Sriram Subramanian

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University of Bristol

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Publications by Sriram Subramanian (bibliography)

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» 2009 «

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Rahman, Mahfuz, Gustafson, Sean, Irani, Pourang and Subramanian, Sriram (2009): Tilt techniques: investigating the dexterity of wrist-based input. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1943-1952. Available online

Most studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wrist. In a first study, we investigate the various factors that can influence tilt control, separately along the three axes of wrist movement: flexion/extension, pronation/supination, and ulnar/radial deviation. Results show that users can control comfortably at least 16 levels on the pronation/supination axis and that using a quadratic mapping function for discretization of tilt space significantly improves user performance across all tilt axes. We discuss the findings of our results in the context of several interaction techniques and identify several general design recommendations.

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Krol, Laurens R., Aliakseyeu, Dzmitry and Subramanian, Sriram (2009): Haptic feedback in remote pointing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3763-3768. Available online

We investigate the use of haptic feedback for enhancing user performance with remote pointing devices. We present a number of concepts that use haptic feedback on such devices and the results of the first user study, in which we have compared the effects of different feedback types on users' performance and preference in remote pointing tasks. The study showed that the addition of haptic feedback significantly improves the performance, while it has also revealed a seemingly low user acceptance of haptic feedback. We discuss the implications of our findings and outline the future work.

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McCallum, David C., Mak, Edward, Irani, Pourang and Subramanian, Sriram (2009): PressureText: pressure input for mobile phone text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4519-4524. Available online

Pressure sensitive buttons are appealing for reducing repetitive tasks such as text entry on mobile phone keypads, where multiple key presses are currently necessary to record an action. We present PressureText, a text-entry technique for a pressure augmented mobile phone. In a study comparing PressureText to MultiTap, we found that despite limited visual feedback for pressure input, users overall performed equally well with PressureText as with MultiTap. Expertise was a determining factor for improved performance with PressureText. Expert users showed a 33.6% performance gain over novices. Additionally, expert users were 5% faster on average with PressureText than MultiTap, suggesting that pressure input is a valuable augmentation to mobile phone keypads.

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Nacenta, Miguel A., Gutwin, Carl, Aliakseyeu, Dima and Subramanian, Sriram (2009): There and Back again: Cross-Display Object Movement in Multi-Display Environments. In Human-Computer Interaction, 24 (1) pp. 170-229

» 2008 «

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Shi, Kang, Irani, Pourang, Gustafson, Sean and Subramanian, Sriram (2008): PressureFish: a method to improve control of discrete pressure-based input. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1295-1298. Available online

Studies investigating user control of pressure input have reported

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Aliakseyeu, Dzimitry, Irani, Pourang, Lucero, Andres and Subramanian, Sriram (2008): Multi-flick: an evaluation of flick-based scrolling techniques for pen interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1689-1698. Available online

Multi-flick, which consists of repeated flick actions, has received popular media attention as an intuitive and natural document-scrolling technique for stylus based systems. In this paper we put multi-flick to test, by designing several flick-based scrolling techniques. We first map out the de-sign space of multi-flick and identify mapping functions that make multi-flick a natural and intuitive technique for document navigation. In the first experiment we compare several multi-flick variations for navigating lists on three different devices -- a PDA, a tabletPC, and a large table. Our study shows that compound-multi-flick (CMF) is the most preferred technique and it is at least as fast, if not faster than the traditional scrollbar. In a follow-up experiment, we evaluate multi-flick for scrolling text-based documents. Results show that all implementations of multi-flick are as good as the scrollbar for short distances while CMF is the most preferred. We discuss the implications of our findings and present several design guidelines.

