TL;DR: This paper presents an approach to 3D printing custom optical elements for interactive devices labelled Printed Optics, which enables sensing, display, and illumination elements to be directly embedded in the casing or mechanical structure of an interactive device.
Abstract: We present an approach to 3D printing custom optical elements for interactive devices labelled Printed Optics. Printed Optics enable sensing, display, and illumination elements to be directly embedded in the casing or mechanical structure of an interactive device. Using these elements, unique display surfaces, novel illumination techniques, custom optical sensors, and embedded optoelectronic components can be digitally fabricated for rapid, high fidelity, highly customized interactive devices. Printed Optics is part of our long term vision for interactive devices that are 3D printed in their entirety. In this paper we explore the possibilities for this vision afforded by fabrication of custom optical elements using today's 3D printing technology.
TL;DR: This work introduces a software event driven finite state machine to model a user's progress through a tutorial, which allows the system to provide real-time feedback and recognize success and failures.
Abstract: We present GamiCAD, a gamified in-product, interactive tutorial system for first time AutoCAD users. We introduce a software event driven finite state machine to model a user's progress through a tutorial, which allows the system to provide real-time feedback and recognize success and failures. GamiCAD provides extensive real-time visual and audio feedback that has not been explored before in the context of software tutorials. We perform an empirical evaluation of GamiCAD, comparing it to an equivalent in-product tutorial system without the gamified components. In an evaluation, users using the gamified system reported higher subjective engagement levels and performed a set of testing tasks faster with a higher completion ratio.
TL;DR: GroupTogether is a system that explores cross-device interaction using F-formations, which indicate when and how people position themselves as a group, and micro-mobility, which describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration.
Abstract: GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when and how people position themselves as a group. Second, micro-mobility describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) a pair of overhead Kinect depth cameras to sense small groups of people, (b) low-power 8GHz band radio modules to establish the identity, presence, and coarse-grained relative locations of devices, and (c) accelerometers to detect tilting of slate devices. The resulting system supports fluid, minimally disruptive techniques for co-located collaboration by leveraging the proxemics of people as well as the proxemics of devices.
TL;DR: This work introduces Midas, a software and hardware toolkit to support the design, fabrication, and programming of flexible capacitive touch sensors for interactive objects, and demonstrates how Midas can be used to create a number of touch-sensitive interfaces.
Abstract: An increasing number of consumer products include user interfaces that rely on touch input. While digital fabrication techniques such as 3D printing make it easier to prototype the shape of custom devices, adding interactivity to such prototypes remains a challenge for many designers. We introduce Midas, a software and hardware toolkit to support the design, fabrication, and programming of flexible capacitive touch sensors for interactive objects. With Midas, designers first define the desired shape, layout, and type of touch sensitive areas, as well as routing obstacles, in a sensor editor. From this high-level specification, Midas automatically generates layout files with appropriate sensor pads and routed connections. These files are then used to fabricate sensors using digital fabrication processes, e.g., vinyl cutters and conductive ink printers. Using step-by-step assembly instructions generated by Midas, designers connect these sensors to the Midas microcontroller, which detects touch events. Once the prototype is assembled, designers can define interactivity for their sensors: Midas supports both record-and-replay actions for controlling existing local applications and WebSocket-based event output for controlling novel or remote applications. In a first-use study with three participants, users successfully prototyped media players. We also demonstrate how Midas can be used to create a number of touch-sensitive interfaces.
TL;DR: This work presents a system for producing 3D animations using physical objects (i.e., puppets) as input and provides 6D virtual camera \\rev{and lighting} controls, which the puppeteer can adjust before, during, or after a performance.
