Reference
Authors:
Andrew D. Wilson Microsoft Research, Redmond, WA, USA
Hrvoje Benko Microsoft Research, Redmond, WA, USA
Published In:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
This paper is another of the technical possibilities type of article. Instead of creating a hypothesis and setting out to test it, they are testing whether a particular type of technology is reasonable to construct and use. For this particular paper the authors are testing a prototype they call, "LightSpace." LightSpace is an interactive room powered by depth cameras. These cameras are able to project onto any surface at a very high rate. Thus allowing such interactions as: a projection of an image onto a user's hand as he walks or any flat surface in the room can be used as a projection board. The system itself handles all projecting and combines the entire worldspace into one reference grid so developers do not have to worry with implementation details such as which camera is projecting what. The idea of projecting onto the human body in this paper is called, "Simulated Surfaces." With this, ListSpace keeps a vague mesh of the human bodies within the room, and much like the Microsoft Kinetic, tracks this mesh and allows for easy projection like a menu unto the user's hand or a graphic that the user wants to move from surface to surface.
Overall, the paper was primarily to showcase the various methods of implementation the authors used in constructing their LightSpace room. They also showed how one can project a 3D imagine unto a 2D surface which can then be analyzed by standard image processing techniques.
Discussion
I think the authors accomplished what they set out to do at the beginning of this book. They wanted to outline their methodology of creating LightSpace and I feel like they did a good job of explaining the various implementation details. Moving on, LightSpace is a very interesting piece of technology. Frankly, many people would be interested in this because of their perceptions of the future. Whether it is from books or movies, many people envision computers as an interactive unit like the one portrayed in this paper. An interesting point made by the authors is that it would be completely feasible to emulate the same functionality of a Microsoft Surface onto any flat surface. What would be even more interesting and probably useful would be to allow interaction between the program behind the projectors AND a Microsoft Surface. Since the Surface has such a high resolution compared to the projectors, users might be more comfortable exploring the interactions between the Surface and another Surface or just a board mounted on the wall like in the paper.
Thursday, September 29, 2011
Tuesday, September 27, 2011
"Gang Leader for a Day" Review
I went into the book a little sceptical. I had already taken two sociology classes and had not had good experiences with the field. So when I read an except by the author were he claims he is a "rogue sociologist," I was nervous. After finished the book, I am very relieved. He, unlike most sociologist, focused on the actual data or situations of the people rather than turning it into a "bash the opposite political party."
Another interesting point about this book is the location. It takes place in Chicago so I cannot truly be surprised by this level of corruption. It has long been a running joke in popular culture to make fun of Chicagoan politics, but in reality, it isn't funny. It actually a serious matter. Corruption is always present in any form of government, but the level that exists in Chicago is unacceptably high for a city in the USA.
Near the end, I was kind of disappointed by the book. Sudhir felt for some reason that he had to distance himself from JT for no reason. Even going as far as to say he was never his friend. Now, I don't understand how you could hang around someone for seven years, go through some much, and basically make your career off of his life and then not even consider him a "friend." He didn't have to say that he was his bestiest-best-friend of all time, but it is not hard to call someone a friend, and considering all the things JT did for Sudhir, it is just downright cruel to not even give him the label of friend.
Another interesting point about this book is the location. It takes place in Chicago so I cannot truly be surprised by this level of corruption. It has long been a running joke in popular culture to make fun of Chicagoan politics, but in reality, it isn't funny. It actually a serious matter. Corruption is always present in any form of government, but the level that exists in Chicago is unacceptably high for a city in the USA.
Near the end, I was kind of disappointed by the book. Sudhir felt for some reason that he had to distance himself from JT for no reason. Even going as far as to say he was never his friend. Now, I don't understand how you could hang around someone for seven years, go through some much, and basically make your career off of his life and then not even consider him a "friend." He didn't have to say that he was his bestiest-best-friend of all time, but it is not hard to call someone a friend, and considering all the things JT did for Sudhir, it is just downright cruel to not even give him the label of friend.
