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iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers

Published: 10 April 2010 Publication History

Abstract

This work describes a novel approach to utilizing everyday objects of users as additional, auxiliary, and instant tabletop controllers. Based on this approach, a prototype platform, called iCon, is developed to explore the possible design. Field studies and user studies reveal that utilizing everyday objects such as auxiliary input devices might be appropriate under a multi-task scenario. User studies further demonstrate that daily objects can generally be applied in low precision circumstances, low engagement with selected objects, and medium-to-high frequency of use. The proposed approach allows users to interact with computers while not altering their original work environments.

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      cover image ACM Conferences
      CHI '10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2010
      2690 pages
      ISBN:9781605589299
      DOI:10.1145/1753326
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      Published: 10 April 2010

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      1. everyday object
      2. tabletop controller
      3. tangible user interface

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      • (2024)AdapTUI: Adaptation of Geometric-Feature-Based Tangible User Interfaces in Augmented RealityProceedings of the ACM on Human-Computer Interaction10.1145/36981278:ISS(44-69)Online publication date: 24-Oct-2024
      • (2024)Becoming Q: Using Design Workshops to Explore Everyday Objects as Interaction Devices for an Augmented Reality Spy GameProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682096(1-11)Online publication date: 7-Oct-2024
      • (2024)WhisperCup: A Design Exploration for Improving the Remote Communication between Chinese Parents and Their Adult Children through Digitally-Augmented Everyday ObjectsProceedings of the ACM on Human-Computer Interaction10.1145/36765348:MHCI(1-26)Online publication date: 24-Sep-2024
      • (2024)Investigating the Effects of Avatarization and Interaction Techniques on Near-field Mixed Reality Interactions with Physical ComponentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337205030:5(2756-2766)Online publication date: May-2024
      • (2023)Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An Elicitation StudyProceedings of the ACM on Human-Computer Interaction10.1145/36110527:CHI PLAY(856-875)Online publication date: 4-Oct-2023
      • (2023)Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine TeachingProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581449(1-15)Online publication date: 19-Apr-2023
      • (2023)Ubi Edge: Authoring Edge-Based Opportunistic Tangible User Interfaces in Augmented RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580704(1-14)Online publication date: 19-Apr-2023
      • (2023)Give Me a Hand: Improving the Effectiveness of Near-field Augmented Reality Interactions By Avatarizing Users' End EffectorsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324710529:5(2412-2422)Online publication date: May-2023
      • (2022)Tracking Stuffed Toy for Naturally Mapped Interactive Play via a Soft-Pose EstimatorProceedings of the ACM on Human-Computer Interaction10.1145/35495186:CHI PLAY(1-25)Online publication date: 31-Oct-2022
      • (2022)Sensing Hand Interactions with Everyday Objects by Profiling Wrist TopographyProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501320(1-14)Online publication date: 13-Feb-2022
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