Sriram Subramanian

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We introduce the term <i>shape resolution</i>, which adds to the existing definitions of screen and touch resolution. We propose a framework, based on a geometric model (Non-Uniform Rational B-splines), which defines a metric for <i>shape resolution</i> in ten features. We illustrate it by comparing the current related work of shape changing devices. We(More)
Most studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wrist. In a(More)
In this paper we investigate the use of a uni-pressure and dual-pressure augmented mouse. With a pressure augmented mouse users can simultaneously control cursor positions as well as multiple levels of discrete selection modes for common desktop application tasks. Two or more independent pressure sensors can be mounted onto several locations on the body of(More)
Moving objects past arms’ reach is a common action in both realworld and digital tabletops. In the real world, the most common way to accomplish this task is by throwing or sliding the object across the table. Sliding is natural, easy to do, and fast: however, in digital tabletops, few existing techniques for long-distance movement bear any resemblance to(More)
Miguel A. Nacenta is a researcher with interests in low-level interaction techniques, multi-display environments and collaborative work; he is a Ph.D. candidate in the Carl Gutwin is a researcher with interests in Computer-Supported Cooperative Work, interaction modeling, and information visualization; he is a professor in the
<i>Multi-flick</i>, which consists of repeated flick actions, has received popular media attention as an intuitive and natural document-scrolling technique for stylus based systems. In this paper we put multi-flick to test, by designing several flick-based scrolling techniques. We first map out the de-sign space of multi-flick and identify mapping functions(More)
Accelerometers are common on many devices, including those required for text-entry. We investigate how to enter text with devices that are solely enabled with accelerometers. The challenge of text-entry with such devices can be overcome by the careful investigation of the human limitations in gestural movements with accelerometers. Preliminary studies(More)
Multi-display environments and smart meeting rooms are now becoming more common. These environments build a shared display space from variety of devices: tablets, projected surfaces, tabletops, and traditional monitors. Since the different display surfaces are usually not organized in a single plane, traditional schemes for stitching the displays together(More)
Recent advances in multi-user collaboration have seen a proliferation of interaction techniques for moving digital objects from one device to another. However, little is known about how these techniques work in realistic situations, or how they compare to one another. We conducted a study to compare the efficiency of six techniques for moving objects from a(More)