EDBT 2026 Demo / reviewers in the wild / expert
Clifton Forlines
dblp:01/1114
· DBLP profile ↗
46ranked-venue papers
14as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 43 · 14 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4Artificial intelligence and machine learning · 2
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
29 papers |
Interaction techniques and input · 61% Collaborative and social computing · 15% Usability and user experience research · 9% | |
| Computer graphics and multimedia
9 papers |
Visualization and visual analytics · 51% Multimedia analysis and retrieval · 21% Image and video coding · 14% | |
| Interdisciplinary, comprehensive, and emerging computing
2 papers |
Computational social science and digital humanities · 93% Medical and health informatics · 7% |
Topics — the 30 heaviest of 49, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input
touch interaction |
1.1 | 6 | 2017 | GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017 Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen Devices · CHI 2016 How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect Touch · CHI 2015 |
Interaction techniques and input › input sensing
capacitive sensing |
0.3 | 1 | 2017 | GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017 |
Interaction techniques and input › surface computing
tabletop interaction |
0.3 | 7 | 2007 | Direct-touch vs. mouse input for tabletop displays · CHI 2007 Under the table interaction · UIST 2006 DTLens: multi-user tabletop spatial data exploration · UIST 2005 |
Usability and user experience research › user perception
latency perception |
0.3 | 2 | 2015 | How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect Touch · CHI 2015 Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latency · UIST 2014 |
Computational social science and digital humanities › social computing
crowdsourcing |
0.2 | 1 | 2014 | Crowdsourcing the future: predictions made with a social network · CHI 2014 |
Computational social science and digital humanities › collective intelligence
wisdom of crowds |
0.2 | 1 | 2014 | Crowdsourcing the future: predictions made with a social network · CHI 2014 |
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing |
0.2 | 1 | 2014 | High rate, low-latency multi-touch sensing with simultaneous orthogonal multiplexing · UIST 2014 |
Collaborative and social computing
co-located collaboration |
0.2 | 3 | 2007 | Multi-user interaction using handheld projectors · UIST 2007 How pairs interact over a multimodal digital table · CHI 2007 Under the table interaction · UIST 2006 |
Interaction techniques and input
pointing and selection |
0.1 | 2 | 2006 | HybridPointing: fluid switching between absolute and relative pointing with a direct input device · UIST 2006 Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors · UIST 2005 |
Multimedia analysis and retrieval
visual search |
0.1 | 2 | 2009 | Improving visual search with image segmentation · CHI 2009 Exploring the effects of group size and display configuration on visual search · CSCW 2006 |
Collaborative and social computing
computer-supported cooperative work |
0.1 | 2 | 2006 | Exploring the effects of group size and display configuration on visual search · CSCW 2006 Beyond "social protocols": multi-user coordination policies for co-located groupware · CSCW 2004 |
Interaction techniques and input
pen input |
0.1 | 2 | 2008 | Evaluating tactile feedback and direct vs. indirect stylus input in pointing and crossing selection tasks · CHI 2008 HybridPointing: fluid switching between absolute and relative pointing with a direct input device · UIST 2006 |
Collaborative and social computing › groupware
collaborative work space |
0.1 | 1 | 2009 | WeSpace: the design development and deployment of a walk-up and share multi-surface visual collaboration system · CHI 2009 |
Visualization and visual analytics
graphical perception |
0.1 | 1 | 2007 | Perception of elementary graphical elements in tabletop and multi-surface environments · CHI 2007 |
Image and video coding
multiview video coding |
0.1 | 1 | 2007 | Display pre-filtering for multi-view video compression · ACM Multimedia 2007 |
Visualization and visual analytics › display technology
tabletop display |
0.1 | 1 | 2007 | Perception of elementary graphical elements in tabletop and multi-surface environments · CHI 2007 |
Interaction techniques and input › input modality
multimodal input |
0.1 | 1 | 2007 | How pairs interact over a multimodal digital table · CHI 2007 |
Haptics and multimodal interaction › multimodal interaction
speech and gesture interaction |
0.1 | 1 | 2007 | How pairs interact over a multimodal digital table · CHI 2007 |
Interaction techniques and input › touch interaction
touch input |
0.1 | 1 | 2007 | Direct-touch vs. mouse input for tabletop displays · CHI 2007 |
User interface design and tools › display design
display configuration |
0.1 | 1 | 2006 | Exploring the effects of group size and display configuration on visual search · CSCW 2006 |
Usability and user experience research
display position |
0.1 | 1 | 2006 | Effects of display position and control space orientation on user preference and performance · CHI 2006 |
Collaborative and social computing
social network analysis |
0.1 | 1 | 2014 | Crowdsourcing the future: predictions made with a social network · CHI 2014 |
Collaborative and social computing › social interaction
multi-user interaction |
0.1 | 3 | 2007 | How pairs interact over a multimodal digital table · CHI 2007 DT controls: adding identity to physical interfaces · UIST 2005 DiamondSpin: an extensible toolkit for around-the-table interaction · CHI 2004 |
Collaborative and social computing › groupware
tabletop groupware |
0.0 | 1 | 2004 | Exploring the effects of group size and table size on interactions with tabletop shared-display groupware · CSCW 2004 |
User interface design and tools
user interface toolkit |
0.0 | 1 | 2004 | DiamondSpin: an extensible toolkit for around-the-table interaction · CHI 2004 |
Information retrieval › multimedia analysis and retrieval
video browsing |
0.0 | 1 | 2003 | Rapid serial visual presentation techniques for consumer digital video devices · UIST 2003 |
