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- ItemMetadata onlyLow-Cost Malleable Surfaces with Multi-Touch Pressure Sensitivity(IEEE, 2007) Smith, J.D.; Graham, T.C.N.; Holman, D.; Borchers, J.While touch sensitivity has today become commonplace, it is oftentimes limited to a single point of contact with a hard, rigid surface. We present a novel technique for the construction of a malleable surface with multi-touch sensitivity. The sensor is pressure sensitive and responds to near zero-force touch from any object. The technique is an extension of previous work based on frustrated total internal reflection.
- ItemMetadata onlyA low-cost infrastructure for tabletop games(ACM, 2008) Wolfe, Christopher; Smith, J. David; Graham, T.C. NicholasTabletop games provide an intimate gaming experience where groups of friends can interact in a shared space using shared physical props. Digital tabletop games show great promise in bringing this experience to video game players. However the cost of developing tabletop games is high due to the need for expensive hardware and complex software. In this paper, we introduce EquisFTIR, a low-cost hardware and software infrastructure for digital tabletop gaming. We illustrate the infrastructure through Asterocks, a novel tabletop game.
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- ItemMetadata onlyAugmenting Emotional Requirements with Emotion Markers and Emotion Prototypes(IEEE, 2009) Callele, David; Neufeld, Eric; Schneider, KevinA production-phase weakness in emotional requirements was identified and resolved during a follow-up study. The definition of emotional requirements was extended to include emotion prototypes and emotion markers. Improved practices for identifying media assets for emotional requirements were developed, enhancing their utility to the production process.
- ItemMetadata onlyThe Haptic Tabletop Puck: The Video(ACM, 2009) Marquardt, Nicolai; Nacenta, Miguel A.; Young, Jim; Carpendale, Sheelagh; Greenberg, Saul; Sharlin, EhudIn everyday life, our interactions with objects on real tables include how our fingertips feel those objects. In comparison, current digital interactive tables present a uniform touch surface that feels the same, regardless of what it presents visually. In this video, we demonstrate how tactile interaction can be used with digital tabletop surfaces. We present a simple and inexpensive device -- the Haptic Tabletop Puck -- that incorporates dynamic, interactive haptics into tabletop interaction. We created several applications that explore tactile feedback in the area of haptic information visualization, haptic graphical interfaces, and computer supported collaboration. In particular, we focus on how a person may interact with the friction, height, texture and malleability of digital objects.
- ItemMetadata onlyThe Haptic Tabletop Puck: Tactile Feedback for Interactive Tabletops(ACM, 2009) Marquardt, Nicolai; Nacenta, Miguel A.; Young, Jim; Carpendale, Sheelagh; Greenberg, Saul; Sharlin, EhudIn everyday life, our interactions with objects on real tables include how our fingertips feel those objects. In comparison, current digital interactive tables present a uniform touch surface that feels the same, regardless of what it presents visually. In this paper, we explore how tactile interaction can be used with digital tabletop surfaces. We present a simple and inexpensive device -- the Haptic Tabletop Puck -- that incorporates dynamic, interactive haptics into tabletop interaction. We created several applications that explore tactile feedback in the area of haptic information visualization, haptic graphical interfaces, and computer supported collaboration. In particular, we focus on how a person may interact with the friction, height, texture and malleability of digital objects.
- ItemMetadata onlyUI traces: Supporting the maintenance of interactive software(IEEE, 2009) Sutherland, Andrew; Schneider, KevinWe propose a method to support the maintenance of interactive software systems with user interface traces, that involves: (1) collecting execution traces of an interactive system, (2) segmenting execution traces into user interface traces according to user interface activity, and (3) mapping the user interface activity to the implementation activity. To support our approach, we developed a tool that uses aspect-oriented programming and load-time weaving to collect user interface traces from an interactive system. The tool allows us to browse the user interface traces and view user interface related data such as: user input, display updates, and thread activity. Using our tool, we demonstrate how developers can orient themselves and identify the slice of code relevant to performing common software maintenance tasks.
