TapSense - ACM UIST 2011


www.chrisharrison.net TapSense: Enhancing Finger Interaction on Touch Surfaces We present TapSense, an enhancement to touch interaction that allows conventional surfaces to identify the type of object being used for input. This is achieved by segmenting and classifying sounds resulting from an object's impact. For example, the diverse anatomy of a human finger allows different parts to be recognized -- including the tip, pad, nail and knuckle -- without having to instrument the user. This opens several new and powerful interaction opportunities for touch input, especially in mobile devices, where input is extremely constrained. Our system can also identify differ-ent sets of passive tools. We conclude with a comprehen-sive investigation of classification accuracy and training implications. Results show our proof-of-concept system can support sets with four input types at around 95% accu-racy. Small, but useful input sets of two (eg, pen and fin-ger discrimination) can operate in excess of 99% accuracy. Reference: Harrison, C., Schwarz, J. and Hudson SE 2011. TapSense: Enhancing Finger Interaction on Touch Surfaces. In Proceedings of the 24th Annual ACM Symposium on User interface Software and Technology (Santa Barbara, California, October 16 - 19, 2011). UIST '11. ACM, New York, NY.


touch screen sensing multitouch classification recognition identification finger input intelligent right click alt mobile devices

OmniTouch - Demo Video - ACM UIST 2011


www.chrisharrison.net OmniTouch is a wearable depth-sensing and projection system that enables interactive multitouch applications on everyday surfaces. Beyond the shoulder-worn system, there is no instrumentation of the user or environment. Foremost, the system allows the wearer to use their hands, arms and legs as graphical, interactive surfaces. Users can also transiently appropriate surfaces from the environment to expand the interactive area (eg, books, walls, tables). On such surfaces - without any calibration - OmniTouch provides capabilities similar to that of a mouse or touchscreen: X and Y location in 2D interfaces and whether fingers are "clicked" or hovering, enabling a wide variety of interactions. Thus, it is now conceivable that anything one can do on today's mobile devices, they could do in the palm of their hand. Reference: Harrison, Chris., Benko, Hrvoje., and Wilson, Andy. 2011. OmniTouch: Wearable Multitouch Interaction Everywhere. In Proceedings of the 24th Annual ACM Symposium on User interface Software and Technology (Santa Barbara, California, October 16 - 19, 2011). UIST '11. ACM, New York, NY.


touch sensing tracking input multitouch screen body skinput chris harrison hci uist

Lean and Zoom (Chris Harrison, Anind Dey) - CHI '07


The size and resolution of computer displays has increased dramatically, allowing more information than ever to be rendered on-screen. However, items can now be so small or screens so cluttered that users need to lean forward to properly examine them. This behavior may be detrimental to a user's posture and eyesight. Our Lean and Zoom system detects a user's proximity to the display using a camera and magnifies the on-screen content proportionally. This alleviates dramatic leaning and makes items more readable. Results from a user study indicate people find the technique natural and intuitive. Most participants found on-screen content easier to read, and believed the technique would improve both their performance and comfort.


lean zoom magnification proximity aware hci chris harrison cmu camera interaction device mobile ubiquitous pervasive gesture ad hoc carnegie mellon university hcii research human computer vision

Search by Sketch


After several months of intense development alongside Stacey Kuznetsov, the Rapid Content-Based Image Search (RCBIS) engine was ready for use in user oriented programs. The most obvious and appealing project was to develop an image search engine which took not text, but a sketch as input. Search by Sketch was born - developed by Stacey Kuznetsov, Teobaldo Fernandez and myself. Mirroring the RCBIS color model, a limited array of colors is available to users. A usability study found that users wanted to draw unnecessary detail, which wasted time and actually hurt search accuracy. Only one, large brush size is provided to preclude this behavior. The red 'X' icon clears the sketch. Users can draw into two different sketch panels. The upper panel is used to search for image content. Images that closely matched this sketchy are ranked highly in the search results. However, images that have commonalities with the sketch drawn in the lower panel are negatively weighted in the search results. These two sketch panels provide a mechanism that acts like a boolean search. Search results are presented in order of relevance, with the closest matches at the top. To provide additional detail for probable matches and include as many results on screen as possible, thumbnail size is varied. Since our image search algorithm is supposed to be fast (as per the 'Rapid' in 'RCBIS'), we can hit the DB many times a second. This allows us to present live search results as users are sketching their <b>...</b>