Rendering › display systems
non-planar projection |
0.0 | 1 | 2003 | iLamps: geometrically aware and self-configuring projectors · ACM Trans. Graph. 2003 |
Ubiquitous computing and smart environments › interactive surfaces
projector-camera systems |
0.0 | 1 | 2003 | iLamps: geometrically aware and self-configuring projectors · ACM Trans. Graph. 2003 |
Interaction techniques and input
rapid serial visual presentation |
0.0 | 1 | 2003 | Rapid serial visual presentation techniques for consumer digital video devices · UIST 2003 |
Interaction techniques and input › spatial interaction
handheld projector interaction |
0.0 | 2 | 2007 | Multi-user interaction using handheld projectors · UIST 2007 Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors · UIST 2005 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 0.6social network modeling · 0.4forecast aggregation · 0.4signal ghosting analysis · 0.3frequency-division capacitive sensing · 0.3capacitive touch simulation · 0.2automated measurement tool · 0.2user study · 0.2image segmentation · 0.2simultaneous orthogonal multiplexing · 0.2predictive modeling · 0.23d finger tracking · 0.2user testing · 0.1ethnographic study · 0.1design deployment · 0.1user evaluation · 0.1prefiltering · 0.1perception experiments · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch SensorsabstractCurrent touch devices are adept at tracking finger touches, but cannot distinguish if multiple touches are caused by different fingers on a single hand, by fingers from both hands of a single user, or by different users. This limitation significantly reduces the possibilities for interaction techniques in touch interfaces. We present GhostID, a capacitive sensor that can differentiate the origins of multiple simultaneous touches. Our approach analyzes the signal ghosting, already present as an artifact in a frequency-division touch controller, to differentiate touches from the same hand or different hands of a single user (77% reliability at 60 fps) or from two different users (95% reliability at 60 fps). In addition to GhostID, we also develop a framework of user-differentiation capabilities for touch input devices, and illustrate a set of interaction techniques enabled by GhostID. Sidharth Sahdev, Clifton Forlines, Ricardo Jota, Bruno Rodrigues De Araújo, Braon Moseley, Jonathan Deber, Steven Sanders, Darren Leigh, Daniel J. Wigdor |
CHI | 2 |
| 2016 | Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen DevicesabstractWe report on the Latency Hammer, a low-cost yet highaccuracy and high-precision automated tool that measures the interface latency of touchscreen devices. The Hammer directly measures latency by triggering a capacitive touch event on a device using an electrically actuated touch simulator, and a photo sensor to monitor the screen for a visual response. This allows us to measure the full end-toend latency of a touchscreen system exactly as it would be experienced by a user. The Hammer does not require human interaction to perform a measurement, enabling the acquisition of large datasets. We present the operating principles of the Hammer, and discuss its design and construction; full design documents are available online. We also present a series of tools and equipment that were built to assess and validate the performance of the Hammer, and demonstrate that it provides reliable latency measurements. Jonathan Deber, Bruno Rodrigues De Araújo, Ricardo Jota, Clifton Forlines, Darren Leigh, Steven Sanders, Daniel J. Wigdor |
CHI | 4 |
| 2015 | How Much Faster is Fast Enough?: User Perception of Latency & Latency Improvements in Direct and Indirect TouchabstractThis paper reports on two experiments designed to further our understanding of users' perception of latency in touch- based systems. The first experiment extends previous efforts to measure latency perception by reporting on a unified study in which direct and indirect form-factors are compared for both tapping and dragging tasks. Our results show significant effects from both form-factor and task, and inform system designers as to what input latencies they should aim to achieve in a variety of system types. A follow-up experiment investigates peoples' ability to perceive small improvements to latency in direct and indirect form-factors for tapping and dragging tasks. Our results provide guidance to system designers of the relative value of making improvements in latency that reduce but do not fully eliminate lag from their systems. Jonathan Deber, Ricardo Jota, Clifton Forlines, Daniel J. Wigdor |
CHI | 3 |
| 2014 | Crowdsourcing the future: predictions made with a social networkabstractResearchers have long known that aggregate estimations built from the collected opinions of a large group of people often outperform the estimations of individual experts. This phenomenon is generally described as the "Wisdom of Crowds". This approach has shown promise with respect to the task of accurately forecasting future events. Previous research has demonstrated the value of utilizing meta-forecasts (forecasts about what others in the group will predict) when aggregating group predictions. In this paper, we describe an extension to meta-forecasting and demonstrate the value of modeling the familiarity among a population's members (its social network) and applying this model to forecast aggregation. A pair of studies demonstrates the value of taking this model into account, and the described technique produces aggregate forecasts for future events that are significantly better than the standard Wisdom of Crowds approach as well as previous meta-forecasting techniques. Clifton Forlines, Leslie Guelcher, Robert Bruzzi |
CHI | 1 |
| 2014 | High rate, low-latency multi-touch sensing with simultaneous orthogonal multiplexingabstractWe present "Fast Multi-Touch" (FMT), an extremely high frame rate and low-latency multi-touch sensor based on a novel projected capacitive architecture that employs simultaneous orthogonal signals. The sensor has a frame rate of 4000 Hz and a touch-to-data output latency of only 40 microseconds, providing unprecedented responsiveness. FMT is demonstrated with a high-speed DLP projector yielding a touch-to-light latency of 110 microseconds. Darren Leigh, Clifton Forlines, Ricardo Jota, Steven Sanders, Daniel J. Wigdor |