Abstract: We present a system for producing 3D animations using physical objects (i.e., puppets) as input. Puppeteers can load 3D models of familiar rigid objects, including toys, into our system and use them as puppets for an animation. During a performance, the puppeteer physically manipulates these puppets in front of a Kinect depth sensor. Our system uses a combination of image-feature matching and 3D shape matching to identify and track the physical puppets. It then renders the corresponding 3D models into a virtual set. Our system operates in real time so that the puppeteer can immediately see the resulting animation and make adjustments on the fly. It also provides 6D virtual camera \\rev{and lighting} controls, which the puppeteer can adjust before, during, or after a performance. Finally our system supports layered animations to help puppeteers produce animations in which several characters move at the same time. We demonstrate the accessibility of our system with a variety of animations created by puppeteers with no prior animation experience.
TL;DR: A realtime system which infers and tracks the assembly process of a snap-together block model using a Kinect® sensor and proposes a novel way of assembly guidance where the next block to be added is rendered in blinking mode with the tracked virtual model on screen.
Abstract: We demonstrate a realtime system which infers and tracks the assembly process of a snap-together block model using a Kinect® sensor. The inference enables us to build a virtual replica of the model at every step. Tracking enables us to provide context specific visual feedback on a screen by augmenting the rendered virtual model aligned with the physical model. The system allows users to author a new model and uses the inferred assembly process to guide its recreation by others. We propose a novel way of assembly guidance where the next block to be added is rendered in blinking mode with the tracked virtual model on screen. The system is also able to detect any mistakes made and helps correct them by providing appropriate feedback. We focus on assemblies of Duplo® blocks. We discuss the shortcomings of existing methods of guidance - static figures or recorded videos - and demonstrate how our method avoids those shortcomings. We also report on a user study to compare our system with standard figure-based guidance methods found in user manuals. The results of the user study suggest that our method is able to aid users' structural perception of the model better, leads to fewer assembly errors, and reduces model construction time.
TL;DR: It is hypothesize that a mixed tutorial with static instructions and per-step videos can combine the benefits of both formats, and presents MixT, a system that automatically generates step-by-step mixed media tutorials from user demonstrations.
Abstract: Users of complex software applications often learn concepts and skills through step-by-step tutorials. Today, these tutorials are published in two dominant forms: static tutorials composed of images and text that are easy to scan, but cannot effectively describe dynamic interactions; and video tutorials that show all manipulations in detail, but are hard to navigate. We hypothesize that a mixed tutorial with static instructions and per-step videos can combine the benefits of both formats. We describe a comparative study of static, video, and mixed image manipulation tutorials with 12 participants and distill design guidelines for mixed tutorials. We present MixT, a system that automatically generates step-by-step mixed media tutorials from user demonstrations. MixT segments screencapture video into steps using logs of application commands and input events, applies video compositing techniques to focus on salient infor-mation, and highlights interactions through mouse trails. Informal evaluation suggests that automatically generated mixed media tutorials were as effective in helping users complete tasks as tutorials that were created manually.
TL;DR: A user study suggests that users are roughly four times faster at interpreting gestures written using Proton++ than those written in procedural event-handling code commonly used today.
Abstract: Proton++ is a declarative multitouch framework that allows developers to describe multitouch gestures as regular expressions of touch event symbols. It builds on the Proton framework by allowing developers to incorporate custom touch attributes directly into the gesture description. These custom attributes increase the expressivity of the gestures, while preserving the benefits of Proton: automatic gesture matching, static analysis of conflict detection, and graphical gesture creation. We demonstrate Proton++'s flexibility with several examples: a direction attribute for describing trajectory, a pinch attribute for detecting when touches move towards one another, a touch area attribute for simulating pressure, an orientation attribute for selecting menu items, and a screen location attribute for simulating hand ID. We also use screen location to simulate user ID and enable simultaneous recognition of gestures by multiple users. In addition, we show how to incorporate timing into Proton++ gestures by reporting touch events at a regular time interval. Finally, we present a user study that suggests that users are roughly four times faster at interpreting gestures written using Proton++ than those written in procedural event-handling code commonly used today.
TL;DR: This work proposes a novel sensing approach based on Swept Frequency Capacitive Sensing, which measures the impedance of a user to the environment across a range of AC frequencies, which allows for touch events, including multitouch gestures, to be attributed to a particular user.
