Summary Ubiquitous Graphics is similar to Shared Views but instead of relying on QR-Codes, it uses positionally-aware stylii to place the private devices in relation to the public screen. Detailed information about the region is then displayed in the private device.
Description Sanneblad and Holmquist describe the Ubiquitous Graphics interaction technique, which allows a user to interact with information on a public display with their mobile device. The main image is shown on the public display and the mobile device is used to focus on specific parts of the image by showing it in higher resolution or providing additional information. It is also possible to add free-form annotations and pre-defined graphical objects and share them with others in a collaborative manner. The approach is similar to the augmented reality technique proposed by Baldauf et al.
Design motivation Augmenting existing practices, Creating engaging experiences
Design goal Fostering collaboration, Improving information management across devices, Supporting joint interaction with information across devices
Device type Private, Public
Enabling technology Alternative forms of input, Displays, Networking technologies, Physical object identification
Theory
Reference Sanneblad, J., & Holmquist, L. E. (2006). Ubiquitous graphics: combining hand-held and wall-size displays to interact with large images. In Proceedings of the working conference on Advanced visual interfaces (pp. 373-377). ACM.
Pattern family Private Public Screens
Cites Hyperdrag
Cited by
Related to Video Wall
Examples Ubiquitous-graphics-example.png
Diagram Diagram for Ubiquitous-graphics.png

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