Desney S. Tan

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Has also published under the name of:
"Desney Tan" and "D. Tan"


Personal Homepage:
research.microsoft.com/~desney
Current place of employment:
Microsoft Research

Since 2004, Desney has been a Researcher in the Visualization and Interaction Group at Microsoft Research. His research interests include Human-Computer Interaction and Brain-Computer Interfaces. Specifically, he spends most of his time understanding and building applications for large displays, multiple device systems, as well as wearable brain imaging devices. However, he is a somewhat schizophrenic researcher and has worked on projects in many other domains. Desney received his Bachelor of Science in Computer Engineering from the University of Notre Dame in 1996, after which he spent a couple of years building bridges and blowing things up in the Singapore Armed Forces. He later returned to Carnegie Mellon University, where he worked with Randy Pausch in his Stage 3 Research Group and earned his PhD in Computer Science in 2004.

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Publications by Desney S. Tan (bibliography)

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» 2009 «

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Talbot, Justin, Lee, Bongshin, Kapoor, Ashish and Tan, Desney S. (2009): EnsembleMatrix: interactive visualization to support machine learning with multiple classifiers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1283-1292. Available online

Machine learning is an increasingly used computational tool within human-computer interaction research. While most researchers currently utilize an iterative approach to refining classifier models and performance, we propose that ensemble classification techniques may be a viable and even preferable alternative. In ensemble learning, algorithms combine multiple classifiers to build one that is superior to its components. In this paper, we present EnsembleMatrix, an interactive visualization system that presents a graphical view of confusion matrices to help users understand relative merits of various classifiers. EnsembleMatrix allows users to directly interact with the visualizations in order to explore and build combination models. We evaluate the efficacy of the system and the approach in a user study. Results show that users are able to quickly combine multiple classifiers operating on multiple feature sets to produce an ensemble classifier with accuracy that approaches best-reported performance classifying images in the CalTech-101 dataset.

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Lee, Bongshin, Smith, Greg, Robertson, George G., Czerwinski, Mary and Tan, Desney S. (2009): FacetLens: exposing trends and relationships to support sensemaking within faceted datasets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1293-1302. Available online

Previous research has shown that faceted browsing is effective and enjoyable in searching and browsing large collections of data. In this work, we explore the efficacy of interactive visualization systems in supporting exploration and sensemaking within faceted datasets. To do this, we developed an interactive visualization system called FacetLens, which exposes trends and relationships within faceted datasets. FacetLens implements linear facets to enable users not only to identify trends but also to easily compare several trends simultaneously. Furthermore, it offers pivot operations to allow users to navigate the faceted dataset using relationships between items. We evaluate the utility of the system through a description of insights gained while experts used the system to explore the CHI publication repository as well as a database of funding grant data, and report a formative user study that identified usability issues.

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» 2008 «

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Burnett, Margaret, Costabile, Maria Francesca, Catarci, Tiziana, Ruyter, Boris de, Tan, Desney S., Czerwinski, Mary and Lund, Arnold (eds.) Proceedings of the SIGCHI conference on Human factors in computing systems, CHI 2008 5-10 April, 2008, Florence, Italy.

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Fogarty, James, Tan, Desney S., Kapoor, Ashish and Winder, Simon (2008): CueFlik: interactive concept learning in image search. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 29-38. Available online

Web image search is difficult in part because a handful of keywords are generally insufficient for characterizing the visual properties of an image. Popular engines have begun to provide tags based on simple characteristics of images (such as tags for black and white images or images that contain a face), but such approaches are limited by the fact that it is unclear what tags end users want to be able to use in examining Web image search results. This paper presents CueFlik, a Web image search application that allows end users to quickly create their own rules for re ranking images based on their visual characteristics. End users can then re rank any future Web image search results according to their rule. In an experiment we present in this paper, end users quickly create effective rules for such concepts as "product photos", "portraits of people", and "clipart". When asked to conceive of and create their own rules, participants create such rules as "sports action shot" with images from queries for "basketball" and "football". CueFlik represents both a promising new approach to Web image search and an important study in end user interactive machine learning.