Monday, September 26, 2011
Blog Post #11- Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch input
Reference Information
Authors:
Thomas Augsten Hasso Plattner Institute, Potsdam, Germany
Konstantin Kaefer Hasso Plattner Institute, Potsdam, Germany
René Meusel Hasso Plattner Institute, Potsdam, Germany
Caroline Fetzer Hasso Plattner Institute, Potsdam, Germany
Dorian Kanitz Hasso Plattner Institute, Potsdam, Germany
Thomas Stoff Hasso Plattner Institute, Potsdam, Germany
Torsten Becker Hasso Plattner Institute, Potsdam, Germany
Christian Holz Hasso Plattner Institute, Potsdam, Germany
Patrick Baudisch Hasso Plattner Institute, Potsdam, Germany
Published In:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
The authors of this paper have set out to, in their words, "explore the design decisions," of large high-resolution input devices. Specifically, they explore a system that uses pressure sensing devices to detect minute foot presses on a floor. The system they used is called FTIR. It is able, through the use of a series of pressure sensing devices, to detect any number of pressure points in the system. A big concern of the paper is whether the authors can eliminate unwanted inputs. Since the input system is the floor itself, the users have to stand on it and walk across it to do anything. They are concerned with eliminating these unwanted foot presses and focus only on deliberate foot presses. In order to determine the best method of disregarding unwanted foot presses and highlight intended foot presses, the group created a focus group based on thirty volunteers. The authors created two simulation buttons on the ground and asked the users to show how they would activate one while ignoring the other. After monitoring how they behaved, the authors verbally interviewed the volunteers in order to understand how and why they acted. Through this study, the authors concluded the best method was to make the users tap, double tap, jump, or stomp on a button to cause its activation. Another few studies were performed, each with a different task in mind, examples include: which part of the foot should cause activation, and which point should be considered the "hotspot" or the primary method of activating buttons.
Hypothesis:
There isn't so much as a hypothesis, as there is a question of usability. Is it possible to create a large multi-input floor that can detect such small differences in foot presses that it could tell users apart by the differences of their shoe's soles. Also the question of whether it is feasible to create a system that users can walk on and activate controls comfortably. Ultimately the authors collected enough data from user study groups to form the beginnings of ideas for user input. They have not yet constructed the actual room with the floor based input device, but they have a prototype and detailed construction plans.
Discussion
As always with these discussion, I must be careful to comment on the technical merit of the paper and not just focus on the feasibility/usefulness of the ideas presented. So I will only mention this once: I really don't see the point of this. It has to be implemented into the construction of the room, so home use it out of the window. In commercial use, an actual keyboard will probably be better 95% of the time, I can only see this delegated to cheap, gimmicky games or other advertising ploys. Also as a side note, I have played a LOT of DDR. I mean a lot, and I never, ever liked using the pad to navigate through the menus. Many times my friends or I would just pick up the controller or use the keyboard to make selections and leave the dance pad for the actual game. Even then, playing in arcades was much different than playing at home because the pad the arcade was always worn down from too many users putting too much pressure on them, which is a problem I see for this device.
That aside, I think this technology is pretty interesting. The ability to differentiate users based on their shoe is very intriguing. Typing with your feet seems pretty frustrating through, aside from the length of time it would take, the motions sound like it would wear on you. I think they were spot on with the methods of telling input between just walking, though if I were them, I would not force users to jump to do a simple task like bring up a context menu. This seems ill-suited to older users or less athletic users.
