ABSTRACT Connecting and information transfer between the increasing number of personal and shared... more ABSTRACT Connecting and information transfer between the increasing number of personal and shared digital devices in our environment–phones, tablets, and large surfaces–is tedious. One has to know which devices can communicate, what information they contain, and how information can be exchanged. Inspired by Proxemic Interactions, we introduce novel interaction techniques that allow people to naturally connect to and perform cross-device operations.
Abstract Effective street peddlers monitor passersby, where they tune their message to capture an... more Abstract Effective street peddlers monitor passersby, where they tune their message to capture and keep the passerby's attention over the entire duration of the sales pitch. Similarly, advertising displays in today's public environments can be more effective if they were able to tune their content in response to how passersby were attending them vs. just showing fixed content in a loop.
Abstract Modern mobile devices rely on the screen as a primary input modality. Yet the small scre... more Abstract Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body.
ABSTRACT Current mobile devices require a person to navigate and interact with applications and t... more ABSTRACT Current mobile devices require a person to navigate and interact with applications and their content via on-screen operations. The problem is that mobility trades off with screen size, providing limited space for interactions. To mitigate this problem, we explore how our body can extend the interaction space of a mobile device. We call this Body-Centric Interaction (BCI), a design space comprised of three dimensions. First, interactions occur in different proximal spaces on/around/far-from the body.
ABSTRACT In everyday office work, people smoothly use the space on their physical desks to work w... more ABSTRACT In everyday office work, people smoothly use the space on their physical desks to work with documents of interest, and to keep associated tools and materials nearby for easy use. In contrast, the limited screen space of computer displays imposes interface constraints. Associated material is either placed off-screen (ie, temporarily hidden) and requires extra work to access (window switching, menu selection) or crowds and competes with the work area (eg, as palettes and icons).
Zusammenfassung. Heutige mobile Endgeräte besitzen mehr und mehr Leistung, wodurch das Verlangen ... more Zusammenfassung. Heutige mobile Endgeräte besitzen mehr und mehr Leistung, wodurch das Verlangen nach grafikintensiven Diensten über „erweiterte Realität “bereits jetzt einen hohen Stellenwert einnimmt. Dazu gehören neben mobilen und personalisierten Navigationssystemen und industriellen Wartungssystemen auch Multiplayer-Spiele. Im Folgenden wird zunächst auf die Verfahren der Augmented Reality und Virtual Reality eingegangen.
ABSTRACT Focus plus context displays combine high-resolution detail and lower-resolution overview... more ABSTRACT Focus plus context displays combine high-resolution detail and lower-resolution overview using displays of different pixel densities. Historically, they employed two fixed-size displays of different resolutions, one embedded within the other. In this paper, we explore focus plus context displays using one or more mobile projectors in combination with a stationary display. The portability of mobile projectors as applied to focus plus context displays contributes in three ways.
ABSTRACT In modern office life people have to keep track of many appointments and are overwhelmed... more ABSTRACT In modern office life people have to keep track of many appointments and are overwhelmed by notifications. Paper calendars are complemented with electronic tools such as Outlook or Google Calendar, which offer reminder popups. However, these notifications are (1) disruptive (imposing both an immediate context switch as well as a change of input focus on the user), thus (2) causing problems such as lost text input or accidental confirmation of a pop-up.
Video conferencing commonly employs a video portal metaphor to connect individuals from remote sp... more Video conferencing commonly employs a video portal metaphor to connect individuals from remote spaces. In this work, we explore an alternate metaphor, a shared depthmirror, where video images of two spaces are merged into a single shared, depth-corrected video. Just as seeing one's mirror image causes reflective interaction, the shared video space changes the nature of interaction in the video space.
Abstract The increasing number of digital devices in our environment enriches how we interact wit... more Abstract The increasing number of digital devices in our environment enriches how we interact with digital content. Yet, cross-device information transfer--which should be a common operation--is surprisingly difficult. One has to know which devices can communicate, what information they contain, and how information can be exchanged. To mitigate this problem, we formulate the gradual engagement design pattern that generalizes prior work in proxemic interactions and informs future system designs.
Abstract Handheld optical projectors provide a simple way to overcome the limited screen real-est... more Abstract Handheld optical projectors provide a simple way to overcome the limited screen real-estate on mobile devices. We present virtual projection (VP), an interaction metaphor inspired by how we intuitively control the position, size, and orientation of a handheld optical projector's image. VP is based on tracking a handheld device without an optical projector and allows selecting a target display on which to position, scale, and orient an item in a single gesture.
