VIDEOPLACE—an artificial reality
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Shadow communication: system for embodied interaction with remote partners
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Distant freehand pointing and clicking on very large, high resolution displays
Proceedings of the 18th annual ACM symposium on User interface software and technology
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Binding Personal and Peripersonal Space: Evidence from Tactile Extinction
Journal of Cognitive Neuroscience
Let's go to the whiteboard: how and why software developers use drawings
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shadow reaching: a new perspective on interaction for large displays
Proceedings of the 20th annual ACM symposium on User interface software and technology
Reality-based interaction: a framework for post-WIMP interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for bystanders: reflections on building a public digital forum
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the ACM 2009 international conference on Supporting group work
Skinput: appropriating the body as an input surface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Whole body large wall display interfaces
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Virtual sensors: rapid prototyping of ubiquitous interaction with a mobile phone and a Kinect
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Opportunities for proxemic interactions in ubicomp
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Pub - point upon body: exploring eyes-free interaction and methods on an arm
Proceedings of the 24th annual ACM symposium on User interface software and technology
Territoriality and behaviour on and around large vertical publicly-shared displays
Proceedings of the Designing Interactive Systems Conference
Extending a mobile device's interaction space through body-centric interaction
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Two-Part Models Capture the Impact of Gain on Pointing Performance
ACM Transactions on Computer-Human Interaction (TOCHI)
Understanding palm-based imaginary interfaces: the role of visual and tactile cues when browsing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Body-centric design space for multi-surface interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Up close and personal: Collaborative work on a high-resolution multitouch wall display
ACM Transactions on Computer-Human Interaction (TOCHI)
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We examine the design space of interaction techniques for very large wall displays by drawing from existing theory and practice for reality-based interfaces and whole-body interfaces. We also apply insights drawn from research in psychology about the human cognitive mechanisms that support sensorimotor operations in different coordinate spaces, as well as research in sociology examining how people manage coordination and privacy concerns in these spaces. Using guidelines obtained from these analyses, we designed and implemented a novel suite of body-centric interaction techniques. These were integrated into a map browsing and editing application for a very large (5m×3m) wall display. The application was then used to gather user feedback to guide the further development of the interaction techniques.