Elasticcon: Elastic Controllers for Casual Interaction · rapid development and increasing...

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Elasticcon: Elastic Controllers for Casual Interaction Konstantin Klamka Technische Universit¨ at Dresden, Interactive Media Lab Dresden, Germany [email protected] Raimund Dachselt Technische Universit¨ at Dresden, Interactive Media Lab Dresden, Germany [email protected] Figure 1. Elasticcon: Controlling a private head-worn display (A), use as generic controller in everyday life (B) and for distant display interaction (C). ABSTRACT We explore the high potential of elastic controllers for ca- sual interaction in mobile and ubiquitous computing scenar- ios. While several remote interaction techniques with hand- held or body-worn devices have been proposed, the usage of string-based, elastic interaction is still underexplored. There- fore, we first introduce a systematic design space along the axes reference system, interaction dimensions, sensing meth- ods and haptic feedback. Our main contribution is Elasticcon, a versatile, wearable device with a retractable string and a set of exchangeable traction knobs. This elastic controller pro- vides several degrees of freedom and allows rich interaction techniques. As a result of an iterative design process, we also contribute two working prototypes for belt-worn and hand- held use. To demonstrate their versatility, we implemented several promising application scenarios. We tested Elasticcon in three smaller user studies investigating qualitative usability aspects and found initial evidence for elastic controllers as be- ing comfortable, casual and yet accurate interaction devices. General Terms Design, Human Factors. Author Keywords mobile interaction; multi-modal; elastic input; mobile input device; wearable; string-based interaction; casual interaction ACM Classification Keywords H.5.2. Information Interfaces and Presentation: User Inter- faces: Input Devices and Strategies, Interaction Styles. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. MobileHCI ’15, August 24 - 27, 2015, Copenhagen, Denmark Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3652-9/15/08... $15.00 DOI: http://dx.doi.org/10.1145/2785830.2785849 INTRODUCTION Current trends in mobile computing are characterized by a rapid development and increasing popularity of smart and body-worn devices, such as smartphones, smartwatches, in- telligent gadgets and augmented reality glasses. This trend is accompanied by a wide range of emerging application sce- narios which require flexible, casual and yet powerful eyes- free control techniques. One good example are head-worn displays, which have to be controlled in fast-paced environ- ments where our gaze and attention are divided. Similarly, the increasing number of large wall-sized displays (including TV sets) demands unobtrusive and easy-to-use remote control techniques for various private and professional applications. To meet these requirements, several remote control technolo- gies and interaction techniques have been proposed. Morris et al. [14] provide a detailed overview of emerging technologies for always-available mobile interaction. A remaining prob- lem of these approaches is that the resulting interaction styles often do not fit all needs of mobile, casual and distant in- teractions simultaneously. To improve on that and to enrich the options to choose from, we wanted to provide a means of haptic, eyes-free control, yet one that also remained as unob- trusive as possible. For that, we investigated the potential of string-based elastic interaction and handheld isotonic input. Manufacturing and using ropes and strings have a long tra- dition in human history, e.g. to measure distances and refer to sub-ranges. Human-computer interaction researchers have discovered the potential of string-based interaction with di- rect haptic feedback [21, 4], using specific body-worn per- sonal controllers [3, 12, 16] as well as means for tangible ma- nipulation [23, 18]. However, this is still an underexplored paradigm, especially with regard to distant or mobile interac- tion. As we will demonstrate, body-attached elastic strings can provide a couple of degrees of freedom (DoF), have a self-referential orientation and are even space-saving. Early preliminary studies of body-worn retractable string devices Input Technologies MobileHCI'15, August 24–27, Copenhagen, Denmark 410

Transcript of Elasticcon: Elastic Controllers for Casual Interaction · rapid development and increasing...

Page 1: Elasticcon: Elastic Controllers for Casual Interaction · rapid development and increasing popularity of smart and body-worn devices, such as smartphones, smartwatches, in-telligent

Elasticcon: Elastic Controllers for Casual InteractionKonstantin Klamka

Technische Universitat Dresden,Interactive Media Lab

Dresden, [email protected]

Raimund DachseltTechnische Universitat Dresden,

Interactive Media LabDresden, [email protected]

Figure 1. Elasticcon: Controlling a private head-worn display (A), use as generic controller in everyday life (B) and for distant display interaction (C).

ABSTRACTWe explore the high potential of elastic controllers for ca-sual interaction in mobile and ubiquitous computing scenar-ios. While several remote interaction techniques with hand-held or body-worn devices have been proposed, the usage of string-based, elastic interaction is still underexplored. There-fore, we first introduce a systematic design space along the axes reference system, interaction dimensions, sensing meth-ods and haptic feedback. Our main contribution is Elasticcon, a versatile, wearable device with a retractable string and a set of exchangeable traction knobs. This elastic controller pro-vides several degrees of freedom and allows rich interaction techniques. As a result of an iterative design process, we also contribute two working prototypes for belt-worn and hand-held use. To demonstrate their versatility, we implemented several promising application scenarios. We tested Elasticcon in three smaller user studies investigating qualitative usability aspects and found initial evidence for elastic controllers as be-ing comfortable, casual and yet accurate interaction devices.

General TermsDesign, Human Factors.