UIST | 2 |
| 2014 | Zero-latency tapping: using hover information to predict touch locations and eliminate touchdown latencyabstractA method of reducing the perceived latency of touch input by employing a model to predict touch events before the finger reaches the touch surface is proposed. A corpus of 3D finger movement data was collected, and used to develop a model capable of three granularities at different phases of movement: initial direction, final touch location, time of touchdown. The model is validated for target distances >= 25.5cm, and demonstrated to have a mean accuracy of 1.05cm 128ms before the user touches the screen. Preference study of different levels of latency reveals a strong preference for unperceived latency touchdown feedback. A form of 'soft' feedback, as well as other uses for this prediction to improve performance, is proposed. Haijun Xia, Ricardo Jota, Benjamin McCanny, Clifton Forlines, Karan Singh 0004, Daniel J. Wigdor |
UIST | 5 |
| 2010 | Wakame: sense making of multi-dimensional spatial-temporal dataabstractAs our ability to measure the world around us improves, we are quickly generating massive quantities of high-dimensional, spatial-temporal data. In this paper, we concern ourselves with datasets in which the spatial characteristics are relatively static but many dimensions prevail and data is sampled over different time periods. Example applications include building energy management and HVAC unit diagnostics. We present methods employed in our Wakame visualization system to support such tasks as discovering anomalies and comparing performance across multiple time series. Novel methods include animated transitions that relate data in spatially located 3D views with conventional 2D graphs. Additionally, several components of our prototype employ analytics to guide the user to "interesting" portions of the dataset. Clifton Forlines, Kent Wittenburg |
AVI | 1 |
| 2010 | Contextual push-to-talk: shortening voice dialogs to improve driving performanceabstractWe present a driving simulator-based evaluation of a new technique for simplifying in-vehicle device interactions and thereby improving driver safety. We show that the use of multiple, contextually linked push-to-talk buttons (Multi-PTT) shortens voice dialog duration versus the use of a conventional, single push-to-talk button (Single-PTT). This benefit comes without detriment to driving performance or visual attention to the forward roadway. Test subjects also preferred the Multi-PTT approach over the conventional approach, and reported that it imposed a lower cognitive workload. Garrett Weinberg, Bret Harsham, Clifton Forlines, Zeljko Medenica |
Mobile HCI | 3 |
| 2009 | Improving visual search with image segmentationabstractPeople's ability to accurately locate target objects in images is severely affected by the prevalence of the sought objects. This negative effect greatly impacts critical real world tasks, such as baggage screening and cell slide pathology, in which target objects are rare. We present three novel image presentation techniques that are designed to improve visual search. Our techniques rely on the images being broken into image segments, which are then recombined or displayed in novel ways. The techniques and their underlying design reasoning are described in detail, and three experiments are presented that provide initial evidence that these techniques lead to better search performance in a simulated cell slide pathology task. Clifton Forlines, Ravin Balakrishnan |
CHI | 1 |
| 2009 | WeSpace: the design development and deployment of a walk-up and share multi-surface visual collaboration systemabstractWe present WeSpace -- a collaborative work space that integrates a large data wall with a multi-user multi-touch table. WeSpace has been developed for a population of scientists who frequently meet in small groups for data exploration and visualization. It provides a low overhead walk-up and share environment for users with their own personal applications and laptops. We present our year-long effort from initial ethnographic studies, to iterations of design, development and user testing, to the current experiences of these scientists carrying out their collaborative research in the WeSpace. We shed light on the utility, the value of the multi-touch table, the manifestation, usage patterns and the changes in their workflow that WeSpace has brought about. Daniel J. Wigdor, Clifton Forlines, Michelle Borkin, Chia Shen |
CHI | 3 |
| 2008 | Exploring true multi-user multimodal interaction over a digital tableabstractTrue multi-user, multimodal interaction over a digital table lets co-located people simultaneously gesture and speak commands to control an application. We explore this design space through a case study, where we implemented an application that supports the KJ creativity method as used by industrial designers. Four key design issues emerged that have a significant impact on how people would use such a multi-user multimodal system. First, parallel work is affected by the design of multimodal commands. Second, individual mode switches can be confusing to collaborators, especially if speech commands are used. Third, establishing personal and group territories can hinder particular tasks that require artefact neutrality. Finally, timing needs to be considered when designing joint multimodal commands. We also describe our model view controller architecture for true multi-user multimodal interaction. Edward Tse, Saul Greenberg, Chia Shen, Clifton Forlines, Ryo Kodama |
Conference on Designing Interactive Systems | 4 |
| 2008 | Combining and measuring the benefits of bimanual pen and direct-touch interaction on horizontal interfacesabstractMany research projects have demonstrated the benefits of bimanual interaction for a variety of tasks. When choosing bimanual input, system designers must select the input device that each hand will control. In this paper, we argue for the use of pen and touch two-handed input, and describe an experiment in which users were faster and committed fewer errors using pen and touch input in comparison to using either touch and touch or pen and pen input while performing a representative bimanual task. We present design principles and an application in which we applied our design rationale toward the creation of a learnable set of bimanual, pen and touch input commands. Peter Brandl, Clifton Forlines, Daniel J. Wigdor, Michael Haller, Chia Shen |