Authors:
Thomas Augsten Hasso Plattner Institute, Potsdam, Germany
Konstantin Kaefer Hasso Plattner Institute, Potsdam, Germany
René Meusel Hasso Plattner Institute, Potsdam, Germany
Caroline Fetzer Hasso Plattner Institute, Potsdam, Germany
Dorian Kanitz Hasso Plattner Institute, Potsdam, Germany
Thomas Stoff Hasso Plattner Institute, Potsdam, Germany
Torsten Becker Hasso Plattner Institute, Potsdam, Germany
Christian Holz Hasso Plattner Institute, Potsdam, Germany
Patrick Baudisch Hasso Plattner Institute, Potsdam, Germany
Published In:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
The authors of this paper have set out to, in their words, "explore the design decisions," of large high-resolution input devices. Specifically, they explore a system that uses pressure sensing devices to detect minute foot presses on a floor. The system they used is called FTIR. It is able, through the use of a series of pressure sensing devices, to detect any number of pressure points in the system. A big concern of the paper is whether the authors can eliminate unwanted inputs. Since the input system is the floor itself, the users have to stand on it and walk across it to do anything. They are concerned with eliminating these unwanted foot presses and focus only on deliberate foot presses. In order to determine the best method of disregarding unwanted foot presses and highlight intended foot presses, the group created a focus group based on thirty volunteers. The authors created two simulation buttons on the ground and asked the users to show how they would activate one while ignoring the other. After monitoring how they behaved, the authors verbally interviewed the volunteers in order to understand how and why they acted. Through this study, the authors concluded the best method was to make the users tap, double tap, jump, or stomp on a button to cause its activation. Another few studies were performed, each with a different task in mind, examples include: which part of the foot should cause activation, and which point should be considered the "hotspot" or the primary method of activating buttons.
Hypothesis:
There isn't so much as a hypothesis, as there is a question of usability. Is it possible to create a large multi-input floor that can detect such small differences in foot presses that it could tell users apart by the differences of their shoe's soles. Also the question of whether it is feasible to create a system that users can walk on and activate controls comfortably. Ultimately the authors collected enough data from user study groups to form the beginnings of ideas for user input. They have not yet constructed the actual room with the floor based input device, but they have a prototype and detailed construction plans.
Discussion
As always with these discussion, I must be careful to comment on the technical merit of the paper and not just focus on the feasibility/usefulness of the ideas presented. So I will only mention this once: I really don't see the point of this. It has to be implemented into the construction of the room, so home use it out of the window. In commercial use, an actual keyboard will probably be better 95% of the time, I can only see this delegated to cheap, gimmicky games or other advertising ploys. Also as a side note, I have played a LOT of DDR. I mean a lot, and I never, ever liked using the pad to navigate through the menus. Many times my friends or I would just pick up the controller or use the keyboard to make selections and leave the dance pad for the actual game. Even then, playing in arcades was much different than playing at home because the pad the arcade was always worn down from too many users putting too much pressure on them, which is a problem I see for this device.
That aside, I think this technology is pretty interesting. The ability to differentiate users based on their shoe is very intriguing. Typing with your feet seems pretty frustrating through, aside from the length of time it would take, the motions sound like it would wear on you. I think they were spot on with the methods of telling input between just walking, though if I were them, I would not force users to jump to do a simple task like bring up a context menu. This seems ill-suited to older users or less athletic users.
Thursday, September 15, 2011
HCI Initial Write-up
Prior Perceptions
To integrate myself, I plan to take the route of the typical new member. I will show up at the meeting and express my interest to join and also mention my complete lack of experience in this area. I suspect that only half of their new members join like this though. The other half probably have been fencing for a while in high school and might know the people in the club through major fencing tournaments. Regardless, as a newbie in the club and in the field of fencing, I hope the group accepts me and 'shows me the ropes' instead of being annoyed by an unskilled person who tags along with the group.
I think to fully understand a group, one must experience said group without the spectre of being an outsider hanging over them the entire time. Thus, I plan to actually join the group and take the route of a new member instead of introducing myself as having a project and asking to observe them. By being in the inside, I hope I can gain an acute understand of this group, something that would be very difficult as a foreign observer. Honestly, I think the best time and way to bring up the project would just to say that I have to write a few reports over "groups" for a class and let them imagine the rest. They will probably assume it is for a sociology or psychology class and think nothing of it. The knowledge that I had this assignment for a while and that I specifically sought out and joined this club solely for this class would probably be harmful to my membership and friendship in this group. And truthfully, I wanted to join this club anyway. I took the opportunity to complete this assignment and get involved in something that seemed interesting to me and in all honestly, I probably would have joined this club even without this assignment.
