Jun Rekimoto
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"J. Rekimoto"
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Publications by Jun Rekimoto (bibliography)
» 2009 «
Rekimoto, Jun (2009): SenseableRays: opto-haptic substitution for touch-enhanced interactive spaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2519-2528. Available online
This paper proposes a new haptic interaction system based on optical-haptic substitution. This system combines time-modulated structured light emitted to the workspace and a mobile or finger-mounted module consisting of a photo-detector with a tactile actuator. Unlike other tactile feedback systems, it does not require any complicated mechanism for position sensing and tactile actuation. Instead, it directly converts time-modulated structured light into haptic sensations. By sensing this light with a photo detector, users can feel this time-modulated light as haptic sensations. The system can easily add haptic feedback to a wide variety of applications, including surface computing systems and 3D interactive spaces.
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Tamaki, Emi, Miyaki, Takashi and Rekimoto, Jun (2009): Brainy hand: an ear-worn hand gesture interaction device. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4255-4260. Available online
Existing wearable hand gesture interaction devices are very bulky and cannot be worn in everyday life, because of the presence of a large visual feedback device. In particular, an eyeglass-type head-mounted display is very large for constant usage. To solve this problem, we propose Brainy Hand, which is a simple wearable device that adopts laser line, or more specifically, a mini-projector as a visual feedback device. Brainy Hand consists of a color camera, an earphone, and a laser line or mini-projector. This device uses a camera to detect 3D hand gestures. The earphone is used for receiving audio feedback. In this study, we introduce several user interfaces using Brainy Hand. (e.g., music player, phone).
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Iwasaki, Ken, Miyaki, Takashi and Rekimoto, Jun (2009): Expressive typing: a new way to sense typing pressure and its applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4369-4374. Available online
In this paper, we propose a new way for measuring key typing pressure when using off-the-shelf laptop computers. Accelerometers embedded in laptop computers to protect hard discs from sudden motion are becoming very common. This paper explores the concept of utilizing this accelerometer for sensing non-verbal aspects of key typing, such as key typing pressure. This possibility enables a wide variety of pressure-sensitive user interfaces through the use of software without requiring any additional hardware/sensors. Such software can be distributed easily to a substantial number of potential users. To confirm the feasibility of this idea, we compared typing finger velocities (obtained by high-speed camera images) with sensor data from an accelerometer embedded in a laptop computer. We then confirmed that there is a clear correlation between these two sets of data. We also investigated differences in typing pressure patterns among different users. By combining keystroke speeds and typing pressure, we found it is possible to distinguish among users. This feature can be used for security purposes such as preventing a laptop computer from being used by non-owners. We also present possible application ideas such as rich text expression, new types of user interface elements, and authentication.
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Rekimoto, Jun (2009): Sensonomy: intelligence penetrating into the real space. In: Proceedings of the 2009 International Conference on Intelligent User Interfaces 2009. pp. 3-4. Available online
Recent commoditization of mobile digital devices and networking brought us to use them as a very large-scale sensing platform. We call this possibility "Sensonmoy", which is an integration of collective intelligence (also known as "folksonomy") and pervasive sensing. As many users own mobile devices with sensing facilities, a collection of sensing data from these devices becomes quite important, and integration of them can be used in a very different manner. Such feature could be a new way to create intelligent systems and interfaces. In this talk, I am going to discuss a possibility of connecting a large number of simple devices to produce intelligent interactions. As a realistic example of them, I will introduce a city-scale indoor and outdoor positioning system that we have developed, and how its database can be evolved by using the idea of Sensonomy. I would also like to discuss computer-augmented memory and lifelong computing based on our platform.
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» 2008 «
Rekimoto, Jun (2008): Brightshadow: shadow sensing with synchronous illuminations for robust gesture recognition. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2769-2774. Available online
We introduce a new sensor architecture for robust gesture recognition that uses a combination of a high-speed camera and synchronous LED illumination. This sensor looks at shadows cast by a user's hand for recognizing position. The position of the hand can be robustly recognized by independently tracking multiple shadows and by using multiple light sources with time-synchronous modulation with the camera. We also developed a multi-finger tracking system that uses similar modulated illumination from multiple light positions. We expect that these sensing configurations can be naturally integrated into our daily environments as LED lighting becomes more commonplace.
