Creepy Tracker Toolkit for Context-aware Interfaces
暂无分享,去创建一个
Daniel Mendes | Rafael Kuffner dos Anjos | Daniel Medeiros | Joaquim A. Jorge | João Madeiras Pereira | Alfredo Ferreira | Alberto Barbosa Raposo | Maurício Sousa | A. Raposo | Alfredo Ferreira | R. K. D. Anjos | J. Pereira | Daniel Medeiros | Daniel Mendes | Maurício Sousa | Joaquim Jorge
[1] Daniel Mendes,et al. The benefits of DOF separation in mid-air 3D object manipulation , 2016, VRST.
[2] Charles T. Loop,et al. Holoportation: Virtual 3D Teleportation in Real-time , 2016, UIST.
[3] Daniel Mendes,et al. Eery Space: Facilitating Virtual Meetings Through Remote Proxemics , 2015, INTERACT.
[4] Saul Greenberg,et al. Proxemic interaction: designing for a proximity and orientation-aware environment , 2010, ITS '10.
[5] Yuxi Wang,et al. SoD-Toolkit: A Toolkit for Interactively Prototyping and Developing Multi-Sensor, Multi-Device Environments , 2015, ITS.
[6] Saul Greenberg,et al. Cross-device interaction via micro-mobility and f-formations , 2012, UIST.
[7] Richard A. Bolt,et al. “Put-that-there”: Voice and gesture at the graphics interface , 1980, SIGGRAPH '80.
[8] Andrew S. Forsberg,et al. Image plane interaction techniques in 3D immersive environments , 1997, SI3D.
[9] Nicolai Marquardt,et al. Proxemic interactions in ubiquitous computing ecologies , 2011, CHI Extended Abstracts.
[10] Ted Selker,et al. A Look at Human Interaction with Pervasive Computers , 1999, IBM Syst. J..
[11] E. Hall,et al. The Hidden Dimension , 1970 .
[12] Daniel Vogel,et al. Interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users , 2004, UIST '04.
[13] Bernt Schiele,et al. Beyond Position Awareness , 2002, Personal and Ubiquitous Computing.
[14] Bill N. Schilit,et al. Context-aware computing applications , 1994, Workshop on Mobile Computing Systems and Applications.
[15] Hrvoje Benko,et al. CrossMotion: Fusing Device and Image Motion for User Identification, Tracking and Device Association , 2014, ICMI.
[16] J.K. Aggarwal,et al. Human activity analysis , 2011, ACM Comput. Surv..
[17] Blair MacIntyre,et al. RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units , 2014, UIST.
[18] A.D. Wilson. Depth-Sensing Video Cameras for 3D Tangible Tabletop Interaction , 2007, Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP'07).
[19] Yvonne Rogers,et al. Around the table: are multiple-touch surfaces better than single-touch for children's collaborative interactions? , 2009, CSCL.
[20] P. Hartvigsen. The Computer for the 21st Century (1991) , 2014 .
[21] Tero Jokela,et al. A Diary Study on Combining Multiple Information Devices in Everyday Activities and Tasks , 2015, CHI.
[22] Eyal Ofek,et al. Room2Room: Enabling Life-Size Telepresence in a Projected Augmented Reality Environment , 2016, CSCW.
[23] Andrew W. Fitzgibbon,et al. Real-time human pose recognition in parts from single depth images , 2011, CVPR 2011.
[24] Kris Luyten,et al. Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and Mediating Large Surface Interactions , 2015, INTERACT.
[25] Yvonne Rogers,et al. When the fingers do the talking: A study of group participation with varying constraints to a tabletop interface , 2008, 2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems.
[26] Hrvoje Benko,et al. Combining multiple depth cameras and projectors for interactions on, above and between surfaces , 2010, UIST.
[27] Sebastian Boring,et al. Gradual engagement: facilitating information exchange between digital devices as a function of proximity , 2012, ITS.
[28] Mel Slater,et al. Body Centred Interaction in Immersive Virtual Environments , 1994 .
[29] Tovi Grossman,et al. Medusa: a proximity-aware multi-touch tabletop , 2011, UIST.
[30] Bernt Schiele,et al. DeeperCut: A Deeper, Stronger, and Faster Multi-person Pose Estimation Model , 2016, ECCV.
[31] Bernd Fröhlich,et al. Immersive Group-to-Group Telepresence , 2013, IEEE Transactions on Visualization and Computer Graphics.
[32] Joaquim A. Jorge,et al. Physio@Home: design explorations to support movement guidance , 2014, CHI Extended Abstracts.
[33] James H. Aylor,et al. Computer for the 21st Century , 1999, Computer.
[34] Patrick Baudisch,et al. Multitoe: high-precision interaction with back-projected floors based on high-resolution multi-touch input , 2010, UIST.
[35] Saul Greenberg,et al. The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture on and above a Digital Surface , 2011, INTERACT.
[36] Julian Frommel,et al. ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users , 2017, CHI.
[37] Gregory D. Abowd,et al. A Conceptual Framework and a Toolkit for Supporting the Rapid Prototyping of Context-Aware Applications , 2001, Hum. Comput. Interact..
[38] Katashi Nagao,et al. The world through the computer: computer augmented interaction with real world environments , 1995, UIST '95.
[39] Jerry Alan Fails,et al. Light widgets: interacting in every-day spaces , 2002, IUI '02.
[40] Greg Welch,et al. The office of the future: a unified approach to image-based modeling and spatially immersive displays , 1998, SIGGRAPH.
[41] Nicolai Marquardt,et al. EagleSense: Tracking People and Devices in Interactive Spaces using Real-Time Top-View Depth-Sensing , 2017, CHI.
[42] Tara Matthews,et al. A toolkit for managing user attention in peripheral displays , 2004, UIST '04.
[43] Kaj Grønbæk,et al. IGameFloor: a platform for co-located collaborative games , 2007, ACE '07.