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Printed Program (pdf) - CHI 2012 - Association for Computing ...

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Interactivity<br />

AHNE: A Novel Interface <strong>for</strong> Spatial Interaction i425<br />

Matti Niinimäki, Koray Tahiroglu, Aalto University, Finland<br />

In this paper we describe AHNE (Audio-Haptic Navigation<br />

Environment). It is a three-dimensional user interface (3D UI) <strong>for</strong><br />

manipulating virtual sound objects with natural gestures in a real<br />

environment. AHNE uses real-time motion tracking and custommade<br />

glove controllers as input devices, and auditory and haptic<br />

feedback as the output. We present the underlying system and a<br />

possible use <strong>for</strong> the interface as a musical controller.<br />

GraphTrail: Analyzing Large Multivariate,<br />

Heterogeneous Networks while Supporting<br />

Exploration History i427<br />

Cody Dunne, Nathalie Henry Riche, Bongshin Lee, Microsoft<br />

Research, UK<br />

Ronald Metoyer, Oregon State University, USA<br />

George Robertson, Microsoft Research, UK<br />

(See associated paper on page 68)<br />

QuickDraw: Improving Drawing Experience <strong>for</strong><br />

Geometric Diagrams i428<br />

Salman Cheema, University of Central Florida, USA<br />

Sumit Gulwani, Microsoft Research, USA<br />

Joseph LaViola, University of Central Florida, USA<br />

(See associated paper on page 49)<br />

A Handle Bar Metaphor <strong>for</strong> Virtual Object<br />

Manipulation with Mid-Air Interaction i429<br />

Peng Song, Wooi Boon Goh, William Hutama, Chi-Wing Fu,<br />

Xiaopei Liu, Nanyang Technological University, Singapore<br />

(See associated paper on page 56)<br />

DisplayStacks: Interaction Techniques <strong>for</strong> Stacks<br />

of Flexible Thin-Film Displays i430<br />

Aneesh Tarun, Queen’s University, Canada<br />

Audrey Girouard, Carleton University, Canada<br />

Roel Vertegaal, Queen’s University, Canada<br />

(See associated paper on page 81)<br />

Interactive Paper Substrates to Support Musical<br />

Creation i431<br />

Jérémie Garcia, Theophanis Tsandilas, INRIA, France<br />

Carlos Agon, IRCAM, France<br />

Wendy Mackay, INRIA, France<br />

(See associated paper on page 73)<br />

Discovery-based Games <strong>for</strong> Learning Software i432<br />

Tao Dong, University of Michigan, USA<br />

Mira Dontcheva, Diana Joseph, Adobe Systems, USA<br />

Karrie Karahalios, University of Illinois, USA<br />

Mark Newman, Mark Ackerman, University of Michigan, USA<br />

(See associated paper on page 79)<br />

114 | ACM Conference on Human Factors in <strong>Computing</strong> Systems<br />

ZeroTouch: An Optical Multi-Touch and Free-Air<br />

Interaction Architecture i433<br />

Jonathan Moeller, Andruid Kerne, William Hamilton,<br />

Andrew Webb, Nicholas Lupfer, Texas A&M University, USA<br />

(See associated paper on page 76)<br />

FlexCam – Using Thin-film Flexible OLED Color<br />

Prints as a Camera Array i434<br />

Connor Dickie, Nicholas Fellion, Roel Vertegaal, Queen’s<br />

University, Canada<br />

FlexCam is a novel compound camera plat<strong>for</strong>m that explores<br />

interactions with color photographic prints using thinfilm flexible<br />

color displays. FlexCam augments a thinfilm color Flexible Organic<br />

Light Emitting Diode (FOLED) photographic viewfinder display<br />

with an array of lenses at the back. Our prototype allows <strong>for</strong> the<br />

photograph to act as a camera, exploiting flexibility of the<br />

viewfinder as a means to dynamically re-configure images<br />

captured by the photograph. FlexCam’s flexible camera array has<br />

altered optical characteristics when flexed, allowing users to<br />

dynamically expand and contract the camera’s field of view (FOV).<br />

Integrated bend sensors measure the amount of flexion in the<br />

display. The degree of flexion is used as input to software, which<br />

dynamically stitches images from the camera array and adjusts<br />

viewfinder size to reflect the virtual camera’s FOV. Our prototype<br />

envisions the use of photographs as cameras in one aggregate<br />

flexible, thin-film device.<br />

Toolset to explore visual motion designs in a<br />

video game i435<br />

David Milam, School of Interactive Arts and Technology, Canada<br />

Magy Seif El-Nasr, Northeastern University, USA<br />

Lyn Bartram, Matt Lockyer, Chao Feng, Perry Tan, School of<br />

Interactive Arts and Technology, Canada<br />

We describe a research toolset to explore visual designs in a video<br />

game. We focus specifically on visual motion, defined by attributes<br />

of motion, and their effect on accessibility, which may lead to a<br />

diminished experience <strong>for</strong> novice players. Eight expert game<br />

designers evaluated the tool embedded into a simple point and<br />

click game. Specifically they controlled attributes of speed, size of<br />

game elements, and amount of elements on screen associated to<br />

game targets, distractions, and feedback. The tool allowed<br />

experts to define difficulty settings and expose patterns, which<br />

they verified. As a game, we then investigated the effect of visual<br />

motion on accessibility in a <strong>for</strong>mal user study comprised of 105<br />

participants. As a follow-up to this work, we expanded the toolset<br />

to include 8 additional attributes of motion.<br />

iRotate: Automatic Screen Rotation based on<br />

Face Orientation i437<br />

Lung-Pan Cheng, Fang-I Hsiao, Yen-Ting Liu, Mike Y. Chen,<br />

National Taiwan University, Taiwan<br />

(See associated paper on page 76)

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