search image sketch draw picture photo chris harrison cmu hci CBIR

Skinput: Appropriating the Body as an Input Surface (CHI 2010)


www.chrisharrison.net We present Skinput, a technology that appropriates the human body for acoustic transmission, allowing the skin to be used as a finger input surface. In particular, we resolve the location of finger taps on the arm and hand by analyzing mechanical vibrations that propagate through the body. We collect these signals using a novel array of sensors worn as an armband. This approach provides an always-available, naturally-portable, and on-body interactive surface. To illustrate the potential of our approach, we developed several proof-of-concept applications on top of our sensing and classification system. Published at ACM CHI 2010. Chris Harrison - Carnegie Mellon University Desney Tan - Microsoft Research Dan Morris - Microsoft Research Harrison, C., Tan, D. Morris, D. 2010. Skinput: Appropriating the Body as an Input Surface. To appear in Proceedings of the 28th Annual SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, April 10 - 15, 2010). CHI '10. ACM, New York, NY.


skinput skin input interaction sensor sensing small mobile device intelligent interface hci human computer cmu carnegie mellon chris harrison desney tan dan morris microsoft research

OmniTouch - Finger Tracking - ACM UIST 2011


www.chrisharrison.net OmniTouch is a wearable depth-sensing and projection system that enables interactive multitouch applications on everyday surfaces. Beyond the shoulder-worn system, there is no instrumentation of the user or environment. Foremost, the system allows the wearer to use their hands, arms and legs as graphical, interactive surfaces. Users can also transiently appropriate surfaces from the environment to expand the interactive area (eg, books, walls, tables). On such surfaces - without any calibration - OmniTouch provides capabilities similar to that of a mouse or touchscreen: X and Y location in 2D interfaces and whether fingers are "clicked" or hovering, enabling a wide variety of interactions. Thus, it is now conceivable that anything one can do on today's mobile devices, they could do in the palm of their hand. Reference: Harrison, Chris., Benko, Hrvoje., and Wilson, Andy. 2011. OmniTouch: Wearable Multitouch Interaction Everywhere. In Proceedings of the 24th Annual ACM Symposium on User interface Software and Technology (Santa Barbara, California, October 16 - 19, 2011). UIST '11. ACM, New York, NY.


touch sensing tracking input multitouch screen body skinput chris harrison hci cmu msr

UIST 2009 Student Innovation Contest - Demo Video


Contest Details: www.acm.org A Practical Pressure Sensitive Computer Keyboard Paul H. Dietz, Benjamin Eidelson, Jonathan Westhues and Steven Bathiche The Applied Sciences Group Microsoft Corporation One Microsoft Way Redmond, WA 98052 USA {paul.dietz, benjamin.eidelson, jonathan.westhues, stevieb}@microsoft.com


UIST 2009 contest student innovation interaction design award

UIST 2009 Student Innovation Contest - Hardware Demo Video


Contest details: www.acm.org


UIST 2009 contest student innovation interaction design award

Clips from rafting the Allegheny


Miscellaneous video clips collected during our three-day trip down the Allegheny river in August, 2008.


Allegheny river raft rafting

3D Head Tracking with a Generic Webcam


Using OpenCV's Haar cascade face detection functionality, I was able to throw together a real time head tracking program. I coupled this with a several demos, including a Johnny Lee style 3D targets demo. Performance is surprisingly good. On my older 2.16 Ghz MacBook, I'm tracking at 25 frames per second - sufficient for real time interaction without obtrusive reaction delays.


