Academic literature on the topic 'Wall-Sized display'

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Journal articles on the topic "Wall-Sized display"

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Gong, Jiangtao, Jingjing Sun, Mengdi Chu, Xiaoye Wang, Minghao Luo, Yi Lu, Liuxin Zhang, Yaqiang Wu, Qianying Wang, and Can Liu. "Side-by-Side vs Face-to-Face: Evaluating Colocated Collaboration via a Transparent Wall-sized Display." Proceedings of the ACM on Human-Computer Interaction 7, CSCW1 (April 14, 2023): 1–29. http://dx.doi.org/10.1145/3579623.

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Traditional wall-sized displays mostly only support side-by-side co-located collaboration, while transparent displays naturally support face-to-face interaction. Many previous works assume transparent displays support collaboration. Yet it is unknown how exactly its afforded face-to-face interaction can support loose or close collaboration, especially compared to the side-by-side configuration offered by traditional large displays. In this paper, we used an established experimental task that operationalizes different collaboration coupling and layout locality, to compare pairs of participants collaborating side-by-side versus face-to-face in each collaborative situation. We compared quantitative measures and collected interview and observation data to further illustrate and explain our observed user behavior patterns. The results showed that the unique face-to-face collaboration brought by transparent display can result in more efficient task performance, different territorial behavior, and both positive and negative collaborative factors. Our findings provided empirical understanding about the collaborative experience supported by wall-sized transparent displays and shed light on its future design.
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Ebara, Yasuo. "An Experiment on Multi-Video Transmission with Multipoint Tiled Display Wall." Journal of Telecommunications and Information Technology, no. 1 (March 30, 2012): 43–49. http://dx.doi.org/10.26636/jtit.2012.1.1251.

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In order to realize realistic remote communication between multipoint remote places via the Internet, displaying the appearance of remote participants by transmission of a video streaming with the large-sized display system is effective. However, the display of video streaming with sufficient quality is difficult because the specification of a commercial projector and large-sized display equipment is low-resolution. In order to these issues, we focus on the tiled display wall technology which configure effective wide-area screen system with two or more LCD panels and tried to display a highresolution video streaming on the large-scale display environment. In this paper, we have constructed remote communication environment with tiled display wall in multipoint sites and have conducted experiment in order to study the possibility of realizing realistic remote communication with multi-video streaming. As these results, these video streaming from each site have been shown to display more high-quality than magnified view of video image by a single small camera. Moreover, we have measured the network throughput performance for each transmitted and received video streaming in this envi- ronment. From measurement results, the steady throughput performance has been gained at the case of each transmitted and received video streaming.
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Leonidis, Asterios, Maria Korozi, Georgios Nikitakis, Anastasia Ntagianta, Antonis Dimopoulos, Emmanouil Zidianakis, Eleni Stefanidi, and Margherita Antona. "CognitOS Board: A Wall-Sized Board to Support Presentations in Intelligent Environments." Technologies 8, no. 4 (November 8, 2020): 66. http://dx.doi.org/10.3390/technologies8040066.

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The proliferation of Internet of Things devices and services and their integration in everyday environments led to the emergence of intelligent offices, classrooms, conference, and meeting rooms that adhere to the paradigm of Ambient Intelligence. Usually, the type of activities performed in such environments (i.e., presentations and lectures) can be enhanced by the use of large Interactive Boards that—among others—allow access to digital content, promote collaboration, enhance the process of exchanging ideas, and increase the engagement of the audience. Additionally, the board contents are expected to be plenty, in terms of quantity, and diverse, in terms of type (e.g., textual data, pictorial data, multimedia, figures, and charts), which unavoidably makes their manipulation over a large display tiring and cumbersome, especially when the interaction lasts for a considerable amount of time (e.g., during a class hour). Acknowledging both the shortcomings and potentials of Interactive Boards in intelligent conference rooms, meeting rooms, and classrooms, this work introduces a sophisticated framework named CognitOS Board, which takes advantage of (i) the intelligent facilities offered by the environment and (ii) the amenities offered by wall-to-wall displays, in order to enhance presentation-related activities. In this article, we describe the design process of CognitOS Board, elaborate on the available functionality, and discuss the results of a user-based evaluation study.
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Dickson, Terence, Rina R. Wehbe, Fabrice Matulic, and Daniel Vogel. "HybridPointing for Touch." Proceedings of the ACM on Human-Computer Interaction 5, ISS (November 3, 2021): 1–22. http://dx.doi.org/10.1145/3488540.

