Personal and Ubiquitous Computing
Bearing-based selection in mobile spatial interaction
Personal and Ubiquitous Computing
New Interaction Concepts by Using the Wii Remote
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
Amarino: a toolkit for the rapid prototyping of mobile ubiquitous computing
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Body-centric interaction techniques for very large wall displays
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Vision-based hand-gesture applications
Communications of the ACM
Handheld devices for mobile augmented reality
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Supporting rapid design and evaluation of pervasive applications: challenges and solutions
Personal and Ubiquitous Computing
Your noise is my command: sensing gestures using the body as an antenna
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Can smartphone sensors enhance kinect experience?
Proceedings of the thirteenth ACM international symposium on Mobile Ad Hoc Networking and Computing
AccuMotion: intuitive recognition algorithm for new interactions and experiences for the post-PC era
Proceedings of the 2012 Virtual Reality International Conference
Putting books back on the shelf: situated interactions with digital book collections on smartphones
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
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The Microsoft Kinect sensor can be combined with a modern mobile phone to rapidly create digitally augmented environments. This can be used either directly as a form of ubiquitous computing environment or indirectly as framework for rapidly prototyping ubicomp environments that are otherwise implemented using conventional sensors. We describe an Android mobile application that supports rapid prototyping of spacial interaction by using 3D position data from the Kinect to simulate a proximity sensor. This allows a developer, or end user, to easily associate content or services on the device with surfaces or regions of a room. The accuracy of the hotspot marking was tested in an experiment where users selected points marked on a whiteboard using a mobile phone. The distribution of the sample points were analysed and showed that the bulk of the selections were within about 13cm of the target and the distributions were characteristically skewed depending on whether the user came to the target from the left or right. This range is sufficient for prototyping many common ubicomp scenarios based on proximity in a room. To illustrate this approach, we describe the design of a novel mobile application that associates a virtual book library with a region of a room, integrating the additional sensors and actuators of a smartphone with the position sensing of the Kinect. We highlight limitations of this approach and suggest areas for future work.