CISC 425 Week 6 Multitouch Plan - History of Multitouch - Part II: Empirical Work - Group Presentations Assignment 2 Main Sources: Bill Buxton. Multi-Touch Systems that I Have Known and Loved (2007-2014). http://www.billbuxton.com/multitouchOverview.html Florence Ion. From touch displays to the Surface: A brief history of touchscreen technology (2013). http://arstechnica.com/gadgets/2013/04/from-touch-displays-to-the-surface-a-brief-history-of-touchscreentechnology/ Sam Mallery. A Visual History of Pinch to Zoom. (2012). http://www.sam-mallery.com/2012/09/a-visual-history-of-pinch-to-zoom/ Wikipedia ACM SIGCHI Proceedings Readings Jefferson Y. Han. 2005. Low-cost multi-touch sensing through frustrated total internal reflection. In Proceedings of the 18th annual ACM symposium on User interface software and technology (UIST '05). ACM, New York, NY, USA, 115-118. Jacob O. Wobbrock, Meredith Ringel Morris, and Andrew D. Wilson. 2009. Userdefined gestures for surface computing. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1083-1092. Queen’s University: Hugh LeCaine 1954 E. A. Johnson. (8-9-1965) Touch display—a novel input/ output device for computers Royal Radar Establishment Malvern, UK. Single capacitive touch system used for air traffic control (top). Touch pictures on a screen that would navigate them between menus showing details of each aircraft in the area. Two years later, Johnson further expounded on the technology with photographs and diagrams in "Touch Displays: A Programmed Man-Machine Interface," published in Ergonomics in 1967. E.A. Johnson Touchscreens were originally integrated with cathode ray tube (CRT) technology, the same as old TV screens, and so they weren’t flat,” explains Michal Diakowski, from UTouch, a UK-based touchscreen manufacturer. This cumbersome design resulted in a lack of accuracy in knowing where the screen had been touched 1965 Capacitive Touch Screen A capacitive touchscreen panel uses an insulator, like glass, that is coated with a transparent conductor such as indium tin oxide (ITO). The "conductive" part is usually a human finger, which makes for a fine electrical conductor. Johnson's initial technology could only process one touch at a time, and what we'd describe today as "multitouch" was still somewhat a ways away. The invention was also binary in its interpretation of touch—the interface registered contact or it didn't register contact. Pressure sensitivity would arrive much later. Although capacitive touchscreens were designed first, they were eclipsed in the early years of touch by resistive touchscreens. American inventor Dr. G. Samuel Hurst developed resistive touchscreens almost accidentally. The Berea College Magazine for alumni described it like this: Resistive Touch Screen Elographics 1970 To study atomic physics the research team used an overworked Van der Graaff accelerator that was only available at night. Tedious analyses slowed their research. Sam thought of a way to solve that problem. He, Parks, and Thurman Stewart, another doctoral student, used electrically conductive paper to read a pair of x- and y- coordinates. That idea led to the first touch screen for a computer. With this prototype, his students could compute in a few hours what otherwise had taken days to accomplish. Hurst and the research team had been working at the University of Kentucky. The university tried to file a patent on his behalf to protect this accidental invention from duplication, but its scientific origins made it seem like it wasn't that applicable outside the laboratory. Hurst, however, had other ideas. "I thought it might be useful for other things," he said in the article. In 1970, after he returned to work at the Oak Ridge National Laboratory (ORNL), Hurst began an after-hours experiment. In his basement, Hurst and nine friends from various other areas of expertise set out to refine what had been accidentally invented. The group called its fledgling venture "Elographics," and the team discovered that a touchscreen on a computer monitor By 1971, a number of different touch-capable machines had been introduced, though none were pressure sensitive. One of the most widely used touchcapable devices at the time was the University of Illinois's PLATO IV terminal—one of the first generalized computer assisted instruction systems. The PLATO IV eschewed capacitive or resistive touch in favor of an infrared system (we'll explain shortly). PLATO IV was the first touchscreen computer to be used in a classroom that allowed students to touch the screen to answer questions. It sensed a 16x16 array of points. Plato IV 1971 DynaBook 1972 Mueller: Direct television drawing and image manipulating system 1973 The KiddiComp concept, envisioned by Alan Kay in 1968, while a PhD candidate[1][2] and later developed and described as the Dynabook in his 1972 proposal A personal computer for children of all ages, outlines the requirements for a conceptual portable educational device that would offer similar functionality to that now supplied via a laptop computer or (in some of its other incarnations) a tablet or slate computer with the exception of the requirement for any Dynabook device offering near eternal battery life. Adults could also use a Dynabook, but the target audience was children. Though the hardware required to create a Dynabook is here today, Alan Kay still thinks the Dynabook hasn't been invented yet, because key software and educational curricula are missing.