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Publications
Publications (12)
We propose Imaginary Devices, a set of freehand gestures that mimic the use of physical input devices. Imaginary Devices allow users to choose the input modality best suited for the task at hand, such as a steering wheel for a driving game or a joystick for a flight simulator. Exploiting the skills that users have acquired using physical input devi...
We introduce BodyScape, a body-centric design space that allows us to describe, classify and systematically compare multi-surface interaction techniques, both individually and in combination. BodyScape reflects the relationship between users and their environment, specifically how different body parts enhance or restrict movement within particular...
Screenless mobile devices achieve maximum mobility, but at the expense of the visual feedback that is generally assumed to be necessary for spatial interaction. With Imaginary Interfaces we re-enable spatial interaction on screenless devices. Users point and draw in the empty space in front of them or on the palm of their hands. While they cannot s...
We propose a method for learning how to use an imaginary interface (i.e., a spatial non-visual interface) that we call "transfer learning". By using a physical device (e.g. an iPhone) a user inadvertently learns the interface and can then transfer that knowledge to an imaginary interface. We illustrate this concept with our Imaginary Phone prototyp...
Screen-less wearable devices allow for the smallest form factor and thus the maximum mobility. However, current screen-less devices only support buttons and gestures. Pointing is not supported because users have nothing to point at. However, we challenge the notion that spatial interaction requires a screen and propose a method for bringing spatial...
In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a com- puter screen. In this paper we revisit this metaphor and in- vestigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with re- mote screens through a live video image on their mobil...
Most studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wris...
The development of intelligent assistants has largely benefited from the adoption of decision-theoretic (DT) approaches that enable an agent to reason and account for the uncertain nature of user be- haviour in a complex software domain. At the same time, most intelligent assistants fail to consider the numerous facto rs relevant from a human-compu...
To overcome display limitations of small-screen devices, researchers have proposed techniques that point users to objects located off-screen. Arrow-based techniques such as City Lights convey only direction. Halo conveys direction and distance, but is susceptible to clutter resulting from overlapping halos. We present Wedge, a visualization techniq...
Studies investigating user control of pressure input have reported time-accuracy trade-offs of, on average, over 30%, when interacting with a large number of pressure levels. To increase the level of control with pressure input, we designed and evaluated four different discretization functions: linear, fisheye, visual fisheye, and clustered. The fi...
In games, aircraft navigation systems and in control systems, users have to track moving targets around a large workspace that may extend beyond the users. viewport. This paper presents on-going work that investigates the effectiveness of two different off-screen visualization techniques for accurately tracking off-screen moving targets. We compare...
Gesture-based wearable devices, such as Gesture Pendant or Sixth Sense, leave the user's hands empty. This allows users to abandon interaction with the device instantly when the physical environ-ments requires it, e.g., if the user stumbles. In theory, this gives this class of devices the potential to be used during a mission critical "primary" tas...