Collaboration Meets Interactive Spaces by Craig Anslow, Pedro Campos, Joaquim Jorge

By Craig Anslow, Pedro Campos, Joaquim Jorge

This publication explores the technological advances and social interactions among interactive areas, surfaces and units, aiming to supply new insights into rising social protocols that come up from the experimentation and long term utilization of interactive surfaces.

This edited quantity brings jointly researchers from world wide who examine interactive surfaces and interplay recommendations inside of huge screens, wearable units, software program improvement, protection and emergency administration. supplying either concept and functional case reviews, the authors examine present advancements and demanding situations into 3D visualization, huge surfaces, the interaction of cell phone units and massive monitors, wearable platforms and head fixed screens (HMD’S), distant proxemics and interactive wall monitors and the way those should be hired during the domestic and paintings areas.

Collaboration Meets Interactive Spaces is either for researchers and practitioners, offering readers with a coherent narrative into the present state of the art inside interactive surfaces and pervasive show know-how, offering priceless instruments and strategies as interactive media more and more permeates daily contexts.

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Extra resources for Collaboration Meets Interactive Spaces

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4c). This was popular during the user studies and found to be most intuitive given its familiarity. The gesture for when a block was to be moved orthogonally, towards or away from the participant, caused the most problems for the participants in the observation study. Yet, this gesture is essential for pulling a block out of a row. We implemented a two-finger pinch to zoom style gesture (Fig. 4d). The gesture was initially designed to mimic the grabbing of a block between two fingers and pulling it towards you.

Org 19. Pokonobe Associates, Jenga. com/ 20. Ruckenstein M (1991) Homo ludens: a study of the play element in culture. Leisure and Ethics 237 21. Samsung, Samsung 40 SUR40 SMART Signage—Samsung Business UK. http://www. com/uk/business/business-products/smart-signage/professional-display/ LH40SFWTGC/EN 22. Shaer O, Hornecker E (2010) Tangible user interfaces: past, present, and future directions. Found Trends Hum-Comput Inter 3(1–2):1–137 23. Strauss PS, Issacs P, Shrag J (2002) The design and implementation of direct manipulation in 3D.

As we developed the system more alternatives were investigated and informally tested. The prototype was then evaluated with a usability test; six participants undertook this study individually. We then refined the interaction based on the results of the usability test before evaluating the final prototype with a Jenga tournament that is reported in Sect. 6. This section describes the design decisions behind the interaction schemes for touch and tangible interaction and how they evolved during development and usability testing.

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