Andrew D. Wilson

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Publications by Andrew D. Wilson (bibliography)

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» 2009 «

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Wobbrock, Jacob O., Morris, Meredith Ringel and Wilson, Andrew D. (2009): User-defined gestures for surface computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1083-1092. Available online

Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from non-technical users by first portraying the effect of a gesture, and then asking users to perform its cause. In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands. Our findings indicate that users rarely care about the number of fingers they employ, that one hand is preferred to two, that desktop idioms strongly influence users' mental models, and that some commands elicit little gestural agreement, suggesting the need for on-screen widgets. We also present a complete user-defined gesture set, quantitative agreement scores, implications for surface technology, and a taxonomy of surface gestures. Our results will help designers create better gesture sets informed by user behavior.

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» 2008 «

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Olwal, Alex and Wilson, Andrew D. (2008): SurfaceFusion: Unobtrusive Tracking of Everyday Objects in Tangible User Interfaces. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 235-242.

Interactive surfaces and related tangible user interfaces often involve everyday objects that are identified, tracked, and augmented with digital information. Traditional approaches for recognizing these objects typically rely on complex pattern recognition techniques, or the addition of active electronics or fiducials that alter the visual qualities of those objects, making them less practical for real-world use. Radio Frequency Identification (RFID) technology provides an unobtrusive method of sensing the presence of and identifying tagged nearby objects but has no inherent means of determining the position of tagged objects. Computer vision, on the other hand, is an established approach to track objects with a camera. While shapes and movement on an interactive surface can be determined from classic image processing techniques, object recognition tends to be complex, computationally expensive and sensitive to environmental conditions. We present a set of techniques in which movement and shape information from the computer vision system is fused with RFID events that identify what objects are in the image. By synchronizing these two complementary sensing modalities, we can associate changes in the image with events in the RFID data, in order to recover position, shape and identification of the objects on the surface, while avoiding complex computer vision processes and exotic RFID solutions.

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Everitt, Katherine, Morris, Meredith Ringel, Brush, A. J. Bernheim and Wilson, Andrew D. (2008): DocuDesk: An interactive surface for creating and rehydrating many-to-many linkages among paper and digital documents. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 25-28. Available online

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Cao, Xiang, Wilson, Andrew D., Balakrishnan, Ravin, Hinckley, Ken and Hudson, Scott E. (2008): ShapeTouch: Leveraging contact shape on interactive surfaces. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 129-136. Available online

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Benko, Hrvoje, Wilson, Andrew D. and Balakrishnan, Ravin (2008): Sphere: multi-touch interactions on a spherical display. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 77-86. Available online

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Wilson, Andrew D., Izadi, Shahram, Hilliges, Otmar, Garcia-Mendoza, Armando and Kirk, David (2008): Bringing physics to the surface. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 67-76. Available online

» 2007 «

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Wilson, Andrew D. and Sarin, Raman (2007): BlueTable: connecting wireless mobile devices on interactive surfaces using vision-based handshaking. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 119-125. Available online

Associating and connecting mobile devices for the wireless transfer of data is often a cumbersome process. We present a technique of associating a mobile device to an interactive surface using a combination of computer vision and Bluetooth technologies. Users establish the connection of a mobile device to the system by simply placing the device on a table surface. When the computer vision process detects a phone-like object on the surface, the system follows a handshaking procedure using Bluetooth and vision techniques to establish that the phone on the surface and the wirelessly connected phone are the same device. The connection is broken simply by removing the device. Furthermore, the vision-based handshaking procedure determines the precise position of the device on the interactive surface, thus permitting a variety of interactive scenarios which rely on the presentation of graphics co-located with the device. As an example, we present a prototype interactive system which allows the exchange of automatically downloaded photos by selecting and dragging photos from one cameraphone device to another.

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Wobbrock, Jacob O., Wilson, Andrew D. and Li, Yang (2007): Gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 159-168. Available online

Although mobile, tablet, large display, and tabletop computers increasingly present opportunities for using pen, finger, and wand gestures in user interfaces, implementing gesture recognition largely has been the privilege of pattern matching experts, not user interface prototypers. Although some user interface libraries and toolkits offer gesture recognizers, such infrastructure is often unavailable in design-oriented environments like Flash, scripting environments like JavaScript, or brand new off-desktop prototyping environments. To enable novice programmers to incorporate gestures into their UI prototypes, we present a "$1 recognizer" that is easy, cheap, and usable almost anywhere in about 100 lines of code. In a study comparing our $1 recognizer, Dynamic Time Warping, and the Rubine classifier on user-supplied gestures, we found that $1 obtains over 97% accuracy with only 1 loaded template and 99% accuracy with 3+ loaded templates. These results were nearly identical to DTW and superior to Rubine. In addition, we found that medium-speed gestures, in which users balanced speed and accuracy, were recognized better than slow or fast gestures for all three recognizers. We also discuss the effect that the number of templates or training examples has on recognition, the score falloff along recognizers' N-best lists, and results for individual gestures. We include detailed pseudocode of the $1 recognizer to aid development, inspection, extension, and testing.

