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Garth Shoemaker

dblp:49/6717 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
3 papers
Interaction techniques and input · 91% Usability and user experience research · 9%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › target selection › pointing
fitts' law
0.112012
Two-Part Models Capture the Impact of Gain on Pointing Performance · ACM Trans. Comput. Hum. Interact. 2012
Interaction techniques and input › target selection › pointing
pointing models
0.112012
Two-Part Models Capture the Impact of Gain on Pointing Performance · ACM Trans. Comput. Hum. Interact. 2012
Interaction techniques and input
large display interaction
0.112007
Shadow reaching: a new perspective on interaction for large displays · UIST 2007
Interaction techniques and input › spatial interaction › 3d interaction
viewpoint control
0.112007
Supporting multi-point interaction in visual workspaces · CHI 2007
Usability and user experience research › evaluation methodology
pointing device evaluation
0.012012
Two-Part Models Capture the Impact of Gain on Pointing Performance · ACM Trans. Comput. Hum. Interact. 2012

Methods — techniques the papers use, named apart from their topics

user study · 0.1reanalysis · 0.1model fitting · 0.1experimental study · 0.1shadow rendering · 0.1perspective projection · 0.1
YearPublicationVenuePosition
2012 Two-Part Models Capture the Impact of Gain on Pointing Performance
abstract
We establish that two-part models of pointing performance (Welford’s model) describe pointing on a computer display significantly better than traditional one-part models (Fitts’s Law). We explore the space of pointing models and describe how independent contributions of movement amplitude and target width to pointing time can be captured in a parameter k . Through a reanalysis of data from related work we demonstrate that one-part formulations are fragile in describing pointing performance, and that this fragility is present for various devices and techniques. We show that this same data can be significantly better described using two-part models. Finally, we demonstrate through further analysis of previous work and new experimental data that k increases linearly with gain. Our primary contribution is the demonstration that Fitts’s Law is more limited in applicability than previously appreciated, and that more robust models, such as Welford’s formulation, should be adopted in many cases of practical interest.
Garth Shoemaker, Takayuki Tsukitani, Yoshifumi Kitamura, Kellogg S. Booth
ACM Trans. Comput. Hum. Interact.1
2011 "Oh Snap" - Helping Users Align Digital Objects on Touch Interfaces
Jennifer Fernquist, Garth Shoemaker, Kellogg S. Booth
INTERACT (3)2
2009 Mid-air text input techniques for very large wall displays
Garth Shoemaker, Leah Findlater, Jessica Q. Dawson, Kellogg S. Booth
Graphics Interface1
2007 Supporting multi-point interaction in visual workspaces
abstract
Multi-point interaction tasks involve the manipulation of several mutually-dependent control points in a visual workspace -- for example, adjusting a selection rectangle in a drawing application. Multi-point interactions place conflicting requirements on the interface: the system must display objects at sufficient scale for detailed manipulation, but it must also provide an efficient means of navigating from one control point to another. Current interfaces lack any explicit support for tasks that combine these two requirements, forcing users to carry out sequences of zoom and pan actions. In this paper, we describe three novel mechanisms for view control that explicitly support multi-point interactions with a single mouse, and preserve both visibility and scale for multiple regions of interest. We carried out a study to compare two of the designs against standard zoom and pan techniques, and found that task completion time was significantly reduced with the new approaches. The study shows the potential of interfaces that combine support for both scale and navigation.
Garth Shoemaker, Carl Gutwin
CHI1
2007 Shadow reaching: a new perspective on interaction for large displays
abstract
We introduce Shadow Reaching, an interaction technique that makes use of a perspective projection applied to a shadow representation of a user. The technique was designed to facilitate manipulation over large distances and enhance understanding in collaborative settings. We describe three prototype implementations that illustrate the technique, examining the advantages of using shadows as an interaction metaphor to support single users and groups of collaborating users. Using these prototypes as a design probe, we discuss how the three components of the technique (sensing, modeling, and rendering) can be accomplished with real (physical) or computed (virtual) shadows, and the benefits and drawbacks of each approach.
Garth Shoemaker, Anthony Tang 0001, Kellogg S. Booth
UIST1