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  4. 2003
Showing papers presented at "User Interface Software and Technology in 2003"
Proceedings Article•10.1145/964696.964697•
A widget framework for augmented interaction in SCAPE

[...]

Leonard D. Brown1, Hong Hua2, Chunyu Gao1•
University of Illinois at Urbana–Champaign1, University of Hawaii2
2 Nov 2003
TL;DR: This paper formalizes its underlying mathematical framework and detailing three augmented Widgets constructed via this framework: CoCylinder, Magnifier, and CoCube, which promote intuitive ways of selecting, examining, and sharing synthetic objects, and retrieving associated documentary text.
Abstract: We have previously developed a collaborative infrastructure called SCAPE - an acronym for Stereoscopic Collaboration in Augmented and Projective Environments - that integrates the traditionally separate paradigms of virtual and augmented reality. In this paper, we extend SCAPE by formalizing its underlying mathematical framework and detailing three augmented Widgets constructed via this framework: CoCylinder, Magnifier, and CoCube. These devices promote intuitive ways of selecting, examining, and sharing synthetic objects, and retrieving associated documentary text. Finally we present a testbed application to showcase SCAPE's capabilities for interaction in large, augmented virtual environments.

310 citations

Proceedings Article•10.1145/964696.964708•
Fluid interaction techniques for the control and annotation of digital video

[...]

Gonzalo Ramos1, Ravin Balakrishnan1•
University of Toronto1
2 Nov 2003
TL;DR: A transient position+velocity widget that allows users not only to move around a point of interest on a video, but also to rewind or fast forward at a controlled variable speed is presented.
Abstract: We explore a variety of interaction and visualization techniques for fluid navigation, segmentation, linking, and annotation of digital videos. These techniques are developed within a concept prototype called LEAN that is designed for use with pressure-sensitive digitizer tablets. These techniques include a transient position+velocity widget that allows users not only to move around a point of interest on a video, but also to rewind or fast forward at a controlled variable speed. We also present a new variation of fish-eye views called twist-lens, and incorporate this into a position control slider designed for the effective navigation and viewing of large sequences of video frames. We also explore a new style of widgets that exploit the use of the pen's pressure-sensing capability, increasing the input vocabulary available to the user. Finally, we elaborate on how annotations referring to objects that are temporal in nature, such as video, may be thought of as links, and fluidly constructed, visualized and navigated.

200 citations

Proceedings Article•10.1145/964696.964716•
VisionWand: interaction techniques for large displays using a passive wand tracked in 3D

[...]

Xiang Cao1, Ravin Balakrishnan1•
University of Toronto1
2 Nov 2003
TL;DR: A passive wand tracked in 3D using computer vision techniques is explored as a new input mechanism for interacting with large displays and a variety of interaction techniques are demonstrated that exploit the affordances of the wand, resulting in an effective interface for large scale interaction.
Abstract: 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.

167 citations

Proceedings Article•10.1145/964696.964719•
PreSense: interaction techniques for finger sensing input devices

[...]

Jun Rekimoto, Takaaki Ishizawa1, Carsten Schwesig, Haruo Oba•
Keio University1
2 Nov 2003
TL;DR: Several interaction techniques based on this sensory enhanced input device, including menu and map browsing systems and a text input system are presented, and finger gesture recognition for the PreSense Keypad is discussed.
Abstract: 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.

160 citations

Proceedings Article•10.1145/964696.964704•
Tracking menus

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George Fitzmaurice1, Azam Khan1, Robert J. Pieke1, Bill Buxton1, Gordon Kurtenbach1 •
Alias Systems Corporation1
2 Nov 2003
TL;DR: This paper describes a new type of graphical user interface widget, known as a "tracking menu," which consists of a cluster of graphical buttons, and shows unique affordances of the widget, present a variety of examples, and discusses design characteristics.
Abstract: We describe a new type of graphical user interface widget, known as a "tracking menu." A tracking menu consists of a cluster of graphical buttons, and as with traditional menus, the cursor can be moved within the menu to select and interact with items. However, unlike traditional menus, when the cursor hits the edge of the menu, the menu moves to continue tracking the cursor. Thus, the menu always stays under the cursor and close at hand.In this paper we define the behavior of tracking menus, show unique affordances of the widget, present a variety of examples, and discuss design characteristics. We examine one tracking menu design in detail, reporting on usability studies and our experience integrating the technique into a commercial application for the Tablet PC. While user interface issues on the Tablet PC, such as preventing round trips to tool palettes with the pen, inspired tracking menus, the design also works well with a standard mouse and keyboard configuration.

