It also fails to recognize the needs of the passive audience, who may struggle to follow the presentation because of verbosity, display clutter or insufficient familiarity with the application.Views that cater to the different roles of the presenter and the audience can be provided by custom solutions, but these tend to be bound to a particular application. In this paper we describe a general technique and implementation details of a prototype system that allows standardized role-specific views of existing single-user applications and permits additional customization that is application-specific with no change to the application source code. Role-based policies control manipulation and display of shared windows and image buffers produced by the application, providing semi-automated privacy protection and relaxed verbosity to meet both presenter and audience needs.

view alignment

In Proceedings of UIST 1999
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Sketching with projective 2D strokes (p. 149-157)

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Freehand sketching has long had appeal as an artistic medium for conceptual design because of its immediacy in capturing and communicating design intent and visual experience. We present a sketching paradigm that supports the early stages of design by preserving the fluidity of traditional freehand drawings. In addition, it attempts to fill the gap between 2D drawing programs, which have fixed views, and 3D modeling programs that allow arbitrary views. We implement our application as a two-dimensional drawing program that utilizes a projective representation of points --- i.e. points that lie on the surface of a unit sphere centered at the viewpoint. This representation facilitates the production of novel re-projections generated from an initial perspective sketch and gives the user the impression of being immersed in the drawing or space. We describe a method for aligning a sketch drawn outside the system using its vanishing points, allowing the integration of computer sketching and freehand sketching on paper in an iterative manner. The user interface provides a virtual camera, projective grids to guide in the construction of proportionate scenes, and the ability to underlay sketches with other drawings or photographic panoramas.

view and layout editing

In Proceedings of UIST 2007
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Relations, cards, and search templates: user-guided web data integration and layout (p. 61-70)

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We present three new interaction techniques for aiding users in collecting and organizing Web content. First, we demonstrate an interface for creating associations between websites, which facilitate the automatic retrieval of related content. Second, we present an authoring interface that allows users to quickly merge content from many different websites into a uniform and personalized representation, which we call a card. Finally, we introduce a novel search paradigm that leverages the relationships in a card to direct search queries to extract relevant content from multiple Web sources and fill a new series of cards instead of just returning a list of webpage URLs. Preliminary feedback from users is positive andvalidates our design.

view management

In Proceedings of UIST 2001
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View management for virtual and augmented reality (p. 101-110)

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We describe a view-management component for interactive 3D user interfaces. By view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. Our view-management component accomplishes this by modifying selected object properties, including position, size, and transparency, which are tagged to indicate their constraints. For example, some objects may have geometric properties that are determined entirely by a physical simulation and which cannot be modified, while other objects may be annotations whose position and size are flexible.We introduce algorithms that use upright rectangular extents to represent on the view plane a dynamic and efficient approximation of the occupied space containing the projections of visible portions of 3D objects, as well as the unoccupied space in which objects can be placed to avoid occlusion. Layout decisions from previous frames are taken into account to reduce visual discontinuities. We present augmented reality and virtual reality examples to which we have applied our approach, including a dynamically labeled and annotated environment.

zoom view

In Proceedings of UIST 2000
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Illusions of infinity: feedback for infinite worlds (p. 237-238)