High-precision pointing on large wall displays using small handheld devices (original) (raw)

Precision pointing for ultra-high-resolution wall displays

2011

Résumé: Ultra-high-resolution wall displays have proven useful for displaying large quantities of information, but lack appropriate interaction techniques to manipulate the data efficiently. We explore the limits of existing modeless remote pointing techniques, originally designed for lower resolution displays, and show that they do not support high-precision pointing on such walls.

Increasing the precision of distant pointing for large high-resolution displays

2008

Abstract Distant pointing at large displays allows rapid cursor movements, but can be problematic when high levels of precision are needed, due to natural hand tremor and track-ing jitter. We present two ray-casting-based interaction techniques for large high-resolution displays–Absolute and Relative Mapping (ARM) Ray-casting and Zooming for Enhanced Large Display Acuity (ZELDA)–that ad-dress this precision problem.

Pointing at a Distance with Everyday Smart Devices

Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Large displays are becoming commonplace at work, at home, or in public areas. However, interaction at a distance-anything greater than arms-length-remains cumbersome, restricts simultaneous use, and requires specific hardware augmentations of the display: touch layers, cameras, or dedicated input devices. Yet a rapidly increasing number of people carry smartphones and smartwatches, devices with rich input capabilities that can easily be used as input devices to control interactive systems. We contribute (1) the results of a survey on possession and use of smart devices, and (2) the results of a controlled experiment comparing seven distal pointing techniques on phone or watch, one-and two-handed, and using different input channels and mappings. Our results favor using a smartphone as a trackpad, but also explore performance tradeoffs that can inform the choice and design of distal pointing techniques for different contexts of use.

LOP-cursor: Fast and precise interaction with tiled displays using one hand and levels of precision

2012 IEEE Symposium on 3D User Interfaces (3DUI), 2012

We present levels of precision (LOP) cursor, a metaphor for high precision pointing and simultaneous cursor controlling using commodity mobile devices. The LOP-cursor uses a two levels of precision representation that can be combined to access low and high resolution of input. It provides a constrained area of high resolution input and a broader area of lower input resolution, offering the possibility of working with a two legs cursor using only one hand. LOP-cursor is designed for interaction with large high resolution displays, e.g. display walls, and distributed screens/computers scenarios. This paper presents the design of the cursor, the implementation of a prototype, and user evaluation experiments showing that our method allows both, the acquisition of small targets, and fast interaction while using simultaneous cursors in a comfortable manner. Targets smaller than 0.3 cm can be selected by users at distances over 1.5 m from the screen with minimum effort.

Characterizing user performance with assisted direct off-screen pointing

Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services - MobileHCI '11, 2011

The limited viewport size of mobile devices requires that users continuously acquire information that lies beyond the edge of the screen. Recent hardware solutions are capable of continually tracking a user"s finger around the device. This has created new opportunities for interactive solutions, such as direct off-screen pointing: the ability to directly point at objects that are outside the viewport. We empirically characterize user performance with direct offscreen pointing when assisted by target cues. We predict time and accuracy outcomes for direct off-screen pointing with existing and derived models. We validate the models with good results (R 2 ≥ 0.9) and reveal that direct off-screen pointing takes up to four times longer than pointing at visible targets, depending on the desired accuracy tradeoff. Pointing accuracy degrades logarithmically with target distance. We discuss design implications in the context of several real-world applications.

Spatially aware handhelds for high-precision tangible interaction with large displays

Proceedings of the 3rd International Conference on Tangible and Embedded Interaction - TEI '09, 2009

While touch-screen displays are becoming increasingly popular, many factors affect user experience and performance. Surface quality, parallax, input resolution, and robustness, for instance, can vary with sensing technology, hardware configurations, and environmental conditions.

A Novel Form of PointingDevice

2003

This paper presents a novel approach for man machine interaction applying real time computer vision techniques. We use a handheld camera to control the mouse cursor on a computer display. The camera captures an image of the display in its field of view and this can be used to judge the camera's position and orientation relative to the display. The problem is modelled as a plane-to-plane projection (homography). Once the mapping of the display in the camera view to the real world display is known, the intersection between the central axis of the camera and the surface of the display can be computed. The mouse pointer is then moved to the corresponding display position. This calculation can be iterated continuously to update the mouse cursor position as the camera position and orientation changes. The camera can then be used to control the mouse cursor just like a laser pointer controls a laser dot. A prototype has been developed to demonstrate the approach.

MultiPoint: Comparing laser and manual pointing as remote input in large display interactions

International Journal of Human-Computer Studies, 2012

ABSTRACT We present MultiPoint, a set of perspective-based remote pointing techniques that allows users to perform bimanual and multi-finger remote manipulation of graphical objects on large displays. We conducted two empirical studies that compared remote pointing techniques performed using fingers and laser pointers, in single and multi-finger pointing interactions. We explored three types of manual selection gestures: squeeze, breach and trigger. The fastest and most preferred technique was the trigger gesture in the single point experiment and the unimanual breach gesture in the multi-finger pointing study. The laser pointer obtained mixed results: it is fast, but inaccurate in single point, and it obtained the lowest ranking and performance in the multipoint experiment. Our results suggest MultiPoint interaction techniques are superior in performance and accuracy to traditional laser pointers for interacting with graphical objects on a large display from a distance.