As far as prior perceptions that I have with this group... I expect that it will mostly be males. They will probably all be in what most people would call "nerdy" majors. I expect a lot of the people in the club will have been doing this since before they came to A&M. As a result, I assume many will be from upper middle class backgrounds. I am not sure how they will treat new members. The possibility that they are critical and cold towards newer members is there, though they also might not be so elitist and instead welcome new blood with open arms. Of these two possibilities, I cannot know which to be true until I actually attend the meeting.
Initial Results
The initial interaction in the group was extremely satisfying. Not only did I have tons of fun, but I was able to gather a ton of good information. The first thing I noticed my initial expectations about the gender gap was not as wide as I originally envisioned. At the beginning of the meeting, there were about 12 people total, with 4 females. The atmosphere of the group seemed laid back, they were very happy to have new members so that was heartening. The first thing we did once everyone was ready, was warm up exercises. This activity kind of solidified my initial expectations about the kind of members present in this group; that is, everyone struggled with the exercises, basically: this was not a group of hardcore athletes. After the exercises, during the stretches, we all introduced ourselves so the new members (Trevor and me) could get to know everyone and we could introduce ourselves without being awkward. At this point, another assumption was proven true, most of these guys were in either engineering or scientific fields. Next we did footwork drills and since I was new and did not know how to do them, one of the members was nice enough to take me aside and go over them one on one. After these were complete, the rest of the members gathered their equipment and began sparring. The same member who went over the footwork drills with me, continued her kindness and took me to the armory and showed me where all of the equipment is and what items I needed. We got back to the practice room and several people helped me suit up and I was immediately thrust into a sparring lane. The dominate theory of learning in this group seemed to be trial by fire. Armed with a foil and almost no knowledge, I was put to the test against one of the experienced members. At first I was nervous and worried, but these feelings soon faded and I enjoyed myself. Like all good sports, the best way to learn is to do. You don't sit in a classroom or have someone explain how to catch a ball or make a free throw, you just go out there and do it. We spent the rest of the four hour meeting sparring with different members, getting tips and pointers, and generally having fun.
Overall, I felt really welcomed into the group and I expect this to be a very good group to complete my ethography on.
To integrate myself, I plan to take the route of the typical new member. I will show up at the meeting and express my interest to join and also mention my complete lack of experience in this area. I suspect that only half of their new members join like this though. The other half probably have been fencing for a while in high school and might know the people in the club through major fencing tournaments. Regardless, as a newbie in the club and in the field of fencing, I hope the group accepts me and 'shows me the ropes' instead of being annoyed by an unskilled person who tags along with the group.
I think to fully understand a group, one must experience said group without the spectre of being an outsider hanging over them the entire time. Thus, I plan to actually join the group and take the route of a new member instead of introducing myself as having a project and asking to observe them. By being in the inside, I hope I can gain an acute understand of this group, something that would be very difficult as a foreign observer. Honestly, I think the best time and way to bring up the project would just to say that I have to write a few reports over "groups" for a class and let them imagine the rest. They will probably assume it is for a sociology or psychology class and think nothing of it. The knowledge that I had this assignment for a while and that I specifically sought out and joined this club solely for this class would probably be harmful to my membership and friendship in this group. And truthfully, I wanted to join this club anyway. I took the opportunity to complete this assignment and get involved in something that seemed interesting to me and in all honestly, I probably would have joined this club even without this assignment.
As far as prior perceptions that I have with this group... I expect that it will mostly be males. They will probably all be in what most people would call "nerdy" majors. I expect a lot of the people in the club will have been doing this since before they came to A&M. As a result, I assume many will be from upper middle class backgrounds. I am not sure how they will treat new members. The possibility that they are critical and cold towards newer members is there, though they also might not be so elitist and instead welcome new blood with open arms. Of these two possibilities, I cannot know which to be true until I actually attend the meeting.
