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This paper presents a set of interaction techniques for use in head-tracked immersive virtual environments. With these techniques, the user interacts with the 2D projections that 3D objects in the scene make on his image plane. The desktop analog is the use of a mouse to interact with objects in a 3D scene based on their projections on the monitor screen.(More)
The number of computing devices that people use is growing. To gain a better understanding of why and how people use multiple devices, we interviewed 27 people from academia and industry. From these interviews we distill four primary findings. First, associating a user's activities with a particular device is problematic for multiple device users because(More)
We describe sensing techniques motivated by unique aspects of human-computer interaction with handheld devices in mobile settings. Special features of mobile interaction include changing orientation and position, changing venues, the use of computing as auxiliary to ongoing, real-world activities like talking to a colleague, and the general intimacy of use(More)
When creating techniques for manipulating objects at a distance in immersive virtual environments, researchers have primarily focused on increasing selection range, placement range, and placement accuracy. This focus has led researchers to create and formally study a series of "arm-extension" techniques, which dynamically scale the user's arm to allow him(More)
Powerful mobile devices with minimal I/O capabilities increase the likelihood that we will want to annex these devices to I/O resources we encounter in the local environment. This opportunistic annexing will require authentication. We present a sensor-based authentication mechanism for mobile devices that relies on physical possession instead of knowledge(More)
Citizen science projects can collect a wealth of scientific data, but that data is only helpful if it is actually used. While previous citizen science research has mostly focused on designing effective capture interfaces and incentive mechanisms, in this paper we explore the application of HCI methods to ensure that the data itself is useful. To provide a(More)
Users of 3D desktop applications perform tasks that require accessing data storage, moving objects, and navigation. These operations are typically performed using 2D GUI elements or 3D widgets. We wish to focus on interaction with 3D widgets directly in the 3D world, rather than forcing our users to repeatedly switch contexts between 2D and 3D. However, the(More)
Users are increasingly shifting from interacting with a single, personal computer to interacting across multiple, heterogeneous devices. We present results from a pair of studies investigating specifically how and why users might divide an application's interface across devices in private, semi-private, and public environments. Our results suggest that(More)
The Voodoo Dolls technique is a two-handed interaction technique for manipulating objects at a distance in immersive virtual environments. This technique addresses some limitations of existing techniques: they do not provide a lightweight method of interacting with objects of widely varying sizes, and many limit the objects that can be selected and the(More)
Building on Buxton's foreground/background model, we discuss the importance of explicitly considering both foreground interaction and background interaction, as well as transitions between foreground and background, in the design and implementation of sensing techniques for sensor-enhanced mobile devices. Our view is that the <i>foreground</i> concerns(More)