Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces 2011
DOI: 10.1145/2076354.2076357
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Pointable

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Cited by 47 publications
(9 citation statements)
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“…The various camera angles helped to annotate properly the gesture performance, since in some angles, due to the users' body position and occlusions by other participants, the hand gesture was not clearly visible. As mentioned before, mid-air pointing gestures have been explored mostly on tabletops (e.g., [33][34][35][36]). Based both on the literature and analysis of the video footage obtained, we developed our own gesture taxonomy.…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…The various camera angles helped to annotate properly the gesture performance, since in some angles, due to the users' body position and occlusions by other participants, the hand gesture was not clearly visible. As mentioned before, mid-air pointing gestures have been explored mostly on tabletops (e.g., [33][34][35][36]). Based both on the literature and analysis of the video footage obtained, we developed our own gesture taxonomy.…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…Participants preferred touch to interact with small objects, but tended to choose mid-air input over touch for largescale manipulations or when they needed a large viewing angle. Like the Pointable technique [4] for tabletops or the MirrorTouch public display [47], the wall display in Jakobsen et al's studies does not integrate touch and mid-air input. Users can rely on either touch or mid-air, but they cannot, for instance, initiate a movement with a sliding gesture on the surface and continue with that same movement in the air like the Talaria technique does [54].…”
Section: Combining Surface and Mid-air Controlmentioning
confidence: 99%
“…In particular, as the design space of hand movements is unstructured yet constrained and user-dependent, designing bare-hand input that is steady, accurately recognized and that does not collide with regular hand movements is very difficult. Even an action as simple as clicking is challenging to design and implement [4,65]. As a result, interaction with wall displays often involves a handheld device that serves as a remote controller (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…This model has since been proven and exploited by many other works. For example, zoom and pan interaction (i.e., the dominant hand points to a spatial reference while the non-dominant hand controls the zoom action) [19,23], rotation and scaling interaction (uses similar method as zoom) [4], and game interaction (shooting while using first-aid kit) [30] or 3D virtual objects manipulation [24] have been explored.…”
Section: Two-handed Interactionmentioning
confidence: 99%