Abstract: At present, touchscreens can differentiate multiple points of contact, but not who is touching the device. In this work, we consider how the electrical properties of humans and their attire can be used to support user differentiation on touchscreens. We propose a novel sensing approach based on Swept Frequency Capacitive Sensing, which measures the impedance of a user to the environment (i.e., ground) across a range of AC frequencies. Different people have different bone densities and muscle mass, wear different footwear, and so on. This, in turn, yields different impedance profiles, which allows for touch events, including multitouch gestures, to be attributed to a particular user. This has many interesting implications for interactive design. We describe and evaluate our sensing approach, demonstrating that the technique has considerable promise. We also discuss limitations, how these might be overcome, and next steps.
TL;DR: The Waken Video Player is presented, which allows users to directly interact with UI components that are displayed in the video and showcase the design opportunities that are introduced by having this additional meta-data.
Abstract: We present Waken, an application-independent system that recognizes UI components and activities from screen captured videos, without any prior knowledge of that application. Waken can identify the cursors, icons, menus, and tooltips that an application contains, and when those items are used. Waken uses frame differencing to identify occurrences of behaviors that are common across graphical user interfaces. Candidate templates are built, and then other occurrences of those templates are identified using a multi-phase algorithm. An evaluation demonstrates that the system can successfully reconstruct many aspects of a UI without any prior application-dependant knowledge. To showcase the design opportunities that are introduced by having this additional meta-data, we present the Waken Video Player, which allows users to directly interact with UI components that are displayed in the video.
TL;DR: A novel smartphone application designed to easily capture, visualize and reconstruct homes, offices and other indoor scenes that does not require any specialized equipment or training and is able to produce accurate floor plans.
Abstract: In this paper, we present a novel smartphone application designed to easily capture, visualize and reconstruct homes, offices and other indoor scenes. Our application leverages data from smartphone sensors such as the camera, accelerometer, gyroscope and magnetometer to help model the indoor scene. The output of the system is two-fold; first, an interactive visual tour of the scene is generated in real time that allows the user to explore each room and transition between connected rooms. Second, with some basic interactive photogrammetric modeling the system generates a 2D floor plan and accompanying 3D model of the scene, under a Manhattan-world assumption. The approach does not require any specialized equipment or training and is able to produce accurate floor plans.
TL;DR: Rather than targeting professional CG animators, KinÊtre is intended to bring mesh animation to a new audience of novice users, and potential uses of the system for interactive storytelling and new forms of physical gaming are demonstrated.
Abstract: KinEtre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. KinEtre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the KinEtre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning - two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, KinEtre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.
TL;DR: GaussSense is a back-of-device sensing technique for enabling input on an arbitrary surface using stylus by exploiting magnetism, and a 2mm-thick Hall sensor grid is developed to sense magnets that are embedded in the stylus.
Abstract: This work presents GaussSense, which is a back-of-device sensing technique for enabling input on an arbitrary surface using stylus by exploiting magnetism. A 2mm-thick Hall sensor grid is developed to sense magnets that are embedded in the stylus. Our system can sense the magnetic field that is emitted from the stylus when it is within 2cm of any non-ferromagnetic surface. Attaching the sensor behind an arbitrary thin surface enables the stylus input to be recognized by analyzing the distribution of the applied magnetic field. Attaching the sensor grid to the back of a touchscreen device and incorporating magnets into the corresponding stylus enable the system 1) to distinguish touch events that are caused by a finger from those caused by the stylus, 2) to sense the tilt angle of the stylus and the pressure with which it is applied, and 3) to detect where the stylus hovers over the screen. A pilot study reveals that people were satisfied with the novel sketching experiences based on this system.
TL;DR: The concept of extended multitouch interaction is defined as a richer input modality that includes all of the user's identity, posture, and handedness, and a practical solution to achieve this on tabletop displays based on mounting a single commodity depth camera above a horizontal surface is presented.