3d webcam camera desktop window targets johnny lee mac head tracking cmu carnegie mellon hci human computer interaction chris harrison

Scratch Input (Chris Harrison, Scott Hudson) - UIST '08


More info: chrisharrison.net Scratch Input: Creating Large, Inexpensive, Unpowered and Mobile Finger Input Surfaces We present Scratch Input, an acoustic-based input technique that relies on the unique sound produced when a fingernail is dragged over the surface of a textured material, such as wood, fabric, or wall paint. We employ a simple sensor that can be easily coupled with existing surfaces, such as walls and tables, turning them into large, unpowered and ad hoc finger input surfaces. Our sensor is sufficiently small that it could be incorporated into a mobile device, allowing any suitable surface on which it rests to be appropriated as a gestural input surface. Several example applications were developed to demonstrate possible interactions. We conclude with a study that shows users can perform six Scratch Input gestures at about 90% accuracy with less than five minutes of training and on wide variety of surfaces.


scratch input interaction hci device chris harrison cmu mobile ubiquitous pervasive finger gesture Inexpensive unpowered ad hoc carnegie mellon university hcii research human computer appropriate stylus table wall

Kineticons (CHI 2011)


Icons in graphical user interfaces convey information in a mostly universal fashion that allows users to immediately interact with new applications, systems and devices. In this paper, we define Kineticons - an iconographic scheme based on motion. By motion, we mean geometric manipulations applied to a graphical element over time (eg, scale, rotation, deformation). In contrast to static graphical icons and icons with animated graphics, kineticons do not alter the visual content or "pixel-space" of an element. Although kineticons are not new -- indeed, they are seen in several popular systems -- we formalize their scope and utility. One powerful quality is their ability to be applied to GUI elements of varying size and shape -- from a something as small as a close button, to something as large as dialog box or even the entire desktop. This allows a suite of system-wide kinetic behaviors to be reused for a variety of uses. Part of our contribution is an initial kineticon vocabulary, which we evaluated in a 200 participant study. We conclude with discussion of our results and design recommendations.


User interface graphical design motion kinetic moving dynamic animated icon iconography animation

A New Angle on Cheap LCDs - ACM UIST 2011


www.chrisharrison.net A New Angle on Cheap LCDs: Making Positive Use of Optical Distortion Most LCD screens exhibit color distortions when viewed at oblique angles. Engineers have invested significant time and resources to alleviate this effect. However, the massive manufacturing base, as well as millions of in-the-wild monitors, means this effect will be common for many years to come. We take an opposite stance, embracing these optical peculiarities, and consider how they can be used in productive ways. This paper discusses how a special palette of colors can yield visual elements that are invisible when viewed straight-on, but visible at oblique angles. In essence, this allows conventional, unmodified LCD screens to output two images simultaneously -- a feature normally only available in far more complex setups. We enumerate several applications that could take advantage of this ability. Reference: Harrison, C. and Hudson SE 2011. A New Angle on Cheap LCDs: Making Positive Use of Optical Distortion. In Proceedings of the 24th Annual ACM Symposium on User interface Software and Technology (Santa Barbara, California, October 16 - 19, 2011). UIST '11. ACM, New York, NY.


monitor computer screen dual output collaboration multi person user chris harrison cmu hci

Ambient Globes


In an effort to decorate our lab space, Aubrey and I set out to create a fun ambient display. Each globe has a different lighting scheme and intended function. Red/Green for volume of unread emails, red/blue for outdoor temperature, and blue/yellow for time of day.


