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This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration.
Designers of gesture vocabularies for tabletop systems have to carefully consider which referents are carried out by hand gestures alone.
As an attempt to address social and physical aspects of the problem, tabletop systems with complex structures have been proposed by the previous work.
We focussed on design collaboration because many tabletop systems are intended to support designers in communicating and developing a shared model of the design.
"People assume that tabletop systems should be able to do fingerprint recognition, but it is technically difficult to do," says Andy Wilson, who leads the natural interaction research group at Microsoft Research in Redmond, Washington, and who worked on the original Microsoft Surface, a 30-inch touch tabletop launched in 2007 (see "Your Coffee Table as a Computer").
Several tabletop systems use rotation techniques where the fingers directly touch the manipulated object and/or the display surface [6, 30, 31, 33].
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An example is Microsoft's tabletop system, called Surface.
In this paper we present a multi-touch tabletop system for browsing image databases, conceived for museums and art gallery exhibitions.
A tabletop scanning electron microscope (SEM) utilizes permanent magnets as condenser lenses to minimize its size, but this sacrifices the tunability of condenser lenses such that a tabletop system can only be operated with a fixed accelerating voltage.
The TUI study measures the effect of a tabletop system that integrates TUIs together with augmented reality (AR) on designers' cognitive activities and design process in co-located design collaboration.
In order to clarify the impact of tangible user interfaces we compare the design protocols of collaborative design sessions using a tabletop system and tangible user interface (TUI) with a typical keyboard/mouse/display graphical user interface (GUI) to identify changes in designers' spatial cognition.
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