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Rekimoto, Jun (2008): Organic interaction technologies: from stone to skin. In Communications of the ACM, 51 (6) pp. 38-44
» 2006 «
Patel, Shwetak N., Rekimoto, Jun and Abowd, Gregory D. (2006): iCam: Precise at-a-Distance Interaction in the Physical Environment. In: Fishkin, Kenneth P., Schiele, Bernt, Nixon, Paddy and Quigley, Aaron J. (eds.) PERVASIVE 2006 - Pervasive Computing 4th International Conference May 7-10, 2006, Dublin, Ireland. pp. 272-287. Available online
» 2005 «
Ayatsuka, Yuji and Rekimoto, Jun (2005): tranSticks: physically manipulatable virtual connections. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 251-260. Available online
A virtually connected medium called tranStick is described that functions both as a "virtual wire" and as a "memory card" containing a shared space. A user can connect two networked devices by simply placing one of a pair of tranSticks with the same identifier into each device. The tranSticks provide feedback indicating that the devices are connected; the connection to be closed or changed in the same way it would be if the devices were connected by a physical cable. A user can also access to a shared space on a network as if the space were in the tranStick. Since tranSticks contain long secret keys, the process of finding another tranStick with the same identifier can be encrypted. The tranStick approach differs from other approaches in that it provides feedback from the connection as well as serving as a medium for establishing a connection, and it enables disconnection and switchover to be done intuitively because the operations are reversible.
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Kohno, Michimune and Rekimoto, Jun (2005): Searching common experience: a social communication tool based on mobile ad-hoc networking. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 15-22. Available online
As small digital cameras become more popular, opportunities to take photos are rapidly increasing. Photo sharing is a great way to maintain and revitalize relationships between families and friends, and is a major motivator for content sharing. While photo sharing has been well studied, little work exists on sharing multiple photo sets contained in spontaneously connected handheld devices. This paper provides an algorithm to extract photos, based on common memories collected in an ad hoc group. It automatically searches for and presents photos that could become the starting point of a conversation. We found that our mechanism has more uses than simply organizing photos in chronological order. This paper describes our prototype system realized using the above algorithm. We also implemented a synchronized shutters mechanism, that provides a new photo sharing experience. Through subjective tests, we found that our method promotes conversation, even though the users did not know each other beforehand.
Copyrights may apply
Kohno, Michimune and Rekimoto, Jun (2005): Searching common experience: a social communication tool based on mobile ad-hoc networking. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 15-22. Available online
Beigl, Michael, Intille, Stephen S., Rekimoto, Jun and Tokuda, Hideyuki (eds.) UbiComp 2005 Ubiquitous Computing - 7th International Conference September 11-14, 2005, Tokyo, Japan.
» 2004 «
Ayatsuka, Yuji, Kohno, Michimune and Rekimoto, Jun (2004): Real-World Oriented Access Control Method with a Displayed Password. In: Masoodian, Masood, Jones, Steve and Rogers, Bill (eds.) Computer Human Interaction 6th Asia Pacific Conference - APCHI 2004 June 29 - July 2, 2004, Rotorua, New Zealand. pp. 19-29. Available online
Rekimoto, Jun (2004): SyncTap: synchronous user operation for spontaneous network connection. In Personal and Ubiquitous Computing, 8 (2) pp. 126-134
Rekimoto, Jun, Miyaki, Takashi and Kohno, Michimune (2004): ProxNet: Secure Dynamic Wireless Connection by Proximity Sensing. In: Ferscha, Alois and Mattern, Friedemann (eds.) PERVASIVE 2004 - Pervasive Computing, Second International Conference April 21-23, 2004, Vienna, Austria. pp. 213-218. Available online
» 2003 «
Rekimoto, Jun, Ishizawa, Takaaki, Schwesig, Carsten and Oba, Haruo (2003): PreSense: interaction techniques for finger sensing input devices. In: Proceedings of the 16th annural ACM Symposium on User Interface Software and Technology November, 2-5, 2003, Vancouver, Canada. pp. 203-212. Available online
Although graphical user interfaces started as imitations of the physical
world, many interaction techniques have since been invented that are not
available in the real world. This paper focuses on one of these "previewing",
and how a sensory enhanced input device called "PreSense Keypad" can provide a
preview for users before they actually execute the commands. Preview important
in the real world because it is often not possible to undo an action. This
previewable feature helps users to see what will occur next. It is also helpful
when the command assignment of the keypad dynamically changes, such as for
universal commanders. We present several interaction techniques based on this
input device, including menu and map browsing systems and a text input system.