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We propose CursorTap, an extension of Forlines et al.'s mixed, absolute and relative "HybridPointing" to large wall-sized multitouch displays. Our technique uses a relative pointing quasimode activated with one hand, while the other hand controls a distant cursor similar to a large touchpad. A controlled experiment compares the technique to standard absolute touch input as a baseline and a whole-display "Drag" technique representing a common alternate approach. Results show CursorTap is fastest for the common usage scenario of reaching distant targets and then returning to nearby targets. Overall, median selection times across distances are similar with CursorTap, but linearly increase with the other techniques. As further validation, a second study explore show people use CursorTap in a two-person game. The results found just over half of the participants choose to use CursorTap for half of the primary interactions where "enemies" are eliminated using a tap, drag, or lasso "tool".
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RGB Spectrum. "Wall-sized displays." Displays 15, no. 1 (January 1994): 56. http://dx.doi.org/10.1016/0141-9382(94)90051-5.

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Ramakrishnan, N., Y. Wang, D. M. Eckmann, P. S. Ayyaswamy, and R. Radhakrishnan. "Motion of a nano-spheroid in a cylindrical vessel flow: Brownian and hydrodynamic interactions." Journal of Fluid Mechanics 821 (May 18, 2017): 117–52. http://dx.doi.org/10.1017/jfm.2017.182.

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We study the motion of a buoyant or a nearly neutrally buoyant nano-sized spheroid in a fluid filled tube without or with an imposed pressure gradient (weak Poiseuille flow). The fluctuating hydrodynamics approach and the deterministic method are both employed. We ensure that the fluctuation–dissipation relation and the principle of thermal equipartition of energy are both satisfied. The major focus is on the effect of the confining boundary. Results for the velocity and the angular velocity autocorrelations (VACF and AVACF), the diffusivities and the drag and the lift forces as functions of the shape, the aspect ratio, the inclination angle and the proximity to the wall are presented. For the parameters considered, the boundary modifies the VACF and AVACF such that three distinct regimes are discernible – an initial exponential decay followed by an algebraic decay culminating in a second exponential decay. The first is due to the thermal noise, the algebraic regime is due both to the thermal noise and the hydrodynamic correlations, while the second exponential decay shows the effect of momentum reflection from the confining wall. Our predictions display excellent comparison with published results for the algebraic regime (the only regime for which earlier results exist). We also discuss the role of the off-diagonal elements of the mobility and the diffusivity tensors that enable the quantifications of the degree of lift and margination of the nanocarrier. Our study covers a range of parameters that are of wide applicability in nanotechnology, microrheology and in targeted drug delivery.
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Dubicka, Zofia, Krzysztof Owocki, and Michał Gloc. "Micro- and Nanostructures of Calcareous Foraminiferal Tests: Insight from Representatives of Miliolida, Rotaliida and Lagenida." Journal of Foraminiferal Research 48, no. 2 (April 20, 2018): 142–55. http://dx.doi.org/10.2113/gsjfr.48.2.142.

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Abstract The test structures of Lagenida, Rotaliida, and Miliolida (Foraminifera) are described at an unprecedented scale of resolution. Observations using conventional and field-emission scanning electron microscopy revealed distinct micro- and nanoscale differences in the textural compositions of these three main groups of calcifying foraminifers, consistent with recent molecular phylogenetic reconstructions and a higher-level taxonomic system. The rotaliid test is entirely composed of roughly spherical primary carbonate nanograins, up to 100 nm in diameter, which merge into micrometer-sized irregular aggregates. The miliolid test is made up of two morphologically different primary crystallites. Arbitrarily arranged needle-shaped elements (up to 1 µm in length and 200 nm in width) make up the bulk of the test, including the inside of the wall (porcelain) and mineralized inner surface (intrados) (ca. 100 nm in thickness). Roughly spherical nanograins (up to 50 nm in diameter) form more or less regularly arranged polygons of an outer lamina (extrados), which is ca. 200 nm in thickness. By contrast, the lagenid test texture is characterized by much larger crystals than in other calcifying foraminifers. At moderate magnification, lagenid tests display a fibrous texture composed of fiber bundles (tens of μm in length and several μm in width) that are oriented perpendicular to test surfaces and taper towards the ends when in contact with another lamina. At higher magnification, each bundle constitutes a single calcite crystal with an inner pore extending along the entire length of the crystal/fiber. We measured test hardness using the nanoindentation method. This is the first application of this technique in microfossils. We found that Cretaceous Lagenida tests were more resistant to mechanical stress than Rotaliida tests. These comparative strengths may be linked to internal test microstructure and play a role in determining habitats in which these taxa can live.
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Rooney, Chris, and Roy Ruddle. "Improving Window Manipulation and Content Interaction on High-Resolution, Wall-Sized Displays." International Journal of Human-Computer Interaction 28, no. 7 (July 2012): 423–32. http://dx.doi.org/10.1080/10447318.2011.608626.

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Bezerianos, Anastasia, and Petra Isenberg. "Perception of Visual Variables on Tiled Wall-Sized Displays for Information Visualization Applications." IEEE Transactions on Visualization and Computer Graphics 18, no. 12 (December 2012): 2516–25. http://dx.doi.org/10.1109/tvcg.2012.251.