[citation needed] When Microsoft came up with its tablet PC, Kay was quoted as saying "Microsoft's Tablet PC, the first Dynabook-like computer good enough to criticize".[4] A comment he had earlier applied to the Apple Macintosh. The ideas led to the development of the Xerox Alto prototype, which was originally called “the interim Dynabook”.[6][7][8] It embodied all the elements of a graphical user interface, or GUI, as early as 1972. The software component of this research was Smalltalk, which went on to have a life of its own independent of the Dynabook concept. Kay wanted the Dynabook concept to embody the learning theories of Jerome Bruner and some of what Seymour Papert— who had studied with developmental psychologist Jean Piaget and who was one of the inventors of the Logo programming language — was proposing. First use of Total Internal Reflection and multiple simultaneous inputs. This invention enables a person to paint or draw directly into color television. No special probe or stylus is required since a person can use brushes or pens, fingertips, rubber stamps, or any drawing or painting object whatsoever. At the same time, a person can play his free hand over a piano-like keyboard to synthesize images by manipulating or altering the images or forms as they are introduced. It is applicable to graphic productions of all sorts, computer input-output graphic processing systems, for visualizing mathematical transformations, or for use with scanning lasers or electron microscopes that etch or score. In addition, every point touched on the draw or paintscreen is introduced, so that multiple tipped styluses can introduce large shapes, or rubber stamplike shapes can introduce symbols or letters, instantly positioned by hand anywhere on the paintscreen and therefore on the output area. One of the early implementations of mutual capacitance touchscreen technology was developed at CERN in 1977[9][10] based on their capacitance touch screens developed in 1972 by Danish electronics engineer Bent Stumpe. This technology was used to develop a new type of human machine interface (HMI) for the control room of the Super Proton Synchrotron particle accelerator. CERN: Stumpe & Beck Beck/Stumpe 1977 In a handwritten note dated 11 March 1972, Stumpe presented his proposed solution – a capacitive touch screen with a fixed number of programmable buttons presented on a display. The screen was to consist of a set of capacitors etched into a film of copper on a sheet of glass, each capacitor being constructed so that a nearby flat conductor, such as the surface of a finger, would increase the capacitance by a significant amount. The capacitors were to consist of fine lines etched in copper on a sheet of glass – fine enough (80 μm) and sufficiently far apart (80 μm) to be invisible (CERN Courier April 1974 p117).In the final device, a simple lacquer coating prevented the fingers from actually touching the capacitors. At the time, the Super Proton Synchrotron, the predecessor to today’s Large Hadron Collider, was nearing completion and required complex settings and controls, rendering its control room cumbersome and costly. Beck and Stumpe devised a system where all aspects could be controlled from only six touchscreens, through displays and menus navigable by touch alone. Unlike a mouse, once in contact with the screen, the user can exploit the friction between the finger and the screen in order to apply various force vectors. For example, without moving the finger, one can apply a force along any vector parallel to the screen surface, including a rotational one. These techniques were described as early as 1978. MIT: Herot & Weinzapfel The screen demonstrated by Herot & Weinzapfel could sense 8 different signals from a single touch point: position in X & Y, force in X, Y, & Z (i.e., sheer in X & Y & Pressure in Z), and torque in X, Y & Z. Herot, C., & Weinzapfel, G. One-point touch input of vector information for computer displays. Computer Graphics, 1978, 12(3), 210-216 1978 While we celebrate how clever we are to have multitouch sensors, it is nice to have this reminder that there are many other dimensions of touch screens that can be exploited in order to provide rich interaction University of Toronto: Flexible Machine Interface by Nimish Mehta Mehta, Nimish (1982), A Flexible Machine Interface, M.A.Sc. Thesis, Department of Electrical Engineering, University of Toronto supervised by Professor K.C. Smith. In 1982, the first human-controlled multitouch device was developed at the University of Toronto by Nimish Mehta. It wasn't so much a touchscreen as it was a touch-tablet. The Input Research Group at the university figured out that a frosted-glass panel with a camera behind it could detect action as it recognized the different "black spots" showing up on-screen. Bill