Kjell Ivar Øvergård

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Capacitive multi-touch displays are not designed to detect passive objects placed on them-in fact, these systems usually contain filters to actively reject such touch data. We present a technical analysis of this problem and introduce Passive Untouched Capacitive Widgets (PUCs). Unlike previous approaches, PUCs do not require power, they can be made(More)
Tangible objects on capacitive multi-touch surfaces are usually only detected while the user is touching them. When the user lets go of such a tangible, the system cannot distinguish whether the user just released the tangible, or picked it up and removed it from the surface. We introduce PERCs, persistent capacitive tangibles that "know" whether they are(More)
Several studies have documented the occurrence of high ventilation rates during cardiopulmonary resuscitation, but to date, there have been no scientific investigation of the causes of hyperventilation. The objective of the current study was to test the effects of socio-emotional stressors on lay rescuers' ventilation rate in a simulated resuscitation(More)
We present an experimental comparison of tangible rotary knobs and touch-based virtual knobs in three output conditions: eyes-on, eyes-free, and peripheral. Twenty participants completed a simple rotation task on a interactive surface with four different input techniques (two tangibles and two virtual touch widgets) in the three output conditions,(More)
Tangibles on interactive surfaces enable users to physically manipulate digital content by placing, manipulating, or removing a tangible object. However, the information whether and how a user grasps these objects has not been mapped out for tangibles on interactive surfaces so far. Based on Buxton's Three-State Model for graphical input, we present an(More)
The maritime and offshore industries are increasingly becoming dependent on Dynamic Positioning (DP) systems for automated vessel station keeping. This study aimed to identify characteristics of DP Operators' Situation Awareness (SA) and decision-making during critical incidents. Critical incidents were defined as events that were unplanned, non-routine and(More)
Tangibles on interactive surfaces enable users to physically manipulate digital content by placing, moving, manipulating, or removing a tangible object. However, the information whether and how a user grasps these tangibles has not been exploited for input so far. Based on Buxton's Three-State Model for graphical input, we present an interaction model that(More)