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Seo, Min Woo. "Upper Gastrointestinal Bleeding with Cholecystoduodenal Fistula." Korean Journal of Helicobacter and Upper Gastrointestinal Research 22, no. 1 (March 10, 2022): 59–62. http://dx.doi.org/10.7704/kjhugr.2021.0057.

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Cholecystoduodenal fistula, caused by gallbladder stone, trauma, peptic ulcer disease, and malignancy, is an uncommon cause of upper gastrointestinal hemorrhage. I report a case of cholecystoduodenal fistula with upper gastrointestinal bleeding and gallbladder cancer. An 85-year-old male, complaining of hematemesis, was presented to the emergency department. Endoscopic examination revealed a 2 cm-sized ulceration at the first portion of the duodenum. Imaging studies, including CT, displayed cholecystoduodenal fistula accompanied with thickened gall bladder wall, air-fluid level in the gall bladder, and multiple hepatic metastatic lesions. The patient was referred for bleeding control surgery; however, he died due to recurrent and massive bleeding before surgery. Since bleeding from cholecystoduodenal fistula is associated with high mortality, early detection is critical for the prognosis. However, there is no typical symptoms and signs of cholecystodudodenal fistula. Additionally, diagnosis of cholecystoduodenal fistula using endoscopy alone was difficult. Therefore, it is recommended to use different diagnostic modalities, including enhanced CT.
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Dissertations / Theses on the topic "Wall-Sized display"

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Courtoux, Emmanuel. "Tangible Interaction for Wall Displays." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG028.

