Let's kick it: how to stop wasting the bottom third of your large screen display

Let's kick it: how to stop wasting the bottom third of your large screen display
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让我们开始吧:如何停止浪费大屏幕显示器的下三分之一

DOI:
10.1145/2556288.2557316
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发表时间:
2014
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
Joaquim Jorge
Joaquim Jorge
中科院分区:
--
文献类型:
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作者:
Ricardo Jota;Pedro Lopes;Daniel J. Wigdor;Joaquim Jorge

文献摘要

被引文献

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大规模接触表面在文献中得到了广泛的研究,并被用于公共设施,如交互式广告牌。然而,目前的设计没有考虑到在不同高度触摸交互表面是不同的;对于身体高度的显示器,屏幕的底部比手更容易接触到脚。我们探索了垂直表面上脚输入的设计空间,并提出了三种不同的交互方式:手、脚敲击和足部手势。我们的设计探索特别关注以前被忽视的触摸面区域:手不能触及和靠近地板。我们使用交互界面的工作原型来实例化我们的设计空间,在该界面中,我们能够区分手指和脚部轻敲,并将输入区域扩展到显示器底部之外,以支持脚部手势。
Large-scale touch surfaces have been widely studied in literature and adopted for public installations such as interactive billboards. However, current designs do not take into consideration that touching the interactive surface at different heights is not the same; for body-height displays, the bottom portion of the screen is within easier reach of the foot than the hand. We explore the design space of foot input on vertical surfaces, and propose three distinct interaction modalities: hand, foot tapping, and foot gesturing. Our design exploration pays particular attention to areas of the touch surface that were previously overlooked: out of hand's reach and close to the floor. We instantiate our design space with a working prototype of an interactive surface, in which we are able to distinguish between finger and foot tapping and extend the input area beyond the bottom of the display to support foot gestures.