We present FingerPad, a nail-mounted device that turns the tip of the index finger into a touchpad, allowing private and subtle interaction while on the move. FingerPad enables touch input using magnetic tracking, by adding a Hall sensor grid on the index fingernail, and a magnet on the thumbnail. Since it permits input through the pinch gesture, Fin-gerPad is suitable for private use because the movements of the fingers in a pinch are subtle and are naturally hidden by the hand. Functionally, FingerPad resembles a touchpad, and also allows for eyes-free use. Additionally, since the necessary devices are attached to the nails, FingerPad preserves natural haptic feedback without affecting the native function of the fingertips. Through user study, we analyze the three design factors, namely posture, commitment method and target size, to assess the design of the FingerPad. Though the results show some trade-off among the factors, generally participants achieve 93% accuracy for very small targets (1.2mm-width) in the seated condition, and 92% accuracy for 2.5mm-width targets in the walking condition.
c a d b Figure 1. GaussBits support occlusion-free tangible interactions on and above the portable display. (a) Magnetic sensor grid for sensing GaussBits. (b) The tangible flight simulation, GaussPilot, allows users to pilot the flight by setting the orientation of a toy aircraft. (c) Sensed magnetic field image of the GaussPilot, from which the 3D position and tilt information can be obtained. (d) Inside the toy aircraft, a magnetic unit is stuffed for sensing. ABSTRACTWe present GaussBits, which is a system of the passive magnetic tangible designs that enables 3D tangible interactions in the near-surface space of portable displays. When a thin magnetic sensor grid is attached to the back of the display, the 3D position and partial 3D orientation of the GaussBits can be resolved by the proposed bi-polar magnetic field tracking technique. This portable platform can therefore enrich tangible interactions by extending the design space to the nearsurface space. Since non-ferrous materials, such as the user's hand, do not occlude the magnetic field, interaction designers can freely incorporate a magnetic unit into an appropriately shaped non-ferrous object to exploit the metaphors of the real-world tasks, and users can freely manipulate the Gauss-Bits by hands or using other non-ferrous tools without causing interference. The presented example applications and the collected feedback from an explorative workshop revealed that this new approach is widely applicable.As a magnetic tracking method for portable devices, GaussSense [18] uses a thin-form Hall-sensor grid to detect the characteristics of a magnetic stylus, such as its hover po-
This paper presents a novel interaction system, PUB (Point Upon Body), to explore eyes-free interaction in a personal space by allowing users tapping on their own arms to be provided with haptic feedback from their skin. Two user studies determine how users can interact precisely with their forearms and how users behave when operating in their arm space. According to those results, normal users can divide their arm space at most into 6 points between their wrists and elbows with iterative practice. Experimental results also indicate that the divided pattern of each user is unique from that of other ones. Based on the design principles from the observations, an interaction system, PUB, is designed to demonstrate how interaction design benefits from those findings. Two scenarios, remote display control and mobile device control, are demonstrated through the UltraSonic device attached on the users' wrists to detect their tapped positions.
Figure 1. Our SmartPlayer is adopted by the metaphor of scenic car driving. ABSTRACT ACM Classification KeywordsIn this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of "scenic car driving," in which the driver slows down near areas of interest and speeds through unexciting areas. Results from a preliminary user study of our video player suggest the following:(1) the player should adaptively adjust the current playback speed based on the complexity of the present scene and predefined semantic events;(2) the player should learn user preferences about predefined event types as well as a suitable playback speed;(3) the player should fast-forward the video continuously with a playback rate acceptable to the user to avoid missing any undefined events or areas of interest. Furthermore, our user study results suggest that for certain types of video, our SmartPlayer yields better user experiences in browsing and fast-forwarding videos than existing video players' interaction models.Several video summarization methods [25] have been proposed to enable users to skim through content within a short amount of time. They can be categorized into two approaches: still-image abstraction and video skimming. The CHI 2009 ~ Looking at Videos
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