Author Keywordsmobile interaction; multi-modal; elastic input; mobile input device; wearable; string-based interaction; casual interaction

ACM Classification KeywordsH.5.2. Information Interfaces and Presentation: User Inter-faces: Input Devices and Strategies, Interaction Styles.Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected] ’15, August 24 - 27, 2015, Copenhagen, DenmarkCopyright is held by the owner/author(s). Publication rights licensed to ACM.ACM 978-1-4503-3652-9/15/08... $15.00DOI: http://dx.doi.org/10.1145/2785830.2785849

INTRODUCTIONCurrent trends in mobile computing are characterized by arapid development and increasing popularity of smart andbody-worn devices, such as smartphones, smartwatches, in-telligent gadgets and augmented reality glasses. This trendis accompanied by a wide range of emerging application sce-narios which require flexible, casual and yet powerful eyes-free control techniques. One good example are head-worndisplays, which have to be controlled in fast-paced environ-ments where our gaze and attention are divided. Similarly,the increasing number of large wall-sized displays (includingTV sets) demands unobtrusive and easy-to-use remote controltechniques for various private and professional applications.

To meet these requirements, several remote control technolo-gies and interaction techniques have been proposed. Morris etal. [14] provide a detailed overview of emerging technologiesfor always-available mobile interaction. A remaining prob-lem of these approaches is that the resulting interaction stylesoften do not fit all needs of mobile, casual and distant in-teractions simultaneously. To improve on that and to enrichthe options to choose from, we wanted to provide a means ofhaptic, eyes-free control, yet one that also remained as unob-trusive as possible. For that, we investigated the potential ofstring-based elastic interaction and handheld isotonic input.

Manufacturing and using ropes and strings have a long tra-dition in human history, e.g. to measure distances and referto sub-ranges. Human-computer interaction researchers havediscovered the potential of string-based interaction with di-rect haptic feedback [21, 4], using specific body-worn per-sonal controllers [3, 12, 16] as well as means for tangible ma-nipulation [23, 18]. However, this is still an underexploredparadigm, especially with regard to distant or mobile interac-tion. As we will demonstrate, body-attached elastic stringscan provide a couple of degrees of freedom (DoF), have aself-referential orientation and are even space-saving. Earlypreliminary studies of body-worn retractable string devices

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from Koch and Witt [12] have addressed basic selection tasksbased on a position-controlled transfer function that mapseach traction position to a fixed virtual object position witha zero-order function. Their study showed that users are ableto achieve higher interaction accuracy and a more intuitiveinteraction style than with standard game pads.

Based on these promising findings, we further explored thedesign of tiny and generic elastic devices that provide the pos-sibility to work in various real-world mobile scenarios in acasual and yet efficient way. With this paper, we contribute:

• A systematic exploration of the promising design spaceof string-based elastic interaction that can provide a mo-bile, always-available, space-saving, casual, highly accu-rate (c.f. [12]) and intuitive interaction.• Two fully-functional, retractable string-based prototypes,

called Elasticcons, that combine the sensing of a three-dimensional cone-shaped interaction space with a compre-hensive set of exchangeable input knobs.• A structured repertoire of essential interaction principles,

based on the rich DoF of the Elasticcons, which underlievarious tasks of respective real-world use cases under mo-bile and eyes-free operation conditions.• Promising qualitative results on the basis of three small-

scale user studies, which examined the participants’ casualinteraction behavior, user experience and satisfaction fordifferent interaction tasks.

DESIGN SPACE OF ELASTIC INTERACTIONPhysical elastic interaction is based on materials or mecha-nisms that can be deformed reversibly with an applied force.Familiar elastic objects are for example stretchable compositefabrics that often consist of an elastane thread or mechanicalsprings that can be tensed or compressed as used for examplein retractable measuring tapes. The use of elastic propertiesin the design of input devices can provide haptic feedbackand self-centering capabilities that can improve performance.In the following we contribute a novel design space along thedimensions reference system, interaction dimensions, sensingmethods and haptic feedback of elastic controllers.

Reference SystemDue to the fact that interacting with elastic materials andmechanisms requires the application of force at least in onespecific direction, the associated reference system plays animportant role. We will distinguish between three types ofreference systems, illustrated by the example of a retractablestring (see Figure 2): ground-based (A), body-centric (B) andhand-based (C) systems.

Ground-based approaches refer to fixed anchor points, whichare mounted on the ground, a wall or other immobile/heavyobjects. Based on this principle, all associated actions arerelated to an absolute spatial reference system. Sato et al. in-troduced for example several ground-based position-trackingscenarios in mixed-reality [21], virtual and CAVE-like envi-ronments [4]. Ground-based systems are inherently unsuit-able for mobile and some remote application scenarios, be-cause the setups are typically not portable.

CA B CA C

body-centric hand-basedground-based

Figure 2. A string can be attached to the ground (A), a person’s body (B)or hand (C). Respective anchor positions are marked in green.

In contrast, body-centric systems are body-based interactionapproaches, in which the current position and orientation ofa body-attached device acts as the origin of a relative refer-ence system. Several mounting positions are possible suchas chest, hand, wrist or waist. A number of body-centric re-tractable string techniques in the literature make use of the in-teraction space in front of the wearer and thus self-referentialorientation [3, 12, 16].

The unanchored bimanual hand-based interaction provideselasticity in two directions and creates a highly dynamic ref-erence system with a persistently changing origin and orien-tation. This special case appears when both parts are unan-chored and taken in the hand. As described by Guiard [8],humans use their non-dominant hand to define the referencebase, while the dominant hand determines the active positionrelative to it. Both parts are related to each other or even, asa whole, to the environment. For example, Baillot et al. [1]evaluated the bimanual use of a shape-measuring tape, calledShapeTape, for wearable and mobile interaction.