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Les murs d'écrans plongent les utilisateurs dans de larges espaces d'informations ultra-haute résolution. Ils sont bien adaptés à l'analyse de grands ensembles de données car les utilisateurs peuvent se déplacer physiquement pour explorer ce qui est affiché à l'écran. Ils facilitent également la collaboration car leur taille permet facilement d'accueillir plusieurs utilisateurs à la fois. Cependant, créer des interactions efficaces avec les murs d'écrans est un défi. Les périphériques traditionnels tel que le clavier et la souris montre vite leur limite dans un contexte ou plusieurs utilisateurs interagissent et se déplacent librement.La littérature en IHM propose des moyens d'interaction alternatifs. En particulier, l'interaction tangible, qui s'appuie sur la manipulation d'objets physiques pour interagir avec des scènes virtuelles, offre des avantages intéressants pour les murs d'écrans. La matérialité des contrôleurs offre un retour haptique qui permet de les manipuler sans les regarder. Leur forme suggère aussi la manière de les attraper et de les manipuler, guidant les utilisateurs sur leurs fonctionnalités. De nombreuses études empiriques comparant les contrôleurs tangibles à d'autres formes d'interaction montrent qu'ils procurent des gains significatifs en termes de vitesse et de précision de manipulation.Cependant, fabriquer des contrôleurs tangibles pour les murs d'écrans est difficile. Tout d'abord, l'orientation de l'écran et sa taille doivent être prise en compte pour fabriquer des tangibles appropriés. De plus, les utilisateurs sont mobiles : ils s'éloignent pour obtenir un angle de vue plus large, se rapprochent pour voir plus de détails, ou ajustent leur position en fonction de celle des autres utilisateurs. Les contrôleurs tangibles doivent donc être conçu pour être utilisable quelle que soit la position de l'utilisateur dans la pièce. Enfin, un mur d'écrans est souvent situé dans un contexte rassemblant d'autres dispositifs (tables interactives, ordinateurs, etc.). Dans ce cas, il est nécessaire de prendre en compte l'ensemble du contexte, contraignant la forme des tangibles et les technologies sous-jacentes.Mon travail de thèse propose trois contributions pour faciliter l'interaction tangible avec les murs d'écrans.Mon premier projet, WallTokens, propose des tangibles qui permettent d'interagir sur la surface des murs d'écrans. Les WallTokens sont équipés d'un mécanisme qui permet aux utilisateurs de les attacher et de les détacher facilement de la surface du mur. Cela permet de les laisser en place lorsque les utilisateurs veulent libérer leur main pour d'autres tâches. Nous présentons deux études évaluant la facilité d'utilisation et l'efficacité des WallTokens. Nos résultats montrent qu'ils sont plus précis et plus confortables que les interactions tactiles pour effectuer des manipulations de bas niveau sur mur d'écrans.Mon deuxième projet, SurfAirs, propose des tangibles permettant des interactions avec les murs d'écrans en surface, quand les utilisateurs ont besoin de détails et de précision, mais aussi à distance quand ils ont besoin d'un grand angle de vue. Les SurfAirs permettent également une transition continue entre ces deux modes d'interaction. Nous présentons deux études qui comparent les SurfAirs avec des gestes à main nue pour effectuer des tâches de manipulation de bas niveau. Les SurfAirs sont plus performants que les gestes à main nue en termes de précision et de vitesse et les utilisateurs les préfèrent.Le troisième projet propose une étude de la littérature sur l'utilisation de contrôleur tangible avec des écrans. Chaque article étudié est classifié selon 12 dimensions qui reflètent les aspects de la conception du contrôleur et de l'écran. Nous proposons un outil Web qui permet l'exploration de notre corpus d'articles à travers ces dimensions de classification. Nous discutons ensuite les défis qui sous-tendent la conception de contrôleurs tangibles dans un environnement multi-écrans
Wall displays immerse users in large, high-resolution information spaces. They are well suited for data analysis, as users only need to move around the physical space to explore the virtual information space displayed on the wall. They also facilitate collaboration as their large physical size can accommodate multiple users. However, designing effective ways of interacting with wall displays is challenging. Traditional input devices, such as mice and keyboards, quickly show their limitations in an environment where multiple users can interact and move freely.HCI literature offers interesting alternatives to traditional input techniques. In particular, Tangible User Interactions (TUIs), where users rely on custom tangible objects to interact with the virtual scene, have proved efficient with different types of displays ranging from smartphones to tabletops. Tangible controllers have natural advantages such as the haptic feedback they provide that enables eyes-free manipulations. They also afford specific grasps and manipulations, guiding users on what they can do with them. Empirical studies that compare tangibles to other forms of input also report quantitative gains in regarding manipulation speed and precision in different hardware setups.However, designing tangible controllers for wall displays is difficult. First, the large size and vertical orientation of walls must be taken into account to design tangibles with a suitable form factor. Second, users move in space. They move away to get a wider view, move closer to see details, or adjust their physical position based on other users and objects in the room. This means that tangible controllers must be usable regardless of the user's position in the room, which has some impact on design and engineering aspects. Finally, a wall display is often located in an environment that feature other devices and displays. In such cases, designing tangible controllers for a wall display requires to consider the whole multi-display environment, which constrains even more the tangibles' form factor and the underlying technologies.My thesis work makes three contributions towards enabling tangible interaction with wall displays.The first project, WallTokens, contributes tangibles for enabling on surface interaction with wall displays. WallTokens are low-cost, passive controllers that users can manipulate directly on the wall's surface. WallTokens have a mechanism that allows users to easily attach and detach them from the wall surface, so that when users are done interacting, they can leave them in place and free their hands for other purposes. We report on two studies assessing WallTokens' usability, showing that they are more precise and comfortable than bare-hand gestures to perform low-level manipulations on walls.The second project, SurfAirs, contributes tangibles that support not only on surface interaction but also distant interaction with wall displays. We present two possible designs for versatile tangible controllers that can be used both on the wall surface when users need precision and detail, and in the air when they need a wide viewing angle. SurfAirs support both types of input, as well as smooth transitions between the two. We report on two studies that compare SurfAir prototypes with bare hand gestures for performing low-level manipulation tasks. SurfAirs outperform bare hand gestures regarding accuracy, speed and user preference.The third project contributes a survey about the use of physical controllers to interact with a physical display. Each project is described along twelve dimensions that capture the design aspects of the controller, the properties of the display and how they communicate with each other. We contribute a Web page to explore this list of references along the different dimensions, and use it to discuss the challenges that underlie the design of tangible controllers in a multi-display environment
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Liu, Can. "Embodied Interaction for Data Manipulation Tasks on Wall-sized Displays." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS207/document.