- ItemMetadata onlyVisualizing Emotional Requirements(IEEE, 2009) Callele, D.; Neufeld, E.; Schneider, K.Emotional requirements capture the game designer's vision for the player's emotional experience and are used to facilitate communication between pre-production and production teams. However, production-phase deficiencies in emotional requirements have been identified. In this work, we extend the definition of emotional requirements to include emotion prototypes and emotion markers and present improved techniques for eliciting, capturing and visualizing emotional requirements. A detailed investigation of one gameplay scenario is presented, with a focus on evaluating visualization techniques for emotional requirements. The solutions developed in this work met the needs of all development team members and appear to be general solutions for the domain.
- ItemMetadata onlyActiveStory Enhanced: Low-Fidelity Prototyping and Wizard of Oz Usability Testing Tool(Springer, 2009) Hosseini-Khayat, Ali; Ghanam, Yaser; Park, Shelly; Maurer, FrankThis paper presents “ActiveStory Enhanced” as a tool that enables prototyping user interfaces and conducting usability tests in a way that is aligned with agile principles. The tool allows designers to sketch user interface prototypes as well as add basic interactions to provide navigation. Sketching can be done using a mouse or stylus on tablet PCs. Designers can then export the prototype to a web-based Wizard of Oz testing tool, allowing test participants to remotely walk through a UI while recording metrics such as mouse movements and time spent on pages. ASE improves on the original by providing some usability improvements, improved browser support, undo support, more control over the design and an improved pen and paper metaphor.
- ItemOpen AccessHaptic Puck Development Tools(2009)Haptic Tabletop Puck development tools is a set of files, instructions and software that facilitate the creation and development of haptic experiences for tabletop computers. It is still under active development. For more information, http://grouplab.cpsc.ucalgary.ca/cookbook/index.php/Toolkits/HTP
- ItemMetadata onlyWii all play: the console game as a computational meeting place(ACM, 2009) Voida, Amy; Greenberg, SaulIn this paper, we present results from a qualitative study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established groups of gamers. These groups include both intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the numerous ways that console games serve as a computational meeting place for a diverse population of gamers.
- ItemMetadata onlyInvestigating teamwork and taskwork in single- and multi-display groupware systems(Springer, 2009) Wallace, James R.; Scott, Stacey D.; Stutz, Taryn; Enns, Tricia; Inkpen, KoriMulti-display groupware (MDG) systems, which typically comprise both public and personal displays, promise to enhance collaboration, yet little is understood about how they differ in use from single-display groupware (SDG) systems. While research has established the technical feasibility of MDG systems, evaluations have not addressed the question of how users’ behave in such environments, how their interface design can impact group behavior, or what advantages they offer for collaboration. This paper presents a user study that investigates the impact of display configuration and software interface design on taskwork and teamwork. Groups of three completed a collaborative optimization task in single- and multi-display environments, under different task interface constraints. Our results suggest that MDG configurations offer advantages for performing individual task duties, whereas SDG conditions offer advantages for coordinating access to shared resources. The results also reveal the importance of ergonomic design considerations when designing co-located groupware systems.
- ItemMetadata onlyGone but not forgotten: designing for disconnection in synchronous groupware(ACM, 2010) Gutwin, Carl; Graham, T.C. Nicholas; Wolfe, Chris; Wong, Nelson; de Alwis, BrianSynchronous groupware depends on the assumption that people are fully connected to the others in the group, but there are many situations (network delay, network outage, or explicit departure) where users are disconnected for various periods. There is little research dealing with disconnection in synchronous groupware from a user and application perspective; as a result, most current groupware systems do not handle disconnection events well, and several user-level problems occur. To address this limitation, we developed the Disco framework, a model for handling several types of disconnection in synchronous groupware. The framework considers how disconnections are identified, what senders and receivers should do during an absence, and what should be done with accumulated data upon reconnection. We have implemented the framework in three applications that show the feasibility, generality, and functionality of our ideas. Our framework is the first to deal with a full range of disconnection issues for synchronous groupware, and shows how groupware can better support the realities of distributed collaboration.