Abstract This paper presents a toolkit for realizing capacitive sensing applications for human-co... more Abstract This paper presents a toolkit for realizing capacitive sensing applications for human-computer interaction in pervasive computing systems. We describe the CapSenseToolkit, a complete toolkit for prototyping and implementing systems for detecting presence of humans and objects and for integrating 3D interaction with everyday objects. This allows to acquire data and develop sophisticated algorithms for eg gesture recognition using capacitive sensing.
Abstract Mobile interactions with public displays are often indirect and not very convenient for ... more Abstract Mobile interactions with public displays are often indirect and not very convenient for multiple users at the same time. In this paper we use the physical, touch-based interaction with Near Field Communication (NFC) to investigate direct mobile interactions with public displays for multiple users. For that purpose, we adopt the Whack-a-Mole game for dynamic NFC-displays, which combine the physical interaction with NFC-tagged objects and the visual output capabilities of public displays.
This report provides an overview of current applications and research trends in the field of info... more This report provides an overview of current applications and research trends in the field of information visualization. The content ranges from classical information visualization aspects such as network visualization, multivariate data representation and multiple coordinated views to topics beyond the traditional scope such as aesthetics, collaboration or casual aspects in information visualization.
Abstract Instant messaging systems, such as Skype, offer text, audio and video channels for one-o... more Abstract Instant messaging systems, such as Skype, offer text, audio and video channels for one-on-one and group conversations, both for personal and professional communication. They are commonly used at a distance, ie, across countries and continents. To avoid disrupting other tasks, they display personal states to signal others when to contact someone and when not. This mechanism, however, heavily relies on users setting their own state correctly.
Abstract Portable paper calendars (ie, day planners and organizers) have greatly influenced the d... more Abstract Portable paper calendars (ie, day planners and organizers) have greatly influenced the design of group electronic calendars. Both use time units (hours/days/weeks/etc.) to organize visuals, with useful information (eg, event types, locations, attendees) usually presented as-perhaps abbreviated or even hidden-text fields within those time units. The problem is that, for a group, this visual sorting of individual events into time buckets conveys only limited information about the social network of people.
ABSTRACT Connecting and information transfer between the increasing number of personal and shared... more ABSTRACT Connecting and information transfer between the increasing number of personal and shared digital devices in our environment–phones, tablets, and large surfaces–is tedious. One has to know which devices can communicate, what information they contain, and how information can be exchanged. Inspired by Proxemic Interactions, we introduce novel interaction techniques that allow people to naturally connect to and perform cross-device operations.
Abstract Effective street peddlers monitor passersby, where they tune their message to capture an... more Abstract Effective street peddlers monitor passersby, where they tune their message to capture and keep the passerby's attention over the entire duration of the sales pitch. Similarly, advertising displays in today's public environments can be more effective if they were able to tune their content in response to how passersby were attending them vs. just showing fixed content in a loop.
Abstract Modern mobile devices rely on the screen as a primary input modality. Yet the small scre... more Abstract Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body.
ABSTRACT Current mobile devices require a person to navigate and interact with applications and t... more ABSTRACT Current mobile devices require a person to navigate and interact with applications and their content via on-screen operations. The problem is that mobility trades off with screen size, providing limited space for interactions. To mitigate this problem, we explore how our body can extend the interaction space of a mobile device. We call this Body-Centric Interaction (BCI), a design space comprised of three dimensions. First, interactions occur in different proximal spaces on/around/far-from the body.
ABSTRACT In everyday office work, people smoothly use the space on their physical desks to work w... more ABSTRACT In everyday office work, people smoothly use the space on their physical desks to work with documents of interest, and to keep associated tools and materials nearby for easy use. In contrast, the limited screen space of computer displays imposes interface constraints. Associated material is either placed off-screen (ie, temporarily hidden) and requires extra work to access (window switching, menu selection) or crowds and competes with the work area (eg, as palettes and icons).
Zusammenfassung. Heutige mobile Endgeräte besitzen mehr und mehr Leistung, wodurch das Verlangen ... more Zusammenfassung. Heutige mobile Endgeräte besitzen mehr und mehr Leistung, wodurch das Verlangen nach grafikintensiven Diensten über „erweiterte Realität “bereits jetzt einen hohen Stellenwert einnimmt. Dazu gehören neben mobilen und personalisierten Navigationssystemen und industriellen Wartungssystemen auch Multiplayer-Spiele. Im Folgenden wird zunächst auf die Verfahren der Augmented Reality und Virtual Reality eingegangen.
