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We examine the design space of interaction techniques for very large wall displays by drawing from existing theory and practice for reality-based interfaces and whole-body interfaces. We also apply insights drawn from research in psychology about the human cognitive mechanisms that support sensorimotor operations in different coordinate spaces, as well as(More)
Traditional text input modalities, namely keyboards, are often not appropriate for use when standing in front of very large wall displays. Direct interaction techniques, such as handwriting, are better, but are not well suited to situations where users are not in close physical proximity to the display. We discuss the potential of mid-air interaction(More)
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(More)
This video demonstrates an application that uses a body-centric approach to support interaction with very large wall displays. The design is centered on a virtual body model that represents the users in the context of the workspace, relative to one another as well as to the display(s). This concept of body-centric interaction serves both as a design(More)
We introduce a new snapping technique, Oh Snap, designed specifically for users of direct touch interfaces. Oh Snap allows users to easily align digital objects with lines or other objects using 1-D or 2-D translation or rotation. Our technique addresses two major drawbacks of existing snapping techniques: they either cause objects to " jump " to snap(More)
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(More)
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