AVI | 2 |
| 2008 | Content aware video presentation on high-resolution displaysabstractWe describe a prototype video presentation system that presents a video in a manner consistent with the video's content. Our prototype takes advantage of the physically large display and pixel space that current high-definition displays and multi-monitor systems offer by rendering the frames of the video into various regions of the display surface. The structure of the video informs the animation, size, and the position of these regions. Additionally, previously displayed frames are often allowed to remain on-screen and are filtered over time. Our prototype presents a video in a manner that not only preserves the continuity of the story, but also supports the structure of the video; thus, the content of the video is reflected in its presentation, arguably enhancing the viewing experience. Clifton Forlines |
AVI | 1 |
| 2008 | Adapting a single-user, single-display molecular visualization application for use in a multi-user, multi-display environmentabstractIn this paper, we discuss the adaptation of an open-source single-user, single-display molecular visualization application for use in a multi-display, multi-user environment. Jmol, a popular, open-source Java applet for viewing PDB files, is modified in such a manner that allows synchronized coordinated views of the same molecule to be displayed in a multi-display workspace. Each display in the workspace is driven by a separate PC, and coordinated views are achieved through the passing of RasMol script commands over the network. The environment includes a tabletop display capable of sensing touch-input, two large vertical displays, and a TabletPC. The presentation of large molecules is adapted to best take advantage of the different qualities of each display, and a set of interaction techniques that allow groups working in this environment to better collaborate are also presented. Clifton Forlines, Ryan H. Lilien |
AVI | 1 |
| 2008 | Multiview user interfaces with an automultiscopic displayabstractAutomultiscopic displays show 3D stereoscopic images that can be viewed from any viewpoint without special glasses. These displays are becoming widely available and affordable. In this paper, we describe how an automultiscopic display, built for viewing 3D images, can be repurposed to display 2D interfaces that appear differently from different points-of-view. For single-user applications, point-of-view becomes a means of input and a user is able to reveal different views of an application by simply moving their head left and right. For multi-user applications, a single-display application can show each member of the group a different variation of the interface. We outline three types of multi-view interfaces and illustrate each with example applications. Wojciech Matusik, Clifton Forlines, Hanspeter Pfister |
AVI | 2 |
| 2008 | Evaluating tactile feedback and direct vs. indirect stylus input in pointing and crossing selection tasksabstractWe present a pair of experiments that explore the effects of tactile-feedback and direct vs. indirect pen input on pointing and crossing selection tasks. While previous work has demonstrated the validity of crossing as a useful selection mechanism for pen-based computing, those experiments were conducted using an indirect input device -- one in which the pen-input and display were separated. We investigate users' performance with pointing and crossing interfaces controlled via not only an indirect input device, but also a direct input device -- one in which the pen-input and display are co-located. Results show that direct input significantly outperforms indirect input for crossing selection, but the two modalities are essentially equivalent in pointing selection. A small amount of tactile feedback is shown to be beneficial for both pointing and crossing selection, most noticeably in crossing tasks when using direct input where visual feedback is often occluded by a hand or stylus. Clifton Forlines, Ravin Balakrishnan |
CHI | 1 |
| 2008 | LivOlay: interactive ad-hoc registration and overlapping of applications for collaborative visual explorationabstractThe interoperability of disparate data types and sources has been a long standing problem and a hindering factor for the efficacy and efficiency in visual exploration applications. In this paper, we present a solution, called LivOlay, that enables the rapid visual overlay of live data rendered in different applications. Our tool addresses datasets in which visual registration of the information is necessary in order to allow for thorough understanding and visual analysis. We also discuss initial evaluation and user feedback of LivOlay. Daniel J. Wigdor, Clifton Forlines, Michelle Borkin, Jens Kauffmann, Chia Shen |
CHI | 3 |
| 2007 | Direct-touch vs. mouse input for tabletop displaysabstractWe investigate the differences -- in terms of bothquantitative performance and subjective preference -- between direct-touch and mouse input for unimanual andbimanual tasks on tabletop displays. The results of twoexperiments show that for bimanual tasks performed ontabletops, users benefit from direct-touch input. However,our results also indicate that mouse input may be moreappropriate for a single user working on tabletop tasksrequiring only single-point interaction. Clifton Forlines, Daniel J. Wigdor, Chia Shen, Ravin Balakrishnan |
CHI | 1 |