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Liu, Jun, Pinelle, David, Gutwin, Carl and Subramanian, Sriram (2008): Improving digital handoff in shared tabletop workspaces. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 9-16. Available online

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Sakurai, Satoshi, Kitamura, Yoshifumi, Subramanian, Sriram and Kishino, Fumio (2008): Visibility control using revolving polarizer. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 161-168. Available online

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Takashima, Kazuki, Subramanian, Sriram, Tsukitani, Takayuki, Kitamura, Yoshifumi and Kishino, Fumio (2008): Acquisition of Off-Screen Object by Predictive Jumping. In: Lee, Seongil, Choo, Hyunseung, Ha, Sungdo and Shin, In Chul (eds.) Computer-Human Interaction 8th Asia-Pacific Conference - APCHI 2008 July 6-9, 2008, Seoul, Korea. pp. 301-310. Available online

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Terken, Jacques M. B., Subramanian, Sriram and Zancanaro, Massimo (2008): Special issue on user-centred design and evaluation of ubiquitous groupware. In Personal and Ubiquitous Computing, 12 (3) pp. 179-180

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Sakurai, Satoshi, Itoh, Yuichi, Kitamura, Yoshifumi, Nacenta, Miguel A., Yamaguchi, Tokuo, Subramanian, Sriram and Kishino, Fumio (2008): A Middleware for Seamless Use of Multiple Displays. In: Graham, T. C. Nicholas and Palanque, Philippe A. (eds.) DSV-IS 2008 - Interactive Systems. Design, Specification, and Verification, 15th International Workshop July 16-18, 2008, Kingston, Canada. pp. 252-266. Available online

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Sakurai, Satoshi, Yamaguchi, Tokuo, Kitamura, Yoshifumi, Itoh, Yuichi, Fukazawa, Ryo, Kishino, Fumio, Nacenta, Miguel A. and Subramanian, Sriram (2008): M3: multi-modal interface in multi-display environment for multi-users. In: ACM SIGGRAPH ASIA artgallery emerging technologies 2008, Singapore. p. 45.

» 2007 «

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Kattinakere, Raghavendra S., Grossman, Tovi and Subramanian, Sriram (2007): Modeling steering within above-the-surface interaction layers. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 317-326. Available online

Interaction techniques that utilize the space above the display surface to extend the functionalities of digitized surfaces continue to emerge. In such techniques, movements are constrained by the bounds of a layer. In addition, constraints imposed on the direction of movement within the layer may be present. Despite the presence of such techniques, there is limited understanding of human capabilities for performing the required steering task. In this paper we study and model user performance when steering through constrained and unconstrained paths in above-the-surface layers. Through a series of experiments we validate the derivation and applicability of our proposed models.

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Cechanowicz, Jared, Irani, Pourang and Subramanian, Sriram (2007): Augmenting the mouse with pressure sensitive input. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1385-1394. Available online

In this paper we investigate the use of a uni-pressure and dual-pressure augmented mouse. With a pressure augmented mouse users can simultaneously control cursor positions as well as multiple levels of discrete selection modes for common desktop application tasks. Two or more independent pressure sensors can be mounted onto several locations on the body of the mouse. To highlight the design potential of a pressure augmented mouse we conducted a multi-part study. In the first part we identified the number of maximum discrete levels controllable with a uni-pressure augmented mouse, the most appropriate locations for installing pressure sensors on the mouse, and the design of new interaction techniques to support selection with pressure-based input. In a follow-up design we introduced an additional sensor and two different types of selection techniques to control a larger number of discrete levels with two pressure sensors. Our results show that users can comfortably control up to 64 modes with a dual-pressure augmented mouse. We discuss the findings of our results in the context of several desktop interaction techniques and identify several design recommendations.

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Kim, Hyun Hoi James, Gutwin, Carl and Subramanian, Sriram (2007): The magic window: lessons from a year in the life of a co-present media space. In: GROUP07: International Conference on Supporting Group Work 2007. pp. 107-116. Available online

The windows and doorways that connect offices to public spaces are a site for people to gather awareness information and initiate interaction. However, these portals often reveal more information to the public area than the office occupant would like. As a result, people often keep doors and window blinds closed, which means that nobody can gather awareness information, even those with whom the occupant would be willing to share. One solution to this problem is a co-present media space -- a computer-mediated video connection at the boundary between an office and a public area. These systems can provide both greater privacy control to the occupant and greater overall awareness information to observers. To see how co-present media spaces would work in real world settings, we built what we believe are the first ever co-present media spaces, and deployed them in two offices. From observations gathered over fifteen months, it is clear that the systems can do a better job of balancing the occupant's need for privacy and the observers' need for awareness better, than a standard window. However, we also identified a number of issues that affected the use and the success of the systems: the existence of alternate information sources, confusion with existing social norms, disparities between effort and need, and reduced interactional subtlety for observers in the public area. Our work contributes both a novel arrangement of a media space for co-present collaborators, and the first investigation into the design factors that affect the use and acceptance of these systems.