155 citations

Proceedings Article•10.1145/964696.964720•
Stylus input and editing without prior selection of mode

[...]

Eric Saund1, Edward Lank2•
PARC1, San Francisco State University2
2 Nov 2003
TL;DR: A novel Inferred-Mode interaction protocol that avoids the mode hassles of conventional sketch systems and infers the user's intent, if possible, from the properties of the pen trajectory and the context of the trajectory.
Abstract: This paper offers a solution to the mode problem in computer sketch/notetaking programs. Conventionally, the user must specify the intended "draw" or "command" mode prior to performing a stroke. This necessity has proven to be a barrier to the usability of pen/stylus systems. We offer a novel Inferred-Mode interaction protocol that avoids the mode hassles of conventional sketch systems. The system infers the user's intent, if possible, from the properties of the pen trajectory and the context of the trajectory. If the intent is ambiguous, the user is offered a choice mediator in the form of a pop-up button. To maximize the fluidity of drawing, the user is entitled to ignore the mediator and continue drawing. We present decision logic for the inferred mode protocol, and discuss subtleties learned in the course of its development. We also present results of initial user trials validating the usability of this interaction design.

103 citations

Proceedings Article•10.1145/964696.964706•
Considering the direction of cursor movement for efficient traversal of cascading menus

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Masatomo Kobayashi1, Takeo Igarashi1•
University of Tokyo1
2 Nov 2003
TL;DR: Two methods for improving the usability of cascading menus are proposed: 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.
Abstract: 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.

94 citations

Proceedings Article•10.1145/964696.964700•
SmartMusicKIOSK: music listening station with chorus-search function

[...]

Masataka Goto1•
National Institute of Advanced Industrial Science and Technology1
2 Nov 2003
TL;DR: A new music-playback interface for trial listening is described, SmartMusicKIOSK, which achieves a function for jumping to the chorus section and other key parts of a song plus afunction for visualizing song structure to facilitate an active listening experience.
Abstract: This paper describes a new music-playback interface for trial listening, SmartMusicKIOSK. In music stores, short trial listening of CD music is not usually a passive experience -- customers often search out the chorus or "hook" of a song using the fast-forward button. Listening of this type, however, has not been traditionally supported. This research achieves a function for jumping to the chorus section and other key parts of a song plus a function for visualizing song structure. These functions make it easier for a listener to find desired parts of a song and thereby facilitate an active listening experience. The proposed functions are achieved by an automatic chorus-section detecting method, and the results of implementing them as a listening station have demonstrated their usefulness.

63 citations

Proceedings Article•10.1145/964696.964709•
Rapid serial visual presentation techniques for consumer digital video devices

[...]

Kent Wittenburg1, Clifton Forlines1, Tom Lanning1, Alan W. Esenther1, Shigeo Harada2, Taizo Miyachi2 •
Mitsubishi Electric Research Laboratories1, Mitsubishi Electric2
2 Nov 2003
TL;DR: A new model for a class of rapid serial visual presentation (RSVP) interfaces in the context of consumer video devices is proposed and it is found that subjects were more accurate but not faster in browsing to a target of interest in recorded television content with a TV remote.
Abstract: 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.

