The DigitalDesk calculator: tangible manipulation on a desk top display
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
The “Starfire” video prototype project: a case history
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pick-and-drop: a direct manipulation technique for multiple computer environments
Proceedings of the 10th annual ACM symposium on User interface software and technology
Shuffle, throw or take it! working efficiently with an interactive wall
CHI 98 Cconference Summary on Human Factors in Computing Systems
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays
Proceedings of the 16th annual ACM symposium on User interface software and technology
Improving drag-and-drop on wall-size displays
GI '05 Proceedings of Graphics Interface 2005
Superflick: a natural and efficient technique for long-distance object placement on digital tables
GI '06 Proceedings of Graphics Interface 2006
Bringing physics to the surface
Proceedings of the 21st annual ACM symposium on User interface software and technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Curve: revisiting the digital desk
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
BendDesk: dragging across the curve
ACM International Conference on Interactive Tabletops and Surfaces
Gestures in the wild: studying multi-touch gesture sequences on interactive tabletop exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Analysing mouse and pen flick gestures
CHINZ '02 Proceedings of the SIGCHI-NZ Symposium on Computer-Human Interaction
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Flicking is a common interaction technique to move objects across large interactive surfaces, but little is known about its suitability for use on non-planar, curved surfaces. Flicking consists of two stages: First, visually determining the direction in which to flick the object, then planning and executing the corresponding gesture. Errors in both stages could influence flicking accuracy. We investigated flicking interactions on curved interactive surface to evaluate which type of error influences accuracy. Therefore, we carried out three user studies to analyze how each stage of flicking on a curved surface is influenced. Our main findings are: 1) Flicking gestures are more accurate if horizontal and vertical surface are joined by a continuous curve than if they are separated by an edge or gap. 2) Flicking gestures on curved surfaces are mostly influenced by the motor execution stage of the gesture rather than the visual perception stage. 3) Flicking accuracy decreases as the starting point of the gesture is moved closer to the curve. 4) We conclude with a first mathematical model to estimate the error users will make when flicking across a curve.