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Nacenta, Miguel A., Sakurai, Satoshi, Yamaguchi, Tokuo, Miki, Yohei, Itoh, Yuichi, Kitamura, Yoshifumi, Subramanian, Sriram and Gutwin, Carl (2007): E-conic: a perspective-aware interface for multi-display environments. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 279-288. Available online

Multi-display environments compose displays that can be at different locations from and different angles to the user; as a result, it can become very difficult to manage windows, read text, and manipulate objects. We investigate the idea of perspective as a way to solve these problems in multi-display environments. We first identify basic display and control factors that are affected by perspective, such as visibility, fracture, and sharing. We then present the design and implementation of E-conic, a multi-display multi-user environment that uses location data about displays and users to dynamically correct perspective. We carried out a controlled experiment to test the benefits of perspective correction in basic interaction tasks like targeting, steering, aligning, pattern-matching and reading. Our results show that perspective correction significantly and substantially improves user performance in all these tasks.

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Yamaguchi, Tokuo, Subramanian, Sriram, Kitamura, Yoshifumi and Kishino, Fumio (2007): Strategic Tabletop Negotiations. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 169-182. Available online

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Mao, Jinzi, Mould, David and Subramanian, Sriram (2007): Background subtraction for realtime tracking of a tennis ball. In: Ranchordas, Alpesh, Araújo, Helder and Vitrià, Jordi (eds.) VISAPP 2007 - Proceedings of the Second International Conference on Computer Vision Theory and Applications - Volume 2 March 8-11, 2007, Barcelona, Spain. pp. 427-434.

» 2006 «

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Nacenta, Miguel A., Sallam, Samer, Champoux, Bernard, Subramanian, Sriram and Gutwin, Carl (2006): Perspective cursor: perspective-based interaction for multi-display environments. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 289-298. Available online

Multi-display environments and smart meeting rooms are now becoming more common. These environments build a shared display space from variety of devices: tablets, projected surfaces, tabletops, and traditional monitors. Since the different display surfaces are usually not organized in a single plane, traditional schemes for stitching the displays together can cause problems for interaction. However, there is a more natural way to compose display space -- using perspective. In this paper, we develop interaction techniques for multi-display environments that are based on the user's perspective on the room. We designed the Perspective Cursor, a mapping of cursor to display space that appears natural and logical from wherever the user is located. We conducted an experiment to compare two perspective-based techniques, the Perspective Cursor and a beam-based technique, with traditional stitched displays. We found that both perspective techniques were significantly faster for targeting tasks than the traditional technique, and that Perspective Cursor was the most preferred method. Our results show that integrating perspective into the design of multi-display environments can substantially improve performance.

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Gates, Carrie, Subramanian, Sriram and Gutwin, Carl (2006): DJs' perspectives on interaction and awareness in nightclubs. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 70-79. Available online

Several researchers have recently proposed technology for crowd-and-DJ interactions in nightclub environments. However, these attempts have not always met with success. In order to design better technologies and systems in this area, it is important to start with an understanding of how nightclub interaction currently happens. To build this understanding, we carried out an interview study focusing on DJ-audience interactions. We interviewed eleven DJs from several different cities, and asked them to discuss the ways that they interact with the audience, and the ways that they maintain and use awareness of the audience. We found that DJs gather a wide variety of information about their audiences, and that this information is important to them as they plan and shape the evening's musical experience. DJs are adept at gathering visual information about the audience, despite poor lighting conditions and a heavy workload of selecting and mixing music. Despite the difficulties, DJs took a dim view of technology designed to let crowds exert more control over the music. This study is one of the first to look closely at the interactive relationship between the DJ and the nightclub audience through the lens of HCI, and our findings provide a number of guidelines for the design of new DJ-focused nightclub technologies.