ambient display globes chris harrison hci cmu lab decoration lighting ball

Inhabited Web (beta)


http:///www.inhabitedweb.com Humans infer a great deal about their environment by looking at how other people move about it. For example, before entering a new restaurant, we often look at how crowded it is. Shopping offers another example - we tend to be drawn to busier retailers, as they are more likely to have the latest fashions or biggest sales. Interestingly, despite the fact that the internet is teeming with millions of people, this most-basic of social phenomena is invisible to us. There's no notion of crowds on the web - where users are congregating, and where they are flowing to and from. Our system embeds a small, simple visualization into your web pages, next to the browser's scroll bar. Each triangle represents a single user and their position on the current page (scroll position). Collectively, this allows you to see where people are congregating on a web page - perhaps next to a great deal, interesting news story, or funny video.


inhabited web collaborative visualization crowds people movement user surfers position see view filtering

Ambient Globes II


In an effort to decorate our lab space, Aubrey and I set out to create a fun ambient display. Each globe has a different lighting scheme and intended function. Red/Green for volume of unread emails, red/blue for outdoor temperature, and blue/yellow for time of day.


ambient display globes chris harrison hci cmu lab decoration lighting ball

iEPG: An Electronic Program Guide and Recommendation Interface - UXTV 08


www.chrisharrison.net Conventional program guides present television shows in a list view, with metadata displayed in a separate window. However, this linear presentation style prevents users from fully exploring and utilizing the diverse, descriptive, and highly connected data associated with television programming. Additionally, despite the fact that program guides are the primary selection interface for television shows, few include integrated recommendation data to help users decide what to watch. iEPG presents a novel interface concept for navigating the multidimensional information space associated with television programming, as well as an effective visualization for displaying complex ratings data. Results from a user study indicate people appreciate the ability to search for content in non-linear ways and are receptive to recommendation systems and unconventional EPG visualizations.


epg tv electronic program guide listing channels movie television social collaborative collaboratv group watching interface chris harrison cmu hcii human computer interaction

CollaboraTV Prototype Description (2007)


Television was once championed as the electronic hearth which would bring people together. Indeed, television shows provide a common experience, often affording even total strangers a social connection on which to initiate conversation. This effect blossomed in the 1950s when two-thirds of all Americans tuned in to watch I Love Lucy with their families. However, a fundamental shift in how we consume media is degrading such social interactions significantly an increasing number of people are no longer watching television shows as they broadcast. Instead, users are favoring non-live media sources, such as Digital Video Recorders (DVRs), Video-On-Demand services (eg Apples iTunes Video Store), and even rented physical media (eg DVDs via Netflix). To complicate matters further, televisions are outnumbering people in the average home; less than a fifth of households have a single television. This is leading to a decline in ability for people to interact and is eroding once strong social ties. People are increasingly watching TV without their families, with some studies suggesting at least half of Americans usually watch alone. However, all indications point towards a lack of ability to communicate, not a lack of desire. Our system, CollaboraTV, aims to reinvigorate communication by providing a suite of communication primitives that work in an asynchronous viewing context. Nathan, M., Harrison, C., Yarosh, S., Terveen, L., Stead, L., Amento, B. CollaboraTV: Making Television <b>...</b>


social television cmu att at&t labs collaborative cscw hci carnegie mellon chris harrison human computer interaction

Fun With Charges


Fun With Charges was developed as part of a graduate multimedia class under the guidance of Professor Perlin. The setup included a ceiling-mounted projector, an infrared camera (using the Intel OpenCV library to track motion), and a circular table for a projection surface. Using this equipment, the tabletop became an dynamic surface where users could interact with a game or simulation through the movement of four numbered pucks (used by the vision system). The goal was to develop a simulation of "tiny things" for a day-long exhibit in the New York Hall of Science. This concept was chosen because of the difficulty in building physical experiments that retain the properties of small objects, but allow user interaction (things like molecules or DNA). The virtual medium of our setup removed these obstacles. Working with three other students, we developed an interactive simulation of charged particles. Users could move "magnet-like" blocks around the simulation. Two particle systems, one positively and one negatively charged, stuck or repulsed from the blocks. When users move a puck, the corresponding block moves to the new location and also switches polarity. The hope was that users (children) would be able to use the simulation to identify and explore the physics behind charges.