We also discuss finger gesture recognition for the PreSense Keypad.
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Rekimoto, Jun, Ayatsuka, Yuji, Kohno, Michimune and Oba, Hauro (2003): Proximal Interactions: A Direct Manipulation technique for wireless networking. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 511.
Matsushita, Nobuyuki, Hihara, Daisuke, Ushiro, Teruyuki, Yoshimura, Shinichi, Rekimoto, Jun and Yamamoto, Yoshikazu (2003): ID CAM: A Smart Camera for Scene Capturing and ID Recognition. In: 2003 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2003 7-10 October, 2003, Tokyo, Japan. pp. 227-236. Available online
Rekimoto, Jun, Ayatsuka, Yuji and Kohno, Michimune (2003): SyncTap: An Interaction Technique for Mobile Networking. In: Chittaro, Luca (ed.) Human-Computer Interaction with Mobile Devices and Services - 5th International Symposium - Mobile HCI 2003 September 8-11, 2003, Udine, Italy. pp. 104-115. Available online
» 2002 «
Rekimoto, Jun (2002): SmartSkin: an infrastructure for freehand manipulation on interactive surfaces. 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. 113-120.
Poupyrev, Ivan, Maruyama, Shigeaki and Rekimoto, Jun (2002): Ambient touch: designing tactile interfaces for handheld devices. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 51-60. Available online
This paper investigates the sense of touch as a channel for communicating
with miniature handheld devices. We embedded a PDA with a TouchEngine -- a
thin, miniature lower-power tactile actuator that we have designed specifically
to use in mobile interfaces (Figure 1). Unlike previous tactile actuators, the
TouchEngine is a universal tactile display that can produce a wide variety of
tactile feelings from simple clicks to complex vibrotactile patterns. Using the
TouchEngine, we began exploring the design space of interactive tactile
feedback for handheld computers. Here, we investigated only a subset of this
space: using touch as the ambient, background channel of interaction. We
proposed a general approach to design such tactile interfaces and described
several implemented prototypes. Finally, our user studies demonstrated 22%
faster task completion when we enhanced handheld tilting interfaces with
tactile feedback.
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Kohno, Michimune and Rekimoto, Jun (2002): New Generation of IP-Phone Enabled Mobile Devices. In: Paterno, Fabio (ed.) Mobile Human-Computer Interaction - 4th International Symposium - Mobile HCI 2002 September 18-20, 2002, Pisa, Italy. pp. 319-323. Available online
» 2001 «
Rekimoto, Jun, Ullmer, Brygg and Oba, Haruo (2001): DataTiles: A Modular Platform for Mixed Physical and Graphical Interactions. 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. 269-276. Available online
The DataTiles system integrates the benefits of two major interaction paradigms: graphical and physical user interfaces. Tagged transparent tiles are used as modular construction units. These tiles are augmented by dynamic graphical information when they are placed on a sensor-enhanced flat panel display. They can be used independently or can be combined into more complex configurations, similar to the way language can express complex concepts through a sequence of simple words. In this paper, we discuss our design principles for mixing physical and graphical interface techniques, and describe the system architecture and example applications of the DataTiles system.
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Rekimoto, Jun (2001): Interacting with a Computer Augmented Environment. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 14-16.
Kohtake, Naohiko, Rekimoto, Jun and Anzai, Yuichiro (2001): InfoPoint: A Device that Provides a Uniform User Interface to Allow Appliances to Work Together over a Network. In Personal and Ubiquitous Computing, 5 (4) pp. 264-274
» 2000 «
Rekimoto, Jun and Sciammarella, Eduardo (2000): ToolStone: Effective Use of the Physical Manipulation Vocabularies of Input Devices. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 109-117. Available online
Matsushita, Nobuyuki, Ayatsuka, Yuji and Rekimoto, Jun (2000): Dual Touch: A Two-Handed Interface for Pen-Based PDAs. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 211-212. Available online
Rekimoto, Jun and Ayatsuka, Yuji (2000): CyberCode: designing augmented reality environments with visual tags. In: Designing Augmented Reality Environments 2000 2000. pp. 1-10. Available online
» 1999 «
Rekimoto, Jun and Saitoh, Masanori (1999): Augmented Surfaces: A Spatially Continuous Work Space for Hybrid Computing Environments. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 378-385. Available online
This paper describes our design and implementation of a computer augmented environment that allows users to smoothly interchange digital information among their portable computers, table and wall displays, and other physical objects. Supported by a camera-based object recognition system, users can easily integrate their portable computers with the pre-installed ones in the environment. Users can use displays projected on tables and walls as a spatially continuous extension of their portable computers. Using an interaction technique called hyperdragging, users can transfer information from one computer to another, by only knowing the physical relationship between them. We also provide a mechanism for attaching digital data to physical objects, such as a videotape or a document folder, to link physical and digital spaces.