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Liu, Jun, Pinelle, David, Sallam, Samer, Subramanian, Sriram and Gutwin, Carl (2006): TNT: improved rotation and translation on digital tables. In: Proceedings of the 2006 Conference on Graphics Interface 2006. pp. 25-32. Available online

Digital tabletop systems allow users to work on computational objects in a flexible and natural setting. Since users can easily move to different positions around a table, systems must allow people to orient artifacts to their current position. However, it is only recently that rotation and translation techniques have been specifically designed for tabletops, and existing techniques still do not feel as simple and efficient as their real-world counterparts. To address this problem, we studied the ways that people move and reorient sheets of paper on real-world tabletops. We found that in almost all cases, rotation and translation are carried out simultaneously, and that an open-palm hand position was the most common way to carry out the motion. Based on our observations, we designed a new set of reorientation techniques that more closely parallel real-world motions. The new techniques, collectively called TNT, use three-degree-of-freedom (3DOF) input to allow simultaneous rotation and translation. A user study showed that all three variants of TNT were faster than a recent technique called RNT; in addition, participants strongly preferred TNT.

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Reetz, Adrian, Gutwin, Carl, Stach, Tadeusz, Nacenta, Miguel A. and Subramanian, Sriram (2006): Superflick: a natural and efficient technique for long-distance object placement on digital tables. In: Proceedings of the 2006 Conference on Graphics Interface 2006. pp. 163-170. Available online

Moving objects past arms' reach is a common action in both real-world and digital tabletops. In the real world, the most common way to accomplish this task is by throwing or sliding the object across the table. Sliding is natural, easy to do, and fast: however, in digital tabletops, few existing techniques for long-distance movement bear any resemblance to these real-world motions. We have designed and evaluated two tabletop interaction techniques that closely mimic the action of sliding an object across the table. Flick is an open-loop technique that is extremely fast. Superflick is based on Flick, but adds a correction step to improve accuracy for small targets. We carried out two user studies to compare these techniques to a fast and accurate proxy-based technique, the radar view. In the first study, we found that Flick is significantly faster than the radar for large targets, but is inaccurate for small targets. In the second study, we found no differences between Superflick and radar for either time or accuracy. Given the simplicity and learnability of flicking, our results suggest that throwing-based techniques have promise for improving the usability of digital tables.

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Subramanian, Sriram, Aliakseyeu, Dzimitry and Lucero, Andres (2006): Multi-layer interaction for digital tables. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 269-272. Available online

Interaction on digital tables has been restricted to a single layer on the table's active work-surface. We extend the design space of digital tables to include multiple layers of interaction. We leverage 3D position information of a pointing device to support interaction in the space above the active work-surface by creating multiple layers with drift-correction in which the user can interact with an application. We also illustrate through a point-design that designers can use multiple-layers to create a rich and clutter free application. A subjective evaluation showed that users liked the interaction techniques and found that, because of the drift correction we use, they could control the pointer when working in any layer.

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Cechanowicz, Jared, Dawson, Steven, Victor, Matt and Subramanian, Sriram (2006): Stylus Based Text Input Using Expanding CIRRIN. In: Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 163-166. Available online

CIRRIN [3] is a stylus based text input technique for mobile devices with a touch sensitive display. In this paper we explore the benefit of expanding the letters of CIRRIN to reduce the overall difficulty of selecting a letter. We adapted the existing CIRRIN to expand the characters as the stylus approached it to create a new text entry technique called expanding CIRRIN. In a small user study we compared the standard CIRRIN and expanding CIRRIN for different sentences. Our results indicate that expanding CIRRIN increases error rates and text input times. We observed that expanding the letters often made the stylus enter the CIRRIN ring adjacent to the intended letter, thereby increasing error rates. We discuss the implications of these results, and possible applications of expanding targets with other text input techniques such as the Metropolis [7] soft keyboard.

