1,721,457 research outputs found

    TwisterSearch: Supporting Social Search with Tabletop and Mobile Displays

    No full text
    This demo presents TwisterSearch, a system for co-located and collaborative Web search that was designed in accordance with the canonical model of social search by Evans and Chi (2009). In a first phase before search, participants frame the context of the intended search and thereafter gather initial information requirements on a tabletop. These requirements are then refined through discussion and yield the foundation for the search task itself, which is performed in parallel on multiple mobile displays. These private devices are used to search the Web for evidence files and to populate the visual workspace of the tabletop with them. Moreover, the personal device allows both a highly parallel search as well as a tightly-coupled collaborative search, to enable seamless switching between collective and solitary search activities. In our TwisterSearch demo, participants can have a firsthand experience of these different individual phases of social search

    Spatial Grouping on Interactive Surfaces Bin & Blub

    No full text
    This demo presents two interaction techniques for grouping items spatially on a tabletop interface. It allows participants of the conference to experience and compare the container technique Bin and the proximity technique Blub . While the container concept is similar to the folder concept on desktop systems, the proximity technique is a novel organic concept based on spatial proximity. Within an associated paper submitted to the main conference track, we studied the characteristics of both techniques in regard to grouping and regrouping performance, grouping strategies and use of multifinger input. Our study showed that more informal spatial techniques based on proximity are able to harness more benefits of direct-touch multi-finger and bimanual interaction. In our demo, participants will be able to compete in grouping items with both techniques

    A Comparison of Spatial Grouping Techniques on Interactive Surfaces

    No full text
    In this paper we report a comparative study investigating two interaction techniques for grouping items spatially on a tabletop interface. We compared a container technique with a proximity technique. The container concept was considered due to its familiarity with desktop systems, while the proximity technique is a novel organic concept based on spatial proximity. Our goal was to identify the characteristics of both techniques in regard to grouping and regrouping performance, grouping strategies as well as bimanual and multi-finger input. Our results indicate that the traditional container concept may not be an adequate fit for harnessing the benefits of interactive surfaces. Rather, our study shows that more informal spatial techniques based on proximity open up a promising design space for further investigations

    Augmented Shelf : Digital Enrichment of Library Shelves

    Full text link
    Libraries are well known as work places and thus have a common way of everyday use. Unfortunately, there is a gap between the physical and digital contents of a library and its media. By expanding the physical, tangible media with digital information, many new possibilities for interaction would open up for users. With the help of a prototype, we want to show how it is possible to shrink this gap with the use of blends and augmented reality. The Augmented Shelf allows for an overlay of digital information and additional functionality over a certain inventory in real time depending on the position of the user in a three dimensional space. The users are able to highlight physical artifacts, leave virtual commentaries and search for related media

    Design persönlicherer Territorien in musealen Tabletop-Anwendungen

    No full text
    Dieser Beitrag beschreibt das Konzept der persönlichen Territorien als eine Strategie zur Motivation und Koordination von Mehrbenutzerinteraktionen an großflächigen Tabletop-Anwendungen. Aufbauend auf einer robusten technischen Realisierung zur Personenerkennung werden drei Designvarianten dynamischer persönlicher Territorien vorgestellt, die jeweils über einen Zeitraum von fünf Monaten innerhalb einer musealen Dauerausstellung einer breiten Öffentlichkeit präsentiert wurden

    Ein Multi-Focus-View Konzept im Kontext der Verkehrsleitzentrale

    No full text
    Im Beitrag wird ein ganzheitliches Visualisierungs- und Interaktionskonzept für die Überwachung und Diagnose eines großen Straßennetzes sowie die Manipulation von Prozessvariablen im Kontext einer Verkehrsleitzentrale vorgestellt. Um das kooperative Arbeiten zu unterstützen wird das Konzept einer Multi-Focus-View in Kombination mit einer inhaltssensitiven Navigation verfolgt. Ziel ist es, die Navigation im Straßennetz, die Verfügbarkeit kontextsensitiver Informationen sowie die Manipulation von Prozessvariablen in Verkehrsleitzentralen zu verbessern. Weiterhin werden Ergebnisse einer Evaluation mit Anwendern aus Verkehrsleitzentralen vorgestellt, in der insbesondere die Auswirkungen unterschiedlicher Konzepte auf das Arbeiten in einer Mehrbenutzerumgebung untersucht wurden

    Exploring former interaction qualities for tomorrow s control room design

    No full text
    This paper addresses the lack of interaction qualities in control rooms by investigating the potential use of Hybrid Surfaces. As an emerging trend with strong real-world references, they offer the combination of both, the qualities of physical interaction and the potentials of the digital world. To determine their applicability in the given context we applied the theoretical framework Reality-Based Interaction in line with an expert focus group. As the primal finding tangible forms have aroused great interest as they embody the feature to express ongoing processes states and allow multimodal interaction

    bibox: A Tangible Approach to Motivating Participation in Public Libraries

    No full text
    Within the Library 2.0 model, visitors of public libraries are enabled to actively shape the services of their library. Unlike previous trends, principles of participation and collaboration should be assimilated into the physical space of public libraries instead of being added as an extra layer on top of existing services. We present a set of eight design principles for motivating participatory systems in the Library 2.0 context. Based on these principles, we introduce bibox, a tangible book rating- and recommendation system for public libraries. In an in-the-wild study, we evaluate how our system motivates active participation. We show that the proposed design principles lead to higher levels of engagement from the users of the system within the Library 2.0 context
    corecore