The human factors of computer graphics interaction techniques
IEEE Computer Graphics and Applications
The active badge location system
ACM Transactions on Information Systems (TOIS)
Situated information spaces and spatially aware palmtop computers
Communications of the ACM - Special issue on computer augmented environments: back to the real world
Pick-and-drop: a direct manipulation technique for multiple computer environments
Proceedings of the 10th annual ACM symposium on User interface software and technology
Bridging physical and virtual worlds with electronic tags
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Real-world interaction using the FieldMouse
Proceedings of the 12th annual ACM symposium on User interface software and technology
Token-Based Acces to Digital Information
HUC '99 Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing
The human-computer interaction handbook
Designing for serendipity: supporting end-user configuration of ubiquitous computing environments
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Stitching: pen gestures that span multiple displays
Proceedings of the working conference on Advanced visual interfaces
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Proceedings of the 17th annual ACM symposium on User interface software and technology
Interaction Using a Handheld Projector
IEEE Computer Graphics and Applications
tranSticks: physically manipulatable virtual connections
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Smart Phone: A Ubiquitous Input Device
IEEE Pervasive Computing
CHI '08 Extended Abstracts on Human Factors in Computing Systems
More than meets the eye: transforming the user experience of home network management
Proceedings of the 7th ACM conference on Designing interactive systems
Response time in man-computer conversational transactions
AFIPS '68 (Fall, part I) Proceedings of the December 9-11, 1968, fall joint computer conference, part I
A head-mounted three dimensional display
AFIPS '68 (Fall, part I) Proceedings of the December 9-11, 1968, fall joint computer conference, part I
Cooperative augmentation of smart objects with projector-camera systems
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Semantic connections: Exploring and manipulating connections in smart spaces
ISCC '10 Proceedings of the The IEEE symposium on Computers and Communications
Smart-M3 information sharing platform
ISCC '10 Proceedings of the The IEEE symposium on Computers and Communications
From events to goals: Supporting semantic interaction in smart environments
ISCC '10 Proceedings of the The IEEE symposium on Computers and Communications
Tangible interfaces to digital connections, centralized versus decentralized
Transactions on edutainment V
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Internet of things: a review of literature and products
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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In the transition from a device-oriented paradigm toward a more task-oriented paradigm with increased interoperability, people are struggling with inappropriate user interfaces, competing standards, technical incompatibilities, and other difficulties. The current handles for users to explore, make, and break connections between devices seem to disappear in overly complex menu structures displayed on small screens. This paper tackles the problem of establishing connections between devices in a smart home environment, by introducing an interaction model that we call semantic connections. Two prototypes are demonstrated that introduce both a tangible and an augmented reality approach toward exploring, making, and breaking connections. In the augmented reality approach, connections between real-world objects are visualized by displaying visible lines and icons from a mobile device containing a pico projector. In the tangible approach, objects in the environment are tagged and can be scanned and interacted with, to explore connection possibilities, and manipulate the connections. We discuss the technical implementation of a pilot study setup used to evaluate both our interaction approaches. We conclude the paper with the results of a user study that shows how the interaction approaches influence the mental models users construct after interacting with our setup.