Fun With Charges chris harrison hci cmu table interactive game camera vision

CollaboraTV Prototype Demo Clip (2007)


Television was once championed as the electronic hearth which would bring people together. Indeed, television shows provide a common experience, often affording even total strangers a social connection on which to initiate conversation. This effect blossomed in the 1950s when two-thirds of all Americans tuned in to watch I Love Lucy with their families. However, a fundamental shift in how we consume media is degrading such social interactions significantly an increasing number of people are no longer watching television shows as they broadcast. Instead, users are favoring non-live media sources, such as Digital Video Recorders (DVRs), Video-On-Demand services (eg Apples iTunes Video Store), and even rented physical media (eg DVDs via Netflix). To complicate matters further, televisions are outnumbering people in the average home; less than a fifth of households have a single television. This is leading to a decline in ability for people to interact and is eroding once strong social ties. People are increasingly watching TV without their families, with some studies suggesting at least half of Americans usually watch alone. However, all indications point towards a lack of ability to communicate, not a lack of desire. Our system, CollaboraTV, aims to reinvigorate communication by providing a suite of communication primitives that work in an asynchronous viewing context. Nathan, M., Harrison, C., Yarosh, S., Terveen, L., Stead, L., Amento, B. CollaboraTV: Making Television <b>...</b>


social television cmu att at&t labs collaborative cscw hci carnegie mellon chris harrison human computer interaction

Inventos Exóticos 2


Compilado de inventos del 2008 al 2011. Música y edición: Gabo. Relato: Ana María. Agradecimientos a los siguientes usuarios de youtube por el contenido de sus videos: InstituteofPhysics, bscazz, MartinJetPack, ActualidadRT, ParkerBrosChoppers, spectrummag, Mosstotwoheels, Diginfonews, IntoMobile, MobileSyrup, searchengineland, chrisharrisoncmu, ARMflix.


tecnología inventos exoticos omnitouch moto cubestormer google car robot jetpack invisibilidad increibles raros inventions extraños Gadget Technology Electronics CES 2011

Pseudo-3D Video Conferencing with a Generic Webcam (Chris Harrison, Scott Hudson) - ISM '08


www.chrisharrison.net When conversing with someone via video conference, you are provided with a virtual window into their space. However, this currently remains both flat and fixed, limiting its immersiveness. Previous research efforts have explored the use of 3D in telecommunication, and show that the additional realism can enrich the video conference experience. However, existing systems require complex sensor and cameras setups that make them infeasible for widespread adoption. We present a method for producing a pseudo-3D experience using only a single generic webcam at each end. This means nearly any computer currently able to video conference can use our technique, making it readily adoptable. Although using comparatively simple techniques, the 3D result is convincing.


video conference teleconference 3d head tracking webcam camera vision computer telepresence hcii hci cmu interaction chris harrison carnegie mellon university human

Minput (CHI 2010)


www.chrisharrison.net Minput is a sensing and input method that enables intuitive and accurate interaction on very small devices ones too small for practical touch screen use and with limited space to accommodate physical buttons. We achieve this by adding two, inexpensive and high-precision optical sensors (like those found in optical mice) to the underside of the device. This allows the entire device to be used as an input mechanism, instead of the screen, avoiding occlusion by fingers. In addition to x/y translation, our system also captures twisting motion, enabling many interesting interaction opportunities typically found in larger and far more complex systems. Published at CHI 2010 (best paper nominee). Chris Harrison Scott Hudson Harrison, C. and Hudson, SE 2010. Minput: Enabling Interaction on Small Mobile Devices with High-Precision, Low-Cost, Multipoint Optical Tracking. In Proceedings of the 28th Annual SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, April 10 - 15, 2010). CHI '10. ACM, New York, NY.