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Rekimoto, Jun (1999): Time-Machine Computing: A Time-Centric Approach for the Information Environment. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 45-54. Available online
This paper describes the concept of Time-Machine Computing (TMC), a time-centric approach to organizing information on computers. A system based on Time-Machine Computing allows a user to visit the past and the future states of computers. When a user needs to refer to a document that he/she was working on at some other time, he/she can travel in the time dimension and the system restores the computer state at that time. Since the user's activities on the system are automatically archived, the user's daily workspace is seamlessly integrated into the information archive. The combination of spatial information management of the desktop metaphor and time traveling allows a user to organize and archive information without being bothered by folder hierarchies or the file classification problems that are common in today's desktop environments. TMC also provides a mechanism for linking multiple applications and external information sources by exchanging time information. This paper describes the key features of TMC, a time-machine desktop environment called "TimeScape," and several time-oriented application integration examples.
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Kohtake, Naohiko, Rekimoto, Jun and Anzai, Yuichiro (1999): InfoStick: An Interaction Device for Inter-Appliance Computing. In: Gellersen, Hans-Werner (ed.) Handheld and Ubiquitous Computing - First International Symposium - HUC99 September 27-29, 1999, Karlsruhe, Germany. pp. 246-258. Available online
» 1998 «
Rekimoto, Jun (1998): A Multiple Device Approach for Supporting Whiteboard-Based Interactions. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 344-351. Available online
In this paper, we propose a multiple-device approach for supporting informal meetings using a digital whiteboard. Traditional digital whiteboard systems often suffer from a limited capability to enter text and the handling of existing data. The large display surface of the whiteboard also makes traditional GUI design ineffective. Our proposed approach provides a hand-held computer for each participant which serves as a tool palette and data entry palette for the whiteboard. Just as an oil painter effectively uses a palette in his/her hand, this hand-held device offers an easy way to create a new text/stroke object, to select existing data from a network, to select pen attributes, and to control the whiteboard application. This paper also reports our experience with the digital whiteboard systems using a proposed multi-device architecture.
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Ayatsuka, Yuji, Rekimoto, Jun and Matsuoka, Satoshi (1998): Popup Vernier: A Tool for Sub-Pixel-Pitch Dragging with Smooth Mode Transition. In: Mynatt, Elizabeth D. and Jacob, Robert J. K. (eds.) Proceedings of the 11th annual ACM symposium on User interface software and technology November 01 - 04, 1998, San Francisco, California, United States. pp. 39-48. Available online
Dragging is one of the most useful and popular techniques in direct manipulation graphical user interfaces. However, dragging has inherent restrictions caused by pixel resolution of a display. Although in some situations the restriction could be negligible, certain kinds of applications, e.g., real world applications where the range of adjustable parameters vastly exceed the screen resolution, require sub-pixel-pitch dragging. We propose a sub-pixel-pitch dragging tool, popup vernier, plus a methodology to transfer smoothly into 'vernier mode' during dragging. A popup vernier consists of locally zoomed grids and vernier scales displayed around them. Verniers provide intuitive manipulation and feedback of fine grain dragging, in that pixel-pitch movements of the grids represent sub-pixel-pitch movements of a dragged object, and the vernier scales show the object's position at a sub-pixel accuracy. The effectiveness of our technique is verified with a proposed evaluation measure that captures the smoothness of transition from standard mode to vernier mode, based on the Fitts' law.