- ItemMetadata onlyAwareness beyond the desktop: exploring attention and distraction with a projected peripheral-vision display(Canadian Information Processing Society, 2010) Birnholtz, Jeremy; Reynolds, Lindsay; Luxenberg, Eli; Gutwin, Carl; Mustafa, MaryamThe initiation of interaction in face-to-face settings is often a gradual negotiation process that takes place in a rich context of awareness and social signals. This gradual approach to interaction is missing from most online messaging systems, however, and users often have no idea when others are paying attention to them or when they are about to be interrupted. One reason for this limitation is that few systems have considered the role of peripheral perception in attracting and directing interpersonal attention in face-to-face interaction. We believed that a display exploiting people's peripheral vision could capitalize on natural human attention-management behavior. To test the value of this technique, we compared a peripheral-vision awareness display with an on-screen IM-style system. We expected that people would notice more information from the larger peripheral display, which they did. Moreover, they did so while attending less often to the peripheral display. Our study suggests that peripheral-vision awareness displays may be able to improve attention and awareness management for distributed groups.
- ItemMetadata onlyInvestigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray Casting(2010) Bateman, Scott; Mandryk, Regan; Gutwin, Carl; Xiao, Robert
- ItemMetadata onlyCollaborative Multi-Touch Log Browsing(VizSec, 2010) Wilson, Jeff; Biddle, Robert
- ItemMetadata onlyIntroducing Automated Environment Configuration Testing in an Industrial Setting(2010) Pinheiro, Caryna; Garousi, Vahid; Maurer, Frank; Sillito, Jonathan
- ItemMetadata onlyExtreme Product Line Engineering – Refactoring for Variability: A Test-Driven Approach(Springer, 2010) Ghanam, Yaser; Maurer, FrankSoftware product lines - families of similar but not identical software products - need to address the issue of feature variability. That is, a single feature might require various implementations for different customers. Also, features might need optional extensions that are needed by some but not all products. Software product line engineering manages variability by conducting a thorough domain analysis upfront during the planning phases. However, upfront, heavyweight planning approaches are not well-aligned with the values of minimalistic practices like XP where bottom-up, incremental development is common. In this paper, we introduce a bottom-up, test-driven approach to introduce variability to systems by reactively refactoring existing code. We support our approach with an eclipse plug-in to automate the refactoring process. We evaluate our approach by a case study to determine the feasibility and practicality of the approach.
- ItemMetadata onlyA domain specific language to define gestures for multi-touch applications(ACM, 2010) Khandkar, Shahedul Huq; Maurer, FrankIt is increasingly common for software and hardware systems to support touch-based interaction. While the technology to support this interaction is still evolving, common protocols for providing consistent communication between hardware and software are available. However, this is not true for gesture recognition -- the act of translating a series of strokes or touches into a system-recognizable event. Developers often end up writing code for this process from scratch due to the lack of higher-level frameworks for defining new gestures. Gesture recognition can contain a significant amount of work since it often involves complex, platform-specific algorithms. We present a domain-specific language that significantly simplifies the process of defining new gestures and allows them to be used across multiple hardware platforms.
- ItemMetadata onlyThe human factors of consistency maintenance in multiplayer computer games(ACM, 2010) Savery, Cheryl; Graham, T.C. Nicholas; Gutwin, CarlConsistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of the human factors of CM, to help designers of networked games make better decisions about its use. The framework shows that there is wide variance in the CM requirements of different game situations, identifies the types of requirements that can be considered, and analyses the effects of several consistency schemes on user experience factors. To further explore these issues, we carried out a simulation study that compared four CM algorithms. The experiment confirms many of the predictions of the framework, and reveals additional subtleties of the algorithms. Our work is the first to look comprehensively at the tradeoffs and costs of CM, and our results are a strong starting point that will help designers improve on the user's quality of experience in distributed shared environments.