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TOG
2008
154views more  TOG 2008»
13 years 10 months ago
Accelerometer-based user interfaces for the control of a physically simulated character
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controll...
Takaaki Shiratori, Jessica K. Hodgins
ASSETS
2010
ACM
13 years 8 months ago
Iwalk: a lightweight navigation system for low-vision users
Smart phones typically support a range of GPS-enabled navigation services. However, most navigation services on smart phones are of limited use to people with visual disabilities....
Amanda J. Stent, Shiri Azenkot, Ben Stern
CHI
2006
ACM
14 years 10 months ago
Exploring user experience in "blended reality": moving interactions out of the screen
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
David F. Huynh, Yan Xu, Shuo Wang
ICAT
2003
IEEE
14 years 3 months ago
i-ball 2: An Interaction Platform with a Crystal-Ball-Like Display for Multiple Users
The authors’ aim in this work is to develop an easy-to-use computer-human interaction (CHI) platform. In this paper, i-ball 2 (interactive/information ball 2) is introduced as a...
Keita Ushida, Hiroshi Harashima, Jun Ishikawa
CORR
2008
Springer
126views Education» more  CORR 2008»
13 years 9 months ago
Mining User Profiles to Support Structure and Explanation in Open Social Networking
The proliferation of media sharing and social networking websites has brought with it vast collections of site-specific user generated content. The result is a Social Networking Di...
Avare Stewart, Ernesto Diaz-Aviles, Wolfgang Nejdl