Summary
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Allows users to pick up an object on a display and drop it on another display similarly to how physical objects would be manipulated.
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Description
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Rekimoto (Rekimoto:1997) proposed an interaction technique called Pick-and-Drop, which allows users to pick up digital objects with a stylus and drop them onto another screen. The technique is different from tradition drag-and-drop because selecting an object virtually attaches it to the stylus, which can them be moved without physically contacting the screen. This also facilitates transferring objects across devices.
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Design motivation
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Augmenting existing practices, Creating engaging experiences
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Design goal
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Improving information management across devices, Supporting interaction in a free manner, Supporting design of interfaces for dynamic collections of devices
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Device type
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Private, Semi-private, Public
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Enabling technology
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Displays, Alternative forms of input, Networking technologies, Physical object identification
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Theory
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Reference
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Rekimoto, J. (1997). Pick-and-Drop: A Direct Manipulation Technique for Multiple Computer Environments (pp. 31–39). Presented at the Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97, New York, New York, USA: ACM Press. doi:10.1145/263407.263505
http://portal.acm.org/citation.cfm?doid=263407.263505
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Pattern family
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Pick-and-Drop
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Cites
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Cited by
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Hyperdrag, ConnecTable, That One there!, Bumping, SyncTap, Touch-and-Connect, Stitching, Vacuum, TranSticks, Select-and-Point, Slurp, Chucking, Lift-and-Drop, The Conduit, PaperVideo, Cross-Device Drag-and-Drop, VisPorter, Conductor, Shuffling, Throwing, Taking, Drag-and-Pop, Drag-and-Pick
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Related to
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That One there!, Touch-and-Connect, Stitching, Select-and-Point, Slurp, Lift-and-Drop, The Conduit, Shuffling, Throwing, Taking
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Examples
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Diagram
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