Initial Results
The initial interaction in the group was extremely satisfying. Not only did I have tons of fun, but I was able to gather a ton of good information. The first thing I noticed my initial expectations about the gender gap was not as wide as I originally envisioned. At the beginning of the meeting, there were about 12 people total, with 4 females. The atmosphere of the group seemed laid back, they were very happy to have new members so that was heartening. The first thing we did once everyone was ready, was warm up exercises. This activity kind of solidified my initial expectations about the kind of members present in this group; that is, everyone struggled with the exercises, basically: this was not a group of hardcore athletes. After the exercises, during the stretches, we all introduced ourselves so the new members (Trevor and me) could get to know everyone and we could introduce ourselves without being awkward. At this point, another assumption was proven true, most of these guys were in either engineering or scientific fields. Next we did footwork drills and since I was new and did not know how to do them, one of the members was nice enough to take me aside and go over them one on one. After these were complete, the rest of the members gathered their equipment and began sparring. The same member who went over the footwork drills with me, continued her kindness and took me to the armory and showed me where all of the equipment is and what items I needed. We got back to the practice room and several people helped me suit up and I was immediately thrust into a sparring lane. The dominate theory of learning in this group seemed to be trial by fire. Armed with a foil and almost no knowledge, I was put to the test against one of the experienced members. At first I was nervous and worried, but these feelings soon faded and I enjoyed myself. Like all good sports, the best way to learn is to do. You don't sit in a classroom or have someone explain how to catch a ball or make a free throw, you just go out there and do it. We spent the rest of the four hour meeting sparring with different members, getting tips and pointers, and generally having fun.
Overall, I felt really welcomed into the group and I expect this to be a very good group to complete my ethography on.
Tuesday, September 13, 2011
Blog #6: TurKit
Reference
Authors:
Greg Little Massachusettes Institute of Technology, Cambridge, MA, USA
Lydia B. Chilton University of Washington, Seattle, WA, USA
Max Goldman Massachusettes Institute of Technology, Cambridge, MA, USA
Robert C. Miller Massachusettes Institute of Technology, Cambridge, MA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
This paper is mainly about a concept called, "Mechanical Turk" or (MTurk); a concept where computer programs use humans to do complex mechanical computations that are easy for humans. Examples of this include labelling pictures, reviewing things, and rating things. All of these tasks are either impossible or very difficult to program into a computer but very simple for humans to do. The authors list the features that their program implements: an API for using MTurk with standard programming techniques, a web GUI for managing MTurk scripts, and a new model of computer programming called, "crash and re-run" programming. This new model of programming takes into account the long delay in waiting for human input. A common example of MTurk the authors cite as a success is the online encyclopaedia: Wikipedia. This website builds instead completely from user input and interaction.
The script the authors implement to aid in MTurk programming is entitled, "TurKit Script." It is based on the popular scripting language Javascript but is lightly modified to allow for crash and re-run programming and other MTurk features. Although TurKit is single threaded, it has functions to mimic multi-threaded programs. This is useful because MTurk is inherently a multi-threaded concept since many people will be entering in input at the same time.
Discussion
Yet again, I am completely fascinated about the topic in this paper. The ability to correctly identify images or write acturate reviews of certain items is extremely difficult in terms of computer programming. Farming out difficult work like this to humans who can do this kind of work easily is very smart. I already see this kind of technique used in the ever popular "recaptcha" and I could foresee this being used elsewhere also.