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De grands ensembles de données sont de plus en plus utilisés dans divers domaines professionnels, tels que la médecine, la sociologie et l'économie. Ceci pose de nombreux défis dans leurs utilisations pour, par exemple, les classifier et la prise de décision. Pour cela nous n'avons pas seulement besoin d'algorithmes élaborés pour leur traitement, il faut aussi que les utilisateurs puissent visualiser et interagir avec les données pour pouvoir les appréhender et éventuellement corriger ou vérifier les traitement fait par les machines. Cette thèse explore cette problématique en étudiant l'interaction d'utilisateurs avec de grands ensembles de données sur des murs d'écrans.Le corps humain est fait pour interagir avec le monde physique, du microscopique aux grandes échelles. Nous pouvons naturellement nous coordonner pour voir, entendre, toucher et nous déplacer pour interagir avec l'environnement à diverses échelles. Au-delà d'un individu, les êtres humains collaborent en communicant et en se coordonnant. En suivant la définition de Dourish, l'Interaction Incorporée encourage les concepteurs d'interaction de profiter de l'expérience existante du monde physique des utilisateurs lors de la conception de l'interaction avec les interfaces numériques.Je soutiens que les grands espaces interactifs permettent une interaction incorporée de l'utilisateur avec des données répartis dans l'espace, en tirant parti des capacités physiques des utilisateurs, comme la marche, l'approche et l'orientation. Au-delà d'un simple utilisateur, ces environnements permettent aussi à plusieurs utilisateurs d'interagir ensemble en utilisant la communication verbale et gestuelle tout en ayant une conscience de la présence physique de chacun. Alors que dans le cadre mono-utilisateur, de nombreuses recherches portent sur la transformation d'actions physiques en modalités d'entrées, le cas des relations entre plusieurs utilisateurs a été très peu étudié. Dans cette thèse, je présente tout d'abord une expérience qui évalue formellement l'avantage pour un utilisateur d'exécuter une tâche de manipulation de données sur un grand mur d'écrans par rapport à un ordinateur de bureau. Cette expérience montre que les mouvements physiques de l'utilisateur l'aide à naviguer dans une grande surface de données, et permet de surpasser les techniques de navigation existantes sur un ordinateur de bureau tels que les techniques de Focus+Contexte. Avec la même tâche expérimentale, j'étudie ensuite la manipulation de données collaborative avec un mur d'écrans, en imposant différents styles de collaboration, de étroitement couplées à lâche. L'expérience mesure l'effet de l'introduction d'une technique d'interaction partagée, dans lequel les collaborateurs effectuent chacun une partie d'une action pour émettre une commande. Les résultats montrent les avantages d'une telle technique en termes d'efficacité, d'engagement des utilisateurs, ainsi que de fatigue physique. Enfin, j'explore le concept d'augmentation de l'interaction humain-à-humain avec des techniques d'interaction partagées, et je propose un espace de conception pour ces techniques pour facilité la manipulation de données collaborative. Je présente la conception, la mise en œuvre et l'évaluation d'un ensemble de ces techniques, ainsi que les travaux futurs qui en découlent
Large data sets are used acceleratingly in various professional domains, such as medicine and business. This rises challenges in managing and using them, typically including sense-making, searching and classifying. This does not only require advanced algorithms to process the data sets automatically, but also need users' direct interaction to make initial judgment or to correct mistakes from the machine work. This dissertation explores this problem domain and study users' direct interaction with scattered large data sets. Human body is made for interacting with the physical world, from micro scope to very large scales. We can naturally coordinate ourselves to see, hear, touch and move to interact with the environment in various scales. Beyond individual, humans collaborate with each other through communication and coordination. Based on Dourish's definitioncite{2001:AFE:513034}, Embodied Interaction encourages interaction designers to take advantage of users' existing skills in the physical world, when designing the interaction with digital artefacts. I argue that large interactive spaces enable embodied user interaction with data spread over space, by leveraging users' physical abilities such as walking, approaching and orienting. Beyond single users, co-located environments provide multiple users with physical awareness and verbal gestural communication. While single users' physical actions have been augmented to be various input modalities in existing research, the augmentation of between-user resources has been less explored. In this dissertation, I first present an experiment that formally evaluates the advantage of single users performing a data manipulation task on a wall-sized display, comparing to on a desktop computer. It shows that using users' physical movements to navigate in a large data surface, outperforms existing digital navigation techniques on a desktop computer such as Focus+Context. With the same experimental task, I then study the interaction efficiency of collaborative data manipulation with a wall-sized display, in loosely or closely coupled collaboration styles. The experiment measures the effect of providing a Shared Interaction Technique, in which collaborators perform part of an action each to issue a command. The results conclude its benefits in terms of efficiency, user engagement as well as physical fatigue. Finally, I explore the concept of augmenting human-to-human interaction with shared interaction techniques, and illustrate a design space of such techniques for supporting collaborative data manipulation. I report the design, implementation and evaluation of a set of these techniques and discuss the future work
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Avellino, Ignacio. "Supporting collaborative practices across wall-sized displays with video-mediated communication." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS514/document.