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Saponas, T. Scott, Tan, Desney S., Morris, Dan and Balakrishnan, Ravin (2008): Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 515-524. Available online

We explore the feasibility of muscle-computer interfaces (muCIs): an interaction methodology that directly senses and decodes human muscular activity rather than relying on physical device actuation or user actions that are externally visible or audible. As a first step towards realizing the mu-CI concept, we conducted an experiment to explore the potential of exploiting muscular sensing and processing technologies for muCIs. We present results demonstrating accurate gesture classification with an off-the-shelf electromyography (EMG) device. Specifically, using 10 sensors worn in a narrow band around the upper forearm, we were able to differentiate position and pressure of finger presses, as well as classify tapping and lifting gestures across all five fingers. We conclude with discussion of the implications of our results for future muCI designs.

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Grimes, David, Tan, Desney S., Hudson, Scott E., Shenoy, Pradeep and Rao, Rajesh P. N. (2008): Feasibility and pragmatics of classifying working memory load with an electroencephalograph. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 835-844. Available online

A reliable and unobtrusive measurement of working memory load could be used to evaluate the efficacy of interfaces and to provide real-time user-state information to adaptive systems. In this paper, we describe an experiment we conducted to explore some of the issues around using an electroencephalograph (EEG) for classifying working memory load. Within this experiment, we present our classification methodology, including a novel feature selection scheme that seems to alleviate the need for complex drift modeling and artifact rejection. We demonstrate classification accuracies of up to 99% for 2 memory load levels and up to 88% for 4 levels. We also present results suggesting that we can do this with shorter windows, much less training data, and a smaller number of EEG channels, than reported previously. Finally, we show results suggesting that the models we construct transfer across variants of the task, implying some level of generality. We believe these findings extend prior work and bring us a step closer to the use of such technologies in HCI research.

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Shenoy, Pradeep and Tan, Desney S. (2008): Human-aided computing: utilizing implicit human processing to classify images. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 845-854. Available online

In this paper, we present Human-Aided Computing, an approach that uses an electroencephalograph (EEG) device to measure the presence and outcomes of implicit cognitive processing, processing that users perform automatically and may not even be aware of. We describe a classification system and present results from two experiments as proof-of-concept. Results from the first experiment showed that our system could classify whether a user was looking at an image of a face or not, even when the user was not explicitly trying to make this determination. Results from the second experiment extended this to animals and inanimate object categories as well, suggesting generality beyond face recognition. We further show that we can improve classification accuracies if we show images multiple times, potentially to multiple people, attaining well above 90% classification accuracies with even just ten presentations.

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Biehl, Jacob T., Baker, William T., Bailey, Brian P., Tan, Desney S., Inkpen, Kori and Czerwinski, Mary (2008): Impromptu: a new interaction framework for supporting collaboration in multiple display environments and its field evaluation for co-located software development. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 939-948. Available online

We present a new interaction framework for collaborating in multiple display environments (MDEs) and report results from a field study investigating its use in an authentic work setting. Our interaction framework, IMPROMPTU, allows users to share task information across displays via off-the-shelf applications, to jointly interact with information for focused problem solving and to place information on shared displays for discussion and reflection. Our framework also includes a lightweight interface for performing these and related actions. A three week field study of our framework was conducted in the domain of face-to-face group software development. Results show that teams utilized almost every feature of the framework in support of a wide range of development-related activities. The framework was used most to facilitate opportunistic collaboration involving task information. Teams reported wanting to continue using the framework as they found value in it overall.

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Gajos, Krzysztof Z., Everitt, Katherine, Tan, Desney S., Czerwinski, Mary and Weld, Daniel S. (2008): Predictability and accuracy in adaptive user interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1271-1274. Available online

While proponents of adaptive user interfaces tout potential performance gains, critics argue that adaptation's unpredictability may disorient users, causing more harm than good. We present a study that examines the relative effects of predictability and accuracy on the usability of adaptive UIs. Our results show that increasing predictability and accuracy led to strongly improved satisfaction. Increasing accuracy also resulted in improved performance and higher utilization of the adaptive interface. Contrary to our expectations, improvement in accuracy had a stronger effect on performance, utilization and some satisfaction ratings than the improvement in predictability.

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Nijholt, Anton, Tan, Desney S., Allison, Brendan, Milan, Jose del R. and Graimann, Bernhard (2008): Brain-computer interfaces for HCI and games. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3925-3928. Available online

In this workshop we study the research themes and the state-of-the-art of brain-computer interaction. Brain-computer interface research has seen much progress in the medical domain, for example for prosthesis control or as biofeedback therapy for the treatment of neurological disorders. Here, however, we look at brain-computer interaction especially as it applies to research in Human-Computer Interaction (HCI). Through this workshop and continuing discussions, we aim to define research approaches and applications that apply to disabled and able-bodied users across a variety of real-world usage scenarios. Entertainment and game design is one of the application areas that will be considered.