Abstract: Multitouch surfaces are becoming prevalent, but most existing technologies are only capable of detecting the user's actual points of contact on the surface and not the identity, posture, and handedness of the user. In this paper, we define the concept of extended multitouch interaction as a richer input modality that includes all of this information. We further present a practical solution to achieve this on tabletop displays based on mounting a single commodity depth camera above a horizontal surface. This will enable us to not only detect when the surface is being touched, but also recover the user's exact finger and hand posture, as well as distinguish between different users and their handedness. We validate our approach using two user studies, and deploy the technique in a scratchpad tool and in a pen + touch sketch tool.
TL;DR: JellyLenses dynamically adapt to the shape of the objects of interest, providing detail-in-context visualizations of higher relevance by optimizing what regions fall into the focus, context and spatially-distorted transition regions.
Abstract: Focus+context lens-based techniques smoothly integrate two levels of detail using spatial distortion to connect the magnified region and the context. Distortion guarantees visual continuity, but causes problems of interpretation and focus targeting, partly due to the fact that most techniques are based on statically-defined, regular lens shapes, that result in far-from-optimal magnification and distortion. JellyLenses dynamically adapt to the shape of the objects of interest, providing detail-in-context visualizations of higher relevance by optimizing what regions fall into the focus, context and spatially-distorted transition regions. This both improves the visibility of content in the focus region and preserves a larger part of the context region. We describe the approach and its implementation, and report on a controlled experiment that evaluates the usability of JellyLenses compared to regular fisheye lenses, showing clear performance improvements with the new technique for a multi-scale visual search task.
TL;DR: The results of this research indicate that such a system has value as a communication channel in real-world settings with users expressing greetings, presence and emotions through pressages.
Abstract: ForcePhone is a mobile synchronous haptic communication system. During phone calls, users can squeeze the side of the device and the pressure level is mapped to vibrations on the recipient's device. The pressure/vibrotactile messages supported by ForcePhone are called pressages. Using a lab-based study and a small field study, this paper addresses the following questions: how can haptic interpersonal communication be integrated into a standard mobile device? What is the most appropriate feedback design for pressages? What types of non-verbal cues can be represented by pressages? Do users make use of pressages during their conversations? The results of this research indicate that such a system has value as a communication channel in real-world settings with users expressing greetings, presence and emotions through pressages.
TL;DR: A technique for dynamic tactile cueing that couples hand position with a scene position and uses tactile feedback to guide the hand actively toward the target is presented.
Abstract: Visual search in large real-world scenes is both time consuming and frustrating, because the search becomes serial when items are visually similar. Tactile guidance techniques can facilitate search by allowing visual attention to focus on a subregion of the scene. We present a technique for dynamic tactile cueing that couples hand position with a scene position and uses tactile feedback to guide the hand actively toward the target. We demonstrate substantial improvements in task performance over a baseline of visual search only, when the scene's complexity increases. Analyzing task performance, we demonstrate that the effect of visual complexity can be practically eliminated through improved spatial precision of the guidance.
TL;DR: SnipMatch, a plug-in for the Eclipse IDE, introduces a simple markup that allows snippet authors to specify search patterns and integration instructions, and observes that participants integrated snippets faster when using SnipMatch than when using standard Eclipse.
Abstract: Programmers routinely use source code snippets to increase their productivity. However, locating and adapting code snippets to the current context still takes time: for example, variables must be renamed, and dependencies included. We believe that when programmers decide to invest time in creating a new code snippet from scratch, they would also be willing to spend additional effort to make that code snippet configurable and easy to integrate. To explore this insight, we built SnipMatch, a plug-in for the Eclipse IDE. SnipMatch introduces a simple markup that allows snippet authors to specify search patterns and integration instructions. SnipMatch leverages this information, in conjunction with current code context, to improve snippet search and parameterization. For example, when a search query includes local variables, SnipMatch suggests compatible snippets, and automatically adapts them by substituting in these variables. In the lab, we observed that participants integrated snippets faster when using SnipMatch than when using standard Eclipse. Findings from a public deployment to 93 programmers suggest that SnipMatch has become integrated into the work practices of real users.