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La collaboration entre plusieurs personnes peut prendre plusieurs formes, et la technologie soutient depuis longtemps ces pratiques. Mais lorsque la collaboration doit se faire à distance, est-elle aussi bien assistée par la technologie ? Dans ce travail, je soutiens l'idée selon laquelle le succès d'un système de télécommunications ne dépend pas de sa capacité à imiter une collaboration colocalisée, mais dans sa capacité à faciliter les pratiques collaboratives découlant des caractéristiques spécifiques de la technologie. J'explore cet argument en utilisant un mur d'écrans en tant que technologie collaborative. J'ai commencé par observer des collaborateurs effectuer leur travail quotidien à distance en utilisant des prototypes. Ensuite j'ai conduit des expériences et j'ai trouvé que les utilisateurs peuvent interpréter avec précision les instructions déictiques à distance et le regard direct quand un collaborateur à distance est affiché par une vidéo, même si celle-ci n'est pas placée directement devant l'observateur. À partir de ces résultats, j'ai créé CamRay, un outil de télécommunication qui utilise une rangée de caméras pour enregistrer le visage des utilisateurs lorsqu'ils parcourent physiquement les données le long de l'écran et présente cette vidéo sur un autre mur d'écrans distant par dessus le contenu existant. Je propose deux possibilités pour afficher la vidéo: Follow-Local, où le flux vidéo de l'utilisateur distant suit l'utilisateur local, et Follow-Remote où il suit l'utilisateur distant. Je montre que Follow-Remote préserve les relations spatiales entre le collaborateur à distance et le contenu de l'écran, créant ainsi la possibilité de désigner les objets par des gestes de pointage, tandis que Follow-Local facilite les conversations grâce à un face-à-face virtuel qui transmet plus facilement la communication gestuelle. Finalement, je me base sur ces résultats pour guider la conception de futurs systèmes de communications à distance entre murs d'écrans, et dégager des considérations à suivre lorsque des capacités de communication à distance sont ajoutées à de nouvelles technologies
Collaboration can take many forms, for which technology has long provided digital support. But when collaborators are located remotely, to what extent does technology support these activities? In this dissertation, I argue that the success of a telecommunications system does not depend on its capacity to imitate co-located conditions, but in its ability to support the collaborative practices that emerge from the specific characteristics of the technology. I explore this using wall-sized displays as a collaborative technology. I started by observing collaborators perform their daily work at a distance using prototypes. I then conducted experiments and found that people can accurately interpret remote deictic instructions and direct gaze when performed by a remote collaborator through video, even when this video is not placed directly in front of the observer. Based on these findings, I built CamRay, a telecommunication system that uses an array of cameras to capture users' faces as they physically navigate data on a wall-sized display, and presents this video in a remote display on top of existing content. I propose two ways of displaying video: Follow-Local, where the video feed of the remote collaborator follows the local user, and Follow-Remote, where it follows the remote user. I find that Follow-Remote preserves the spatial relations between the remote speaker and the content, supporting pointing gestures, while Follow-Local enables virtual face-to-face conversations, supporting representational gestures. Finally, I summarize these findings to inform the design of future systems for remote collaboration across wall-sized displays
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Swann, Jeremy Andrew. "Common ground breakdown during collaborative virtual environment navigation with wall-sized and desktop displays." Thesis, University of Leeds, 2015. http://etheses.whiterose.ac.uk/11695/.

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During collaborative data analysis participants are reliant on a shared common ground to be able to understand others' locations and actions, breakdowns in which require remedial action before other activities can continue. This thesis investigates the frequency and severity of common ground breakdowns that occur during collaborative navigation, when a wall-sized display user (master) directs a desktop user (slave) within a Collaborative Virtual Environment (CVE). A series of experiments were conducted to investigate this form of collaborative navigation and evaluate the developed solutions. These experiments required participants using a desktop display to view a wall-sized display user's navigation to targets within a 3D landscape, before attempting to re-visit these targets themselves. Experiments 1 and 2 were conducted to establish the typical frequency and severity of common ground breakdowns when the desktop user is attempting to find singular and multiple targets. Participants exhibited non-trivial levels of common ground breakdown over different types of movement and input device used by the wall-sized display master. Although they frequently had sufficient common ground to reach the approximate area of a target, this was insufficient for them to be able to complete the task. The remainder of the research investigated two distinct classes of solution to these breakdown: additional views and path visualisations. For additional views, a large field of view (FOV) context view and local overview map were provided. Experiment 3 evaluated their effect and demonstrated that neither of which reduced the level of common ground breakdown exhibited by desktop users. Behavioural changes of participants using the context view still led to similar task failures. For path visualisation, two representations of paths between targets, string and heatmap were provided. Experiment 4 provides evidence that both representations significantly increased participant's success rate. Behavioural data showed that participants visited areas unrelated to their search less frequently and remained closer to the desired path. In conclusion, this research has four major contributions. First, a classification of the types, severity and frequency of common ground breakdowns that occur between desktop and wall-sized display users conducting master-slave navigation within a CVE. Second, evidence is provided that additional views are not beneficial in reducing the level of breakdown for the desktop users. Third, path visualisations are shown to be effective in reducing the level of breakdown experienced by the desktop users, and allowing more effective navigational behaviour. Finally, the successful application of heatmaps in aiding navigation when previous applications have been limited to analytical use.
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Jansen, Yvonne. "Physical and tangible information visualization." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.

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Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.
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Wagner, Julie. "A body-centric framework for generating and evaluating novel interaction techniques." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00772138.