Buxton has played a huge role in the development of multitouch technology (most notably with the PortfolioWall, to be discussed a bit later), and he deemed Mehta's invention important enough to include in his informal timeline of computer input devices: 1982 The touch surface was a translucent plastic filter mounted over a sheet of glass, side-lit by a fluorescent lamp. A video camera was mounted below the touch surface, and optically captured the shadows that appeared on the translucent filter. (A mirror in the housing was used to extend the optical path.) The output of the camera was digitized and fed into a signal processor for analysis. Gestural interaction was introduced by Myron Krueger, an American computer artist who developed an optical system that could track hand movements. Krueger introduced Video Place (later called Video Desk) in 1983, though he'd been working on the system since the late 1970s. It used projectors and video cameras to track hands, fingers, and the people they belonged to. Unlike multitouch, it wasn't entirely aware of who or what was touching, though the software could react to different poses. VideoPlace: Myron Krueger 1983 Though it wasn't technically touch-based—it relied on "dwell time" before it would execute an action— Buxton regards it as one of the technologies that "'wrote the book' in terms of unencumbered… rich gestural interaction. The work was more than a decade ahead of its time and was hugely influential, yet not as acknowledged as it should be." Krueger also pioneered virtual reality and interactive art later on in his career. Note that this video shows one of the first uses of the pinch gesture. 2:20 in the video First Pinch Gesture Myron W. Krueger, Thomas Gionfriddo, and Katrin Hinrichsen. 1985. VIDEOPLACE—An artificial reality. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '85). ACM, New York, NY, USA, 35-40. 1985 A prototype touch-sensitive tablet Is presented. The tablet's main innovation is that It Is capable of sensing mare than one point of contact at a time. In addition to being able to provide position coor- dinates, the tablet also gives a measure of degree of contact, independently for each point of contact. In order to enable multitouch sensing, the tablet surface is divided Into a grid of discrete points. The points are scanned using a recursive area subdivision algorithm. In order to minimize the resolution lost due to the discrete nature of the grid, a novel interpolation scheme has been developed. Finally, the paper briefly discusses how multi-touch sensing, interpolation, and degree of contact sensing can be combined to expand our vocabulary In human-computer Interaction. University of Toronto: Bill Buxton SK Lee, William Buxton, and K. C. Smith. 1985. A multi-touch three dimensional touch-sensitive tablet. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '85). ACM, New York, NY, USA, 21-25. 1985 First, It can sense the degree of contact in a continuous manner. Second, it can sense the amount and location of a number of simultaneous points of contact. These two features, when combined with touch sensing, are very Important In respect to the types of Interaction that we can support. Soma of these are discussed below, but sea Buxton, Hill, and Rowley (1985) and Brown, Buxton and Murtagh (1985) for more dotall. The tablet which we present Is a continuation of work done in our lab by Sasakl et al (1981)and Metha (1982). Pinch gesture in envisionment: 3:06 Xerox PARC: Digital Desk 1992 CMU: Multitouch Gesture Recognition 1992 First smartphone and first mobile device with touch input. IBM Simon 1992 Diffused Illumination Diffused Illumination (Rear) A diffuser on a pane of glass is illuminated using invisible infrared light sources. When the fingers touch the diffuser, the touches light up as they are in focus. This allow easy background removal, and blob detection using computer vision libraries such as OpenCV. The TUIO toolkit allows anyone with an infrared camera to build these interfaces and supply multitouch coordinates over Open Sound Control (UDP) to an application. The HoloWall is a wall-sized computer display that allows users to interact without special pointing devices. The display part consists of a glass wall with rear-projection sheet behind it. A video projector behind the wall displays images on the wall. One of the first Diffused Illumination multitouch systems. HoloWall (SONY Jun Rekimoto) Nobuyuki Matsushita and Jun Rekimoto. 1997. HoloWall: designing a finger, hand, body, and object sensitive wall. In Proceedings of the 10th annual ACM symposium on User interface software and technology (UIST '97). ACM, New York, NY, USA, 209-210. 