TL;DR: DejaVu is presented, an IDE enhancement that eases the development of interactive camera-based programs by enabling programmers to visually and continuously monitor program data in consistency with the frame-based pipeline of computer-vision programs; and to easily record, review, and reprocess temporal data to iteratively improve the processing of non-reproducible camera input.
Abstract: The increasing popularity of interactive camera-based programs highlights the inadequacies of conventional IDEs in developing these programs given their distinctive attributes and workflows. We present DejaVu, an IDE enhancement that eases the development of these programs by enabling programmers to visually and continuously monitor program data in consistency with the frame-based pipeline of computer-vision programs; and to easily record, review, and reprocess temporal data to iteratively improve the processing of non-reproducible camera input. DejaVu was positively received by three experienced programmers of interactive camera-based programs in our preliminary user trial.
TL;DR: This work presents a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment, which supports walk-up-and-use situations in which multiple people interact on a shared surface.
Abstract: Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significantly if touch points could be associated with a particular user. Existing approaches to user identification are intrusive, require users to stay in a fixed position, or suffer from poor accuracy. We present a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment. By mounting a high-resolution camera above the interactive surface, we are able to identify touches reliably without any extra instrumentation, and users are able to move around the surface at will. Our technique, which leverages the back of users' hands as identifiers, supports walk-up-and-use situations in which multiple people interact on a shared surface.
TL;DR: A simple skin-like user interface is developed that can be easily attached to curved as well as flat surfaces and used to measure tangential force generated by pinching and dragging interactions and determine the direction of a two-dimensional force.
Abstract: We have developed a simple skin-like user interface that can be easily attached to curved as well as flat surfaces and used to measure tangential force generated by pinching and dragging interactions. The interface consists of several photoreflectors that consist of an IR LED and a phototransistor and elastic fabric such as stocking and rubber membrane. The sensing method used is based on our observation that photoreflectors can be used to measure the ratio of expansion and contraction of a stocking using the changes in transmissivity of IR light passing through the stocking. Since a stocking is thin, stretchable, and nearly transparent, it can be easily attached to various types of objects such as mobile devices, robots, and different parts of the body as well as to various types of conventional pressure sensors without altering the original shape of the object. It can also present natural haptic feedback in accordance with the amount of force exerted. A system using several such sensors can determine the direction of a two-dimensional force. A variety of example applications illustrated the utility of this sensing system.
TL;DR: PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed shared view to all users through two view-zones, a tabletop system aimed at supporting mixed-focus collaborative tasks.
Abstract: We present PiVOT, a tabletop system aimed at supporting mixed-focus collaborative tasks. Through two view-zones, PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed shared view to all users. The system supports multiple personalized views which can be present at the same spatial location and yet be only visible to the users it belongs to. The system also allows the creation of personal views that can be either 2D or (auto-stereoscopic) 3D images. We first discuss the motivation and the different implementation principles required for realizing such a system, before exploring different designs able to address the seemingly opposing challenges of shared and personalized views. We then implement and evaluate a sample prototype to validate our design ideas and present a set of sample applications to demonstrate the utility of the system.
TL;DR: This study designed and evaluated techniques to support respiratory regulation to reduce stress and increase parasympathetic tone and revealed that auditory guidance was more effective than visual at creating self-reported calm.
Abstract: Interactive systems are increasingly being used to explicitly support change in the user's psychophysiological state and behavior. One trend in this vein is systems that support calm breathing habits. We designed and evaluated techniques to support respiratory regulation to reduce stress and increase parasympathetic tone. Our study revealed that auditory guidance was more effective than visual at creating self-reported calm. We attribute this to the users' ability to effectively map sound to respiration, thereby reducing cognitive load and mental exertion. Interestingly, we found that visual guidance led to more respiratory change but less subjective calm. Thus, motivating users to exert physical or mental efforts may counter the calming effects of slow breathing. Designers of calming technologies must acknowledge the discrepancy between mechanical slow breathing and experiential calm in designing future systems.
