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UIST2.0 Archive - 20 years of UIST
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ubiquitous

ubiquitous

In Proceedings of UIST 2001
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Join and capture: a model for nomadic interaction (p. 131-140)

ubiquitous computing

In Proceedings of UIST 1995
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The world through the computer: computer augmented interaction with real world environments (p. 29-36)

In Proceedings of UIST 1997
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Pick-and-drop: a direct manipulation technique for multiple computer environments (p. 31-39)

In Proceedings of UIST 1997
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HoloWall: designing a finger, hand, body, and object sensitive wall (p. 209-210)

In Proceedings of UIST 1997
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The metaDESK: models and prototypes for tangible user interfaces (p. 223-232)

In Proceedings of UIST 1999
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Implementing phicons: combining computer vision with infrared technology for interactive physical icons (p. 67-68)

In Proceedings of UIST 1999
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The information percolator: ambient information display in a decorative object (p. 141-148)

In Proceedings of UIST 2000
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The metropolis keyboard - an exploration of quantitative techniques for virtual keyboard design (p. 119-128)

In Proceedings of UIST 2001
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Empirical measurements of intrabody communication performance under varied physical configurations (p. 183-190)

In Proceedings of UIST 2002
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Distributed mediation of ambiguous context in aware environments (p. 121-130)

In Proceedings of UIST 2002
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User interfaces when and where they are needed: an infrastructure for recombinant computing (p. 171-180)

In Proceedings of UIST 2002
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PointRight: experience with flexible input redirection in interactive workspaces (p. 227-234)

In Proceedings of UIST 2003
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Synchronous gestures for multiple persons and computers (p. 149-158)

In Proceedings of UIST 2004
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Topiary: a tool for prototyping location-enhanced applications (p. 217-226)

In Proceedings of UIST 2005
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eyeLook: using attention to facilitate mobile media consumption (p. 103-106)

In Proceedings of UIST 2007
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Robust, low-cost, non-intrusive sensing and recognition of seated postures (p. 149-158)

Abstract plus

In this paper, we present a methodology for recognizing seatedpostures using data from pressure sensors installed on a chair.Information about seated postures could be used to help avoidadverse effects of sitting for long periods of time or to predictseated activities for a human-computer interface. Our system designdisplays accurate near-real-time classification performance on datafrom subjects on which the posture recognition system was nottrained by using a set of carefully designed, subject-invariantsignal features. By using a near-optimal sensor placement strategy,we keep the number of required sensors low thereby reducing costand computational complexity. We evaluated the performance of ourtechnology using a series of empirical methods including (1)cross-validation (classification accuracy of 87% for ten posturesusing data from 31 sensors), and (2) a physical deployment of oursystem (78% classification accuracy using data from 19sensors).

In Proceedings of UIST 2008
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The ProD framework for proactive displays (p. 221-230)

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A proactive display is an application that selects content to display based on the set of users who have been detected nearby. For example, the Ticket2Talk [17] proactive display application presented content for users so that other people would know something about them.

It is our view that promising patterns for proactive display applications have been discovered, and now we face the need for frameworks to support the range of applications that are possible in this design space.

In this paper, we present the Proactive Display (ProD) Framework, which allows for the easy construction of proactive display applications. It allows a range of proactive display applications, including ones already in the literature. ProD also enlarges the design space of proactive display systems by allowing a variety of new applications that incorporate different views of social life and community.

In Proceedings of UIST 2010
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Combining multiple depth cameras and projectors for interactions on, above and between surfaces (p. 273-282)

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Instrumented with multiple depth cameras and projectors, LightSpace is a small room installation designed to explore a variety of interactions and computational strategies related to interactive displays and the space that they inhabit. LightSpace cameras and projectors are calibrated to 3D real world coordinates, allowing for projection of graphics correctly onto any surface visible by both camera and projector. Selective projection of the depth camera data enables emulation of interactive displays on un-instrumented surfaces (such as a standard table or office desk), as well as facilitates mid-air interactions between and around these displays. For example, after performing multi-touch interactions on a virtual object on the tabletop, the user may transfer the object to another display by simultaneously touching the object and the destination display. Or the user may "pick up" the object by sweeping it into their hand, see it sitting in their hand as they walk over to an interactive wall display, and "drop" the object onto the wall by touching it with their other hand. We detail the interactions and algorithms unique to LightSpace, discuss some initial observations of use and suggest future directions.

ubiquitous service

In Proceedings of UIST 1997
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CyberDesk: a framework for providing self-integrating ubiquitous software services (p. 75-76)