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Gates, Carrie, Subramanian, Sriram and Gutwin, Carl (2006): DJs' perspectives on interaction and awareness in nightclubs. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 70-79. Available online

Several researchers have recently proposed technology for crowd-and-DJ interactions in nightclub environments. However, these attempts have not always met with success. In order to design better technologies and systems in this area, it is important to start with an understanding of how nightclub interaction currently happens. To build this understanding, we carried out an interview study focusing on DJ-audience interactions. We interviewed eleven DJs from several different cities, and asked them to discuss the ways that they interact with the audience, and the ways that they maintain and use awareness of the audience. We found that DJs gather a wide variety of information about their audiences, and that this information is important to them as they plan and shape the evening's musical experience. DJs are adept at gathering visual information about the audience, despite poor lighting conditions and a heavy workload of selecting and mixing music. Despite the difficulties, DJs took a dim view of technology designed to let crowds exert more control over the music. This study is one of the first to look closely at the interactive relationship between the DJ and the nightclub audience through the lens of HCI, and our findings provide a number of guidelines for the design of new DJ-focused nightclub technologies.

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Aliakseyeu, Dzmitry, Nacenta, Miguel A., Subramanian, Sriram and Gutwin, Carl (2006): Bubble radar: efficient pen-based interaction. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 19-26. Available online

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Aliakseyeu, Dzmitry, Subramanian, Sriram, Lucero, Andres and Gutwin, Carl (2006): Interacting with piles of artifacts on digital tables. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 159-162. Available online

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Cechanowicz, Jared, Dawson, Steven, Victor, Matt and Subramanian, Sriram (2006): Stylus based text input using expanding CIRRIN. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 163-166. Available online

» 2005 «

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Nacenta, Miguel A., Aliakseyeu, Dzmitry, Subramanian, Sriram and Gutwin, Carl (2005): A comparison of techniques for multi-display reaching. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 371-380. Available online

Recent advances in multi-user collaboration have seen a proliferation of interaction techniques for moving digital objects from one device to another. However, little is known about how these techniques work in realistic situations, or how they compare to one another. We conducted a study to compare the efficiency of six techniques for moving objects from a tablet to a tabletop display. We compared the techniques in four different distance ranges and with three movement directions. We found that techniques like the Radar View and Pick-and-Drop, that have a control-to-display ratio of 1, are significantly faster for object movement than techniques that have smaller control-to-display ratios. We also found that using spatial manipulation of objects was faster than pressure-based manipulation.

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» 2004 «

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Dyck, Jeff, Gutwin, Carl, Subramanian, Sriram and Fedak, Christopher (2004): High-performance telepointers. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 172-181. Available online

Although telepointers are valuable for supporting real-time collaboration, they are rarely seen in commercial groupware applications that run on the Internet. One reason for their absence is that current telepointer implementations perform poorly on real-world networks with varying traffic, congestion, and loss. In this paper, we report on a new implementation of telepointers (HPT) that is designed to provide smooth, timely, and accurate telepointers in real-world groupware: on busy networks, on cable and dialup connections, and on wireless channels. HPT maintains performance at usable levels with a combination of techniques from multimedia and distributed systems research, including UDP transport, message compression, motion prediction, adaptive rate control, and adaptive forward error correction. Although these techniques have been seen before, they have never been combined and tailored to the specific requirements of telepointers. Tests of the new implementation show that HPT provides good performance in a number of network situations where other implementations do not work at all - we can provide usable telepointers even over a lossy 28K modem connection. HPT sets a new standard for telepointers, and allows designers to greatly improve the support that groupware provides for real-time interaction over distance.

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» 2003 «

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Subramanian, Sriram, Aliakseyeu, Dzmitry and Martens, Jean-Bernard (2003): Measuring the Coordination in 2D Positioning Tasks. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 295.

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Subramanian, Sriram, Aliakseyeu, Dzmitry and Martens, Jean-Bernard (2003): Empirical Evaluation of Performance in Hybrid 3D and 2D Interfaces. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 916.

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Aliakseyeu, Dzmitry, Champoux, Bernard, Martens, Jean-Bernard, Rauterberg, Matthias and Subramanian, Sriram (2003): The Visual Interaction Platform. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 1101.

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Publication statistics

Publication period:2003-2009
Publication count:33
Number of co-authors:43



Productive colleagues

Sriram Subramanian's 3 most productive colleagues in number of publications:

Carl Gutwin:87
Fumio Kishino:33
Massimo Zancanaro:31


Collaboration count

Number of publications with 3 favourite co-authors:

Carl Gutwin:13
Miguel A. Nacenta:8
Dzmitry Aliakseyeu:7

 

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Learn more about Sriram Subramanian:
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- ACM
- CSB

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