TL;DR: The 2012 UIST Symposium on User Interface Software and Technology as mentioned in this paper received a record 288 papers from more than 20 countries, and the program committee accepted 62 papers (21.5%).
Abstract: Welcome to UIST 2012, the Twenty-Fifth Annual ACM Symposium on User Interface Software and Technology.
UIST is the premier forum for the presentation of research innovations in the software and technology of human-computer interfaces. Sponsored by ACM's special interest groups on computer-human interaction (SIGCHI) and computer graphics (SIGGRAPH), UIST brings together researchers and practitioners from many areas, including web and graphical interfaces, new input and output devices, information visualization, interactive displays, tangible computing, and computer supported cooperative work. The single-track schedule, intimate size, and location in Cambridge, Massachusetts, a place rich in history of technical innovations, make UIST 2012 an ideal place to exchange results and to forge future collaborations.
We received a record 288 paper submissions from more than 20 countries. After a thorough review process, the program committee accepted 62 papers (21.5%). Each anonymous submission was first reviewed by a primary program committee member and three external reviewers. If any of the four reviewers deemed a submission to pass a rejection threshold we asked the authors to submit a short rebuttal addressing the reviewers' concerns. The secondary committee member then wrote a fifth review of the paper taking into account the authors' rebuttal. The program committee met in person in Redmond, WA, on June 7--8, 2012, to select the papers for the conference. Submissions were finally accepted only after the authors provided a final revision addressing the committee's comments.
In addition to the presentations of accepted papers, this year's program includes a keynote by Margaret Livingstone (Harvard Medical School neuroscientist) on how art affects the brain. Posters, demos, the ninth annual Doctoral Symposium, and the fourth annual Student Innovation Contest (this year focusing on a new touch-sensitive device from Synaptics called Jedeye) complete the program.
TL;DR: A new optical range sensor design based on high power infrared LEDs and photo-transistors, which can be fabricat-ed on a flexible PCB and wrapped around a wide variety of graspable objects including pens, mice, smartphones, and slates is presented.
Abstract: The availability of flexible capacitive sensors that can be fitted around mice, smartphones, and pens carries great potential in leveraging grasp as a new interaction modality. Unfortunately, most capacitive sensors only track interaction directly on the surface, making it harder to differentiate among grips and constraining user movements. We present a new optical range sensor design based on high power infrared LEDs and photo-transistors, which can be fabricat-ed on a flexible PCB and wrapped around a wide variety of graspable objects including pens, mice, smartphones, and slates. Our sensor offers a native resolution of 10 dpi with a sensing range of up to 30mm (1.2"") and sampling speed of 50Hz. Based on our prototype wrapped around the barrel of a pen, we present a summary of the characteristics of the sensor and describe the sensor output in several typical pen grips. Our design is versatile enough to apply not only to pens but to a wide variety of graspable objects including smartphones and slates.
TL;DR: The insight is that users' grasps are consistent for each orientation, but significantly differ between different orientations, and the iRotate Grasp prototype could correctly rotate the screen 90.5% of the time when training and testing on different users.
Abstract: Automatic screen rotation improves viewing experience and usability of mobile devices, but current gravity-based approaches do not support postures such as lying on one side, and manual rotation switches require explicit user input. iRotate Grasp automatically rotates screens of mobile devices to match users' viewing orientations based on how users are grasping the devices. Our insight is that users' grasps are consistent for each orientation, but significantly differ between different orientations. Our prototype embeds a total of 32 light sensors along the four sides and the back of an iPod Touch, and uses support vector machine (SVM) to recognize grasps at 25Hz. We collected 6-users' usage under 54 different conditions: 1) grasping the device using left, right, and both hands, 2) scrolling, zooming and typing, 3) in portrait, landscape-left, and landscape-right orientations, and while 4) sitting and lying down on one side. Results show that our grasp-based approach is promising, and our iRotate Grasp prototype could correctly rotate the screen 90.5% of the time when training and testing on different users.