| 2007 | How pairs interact over a multimodal digital tableabstractCo-located collaborators often work over physical tabletops using combinations of expressive hand gestures and verbal utterances. This paper provides the first observations of how pairs of people communicated and interacted in a multimodal digital table environment built atop existing single user applications. We contribute to the understanding of these environments in two ways. First, we saw that speech and gesture commands served double duty as both commands to the computer, and as implicit communication to others. Second, in spite of limitations imposed by the underlying single-user application, people were able to work together simultaneously, and they performed interleaving acts: the graceful mixing of inter-person speech and gesture actions as commands to the system. This work contributes to the intricate understanding of multi-user multimodal digital table interaction. Edward Tse, Chia Shen, Saul Greenberg, Clifton Forlines |
CHI | 4 |
| 2007 | Perception of elementary graphical elements in tabletop and multi-surface environmentsabstractInformation shown on a tabletop display can appear distorted when viewed by a seated user. Even worse, the impact of this distortion is different depending on the location of the information on the display. In this paper, we examine how this distortion affects the perception of the basic graphical elements of information visualization shown on displays at various angles. We first examine perception of these elements on a single display, and then compare this to perception across displays, in order to evaluate the effectiveness of various elements for use in a tabletop and multi-display environment. We found that the perception of some graphical elements is more robust to distortion than others. We then develop recommendations for building data visualizations for these environments. Daniel J. Wigdor, Chia Shen, Clifton Forlines, Ravin Balakrishnan |
CHI | 3 |
| 2007 | Display pre-filtering for multi-view video compressionabstractMulti-view 3D displays are preferable to other stereoscopic display technologies because they provide autostereoscopic viewing from any viewpoint without special glasses. However, they require a large number of pixels to achieve high image quality. Therefore, data compression is a major issue for this approach. In this paper, we present a framework for efficient compression of multi-view video streams for multi-view 3D displays. Our goal is to optimize image quality without increasing the required data bandwidth. We achieve this by taking into account a precise notion of the multi-dimensional display bandwidth. The display bandwidth implies that scene elements that appear at a given distance from the display become increasingly blurry as the distance grows. Our main contribution is to enhance conventional multi-view compression pipelines with an additional pre-filtering step that bandlimits the multi-view signal to the display bandwidth. This imposes a shallow depth of field on the input images, thereby removing high frequency content. We show that this pre-filtering step leads to increased image quality compared to state-of-the-art multi-view coding at equal bitrate. We present results of an extensive user study that corroborate the benefits of our approach. Our work suggests that display pre-filtering will be a fundamental component in signal processing for 3D displays, and that any multi-view compression scheme will benefit from our pre-filtering technique. Matthias Zwicker, Sehoon Yea, Anthony Vetro, Clifton Forlines, Wojciech Matusik, Hanspeter Pfister |
ACM Multimedia | 4 |
| 2007 | Multi-user interaction using handheld projectorsabstractRecent research on handheld projector interaction has expanded the display and interaction space of handheld devices by projecting information onto the physical environment around the user, but has mainly focused on single-user scenarios. We extend this prior single-user research to co-located multi-user interaction using multiple handheld projectors. We present a set of interaction techniques for supporting co-located collaboration with multiple handheld projectors, and discuss application scenarios enabled by them. Clifton Forlines, Ravin Balakrishnan |
UIST | 2 |
| 2007 | Lucid touch: a see-through mobile deviceabstractTouch is a compelling input modality for interactive devices; however, touch input on the small screen of a mobile device is problematic because a user's fingers occlude the graphical elements he wishes to work with. In this paper, we present LucidTouch, a mobile device that addresses this limitation by allowing the user to control the application by touching the back of the device. The key to making this usable is what we call pseudo-transparency: by overlaying an image of the user's hands onto the screen, we create the illusion of the mobile device itself being semi-transparent. This pseudo-transparency allows users to accurately acquire targets while not occluding the screen with their fingers and hand. Lucid Touch also supports multi-touch input, allowing users to operate the device simultaneously with all 10 fingers. We present initial study results that indicate that many users found touching on the back to be preferable to touching on the front, due to reduced occlusion, higher precision, and the ability to make multi-finger input. Daniel J. Wigdor, Clifton Forlines, Patrick Baudisch, John Barnwell, Chia Shen |
UIST | 2 |
| 2006 | Enabling interaction with single user applications through speech and gestures on a multi-user tabletopabstractCo-located collaborators often work over physical tabletops with rich geospatial information. Previous research shows that people use gestures and speech as they interact with artefacts on the table and communicate with one another. With the advent of large multi-touch surfaces, developers are now applying this knowledge to create appropriate technical innovations in digital table design. Yet they are limited by the difficulty of building a truly useful collaborative application from the ground up. In this paper, we circumvent this difficulty by: (a) building a multimodal speech and gesture engine around the Diamond Touch multi-user surface, and (b) wrapping existing, widely-used off-the-shelf single-user interactive spatial applications with a multimodal interface created from this engine. Through case studies of two quite different geospatial systems -- Google Earth and Warcraft III -- we show the new functionalities, feasibility and limitations of leveraging such single-user applications within a multi user, multimodal tabletop. This research informs the design of future multimodal tabletop applications that can exploit single-user software conveniently available in the market. We also contribute (1) a set of technical and behavioural affordances of multimodal interaction on a tabletop, and (2) lessons learnt from the limitations of single user applications. Edward Tse, Chia Shen, Saul Greenberg, Clifton Forlines |