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Ayatsuka, Yuji, Matsuoka, Satoshi and Rekimoto, Jun (1998): Layered Penumbrae: An Effective 3D Feedback Technique. In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. pp. 202-209. Available online
Rekimoto, Jun (1998): Matrix: A Realtime Object Identification and Registration Method for Augmented Reality. In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. pp. 63-69. Available online
» 1997 «
Rekimoto, Jun (1997): Pick-and-Drop: A Direct Manipulation Technique for Multiple Computer Environments. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 31-39. Available online
This paper proposes a new field of user interfaces called multi-computer direct manipulation and presents a pen-based direct manipulation technique that can be used for data transfer between different computers as well as within the same computer. The proposed Pick-and-Drop allows a user to pick up an object on a display and drop it on another display as if he/she were manipulating a physical object. Even though the pen itself does not have storage capabilities, a combination of Pen-ID and the pen manager on the network provides the illusion that the pen can physically pick up and move a computer object. Based on this concept, we have built several experimental applications using palm-sized, desk-top, and wall-sized pen computers. We also considered the importance of physical artifacts in designing user interfaces in a future computing environment.
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Matsushita, Nobuyuki and Rekimoto, Jun (1997): HoloWall: Designing a Finger, Hand, Body, and Object Sensitive Wall. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 209-210. Available online
This TechNote reports on our initial results of realizing a computer augmented wall called the Holo Wall. Using an infrared camera located behind the wall, this system allows a user to interact with this computerized wall using fingers, hands, their body, or even a physical object such as a document folder.
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Rekimoto, Jun (1997): A Magnifying Glass Approach to Augmented Reality Systems. In Presence: Teleoperators and Virtual Environments, 6 (4) pp. 399-412
» 1996 «
Ayatsuka, Yuji, Matsuoka, Satoshi and Rekimoto, Jun (1996): Penumbrae for 3D Interactions. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 165-166. Available online
We propose a new feedback technique for 3D interaction using penumbrae which the objects cast. Rather than generating a real penumbra, which is computationally expensive, a fast, simplified algorithm is employed, which also is better suited for position feedback purposes. User studies show that 1) compared to orthographic shadow projections, 3D spatial recognition and placement tasks are substantially faster with our penumbrae, and 2) the users feel the feedback to be more natural.
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Rekimoto, Jun (1996): Tilting Operations for Small Screen Interfaces. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 167-168. Available online
This TechNote introduces new interaction techniques for small screen devices such as palmtop computers or handheld electric devices, including pagers and cellular phones. Our proposed method uses the tilt of the device itself as input. Using both tilt and buttons, it is possible to build several interaction techniques ranging from menus and scroll bars, to more complicated examples such as a map browsing system and a 3D object viewer. During operation, only one hand is required to both hold and control the device. This feature is especially useful for field workers.
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» 1995 «
Rekimoto, Jun and Nagao, Katashi (1995): The World through the Computer: Computer Augmented Interaction with Real World Environments. In: Robertson, George G. (ed.) Proceedings of the 8th annual ACM symposium on User interface and software technology November 15 - 17, 1995, Pittsburgh, Pennsylvania, United States. pp. 29-36. Available online
Current user interface techniques such as WIMP or the desktop metaphor do not support real world tasks, because the focus of these user interfaces is only on human-computer interactions, not on human-real world interactions. In this paper, we propose a method of building computer augmented environments using a situation-aware portable device. This device, called NaviCam, has the ability to recognize the user's situation by detecting color-code IDs in real world environments. It displays situation sensitive information by superimposing messages on its video see-through screen. Combination of ID-awareness and portable video-see-through display solves several problems with current ubiquitous computers systems and augmented reality systems.
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Rekimoto, Jun (1995): Augmented Interaction: Interacting with the Real World through a Computer. In: Proceedings of the Sixth International Conference on Human-Computer Interaction July 9-14, 1995, Tokyo, Japan. pp. 255-260.
This paper discusses why traditional GUI is not adequate to support highly portable computers, and proposes a new HCI style called Augmented Interaction, which is concentraining on the user's real world activities. Situation awareness and implicit interaction are the two key ideas of this concept. We also report on the prototype system called NaviCam, which is based on the idea of Augmented Interaction.
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» 1993 «
Hamakawa, Rei and Rekimoto, Jun (1993): Object Composition and Playback Models for Handling Multimedia Data. In: ACM Multimedia 1993 1993. pp. 273-281.
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