TL;DR: A mixed reality (MR) 3D modeling system that imitates real-life woodworking using the TweezersDevice and the Knife/HammerDevice, which can be used to build virtual wood models.
Abstract: ToolDevice is a set of devices developed to help users in spatial work such as layout design and three-dimensional (3D) modeling. It consists of three components: TweezersDevice, Knife/HammerDevice, and BrushDevice, which use hand tool metaphors to help users recognize each device's unique functions. We have developed a mixed reality (MR) 3D modeling system that imitates real-life woodworking using the TweezersDevice and the Knife/HammerDevice. In the system, users can pick up and move virtual objects with the TweezersDevice. Users can also cut and join virtual objects using the Knife/HammerDevice. By repeating these operations, users can build virtual wood models.
TL;DR: An adaptable 3D video game, Lost in the Dark: Emotion Adaption, which uses user's emotions as input to alter and adjust the gaming environment, and achieves closing the loop of using the emotions as inputs, adjusting a system accordingly as a result, and elicit emotions.
Abstract: Having environments that are able to adjust accordingly with the user has been sought in the last years particularly in the area of Human Computer Interfaces. Environments able to recognize the user emotions and react in consequence have been of interest on the area of Affective Computing. This work presents a project -- an adaptable 3D video game, Lost in the Dark: Emotion Adaption, which uses user's emotions as input to alter and adjust the gaming environment. To achieve this, an interface that is capable of reading brain waves, facial expressions, and head motion was used, an Emotiv® EPOC headset. For our purposes we read emotions such as meditation, excitement, and engagement into the game, altering the lighting, music, gates, colors, and other elements that would appeal to the user emotional state. With this, we achieve closing the loop of using the emotions as inputs, adjusting a system accordingly as a result, and elicit emotions.
TL;DR: This work proposes a new, low-cost technique that utilizes computer vision for real-time polling of a classroom that offers 99.8% recognition accuracy, captures 97% of responses within 10 seconds, and costs 15 times less than existing electronic solutions.
Abstract: Electronic response systems known as "clickers" have demonstrated educational benefits in well-resourced classrooms, but remain out-of-reach for most schools due to their prohibitive cost. We propose a new, low-cost technique that utilizes computer vision for real-time polling of a classroom. Our approach allows teachers to ask a multiple-choice question. Students respond by holding up a qCard: a sheet of paper that contains a printed code, similar to a QR code, encoding their student IDs. Students indicate their answers (A, B, C or D) by holding the card in one of four orientations. Using a laptop and an off-the-shelf webcam, our software automatically recognizes and aggregates the students' responses and displays them to the teacher. We built this system and performed initial trials in secondary schools in Bangalore, India. In a 25-student classroom, our system offers 99.8% recognition accuracy, captures 97% of responses within 10 seconds, and costs 15 times less than existing electronic solutions.
TL;DR: This work introduces tutorial-based applications (tapps) that retain the step-by-step structure and descriptive text of tutorials but can also automatically apply tutorial steps to new images, which can be used to batch process many images automatically, similar to traditional macros.
Abstract: Powerful image editing software like Adobe Photoshop and GIMP have complex interfaces that can be hard to master. To help users perform image editing tasks, we introduce tutorial-based applications (tapps) that retain the step-by-step structure and descriptive text of tutorials but can also automatically apply tutorial steps to new images. Thus, tapps can be used to batch process many images automatically, similar to traditional macros. Tapps also support interactive exploration of parameters, automatic variations, and direct manipulation (e.g., selection, brushing). Another key feature of tapps is that they execute on remote instances of Photoshop, which allows users to edit their images on any Web-enabled device. We demonstrate a working prototype system called TappCloud for creating, managing and using tapps. Initial user feedback indicates support for both the interactive features of tapps and their ability to automate image editing. We conclude with a discussion of approaches and challenges of pushing monolithic direct-manipulation GUIs to the cloud.