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Three gestures, the context does the rest some ideas to simplify interactions

Published: 24 September 2013 Publication History

Abstract

The evolution of tactile devices allows the creation of applications supporting space manipulationwith more than 3 degrees of freedom. Often, each application requires a new grammar of gestures. The user needs to learn some new gestures often for an occasional use of application. This constraint is often blocking and users rapidly abandon application (to complex, to long). These grammars are inappropriate for occasional use (having information about a city, a movie, searching a restaurant) or for fun applications that notneedsa new long learning (educative games for example or fun games). A user would prefer to use a limited number of gestures. Our work is in the field of 3D geometry learning. This paper trying to prove that it's possibleto reduce set of multi-touch gestures that, developed from three basic actions (tap, pinch/spread, and drag). This work leverages the context to frame the gestures semantics so as to reduce the cognitive load of anybody that learning and using multi-touch gestures.

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cover image ACM Conferences
APCHI '13: Proceedings of the 11th Asia Pacific Conference on Computer Human Interaction
September 2013
420 pages
ISBN:9781450322539
DOI:10.1145/2525194
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 24 September 2013

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Author Tags

  1. human computer interaction
  2. interaction design
  3. tactile interaction technology adoption
  4. technology acceptance
  5. user-centered design

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