Conference Paper

The Proximity Toolkit: Prototyping Proxemic Interactions in Ubiquitous Computing Ecologies

DOI: 10.1145/2047196.2047238 Conference: Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, Santa Barbara, CA, USA, October 16-19, 2011
Source: DBLP

ABSTRACT

People naturally understand and use proxemic relationships (e.g., their distance and orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such proxemic relationships to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging and tedious to access proxemic information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment. The toolkit offers three key features. 1) It facilitates rapid prototyping of proxemic-aware systems by supplying developers with the orientation, distance, motion, identity, and location information between entities. 2) It includes various tools, such as a visual monitoring tool, that allows developers to visually observe, record and explore proxemic relationships in 3D space. (3) Its flexible architecture separates sensing hardware from the proxemic data model derived from these sensors, which means that a variety of sensing technologies can be substituted or combined to derive proxemic information. We illustrate the versatility of the toolkit with proxemic-aware systems built by students.

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    • "In practice, even if the literature of DUI systems is already rich with prime examples of distributed and situated interaction (e.g. [5] [6] [7]), there still exists very few concrete guidelines on how to design and build a distributed user interface application from the ground up. Beginning DUI designers are essentially left only with the alternative of trying to apply their knowledge from traditional user interfaces to the distributed setting. "
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    ABSTRACT: Building a distributed user interface (DUI) application should ideally not require any additional effort beyond that necessary to build a non-distributed interface. In practice, however, DUI development is fraught with several technical challenges such as synchronization, resource management, and data transfer. In this paper, we present three case studies on building distributed user interface applications: a distributed media player for multiple displays and controls, a collaborative search system integrating a tabletop and mobile devices, and a multiplayer Tetris game for multi-surface use. While there exist several possible network architectures for such applications, our particular approach focuses on peer-to-peer (P2P) architectures. This focus leads to a number of challenges and opportunities. Drawing from these studies, we derive general challenges for P2P DUI development in terms of design, architecture, and implementation. We conclude with some general guidelines for practical DUI application development using peer-to-peer architectures.
    Full-text · Article · Jan 2014 · International Journal of Human-Computer Studies
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    • "Today's toolkits for proxemic interactions (e.g. [11]) typically use advanced vision-based 3D motion capturing systems from Vicon or NaturalPoint. These systems are powerful, fast, and precise, but also very expensive and must be installed and calibrated in each room. "
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    ABSTRACT: This workshop proposed to bring together researchers interested in visual adaptation of interfaces. The gaze-tracking community is often constrained to visual adaptation at short distances where gaze data is reliably available. Researchers working on distance-based interfaces tend to work in room-sized environments, with wall-sized displays or multiple displays. Visual adaptation using contextual information or personalisation is relatively independent of the size of the environment but comes with its own set of challenges due to the complexities of dealing with contextual information. Even though most of these researchers are creating visually adaptive interfaces, their approaches, concerns and constraints differ. The aim of this workshop was to create an opportunity to increase awareness of the diverse research as well as for establishing areas of possible collaboration.
    Full-text · Conference Paper · Oct 2013
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    • "Today's toolkits for proxemic interactions (e.g. [11]) typically use advanced vision-based 3D motion capturing systems from Vicon or NaturalPoint. These systems are powerful, fast, and precise, but also very expensive and must be installed and calibrated in each room. "

    Full-text · Conference Paper · Oct 2013
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