Number of co-authors:34
Number of publications with 3 favourite co-authors:Samuel Shipman:John Barnwell:Ravin Balakrishnan:
Darren Leigh's 3 most productive colleagues in number of publications:Saul Greenberg:140Scott E. Hudson:113Ravin Balakrishnan:108
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Publications by Darren Leigh (bibliography)
Wittenburg, Kent, Lanning, Tom, Leigh, Darren and Ryall, Kathy (2008): Visualizing antenna design spaces. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 83-90. http://doi.acm.org/10.1145/1385569.1385585
Tse, Edward, Shen, Chia, Barnwell, John, Shipman, Sam, Leigh, Darren and Greenberg, Saul (2007): Multimodal Split View Tabletop Interaction Over Existing Applications. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 129-136. http://doi.ieeecomputersociety.org/10.1109/TABLETOP.2007.17
Wren, Christopher Richard, Ivanov, Yuri A., Kaur, Ishwinder, Leigh, Darren and Westhues, Jonathan (2007): SocialMotion: Measuring the Hidden Social Life of a Building. In: Hightower, Jeffrey, Schiele, Bernt and Strang, Thomas (eds.) Location- and Context-Awareness - Third International Symposium - LoCA 2007 September 20-21, 2007, Oberpfaffenhofen, Germany. pp. 85-102. http://dx.doi.org/10.1007/978-3-540-75160-1_6
Wigdor, Daniel, Leigh, Darren, Forlines, Clifton, Shipman, Samuel, Barnwell, John, Balakrishnan, Ravin and Shen, Chia (2006): Under the table interaction. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 259-268. http://doi.acm.org/10.1145/1166253.1166294
We explore the design space of a two-sided interactive touch table, designed to receive touch input from both the top and bottom surfaces of the table. By combining two registered touch surfaces, we are able to offer a new dimension of input for co-located collaborative groupware. This design accomplishes the goal of increasing the relative size of the input area of a touch table while maintaining its direct-touch input paradigm. We describe the interaction properties of this two-sided touch table, report the results of a controlled experiment examining the precision of user touches to the underside of the table, and a series of application scenarios we developed for use on inverted and two-sided tables. Finally, we present a list of design recommendations based on our experiences and observations with inverted and two-sided tables.
© All rights reserved Wigdor et al. and/or ACM Press
Dietz, Paul H., Harsham, Bret, Forlines, Clifton, Leigh, Darren, Yerazunis, William, Shipman, Sam, Schmidt-Nielsen, Bent and Ryall, Kathy (2005): DT controls: adding identity to physical interfaces. In: Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005. pp. 245-252. http://doi.acm.org/10.1145/1095034.1095075
In this paper, we show how traditional physical interface components such as switches, levers, knobs and touch screens can be easily modified to identify who is activating each control. This allows us to change the function performed by the control, and the sensory feedback provided by the control itself, dependent upon the user. An auditing function is also available that logs each user\'s actions. We describe a number of example usage scenarios for our technique, and present two sample implementations.
© All rights reserved Dietz et al. and/or ACM Press
Ryall, Kathy, Lesh, Neal, Lanning, Tom, Leigh, Darren, Miyashita, Hiroaki and Makino, Shigeru (2005): QueryLines: approximate query for visual browsing. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1765-1768. http://doi.acm.org/10.1145/1056808.1057017
We introduce approximate query techniques for searching and analyzing two-dimensional data sets such as line or scatter plots. Our techniques allow users to explore a dataset by defining QueryLines: soft constraints and preferences for selecting and sorting a subset of the data. By using both preferences and soft constraints for query composition, we allow greater flexibility and expressiveness than previous visual query systems. When the user over-constrains a query, for example, a system using approximate techniques can display "near misses" to enable users to quickly and continuously refine queries.
© All rights reserved Ryall et al. and/or ACM Press
Lee, Johnny C., Avrahami, Daniel, Hudson, Scott E., Forlizzi, Jodi, Dietz, Paul H. and Leigh, Darren (2004): The calder toolkit: wired and wireless components for rapidly prototyping interactive devices. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 167-175. http://doi.acm.org/10.1145/1013115.1013139
Toolkits and other tools have dramatically reduced the time and technical expertise needed to design and implement graphical user interfaces (GUIs) allowing high-quality, iterative, user-centered design to become a common practice. Unfortunately the generation of functioning prototypes for physical interactive devices as not had similar support -- it still requires substantial time and effort by individuals with highly specialized skills and tools. This creates a divide between a designers' ability to explore form and interactivity of product designs and the ability to iterate on the basis of high fidelity interactive experiences with a functioning prototype. To help overcome this difficulty we have developed the Calder hardware toolkit. Calder is a development environment for rapidly exploring and prototyping functional physical interactive devices. Calder provides a set of reusable small input and output components, and integration into existing interface prototyping environments. These components communicate with a computer using wired and wireless connections. Calder is a tool targeted toward product and interaction designers to aid them in their early design process. In this paper we describe the process of gaining an understanding of the needs and workflow habits of our target users to generate a collection of requirements for such a toolkit. We describe technical challenges imposed by these needs, and the specifics of design and implementation of the toolkit to meet these challenges.
© All rights reserved Lee et al. and/or ACM Press
Dietz, Paul H., Yerazunis, William S. and Leigh, Darren (2003): Very Low-Cost Sensing and Communication Using Bidirectional LEDs. In: Dey, Anind K., Schmidt, Albrecht and McCarthy, Joseph F. (eds.) UbiComp 2003 Ubiquitous Computing - 5th International Conference October 12-15, 2003, Seattle, WA, USA. pp. 175-191. http://link.springer.de/link/service/series/0558/bibs/2864/28640175.htm
Dietz, Paul and Leigh, Darren (2001): DiamondTouch: a multi-user touch technology. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 219-226. http://doi.acm.org/10.1145/502348.502389
A technique for creating a touch-sensitive input device is proposed which
allows multiple, simultaneous users to interact in an intuitive fashion. Touch
location information is determined independently for each user, allowing each
touch on a common surface to be associated with a particular user. The surface
generates location dependent, modulated electric fields which are capacitively
coupled through the users to receivers installed in the work environment. We
describe the design of these systems and their applications. Finally, we
present results we have obtained with a small prototype device.
© All rights reserved Dietz and Leigh and/or ACM Press
Anderson, David, Frankel, James L., Marks, Joe, Leigh, Darren, Sullivan, Eddie, Yedidia, Jonathan and Ryall, Kathy (1999): Building Virtual Structures with Physical Blocks. 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. 71-72. http://www.acm.org/pubs/articles/proceedings/uist/320719/p71-anderson/p71-anderson.pdf
We describe a tangible interface for building virtual structures using physical building blocks. We demonstrate two applications of our system. In one version, the blocks are used to construct geometric models of objects and structures for a popular game, Quake II. In another version, buildings created with our blocks are rendered in different styles, using intelligent decoration of the building model.
© All rights reserved Anderson et al. and/or ACM Press
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