All Stories

  1. Occlusion Reduction Techniques for the Selection of Physical Referents in Augmented Reality: Adaptation and Evaluation of Virtual Reality Techniques
  2. Exploring Concave 3D Timelines in RV
  3. Pointing at Physical Targets Around the Field of View of Optical See-Through Head-Mounted Displays
  4. A Systematic Literature Review to Characterize Asymmetric Interaction in Collaborative Systems
  5. Audio-Vibratory You-Are-Here Mobile Maps for People with Visual Impairments
  6. Grip-Reach-Touch-Repeat: A Refined Model of Grasp to Encompass One-Handed Interaction with Arbitrary Form Factor Devices
  7. Interaction with Physical Referents In and Around the Field of View of Optical See-Through Augmented-Reality Headsets
  8. Exploiting Physical Referent Features as Input for Multidimensional Data Selection in Augmented Reality
  9. 3D Printed Interactive Multi-Storey Model for People with Visual Impairments
  10. User-Driven Constraints for Layout Optimisation in Augmented Reality
  11. Immersive Analytics Spaces and Surfaces
  12. Remote Graphic-Based Teaching for Pupils with Visual Impairments: Understanding Current Practices and Co-designing an Accessible Tool with Special Education Teachers
  13. Visual Transitions around Tabletops in Mixed Reality: Study on a Visual Acquisition Task between Vertical Virtual Displays and Horizontal Tabletops
  14. Sensurfaces
  15. Mold-It: Understanding how Physical Shapes affect Interaction with Handheld Freeform Devices
  16. Stranger Screens: Exploring the Application Themes for Interactive Freeform Devices
  17. Acquisition visuelle en réalité mixte, depuis et vers une table interactive : Analyse de la transition entre un écran virtuel et un écran physique
  18. Dynamic Decals
  19. A Predictive Performance Model for Immersive Interactions in Mixed Reality
  20. SF-LG: Space-Filling Line Graphs for Visualizing Interrelated Time-series Data on Smartwatches
  21. Grand Challenges in Immersive Analytics
  22. HoloBar: Rapid Command Execution for Head-Worn AR Exploiting Around the Field-of-View Interaction
  23. Tactile Fixations: A Behavioral Marker on How People with Visual Impairments Explore Raised-line Graphics
  24. Rapid command selection technique based on the combination of a keyboard with a smartphone
  25. SmartCom: Exploiter un Smartphone pour Interagir avec les Barres d'Outils
  26. Extension de KLM au Pointage du Regard et Validation Gestuelle dans HoloLens
  27. VibHand: On-Hand Vibrotactile Interface Enhancing Non-Visual Exploration of Digital Graphics
  28. Envisioning Future Productivity for Immersive Analytics
  29. Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted Children
  30. Review of Quantitative Empirical Evaluations of Technology for People with Visual Impairments
  31. Accessibility study for augmented keyboard for input interaction techniques
  32. Vibrotactile cues for conveying directional information during blind exploration of digital graphics
  33. Combination of tactile devices for data analytics
  34. Finding Information on Non-Rectangular Interfaces
  35. Interaction Design & Prototyping for Immersive Analytics
  36. Combining Tablets with Smartphones for Data Analytics
  37. Investigating Feedback for Two-Handed Exploration of Digital Maps Without Vision
  38. Investigating Screen Reachability on an Articulated Dual-Display Smartphone
  39. On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments
  40. TouchGlass: Raycasting from a Glass Surface to Point at Physical Objects in Public Exhibits
  41. Toward classroom experiences inclusive of students with disabilities
  42. A pen-based bimanual approach for interaction in multi-display environments
  43. Combination of tactile devices to interact with a spreadsheet on tablet
  44. On-Body tangible interaction
  45. Rolling-Menu
  46. Cell Selection for Spreadsheets on Tablets
  47. Inclusive Education Technologies
  48. Towards Proxemic Mobile Collocated Interactions
  49. Investigating the design space of smartwatches combining physical rotary inputs
  50. Multi-device interaction for spreadsheet on tablets
  51. Taking advantage of rolling gestures on a multidimensionnal mouse for interacting with a menubar
  52. Using everyday objects to interact with multi-display environments
  53. Design and evaluation of a design space of visual feedback for phygital models
  54. TDome
  55. Visual Composition of Graphical Elements on Non-Rectangular Displays
  56. Identifying how Visually Impaired People Explore Raised-line Diagrams to Improve the Design of Touch Interfaces
  57. From tactile to virtual
  58. Interaction techniques for mobile collocation
  59. Investigating the effects of splitting detailed views in Overview+Detail interfaces
  60. DECO
  61. Investigating Text Legibility on Non-Rectangular Displays
  62. Tangible Reels
  63. Gluey
  64. Bonjour! Greeting Gestures for Collocated Interaction with Wearables
  65. Desktop-Gluey
  66. The Roly-Poly Mouse
  67. Quick-glance and in-depth exploration of a tabletop map for visually impaired people
  68. Designing an input device to interact with multidimensional data : disco
  69. Exploring smartphone-based interaction with overview+detail interfaces on 3D public displays
  70. Exploring the use of hand-to-face input for interacting with head-worn displays
  71. Identifying suitable projection parameters and display configurations for mobile true-3D displays
  72. Bezel-Tap gestures
  73. Movement qualities as interaction modality
  74. From dance to touch
  75. A wizard of oz component-based approach for rapidly prototyping and testing input multimodal interfaces
  76. Temporal aspects of CARE-based multimodal fusion
  77. OpenWizard
  78. A three-dimensional characterization space of software components for rapidly developing multimodal interfaces
  79. Multimodal slideshow
  80. OIDE
  81. The openinterface framework
  82. Multimodal interaction on mobile phones