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Tan, Desney S., Gergle, Darren, Mandryk, Regan L., Inkpen, Kori, Kellar, Melanie, Hawkey, Kirstie and Czerwinski, Mary (2008): Using job-shop scheduling tasks for evaluating collocated collaboration. In Personal and Ubiquitous Computing, 12 (3) pp. 255-267

» 2007 «

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Hinckley, Ken, Zhao, Shengdong, Sarin, Raman, Baudisch, Patrick, Cutrell, Edward, Shilman, Michael and Tan, Desney S. (2007): InkSeine: In Situ search for active note taking. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 251-260. Available online

Using a notebook to sketch designs, reflect on a topic, or capture and extend creative ideas are examples of active note taking tasks. Optimal experience for such tasks demands concentration without interruption. Yet active note taking may also require reference documents or emails from team members. InkSeine is a Tablet PC application that supports active note taking by coupling a pen-and-ink interface with an in situ search facility that flows directly from a user's ink notes (Fig. 1). InkSeine integrates four key concepts: it leverages preexisting ink to initiate a search; it provides tight coupling of search queries with application content; it persists search queries as first class objects that can be commingled with ink notes; and it enables a quick and flexible workflow where the user may freely interleave inking, searching, and gathering content. InkSeine offers these capabilities in an interface that is tailored to the unique demands of pen input, and that maintains the primacy of inking above all other tasks.

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Brush, A. J. Bernheim, Meyers, Brian R., Tan, Desney S. and Czerwinski, Mary (2007): Understanding memory triggers for task tracking. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 947-950. Available online

Software can now track which computer applications and documents you use. This provides us with the potential to help end-users recall past activities for tasks such as status reporting. We describe findings from field observations of eight participants writing their status reports. We observed interesting trends, including the reliance on memory triggers, which were either retrieved from explicit self-reminders, from implicit breadcrumbs left while performing their tasks or directly from memory. Participants perceived spending relatively short amounts of time composing their status reports, suggesting that any technology solution must offer dramatic improvements over current practice.

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Nijholt, Anton and Tan, Desney S. (2007): Playing with your brain: brain-computer interfaces and games. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 305-306. Available online

» 2006 «

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Matthews, Tara, Czerwinski, Mary, Robertson, George G. and Tan, Desney S. (2006): Clipping lists and change borders: improving multitasking efficiency with peripheral information design. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 989-998. Available online

Information workers often have to balance many tasks and interruptions. In this work, we explore peripheral display techniques that improve multitasking efficiency by helping users maintain task flow, know when to resume tasks, and more easily reacquire tasks. Specifically, we compare two types of abstraction that provide different task information: semantic content extraction, which displays only the most relevant content in a window, and change detection, which signals when a change has occurred in a window (all de-signed as modifications to Scalable Fabric [17]). Results from our user study suggest that semantic content extraction improves multitasking performance more so than either change detection or our base case of scaling. Results also show that semantic content extraction provides significant benefits to task flow, resumption timing, and reacquisition. We discuss the implication of these findings on the design of peripheral interfaces that support multitasking.

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Tan, Desney S., Gergle, Darren, Scupelli, Peter and Pausch, Randy (2006): Physically large displays improve performance on spatial tasks. In ACM Transactions on Computer-Human Interaction, 13 (1) pp. 71-99

Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. In this article we present four experiments comparing the performance of users working on a large projected wall display to that of users working on a standard desktop monitor. In these experiments, we held the visual angle constant by adjusting the viewing distance to each of the displays. Results from the first two experiments suggest that physically large displays, even when viewed at identical visual angles as smaller ones, help users perform better on mental rotation tasks. We show through the experiments how these results may be attributed, at least in part, to large displays immersing users within the problem space and biasing them into using more efficient cognitive strategies. In the latter two experiments, we extend these results, showing the presence of these effects with more complex tasks, such as 3D navigation and mental map formation and memory. Results further show that the effects of physical display size are independent of other factors that may induce immersion, such as interactivity and mental aids within the virtual environments. We conclude with a general discussion of the findings and possibilities for future work.