Furthermore, we assume that the given reference systemplays an important role for the user’s mental model of an in-teractive information space. Ground-based approaches, suchas Rope Revolution [23], provide a more immersive experi-ence and let users become a physical part of the virtual sys-tem, while body-centric interaction techniques are character-ized by an independent personal interaction space, such asthat of the interactive ID badge by Pohl et al. [16]. Hand-based systems have their own reference system which is de-pendent on the orientation of the user and the spatial environ-ment.

Interaction DimensionsAs the work of Schwarz et al. demonstrates [19], cords can besensed in many different dimensions. They can provide suit-able continuous as well as discrete input capabilities for mo-bile applications. We consider that promising potential in ourholistic design approach, take a closer look at the interactiondimensions and distinguish between simple direct manipula-tions, such as pulling, bending, sliding, pinching and twist-ing and complex gestural interactions (see Figure 3), such asknotting and winding the string.

In general, strings can be manipulated directly along their ra-dial, tangential and longitudinal axis. The radial axis can bepinched (4) with at least two fingers. The tangential axis can

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Figure 3. Manipulating Strings: pulling (1), bending (2), sliding (3),pinching (4), twisting (5) and complex interactions (6).

be deformed by twisting (5) or bending (2) the string. Thepossible rotation angle depends on the material characteris-tics, especially the stiffness level, the mounting points andthe anchor type (fixed, swivel joint). Following the mentalmodel of traversing along a path, the longitudinal axis canbe used as a slider (3). Furthermore, there is the possibil-ity to pull and release (1) the string in a specific direction.The radial, tangential and longitudinal manipulations are sin-gle, separate interactions, while several complex gestural in-teractions (6) consist of sequences or parallel actions. Suchgestures however need to be learned and might unnecessarilycomplicate the interaction. The given resistance of the stringmaterial has a strong impact on the haptic feedback, the di-rect manipulation techniques, and essentially influences theuser experience [24].

Besides manipulating strings directly, the respective environ-ment is also an integral part of string-based interaction. Theposition in space in conjunction with the associated referencesystem can provide further DoF. As an example, in the caseof a retractable string anchored on one side, the position canbe measured linearly, along a circular or conical area (seeFigure 4). Rotations around the axis formed by the taut stringallow for example deflection-based manipulation techniqueswith two additional dimensions rX and rY (see Figure 4, con-ical). All of the continuous actions can be discretized andapplied to a virtual information space with a defined selec-tion grid. Furthermore, it is also possible to track complexand symbolic mid-air gestures to trigger specific actions.

Sensing MethodsIn order to capture and process the interaction dimensions de-scribed above, suitable sensing methods are required. Gener-ally, we can make a rough distinction between material-basedand mechanical measurement techniques to recognize quan-tifiable stretch and deformation states.

Material-based methods focus on composite and particularlytreated materials that receive measurable attributes in a spe-cial weaving, coating or nanostructuring manufacturing pro-cess. A majority of these materials are based on resistance-measuring techniques. Perner-Wilson and Satomi providea detailed survey of conductive materials [15]. Pressure-measuring approaches instead are based on composite mate-rials that quantify the volumetric compression caused by thedeformation. These materials have a natural feel, but the re-stricted elongation in extension remains a limiting factor.

Z ZrX

1D - linear 3D - conical2D - circular

Z

rYrX

Figure 4. Dimensions of a one-sided anchored retractable & deflectablestring, the possible degrees of freedom and discretization levels.

Mechanical tracking techniques are independent from mea-surable materials, but employ spring-guided mechanisms thatallow elastic properties to be measured, for instance, withelectrical components or attached sensors. As opposed to thefirst category, mechanical techniques can provide extremelylong extensions by means of retractable winding mecha-nisms. Complex engineered constructions can enable shape-changing and extensive deformation behaviors. For example,Gupta et al. [9] use mechanical components to simulate dif-ferent spring rates under computational control. The advan-tage of mechanical approaches is that they allow sensing ofcomplex deformation properties and behaviors.

There are several additional approaches in-between thematerial-based and mechanical categories which combinespecial measurable materials with mechanical sensing com-ponents1. A related example is the work of Schwarz et al. [19]that combines conductive thread and a mechanical rotary en-coder to locate the touch position and the twist of a cord.

Haptic FeedbackThe provision of haptic feedback in elastic, mobile and inparticular eyes-free systems can be used to assist, guide andlead users in their interactions and movements. Values, selec-tions, and valid ranges can be made physically perceptible,communicate system states and actions, and improve overallaccuracy and precision. We differentiate two types of hapticfeedback: passive and active.

Passive feedback uses physical properties, such as plastic-ity, deformation resistance or surface structure, compoundmaterials or purely mechanical constructions. Passive feed-back cannot be controlled computationally and has to beconsidered from the beginning. The choice of an appropri-ate stiffness for all elastic parts is an important prerequisitefor achieving a comfortable, low-fatigue elastic interaction.Casiez et al. [6] examined the correlation between stiffnesslevel, elastic displacement and a suitable control gain param-eter for elastic rate-controlled pointing devices.

Active feedback enables directed forces and tactile stimula-tion through electric/electronic actuators under computationalcontrol. We can subdivide the active feedback into force-feedback, virtual force-feedback and tactile display methods.Force-feedback exerts real physical forces and typically re-quires a fixed anchor point. In contrast, virtual force-feedbackcreates perception of force without using external mechani-cal hardware, as introduced, for example, by Rekimoto [17].While force and virtual force-feedback define a force vector,tactile display methods focus on feedback in the form of vi-bration, whose intensity can be controlled.