minput input small mobile devices ad hoc interaction computer interface hci cmu carnegie mellon university chris harrison

Kronosphere: A Companion for the Ailing Hierarchical File System


Stacey Kuznetsov, Chris Harrison, Jeff Borden, Dennis Shasha. www.chrisharrison.net Hierarchical file systems mirror the way people organize data in the real world. However, this method of organization is often inadequate in managing the immense number of files that populate users hard drives. Kronosphere provides a novel time and content-based navigational paradigm for managing and accessing media. This allows users to browse their documents by time, content, history, metadata, and relationships with other files.


Stacey Kuznetsov Chris Harrison Jeff Borden

Head Tracking with a Generic Webcam


www.chrisharrison.net Using OpenCV's Haar cascade face detection functionality, I was able to throw together a real time head tracking program. I coupled this with a 3D "virtual window" demo, a homage to Johnny Lee's Wii-based head tracking demo. Performance is surprisingly good. On my 2.16 Ghz MacBook I am tracking at 16 frames per second - sufficient for real time interaction with no obtrusive reaction delays. Additionally, I've optimized the code so that only 50% of a single processor core is consumed (and that's on my relatively slow laptop).


head tracking webcam desktop johnny lee 3D VR virtual reality chris harrison hci cmu carnegie mellon university human computer interaction

Placement Aware Mobile Computing (UIST 2008)


Numerous methods have been proposed that allow mobile devices to determine where they are located (eg, home or office) and in some cases, predict what activity the user is currently engaged in (eg, walking, sitting, or driving). While useful, this sensing currently only tells part of a much richer story. To allow devices to act most appropriately to the situation they are in, it would also be very helpful to know about their placement - for example whether they are sitting on a desk, hidden in a drawer, placed in a pocket, or held in ones hand - as different device behaviors may be called for in each of these situations. In this paper, we describe a simple, small, and inexpensive multispectral optical sensor for identifying materials in proximity to a device. This information can be used in concert with eg, location information, to estimate, for example, that the device is sitting on the desk at home, or in the pocket at work. This paper discusses several potential uses of this technology, as well as results from a two-part study, which indicates that this technique can detect placement at 94.4% accuracy with real-world placement sets. www.chrisharrison.net Harrison, Chris and Hudson, Scott E. Lightweight Material Detection for Placement-Aware Mobile Computing. In Proceedings of the 21st Annual ACM Symposium on User interface Software and Technology. UIST '08. ACM, New York, NY, 279-282.


placement material detection sensor sensing input small mobile device interaction intelligent interface hci human computer cmu carnegie mellon chris harrison scott hudson

Providing Dynamically Changeable Physical Buttons on a Visual Display - CHI '09


Chris Harrison, Scott Hudson chrisharrison.net Physical buttons have the unique ability to provide low-attention and vision-free interactions through their intuitive tactile clues. Unfortunately, the physicality of these interfaces makes them static, limiting the number and types of user interfaces they can support. On the other hand, touch screen technologies provide the ultimate interface flexibility, but offer no inherent tactile qualities. In this paper, we describe a technique that seeks to occupy the space between these two extremes offering some of the flexibility of touch screens, while retaining the beneficial tactile properties of physical interfaces. The outcome of our investigations is a visual display that contains deformable areas, able to produce physical buttons and other interface elements. These tactile features can be dynamically brought into and out of the interface, and otherwise manipulated under program control. The surfaces we describe provide the full dynamics of a visual display (through rear projection) as well as allowing for multitouch input (though an infrared lighting and camera setup behind the display). To illustrate the tactile capabilities of the surfaces, we describe a number of variations we uncovered in our exploration and prototyping. These go beyond simple on/off actuation and can be combined to provide a range of different possible tactile expressions. A preliminary user study indicates that our dynamic buttons perform much like <b>...</b>


pneumatic tactile multitouch deformable dynamic changeable physical buttons controls visual display interface motor human computer interaction carnegie mellon university CMU hci hcii chi chris harrison scott hudson