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Lee, Johnny Chung and Tan, Desney S. (2006): Using a low-cost electroencephalograph for task classification in HCI research. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 81-90. Available online

Modern brain sensing technologies provide a variety of methods for detecting specific forms of brain activity. In this paper, we present an initial step in exploring how these technologies may be used to perform task classification and applied in a relevant manner to HCI research. We describe two experiments showing successful classification between tasks using a low-cost off-the-shelf electroencephalograph (EEG) system. In the first study, we achieved a mean classification accuracy of 84.0% in subjects performing one of three cognitive tasks - rest, mental arithmetic, and mental rotation - while sitting in a controlled posture. In the second study, conducted in more ecologically valid setting for HCI research, we attained a mean classification accuracy of 92.4% using three tasks that included non-cognitive features: a relaxation task, playing a PC based game without opponents, and engaging opponents within the game. Throughout the paper, we provide lessons learned and discuss how HCI researchers may utilize these technologies in their work.

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Baudisch, Patrick, Tan, Desney S., Collomb, Maxime, Robbins, Dan, Hinckley, Ken, Agrawala, Maneesh, Zhao, Shengdong and Ramos, Gonzalo (2006): Phosphor: explaining transitions in the user interface using afterglow effects. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 169-178. Available online

Sometimes users fail to notice a change that just took place on their display. For example, the user may have accidentally deleted an icon or a remote collaborator may have changed settings in a control panel. Animated transitions can help, but they force users to wait for the animation to complete. This can be cumbersome, especially in situations where users did not need an explanation. We propose a different approach. Phosphor objects show the outcome of their transition instantly; at the same time they explain their change in retrospect. Manipulating a phosphor slider, for example, leaves an afterglow that illustrates how the knob moved. The parallelism of instant outcome and explanation supports both types of users. Users who already understood the transition can continue interacting without delay, while those who are inexperienced or may have been distracted can take time to view the effects at their own pace. We present a framework of transition designs for widgets, icons, and objects in drawing programs. We evaluate phosphor objects in two user studies and report significant performance benefits for phosphor objects.

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Shilman, Michael, Tan, Desney S. and Simard, Patrice (2006): CueTIP: a mixed-initiative interface for correcting handwriting errors. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 323-332. Available online

With advances in pen-based computing devices, handwriting has become an increasingly popular input modality. Researchers have put considerable effort into building intelligent recognition systems that can translate handwriting to text with increasing accuracy. However, handwritten input is inherently ambiguous, and these systems will always make errors. Unfortunately, work on error recovery mechanisms has mainly focused on interface innovations that allow users to manually transform the erroneous recognition result into the intended one. In our work, we propose a mixed-initiative approach to error correction. We describe CueTIP, a novel correction interface that takes advantage of the recognizer to continually evolve its results using the additional information from user corrections. This significantly reduces the number of actions required to reach the intended result. We present a user study showing that CueTIP is more efficient and better preferred for correcting handwriting recognition errors. Grounded in the discussion of CueTIP, we also present design principles that may be applied to mixed-initiative correction interfaces in other domains.

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Gajos, Krzysztof Z., Czerwinski, Mary, Tan, Desney S. and Weld, Daniel S. (2006): Exploring the design space for adaptive graphical user interfaces. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 201-208. Available online

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Ramos, Gonzalo, Robertson, George G., Czerwinski, Mary, Tan, Desney S., Baudisch, Patrick, Hinckley, Ken and Agrawala, Maneesh (2006): Tumble! Splat! helping users access and manipulate occluded content in 2D drawings. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 428-435. Available online

» 2005 «

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Baudisch, Patrick, Tan, Desney S., Steedly, Drew, Rudolph, Eric, Uyttendaele, Matt, Pal, Chris and Szeliski, Richard (2005): Panoramic viewfinder: providing a real-time preview to help users avoid flaws in panoramic pictures. In: Proceedings of OZCHI05, the CHISIG Annual Conference on Human-Computer Interaction 2005. pp. 1-10. Available online

Image stitching allows users to combine multiple regular-sized photographs into a single wide-angle picture, often referred to as a panoramic picture. To create such a panoramic picture, users traditionally first take all the photographs, then upload them to a PC and stitch. During stitching, however, users often discover that the produced panorama contains artifacts or is incomplete. Fixing these flaws requires retaking individual images, which is often difficult by this time. In this paper, we present Panoramic Viewfinder, an interactive system for panorama construction that offers a real-time preview of the panorama while shooting. As the user swipes the camera across the scene, each photo is immediately added to the preview. By making ghosting and stitching failures apparent, the system allows users to immediately retake necessary images. The system also provides a preview of the cropped panorama. When this preview includes all desired scene elements, users know that the panorama will be complete. Unlike earlier work in the field of real-time stitching, this paper focuses on the user interface aspects of real-time stitching. We describe our prototype, individual shooting modes, and an implementation overview.

