As computers become more ubiquitous, traditional two-dimensional interfaces must be replaced with interfaces based on a three-dimensional metaphor. However, these interfaces must still be as simple and functional as their two-dimensional predecessors. This paper introduces SWiM, a new interface for moving application windows between various screens, such as wall displays, laptop monitors, and desktop displays, in a three-dimensional physical environment. SWiM was designed based on the results of initial "paper and pencil" user tests of three possible interfaces. The results of these tests led to a map-like interface where users select the destination display for their application from various icons. If the destination is a mobile display it is not displayed on the map. Instead users can select the screen's name from a list of all possible destination displays. User testing of SWiM was conducted to discover whether it is easy to learn and use. Users that were asked to use SWiM without any instructions found the interface as intuitive to use as users who were given a demonstration. The results show that SWiM combines simplicity and functionality to create an interface that is easy to learn and easy to use.
Another approach for manipulating objects (text, icons and files) on a digital whiteboard is Pick-and-Drop''. @cite_1 Using Pick-and-Drop, the user can move an object by selecting it on a screen with a stylus (a small animation is provided where the object is lifted and a shadow of the object appears) then placing it on another screen by touching the desired screen with the again. The benefits of this approach include a more tangible copy paste buffer and a more direct approach than using FTP or other file transfer techniques.
@cite_1
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This paper proposes a new field of user interfaces called multi-computer direct manipulation and presents a penbased direct manipulation technique that can be used for data transfer between different computers as well as within the same computer. The proposed Pick-andDrop allows a user to pick up an object on a display and drop it on another display as if he she were manipulating a physical object. Even though the pen itself does not have storage capabilities, a combination of Pen-ID and the pen manager on the network provides the illusion that the pen can physically pick up and move a computer object. Based on this concept, we have built several experimental applications using palm-sized, desk-top, and wall-sized pen computers. We also considered the importance of physical artifacts in designing user interfaces in a future computing environment. The paper describes a system for scanning the content on a whiteboard into a computer by a digital camera and also for enhancing the visual quality of whiteboard images. Because digital cameras are becoming accessible to average users, more and more people use digital cameras to take pictures of whiteboards instead of copying manually, thus increasing productivity significantly. However, the images are usually taken from an angle, resulting in undesired perspective distortion. They also contain other distracting regions such as walls. We have developed a system that automatically locates the boundary of a whiteboard, crops out the whiteboard region, rectifies it into a rectangle, and corrects the color to make the whiteboard completely white. In the case where a single image is not enough (e.g., large whiteboard and low-res camera), we have developed a robust feature-based technique to stitch multiple overlapping images automatically. We therefore reproduce the whiteboard content as a faithful electronic document which can be archived or shared with others. The system has been tested extensively, and very good results have been obtained. Presentation and graphics software enables users to experiment with variations of illustrations. They can revisit recent editing operations using the ubiquitous undo command, but they are limited to sequential exploration. We propose a new interaction metaphor and visualization for operation history. While editing, a user can access a history mode in which actions are denoted by graphical depictions appearing on top of the document. Our work is inspired by the visual language of film storyboards and assembly instructions. Our storyboard provides an interactive visual history, summarizing the editing of a document or a selected object. Each view is composed of action depictions representing the user’s editing actions and enables the user to consider the operation history in context rather than in a disconnected list view. This metaphor provides instant access to any past action and we demonstrate that this is an intuitive interface to a selective undo mechanism. This paper proposes a method for bin-picking for objects without assuming the precise geometrical model of objects. We consider the case where the shape of objects are not uniform but are similarly approximated by cylinders. By using the point cloud of a single object, we extract the probabilistic properties with respect to the difference between an object and a cylinder and consider applying the probabilistic properties to the pick-and-place motion planner of an object stacked on a table. By using the probabilistic properties, we can also realize the contact state where a finger maintain contact with the target object while avoiding contact with other objects. We further consider approximating the region occupied by fingers by a rectangular parallelepiped. The pick-and-place motion is planned by using a set of regions in combination with the probabilistic properties. Finally, the effectiveness of the proposed method is confirmed by some numerical examples and experimental result.