AVI | 4 |
| 2006 | Table-centric interactive spaces for real-time collaborationabstractTables have historically played a key role in many real-time collaborative environments, often referred to as "war rooms". Today, these environments have been transformed by computational technology into spaces with large vertical displays surrounded by numerous desktop computers. However, despite significant research activity in the area of tabletop computing, very little is known about how to best integrate a digital tabletop into these multi-surface environments. In this paper, we identify various design requirements for the implementation of a system intended to support such an environment. We then present a set of designs that demonstrate how an interactive tabletop can be used in a real-time operations center to facilitate collaborative situation-assessment and decision-making. Daniel J. Wigdor, Chia Shen, Clifton Forlines, Ravin Balakrishnan |
AVI | 3 |
| 2006 | Effects of display position and control space orientation on user preference and performanceabstractIn many environments, it is often the case that input is made to displays that are positioned non-traditionally relative to one or more users. This typically requires users to perform interaction tasks under transformed input-display spatial mappings, and the literature is unclear as to how such transformations affect performance. We present two experiments that explore the impact of display space position and input control space orientation on user's subjective preference and objective performance in a docking task. Our results provide guidelines as to optimal display placement and control orientation in collaborative computing environments with one or more shared displays. Daniel J. Wigdor, Chia Shen, Clifton Forlines, Ravin Balakrishnan |
CHI | 3 |
| 2006 | Exploring the effects of group size and display configuration on visual searchabstractVisual search is the subject of countless psychology studies in which people search for target items within a scene. The bulk of this literature focuses on the individual with the goal of understanding the human perceptual system. In life, visual search is performed not only by individuals, but also by groups -- a team of doctors may study an x-ray and a team of analysts may study a satellite photograph. In this paper, we examine the issues one should consider when searching as a group. We present the details of an experiment designed to investigate the impact of group size on visual search performance, and how different display configurations affected that performance. We asked individuals, pairs, and groups of four people to participate in a baggage screening task in which these teams searched simulated x-rays for prohibited items. Teams conducted these searches on single monitors, a row of four monitors, and on a single horizontal display. Our findings suggest that groups commit far fewer errors in visual search tasks, although they may perform slower than individuals under certain conditions. The interaction between group size and display configuration turned out to be an important factor as well. Clifton Forlines, Chia Shen, Daniel J. Wigdor, Ravin Balakrishnan |
CSCW | 1 |
| 2006 | The effect of head-nod recognition in human-robot conversationabstractThis paper reports on a study of human participants with a robot designed to participate in a collaborative conversation with a human. The purpose of the study was to investigate a particular kind of gestural feedback from human to the robot in these conversations: head nods. During these conversations, the robot recognized head nods from the human participant. The conversations between human and robot concern demonstrations of inventions created in a lab. We briefly discuss the robot hardware and architecture and then focus the paper on a study of the effects of understanding head nods in three different conditions. We conclude that conversation itself triggers head nods by people in human-robot conversations and that telling participants that the robot recognizes their nods as well as having the robot provide gestural feedback of its nod recognition is effective in producing more nods. Candace L. Sidner, Christopher Lee 0001, Louis-Philippe Morency, Clifton Forlines |
HRI | 4 |
| 2006 | Multi-user, multi-display interaction with a single-user, single-display geospatial applicationabstractIn this paper, we discuss our adaptation of a single-display, single-user commercial application for use in a multi-device, multi-user environment. We wrap Google Earth, a popular geospatial application, in a manner that allows for synchronized coordinated views among multiple instances running on different machines in the same co-located environment. The environment includes a touch-sensitive tabletop display, three vertical wall displays, and a TabletPC. A set of interaction techniques that allow a group to manage and exploit this collection of devices is presented. Clifton Forlines, Alan Esenther, Chia Shen, Daniel J. Wigdor, Kathy Ryall |
UIST | 1 |
| 2006 | HybridPointing: fluid switching between absolute and relative pointing with a direct input deviceabstractWe present HybridPointing, a technique that lets users easily switch between absolute and relative pointing with a direct input device such as a pen. Our design includes a new graphical element, the Trailing Widget, which remains "close at hand" but does not interfere with normal cursor operation. The use of visual feedback to aid the user's understanding of input state is discussed, and several novel visual aids are presented. An experiment conducted on a large, wall-sized display validates the benefits of HybridPointing under certain conditions. We also discuss other situations in which HybridPointing may be useful. Finally, we present an extension to our technique that allows for switching between absolute and relative input in the middle of a single drag-operation. Clifton Forlines, Daniel Vogel 0001, Ravin Balakrishnan |