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This thesis introduces BodyScape, a body-centric framework that accounts for how users coordinate their movements within and across their own limbs in order to interact with a wide range of devices, across multiple surfaces. It introduces a graphical notation that describes interaction techniques in terms of (1) motor assemblies responsible for performing a control task (input motor assembly) or bringing the body into a position to visually perceive output (output motor assembly), and (2) the movement coordination of motor assemblies, relative to the body or fixed in the world, with respect to the interactive environment. This thesis applies BodyScape to 1) investigate the role of support in a set of novel bimanual interaction techniques for hand-held devices, 2) analyze the competing effect across multiple input movements, and 3) compare twelve pan-and-zoom techniques on a wall-sized display to determine the roles of guidance and interference on performance. Using BodyScape to characterize interaction clarifies the role of device support on the user's balance and subsequent comfort and performance. It allows designers to identify situations in which multiple body movements interfere with each other, with a corresponding decrease in performance. Finally, it highlights the trade-offs among different combinations of techniques, enabling the analysis and generation of a variety of multi-surface interaction techniques. I argue that including a body-centric perspective when defining interaction techniques is essential for addressing the combinatorial explosion of interactive devices in multi-surface environments.
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Book chapters on the topic "Wall-Sized display"

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Liu, Yong, John Markus Bjørndalen, and Otto J. Anshus. "Using Multi-threading and Server Update Pushing to Improve the Performance of VNC for a Wall-Sized Tiled Display Wall." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 306–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10485-5_22.

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Bieg, Hans-Joachim, Lewis L. Chuang, and Harald Reiterer. "Gaze-Assisted Pointing for Wall-Sized Displays." In Human-Computer Interaction – INTERACT 2009, 9–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03658-3_3.

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Marner, Michael R., Ross T. Smith, Bruce H. Thomas, Karsten Klein, Peter Eades, and Seok-Hee Hong. "GION: Interactively Untangling Large Graphs on Wall-Sized Displays." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 113–24. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-662-45803-7_10.

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Cheng, Haokan, Takahashi Shin, and Jiro Tanaka. "Facial Tracking-Assisted Hand Pointing Technique for Wall-Sized Displays." In Distributed, Ambient and Pervasive Interactions, 191–201. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39862-4_18.

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Ebara, Yasuo. "Tele-Immersive Collaborative Environment with Tiled Display Wall." In E-Activity and Intelligent Web Construction, 75–84. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61520-871-5.ch007.

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In intellectual collaborative works with participants between remote sites via WAN, CSCW have been used as general communication tools. Especially, the sharing of various, high-quality digital contents such as various materials, computer graphics or visualization contents, and video streaming by between remote places is important to recognize or analyze to easily refer to these contents. However, the image magnification by general projector and large-sized display equipment is low-resolution, and sufficient quality of contents is not obtained. In this research, the author has constructed a tele-immersive collaborative environment with a tiled display wall. In this environment, the author has implemented an application to display high-resolution real video streaming on a tiled display wall in remote place. By using the application, the author displayed the clear video image of remote place over a wide range. Then, the author conducted experimental verification on the effect for eye-to-eye contact by changing the position of camera on frame of LCDs on tiled display wall, and has collected a lot of knowledge. Moreover, the author has tried realistic display processing of high-resolution astronomical observation image and movie data, and it has enabled observation of the entire image of observation data all over tiled display wall.
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"User Tracking for Collaboration on Interactive Wall-Sized Displays." In Mensch & Computer 2013 – Tagungsband, 191–200. Oldenbourg Wissenschaftsverlag, 2013. http://dx.doi.org/10.1524/9783486781229.191.

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Mohamed, Khaireel A., and Thomas Ottman. "Pen-Based Digital Screen Interaction." In Encyclopedia of Human Computer Interaction, 463–70. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch070.

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Through a transducer device and the movements effected from a digital pen, we have a pen-based interface that captures digital ink. This information can be relayed on to domain-specific application software that interpret the pen input as appropriate computer actions or archive them as ink documents, notes, or messages for later retrieval and exchanges through telecommunications means. Pen-based interfaces have rapidly advanced since the commercial popularity of personal digital assistants (PDAs) not only because they are conveniently portable, but more so for their easy-to-use freehand input modal that appeals to a wide range of users. Research efforts aimed at the latter reason led to modern products such as the personal tablet PCs (personal computers; Microsoft Corporation, 2003), corporate wall-sized interactive boards (SMART Technologies, 2003), and the communal tabletop displays (Shen, Everitt, & Ryall, 2003). Classical interaction methodologies adopted for the desktop, which essentially utilize the conventional pull-down menu systems by means of a keyboard and a mouse, may no longer seem appropriate; screens are getting bigger, the interactivity dimension is increasing, and users tend to insist on a one-to-one relation with the hardware whenever the pen is used (Anderson, Anderson, Simon, Wolfman, VanDeGrift, & Yasuhara, 2004; Chong & Sakauchi, 2000). So, instead of combining the keyboard, mouse, and pen inputs to conform to the classical interaction methodologies for these modern products, our ultimate goal is then to do away with the conventional GUIs (graphical user interfaces) and concentrate on perceptual starting points in the design space for pen-based user interfaces (Turk & Robertson, 2000).
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Conference papers on the topic "Wall-Sized display"

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Zhai, Yan, Guoying Zhao, Toni Alatalo, Janne Heikkilä, Timo Ojala, and Xinyuan Huang. "Gesture interaction for wall-sized touchscreen display." In UbiComp '13: The 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2494091.2494148.