1Further examples and technical details of the introduced sensingmethods are available on our website: http://www.imld.de/elasticcon

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RELATED WORKIn this paper, we focus on string-based elastic interactiontechniques and therefore group previous work into ground-based, surface-attached and body-centric interactions as wellas work on directly manipulable cords and tapes.

Ground-based Interaction. Several string-based elasticcontrollers that are fixed to a static construction have beenproposed and consist of 2D or 3D operating spaces in whichelastic manipulations are performed and tracked. Zhai builta suspended elastic resistance device called Elastic General-purpose Grip that captures the elastic deflection with a 6DoFtracker inside a rubber-band tensioned handle [24]. Sato et al.developed a series of tension-based force feedback devicesnamed Spidar. Their first prototypes use gravity in combi-nation with pulsing relays [11], while later versions integrateDC-motors which provide an active and non-uniform feed-back under computational control [21].

GameTrak [22], a commercial position-tracking game con-troller introduced in 2000, captures the position of the handswith two retractable and angular deflection-measuring stringsthat are fixed to the hands and linked to a ground-based con-troller. Hand motions for gameplay are tracked in realtime.

Mockup Builder [7] uses two ceiling-mounted Gametrak con-trollers that are attached to the user’s hand combining touchon the surface with hand tracking in the air. This techniqueenables spatial modeling of 3D models above a tabletop.

Instead of using retractable strings for an absolute positiontracking, Yao et al. [23] use a retractable rope for collab-orative and social interaction. They propose an interactionrepertoire for kinesthetic and social rope actions like releas-ing, rotating, pulling, intertwining, skipping over, folding ortranslating.

Surface-attached Interaction. Another related field of re-search investigates the extension of existing isotonic pen- andfinger-based applications with elastic mechanisms to enhanceuser performance. These approaches are either based on at-tached passive elements such as rubber-bands that supportusers’ input with an increasing physical resistance [10] or onmotorized strings attached to the pen or finger that provideactive and directed haptic feedback [13, 20].

Body-centric Interaction. A special form of body-centricelastic interactions focuses on the usage of body-worn re-tractable strings, which is also the focus of our work. Theseapproaches build on mechanical wind-up mechanisms thatare able to change the line segment length through pulling.The traction provides continuous haptic feedback.

Blasko et al. [3] presented a small wrist-worn dual-displaythat uses a retractable string control to provide access to aset of information sources. Angular cells can be reached bypulling and angular deflection, which is captured with opti-cal 3D tracking technology display elements integrated in theretracting string are used as visual support.

Koch and Witt [12] proposed a chest-worn and more compre-hensive retractable string prototype that tracks 3D positionswith built-in potentiometers and features an extra trigger but-

ton at the end of the string. However, further DoF are notprovided at this point. The authors presented a voxel-basedapproach in a cone-shaped interaction with a 3x3x3 selec-tion grid comparing it to a regular gamepad in a study. Userscould select items more accurately with the retractable string,although participants mentioned limitations of the hardwaredesign (cumbersome trigger button). We follow the call ofthe authors for further usability improvements and applica-tion scenarios and discuss these aspects in detail in our work.We propose suitable real-world applications and novel inter-action styles, explored a variety of smart traction buttons, andalso conducted a comprehensive user study.

Pohl et al. [16] introduced a belt-worn retractable system witha display mounted at the end of the string. Instead of pullinga tractable knob away from the dual-display (as described byBlasko et al.), they employ the traction of an interactive badgedisplay itself. The authors propose layered interaction spacesin front of the user and present an interactive floor plan ap-plication as a use case, in which the user can switch betweendepth layers and pan by using the extension distance and ori-entation of the interactive display badge. A broader usage ishowever not discussed.

Directly Manipulable Cords and Tapes. A number of ap-proaches focus on direct manipulation techniques for cordssuch as sliding, pinching and twisting. These techniques aresuitable for a wide field of applications and have been pro-posed for virtual 3D modeling [2], as input methods for mo-bile devices [19] and to create flexible tangible controllers forcommon daily tasks (e.g. light control, music player, generalcomputer control) [18]. Our design concept combines aspectsof these direct manipulation techniques.

OUR ELASTICCON DESIGNWhile several specialized and application-oriented prototypesthat use retractable strings have been proposed, we see highpotential in a more generic controller device with rich DoFand universal mappings, which could be used for casual in-teraction in a wide variety of mobile applications, for largeor head-worn displays, or even as smart home controllers.Before presenting the details of our Elasticcon design, webriefly outline the design goals guiding our iterative devel-opment process.

Design Goals. To achieve maximum comfort of use, we tar-get a natural and low-fatigue use with an appropriate stiff-ness level (G1). Moreover, our design should consider theentire integration of our upper limbs including the wide rangeof motor and perceptual skills to provide comprehensive andsynergetic interaction (G2). One of our primary goals wasunobtrusiveness to provide enjoyable, casual and peripheralinteractions with minimal instrumentation (G3). We deemit necessary to design a robust device, that should be able towithstand the pulling force of a human and snap-backs causedby sudden releasing actions (G4). The sensed properties shallinclude the pulling length and direction as well as input fromcustomizable traction knobs (G5). We aim at high-resolution,precise position tracking and traction control (G6). Our lastimportant requirement is the flexibility of the design to sup-

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Figure 5. Interaction space in front of the user with our belt-worn Elas-ticcon. Further input capabilities are provided by the traction knobs.

port versatile fields of application including mobile and eyes-free scenarios (G7).