Authors:
Greg Little Massachusettes Institute of Technology, Cambridge, MA, USA
Lydia B. Chilton University of Washington, Seattle, WA, USA
Max Goldman Massachusettes Institute of Technology, Cambridge, MA, USA
Robert C. Miller Massachusettes Institute of Technology, Cambridge, MA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
This paper is mainly about a concept called, "Mechanical Turk" or (MTurk); a concept where computer programs use humans to do complex mechanical computations that are easy for humans. Examples of this include labelling pictures, reviewing things, and rating things. All of these tasks are either impossible or very difficult to program into a computer but very simple for humans to do. The authors list the features that their program implements: an API for using MTurk with standard programming techniques, a web GUI for managing MTurk scripts, and a new model of computer programming called, "crash and re-run" programming. This new model of programming takes into account the long delay in waiting for human input. A common example of MTurk the authors cite as a success is the online encyclopaedia: Wikipedia. This website builds instead completely from user input and interaction.
The script the authors implement to aid in MTurk programming is entitled, "TurKit Script." It is based on the popular scripting language Javascript but is lightly modified to allow for crash and re-run programming and other MTurk features. Although TurKit is single threaded, it has functions to mimic multi-threaded programs. This is useful because MTurk is inherently a multi-threaded concept since many people will be entering in input at the same time.
Discussion
Yet again, I am completely fascinated about the topic in this paper. The ability to correctly identify images or write acturate reviews of certain items is extremely difficult in terms of computer programming. Farming out difficult work like this to humans who can do this kind of work easily is very smart. I already see this kind of technique used in the ever popular "recaptcha" and I could foresee this being used elsewhere also.
Thursday, September 8, 2011
Blog Paper Reading #4: Gestalt
References
Authors:
Kayur Patel University of Washington, Seattle, WA, USA
Naomi Bancroft University of Washington, Seattle, WA, USA
Steven M. Drucker Microsoft Research, Seattle, WA, USA
James Fogarty University of Washington, Seattle, WA, USA
Andrew J. Ko University of Washington, Seattle, WA, USA
James Landay University of Washington, Seattle, WA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
This paper is about the development environment: "Gestalt." Gestalt is a program designed to aid in 'machine learning.' Machine learning is the process of designing algorithms that focus on capturing behavioural patterns through the processing of data. The authors recognize the difference between the two tasks of implementing and analyzing data pipelines in their paper and explain how Gestalt differentiates between the two and allows users to switch back and forth between these tasks easily.
The authors explain how many different kinds of problems can be solved using similar general methods with machine learning and Gestalt. Their primary examples are determining whether a movie review is negative or positive by analyzing the vocabulary and grammar of the review and recognizing hand and pen gestures.
For the authors, they conclude that the best method to help develops utilize machine learning is by exposing the entire data pipeline. They reference other machine learning tools that either attempt to simplify or expedite machine learning by hiding some steps in the pipeline from the users, but the authors conclude that this only hinders the developer and thus, they choose to make Gestalt show the entire process.
The rest of the paper goes into detail about Gestalt itself and how it present its data to the users.
Discussion
I thought this paper was actually pretty interesting. At first, the concept of using pure data to drive programming seemed foreign and odd to me, but after reading about the uses I began to see the benefits of such a system. Their overall goal and research method seemed sound to me and I really didn't question any of it. Machine learning seems like such a great idea, I just think it needs to be applied only in certain areas.
Authors:
Kayur Patel University of Washington, Seattle, WA, USA
Naomi Bancroft University of Washington, Seattle, WA, USA
Steven M. Drucker Microsoft Research, Seattle, WA, USA
James Fogarty University of Washington, Seattle, WA, USA
Andrew J. Ko University of Washington, Seattle, WA, USA
James Landay University of Washington, Seattle, WA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary
This paper is about the development environment: "Gestalt." Gestalt is a program designed to aid in 'machine learning.' Machine learning is the process of designing algorithms that focus on capturing behavioural patterns through the processing of data. The authors recognize the difference between the two tasks of implementing and analyzing data pipelines in their paper and explain how Gestalt differentiates between the two and allows users to switch back and forth between these tasks easily.
The authors explain how many different kinds of problems can be solved using similar general methods with machine learning and Gestalt. Their primary examples are determining whether a movie review is negative or positive by analyzing the vocabulary and grammar of the review and recognizing hand and pen gestures.
