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Showing papers by "Morten Fjeld published in 2013"


Proceedings ArticleDOI
24 Sep 2013
TL;DR: This work aims to explore the design space of distributed input and output solutions that rely on and benefit from phone--tablet collaboration, both physically and digitally by defining a design space and suggesting a developer's framework and implementing prototype applications in such areas as distributed information display, distributed control and various configurations of these.
Abstract: It is becoming increasingly more common for people to own botha smartphone and a tablet, providing a design opportunity to leverage the combination of these two formfactors. Our work aims to explore this by: a) defining the design space of distributed input and output solutions that rely on and benefit from phone--tablet collaboration, both physically and digitally; andb) reveal the idiosyncrasies of each particular device combination via interactive prototypes. Our research provides actionable insight in this emerging area by defining a design space, suggesting a developer's framework and implementing prototypical applicationsin such areas as distributed information display, distributed control and various configurations of these. For each of these, we present several example techniques and demonstrate an application that combinessuch techniques.

28 citations


Proceedings ArticleDOI
07 Mar 2013
TL;DR: SEMarbeta, a remote support system designed for car drivers in need of help from an office-bound professional expert, is introduced and a design concept and technical implementation using low-cost hardware and techniques inspired by augmented reality research are introduced.
Abstract: Uneven knowledge distribution is often an issue in remote support systems, creating the occasional need for additional information layers that extend beyond plain videoconference and shared workspaces. This paper introduces SEMarbeta, a remote support system designed for car drivers in need of help from an office-bound professional expert. We introduce a design concept and its technical implementation using low-cost hardware and techniques inspired by augmented reality research. In this setup, the driver uses a portable Android tablet PC while the expert mechanic uses a stationary computer equipped with a video camera capturing his gestures and sketches. Hence, verbal instructions can be combined with supportive gestures and sketches added by the expert mechanic to the car's video display. To validate this concept, we carried out a user study involving two typical automotive repair tasks: checking engine oil and examining fuses. Based on these tasks and following a between-group (drivers and expert mechanics) design, we compared voice-only with additional sketch- and gesture-overlay on video screenshots measuring objective and perceived quality of help. Results indicate that sketch- and gesture-overlay can benefit remote car support in typical breakdown situations.

22 citations


Proceedings ArticleDOI
24 Jun 2013
TL;DR: CoTracker is presented, a tangible tabletop system with expected potential for ERM teamwork and how generic and specialized TUIs can support ERM-related functions are examined.
Abstract: Effective handling of location-based data is important to emergency response management (ERM). Expert team members co-located around maps typically discuss events while drawing freeform areas or while using physical placeholders representing incidents. Key ERM functions are filtering data, selecting information recipients, searching datasets, drawing time-dependent freeform areas, and zooming in on one region while leaving others unchanged. Under time pressure the mouse and keyboard could be insufficient; intuitive graspable solutions, such as tangible user interfaces (TUIs), may be better suited for ERM. We present CoTracker, a tangible tabletop system with expected potential for ERM teamwork. On an interactive map expert team members can discuss an operational picture using TUIs like bricks, frames, and pens. With the participation of domain experts for cognitive walk-through studies, we examined how generic and specialized TUIs can support ERM-related functions. We present some insights into the design of ERM-focused tangible tabletops.

16 citations


Proceedings ArticleDOI
27 Apr 2013
TL;DR: This work aims to explore the design space of distributed input and output solutions that rely on and benefit from phone- tablet combinations working together physically and digitally by defining a design space and revealing the idiosyncrasies of each particular device combination via interactive prototypes.
Abstract: As an increasing number of users carry smartphones and tablets simultaneously, there is an opportunity to leverage the use of these two form factors in a more complementary way. Our work aims to explore this by a) defining the design space of distributed input and output solutions that rely on and benefit from phone- tablet combinations working together physically and digitally; and b) reveal the idiosyncrasies of each particular device combination via interactive prototypes. Our research provides actionable insight in this emerging area by defining a design space, suggesting a mobile framework, and implementing prototypical applications in such areas as distributed information display, distributed control, and combinations of these. For each of these, we show a few example techniques and demonstrate an application combining more techniques.

6 citations


Proceedings ArticleDOI
06 Oct 2013
TL;DR: This paper presents a tabletop application used to explore the potential of tabletops on maritime ship bridges and introduced an interactive surface to a bridge simulator to conduct an inquiry of bridge officers.
Abstract: This paper presents a tabletop application used to explore the potential of tabletops on maritime ship bridges. We have constructed four conceptual scenarios for tabletops in everyday ship operations. An initial study consists of creating video prototypes within a full-sized bridge simulator. These scenarios correspond to tasks regularly performed by a ship's crew. We have introduced an interactive surface to a bridge simulator to conduct an inquiry of bridge officers. Future research should introduce tabletops to a real bridge to investigate their use in a real environment.

3 citations



Journal ArticleDOI
01 Jan 2013
TL;DR: The evolution of tabletop research, technologies, prototypes, and products is characterized, pointing out and tracing innovations as they stimulated and triggered key transitions in research and technology and enables to extrapolate the future of interactive tabletops.
Abstract: Tables are part of our everyday lives. We use their surfaces at home, at work, to play, to eat, and for collaboration. Since a few decades, researchers envision and design interactive tabletops with computers and displays integrated into the furniture. This is a prominent way of making computers invisible and to instantiate the user interface as a physical interface: an interactive horizontal surface. Tabletop research, technologies, prototypes, and products are tightly coupled and in this article we synthesize historical information and map our findings onto a so-called hype cycle, usually representing the maturity and the visibility of specific technologies. We characterize the evolution in this domain, pointing out and tracing innovations as they stimulated and triggered key transitions in research and technology. This enables us to extrapolate the future of interactive tabletops.

1 citations


Journal ArticleDOI
01 Apr 2013
TL;DR: A procedure and a prototype that allow using multiple interactive devices on an interactive tabletop without reducing the system’s overall responsiveness are introduced and this allows entering additional information with a high resolution.
Abstract: This article introduces a procedure and a prototype that allow using multiple interactive devices on an interactive tabletop without reducing the system‘s overall responsiveness Furthermore, the active interaction devices could transfer their individual state to the system using a multi-digit bit word This allows entering additional information with a high resolution

01 Jan 2013
TL;DR: In this article, the authors synthesize historical information and map their findings onto a so-called hype cycle, usually representing the maturity and visibility of specific technologies, and extrapolate the future of interactive tabletops.
Abstract: Summary. Tables are part of our everyday lives. We use their surfaces at home, at work, to play, to eat, and for collaboration. Since a few decades, researchers envision and design interactive tabletops with computers and displays integrated into the furniture. This is a prominent way of making computers invisible and to instantiate the user interface as a physical interface: an interactive horizontal surface. Tabletop research, technologies, prototypes, and products are tightly coupled and in this article we synthesize historical information and map our findings onto a so-called hype cycle, usually representing the maturity and the visibility of specific technologies. We characterize the evolution in this domain, pointing out and tracing innovations as they stimulated and triggered key transitions in research and technology. This enables us to extrapolate the future of interactive tabletops.