Design Concept. With Elasticcon we support coarse and finemotor skills as well as haptics in a tiny wearable and re-tractable mobile input device. To achieve this, we proposecombining several of the interaction dimensions introducedearlier, i.e. traction, deflection and string manipulations, withadditional exchangeable knobs and haptic feedback. The re-sulting interaction space is depicted in Figure 5.

1. Traction. First of all, a retractable knob can be pulledaway from the body to control a one-dimensional space. Thegiven DoF can be used continuously as well as discretely witha position- or rate-controlled transfer function. We assumethat the knob, which is mounted on a small belt-worn case,does hardly disturb the wearer. The fairly unobtrusive con-troller can act as a personal companion.

2. Deflection. To handle more complex interaction tasks,which cannot be mapped to the 1D pulling depth, the string’sdeflection can be used. For these additional DoF, the angleof the string needs to be tracked with an operating angle of25°in all directions. Similar to the work of Pohl et al. [16],our design uses a cone-shaped interaction space in front ofthe user.

3. Knobs. User interfaces often support primary and sec-ondary tasks. Primary or foreground tasks refer to interac-tions that may require high precision control and fine motorskills, while secondary or background tasks are executablewith a lower mental demand and coarser movements. Thework of Zhai et al. [25] has shown that all parts of the humanupper limbs can work together in synergy and can signifi-cantly improve performance, especially by considering thefingers. We envision a set of exchangeable knobs based onseveral physical components such as thumb joysticks, rockerswitches, tactile buttons and pressure-sensitive sensors. Ev-ery knob has at least one button or other means to simplytrigger an action. In addition, knobs allow for a wide range ofposition-, movement- and pressure-sensing interactions thatparticularly address primary tasks, while secondary tasks canbe executed by pulling and deflecting the string (see Figure

10). Besides contributing additional DoF for rich interac-tion, knobs can also be simply used for clutching mecha-nisms. Thereby, the limitations of the interaction range, e.g.,the string’s pulling length, can be overcome by pressing abutton at the maximum length and thereby temporarily de-coupling the traction sensing. The user can then go back to amore convenient position at the origin, release the button andagain pull out the knob for an extended range.

4. String Manipulation. A conceptual dimension of our de-sign is the retractable string itself. Pulling the string awayfrom the body establishes a physical connection between thewearer’s hip and her extended arm. The primary hand de-fines the length and direction of the string, while the secondhand can interact with the retractable line segment (see Fig-ure 2). This enables a powerful bimanual interaction reper-toire of quantifiable events. Touching the string at a spe-cific location subdivides the segment. The touch locationcan either indicate a predefined discretized state, representa specific or single value in an absolutely-mapped continu-ous range or change the value relatively to the current selec-tion. Another promising technique that we introduce is bi-manual triangulating deflection, that transforms the extractedand tense line segment with the second hand into a highlydynamic and changeable triangular shape. Additional stringmanipulations, as presented in the section Interaction Dimen-sions, provide further examples.

Haptic Feedback. Our Elasticcon design comprises bothpassive and active feedback without restricting the mobilityof the user. We envision a retractable traction system drivenby a spring-loaded mechanism, that provides tension-basedfeedback that also can be locked. Its traction resistance canbe changed and is even able to exert pull-back forces with anintegrated servo motor. This allows to define validity rangesby limiting the maximum traction length, creates the abilityto guide the user to a predicted value range or even providesinformation about the represented data itself by changing thetraction resistance dynamically. Furthermore, our design putsemphasis on vibro-tactile feedback. We integrate vibrationmotors in our traction knobs, that are able to exert differentintensities and frequency patterns, thus enabling haptic con-firmation feedback.

Synergistic Interaction. We put a particular emphasis onthe synergy of the possible interaction dimensions. Our envi-sioned concept takes advantage of the physical demands (con-sidering different muscle groups and joints), the physical en-vironment (optimized for mobility and unobtrusive design),cognitive demands (does not overstress cognitive functions)and enables a comprehensive interaction repertoire, that pro-vides several DoF with a set of input modalities. Since the di-mensions are not mutually exclusive, they can be seamlesslycombined and flexibly mapped to interaction tasks. The spe-cific mapping and the logical transfer function depend on theapplication, the type of task that has to be accomplished andalso the situational context. In the following two sections, weprovide some exemplary mappings of these input channels toboth application tasks in specific use cases as well as to well-known and frequent interaction tasks.

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USE CASESIn the following, we will illustrate how the Elasticcon de-sign can be used in daily-life activities. We describe threeout of the many possible use cases (see Figure 1), which alsocover currently emerging mobile technology trends. We ex-emplify the capabilities of Elasticcon for 1) an unobtrusiveprivate interaction with wearable displays and glasses, 2) theeffective use in personal and professional environments as adigital Swiss knife that can for example be used for businesspresentations, and 3) the remote interaction with large publicdisplays in a casual way.

Private Use: Wearable Displays and GlassesWhile technologies of wearable displays or glasses is con-tinuously evolving, suitable precise control mechanisms arestill underexplored. Current work focuses either on hands-free approaches including speech recognition, blink detec-tion, brain computing or head tracking – obviously not sup-porting precise interaction – or on manual approaches, whichuse free-hand gestures, touch input on the glasses or sepa-rate smartphones. While the latter allow for precision, glass-mounted touchpads might be perceived as obtrusive or addi-tional smartphones are required.

