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All Outputs (21)

Wattom: Ambient Eco-feedback with Mid-air Input (2019)
Conference Proceeding
Esteves, A., Quintal, F., Caires, F., Baptista, V., & Mendes, P. (2019). Wattom: Ambient Eco-feedback with Mid-air Input. In 2019 5th Experiment International Conference (exp.at'19). https://doi.org/10.1109/EXPAT.2019.8876565

This paper presents Wattom, a highly interactive ambient eco-feedback smart plug that aims to promote a more sustainable use of electricity in the home. This paper describes our latest implementation of the Wattom plug, and three system applications.... Read More about Wattom: Ambient Eco-feedback with Mid-air Input.

Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments (2019)
Conference Proceeding
Verweij, D., Esteves, A., Bakker, S., & Khan, V. (2019). Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments. In TEI '19 Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction (645-656). https://doi.org/10.1145/3294109.3295628

Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies... Read More about Designing Motion Matching for Real-World Applications: Lessons from Realistic Deployments.

Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls (2019)
Conference Proceeding
Quintal, F., Esteves, A., Caires, F., Baptiste, V., & Mendes, P. (2019). Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls. In TEI '19 Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction (307-313). https://doi.org/10.1145/3294109.3295642

This paper presents Wattom, a highly interactive ambient eco-feedback smart plug that aims to support a more sustainable use of electricity by being tightly coupled to users' energy-related activities. We describe three use cases of the system: using... Read More about Wattom: a Consumption and Grid Aware Smart Plug with Mid-air Controls.

A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task (2018)
Conference Proceeding
Mackamul, E. B., & Esteves, A. (2018). A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task. In SUI '18 Symposium on Spatial User Interaction. https://doi.org/10.1145/3267782.3267793

This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and perfor... Read More about A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task.

Head-mounted displays as opera glasses: using mixed-reality to deliver an egalitarian user experience during live events (2017)
Conference Proceeding
Bishop, C., Esteves, A., & McGregor, I. (2017). Head-mounted displays as opera glasses: using mixed-reality to deliver an egalitarian user experience during live events. In ICMI 2017 Proceedings of the 19th ACM International Conference on Multimodal Interaction. https://doi.org/10.1145/3136755.3136781

This paper explores the use of head-mounted displays (HMDs) as a way to deliver a front row experience to any audience member during a live event. To do so, it presents a two-part user study that compares participants reported sense of presence acros... Read More about Head-mounted displays as opera glasses: using mixed-reality to deliver an egalitarian user experience during live events.

SmoothMoves: smooth pursuits head movements for augmented reality. (2017)
Conference Proceeding
Abreu Esteves, A., Verweij, D., Suraiya, L., Islam, R., Lee, Y., & Oakley, I. (2017). SmoothMoves: smooth pursuits head movements for augmented reality. In UIST '17 Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology (167-178). https://doi.org/10.1145/3126594.3126616

SmoothMoves is an interaction technique for augmented reality (AR) based on smooth pursuits head movements. It works by computing correlations between the movements of on-screen targets and the user’s head while tracking those targets. The paper pres... Read More about SmoothMoves: smooth pursuits head movements for augmented reality..

TraceMatch: a computer vision technique for user input by tracing of animated controls (2016)
Conference Proceeding
Esteves>, A., Clarke, C., Bellino, A., Esteves, A., Velloso, E., & Gellersen, H. (2016). TraceMatch: a computer vision technique for user input by tracing of animated controls. In UbiComp '16 Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (298-303). https://doi.org/10.1145/2971648.2971714

Recent works have explored the concept of movement correlation interfaces, in which moving objects can be selected by matching the movement of the input device to that of the desired object. Previous techniques relied on a single modality (e.g. gaze... Read More about TraceMatch: a computer vision technique for user input by tracing of animated controls.

AmbiGaze: Direct Control of Ambient Devices by Gaze (2016)
Conference Proceeding
Velloso, E., Wirth, M., Weichel, C., Esteves, A., & Gellersen, H. (2016). AmbiGaze: Direct Control of Ambient Devices by Gaze. In DIS '16 Proceedings of the 2016 ACM Conference on Designing Interactive Systems (812-817). https://doi.org/10.1145/2901790.2901867

Eye tracking offers many opportunities for direct device control in smart environments, but issues such as the need for calibration and the Midas touch problem make it impractical. In this paper, we propose AmbiGaze, a smart environment that employs... Read More about AmbiGaze: Direct Control of Ambient Devices by Gaze.

Beats: Tapping Gestures for Smart Watches (2015)
Conference Proceeding
Oakley, I., Lee, D., Islam, M. R., & Esteves, A. (2015). Beats: Tapping Gestures for Smart Watches. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (1237-1246). https://doi.org/10.1145/2702123.2702226

Interacting with smartwatches poses new challenges. Although capable of displaying complex content, their extremely small screens poorly match many of the touchscreen interaction techniques dominant on larger mobile devices. Addressing this problem,... Read More about Beats: Tapping Gestures for Smart Watches.

Fall of Humans: Interactive tabletop games and transmedia storytelling. (2015)
Conference Proceeding
Dionisio, M., Gujaran, A., Pinto, M., & Esteves, A. (2015). Fall of Humans: Interactive tabletop games and transmedia storytelling. In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces (401-404). https://doi.org/10.1145/2817721.2823477

This paper illustrates how transmedia storytelling can help introduce players to interactive tabletop games. To do so, we developed Fall of Humans (FoH), an experience that takes place over two games: Meat factory, a physical card game where players... Read More about Fall of Humans: Interactive tabletop games and transmedia storytelling..