Skinput: Training and testing the classifier (CHI 2010)


www.chrisharrison.net Skinput is a technology that appropriates the human body for acoustic transmission, allowing the skin to be used as a finger input surface. In particular, we resolve the location of finger taps on the arm and hand by analyzing mechanical vibrations that propagate through the body. We collect these signals using a novel array of sensors worn as an armband. This approach provides an always-available, naturally-portable, and on-body interactive surface. To illustrate the potential of our approach, we developed several proof-of-concept applications on top of our sensing and classification system. Researchers Chris Harrison - Carnegie Mellon University Desney Tan - Microsoft Research Dan Morris - Microsoft Research Harrison, C., Tan, D. Morris, D. 2010. Skinput: Appropriating the Body as an Input Surface. In Proceedings of the 28th Annual SIGCHI Conference on Human Factors in Computing Systems (Atlanta, Georgia, April 10 - 15, 2010). CHI '10. ACM, New York, NY.


minput input small mobile devices ad hoc interaction computer interface hci cmu carnegie mellon university chris harrison

Stacks on the Surface (ITS / Tabletop 2009)


Stacks on the Surface: Resolving Physical Order Using Fiducial Markers With Structured Transparency Considerable work has explored tangible interactions on surface-based computing. Often, this entails the direct placement of physical objects - either abstract or iconic - onto interactive surfaces. Although static themselves, their physicality offers an accurate and intuitive means for instantiating, manipulating, or otherwise acting on dynamic elements within the interface. Stacking, an action we perform regularly to organize physical objects in the real world, is notably absent from contemporary surface interactions. Stacking provides an intuitive way to group items and describe ordering. In this paper, we introduce a novel method that allows stacks of objects resting on camera-driven surfaces to be resolved both which objects are in the stack, and in what order they are placed. This is achieved using conventional, passive fiducial markers, which in addition to reflective regions, also incorporate structured areas of transparency. This allows particular orderings to appear as unique marker patterns. We discuss how such markers are encoded and fabricated, and include relevant mathematics. To further motivate our approach, we comment on various scenarios where stacking could be especially useful. We conclude with details from our proof-of-concept implementation, built on Microsoft Surface. www.chrisharrison.net Bartindale, T. and Harrison, C. 2009. Stacks on the Surface <b>...</b>


stack surface microsoft tabletop interaction computing hci interface pile cards height hcii cmu carnegie mellon chris harrison tom bartindale newcastle university culture lab MS research

Abracadabra (UIST 2009)


Advances in small and low power electronics have created new opportunities for mobile computing, leading to an explosion of new devices for the general public. Overall, these advances have allowed extremely powerful computing capabilities to be packaged in smaller and smaller form factors. These devices offer tremendous new potential due to eg, their extreme mobility. However, with this potential come new challenges for interaction design. In particular, while electronic devices have simultaneously increased in computational power and decreased in size, human factors have not changed dramatically, eg, our fingers are the same size and our average visual acuity has not changed. As a result, for some devices, we are now bounded not by the size of the electronics or perhaps even battery size, but instead by the surface area needed to sup-port user I/O. In these cases, conventional input mecha-nisms such as buttons and touch screens cannot be scaled smaller because of the way they interact with eg, fingers. This recently led Olsen to pose as a grand challenge question: "If I can fit my entire PC in a cubic inch, how will I interact with it?" The technique described in this paper attempts to address at least part of that question. We developed Abracadabra, a magnetically driven input approach that makes use of the (larger) space around a (very small) device. Our technique provides robust, inexpensive, and wireless input from fingers, without requiring powered external <b>...</b>


input cursor pointer mouse small mobile device interaction hci human computer cmu carnegie mellon chris harrison scott hudson