ABSTRACT Focus plus context displays combine high-resolution detail and lower-resolution overview... more ABSTRACT Focus plus context displays combine high-resolution detail and lower-resolution overview using displays of different pixel densities. Historically, they employed two fixed-size displays of different resolutions, one embedded within the other. In this paper, we explore focus plus context displays using one or more mobile projectors in combination with a stationary display. The portability of mobile projectors as applied to focus plus context displays contributes in three ways.
ABSTRACT In modern office life people have to keep track of many appointments and are overwhelmed... more ABSTRACT In modern office life people have to keep track of many appointments and are overwhelmed by notifications. Paper calendars are complemented with electronic tools such as Outlook or Google Calendar, which offer reminder popups. However, these notifications are (1) disruptive (imposing both an immediate context switch as well as a change of input focus on the user), thus (2) causing problems such as lost text input or accidental confirmation of a pop-up.
Video conferencing commonly employs a video portal metaphor to connect individuals from remote sp... more Video conferencing commonly employs a video portal metaphor to connect individuals from remote spaces. In this work, we explore an alternate metaphor, a shared depthmirror, where video images of two spaces are merged into a single shared, depth-corrected video. Just as seeing one's mirror image causes reflective interaction, the shared video space changes the nature of interaction in the video space.
Abstract The increasing number of digital devices in our environment enriches how we interact wit... more Abstract The increasing number of digital devices in our environment enriches how we interact with digital content. Yet, cross-device information transfer--which should be a common operation--is surprisingly difficult. One has to know which devices can communicate, what information they contain, and how information can be exchanged. To mitigate this problem, we formulate the gradual engagement design pattern that generalizes prior work in proxemic interactions and informs future system designs.
Abstract Handheld optical projectors provide a simple way to overcome the limited screen real-est... more Abstract Handheld optical projectors provide a simple way to overcome the limited screen real-estate on mobile devices. We present virtual projection (VP), an interaction metaphor inspired by how we intuitively control the position, size, and orientation of a handheld optical projector's image. VP is based on tracking a handheld device without an optical projector and allows selecting a target display on which to position, scale, and orient an item in a single gesture.
Abstract This paper presents a toolkit for realizing capacitive sensing applications for human-co... more Abstract This paper presents a toolkit for realizing capacitive sensing applications for human-computer interaction in pervasive computing systems. We describe the CapSenseToolkit, a complete toolkit for prototyping and implementing systems for detecting presence of humans and objects and for integrating 3D interaction with everyday objects. This allows to acquire data and develop sophisticated algorithms for eg gesture recognition using capacitive sensing.
Abstract Mobile interactions with public displays are often indirect and not very convenient for ... more Abstract Mobile interactions with public displays are often indirect and not very convenient for multiple users at the same time. In this paper we use the physical, touch-based interaction with Near Field Communication (NFC) to investigate direct mobile interactions with public displays for multiple users. For that purpose, we adopt the Whack-a-Mole game for dynamic NFC-displays, which combine the physical interaction with NFC-tagged objects and the visual output capabilities of public displays.
This report provides an overview of current applications and research trends in the field of info... more This report provides an overview of current applications and research trends in the field of information visualization. The content ranges from classical information visualization aspects such as network visualization, multivariate data representation and multiple coordinated views to topics beyond the traditional scope such as aesthetics, collaboration or casual aspects in information visualization.
Abstract Instant messaging systems, such as Skype, offer text, audio and video channels for one-o... more Abstract Instant messaging systems, such as Skype, offer text, audio and video channels for one-on-one and group conversations, both for personal and professional communication. They are commonly used at a distance, ie, across countries and continents. To avoid disrupting other tasks, they display personal states to signal others when to contact someone and when not. This mechanism, however, heavily relies on users setting their own state correctly.
Abstract Portable paper calendars (ie, day planners and organizers) have greatly influenced the d... more Abstract Portable paper calendars (ie, day planners and organizers) have greatly influenced the design of group electronic calendars. Both use time units (hours/days/weeks/etc.) to organize visuals, with useful information (eg, event types, locations, attendees) usually presented as-perhaps abbreviated or even hidden-text fields within those time units. The problem is that, for a group, this visual sorting of individual events into time buckets conveys only limited information about the social network of people.
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Papers by Sebastian Boring