57 citations

Proceedings Article•10.1145/964696.964711•
A molecular architecture for creating advanced GUIs

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Eric Lecolinet1•
Centre national de la recherche scientifique1
2 Nov 2003
TL;DR: A new GUI architecture for creating advanced interfaces is presented, based on a pseudo-declarative C++ API that tries to simplify GUI programming by providing a higher level of abstraction.
Abstract: This paper presents a new GUI architecture for creating advanced interfaces. This model is based on a limited set of general principles that improve flexibility and provide capabilities for implementing information visualization techniques such as magic lenses, transparent tools or semantic zooming. This architecture also makes it possible to create multiple views and application-sharing systems (by sharing views on multiple computer screens) in a simple and uniform way and to handle bimanual interaction and multiple pointers. An experimental toolkit called Ubit was implemented to test the feasibility of this approach. It is based on a pseudo-declarative C++ API that tries to simplify GUI programming by providing a higher level of abstraction.

40 citations

Proceedings Article•10.1145/964696.964712•
User interface continuations

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Dennis Quan1, David F. Huynh1, David R. Karger1, Robert C. Miller1•
Massachusetts Institute of Technology1
2 Nov 2003
TL;DR: This paper examines the idea of turning the act of collecting parameters from a user into a first class object called a user interface continuation, a continuation-passing paradigms used to allow program execution to continue uninterrupted while the user determines a command's parameters at his or her leisure.
Abstract: Dialog boxes that collect parameters for commands often create ephemeral, unnatural interruptions of a program's normal execution flow, encouraging the user to complete the dialog box as quickly as possible in order for the program to process that command. In this paper we examine the idea of turning the act of collecting parameters from a user into a first class object called a user interface continuation. Programs can create user interface continuations by specifying what information is to be collected from the user and supplying a callback (i.e., a continuation) to be notified with the collected information. A partially completed user interface continuation can be saved as a new command, much as currying and partially evaluating a function with a set of parameters produces a new function. Furthermore, user interface continuations, like other continuation-passing paradigms, can be used to allow program execution to continue uninterrupted while the user determines a command's parameters at his or her leisure.
Proceedings Article•10.1145/964696.964715•
A fast, interactive 3D paper-flier metaphor for digital bulletin boards

[...]

Laurent Denoue1, Les Nelson1, Elizabeth F. Churchill1•
FX Palo Alto Laboratory1
2 Nov 2003
TL;DR: A novel interface for presenting interactive content on public digital bulletin boards using 3D virtual fliers attached to a virtual corkboard by virtual pushpins, inspired by paper fliers on physical bulletin boards is described.
Abstract: We describe a novel interface for presenting interactive content on public digital bulletin boards. Inspired by paper fliers on physical bulletin boards, posted content is displayed using 3D virtual fliers attached to a virtual corkboard by virtual pushpins. Fliers appear in different orientations, creating an attractive, informal look, and have autonomous behaviors like fluttering in the wind. Passersby can rotate, move and fold fliers; they can also interact with fliers’ live content. Flier content is streamed from a server and represented by the system on large screen displays using a real-time cloth simulation algorithm. We describe our prototype, and offer the results of an initial evaluative user study.
Proceedings Article•10.1145/964696.964701•
TalkBack: a conversational answering machine

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Vidya Lakshmipathy1, Chris Schmandt1, Natalia Marmasse1•
Massachusetts Institute of Technology1
2 Nov 2003
TL;DR: TalkBack restores conversational turn-taking to voicemail retrieval by dividing voice messages into smaller sections based on the most significant silent and filled pauses and pausing after each to record a response.
Abstract: Current asynchronous voice messaging interfaces, like voicemail, fail to take advantage of our conversational skills. TalkBack restores conversational turn-taking to voicemail retrieval by dividing voice messages into smaller sections based on the most significant silent and filled pauses and pausing after each to record a response. The responses are composed into a reply, alternating with snippets of the original message for context. TalkBack is built into a digital picture frame; the recipient touches a picture of the caller to hear each segment of the message in turn. The minimal interface models synchronous interaction and facilitates asynchronous voice messaging. TalkBack can also present a voice-annotated slide show which it receives over the Internet.
Proceedings Article•
WorldCursor: Pointing in Intelligent Environments with a Tele-operated Laser Pointer

[...]