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Tan, Desney S., Keyani, Pedram and Czerwinski, Mary (2005): Spy-resistant keyboard: more secure password entry on public touch screen displays. In: Proceedings of OZCHI05, the CHISIG Annual Conference on Human-Computer Interaction 2005. pp. 1-10. Available online

Current software interfaces for entering text on touch screen devices mimic existing mechanisms such as keyboard typing or handwriting. These techniques are poor for entering private text such as passwords since they allow observers to decipher what has been typed simply by looking over the typist's shoulder, an activity known as shoulder surfing. In this paper, we outline a general approach for designing security-sensitive onscreen virtual keyboards that allow users to enter private text without revealing it to observers. We present one instantiation, the Spy-Resistant Keyboard, and discuss design decisions leading to the development of this keyboard. We also describe the results of a user study exploring the usability and security of our interface. Results indicate that although users took longer to enter their passwords, using the Spy-Resistant Keyboard rather than a standard soft keyboard resulted in a significant increase in their ability to protect their passwords from a watchful observer.

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» 2004 «

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Tan, Desney S., Gergle, Darren, Scupelli, Peter and Pausch, Randy (2004): Physically large displays improve path integration in 3D virtual navigation tasks. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 439-446. Available online

Previous results have shown that users perform better on spatial orientation tasks involving static 2D scenes when working on physically large displays as compared to small ones. This was found to be true even when the displays presented the same images at equivalent visual angles. Further investigation has suggested that large displays may provide a greater sense of presence, which biases users into adopting more efficient strategies to perform tasks. In this work, we extend those findings, demonstrating that users are more effective at performing 3D virtual navigation tasks on large displays. We also show that even though interacting with the environment affects performance, effects induced by interactivity are independent of those induced by physical display size. Together, these findings allow us to derive guidelines for the design and presentation of interactive 3D environments on physically large displays.

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» 2003 «

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Tan, Desney S., Czerwinski, Mary and Robertson, George G. (2003): Women go with the (optical) flow. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 209-215.

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Tan, Desney S., Gergle, Darren, Scupelli, Peter and Pausch, Randy (2003): With similar visual angles, larger displays improve spatial performance. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 217-224.

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Tan, Desney S. and Czerwinski, Mary (2003): Effects of Visual Separation and Physical Discontinuities when Distributing Information across Multiple Displays. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 252.

» 2002 «

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Czerwinski, Mary, Tan, Desney S. and Robertson, George G. (2002): Women take a wider view. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 195-202.

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Poupyrev, Ivan, Tan, Desney S., Billinghurst, Mark, Kato, Hirokazu, Regenbrecht, Holger and Tetsutani, Nobuji (2002): Developing a Generic Augmented-Reality Interface. In IEEE Computer, 35 (3) pp. 44-50

» 2001 «

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Tan, Desney S., Robertson, George G. and Czerwinski, Mary (2001): Exploring 3D Navigation: Combining Speed-COupled Flying with Orbiting. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 418-425. Available online

We present a task-based taxonomy of navigation techniques for 3D virtual environments, used to categorize existing techniques, drive exploration of the design space, and inspire new techniques. We briefly discuss several new techniques, and describe in detail one new techniques, Speed-coupled Flying with Orbiting. This technique couples control of movement speed to camera height and tilt, allowing users to seamlessly transition between local environment-views and global overviews. Users can also orbit specific objects for inspection. Results from two competitive user studies suggest users performed better with Speed-coupled Flying with Orbiting over alternatives, with performance also enhanced by a large display.

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Poupyrev, Ivan, Tan, Desney S., Billinghurst, Mark, Kato, H., Regenbrecht, H. and Tetsutani, N. (2001): Tiles: A Mixed Reality Authoring Interface. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 334-341.