In order to compensate for the lack of haptic feedback and toprovide a precise and space-saving manual input technique,we propose the use of our belt-worn Elasticcon for the controlof content displayed on the head-worn displays. For example,instead of repeating swiping actions on a touchpad for adjust-ing parameters, Elasticcon enables a fast eyes-free browsingtechnique by pulling the string. Furthermore, deflection oradditional knobs can be used as additional DoF for examplefor navigating multi-dimensional menus or interacting withother content overlays.

Personal and Professional Use: Business PresentationsFor everyday tasks in ubiquitous and mobile application con-texts, the Elasticcon controller could be used as a wearable,universal input device that enables more peripheral and hapticinteractions and brings the primary content back to the cen-ter of attention. Elasticcon provides a comprehensive set ofdiscrete and continuous DoF, which can be flexibly used formany tasks such as controlling a presentation (see Figure 1,B). For a slide deck presentation, the presenter can, for ex-ample, simply pull the controller forward to quickly browsethrough the deck and find a particular slide. She can alsopush a traction knob to select a slide and does no longer haveto hold the controller permanently in the hand as requiredby traditional remote controllers. Furthermore, there is noneed to look at the controller (as opposed to a smartphoneremote-control App). Advanced features like deflection- anddistance-based zooming of content or vibro-tactile feedbackas a reminder to keep the presentation time are also conceiv-able. In other application contexts, radial menus could forexample easily be operated by the Elasticcon controller.

Public Use: Remote Interaction with large-sized DisplaysLarge, partly interactive, displays in the public are increas-ingly widespread. Interactive information booths and trans-action terminals can be found in airports, shopping malls,

or train stations. By pairing the smartphone and the asso-ciated Elasticcon controller (which could also be integratedinto the phone’s body in the future) with a public display, con-tent can be explored. For example, travel destinations can befound and visited by zooming and panning a digital map com-bining deflection- and traction-based movements of the belt-worn Elasticcon (see Figure 1, C). Even three-dimensionalscenes can be explored with the additional help of the thumb-controlled joystick built in Elasticcon’s traction knob whilethe deflection-based panning technique can effectively workin synergy.

Moreover, Elasticcon’s capabilities of complementary iso-tonic and elastic DoFs can potentially be applied to manyother application areas, such as puppeteering, animation con-trol, industrial and machinery operation or drone control.

ESSENTIAL INTERACTION TASKSSelection, manipulation and navigation are well-known andfrequent interaction tasks for many user interfaces. Based onthe analysis of our use cases, we can identify three more spe-cific, yet essential and recurrent tasks: precise single valueand range-selections for adjusting parameters, hierarchicalmenus for choosing options, functions or switching statesand navigation in multi-dimensional zoomable informationspaces. We implemented all of the identified essential in-teraction tasks with Elasticcon to facilitate a systematic andpractical investigation.

Single Value and Range SelectionThe affordance of a retractable string (and the one DoF as-sociated with pulling it) nicely maps to controlling distance,position and to adjust sub-ranges.

Single value selection. The physically traveled distance canbe mapped to a one-dimensional data structure, such as a list,stack or layer in order to browse virtual information spaces.Therefore, we propose a pulling-based selection techniquethat manipulates a single value in a given data set such as im-ages, songs or documents. In addition, continuous control issupported, for instance, volume control based on the changeof length of the pulled string.

Range selection. A number of applications require range se-lections, where multiple items are marked simultaneously orvalue ranges are selected. We use buttons mounted in thetraction knobs as indicators defining the start and end posi-tions of range selections. We hypothesize that this techniquereduces unintended selections and is even suitable as a clutch-ing mechanism supporting relative adjustments.

Hierarchical Semicircle MenuPie menus often provide faster and more reliable selectionsthan traditional linear menus, because the selection of an itemparticularly depends on direction instead of movement dis-tance [5]. We implemented a basic multi-level menu basedon the deflection of our Elasticcon. By moving the arm in anoutward direction, the item associated with the correspondingangle range is selected, while moving the arm on a circularpath browses through the set of items (see Figure 6). As we

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Figure 6. Selection in a half-pie menu with a hierarchical depth of threewith five associated items each (mirrored for better illustration). The de-flection angle and the pulling distance define the users current selection.

have found out in preliminary discussions and feedback in-terviews, people tend to have problems navigating within thearea that is directly in front of them. To address this issue,we decided to use half-pie menus, thus restricting the interac-tion space to an interaction zone that is more comfortable forusers.

Navigation in Zoomable Information SpacesWe also investigated how pan and zoom actions can beachieved with retractable string-based input in Geographic In-formation Systems (GIS) as a popular example of a zoomableinformation space.

Zooming. We use the traction of the string as a position-controlled and continuous zoom function. The wearer canpull the string away from her body to zoom out, and release itto zoom in. The pulled distance within the operating range ofthe user represents the altitude between ground-level and theview from the universe in the GIS (see Figure 7, A). We de-cided to use a pull-out / zoom-out mapping in order to achievean implicit interaction that is suitable to common spatial men-tal models and their relation. The pulled knob can be inter-preted as a virtual camera, which moves the user away andincreases the altitude. A nonlinear transfer function mapsthe current pulling distance considering the user’s maximumpulling distance to an appropriate zoom level. Therefore, weimplemented the zoom level on a percentage basis, wherethe values between these reference points are interpolated ac-cording to a smoothed mapping function. Based on this map-ping, zooming is finely graduated in lower altitude ranges,while higher ranges are mapped more coarsely.