UIST | 1 |
| 2006 | Under the table interactionabstractWe explore the design space of a two-sided interactive touch table, designed to receive touch input from both the top and bottom surfaces of the table. By combining two registered touch surfaces, we are able to offer a new dimension of input for co-located collaborative groupware. This design accomplishes the goal of increasing the relative size of the input area of a touch table while maintaining its direct-touch input paradigm. We describe the interaction properties of this two-sided touch table, report the results of a controlled experiment examining the precision of user touches to the underside of the table, and a series of application scenarios we developed for use on inverted and two-sided tables. Finally, we present a list of design recommendations based on our experiences and observations with inverted and two-sided tables. Daniel J. Wigdor, Darren Leigh, Clifton Forlines, Sam Shipman, John Barnwell, Ravin Balakrishnan, Chia Shen |
UIST | 3 |
| 2005 | Exploring non-speech auditory feedback at an interactive multi-user tabletop
Mark S. Hancock, Chia Shen, Clifton Forlines, Kathy Ryall |
Graphics Interface | 3 |
| 2005 | DocuBits and Containers: Providing e-Document Micro-mobility in a Walk-Up Interactive Tabletop Environment
Katherine Everitt, Chia Shen, Kathy Ryall, Clifton Forlines |
INTERACT | 4 |
| 2005 | A Comparison Between Spoken Queries and Menu-Based Interfaces for In-car Digital Music Selection
Clifton Forlines, Bent Schmidt-Nielsen, Bhiksha Raj, Kent Wittenburg |
INTERACT | 1 |
| 2005 | Under My Finger: Human Factors in Pushing and Rotating Documents Across the Table
Clifton Forlines, Chia Shen, Frédéric Vernier, Mike Wu |
INTERACT | 1 |
| 2005 | iDwidgets: Parameterizing Widgets by User Identity
Kathy Ryall, Alan Esenther, Katherine Everitt, Clifton Forlines, Meredith Ringel Morris, Chia Shen, Sam Shipman, Frédéric Vernier |
INTERACT | 4 |
| 2005 | DT controls: adding identity to physical interfacesabstractIn this paper, we show how traditional physical interface components such as switches, levers, knobs and touch screens can be easily modified to identify who is activating each control. This allows us to change the function per-formed by the control, and the sensory feedback provided by the control itself, dependent upon the user. An auditing function is also available that logs each user's actions. We describe a number of example usage scenarios for our tech-nique, and present two sample implementations. Paul H. Dietz, Bret Harsham, Clifton Forlines, Darren Leigh, William Yerazunis, Sam Shipman, Bent Schmidt-Nielsen, Kathy Ryall |
UIST | 3 |
| 2005 | Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectorsabstractDesigning interfaces for interactive handheld projectors is an exiting new area of research that is currently limited by two problems: hand jitter resulting in poor input control, and possible reduction of image resolution due to the needs of image stabilization and warping algorithms. We present the design and evaluation of a new interaction technique, called zoom-and-pick, that addresses both problems by allowing the user to fluidly zoom in on areas of interest and make accurate target selections. Subtle design features of zoom-and-pick enable pixel-accurate pointing, which is not possible in most freehand interaction techniques. Our evaluation results indicate that zoom-and-pick is significantly more accurate than the standard pointing technique described in our previous work. Clifton Forlines, Ravin Balakrishnan, Paul A. Beardsley, Jeroen van Baar, Ramesh Raskar |
UIST | 1 |
| 2005 | DTLens: multi-user tabletop spatial data explorationabstractSupporting groups of individuals exploring large maps and design diagrams on interactive tabletops is still an open research problem. Today's geospatial, mechanical engineering and CAD design applications are mostly single-user, keyboard and mouse-based desktop applications. In this paper, we present the design of and experience with DTLens, a new zoom-in-context, multi-user, two-handed, multi-lens interaction technique that enables group exploration of spatial data with multiple individual lenses on the same direct-touch interactive tabletop. DTLens provides a set of consistent interactions on lens operations, thus minimizes tool switching by users during spatial data exploration. Clifton Forlines, Chia Shen |
UIST | 1 |
| 2004 | DiamondSpin: an extensible toolkit for around-the-table interactionabstractDiamondSpin is a toolkit for the efficient prototyping of and experimentation with multi-person, concurrent interfaces for interactive shared displays. In this paper, we identify the fundamental functionality that tabletop user interfaces should embody, then present the toolkit's architecture and API. DiamondSpin provides a novel real-time polar to Cartesian transformation engine that has enabled new, around-the-table interaction metaphors to be implemented. DiamondSpin allows arbitrary document positioning and orientation on a tabletop surface. Polygonal tabletop layouts such as rectangular, octagonal, and circular tabletops can easily be constructed. DiamondSpin also supports multiple work areas within the same digital tabletop. Multi-user operations are offered through multi-threaded input event streams, multiple active objects, and multiple concurrent menus. We also discuss insights on tabletop interaction issues we have observed from a set of applications built with DiamondSpin. Chia Shen, Frédéric Vernier, Clifton Forlines, Meredith Ringel Morris |
CHI | 3 |