Andrew D. Wilson1•
Microsoft1
5 Nov 2003
TL;DR: The WorldCursor is introduced, a pointing device and cursor designed for intelligent environments that improves upon the XWand by removing the need for external positioning technology such as video cameras.
Abstract: We introduce the WorldCursor, a pointing device and cursor designed for intelligent environments. The WorldCursor is analogous to the mouse and cursor used in traditional GUIs: the user may select and interact with a physical device by positioning the cursor on the device and clicking. We use the XWand as a physical pointing mechanism, and couple it with the WorldCursor device which projects a cursor on the physical environment. The WorldCursor improves upon the XWand by removing the need for external positioning technology such as video cameras. INTRODUCTION In [1] we introduce the XWand, a hardware device and associated signal processing algorithms that controls multiple connected devices in a natural manner. For example, an XWand user may turn on a light in the room by pointing the wand at the light and pressing the button on the wand. Figure 1 shows the XWand prototype as demonstrated at UIST 2002. The XWand system determines which device the user is pointing at by combining the orientation and 3-d position of the wand with a 3-d model of the room and the devices within it. Orientation of the wand is determined from onboard sensors, while wand position is determined with stereo computer vision. The 3-d model of the room and devices is entered into the system by pointing with the wand itself in a special training mode. With the orientation, position and model of the room, it is easy to determine which object in the world model the wand is pointing at, if any. Users of the XWand are often impressed with the immediate and natural feel of absolute pointing. However, the pure geometry-based approach which enables absolute pointing also has a number of important drawbacks: • Two or more cameras must be permanently mounted in the room. Besides the difficulty of installation, such cameras inevitably draw objections related to privacy. • The cameras must be carefully calibrated to the room geometry upon installation, and recalibrated if they are moved. • At least two cameras must have clear sight-lines to the wand at all times. • The three dimensional position of each active device in the room must be known. • Small errors in the orientation and position information translate to inaccuracy in pointing, possibly disrupting the interaction. We set about exploring alternatives to absolute pointing, with the goal of eliminating the three dimensional positioning system. One general approach is to place tags in the environment, but they have drawbacks as well. By design tags require installation on every active device. Figure 1: The XWand.
Proceedings Article•10.1145/964696.964718•
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays

[...]

Mike Wu1, Ravin Balakrishnan1•
University of Toronto1
2 Nov 2003
TL;DR: A variety of multifinger and whole hand gestural interaction techniques for tabletop displays that leverage and extend the types of actions that people perform when interacting on real physical tabletops are presented.
Abstract: 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.
Proceedings Article•10.1145/964696.964710•
GADGET: a toolkit for optimization-based approaches to interface and display generation

[...]

James Fogarty1, Scott E. Hudson1•
Carnegie Mellon University1
2 Nov 2003
TL;DR: GADGET is presented, an experimental toolkit to support optimization for interface and display generation and provides convenient abstractions of many optimization concepts, including an efficient lazy evaluation framework, a powerful and configurable optimization structure, and a library of reusable components.
Abstract: Recent work is beginning to reveal the potential of numerical optimization as an approach to generating interfaces and displays. Optimization-based approaches can often allow a mix of independent goals and constraints to be blended in ways that would be difficult to describe algorithmically. While optimization-based techniques appear to offer several potential advantages, further research in this area is hampered by the lack of appropriate tools. This paper presents GADGET, an experimental toolkit to support optimization for interface and display generation. GADGET provides convenient abstractions of many optimization concepts. GADGET also provides mechanisms to help programmers quickly create optimizations, including an efficient lazy evaluation framework, a powerful and configurable optimization structure, and a library of reusable components. Together these facilities provide an appropriate tool to enable exploration of a new class of interface and display generation techniques.
Proceedings Article•10.1145/964696.964699•
Classroom BRIDGE: using collaborative public and desktop timelines to support activity awareness