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Boring, Sebastian, Otmar Hilliges, and Andreas Butz. "A Wall-Sized Focus Plus Context Display." In Fifth Annual IEEE International Conference on Pervasive Computing and Communications (PerCom'07). IEEE, 2007. http://dx.doi.org/10.1109/percom.2007.5.

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Yousefi, Shahrouz, Farid Abedan Kondori, and Haibo Li. "Interactive 3D visualization on a 4K wall-sized display." In 2014 Asia-Pacific Signal and Information Processing Association Annual Summit and Conference (APSIPA). IEEE, 2014. http://dx.doi.org/10.1109/apsipa.2014.7041653.

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Okuya, Yujiro, Olivier Gladin, Nicolas Ladevèze, Cédric Fleury, and Patrick Bourdot. "Investigating Collaborative Exploration of Design Alternatives on a Wall-Sized Display." In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376736.

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Liu, Can, Olivier Chapuis, Michel Beaudouin-Lafon, and Eric Lecolinet. "Shared Interaction on a Wall-Sized Display in a Data Manipulation Task." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2858036.2858039.

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Kitamura, J., H. Ibe, H. Mizuno, and I. Aoki. "Plasma Sprayed Coatings of High Purity Ceramics for Semiconductor and Flat-Panel Display Production Equipment." In ITSC2008, edited by B. R. Marple, M. M. Hyland, Y. C. Lau, C. J. Li, R. S. Lima, and G. Montavon. Verlag für Schweißen und verwandte Verfahren DVS-Verlag GmbH, 2008. http://dx.doi.org/10.31399/asm.cp.itsc2008p0500.

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Abstract High purity oxide ceramic powders of alumina (Al2O3) and yttria (Y2O3) for plasma spraying have been developed to apply to semiconductor and flat-panel-display (FPD) production equipments. The ceramic coatings onto inside chamber wall of the equipments are required to have highly erosion resistance against CF containing plasma, widely used in dry etching process for micro-fabrications of the devices. Yttria is increasingly used in this application due to the high resistance compared to alumina. It is found that the yttria coating formed from agglomerated-and- sintered powder consisting of large primary particle has smoother eroded surface. Considering that particle deposition onto the devices, this coating will be effective to decrease generation of large sized particle, which is easily deposit onto the devices. Electric insulating properties of the coatings are also investigated to apply to electrostatic chuck. Electric breakdown voltage of yttria coatings is almost comparable to that of alumina coatings. However, yttria is difficult to apply due to its lower mechanical strength. Using smaller powder as feedstock is effective to improve the electric properties and influence of coating purity is lower than the powder size.
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Matsuo, Yuichi. "An Immersive and Interactive Visualization System for Large-Scale CFD." In ASME/JSME 2003 4th Joint Fluids Summer Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/fedsm2003-45201.

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We have been long involved in large-scale computational fluid dynamics (CFD) simulations in aerospace research. These days, as the computer power grows, output data from the simulations becomes larger and larger, and we feel that the current visualization methodology has its limitation in understanding. Thus, with the target concepts of reality, collaboration, and communication, we has built an immersive and interactive visualization system with a large-sized wall-type display. The system, which has been in operation since April 2001, is driven by a SGI Onyx 3400 server with 32 CPUs, 64Gbytes memory, and 6 IR3 graphics pipelines, and comprises a 4.6×1.5-meter (15×5-foot) rear projection screen with 3 high-resolution CRT projectors, supporting stereoscopic viewing, easy color/luminosity matching, and accurate edge-blending. The system is mainly used for visualization of large-scale CFD simulations. This paper will describe the new visualization system introduced at the National Aerospace Laboratory of Japan, and the features of the system are discussed while illustrating some typical visualized examples.
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Chuang, Lewis L., Hans-Joachim Bieg, Heinrich H. Bülthoff, and Roland W. Fleming. "Measuring unrestrained gaze on wall-sized displays." In the 28th Annual European Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1962300.1962379.

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Nancel, Mathieu, Julie Wagner, Emmanuel Pietriga, Olivier Chapuis, and Wendy Mackay. "Mid-air pan-and-zoom on wall-sized displays." In the 2011 annual conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1978942.1978969.

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Sas, Corina, Nigel Davies, Sarah Clinch, Peter Shaw, Mateusz Mikusz, Madeleine Steeds, and Lukas Nohrer. "Supporting Stimulation Needs in Dementia Care through Wall-Sized Displays." In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376361.

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