Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces 2011
DOI: 10.1145/2076354.2076358
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Designing user-, hand-, and handpart-aware tabletop interactions with the TouchID toolkit

Abstract: Recent work in multi-touch tabletop interaction introduced many novel techniques that let people manipulate digital content through touch. Yet most only detect touch blobs. This ignores richer interactions that would be possible if we could identify (1) which hand, (2) which part of the hand, (3) which side of the hand, and (4) which person is actually touching the surface. Fiduciary-tagged gloves were previously introduced as a simple but reliable technique for providing this information. The problem is that … Show more

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Cited by 54 publications
(55 citation statements)
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References 37 publications
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“…Several researches for the multi-touch interactions [14][15][16] attempt to recognize finger touches. Current capacitive touch devices can correctly receive all touches, but still have a difficulty in classifying which touches are intended and which touches are not.…”
Section: Multi-touch Interactionmentioning
confidence: 99%
“…Several researches for the multi-touch interactions [14][15][16] attempt to recognize finger touches. Current capacitive touch devices can correctly receive all touches, but still have a difficulty in classifying which touches are intended and which touches are not.…”
Section: Multi-touch Interactionmentioning
confidence: 99%
“…However, if they move away, the system forgets about them and they are considered new users when they return. Other works use gloves with coded tags (Marquardt, Kiemer, Ledo, Boring, & Greenberg, 2011), wristbands with LED transmitting an identification code (Meyer & Schmidt, 2010) or rings transmitting infrared light pulses (Roth, Schmidt, & Güldenring, 2010), which are recognized by the vision systems of some tabletops (e.g. Microsoft PixelSense).…”
Section: Related Workmentioning
confidence: 99%
“…Some drawbacks are identified by their respective authors, such as that the users are tied to a fixed location (Dietz & Leigh, 2001) (Dohse, Dohse, Still, & Parkhurst, 2008), the recognition is not very accurate when several users are working on the same side of the table (Dohse, Dohse, Still, & Parkhurst, 2008), and the number of users is limited (Dietz & Leigh, 2001) (Harrison, Sato, & Poupyrev, 2012) (Marquardt, Kiemer, Ledo, Boring, & Greenberg, 2011) (Meyer & Schmidt, 2010) (Roth, Schmidt, & Güldenring, 2010). Also, the use of wearable hardware (Marquardt, Kiemer, Ledo, Boring, & Greenberg, 2011) (Meyer & Schmidt, 2010) (Roth, Schmidt, & Güldenring, 2010) may result uncomfortable for some people, and it usually requires a previous registration from the users (also observed in (Schmidt, Chong, & Gellersen, 2010)), which is not a very natural way of starting the interactions.…”
Section: Related Workmentioning
confidence: 99%
“…bare hands [4] or fingers with coloured rings [7], wearing gloves with fiducial markers [5], recognizing fingerprints [2], and forearm electromyography [1]. It seems inevitable that one day finger identification will be a standard feature of consumer multi-touch devices.…”
Section: Introductionmentioning
confidence: 99%
“…Marquardt et al built an exploratory toolkit for tabletops [5] and explored a number of interaction technique ideas to emphasize the toolkit's expressiveness. However, these explorations did not address the problem of discoverability brought by finger identification: discriminating fingers on a touch screen theoretically enables the access to up to 1023 finger combinations, a too large of a set to choose from for one who is not aware of the fingers-to-command mapping.…”
Section: Introductionmentioning
confidence: 99%