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Craig H. Ganoe1, Jacob Somervell1, Dennis C. Neale1, Philip L. Isenhour1, John M. Carroll1, Mary Beth Rosson1, D. Scott McCrickard1 •
Virginia Tech1
2 Nov 2003
TL;DR: This paper demonstrates and develops an object replication approach to integrating synchronous and asynchronous distributed work for a platform incorporating both desktop and large-screen devices.
Abstract: Classroom BRIDGE supports activity awareness by facilitating planning and goal revision in collaborative, project-based middle school science. It integrates large-screen and desktop views of project times to support incidental creation of awareness information through routine document transactions, integrated presentation of awareness information as part of workspace views, and public access to subgroup activity. It demonstrates and develops an object replication approach to integrating synchronous and asynchronous distributed work for a platform incorporating both desktop and large-screen devices. This paper describes an implementation of these concepts with preliminary evaluation data, using timeline-based user interfaces.
Proceedings Article•10.1145/964696.964705•
TiltText: using tilt for text input to mobile phones

[...]

Daniel Wigdor1, Ravin Balakrishnan1•
University of Toronto1
2 Nov 2003
TL;DR: TiltText as mentioned in this paper uses the orientation of the phone to resolve this ambiguity, by tilting the phone in one of four directions to choose which character on a particular key to enter.
Abstract: TiltText, a new technique for entering text into a mobile phone is described. The standard 12-button text entry keypad of a mobile phone forces ambiguity when the 26- letter Roman alphabet is mapped in the traditional manner onto keys 2-9. The TiltText technique uses the orientation of the phone to resolve this ambiguity, by tilting the phone in one of four directions to choose which character on a particular key to enter. We first discuss implementation strategies, and then present the results of a controlled experiment comparing TiltText to MultiTap, the most common text entry technique. The experiment included 10 participants who each entered a total of 640 phrases of text chosen from a standard corpus, over a period of about five hours. The results show that text entry speed including correction for errors using TiltText was 23% faster than MultiTap by the end of the experiment, despite a higher error rate for TiltText. TiltText is thus amongst the fastest known language-independent techniques for entering text into mobile phones.
Proceedings Article•10.1145/964696.964717•
Perceptually-supported image editing of text and graphics

[...]

Eric Saund1, David J. Fleet1, Daniel L. Larner1, James V. Mahoney1•
PARC1
2 Nov 2003
TL;DR: A novel image editing program emphasizing easy selection and manipulation of material found in informal, casual documents such as sketches, handwritten notes, whiteboard images, screen snapshots, and scanned documents, called ScanScribe, which offers four significant advances.
Abstract: This paper presents a novel image editing program emphasizing easy selection and manipulation of material found in informal, casual documents such as sketches, handwritten notes, whiteboard images, screen snapshots, and scanned documents. The program, called ScanScribe, offers four significant advances. First, it presents a new, intuitive model for maintaining image objects and groups, along with underlying logic for updating these in the course of an editing session. Second, ScanScribe takes advantage of newly developed image processing algorithms to separate foreground markings from a white or light background, and thus can automatically render the background transparent so that image material can be rearranged without occlusion by background pixels. Third, ScanScribe introduces new interface techniques for selecting image objects with a pointing device without resorting to a palette of tool modes. Fourth, ScanScribe presents a platform for exploiting image analysis and recognition methods to make perceptually significant structure readily available to the user. As a research prototype, ScanScribe has proven useful in the work of members of our laboratory, and has been released on a limited basis for user testing and evaluation.
Proceedings Article•10.1145/964696.964714•
Dynamo: a public interactive surface supporting the cooperative sharing and exchange of media

[...]

Shahram Izadi1, Harry Brignull2, Tom Rodden1, Yvonne Rogers2, Mia Underwood2 •
University of Nottingham1, University of Sussex2
2 Nov 2003
TL;DR: Dynamo, a communal multi-user interactive surface that 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 is designed and implemented.
Abstract: 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
Proceedings Article•10.1145/964696.964713•
Synchronous gestures for multiple persons and computers

[...]

Ken Hinckley1•
Microsoft1
2 Nov 2003
TL;DR: This research explores distributed sensing techniques for mobile devices using synchronous gestures by using tablet computers augmented with touch sensors and two-axis linear accelerometers (tilt sensors) to synchronize their time-stamped sensor data.
Abstract: 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.
Proceedings Article•10.1145/964696.964698•
Rhythm modeling, visualizations and applications

[...]

