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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.

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.

WaveTrace Demo at the Dutch Design Week (2017)
Exhibition / Performance
Verweij, D., Abreu Esteves, A., Khan, V., & Bakker, S. WaveTrace Demo at the Dutch Design Week. Exhibited at Eindhoven, The Netherlands. 21 October 2017 - 29 October 2017. (Unpublished)

Every design has its own story, a story about ideas, exploring, decisions and adaptations. During Mind the Story, the lecture program that accompanies Mind the Step, the focus is on people involved in the design process. As user, client, organization... Read More about WaveTrace Demo at the Dutch Design Week.

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..

Remote control by body movement in synchrony with orbiting widgets: an evaluation of TraceMatch (2017)
Journal Article
Clarke, C., Bellino, A., Esteves, A., & Gellersen, H. (2017). Remote control by body movement in synchrony with orbiting widgets: an evaluation of TraceMatch. PACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 1(3), Article 45. https://doi.org/10.1145/3130910

In this work we consider how users can use body movement for remote control with minimal effort and maximum flexibility. TraceMatch is a novel technique where the interface displays available controls as circular widgets with orbiting targets, and wh... Read More about Remote control by body movement in synchrony with orbiting widgets: an evaluation of TraceMatch.

Multi-user motion matching interaction for interactive television using Smartwatches. (2017)
Presentation / Conference
Verweij, D., Khan, V., Esteves, A., & Bakker, S. (2017, June). Multi-user motion matching interaction for interactive television using Smartwatches. Poster presented at Adjunct Publication of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video - TVX '17 Adjunct

Motion matching input, following continuously moving targets by performing bodily movements, offers new interaction possibilities in multiple domains. Unlike optical motion matching input systems, our technique utilizes a smartwatch to record motion... Read More about Multi-user motion matching interaction for interactive television using Smartwatches..

WaveTrace: Motion Matching Input using Wrist-Worn Motion Sensors (2017)
Presentation / Conference
Verweij, D., Esteves, A., Khan, V., & Bakker, S. (2017, May). WaveTrace: Motion Matching Input using Wrist-Worn Motion Sensors. Poster presented at Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17

We present WaveTrace, a novel interaction technique based on selection by motion matching. In motion matching systems, targets move continuously in a singular and pre-defined path -- users interact with these by performing a synchronous bodily moveme... Read More about WaveTrace: Motion Matching Input using Wrist-Worn Motion Sensors.

Motion correlation: selecting objects by matching their movement (2017)
Journal Article
Velloso, E., Carter, M., Newn, J., Esteves, A., Gellersen, H., & Clarke, C. (2017). Motion correlation: selecting objects by matching their movement. ACM transactions on computer-human interaction, 24(3), Article 22. https://doi.org/10.1145/3064937

Selection is a canonical task in user interfaces, commonly supported by presenting objects for acquisition by pointing. In this article, we consider motion correlation as an alternative for selection. The principle is to represent available objects b... Read More about Motion correlation: selecting objects by matching their movement.

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.

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.

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?.

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.

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.

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..