Beats: Tapping Gestures for Smart Watches
Conference Proceeding
Oakley, I., Lee, D., Islam, M. R., & Esteves, A. (2015)
Beats: Tapping Gestures for Smart Watches. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (1237-1246). https://doi.org/10.1145/2702123.2702226
Interacting with smartwatches poses new challenges. Although capable of displaying complex content, their extremely small screens poorly match many of the touchscreen interact...
Fall of Humans: Interactive tabletop games and transmedia storytelling.
Conference Proceeding
Dionisio, M., Gujaran, A., Pinto, M., & Esteves, A. (2015)
Fall of Humans: Interactive tabletop games and transmedia storytelling. In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, (401-404). https://doi.org/10.1145/2817721.2823477
This paper illustrates how transmedia storytelling can help introduce players to interactive tabletop games. To do so, we developed Fall of Humans (FoH), an experience that ta...
Orbits: gaze Interaction for smart watches using smooth pursuit eye movements.
Conference Proceeding
Esteves, A., Velloso, E., Bulling, A., & Gellersen, H. (2015)
Orbits: gaze Interaction for smart watches using smooth pursuit eye movements. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology (457-466). https://doi.org/10.1145/2807442.2807499
We introduce Orbits, a novel gaze interaction technique that enables hands-free input on smart watches. The technique relies on moving controls to leverage the smooth pursuit ...
The ATB Framework: quantifying and classifying epistemic strategies in tangible problem-solving tasks.
Conference Proceeding
Esteves, A., Bakker, S., Antle, A., May, A., Warren, J. & Oakley, I. (2015)
The ATB Framework: quantifying and classifying epistemic strategies in tangible problem-solving tasks. In Proceedings of the 9th International Conference on Tangible, Embedded and Embodied Interaction, 13-20. doi:10.1145/2677199.2680546. ISBN 978-1-4503-3305-4
In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster,...
Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task
Conference Proceeding
Esteves, A., van den Hoven, E., & Oakley, I. (2013)
Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task. In TEI '13 Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, 167-174. https://doi.org/10.1145/2460625.2460651
This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-r...
Supporting offline activities on interactive surfaces
Conference Proceeding
Esteves, A., Scott, M., & Oakley, I. (2013)
Supporting offline activities on interactive surfaces. In TEI 2013 - Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, 147-154. https://doi.org/10.1145/2460625.2460648
This paper argues that inherent support for offline activities -- activities that are not sensed by the system -- is one of strongest benefits of tangible interaction over mor...