James Begole1, John C. Tang1, Rosco Hill2•
Sun Microsystems Laboratories1, University of Waterloo2
2 Nov 2003
TL;DR: Algorithms for programatically detecting and modeling temporal patterns from a record of online presence data are presented and the implications of this technology on the design of computer-mediated communication are discussed.
Abstract: People use their awareness of others' temporal patterns to plan work activities and communication. This paper presents algorithms for programatically detecting and modeling temporal patterns from a record of online presence data. We describe analytic and end-user visualizations of rhythmic patterns and the tradeoffs between them. We conducted a design study that explored the accuracy of the derived rhythm models compared to user perceptions, user preference among the visualization alternatives, and users' privacy preferences. We also present a prototype application based on the rhythm model that detects when a person is "away" for an extended period and predicts their return. We discuss the implications of this technology on the design of computer-mediated communication.
Proceedings Article•10.1145/964696.964703•
EdgeWrite: a stylus-based text entry method designed for high accuracy and stability of motion

[...]

Jacob O. Wobbrock, Brad A. Myers, John A. Kembel
2 Nov 2003
TL;DR: 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, with no significant difference in speed.
Abstract: 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
Proceedings Article•10.1145/964696.964702•
Paper augmented digital documents

[...]

François Guimbretière1•
University of Maryland, College Park1
2 Nov 2003
TL;DR: This work is presenting an architecture which supports the seamless manipulation of PADDs using today's technologies and reports on the lessons learned while implementing the first PADD system.
Abstract: Paper Augmented Digital Documents (PADDs) are digital documents that can be manipulated either on a computer screen or on paper. PADDs, and the infrastructure supporting them, can be seen as a bridge between the digital and the paper worlds. As digital documents, PADDs are easy to edit, distribute and archive; as paper documents, PADDs are easy to navigate, annotate and well accepted in social settings. The chimeric nature of PADDs make them well suited for many tasks such as proofreading, editing, and annotation of large format document like blueprints.We are presenting an architecture which supports the seamless manipulation of PADDs using today's technologies and reports on the lessons we learned while implementing the first PADD system.
Proceedings Article•10.1145/964696.964721•
Tactile interfaces for small touch screens

[...]

Ivan Poupyrev, Shigeaki Maruyama
2 Nov 2003
TL;DR: This work embedded a tactile apparatus in a Sony PDA touch screen and enhanced its basic GUI elements with tactile feedback and believes that tactile feedback will become the next step in touch screen interface design and a standard feature of future mobile devices.
Abstract: We present the design, implementation, and informal evaluation of tactile interfaces for small touch screens used in mobile devices. We embedded a tactile apparatus in a Sony PDA touch screen and enhanced its basic GUI elements with tactile feedback. Instead of observing the response of interface controls, users can feel it with their fingers as they press the screen. In informal evaluations, tactile feedback was greeted with enthusiasm. We believe that tactile feedback will become the next step in touch screen interface design and a standard feature of future mobile devices.
Proceedings Article•10.1145/964696.964707•
Automatic thumbnail cropping and its effectiveness

[...]

Bongwon Suh1, Haibin Ling1, Benjamin B. Bederson1, David W. Jacobs1•
University of Maryland, College Park1
2 Nov 2003
TL;DR: This work studies the ability of computer vision systems to detect key components of images so that automated cropping, prior to shrinking, can render objects more recognizable, and evaluates automatic cropping techniques based on a general method that detects salient portions of images.
Abstract: Thumbnail images provide users of image retrieval and browsing systems with a method for quickly scanning large numbers of images. Recognizing the objects in an image is important in many retrieval tasks, but thumbnails generated by shrinking the original image often render objects illegible. We study the ability of computer vision systems to detect key components of images so that automated cropping, prior to shrinking, can render objects more recognizable. We evaluate automatic cropping techniques 1) based on a general method that detects salient portions of images, and 2) based on automatic face detection. Our user study shows that these methods result in small thumbnails that are substantially more recognizable and easier to find in the context of visual search.

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