| 2004 | Beyond "social protocols": multi-user coordination policies for co-located groupwareabstractThe status quo for co-located groupware is to assume that "social protocols" (standards of polite behavior) are sufficient to coordinate the actions of a group of users; however, prior studies of groupware use as well as our own observations of groups using a shared tabletop display suggest potential for improving groupware interfaces by incorporating coordination policies - direct manipulation mechanisms for avoiding and resolving conflicts. We discuss our observations of group tabletop usage and present our coordination framework. We conclude with example usage scenarios and discuss future research suggested by this framework. Meredith Ringel Morris, Kathy Ryall, Chia Shen, Clifton Forlines, Frédéric Vernier |
CSCW | 4 |
| 2004 | Exploring the effects of group size and table size on interactions with tabletop shared-display groupwareabstractInteractive tabletops have been previously proposed and studied in the domain of co-located group applications. However, little fundamental research has been done to explore the issue of size. In this paper we identify a number of size considerations for tabletop design, and present an experiment to explore some of these issues, in particular the effects of group size and table size on the speed at which the task was performed, the distribution of work among group members, issues of shared resources, and user preference for table size. Our findings shed light on (1) how work strategies are affected by group size, (2) how social interaction varies with respect to table size, and (3) how the speed of task performance is influenced by group size but not by table size. In addition, our experiments revealed that for larger groups, designers might need to add additional vertical displays for shared information. This finding opens the door for extending singledisplay groupware to shared-display groupware settings that involve multiple, shared displays. Kathy Ryall, Clifton Forlines, Chia Shen, Meredith Ringel Morris |
CSCW | 2 |
| 2003 | Rapid serial visual presentation techniques for consumer digital video devicesabstractIn this paper we propose a new model for a class of rapid serial visual presentation (RSVP) interfaces [16] in the context of consumer video devices. The basic spatial layout explodes a sequence of image frames into a 3D trail in order to provide more context for a spatial/temporal presentation. As the user plays forward or back, the trail advances or recedes while the image in the foreground focus position is replaced. The design is able to incorporate a variety of methods for analyzing or highlighting images in the trail. Our hypotheses are that users can navigate more quickly and precisely to points of interest when compared to conventional consumer-based browsing, channel flipping, or fast-forwarding techniques. We report on an experiment testing our hypotheses in which we found that subjects were more accurate but not faster in browsing to a target of interest in recorded television content with a TV remote. Kent Wittenburg, Clifton Forlines, Tom Lanning, Alan Esenther, Shigeo Harada, Taizo Miyachi |
UIST | 2 |
| 2003 | iLamps: geometrically aware and self-configuring projectorsabstractProjectors are currently undergoing a transformation as they evolve from static output devices to portable, environment-aware, communicating systems. An enhanced projector can determine and respond to the geometry of the display surface, and can be used in an ad-hoc cluster to create a self-configuring display. Information display is such a prevailing part of everyday life that new and more flexible ways to present data are likely to have significant impact. This paper examines geometrical issues for enhanced projectors, relating to customized projection for different shapes of display surface, object augmentation, and co-operation between multiple units.We introduce a new technique for adaptive projection on nonplanar surfaces using conformal texture mapping. We describe object augmentation with a hand-held projector, including interaction techniques. We describe the concept of a display created by an ad-hoc cluster of heterogeneous enhanced projectors, with a new global alignment scheme, and new parametric image transfer methods for quadric surfaces, to make a seamless projection. The work is illustrated by several prototypes and applications. Ramesh Raskar, Jeroen van Baar, Paul A. Beardsley, Thomas Willwacher, Srinivas Rao, Clifton Forlines |
ACM Trans. Graph. | 6 |
| 2002 | Sharing and building digital group historiesabstractOrganizations, families, institutions evolve a shared culture and history. In this work, we describe a system to facilitate conversation and storytelling about this collective past. Users explore digital archives of shared materials such as photographs, video, and text documents on a tabletop interface. Both the software and the interface encourage natural conversation and reflection. This work is an application of our ongoing research on systems for multiple, co-present users to explore digital collections. In this paper, we present a case study of our own group history along with the software extensions developed for this scenario. These extensions include methods for easily branching off from and returning to previous threads of the exploration, incorporating background contexts that support a variety of view points and flexible story sharing, and supporting the active and passive discovery of relevant information. Chia Shen, Neal Lesh, Frédéric Vernier, Clifton Forlines, Jeana Frost |
CSCW | 4 |
| 2002 | Subset languages for conversing with collaborative interface agentsabstractThis paper reports on experiments with subjects who must learn to use a small artificially constructed subset language (of English) to interact with a conversational spoken language system. The subjects converse with a collaborative interface agent about tasks involving TV recording and schedule navigation. The subjects perform their tasks in two conditions, one with contextually appropriate help on what to say always available on the screen and those with only a help sheet that they request to see. Our experiments indicate that users can perform their tasks in either condition, but demonstrate limits in remembering the language in a subsequent session. Candace L. Sidner, Clifton Forlines |
INTERSPEECH | 2 |