Modern mobile phones can store a large amount of data, such as contacts, applications and music. However, it is difficult to access specific data items via existing mobile user interfaces. In this paper, we present Gesture Search, a tool that allows a user to quickly access various data items on a mobile phone by drawing gestures on its touch screen. Gesture Search contributes a unique way of combining gesture-based interaction and search for fast mobile data access. It also demonstrates a novel approach for coupling gestures with standard GUI interaction. A real world deployment with mobile
In this paper, we propose Objects, Containers, Gestures, and Manipulations (OCGM, pronounced like Occam’s Razor) as universal foundational metaphors of Natural User Interfaces. We compare OCGM to existing paradigms using SRK behavior classification and early childhood cognitive development, and justify the “universal” and “foundational” descriptors based upon cognitive linguistics and universal grammar. If adopted, OCGM would significantly improve the conceptual understanding of NUIs by developers and designers and ultimately result in better NUI applications.
Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time.
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TEAM MEMBERS:
Jim SpadacciniKenrick KinBjörn HartmannTony DeRoseManeesh Agrawala
This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them.
Modern smartphones contain sophisticated sensors to monitor three-dimensional movement of the device. These sensors permit devices to recognize motion gestures— deliberate movements of the device by end-users to invoke commands. However, little is known about best-practices in motion gesture design for the mobile computing paradigm. To address this issue, we present the results of a guessability study that elicits end-user motion gestures to invoke commands on a smartphone device. We demonstrate that consensus exists among our participants on parameters of movement and on mappings of motion
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TEAM MEMBERS:
Jim SpadacciniJaime RuizYang LiEdward Lank
This Communicating Research to Public Audiences project focuses on the Reedy Glacier Antarctic research of Brenda Hall (OPP 0229034) and its relevance to the residents of and visitors to Maine. Collaborators include the University of Maine, the Maine Discovery Museum, the Acadia National Park and Cadillac Mountain Sports (an environmentally active retail company with several stores around the state). The primary deliverable is the development of an interactive software program that presents information and experiences in a two-tiered concept approach -- on the Reedy Glacier and its connection to Maine and on the process of science. The software is being configured into kiosks at the three partnering organizations, into a DVD format for informal and formal settings to be distributed at cost and onto a University of Maine Climate Change web portal currently under separate development. The project web site will provide source code for the portal design so others may use it to create portals and modules of their own. The Maine Discovery Museum intends to create additional exhibitry on the topic with resources outside this proposal, and the Acadia National Park will use the programs in teacher education workshops.
WGBHs third season of the PBS Design Squad reality series, designed to inspire a new generation of engineers, got teenagers to think smart, build fast, and contend with a wild array of engineering challenges for real-life clients. Targeted to 9- to 12-year-olds, and fun for people of all ages, this fast-paced TV series is the fuel behind a national, multimedia initiative to attract kids to engineering. The project expaned its reach into the middle school classroom to create the first online community where kids can share their real-world engineering projects and provide a richer video viewing experience with embedded "pop-up" commentary.
The goal of this project is to extend the impact of the nationally broadcast weekly radio program, Science Friday to a new, young audience through the various new cyber-space platforms and interactive tools such as Facebook, Twitter, and Second Life as well as new emerging social networking tools. The STEM content over the course of the two year project will include a wide variety of topics in all disciplines. The relationship between art and science will also be a focus. The NPR radio broadcasts currently reach 1.3 million listeners every week, and that audience is expected to increase. In addition to that audience, this project will target a new audience of adults under the age of 35 using various cyber platforms and new social networking tools such as Second Life, Facebook, YouTube and Twitter. Audiences will also be reached through remote broadcasts from science centers and art centers around the country. Over 30 science centers will use this project's web content on their own web sites, reaching their audiences as well. The web content will be translated into Spanish and widely disseminated to Hispanic audiences. Each Friday afternoon, Ira Flatow, the PI will produce and host the nationally broadcast Science Friday radio program interviewing scientists and engineers in a lively engaging format. In addition, the Science Friday digital media team will be producing and inviting others to create and post digital content and commentary on the Science Friday web site for further dissemination through Second Life, Facebook, as well as other emerging networking platforms. The evaluation will use a quasi-experimental design to study the appeal of both the radio broadcasts and the cyber-platforms with both older and younger audiences. Proposed audience impacts include increased STEM knowledge, interest, and behaviors. Partner organizations include the Self Reliance Foundation, the New York Hall of Science, LA Theatreworks, and Tribeca Film Festival.
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
The Science Source Pathways Project will conduct initial work designing and testing a new model for providing news on STEM related topics to the rural and Native American communities in Montana. This project will enhance understanding of how the communication of scientific research reaches and impacts underrepresented audiences. A collaborative model will be developed between the environmental journalism program at the University of Montana and various local television, radio, and online media outlets that are either operated by or reach Native Americans on reservations and throughout the state. Project deliverables include a survey and analysis of current science reporting reaching this audience; and production and testing of prototype science news stories for dissemination on various platforms (print, radio, TV, web). The development of science news pieces will be led by graduate students in the School of Journalism under the careful guidance and mentorship of experienced professors. This project will enhance the communication and amount of STEM content delivered to underserved groups, and provide diverse opportunities for them to engage in STEM related environmental issues that affect their local communities.
You can use CyberTracker on a Smartphone or handheld computer to record any type of observation. CyberTracker, which requires no programming skills, allows you to customize a series of screens for your own data collection needs. Our vision is to enable you to be part of a worldwide environmental monitoring network. Our mission is to help you improve environmental monitoring by increasing the efficiency of data gathering and to improve observer reliability.
This presentation is one of three focus point presentations delivered on day one of the Citizen Science Toolkit Conference (at the Cornell Lab of Ornithology in Ithaca, New York on June 20-23, 2007) as part of the opening session titled “Citizen Science Challenges and Opportunities.” Phillips describes two interconnected citizen science project by the Cornell Lab of Ornithology, both of which are research and audience driven.