Charade: remote control of objects using free-hand gestures
Communications of the ACM - Special issue on computer augmented environments: back to the real world
Alice: a 3-D tool for introductory programming concepts
CCSC '00 Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges
“Put-that-there”: Voice and gesture at the graphics interface
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The bubble cursor: enhancing target acquisition by dynamic resizing of the cursor's activation area
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design and analysis of delimiters for selection-action pen gesture phrases in scriboli
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ARTag, a Fiducial Marker System Using Digital Techniques
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Distant freehand pointing and clicking on very large, high resolution displays
Proceedings of the 18th annual ACM symposium on User interface software and technology
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Robust computer vision-based detection of pinching for one and two-handed gesture input
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Speech-filtered bubble ray: improving target acquisition on display walls
Proceedings of the 9th international conference on Multimodal interfaces
Sticky tools: full 6DOF force-based interaction for multi-touch tables
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Brave NUI World: Designing Natural User Interfaces for Touch and Gesture
Brave NUI World: Designing Natural User Interfaces for Touch and Gesture
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One of the primary goals of teaching is to prepare learners' for life in the real world. Given that we live in a three dimensional world educators must teach 3D concepts. As 3D content becomes increasingly available through the Internet, large display touch and tangible manipulation needs to make 3D manipulation simple and uncluttered to enable adoption in classrooms. We describe an iterative process with actual customers to create a commercial product for education. In the process we discover customer needs such as occlusion minimizing 3D rotation, scale, simpler mixed reality cube selection, hide and reveal features, and labelling. This application paper summarizes 36 weeks of hardware and software development. It illustrates the use of a lean start-up methodology to achieve a minimum viable product. We discuss some of the lessons learned from Genchi Genbutsu (i.e. Toyota method meaning go see for yourself) observations at several school visits as part of a technical trial deployment.