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User-contributed publications

Here is a list of publications that have been submitted by the author himself/herself or a website visitor:

George Robertson, Mary Czerwinski, Patrick Baudisch, Brian Meyers, Dan Robbins, Greg Smith, Desney S Tan. Large Display User Experience. (2005) IEEE Computer Graphics and Applications, 25(4), pp. 44-51

Ivan Poupyrev, Desney S Tan, Mark Billinghurst, Hirokazu Kato, Holger Regenbrecht, Nebuji Tetsutani. Developing a Generic Augmented-Reality Interface. (2002) IEEE Computer 35(3), pp. 44-50

Gonzalo Ramos, George Robertson, Mary Czerwinski, Desney S Tan, Patrick Baudisch, Ken Hinckley, Maneesh Agrawala, Daniel Robbins. Tumble! Splat! Helping Users Access and Manipulate Occluded Content in 2D Drawings. (2006) Advanced Visual Interfaces 2006

Krzysztof Gajos, Mary Czerwinski, Desney S Tan, Daniel Weld. Exploring the Design Space for Adaptive Graphical User Interfaces. (2006) Advanced Visual Interfaces 2006

Tara Matthews, Mary Czerwinski, George Robertson, Desney S Tan. Clipping Lists and Change Borders: Improving Multitasking Efficiency with Peripheral Information Design. (2006) CHI 2006 Conference on Human Factors in Computing Systems

Desney S Tan, Pedram Keyani, Mary Czerwinski. Spy-Resistant Keyboard: More Secure Password Entry on Public Touch Screen Displays. (2005) OZCHI 2005 Conference for the Computer-Human Interaction Special Interest Group of the Human Factors Society of Australia

Patrick Baudisch, Desney S Tan, Drew Steedly, Eric Rudolph, Matt Uyttendaele, Chris Pal, Richard Szeliski. Panoramic Viewfinder: Providing a Real-time Preview to Help Users Avoid Flaws in Panoramic Pictures. (2005) OZCHI 2005 Conference for the Computer-Human Interaction Special Interest Group of the Human Factors Society of Australia.

Desney S Tan, Mary Czerwinski. Effects of Visual Separation and Physical Discontinuities when Distributing Information across Multiple Displays. (2003) OZCHI 2003 Conference for the Computer-Human Interaction Special Interest Group of the Ergonomics Society of Australia, pp. 184-191.

Desney S Tan, Jeanine K Stefanucci, Dennis R Proffitt, Randy Pausch. The Infocockpit: Providing Location and Place to Aid Human Memory. (2001) Workshop on Perceptive User Interfaces 2001, pp. 1-4

Desney S Tan, Ivan Poupyrev, Mark Billinghurst, Hirokazu Kato, Holger Regenbrecht, Nobuji Tetsutani. The Best of Two Worlds: Merging Virtual and Real for Face-to-Face Collaboration. (2001) IEEE International Conference on Multimedia and Expo, pp. 861-864.

Ivan Poupyrev, Desney S Tan, Mark Billinghurst, Hirokazu Kato, Holger Regenbrecht, Nebuji Tetsutani. Tiles: A Mixed Reality Authoring Interface. (2001) INTERACT 2001 Conference on Human Computer Interaction.

Desney S Tan, Brian Meyers, Mary Czerwinski. WinCuts: Manipulating Arbitrary Window Regions for More Effective Use of Screen Space. (2004) Extended Abstracts at CHI 2004 Conference on Human Factors in Computing Systems, pp. 1525-1528.

Desney S Tan, Mary Czerwinski. Information Voyeurism: Social Impact of Physically Large Displays on Information Privacy. (2003) Extended Abstracts at CHI 2003 Conference on Human Factors in Computing Systems, pp. 748-749.

Desney S Tan, Jeanine K Stefanucci, Dennis R Proffitt, Randy Pausch. Kinesthesis Aids Human Memory. (2002) Extended Abstracts at CHI 2002 Conference on Human Factors in Computing Systems, pp. 806-807.

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Changes to this page (author)

26 Feb 2010: Enabled abstracts to be shown on Desney S. Tan's author page.
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Publication statistics

Publication period:2001-2009
Publication count:31
Number of co-authors:66



Productive colleagues

Desney S. Tan's 3 most productive colleagues in number of publications:

Scott E. Hudson:96
Ravin Balakrishnan:86
Mark Billinghurst:70


Collaboration count

Number of publications with 3 favourite co-authors:

Mary Czerwinski:14
George G. Robertson:6
Patrick Baudisch:4

 

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- CSB

Mar 11

My devil's dictionary definition for an Intelligent Agent is a query program with a user interface that is so obscure that you must anthropomorphize it in order to account for its behavior.

-- Jaron Lanier

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Eva Hornecker on Tangible Interaction

Eva Hornecker explains the evolving concept of Tangible Interaction.

Read Eva's insightful entry here..

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URL: http://www.interaction-design.org/references/authors/desney_s__tan.html