CyberCode: designing augmented reality environments with visual tags
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
A toolkit for managing user attention in peripheral displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Audiopad: a tag-based interface for musical performance
NIME '02 Proceedings of the 2002 conference on New interfaces for musical expression
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Connectibles: tangible social networks
Proceedings of the 2nd international conference on Tangible and embedded interaction
Hangsters: tangible peripheral interactive avatars for instant messaging
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Peripheral tangible interaction by analytic design
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Magic cards: a paper tag interface for implicit robot control
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Peripheral interaction: facilitating interaction with secondary tasks
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Comparing modalities and feedback for peripheral interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Focused and casual interactions: allowing users to vary their level of engagement
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating peripheral interaction
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Hi-index | 0.00 |
Interaction is, intrinsically, a multi-thread process. Supported by our various senses, our ability to speak, and the structure of our body and mind we can get simultaneously involved in multiple interactions, using different resources for each of them. This paper analyses natural interactions and the impact of using parallel channels in peripheral interactions. Applying a similar approach to human-computer interaction, we present a Tangible User Interface proof of concept to analyze the advantages and weakness of parallel interaction in computer-based systems. To this end, two tangible applications -to control the profile status in social networks and to control an Intelligent Room- are compared to their usual graphical counterparts, presenting the results of a user study and analyzing the implications of its results.