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Wilson, Andrew D. (2007): Depth-Sensing Video Cameras for 3D Tangible Tabletop Interaction. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 201-204. Available online

» 2006 «

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Wilson, Andrew D. and Agrawala, Maneesh (2006): Text entry using a dual joystick game controller. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 475-478. Available online

We present a new bimanual text entry technique designed for today's dual-joystick game controllers. The left and right joysticks are used to independently select characters from the corresponding (left/right) half of an on-screen selection keyboard. Our dual-stick approach is analogous to typing on a standard keyboard, where each hand (left/right) presses keys on the corresponding side of the keyboard. We conducted a user study showing that our technique supports keyboarding skills transfer and is thereby readily learnable. Our technique increases entry speed significantly compared to the status quo single stick selection keyboard technique.

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Benko, Hrvoje, Wilson, Andrew D. and Baudisch, Patrick (2006): Precise selection techniques for multi-touch screens. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1263-1272. Available online

The size of human fingers and the lack of sensing precision can make precise touch screen interactions difficult. We present a set of five techniques, called Dual Finger Selections, which leverage the recent development of multi-touch sensitive displays to help users select very small targets. These techniques facilitate pixel-accurate targeting by adjusting the control-display ratio with a secondary finger while the primary finger controls the movement of the cursor. We also contribute a "clicking" technique, called SimPress, which reduces motion errors during clicking and allows us to simulate a hover state on devices unable to sense proximity. We implemented our techniques on a multi-touch tabletop prototype that offers computer vision-based tracking. In our formal user study, we tested the performance of our three most promising techniques (Stretch, X-Menu, and Slider) against our baseline (Offset), on four target sizes and three input noise levels. All three chosen techniques outperformed the control technique in terms of error rate reduction and were preferred by our participants, with Stretch being the overall performance and preference winner.

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Wilson, Andrew D. (2006): Robust computer vision-based detection of pinching for one and two-handed gesture input. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 255-258. Available online

We present a computer vision technique to detect when the user brings their thumb and forefinger together (a pinch gesture) for close-range and relatively controlled viewing circumstances. The technique avoids complex and fragile hand tracking algorithms by detecting the hole formed when the thumb and forefinger are touching; this hole is found by simple analysis of the connected components of the background segmented against the hand. Our Thumb and Fore-Finger Interface (TAFFI) demonstrates the technique for cursor control as well as map navigation using one and two-handed interactions.

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» 2005 «

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Wilson, Andrew D. (2005): PlayAnywhere: a compact interactive tabletop projection-vision system. In: Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005. pp. 83-92. Available online

We introduce PlayAnywhere, a front-projected computer vision-based interactive table system which uses a new commercially available projection technology to obtain a compact, self-contained form factor. PlayAnywhere\'s configuration addresses installation, calibration, and portability issues that are typical of most vision-based table systems, and thereby is particularly motivated in consumer applications. PlayAnywhere also makes a number of contributions related to image processing techniques for front-projected vision-based table systems, including a shadow-based touch detection algorithm, a fast, simple visual bar code scheme tailored to projection-vision table systems, the ability to continuously track sheets of paper, and an optical flow-based algorithm for the manipulation of onscreen objects that does not rely on fragile tracking algorithms.

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» 2004 «

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Wilson, Andrew D. (2004): TouchLight: an imaging touch screen and display for gesture-based interaction. In: Sharma, Rajeev, Darrell, Trevor, Harper, Mary P., Lazzari, Gianni and Turk, Matthew (eds.) Proceedings of the 6th International Conference on Multimodal Interfaces - ICMI 2004 October 13-15, 2004, State College, PA, USA. pp. 69-76. Available online

» 2000 «

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Bobick, Aaron F., Intille, Stephen S., Davis, James W., Baird, Freedom, Pinhanez, Claudio S., Campbell, Lee W., Ivanov, Yuri A., Schütte, Arjan and Wilson, Andrew D. (2000): The KidsRoom. In Communications of the ACM, 43 (3) pp. 60-61

» 1999 «

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Bobick, Aaron F., Intille, Stephen S., Davis, James W., Baird, Freedom, Pinhanez, Claudio S., Campbell, Lee W., Ivanov, Yuri A., Schütte, Arjan and Wilson, Andrew D. (1999): The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment. In Presence: Teleoperators and Virtual Environments, 8 (4) pp. 369-393

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Changes to this page (author)

19 Feb 2010: Enabled abstracts to be shown on Andrew D. Wilson's author page.
17 Aug 2009: Author was edited
12 Jul 2009: Author was edited
12 Jul 2009: Author was edited
01 Jun 2009: Author was edited
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Publication statistics

Publication period:1999-2009
Publication count:16
Number of co-authors:26



Productive colleagues

Andrew D. Wilson's 3 most productive colleagues in number of publications:

Scott E. Hudson:96
Ravin Balakrishnan:86
Ken Hinckley:42


Collaboration count

Number of publications with 3 favourite co-authors:

Ravin Balakrishnan:2
Lee W. Campbell:2
Yuri A. Ivanov:2

 

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Mar 19

As a rule, software systems do not work well until they have been used, and have failed repeatedly, in real applications.

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