Panning. In order to provide a fast and precise panning tech-nique suitable for small as well as large distances, we de-cided to realize the panning actions based on a rate-controlledtransfer function. We implemented two different settings.Our first setting focuses on deflection-based panning that

A B

z-axis ry-axisrx-axis

C

Figure 7. Pulling-based zooming (A) & deflection-based panning (B, C).

maps the deflection of the pulled string to a specific direc-tion. The wearer can explore the zoomable information spaceby pulling out the knob to define the altitude, while the de-flected position indicates the panning motion vector and itsvelocity (see Figure 7, B). The knobs provide tactile feedbackwhen the maximal deflection value is reached to help preventmotions in non-trackable regions. In our second setting, weintroduce a joystick-based panning interaction that uses thethumb-joystick of our wireless-control to govern the panningmotion vector and its velocity. This joystick configurationallows us to divide the 3D interaction space into clearly sep-arate 1D and 2D spaces, where string length controls the 1Dparameter and the bi-directional joystick the 2D parameter.This separation is presumably more suitable for independentzooming and panning than the previous technique, which usesthe string to control all parameters.

PROTOTYPESDuring an extensive iterative development process, we builta number of functional low-fidelity prototypes with standardretractable ID card holders and measuring tape componentsto explore different spring rates and other parameters. Simul-taneously, we experimented with a wide range of differentelectrical switches and sensors. As a result of our iterativedesign process, we built a working prototype that combinesthe functionality of retractable string-based input with a com-prehensive exchangeable set of haptic input modalities (seeFigure 8, 10).

In order to realize the traction (1), deflection (2) and addi-tional knobs (3), i.e. the components of our design con-cept (cf. Figure 5), the prototype required the implementationof three main functional units: a retractable winding mech-anism, related sensing, processing and transmission as wellas suitable traction knobs. For that we used a dentless 24-step incremental rotary encoder (see Figure 8, A) to mea-sure the pulling distance by referencing the rotation state (ap-

E

KI

F

B

D

A

L

CJ

MJ

G H N

K LiPoly, 1000mAh

USB ConnectorL

Traction KnobE

Main springB

Openable caseMC Slip Ring

Rotary EncoderA

Knob CableD

Bluetooth UnitG

Central boardN

J (RGB) - LED

2-axis JoystickF

I/O SwitchesI

Arduino MicroH

B F JI

Outer Dimensions11x7x8 cm (LxWxH)

Figure 8. Component overview of our first Elasticcon prototype.

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Belt clip11

Joint clip22

2

Power Switch3

4Push-Button4

5

Mini Jostick5

3

Figure 9. Our second belt-worn Elasticcon and the compoundable wire-less control unit with two push-buttons and a thumb joystick.

prox. 1.1mm res., Ø45mm spool diameter) of a spring-loadedwind-up mechanism (B) that holds the retractable cable withan overall operating range of 40cm in place. The cable is athin (Ø2.2mm), robust and flexible three-wire standard audiocable. A slip ring (C) with its center at the origin transmits5V power and two analog or, as needed, pulse-width modu-lated control signals (D) from the casing through the rotatingcable reel to the draggable traction knob (E).

The directionality of the corresponding pulling direction istracked by a two-axis cardan joint (F) from a regular thumbjoystick. We integrated an HID & SPP compatible Bluetoothmodule (G) with a transmission rate of up to 2.1Mbps for aversatile wireless connectivity. Our main logic board con-sists primarily of an Arduino Micro (H). Two miniature slideswitches (power, HID mode mouse / joystick) (I) and threestate LEDs (power, charging, connection state) (J) were inte-grated in the casing. The device is powered by a 3.7V lithiumpolymer battery (K) and can be charged and programmedvia an external Micro-USB connector (L). The casing (M)is made of polyester resin and fibre-reinforced polymer var-nished in black (Design Goal, G4).

The set of traction knobs is made of custom Ø35mm polyesterresin spheres and cylinders with two symmetrical depressionssuitable for a safe and pleasant grip (G1). To realize the dif-ferent combinations, we used standard components includinga rotary encoder, a Force Sensitive Resistor (FSR), miniatur-ized tactile buttons, vibration motors and symmetrical rockerswitches with a neutral position (see Figure 10).

In addition, we built a second retractable string-based Elas-ticcon (see Figure 9) that can be mounted with a belt clip andprovides a wider operating range with a lighter pulling re-sistance. This was possible since we built the traction knobas an autonomous wireless controller and omitted the signal

DA EC FB

Figure 10. Proposed knob modalities: push-button with vibro-tactilefeedback (A), two push-buttons (B), rocker switch (C), pressure-sensitivepad and push-button (D), thumb slide joystick (E) and rotary knob (F).

cable. In order to capture extremely fast pulling actions, weused a worm drive with an absolute measuring potentiometerinstead of an incremental rotary encoder to avoid shifts of thesampling rate. A majority of the remaining components cor-respond to the first Elasticcon prototype as described above.

To reduce complexity and first focus on synergistic interac-tions of traction, deflection and input knobs, we did not in-tegrate further advanced string manipulation techniques (asdescribed under 4. in our design concept) yet.

EVALUATION & DISCUSSIONTo evaluate our design concept and the Elasticcon prototypeimplementation, we conducted three small-scale studies to in-vestigate: the selection of exact value ranges using pulling-based interaction techniques (S1), the selection of items in apie menu using deflection-based interaction techniques (S2)and finally, suitable input mappings to freely navigate inGoogle Earth as an example of a zoomable information spaceusing a combination of both techniques (S3) (see Figure 11).

