Learn More
With the integration of cameras, mobile phones have evolved into networked personal image capture devices. Camera-phones can perform image processing tasks on the device itself and use the result as an additional means of user input and a source of context data. In this paper we present a system that turns such phones into mobile sensors for 2-dimensional(More)
We show how modern mobile phones (Weiser's tabs) can interact with their environment, especially large situated displays (Weiser's boards). Smart phones' emerging capabilities are fueling a rise in the use of mobile phones as input devices to such resources as situated displays, vending machines, and home appliances. Mobile phones' prevalence gives them(More)
Recently, many applications have been proposed that focus on the combination of paper maps and mobile devices. Paper maps provide high-resolution, large-scale information with zero power consumption. Mobile devices offer dynamic, personalized, up-to-date content. The common feature of all these applications is that they use handheld devices as(More)
Visions of ambient intelligence and ubiquitous computing involve integrating tiny microelectronic processors and sensors into everyday objects in order to make them " smart. " Smart things can explore their environment, communicate with other smart things, and interact with humans, therefore helping users to cope with their tasks in new, intuitive ways.(More)
When camera phones are used as magic lenses in handheld augmented reality applications involving wall maps or posters, pointing can be divided into two phases: (1) an initial coarse physical pointing phase, in which the target can be directly observed on the background surface, and (2) a fine-control virtual pointing phase, in which the target can only be(More)
Rohs and Oulasvirta (2008) proposed a two-component Fitts' law model for target acquisition with magic lenses in mobile augmented reality (AR) with 1) a physical pointing phase, in which the target can be directly observed on the background surface, and 2) a virtual pointing phase, in which the target can only be observed through the device display. The(More)
This paper focuses on enabling interactions with large public displays using the most ubiquitous personal computing device, the mobile phone. Two new interaction techniques are introduced that use the embedded camera on mobile phones as an enabling technology. The " Point & Shoot " technique allows users to select objects using visual codes to set up an(More)
In this paper we explore the design space of around-device interaction (ADI). This approach seeks to expand the interaction possibilities of mobile and wearable devices beyond the confines of the physical device itself to include the space around it. This enables rich 3D input, comprising coarse movement-based gestures, as well as static position-based(More)