Orbits: enabling gaze interaction in smart watches using moving targets (2015)
Conference Proceeding
Esteves, A., Velloso, E., Bulling, A., & Gellersen, H. (2015). Orbits: enabling gaze interaction in smart watches using moving targets. In UbiComp/ISWC'15 Adjunct Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computer. https://doi.org/10.1145/2800835.2800942

In this paper we demonstrate Orbits, a novel gaze interaction technique that accounts for both the reduced size of smart watch displays and the hands-free nature of conventional watches. Orbits combines graphical controls that display one or multiple... Read More about Orbits: enabling gaze interaction in smart watches using moving targets.

Orbits: gaze Interaction for smart watches using smooth pursuit eye movements. (2015)
Conference Proceeding
Esteves, A., Velloso, E., Bulling, A., & Gellersen, H. (2015). Orbits: gaze Interaction for smart watches using smooth pursuit eye movements. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology (457-466). https://doi.org/10.1145/2807442.2807499

We introduce Orbits, a novel gaze interaction technique that enables hands-free input on smart watches. The technique relies on moving controls to leverage the smooth pursuit movements of the eyes and detect whether and at which control the user is l... Read More about Orbits: gaze Interaction for smart watches using smooth pursuit eye movements..

The ATB Framework: quantifying and classifying epistemic strategies in tangible problem-solving tasks. (2015)
Conference Proceeding
Esteves, A., Bakker, S., Antle, A., May, A., Warren, J., & Oakley, I. (2015). The ATB Framework: quantifying and classifying epistemic strategies in tangible problem-solving tasks. In Proceedings of the 9th International Conference on Tangible, Embedded and Embodied Interaction (13-20). https://doi.org/10.1145/2677199.2680546

In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented a... Read More about The ATB Framework: quantifying and classifying epistemic strategies in tangible problem-solving tasks..

Classifying physical strategies in tangible tasks: a video-coding framework for epistemic actions (2014)
Conference Proceeding
Esteves, A., Bakker, S., Antle, A. N., May, A., Warren, J., & Oakley, I. (2014). Classifying physical strategies in tangible tasks: a video-coding framework for epistemic actions. In Proceeding CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems (1843-1848). https://doi.org/10.1145/2559206.2581185

Tangible interaction is a compelling interface paradigm that elegantly merges the fluency of physical manipulation with the flexibility of digital content. However, it is currently challenging to understand the real benefits and advantages of tangibl... Read More about Classifying physical strategies in tangible tasks: a video-coding framework for epistemic actions.

On and Offline Tangible Interaction: Studying the Secret Lives of Augmented Objects (2013)
Conference Proceeding
Oakley, I., & Esteves, A. (2013). On and Offline Tangible Interaction: Studying the Secret Lives of Augmented Objects. In 2013 International Symposium on Ubiquitous Virtual Reality (ISUVR). https://doi.org/10.1109/isuvr.2013.12

The smart, augmented objects that appear in systems that support tangible interaction have a dual life. While they can exhibit complex digital behaviors in the technological context they are designed for, they are also static, standard physical objec... Read More about On and Offline Tangible Interaction: Studying the Secret Lives of Augmented Objects.

jamTable: Can Physical Interfaces Support the Collaboration between Novice and Experienced Musicians? (2013)
Conference Proceeding
Esteves, A., Quintal, F., & Oakley, I. (2013). jamTable: Can Physical Interfaces Support the Collaboration between Novice and Experienced Musicians?. In Haptic and Audio Interaction Design: 8th International Workshop, HAID 2013 (99-108). https://doi.org/10.1007/978-3-642-41068-0_11

This paper introduces jamTable, a system that enables the collaboration between users playing a standard musical instrument and users interacting with a tangible musical sequencer. In an introductory study both qualitative and quantitative data were... Read More about jamTable: Can Physical Interfaces Support the Collaboration between Novice and Experienced Musicians?.

Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task (2013)
Conference Proceeding
Esteves, A., van den Hoven, E., & Oakley, I. (2013). Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task. In TEI '13 Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (167-174). https://doi.org/10.1145/2460625.2460651

This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-row and compares play on a physical, tangible game board with that conducted... Read More about Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task.

Supporting offline activities on interactive surfaces (2013)
Conference Proceeding
Esteves, A., Scott, M., & Oakley, I. (2013). Supporting offline activities on interactive surfaces. In TEI 2013 - Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (147-154). https://doi.org/10.1145/2460625.2460648

This paper argues that inherent support for offline activities -- activities that are not sensed by the system -- is one of strongest benefits of tangible interaction over more traditional interface paradigms. By conducting two studies with single an... Read More about Supporting offline activities on interactive surfaces.

Designing tangible interaction for embodied facilitation (2012)
Conference Proceeding
Esteves, A. (2012). Designing tangible interaction for embodied facilitation. . https://doi.org/10.1145/2148131.2148231

Designing and evaluating tangible interaction is a challenging ad-hoc process. This paper argues that if the field of tangible interaction is to continue to develop, it will need to adopt design methodologies and guidelines that reflect its unique fe... Read More about Designing tangible interaction for embodied facilitation.

Informing design by recording tangible interaction. (2011)
Conference Proceeding
Esteves, A., & Oakley, I. (2011). Informing design by recording tangible interaction. . https://doi.org/10.1145/1979742.1979893

Evaluating tangible user interfaces is challenging. Despite the wealth of research describing the design of tangible systems, there is little empirical evidence highlighting the benefits they can confer. This paper presents a toolkit that logs the ma... Read More about Informing design by recording tangible interaction..