For the study, we invited nine unpaid participants, sevenmales and two females, aged between 25 and 45 (avg. 29).Everybody participated in all parts of the study while standingin front of a screen and executing the tasks with our belt-wornElasticcon (with joystick knob). The study took about anhour per participant. For this paper, we focus on the qualita-tive evaluation of the study. In-study observations and videorecordings allowed us to analyze the users’ behavior, and apost-survey questionnaire with nine items graded on a five-point Likert scale was used for satisfaction measurements.

Qualitative ResultsFirst of all, we received positive feedback concerning theretractable mechanism and observed that people naturallyadopted a casual posture (cf. Figure 1, right) and enjoyedthe interaction while they used our Elasticcon. In the firststudy (S1) in which participants had to select numeric values,one person said “I was really surprised and pleased how nat-ural and accurate it felt to select data by pulling a string”.The post-survey questionnaire backs these observations of apleasant, easy and familiar interaction (see all questions andresponse values in Figure 12).

While all of the people that we observed and interviewedwere able to quickly become familiar with the pulling-based

Figure 11. Study parts: Range Selection (S1), Directional Selection (S2)and Navigation in a Zoomable Information Space (S3).

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2. The pulling actions are easy to perform.

1. The resistance force is perfect.

3. The di�erentiation of de�ection-based states are easy for me.

4. The system reacts too slowly.

5. I could imagine a versatile use of the controller.

6. The interaction has been a pleasure for me.

7. I achieve the goal as intended.

9. I have di�culties in learning the usage of the system 0% 100%33% 66%

Strongly agree Agree Neither agree nor disagree DisagreeStrongly disagree

8. The use of the controller feels familiar to me

Figure 12. Survey results of questions scored on a five-point Likert scale.

interactions, some had issues using our deflection-based ra-dial selection techniques in the second study (S2). A par-ticipant mentioned: “I expected an inverted selection, as Iwas accustomed to control my game console”. To addressthis issue, the transfer function of the controller has to bemore adaptable to user preferences. Although we integratedan individual calibration routine to set the maximum pullingdistance in relation to the arm extension, it seems very im-portant to also take the mapping of the y-axis into considera-tion, because participants have different expectations of howit should behave. Some expected an inverted control scheme(move upwards: select below), others a non-inverted (movedownwards: select above).

Furthermore, some participants mentioned that they some-times slipped out of place while pushing the selection triggerof the knob. The reason for that is probably the resulting de-flection while exerting force on the button. A simple solutionto address these issues could be to use temporary buffereddata values before the selection is confirmed. Beside theseproblems, all participants emphasized that they could imagineto use deflection-based interactions to quickly access func-tions due to the simple, spatial and memorable action. In ad-dition, we observed that those participants who initially hadproblems with Elasticcon were able to rapidly learn how touse the system once the issue had been identified.

Finally, we asked our participants to compare the deflection-based and the joystick-based panning techniques (cf. essen-tial interaction tasks) using GoogleEarth (S3). Users pre-ferred our novel, simultaneous and synergetic combination ofa body-relative, position-controlled depth-axis (z) for zoom-ing and the rate-controlled thumb-joystick for panning inlarge zoomable information spaces. A likely reason for thisresult and a general advantage could be the neutral positionof the thumb-joystick and the great dexterity of the fingers infinely adjusting it. This assumption is supported by a usercomment “The joystick control is more precise for me, since Ican immediately stop by releasing my thumb.”. However, theperformance of the setup could be further improved by usinga high-quality thumb-joystick, as suggested by some partici-pants with gaming experience. In addition, it would also beinteresting to test deflection-based panning with an additionalvelocity trigger button.

CONCLUSION AND FUTURE WORKIn this paper, we investigated the potential of string-basedelastic interaction by first outlining a comprehensive de-sign space. We presented Elasticcon as a generic controllercombining a retractable string mechanism and multiple, ex-changeable interactive knobs. With this controller, we con-tributed a device with multiple DoF for coarse and fine elas-tic interaction and rich additional input channels. To investi-gate the feasibility for body-centric interaction, we built twofully-functional Elasticcon prototypes and demonstrated theirpotential for mobile and remote-controlled real-world inter-action tasks. Our observations within three small-scale userstudies let us suppose that the range of Elasticcon’s perfor-mance with respect to traction and deflection motion has asufficient potential for typical mobile interaction tasks. Thecone-shaped interaction space is enhanced by finger-operatedand continuous input knobs, thereby combining position- andrate-controlled mappings. While many improvements are stillconceivable, we believe we were able to demonstrate the wideapplicability of this interaction device for selection, manipu-lation and navigation tasks.

For future work, the device needs to be miniaturized and tech-nically improved to enhance the user experience. Another in-teresting aspect is the functional integration and evaluationof the string manipulation techniques. In terms of usability,we would also like to run a study comparing the impact ofthe different knob modalities on task performance for variousactivities. While our qualitative observations show initial ev-idence of the suitability of our holistic interaction approach,further comprehensive investigations are required for mobileusage of the device in real-world contexts, actual workflowsand its impact on social behavior and public acceptance.

ACKNOWLEDGMENTWe would like to express our special gratitude to Fabrice Mat-ulic for his comprehensive and insightful feedback. We alsothank the anonymous reviewers for their valuable commentsand suggestions. Furthermore, we would like thank Lisa Selt-mann for her support in creating the illustrations.

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