A review of collocated multi-user TV Examining the changing role of the TV in the multi-viewer , multi-screen home
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paper_title: Sharing bubbles: reflections on offline multi-surface scenarios

paper_content:

The iPad is typically perceived as a personal device, evoking the image of its owner tapping away - silently submerged in their private digital bubble. Here we portray iPads in a different light: Face-to-face play in groups, using connected and shared surfaces. Applying the bubble metaphor to multi-user cases, we ask the following questions: (a) How many people can be in one bubble together before it bursts? (b) Can multiple bubbles be connected, nested, etc. and what configurations are beneficial? (c) What design qualities are helpful in keeping beneficial bubble configurations intact and together, rather than bursting or floating away? By contrasting user observations from two multi-iPad scenarios, we illustrate the usefulness of 'bubble dynamics' as a lens for evaluating large offline social applications. We hope to inspire discussion of future use cases, evaluation methods and design recommendations.
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paper_title: Effects of screen size, viewing angle, and players' immersion tendencies on game experience

paper_content:

This study investigated the effects of viewing angle manipulated through screen size and the moderating role of players' immersion tendencies on presence experience in the context of computer game playing. Thirty participants played a third-person computer game, Tomb Raider 2, in two screen size conditions: a 12.7-in. and an 81-in. display. ANCOVA analyses showed that playing in front of a large screen led to a more favorable impression on the game character, a more positive mood change, and significantly higher feelings of both physical and self-presence, confirming previous research. Our findings also revealed that individuals' intrinsic immersion tendencies have a positive moderating effect on the sensation of physical and self-presence, above and beyond the influence of screen size. The results suggest that feeling of presence as well as overall game experience is determined by the interaction between technological factors and human influence.
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paper_title: Tolerant Sharing of a Single-user Application Among Multiple Users in Collaborative Work

paper_content:

A novel application sharing of a single-user application, named tolerant sharing, is realized. Tolerant sharing allows users to concurrently operate the application without the need to replicate it for exchanging information objects with their applications. On a local computer real-time tolerant sharing can be realized by utilizing an application platform, called CollaboTray, which can be loaded with a single-user application. For realizing real-time tolerant sharing on remote computers we devise a three-way information transfer control for efficiently sending information about the application window’s image, events, and information objects. Author Keywords Tolerant sharing, three-way information transfer control, CollaboTray, application platform, relaxed sharing, strict sharing. ACM Classification Keywords
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paper_title: Web on the wall: insights from a multimodal interaction elicitation study

paper_content:

New sensing technologies like Microsoft's Kinect provide a low-cost way to add interactivity to large display surfaces, such as TVs. In this paper, we interview 25 participants to learn about scenarios in which they would like to use a web browser on their living room TV. We then conduct an interaction-elicitation study in which users suggested speech and gesture interactions for fifteen common web browser functions. We present the most popular suggested interactions, and supplement these findings with observational analyses of common gesture and speech conventions adopted by our participants. We also reflect on the design of multimodal, multi-user interaction-elicitation studies, and introduce new metrics for interpreting user-elicitation study findings.
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paper_title: Proxemic interaction: designing for a proximity and orientation-aware environment

paper_content:

In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate people's interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices -- their position, identity, movement, and orientation -- and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit people's directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.
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paper_title: Leap gestures for TV: insights from an elicitation study

paper_content:

We present insights from a gesture elicitation study in the context of interacting with TV, during which 18 participants contributed and rated the execution difficulty and recall likeliness of free-hand gestures for 21 distinct TV tasks. Our study complements previous work on gesture interaction design for the TV set with the first exploration of fine-grained resolution 3-D finger movements and hand pose gestures. We report lower agreement rates (.20) than previous gesture studies and 72.8% recall rate and 15.8% false positive recall, results that are explained by the complexity and variability of unconstrained finger gestures. Nevertheless, we report a large 82% preference for gesture commands versus TV remote controls. We also confirm previous findings, such as people's preferences for related gestures for dichotomous tasks, and we report low agreement rates for abstract tasks, such as "open browser" or "show channels list" in our specific TV scenario. In the end, we contribute a set of design guidelines for practitioners interested in free-hand finger and hand pose gestures for interactive TV scenarios, and we release a dataset of 378 Leap Motion gesture records consisting in finger position, direction, and velocity coordinates for further studies in the community. We see this exploration as a first step toward designing low-effort high-resolution finger gestures and hand poses for lean-back interaction with the TV set.
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paper_title: Proxemic interaction: designing for a proximity and orientation-aware environment

paper_content:

In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate people's interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices -- their position, identity, movement, and orientation -- and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit people's directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.
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paper_title: Ownership and Trust in Cyber-Foraged Displays

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In this paper we investigate the willingness of public display owners to support cyber-foraging (appropriation) of displays by mobile users. Large digital displays are common in public and semi-public spaces and have the potential to provide a useful infrastructure for mobile users. Supporting display-foraging is not just a technical problem but will require support from viewers and display owners. We present the results of four studies exploring attitudes to display appropriation in order to understand the implications of supporting this type of cyber-foraging for future public displays.
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paper_title: Sharing bubbles: reflections on offline multi-surface scenarios

paper_content:

The iPad is typically perceived as a personal device, evoking the image of its owner tapping away - silently submerged in their private digital bubble. Here we portray iPads in a different light: Face-to-face play in groups, using connected and shared surfaces. Applying the bubble metaphor to multi-user cases, we ask the following questions: (a) How many people can be in one bubble together before it bursts? (b) Can multiple bubbles be connected, nested, etc. and what configurations are beneficial? (c) What design qualities are helpful in keeping beneficial bubble configurations intact and together, rather than bursting or floating away? By contrasting user observations from two multi-iPad scenarios, we illustrate the usefulness of 'bubble dynamics' as a lens for evaluating large offline social applications. We hope to inspire discussion of future use cases, evaluation methods and design recommendations.
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paper_title: A taxonomy for and analysis of multi-person-display ecosystems

paper_content:

Interactive displays are increasingly being distributed in a broad spectrum of everyday life environments: they have very diverse form factors and portability characteristics, support a variety of interaction techniques, and can be used by a variable number of people. The coupling of multiple displays creates an interactive "ecosystem of displays". Such an ecosystem is suitable for particular social contexts, which in turn generates novel settings for communication and performance and challenges in ownership. This paper aims at providing a design space that can inform the designers of such ecosystems. To this end, we provide a taxonomy that builds on the size of the ecosystem and on the degree of individual engagement as dimensions. We recognize areas where physical constraints imply certain kinds of social engagement, versus other areas where further work on interaction techniques for coupling displays can open new design spaces.
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paper_title: Mirror, mirror, on the wall: collaborative screen-mirroring for small groups

paper_content:

Screen mirroring has been available to consumers for some time, however if every mobile device in the room supports screen mirroring to the main display (e.g. a shared TV), this necessitates a mechanism for managing its use. As such, this paper investigates allowing users in small intimacy groups (friends, family etc.) to self-manage mirrored use of the display, through passing/taking/requesting the display from whomever is currently mirroring to it. We examine the collaborative benefits this scheme could provide for the home, compared to existing multi-device use and existing screen mirroring implementations. Results indicate shared screen mirroring improves perceived collaboration, decreases dominance, preserves independence and has a positive effect on a group's activity awareness.
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paper_title: Effects of screen size, viewing angle, and players' immersion tendencies on game experience

paper_content:

This study investigated the effects of viewing angle manipulated through screen size and the moderating role of players' immersion tendencies on presence experience in the context of computer game playing. Thirty participants played a third-person computer game, Tomb Raider 2, in two screen size conditions: a 12.7-in. and an 81-in. display. ANCOVA analyses showed that playing in front of a large screen led to a more favorable impression on the game character, a more positive mood change, and significantly higher feelings of both physical and self-presence, confirming previous research. Our findings also revealed that individuals' intrinsic immersion tendencies have a positive moderating effect on the sensation of physical and self-presence, above and beyond the influence of screen size. The results suggest that feeling of presence as well as overall game experience is determined by the interaction between technological factors and human influence.
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paper_title: A Fitt of distraction: measuring the impact of distracters and multi-users on pointing efficiency

paper_content:

This paper presents the results of an experiment aimed at measuring the impact of the number of distracters and of co-located users on individual pointing efficiency. The experiment, performed with 20 users, is a variation of a Fitt's Law test in which we incrementally augmented the number of distracters on the screen and the number of co-located users. The results show that the number of distracters clearly influences users' pointing performance. Further, it shows that users are more efficient at pointing items when they share the display with co-located users than when they are alone.
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paper_title: The LunchTable: a multi-user, multi-display system for information sharing in casual group interactions

paper_content:

People often use mobile devices to access information during conversations in casual settings, but mobile devices are not well suited for interaction in groups. Large situated displays promise to better support access to and sharing of information in casual conversations. This paper presents the LunchTable, a multi-user system based on semi-public displays that supports such casual group interactions around a lunch table. We describe our design goals and the resulting system, as well as a weeklong study of the interaction with the system in the lunch space of a research lab. Our results show substantial use of the LunchTable for sharing visual information such as online maps and videos that are otherwise difficult to share in conversations. Also, equal simultaneous access from several users does not seem critical in casual group interactions.
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paper_title: An exploratory study of input configuration and group process in a negotiation task using a large display

paper_content:

This paper reports on an exploratory study of the effects of input configuration on group behavior and performance in a collaborative task performed by a collocated group using a large display. Twelve groups completed a mixed-motive negotiation task under two conditions: a single, shared mouse and one mouse per person. Results suggest that the multiple mouse condition allowed for more parallel work, but the quality of discussion was higher in the single mouse condition. Moreover, participants were more likely to act in their own best interest in the multiple mouse condition.
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paper_title: Avoiding interference: how people use spatial separation and partitioning in SDG workspaces

paper_content:

Single Display Groupware (SDG) lets multiple co-located people, each with their own input device, interact simultaneously over a single communal display. While SDG is beneficial, there is risk of interference: when two people are interacting in close proximity, one person can raise an interface component (such as a menu, dialog box, or movable palette) over another person's working area, thus obscuring and hindering the other's actions. Consequently, researchers have developed special purpose interaction components to mitigate interference techniques. Yet is interference common in practice? If not, then SDG versions of conventional interface components could prove more suitable. We hypothesize that collaborators spatially separate their activities to the extent that they partition their workspace into distinct areas when working on particular tasks, thus reducing the potential for interference. We tested this hypothesis by observing co-located people performing a set of collaborative drawing exercises in an SDG workspace, where we paid particular attention to the locations of their simultaneous interactions. We saw that spatial separation and partitioning occurred consistently and naturally across all participants, rarely requiring any verbal negotiation. Particular divisions of the space varied, influenced by seating position and task semantics. These results suggest that people naturally avoid interfering with one another by spatially separating their actions. This has design implications for SDG interaction techniques, especially in how conventional widgets can be adapted to an SDG setting.
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paper_title: Single display groupware: a model for co-present collaboration

paper_content:

We introduce a model for supporting collaborative work betweenpeople that are physically close to each other. We call this modelSingle Display Groupware (SDG). In this paper, we describe themodel, comparing it to more traditional remote collaboration, Wedescribe the requirements that SDG places on computer technology,and our understanding of the benefits and costs of SDG systems.Finally, we describe a prototype SDG system that we built and theresults of a usability test we ran with 60 elementary schoolchildren.
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paper_title: Studying vision-based multiple-user interaction with in-home large displays

paper_content:

Large displays at home such as TVs are becoming larger in size and more interactive in functionality. When multiple co-located users share the screen space of a large display, when, where and how to display their media contents becomes an issue. This paper compares the use of automatic versus manual methods for managing personal screen real-estate on large in-home displays. We assume horizontally laid out "personal interaction spaces" as the user interface for multiple users to manage their screen real-estate. In this case, users need to sign in and out as well as have their personal spaces placed on the display. We constructed a computer-vision based system that tracks the identities and positions of multiple people in front of the display to support the user studies that compare the use of tracker-based mechanisms versus manual ones for managing the display. Our results suggest that the tracking system shows promise for a) simplifying the user registration process in conjunction with a manual sign-in/out process and b) effective tracker-based user-centric placement of people's interaction space. Proper integration of manual methods could improve the sense of control and ownership for users.
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paper_title: Collaborative web browsing: multiple users, multiple pages, concurrent access, one display

paper_content:

Situations where users want to engage in collaborative web browsing are becoming increasingly common. However, current web technologies aren't designed to allow multiple users to browse the web simultaneously within a single common browser or application since they are unable to handle issues such as simultaneous access by multiple pointers, and multiple simultaneous points of focus within an application. The web-based solution that we propose is an implementation of a forward proxy that injects third-party web pages with specialized JavaScript that provides the aforementioned functionalities transparently, without affecting the original third-party web pages, and thus effectively extending them for collaborative web browsing scenarios. Moreover, our solution provides functionalities for cloning web screens to encourage awareness of the browsing activities of collaborators, and does not require any configuration or software installation on web-enabled client devices, allowing for easy walk-up-and-use interaction.
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paper_title: Focused and casual interactions: allowing users to vary their level of engagement

paper_content:

We describe the focused-casual continuum, a framework for describing interaction techniques according to the degree to which they allow users to adapt how much attention and effort they choose to invest in an interaction conditioned on their current situation. Casual interactions are particularly appropriate in scenarios where full engagement with devices is frowned upon socially, is unsafe, physically challenging or too mentally taxing. Novel sensing approaches which go beyond direct touch enable wider use of casual interactions, which will often be 'around device' interactions. We consider the degree to which previous commercial products and research prototypes can be considered as fitting the focused-casual framework, and describe the properties using control theoretic concepts. In an experimental study we observe that users naturally apply more precise and more highly engaged interaction techniques when faced with a more challenging task and use more relaxed gestures in easier tasks.
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paper_title: Seamless interaction in space

paper_content:

As more electronic devices enter the living room, there is a need to explore new ways to provide seamless interaction with them over a range of different distances. In this paper we describe a proximity-based interface that allows users to interact with screen content both within arm's length and at a distance. To support such a wide interaction range we combine speech and gesture input with a secondary display, and have the interface change dynamically depending on the user proximity. We conducted a user evaluation of our prototype system and found that users were impressed with the away from screen interfaces, and believed that changing the interface based on proximity would be useful for larger displays. We present the lessons learned and discuss directions for future research.
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paper_title: Proxemic interaction: designing for a proximity and orientation-aware environment

paper_content:

In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate people's interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices -- their position, identity, movement, and orientation -- and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit people's directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.
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paper_title: How to lose friends & alienate people: sharing control of a single-user TV system

paper_content:

The single physical remote control, paired to a media system, is no longer necessarily the only (or indeed primary) mechanism of control, with new input modalities (e.g. gesture) and mechanisms (e.g. mobile devices) allowing anyone to contribute to the input and control. This paper investigates the potential for extending single-user interfaces in order to support multi-user use, as a means of utilizing new inputs without having to abandon the familiar interfaces, control management behaviours and mental models that users have established. A survey was conducted investigating existing behaviours for managing control in terms of prevalence and acceptability. These behaviours and potential new ones were then incorporated into a multi-user system where management of control was virtualized, using mobile devices for input. We found that behaviours derived from existing ones (e.g. passing/taking control) were at worst functionally equivalent to, and in some cases superior to, managing a single physical remote control. We suggest that sharing single-user TV systems implementing these behaviours offers a viable alternative to concurrent use TV systems.
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paper_title: Tolerant Sharing of a Single-user Application Among Multiple Users in Collaborative Work

paper_content:

A novel application sharing of a single-user application, named tolerant sharing, is realized. Tolerant sharing allows users to concurrently operate the application without the need to replicate it for exchanging information objects with their applications. On a local computer real-time tolerant sharing can be realized by utilizing an application platform, called CollaboTray, which can be loaded with a single-user application. For realizing real-time tolerant sharing on remote computers we devise a three-way information transfer control for efficiently sending information about the application window’s image, events, and information objects. Author Keywords Tolerant sharing, three-way information transfer control, CollaboTray, application platform, relaxed sharing, strict sharing. ACM Classification Keywords
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paper_title: User-Centered Awareness in Computer-Supported Cooperative Work-Systems: Structured Embedding of Findings from Social Sciences

paper_content:

An increasing number of computer-supported cooperative work (CSCW) software systems try to provide users with awareness information-information about the presence, activities, and availability of members of a community. However, most of these software systems are designed from a feature-oriented, rather than a human-oriented, point of view. In this article, a structured embedding of findings in social sciences is proposed. It reveals the variety of approaches in technology-driven CSCW developments featuring awareness, as well as the variety of empirical evidence in small-group research with respect to awareness. The authors have been looking at different aspects of awareness: the terminology used in both disciplines, the concepts that have been developed, and the different constructs that have evolved from empirical research. Finally, operational instances of awareness have been revisited. From these findings it can be concluded that awareness addresses different constellations of group settings, differen...
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paper_title: A Descriptive Framework of Workspace Awareness for Real-Time Groupware

paper_content:

Supporting awareness of others is an idea that holds promise for improving the usability of real-time distributed groupware. However, there is little principled information available about awareness that can be used by groupware designers. In this article, we develop a descriptive theory of awareness for the purpose of aiding groupware design, focusing on one kind of group awareness called i>workspace awareness. We focus on how small groups perform generation and execution tasks in medium-sized shared workspaces – tasks where group members frequently shift between individual and shared activities during the work session. We have built a three-part framework that examines the concept of workspace awareness and that helps designers understand the concept for purposes of designing awareness support in groupware. The framework sets out elements of knowledge that make up workspace awareness, perceptual mechanisms used to maintain awareness, and the ways that people use workspace awareness in collaboration. The framework also organizes previous research on awareness and extends it to provide designers with a vocabulary and a set of ground rules for analysing work situations, for comparing awareness devices, and for explaining evaluation results. The basic structure of the theory can be used to describe other kinds of awareness that are important to the usability of groupware.
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paper_title: Artifact awareness through screen sharing for distributed groups

paper_content:

Co-located collaborators can see the artifacts that others are working on, which in turn enables casual interactions. To help distributed collaborators maintain mutual awareness of people's electronic work artifacts, we designed and implemented an awareness tool that leverages screen-sharing methods. People see portions of others' screens in miniature, can selectively raise larger views of a screen to get more detail, and can engage in remote pointing. People balance awareness with privacy by using several privacy-protection strategies built into the system. A preliminary evaluation with two groups using this system shows that people use it to maintain awareness of what others are doing, project a certain image of themselves, monitor progress, coordinate joint tasks, determine others' availability, and engage in serendipitous conversation and collaboration. While privacy was not a large concern for these groups, a theoretical analysis suggests that privacy risks may differ for other user communities.
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paper_title: Mirror, mirror, on the wall: collaborative screen-mirroring for small groups

paper_content:

Screen mirroring has been available to consumers for some time, however if every mobile device in the room supports screen mirroring to the main display (e.g. a shared TV), this necessitates a mechanism for managing its use. As such, this paper investigates allowing users in small intimacy groups (friends, family etc.) to self-manage mirrored use of the display, through passing/taking/requesting the display from whomever is currently mirroring to it. We examine the collaborative benefits this scheme could provide for the home, compared to existing multi-device use and existing screen mirroring implementations. Results indicate shared screen mirroring improves perceived collaboration, decreases dominance, preserves independence and has a positive effect on a group's activity awareness.
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paper_title: Who's the Fairest of Them All: Device Mirroring for the Connected Home

paper_content:

In the UK alone smartphone adoption has reached 61% in 2014. In home and living-room contexts, this adoption has led to "multi-screening", meaning the concurrent use of devices such as smartphones and tablets alongside the TV. The resultant private "digital bubble" [12] of this device usage has been discussed as raising a problematic barrier to socialization and interaction, with mobile phone use in particular having significant anti-social connotations [24]. However mobile devices have evolved new capabilities for sharing their activity, most notably through screen mirroring. This paper explores how we can utilize the TV to view screen-mirrored device activity, decreasing the digital isolation of device usage. We examine the extent to which users can attend to multiple devices on one TV, the effect this and prior systems have had on existing TV viewing, and propose ways in which we can aid users to manage their viewing of device activity on the TV. Moreover, we examine new approaches toward the accessibility of device activity, investigating systems which allow users to attend to whichever device activity they wish using multi-view displays, and discuss the social and privacy implications of having "always-on" screen-mirrored devices.
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paper_title: Social TV: Designing for distributed, sociable television viewing

paper_content:

Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this article, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future “social television” prototypes.
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paper_title: C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments

paper_content:

Stereoscopic multi-user systems provide multiple users with individual views of a virtual environment. We developed a new projection-based stereoscopic display for six users, which employs six customized DLP projectors for fast time-sequential image display in combination with polarization. Our intelligent high-speed shutter glasses can be programmed from the application to adapt to the situation. For instance, it does this by staying open if users do not look at the projection screen or switch to a VIP high brightness mode if less than six users use the system. Each user is tracked and can move freely in front of the display while perceiving perspectively correct views of the virtual environment. Navigating a group of six users through a virtual world leads to situations in which the group will not fit through spatial constrictions. Our augmented group navigation techniques ameliorate this situation by fading out obstacles or by slightly redirecting individual users along a collision-free path. While redirection goes mostly unnoticed, both techniques temporarily give up the notion of a consistent shared space. Our user study confirms that users generally prefer this trade-off over naive approaches.
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paper_title: Permulin: mixed-focus collaboration on multi-view tabletops

paper_content:

We contribute Permulin, an integrated set of interaction and visualization techniques for multi-view tabletops to support co-located collaboration across a wide variety of collaborative coupling styles. These techniques (1) provide support both for group work and for individual work, as well as for the transitions in-between, (2) contribute sharing and peeking techniques to support mutual awareness and group coordination during phases of individual work, (3) reduce interference during group work on a group view, and (4) directly integrate with conventional multi-touch input. We illustrate our techniques in a proof-of-concept implementation with the two example applications of map navigation and photo collages. Results from two user studies demonstrate that Permulin supports fluent transitions between individual and group work and exhibits unique awareness properties that allow participants to be highly aware of each other during tightly coupled collaboration, while being able to unobtrusively perform individual work during loosely coupled collaboration.
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paper_title: Interactive stereoscopic display for three or more users

paper_content:

An ideal stereoscopic display system for multiple users is proposed. It allows three or more people to simultaneously observe individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of all of the users and generates distortion-free images for each eye of each user. The system consists of a normal display and a display mask, which has a hole in its center. The display mask is placed over the display surface at a suitable distance from it. By controlling the position of the image drawing area for each user according to the corresponding user's viewpoint, each user can observe the stereoscopic image pairs shown in an individual area of the display system with shutter glasses. On the other hand, no user is able to see the image drawing areas of the other users because these areas are adequately occluded by the display mask. Accordingly, the display system can simultaneously provide intelligible 3D stereoscopic images for three or more moving observers without flicker or distortion.
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paper_title: A Descriptive Framework of Workspace Awareness for Real-Time Groupware

paper_content:

Supporting awareness of others is an idea that holds promise for improving the usability of real-time distributed groupware. However, there is little principled information available about awareness that can be used by groupware designers. In this article, we develop a descriptive theory of awareness for the purpose of aiding groupware design, focusing on one kind of group awareness called i>workspace awareness. We focus on how small groups perform generation and execution tasks in medium-sized shared workspaces – tasks where group members frequently shift between individual and shared activities during the work session. We have built a three-part framework that examines the concept of workspace awareness and that helps designers understand the concept for purposes of designing awareness support in groupware. The framework sets out elements of knowledge that make up workspace awareness, perceptual mechanisms used to maintain awareness, and the ways that people use workspace awareness in collaboration. The framework also organizes previous research on awareness and extends it to provide designers with a vocabulary and a set of ground rules for analysing work situations, for comparing awareness devices, and for explaining evaluation results. The basic structure of the theory can be used to describe other kinds of awareness that are important to the usability of groupware.
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paper_title: Enabling concurrent dual views on common LCD screens

paper_content:

Researchers have explored a variety of technologies that enable a single display to simultaneously present different content when viewed from different angles or by different people. These displays provide new functionalities such as personalized views for multiple users, privacy protection, and stereoscopic 3D displays. However, current multi-view displays rely on special hardware, thus significantly limiting their availability to consumers and adoption in everyday scenarios. In this paper, we present a pure software solution (i.e. with no hardware modification) that allows us to present two independent views concurrently on the most widely used and affordable type of LCD screen, namely Twisted Nematic (TN). We achieve this by exploiting a technical limitation of the technology which causes these LCDs to show varying brightness and color depending on the viewing angle. We describe our technical solution as well as demonstrate example applications in everyday scenarios.
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paper_title: Multiview user interfaces with an automultiscopic display

paper_content:

Automultiscopic displays show 3D stereoscopic images that can be viewed from any viewpoint without special glasses. These displays are becoming widely available and affordable. In this paper, we describe how an automultiscopic display, built for viewing 3D images, can be repurposed to display 2D interfaces that appear differently from different points-of-view. For single-user applications, point-of-view becomes a means of input and a user is able to reveal different views of an application by simply moving their head left and right. For multi-user applications, a single-display application can show each member of the group a different variation of the interface. We outline three types of multi-view interfaces and illustrate each with example applications.
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paper_title: The two-user Responsive Workbench: support for collaboration through individual views of a shared space

paper_content:

We present the two-user Responsive Workbench: a projectionbased virtual reality system that allows two people to simultaneously view individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of both users and computes four images one for each eye of each person. To display the four images as two stereo pairs, we must ensure each image is correctly presented to the appropriate eye. We describe a hardware solution to this display problem as well as registration and calibration procedures. These procedures ensure that when two users point to the same location on a virtual object, their fingers will physically touch. Since the stereo pairs are independent, we have the option of displaying specialized views of the shared virtual environment to each user. We present several scenarios in which specialized views might be useful. CR
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paper_title: Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display

paper_content:

A novel barrier strip autostereoscopic (AS) display is demonstrated using a solid-state dynamic parallax barrier. A dynamic barrier mitigates restrictions inherent in static barrier systems such as fixed view distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system. Furthermore, users can switch between 3D and 2D modes by disabling the barrier. Dynallax is head-tracked, directing view channels to positions in space reported by a tracking system in real time. Such head-tracked parallax barrier systems have traditionally supported only a single viewer, but by varying the barrier period to eliminate conflicts between viewers, Dynallax presents four independent eye channels when two viewers are present. Each viewer receives an independent pair of left and right eye perspective views based on their position in 3D space. The display device is constructed using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and the rear display produces a modulated VR scene composed of two or four channels. A small-scale head-tracked prototype VR system is demonstrated.
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paper_title: Who's the Fairest of Them All: Device Mirroring for the Connected Home

paper_content:

In the UK alone smartphone adoption has reached 61% in 2014. In home and living-room contexts, this adoption has led to "multi-screening", meaning the concurrent use of devices such as smartphones and tablets alongside the TV. The resultant private "digital bubble" [12] of this device usage has been discussed as raising a problematic barrier to socialization and interaction, with mobile phone use in particular having significant anti-social connotations [24]. However mobile devices have evolved new capabilities for sharing their activity, most notably through screen mirroring. This paper explores how we can utilize the TV to view screen-mirrored device activity, decreasing the digital isolation of device usage. We examine the extent to which users can attend to multiple devices on one TV, the effect this and prior systems have had on existing TV viewing, and propose ways in which we can aid users to manage their viewing of device activity on the TV. Moreover, we examine new approaches toward the accessibility of device activity, investigating systems which allow users to attend to whichever device activity they wish using multi-view displays, and discuss the social and privacy implications of having "always-on" screen-mirrored devices.
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paper_title: User-Centered Awareness in Computer-Supported Cooperative Work-Systems: Structured Embedding of Findings from Social Sciences

paper_content:

An increasing number of computer-supported cooperative work (CSCW) software systems try to provide users with awareness information-information about the presence, activities, and availability of members of a community. However, most of these software systems are designed from a feature-oriented, rather than a human-oriented, point of view. In this article, a structured embedding of findings in social sciences is proposed. It reveals the variety of approaches in technology-driven CSCW developments featuring awareness, as well as the variety of empirical evidence in small-group research with respect to awareness. The authors have been looking at different aspects of awareness: the terminology used in both disciplines, the concepts that have been developed, and the different constructs that have evolved from empirical research. Finally, operational instances of awareness have been revisited. From these findings it can be concluded that awareness addresses different constellations of group settings, differen...
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paper_title: The boomRoom: mid-air direct interaction with virtual sound sources

paper_content:

In this paper we present a system that allows to "touch", grab and manipulate sounds in mid-air. Further, arbitrary objects can seem to emit sound. We use spatial sound reproduction for sound rendering and computer vision for tracking. Using our approach, sounds can be heard from anywhere in the room and always appear to originate from the same (possibly moving) position, regardless of the listener's position. We demonstrate that direct "touch" interaction with sound is an interesting alternative to indirect interaction mediated through controllers or visual interfaces. We show that sound localization is surprisingly accurate (11.5 cm), even in the presence of distractors. We propose to leverage the ventriloquist effect to further increase localization accuracy. Finally, we demonstrate how affordances of real objects can create synergies of auditory and visual feedback. As an application of the system, we built a spatial music mixing room.
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paper_title: A Descriptive Framework of Workspace Awareness for Real-Time Groupware

paper_content:

Supporting awareness of others is an idea that holds promise for improving the usability of real-time distributed groupware. However, there is little principled information available about awareness that can be used by groupware designers. In this article, we develop a descriptive theory of awareness for the purpose of aiding groupware design, focusing on one kind of group awareness called i>workspace awareness. We focus on how small groups perform generation and execution tasks in medium-sized shared workspaces – tasks where group members frequently shift between individual and shared activities during the work session. We have built a three-part framework that examines the concept of workspace awareness and that helps designers understand the concept for purposes of designing awareness support in groupware. The framework sets out elements of knowledge that make up workspace awareness, perceptual mechanisms used to maintain awareness, and the ways that people use workspace awareness in collaboration. The framework also organizes previous research on awareness and extends it to provide designers with a vocabulary and a set of ground rules for analysing work situations, for comparing awareness devices, and for explaining evaluation results. The basic structure of the theory can be used to describe other kinds of awareness that are important to the usability of groupware.
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paper_title: Who's the Fairest of Them All: Device Mirroring for the Connected Home

paper_content:

In the UK alone smartphone adoption has reached 61% in 2014. In home and living-room contexts, this adoption has led to "multi-screening", meaning the concurrent use of devices such as smartphones and tablets alongside the TV. The resultant private "digital bubble" [12] of this device usage has been discussed as raising a problematic barrier to socialization and interaction, with mobile phone use in particular having significant anti-social connotations [24]. However mobile devices have evolved new capabilities for sharing their activity, most notably through screen mirroring. This paper explores how we can utilize the TV to view screen-mirrored device activity, decreasing the digital isolation of device usage. We examine the extent to which users can attend to multiple devices on one TV, the effect this and prior systems have had on existing TV viewing, and propose ways in which we can aid users to manage their viewing of device activity on the TV. Moreover, we examine new approaches toward the accessibility of device activity, investigating systems which allow users to attend to whichever device activity they wish using multi-view displays, and discuss the social and privacy implications of having "always-on" screen-mirrored devices.
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paper_title: Social TV: Designing for distributed, sociable television viewing

paper_content:

Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this article, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future “social television” prototypes.
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paper_title: Effects of screen size, viewing angle, and players' immersion tendencies on game experience

paper_content:

This study investigated the effects of viewing angle manipulated through screen size and the moderating role of players' immersion tendencies on presence experience in the context of computer game playing. Thirty participants played a third-person computer game, Tomb Raider 2, in two screen size conditions: a 12.7-in. and an 81-in. display. ANCOVA analyses showed that playing in front of a large screen led to a more favorable impression on the game character, a more positive mood change, and significantly higher feelings of both physical and self-presence, confirming previous research. Our findings also revealed that individuals' intrinsic immersion tendencies have a positive moderating effect on the sensation of physical and self-presence, above and beyond the influence of screen size. The results suggest that feeling of presence as well as overall game experience is determined by the interaction between technological factors and human influence.
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paper_title: There's a world outside your TV: exploring interactions beyond the physical TV screen

paper_content:

We explore interactions in the space surrounding the TV set, and use this space as a canvas to display additional TV content in the form of projected screens and customized controls and widgets. We present implementation details for a prototype that creates a hybrid, physical-projected, augmented TV space with off-the-shelf, low-cost technical equipment. The results of a participatory design study are reported to inform development of interaction techniques for multimedia content that spans the physical-projected TV space. We report a set of commands for twelve frequently-used TV tasks and compile guidelines for designing interactions for augmented TV spaces. With this work, we plan to make TV interface designers aware of the many opportunities offered by the space around the physical TV screen once turned interactive. It is our hope that this very first investigation of the interactive potential of the area surrounding the TV set will encourage new explorations of augmented TV spaces, and will foster the design of new applications and new entertainment experiences for our interactive, smart TV spaces of the future.
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paper_title: More than touch: understanding how people use skin as an input surface for mobile computing

paper_content:

This paper contributes results from an empirical study of on-skin input, an emerging technique for controlling mobile devices. Skin is fundamentally different from off-body touch surfaces, opening up a new and largely unexplored interaction space. We investigate characteristics of the various skin-specific input modalities, analyze what kinds of gestures are performed on skin, and study what are preferred input locations. Our main findings show that (1) users intuitively leverage the properties of skin for a wide range of more expressive commands than on conventional touch surfaces; (2) established multi-touch gestures can be transferred to on-skin input; (3) physically uncomfortable modalities are deliberately used for irreversible commands and expressing negative emotions; and (4) the forearm and the hand are the most preferred locations on the upper limb for on-skin input. We detail on users' mental models and contribute a first consolidated set of on-skin gestures. Our findings provide guidance for developers of future sensors as well as for designers of future applications of on-skin input.
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paper_title: Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat

paper_content:

Social television applications have emerged as a potentially valuable convergence of media and communication, but questions remain about the utility and nature of the communication experiences they will provide. We present our study of STV3, an application that adds freeform text and voice chat capabilities to the conventional television-viewing experience. We conducted an in-depth field study of STV3 to understand how friends integrate communication through social television into their lives. Our results reveal users' choices of communication modality, their topics of conversation, and the sense of connectedness that was fostered through their use of STV3. Our findings indicate that participants overwhelmingly preferred text chat to voice chat, and that they often communicated about topics unrelated to the television content.
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paper_title: Leap gestures for TV: insights from an elicitation study

paper_content:

We present insights from a gesture elicitation study in the context of interacting with TV, during which 18 participants contributed and rated the execution difficulty and recall likeliness of free-hand gestures for 21 distinct TV tasks. Our study complements previous work on gesture interaction design for the TV set with the first exploration of fine-grained resolution 3-D finger movements and hand pose gestures. We report lower agreement rates (.20) than previous gesture studies and 72.8% recall rate and 15.8% false positive recall, results that are explained by the complexity and variability of unconstrained finger gestures. Nevertheless, we report a large 82% preference for gesture commands versus TV remote controls. We also confirm previous findings, such as people's preferences for related gestures for dichotomous tasks, and we report low agreement rates for abstract tasks, such as "open browser" or "show channels list" in our specific TV scenario. In the end, we contribute a set of design guidelines for practitioners interested in free-hand finger and hand pose gestures for interactive TV scenarios, and we release a dataset of 378 Leap Motion gesture records consisting in finger position, direction, and velocity coordinates for further studies in the community. We see this exploration as a first step toward designing low-effort high-resolution finger gestures and hand poses for lean-back interaction with the TV set.
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paper_title: A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays

paper_content:

We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve users' sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and users' sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the user's awareness of the proximity and presence of others.
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paper_title: Mirror, mirror, on the wall: collaborative screen-mirroring for small groups

paper_content:

Screen mirroring has been available to consumers for some time, however if every mobile device in the room supports screen mirroring to the main display (e.g. a shared TV), this necessitates a mechanism for managing its use. As such, this paper investigates allowing users in small intimacy groups (friends, family etc.) to self-manage mirrored use of the display, through passing/taking/requesting the display from whomever is currently mirroring to it. We examine the collaborative benefits this scheme could provide for the home, compared to existing multi-device use and existing screen mirroring implementations. Results indicate shared screen mirroring improves perceived collaboration, decreases dominance, preserves independence and has a positive effect on a group's activity awareness.
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paper_title: How to lose friends & alienate people: sharing control of a single-user TV system

paper_content:

The single physical remote control, paired to a media system, is no longer necessarily the only (or indeed primary) mechanism of control, with new input modalities (e.g. gesture) and mechanisms (e.g. mobile devices) allowing anyone to contribute to the input and control. This paper investigates the potential for extending single-user interfaces in order to support multi-user use, as a means of utilizing new inputs without having to abandon the familiar interfaces, control management behaviours and mental models that users have established. A survey was conducted investigating existing behaviours for managing control in terms of prevalence and acceptability. These behaviours and potential new ones were then incorporated into a multi-user system where management of control was virtualized, using mobile devices for input. We found that behaviours derived from existing ones (e.g. passing/taking control) were at worst functionally equivalent to, and in some cases superior to, managing a single physical remote control. We suggest that sharing single-user TV systems implementing these behaviours offers a viable alternative to concurrent use TV systems.
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paper_title: Who's the Fairest of Them All: Device Mirroring for the Connected Home

paper_content:

In the UK alone smartphone adoption has reached 61% in 2014. In home and living-room contexts, this adoption has led to "multi-screening", meaning the concurrent use of devices such as smartphones and tablets alongside the TV. The resultant private "digital bubble" [12] of this device usage has been discussed as raising a problematic barrier to socialization and interaction, with mobile phone use in particular having significant anti-social connotations [24]. However mobile devices have evolved new capabilities for sharing their activity, most notably through screen mirroring. This paper explores how we can utilize the TV to view screen-mirrored device activity, decreasing the digital isolation of device usage. We examine the extent to which users can attend to multiple devices on one TV, the effect this and prior systems have had on existing TV viewing, and propose ways in which we can aid users to manage their viewing of device activity on the TV. Moreover, we examine new approaches toward the accessibility of device activity, investigating systems which allow users to attend to whichever device activity they wish using multi-view displays, and discuss the social and privacy implications of having "always-on" screen-mirrored devices.
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Title: A Review of Collocated Multi-User TV: Examining the Changing Role of the TV in the Multi-Viewer, Multi-Screen Home

Section 1: Introduction
Description 1: Write about the historical context and recent changes in TV usage, emphasizing the emergence of multi-screening and its impacts.

Section 2: TV Displays in the Home
Description 2: Discuss the importance of the living room TV and the social context in which it is used, along with problems regarding multi-user interaction.

Section 3: Many Inputs, One Display
Description 3: Address the existing input mechanisms for TV interaction and the associated challenges for supporting multiple users in a shared setting.

Section 4: Many Activities, One Display
Description 4: Explore how the TV display can be divided for multiple concurrent activities and the associated problems with such division, including privacy concerns.

Section 5: Adoption and Usage: Multi-Screening Behaviors
Description 5: Examine the prevalence and types of multi-screen behaviors, their motivations, and their impact on TV usage.

Section 6: Interactions Between TV and Additional Devices: Social Sharing and Transitions
Description 6: Discuss technologies that facilitate interaction between TV and secondary devices, such as screen mirroring and content casting, and their social implications.

Section 7: Problems with Multi-Screening
Description 7: Identify and discuss problems associated with multi-screening, such as digital isolation and reduced shareability of experiences.

Section 8: Designing a Multi-User TV
Description 8: Review design considerations and potential solutions for creating TVs that support multi-user interaction and usage.

Section 9: Decreasing the Isolating Effects of Multi-Screening: Awareness and Shareability
Description 9: Propose methods for reducing digital isolation and enhancing awareness and shareability among TV and secondary device users.

Section 10: Facilitating Collaborative and Independent, Semi-Private Activity on the TV
Description 10: Explore advanced technologies, like multi-view displays, that can support both independent and collaborative activities on a single TV.

Section 11: Managing Shared Audio Spaces
Description 11: Discuss how independent audio streams can be managed in a multi-user TV environment to complement independent visual streams.

Section 12: Future Disruptive Technologies
Description 12: Examine emerging technologies and their potential to transform TV usage and interaction within the living room.

Section 13: Implications for Future TV Designs
Description 13: Reflect on what the reviewed work implies for future TV designs, focusing on how they might better support social and independent activities in shared spaces.

Section 14: Overview
Description 14: Summarize the main points made throughout the paper, highlighting the current problems in TV usage and proposed solutions to enhance the TV's role in modern multi-screen homes.