{"title":"Less Is More: Efficient Back-of-Device Tap Input Detection Using Built-in Smartphone Sensors","authors":"Emilio Granell, Luis A. Leiva","doi":"10.1145/2992154.2992166","DOIUrl":"https://doi.org/10.1145/2992154.2992166","url":null,"abstract":"Back-of-device (BoD) interaction using current smartphone sensors (e.g. accelerometer, microphone, or gyroscope) has recently emerged as a promising novel input modality. Researchers have used a different number of features derived from these commodity sensors, however it is unclear what sensors and which features would allow for practical use, since not all sensor measurements have an equal value for detecting BoD interactions reliably and efficiently. In this paper, we primarily focus on constructing and selecting a subset of features that is a good predictor of BoD tap-based input while ensuring low energy consumption. As a result, we build several classifiers for a variety of use cases (e.g. single or double taps with the dominant or non-dominant hand). We show that a subset of just 5 features provides high discrimination power and results in high recognition accuracy. We also make our software publicly available, so that others can build upon our work.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127569007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rina R. Wehbe, Diane K. Watson, G. F. Tondello, L. Nacke
{"title":"ABOVE WATER: Extending the Play Space for Health","authors":"Rina R. Wehbe, Diane K. Watson, G. F. Tondello, L. Nacke","doi":"10.1145/2992154.2996882","DOIUrl":"https://doi.org/10.1145/2992154.2996882","url":null,"abstract":"ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116170547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Distributed Framework for Location-oriented Motion-based Interactive Public Installations and Games","authors":"A. Arya, Ryan Bottriell","doi":"10.1145/2992154.2996773","DOIUrl":"https://doi.org/10.1145/2992154.2996773","url":null,"abstract":"This paper proposes a framework for developing and accessing distributed multiplayer motion-based interactive applications. The framework provides an API for programmers to easily access users' motion data through a Kinect sensor, connect to a network of stations with similar features, and share the motion data. Using this framework, developers can create multiplayer motion-based games or other apps, and share them. The framework allows users to select both apps to play and the stations with which to play. The location-oriented nature of the framework (choosing station vs. user) makes it particularly useful for public installations. We demonstrate the functionalities of our proposed framework with a sample game.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116390135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Single-Handed HandMark Menus: Rapid Command Selection on Tablets","authors":"Md. Sami Uddin, C. Gutwin","doi":"10.1145/2992154.2996871","DOIUrl":"https://doi.org/10.1145/2992154.2996871","url":null,"abstract":"Although rapid command selection is important for touch devices, only a few techniques allow accelerated selection while still providing a large command set. HandMark menus [3] propose the use of the hands as landmarks for fast memory-based selection. However, the original HandMark menus for tables rely on bimanual operation - not suitable for tablets, and earlier studies provided only limited evidence for the value of hand-based landmarks as a reference frame for spatial memory. We introduce adapted HandMark menus that can be operated with one hand (while the other hand holds the tablet); the new version changes bimanual selection operations into sequential actions with one hand. Three studies of these HandMark menus showed that using the hand as a landmark significantly improved performance and allowed fast spatial memory development, even with one-handed use. Our work extends HandMark menus and shows that they are an effective selection method for tablets, and provides new evidence about the value of the hands as a spatial landmark for interaction.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"06 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129299106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nicola Corona, Roberto Foddai, S. A. Iacolina, Agnese Mannai
{"title":"Fun-f! Game-furniture Experimenting Interactive Surfaces for Children's Sensory Learning","authors":"Nicola Corona, Roberto Foddai, S. A. Iacolina, Agnese Mannai","doi":"10.1145/2992154.2996787","DOIUrl":"https://doi.org/10.1145/2992154.2996787","url":null,"abstract":"This work describes Fun-f, a game-furniture for kids designed as a tool of sensory and relational discovery. We introduce the Montessori 2.0 concept, mixing technology and pedagogical theories on the relationships between objects, senses and child growth. Offering a complete sensory experience, our project consists in a sensory labyrinth composed by different modules related to all of the five primary senses. The Fun-f prototype follows a modular design allowing to create different labyrinths with the aim to propose personalized sensory paths and interactive experiences. Its design defines spaces supporting both personal and collaborative experiences, helping kids of different ages to increase their own cognitive, sensory and relational abilities by means of a learning-through-play environment.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126006012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ballumiere: Real-Time Tracking and Spherical Projection for High-Speed Moving Balls","authors":"Shio Miyafuji, Masato Sugasaki, H. Koike","doi":"10.1145/2992154.2992181","DOIUrl":"https://doi.org/10.1145/2992154.2992181","url":null,"abstract":"Projections on moving objects have a problem in that the projection may slip because of the delay between tracking and projection. Here, we propose a new prediction method combining a Kalman filter and a three-frame feedback model that switches between these models according to the ball's state of motion. We developed a real-time tracking and projection system named \"Ballumiere\", which uses motion capture cameras for tracking and multiple projectors for spherical projection. We conducted a comparative experiment with an existing prediction model and showed that our method minimizes slipping and increases the accuracy of the projection.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129867919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CHI PLAYGUE: A Mobile Conference Networking Game","authors":"G. F. Tondello, Rina R. Wehbe, L. Nacke","doi":"10.1145/2992154.2996870","DOIUrl":"https://doi.org/10.1145/2992154.2996870","url":null,"abstract":"Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people's social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130623607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Session 3: Infoviz","authors":"R. René","doi":"10.1145/3257137","DOIUrl":"https://doi.org/10.1145/3257137","url":null,"abstract":"","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128842311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Accessing Mobile Apps with User Defined Gesture Shortcuts: An Exploratory Study","authors":"Chi Zhang, Nan Jiang, Feng Tian","doi":"10.1145/2992154.2996786","DOIUrl":"https://doi.org/10.1145/2992154.2996786","url":null,"abstract":"Smart phones have become the hub of people lives due to the overwhelming number and extensive range of apps available in app stores that are available to support their daily tasks. On average, smart phone users have around 100 apps installed on their devices and the number is ever growing. Thus, it becomes crucial to make sure they can quickly access these apps. In this paper, we present an exploratory study to understand users' memorability of their self-defined gestures for 15 frequently used mobile apps. The results show that although participants recalled their self-defined gestures most of the time, there are still certain factors that can influence their recall. The paper further analyses the underlining reasons and discusses how such issues could be addressed from a technical perspective.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114812007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ControllAR: Appropriation of Visual Feedback on Control Surfaces","authors":"Alex Jones, Florent Berthaut","doi":"10.1145/2992154.2992170","DOIUrl":"https://doi.org/10.1145/2992154.2992170","url":null,"abstract":"Despite the development of touchscreens, many expert systems for working with digital multimedia content, such as in music composition and performance, video editing or visual performance, still rely on control surfaces. This can be due to the accuracy and appropriateness of their sensors, the haptic feedback that they offer, and most importantly the way they can be adapted to the specific subset of gestures and tasks that users need to perform. On the other hand, visual feedback on controllers remains limited and/or fixed, preventing similar personalizing. In this paper, we propose ControllAR, a novel system that facilitates the appropriation of rich visual feedback on control surfaces through remixing of graphical user interfaces and augmented reality display. We then use our system to study current and potential appropriation of visual feedback in the case of digital musical instruments and derive guidelines for designers and developers.","PeriodicalId":189872,"journal":{"name":"Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces","volume":"53 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120999526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}