For the authors, they conclude that the best method to help develops utilize machine learning is by exposing the entire data pipeline. They reference other machine learning tools that either attempt to simplify or expedite machine learning by hiding some steps in the pipeline from the users, but the authors conclude that this only hinders the developer and thus, they choose to make Gestalt show the entire process.
The rest of the paper goes into detail about Gestalt itself and how it present its data to the users.
Discussion
I thought this paper was actually pretty interesting. At first, the concept of using pure data to drive programming seemed foreign and odd to me, but after reading about the uses I began to see the benefits of such a system. Their overall goal and research method seemed sound to me and I really didn't question any of it. Machine learning seems like such a great idea, I just think it needs to be applied only in certain areas.
Tuesday, September 6, 2011
Blog - Paper Reading #3: Pen + touch = new tools
Reference:
Authors:
Ken Hinckley Microsoft Research, Redmond, WA, USA
Koji Yatani Microsoft Research & University of Toronto, Toronto, ON, Canada
Michel Pahud Microsoft Research, Redmond, WA, USA
Nicole Coddington Microsoft, Redmond, WA, USA
Jenny Rodenhouse Microsoft, Redmond, WA, USA
Andy Wilson Microsoft Research, Redmond, WA, USA
Hrvoje Benko Microsoft Research, Redmond, WA, USA
Bill Buxton Microsoft Research, Redmond, WA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary:
This paper considers the applications and benefits of using what the authors call "simultaneous pen+touch" technology which is an interface that allows users to manipulate it via a touch pen and their fingers. They say that most other technologies focus on one of these input methods and ignores or disallows the other. The primary medium they use to discuss this is the Microsoft Surface because like mentioned before, most devices don't allow both pen and touch based input. The authors state it is not their intent to recreate paper and pen onto the Microsoft Surface, but instead, to use the natural movements and gestures inherit in paper and pen input as a base for creating an easy to use. The test users of this system found many of the input gestures and methods very logical and natural to use. The only issues they ran into were the specially designed designed gesture set which had to be explained to them.
Discussion:
As with the last article, this technology is fascinating and I wish the Microsoft Surface was more accessible to the general public. The problem with it, at least to me, is many of the applications are remakes of cheap real life games or could be done with paper and pen. Hopefully this research will help make the Surface easier to use and open up the range of applications that could be developed for it.
Authors:
Ken Hinckley Microsoft Research, Redmond, WA, USA
Koji Yatani Microsoft Research & University of Toronto, Toronto, ON, Canada
Michel Pahud Microsoft Research, Redmond, WA, USA
Nicole Coddington Microsoft, Redmond, WA, USA
Jenny Rodenhouse Microsoft, Redmond, WA, USA
Andy Wilson Microsoft Research, Redmond, WA, USA
Hrvoje Benko Microsoft Research, Redmond, WA, USA
Bill Buxton Microsoft Research, Redmond, WA, USA
Published in:
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Summary:
This paper considers the applications and benefits of using what the authors call "simultaneous pen+touch" technology which is an interface that allows users to manipulate it via a touch pen and their fingers. They say that most other technologies focus on one of these input methods and ignores or disallows the other. The primary medium they use to discuss this is the Microsoft Surface because like mentioned before, most devices don't allow both pen and touch based input. The authors state it is not their intent to recreate paper and pen onto the Microsoft Surface, but instead, to use the natural movements and gestures inherit in paper and pen input as a base for creating an easy to use. The test users of this system found many of the input gestures and methods very logical and natural to use. The only issues they ran into were the specially designed designed gesture set which had to be explained to them.
Discussion:
As with the last article, this technology is fascinating and I wish the Microsoft Surface was more accessible to the general public. The problem with it, at least to me, is many of the applications are remakes of cheap real life games or could be done with paper and pen. Hopefully this research will help make the Surface easier to use and open up the range of applications that could be developed for it.
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