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Virtual shelves: interactions with orientation aware devices

Published: 04 October 2009 Publication History

Abstract

Triggering shortcuts or actions on a mobile device often requires a long sequence of key presses. Because the functions of buttons are highly dependent on the current application's context, users are required to look at the display during interaction, even in many mobile situations when eyes-free interactions may be preferable. We present Virtual Shelves, a technique to trigger programmable shortcuts that leverages the user's spatial awareness and kinesthetic memory. With Virtual Shelves, the user triggers shortcuts by orienting a spatially-aware mobile device within the circular hemisphere in front of her. This space is segmented into definable and selectable regions along the phi and theta planes. We show that users can accurately point to 7 regions on the theta and 4 regions on the phi plane using only their kinesthetic memory. Building upon these results, we then evaluate a proof-of-concept prototype of the Virtual Shelves using a Nokia N93. The results show that Virtual Shelves is faster than the N93's native interface for common mobile phone tasks.

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    cover image ACM Conferences
    UIST '09: Proceedings of the 22nd annual ACM symposium on User interface software and technology
    October 2009
    278 pages
    ISBN:9781605587455
    DOI:10.1145/1622176
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 04 October 2009

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    Author Tags

    1. kinesthetic memory
    2. mobile computing
    3. spatial memory
    4. spatially aware devices

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    Cited By

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    • (2024)A Survey of Medical Visualization Through the Lens of MetaphorsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.333054630:10(6639-6664)Online publication date: Oct-2024
    • (2023)µGeT: Multimodal eyes-free text selection technique combining touch interaction and microgesturesProceedings of the 25th International Conference on Multimodal Interaction10.1145/3577190.3614131(594-603)Online publication date: 9-Oct-2023
    • (2023)HOOV: Hand Out-Of-View Tracking for Proprioceptive Interaction using Inertial SensingProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581468(1-16)Online publication date: 19-Apr-2023
    • (2023)OmniSense: Exploring Novel Input Sensing and Interaction Techniques on Mobile Device with an Omni-Directional CameraProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580747(1-18)Online publication date: 19-Apr-2023
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    • (2023)Mixed Reality Interaction TechniquesSpringer Handbook of Augmented Reality10.1007/978-3-030-67822-7_5(109-129)Online publication date: 1-Jan-2023
    • (2022)Effects of Display Layout on Spatial Memory for Immersive EnvironmentsProceedings of the ACM on Human-Computer Interaction10.1145/35677296:ISS(468-488)Online publication date: 14-Nov-2022
    • (2022)Body-Centric NFC: Body-Centric Interaction with NFC Devices Through Near-Field Enabled ClothingProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3534569(1626-1639)Online publication date: 13-Jun-2022
    • (2022)Face-Centered Spatial User Interfaces on SmartwatchesExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519720(1-7)Online publication date: 27-Apr-2022
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