1998 Inputs are recognized in an interesting way. This is done with infrared (IR) lights (we use an array of IR light-emitting diodes (LEDs)) and a video camera with an IR filter (an optical filter that blocks light less below 840 nm) installed behind the wall. Since the rear-projection panel is semi-opaque and diffusive, the user's shape or any other objects in front of the screen are invisible to the camera. However, when a user moves a finger close enough to the screen (between 0 cm to 30 cm, depending on the threshold value of the recognition software), it reflects IR light and thus becomes visible to the camera. With a simple image processing technique such as frame subtraction, the finger shape can easily be separated from the background. Front projected Capacitive, One of the first multitouch tabletops, capable of identifying multiple people through capacitors in the chairs. DiamondTouch (MERL) 2001 MERL/University of Calgary (2006) Acquired by Apple in 2005 and basis for iPhone. Dr. Westerman and his co-developer, John G. Elias, a professor in the department, are trying to market their technology to others whose injuries might prevent them from using a computer. The TouchStream Mini from their company, FingerWorks (www.fingerworks.com), uses a thin sensor array that recognizes fingers as they move over the keyboard. The sensors monitor disturbances in the touch pad's electric field, not pressure, so typing requires only a very light touch. Unlike similar touch pads on handheld computers or on laptops, which only recognize input from a single point, this surface can process information from multiple points, allowing for more rapid typing. Fingerworks Westerman,Wayne(1999).HandTracking,FingerIden0fica0on,andChordicManipula0onona Mul0-TouchSurface.UofDelawarePhDDisserta:on 1992 2002 ''We thought there would already be something out there that would do multifinger input,'' Mr. Westerman said. ''We ended up building the whole thing from scratch.'' The TouchStream technology also replaces computer mouse movements with gestures across the screen. To issue commands, the user runs various finger combinations over the pad. For ''cut,'' the thumb and middle finger are pulled together in a snipping motion, and for ''open,'' the thumb and next three fingers are drawn in a circle on the pad, as if they are opening a jar. (''Close'' is the opposite motion.) Because the software knows the difference between a typing movement and a mouse or command gesture, the user can give mouse commands anywhere on the pad, even right on top of the keyboard area. SmartSkin is one of the earliest examples of multi-touch systems developed in 2001by Jun Rekimoto at Sony Computer Science Laboratories. It is based on capacitive sensing and recognizes multiple fingers / hands. This work was first presented at ACM CHI 2002. SmartSkin (SONY Jun Rekimoto) 2002 Diffused Illumination. First Modern Multitouch screen. TouchLight (MSR Andy Wilson) Andrew D. Wilson. 2004. TouchLight: an imaging touch screen and display for gesture-based interaction. In Proceedings of the 6th international conference on Multimodal interfaces (ICMI '04). ACM, New York, NY, USA, 69-76. 2004 The Lemur was the first 'multi-touch enabled' interfaces that was commercially available. Conceived in late 2001 before multi-touch screens were even available, it was not until 2003 that they finally realised the first multi-touch capable screen. Development continued and by late 2004 the first fully functional Lemur was unveiled at IRCAM. The first version of Lemur was commercially available from Jazz Mutant in 2005 JazzMutant Lemur 2005 JazzMutant Lemur 2005 The Lemur Input Device is a highly customizable multitouch device from French company JazzMutant, which serves as a controller for musical devices such as synthesizers and mixing consoles, as well as for other media applications such as video performances. As an audio tool, the Lemur's role is equivalent to that of a MIDI controller in a MIDI studio setup, except that the Lemur uses the Open Sound Control (OSC) protocol, a high-speed networking replacement for MIDI. The controller is especially well-suited for use with Reaktor and Max/MSP, tools for building custom software synthesizers. It is currently discontinued in light of competition from current multitouch input computers. Frustrated Total Internal Reflection When light encounters an interface to a medium with a lower index of refraction (e.g. glass to air), the light becomes refracted to an extent which depends on its angle of incidence, and beyond a certain critical angle, it undergoes total internal reflection (TIR). Fiber optics, light pipes, and other optical waveguides rely on this phenomenon to transport light efficiently with very little loss. However, another material at the interface can frustrate this total internal reflection, causing light to escape the waveguide there instead. This phenomenon is well known and has been used in the biometrics community to image fingerprint ridges since at least the 1960s [25]. The first application to touch input appears to have been disclosed in 1970 in a binary device that detects the attenuation of light through a platen waveguide caused by a finger in contact [7]. Mueller exploited the phenomenon in 1973 for an imaging touch sensor that allowed users to “paint” onto a display using free-form objects, such as brushes, styli and fingers. Frustrated Total Internal Reflection (FTIR) Jeff Han NYU Jefferson Y. Han. 2005. Low-cost multi-touch sensing through frustrated total internal reflection. In Proceedings of the 18th annual ACM symposium on User interface software and technology (UIST '05). ACM, New York, NY, USA, 115-118. 1992 2005 Perceptive Pixel Reactable Universitat Pompeu Fabra in Barcelona, Spain 2006 Apple iPhone 2007 Microsoft Surface (Andrew Wilson) 2008 So what do we do with Multitouch interfaces? How do we design for multi finger input? Natural User Interface (NUI) Design Principles - Design directly for finger and gestural input. Principle of Performance Aesthetics Principle of Direct Direct Manipulation: What you do is what you get. Principle of Scaffolding Principle of Context-Awareness Principle of the Super Real: Design physical interactions with digital information Principle of Spatial Representation Principle of Seamlessness Principle of Performance Aesthetics Unlike GUI experiences that focus on and privilege accomplishment and task completion, NUI experiences focus on the joy of doing. NUI experiences should be like an ocean voyage, the pleasure comes from the interaction, not the accomplishment. Daniel Wigdor and Dennis Wixon. 2011. Brave NUI World: Designing Natural User Interfaces for Touch and Gesture.Morgan Kaufmann Publishers Inc. San Francisco, CA, USA. Principle of Direct Manipulation Touch screens and gestural interaction functionality enable users to feel like they are physically touching and manipulating information with their fingertips. Instead of what you see is what you get, successful NUI interfaces embody the principle of what you do is what you get. Principle of Scaffolding Successful natural user interfaces feel intuitive and joyful to use. Information objects in a NUI behave in a manner that users intuitively expect. Unlike a successful GUI in which many options and commands are presented all at once and depicted with very subtle hierarchy and visual emphasis, a successful NUI contains fewer options with interaction scaffolding. Scaffolding is strong cue or guide that sets a user’s expectation by giving them an indication of how the interaction will unfold. Good NUIs supports users as they engage with the system and unfold or reveal themselves through actions in a natural. Example: Bumptop (UofT) 2006 Summary Section II: Empirical Work Toolglasses and Magic Lenses Eric A. Bier, Maureen C. Stone, Ken Pier, William Buxton, and Tony D. DeRose. 1993. Toolglass and magic lenses: the see-through interface. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques (SIGGRAPH '93). ACM, New York, NY, USA, 73-80. Efficiency of Two-Handed vs. One-Handed Input Andrea Leganchuk, Shumin Zhai, and William Buxton. 1998. Manual and cognitive benefits of two-handed input: an experimental study. ACM Trans. Comput.-Hum. Interact. 5, 4 (December 1998), 326-359. One of the recent trends in computer input is to utilize users’ natural bimanual motor skills. We have observed that bimanual manipulation may bring two types of advantages to human- computer interaction: manual and cognitive. Manual benefits come from increased time- motion efficiency, due to the twice as many degrees of freedom simultaneously available to the user. Cognitive benefits arise as a result of reducing the load of mentally composing and visualizing the task at an unnaturally low level imposed by traditional unimanual techniques. Area sweeping was selected as our experimental task. It is representative of what one encounters, for example, when sweeping out the bounding box surrounding a set of objects in a graphics program. Such tasks can not be modeled by Fitts' Law alone (Fitts, 1954) and have not been previously studied in the literature. In our experiments, two bimanual techniques were compared with the conventional onehanded GUI approach. B oth bimanual techniques employed the two-handed “stretchy” (Pinch) technique first demonstrated by Krueger (1983). We also incorporated the “Toolglass” technique introduced by Bier, Stone, Pier, Buxton and DeRose (1993). Overall, the bimanual techniques resulted in significantly faster performance than the status quo one- handed technique, and these benefits increased with the difficulty of mentally visualizing the task, supporting our bimanual cognitive advantage hypothesis. There was no significant difference Efficiency of Two-Handed vs. One-Handed Input User Defined Gestures (Wobbrock, Morris, Wilson 2009) Jacob O. Wobbrock, Meredith Ringel Morris, and Andrew D. Wilson. 2009. User-defined gestures for surface computing. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1083-1092. Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from non-technical users by first portraying the effect of a gesture, and then asking users to perform its cause. In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands. Our findings indicate that users rarely care about the number of fingers they employ, that one hand is preferred to two, that desktop idioms strongly influence users’ mental models, and that some commands elicit little gestural agreement, suggesting the need for on-screen widgets. We also present a complete user-defined gesture set, quantitative agreement scores, implications for surface technology, and a taxonomy of surface gestures. Our results will help designers create better gesture sets informed by user behavior. These observations indicated that a portion of the variability in endpoints is independent of the performer's desire to follow the specified precision and cannot be controlled by a speed-accuracy tradeoff. This portion of variability reflects the absolute precision of the finger input. In other words, the observed variability in the endpoints may originate from two sources: the relative precision governed by the speedaccuracy tradeoff of human motor systems, and the absolute precision uncertainty of the finger per se. More formally, we propose a dual normal distribution User Defined Gestures (Wobbrock, Morris, Wilson 2009) The 27 commands for which participants chose gestures. Each command’s conceptual complexity was rated by the 3 authors (1=simple, 5=complex). During the study, each command was presented with an animation and recorded verbal description. Jacob O. Wobbrock, Meredith Ringel Morris, and Andrew D. Wilson. 2009. User-defined gestures for surface computing. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 1083-1092. Agreement Scores Group size was then used to compute an agreement score A that reflects, in a single number, the degree of consensus among participants. (This process was adopted from prior work [33].) In Eq. 1, r is a referent in the set of all referents R, Pr is the set of proposed gestures for referent r, and Pi is a subset of identical gestures from Pr. The range for A is [|Pr|-1, 1]. As an example, consider agreement for move a little (2hand) and select single (1-hand). Both had four groups of identical gestures. The former had groups of size 12, 3, 3, and 2; the latter of size 11, 3, 3, and 3. For move a little, we compute The overall agreement for 1- and 2-hand gestures was A1H=0.32 and A2H=0.28, respectively. Referents’ conceptual complexities (Table 1) correlated significantly and inversely with their agreement (r=-.52, F1,25=9.51, p<.01), as more complex referents elicited lesser gestural agreement. Fat Finger Problem We present two devices that exploit the new model in order to improve touch accuracy. Both model touch on per-posture and per-user basis in order to increase accuracy by applying respective offsets. Our RidgePad prototype extracts posture and user ID from the user’s fingerprint during each touch interaction. Christian Holz and Patrick Baudisch. 2010. The generalized perceived input point model and how to double touch accuracy by extracting fingerprints. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 581-590. RidgePad The fingerprint interface was implemented using RidgePad and employed the algorithm described in the previous section.The control interface simulated a traditional touchpad inter- face using a Fingerworks touchpad. It received the same input from the fingerprint scanner as the fingerprint interface. However, this condition did not use the fingerprint features and instead reduced the finger- print to a contact point at the center of the contact area. The optical tracker interface was implemented based on a six-degree of freedom optical tracking system (an 8-camera OptiTrack V100 system). To allow the system to track the participant’s fingertip, we attached five 3mm retro- reflective markers to the participant’s fingernail (Fig- ure 10). The extreme accuracy of the optical tracker made this interface a “gold standard” condition that allowed us to obtain an upper bound for the performance enabled by the generalized perceived input point model. In a user study, it achieved 1.8 times higher accuracy than a simu- lated capacitive baseline condition. A prototype based on optical tracking achieved even 3.3 times higher accuracy. The increase in accuracy can be used to make touch inter- faces more reliable, to pack up to 3.32 > 10 times more controls into the same surface, or to bring touch input to very small mobile devices. Fitts’ Law for Fat Fingers (Bi, Li & Zhai 2013) In finger input, this assumption faces challenges. Obviously a finger per se is less precise than a mouse pointer or a stylus. Variability in endpoints was observed no matter how quickly/slowly a user performed the task. For example, Holz and Baudisch’s studies [13, 14] showed that even when users were instructed to take as much time as they wanted to acquire a target on a touchscreen, there was still a large amount of variability in endpoints. These observations indicated that a portion of the variability in endpoints is independent of the performer's desire to follow the specified precision and cannot be controlled by a speed-accuracy tradeoff. This portion of variability reflects the absolute precision of the finger input. In other words, the observed variability in the endpoints may originate from two sources: the relative precision governed by the speedaccuracy tradeoff of human motor systems, and the absolute precision uncertainty of the finger per se. More formally, we propose a dual normal distribution hypothesis Summary 1. Long History of Touch Input 2. Multitouch history dates back to 1982 3. Natural User Interfaces 4. Fat Finger problem 5. Time-efficiency of bimanual input Questions?