waashk/dblp huggingface dataset:
telebuddies: social stitching with interactive television. in this paper we report on our work to enable "laid-back" social interactions using television as a primary interaction medium. by integrating semantic web techniques with interactive television we were able to create smart applications that can run as extensions of television shows and stimulate groups of users to communicate. groups are based on the shared characteristics that can be found for subsets of spectators. communication between spectators is brought about at two levels: direct communication like instant messaging and indirect communication like cooperating in a team to win a quiz. our system does not necessarily require a new television format, but is able to reuse existing television shows and to "socialize" them so they can be re-broadcasted with support for group interaction.
hci and the face. the workshop aims at a general assessment of facial information processing in hci. we will discuss why certain areas of face-based hci, such as facial expression recognition and robotic facial display, have lagged others, such as eye gaze tracking, facial identity recognition, and conversational characters. our goal is to collectively identify research strategies to bring the more slowly developing areas up to speed.
mouthtype: text entry by hand and mouth. in this paper we describe a novel text entry method which uses coordinated motor action of hand and mouth. a vision based algorithm is used to gauge shape parameters of the cavity of the open mouth. these are mapped to a discrete set of input states which are combined with keypad input in a factorial manner to allow unambiguous input of a large number of symbols. the method is implemented and tested for an alphabetic writing system (the roman alphabet) and a syllabic writing system (japanese hiragana). we report the results of preliminary experiments to measure text entry speed and error rate.
preliminary evaluation of a synchronous co-located educational simulation framework. we designed the mushi (multi-user simulation with handheld integration) framework to address two educational needs: (1) to help students learn about complex, multi-scalar systems, and (2) to help students collaborate with one another in small groups. the mushi system provides each student with a handheld computer that is wirelessly synchronized with a simulation running on a tablet pc computer. a group of students can interact with small-scale elements of the simulation via their personal handhelds, and can observe large-scale elements on the shared computer. because this is a novel combination of devices, we conducted use trials with middle school students to explore issues surrounding multi-device representations, small-group collaboration, and equitable computing.
believability in multi-agent computer games: revisiting the turing test. although the turing test has fallen out of favor as a scientific test for machine intelligence, it maintains its usefulness in research with less grand intentions. in some situations 'true' intelligence may be less important than simply portraying a believable human. one such environment, multi-player computer games will be discussed and data on the believability of three different algorithms presented.
the gateway: a navigation technique for migrating to small screens. displaying and navigating information on a large screen can be a challenge and has resulted in a variety of techniques such as text summarization and fisheye. an additional challenge is how to organize information on small screens in a format that can be understood in its context and facilitates navigation within the inherent constraints of these devices. we introduce a navigation model, the gateway, to decrease transitional volatility introduced by migration of web pages to the smaller screen.
an evaluation of landmarks for re-finding information on the web. re-finding information on the web is a common yet often time consuming and challenging task. even with the use of traditional bookmarks, which allow users to return to a previously visited page, it can be hard to re-find facts within that page. furthermore, it is not uncommon for users to have long and unmanageable lists of bookmarks, making it difficult to identify the purpose of individual bookmarks. in this paper, we present an extension to traditional bookmarks called landmarks, a user-directed technique that aids users in returning to specific content within a previously visited web page. we investigate the efficiency of landmarks for re-finding information on web pages and present the findings of a study in which participants were first primed on two web pages and returned at a later date to re-find the information using both traditional bookmarks and landmarks.
the tactile touchpad. a prototype touchpad with embedded tactile feedback is described. tactile feedback allows the touchpad to mimic the operation of a mouse for basic transactions such as clicking, double-clicking, and dragging. a button click is achieved by increasing the finger pressure applied to the touchpad, instead of using a lift-and-tap strategy or by pressing separate buttons. the result is more natural and less error prone. pressure thresholds for the button-down and button-up actions are under software control and include hysteresis to minimise inadvertent selections.
phrase sets for evaluating text entry techniques. in evaluations of text entry methods, participants enter phrases of text using a technique of interest while performance data are collected. this paper describes and publishes (via the internet) a collection of 500 phrases for such evaluations. utility programs are also provided to compute statistical properties of the phrase set, or any other phrase set. the merits of using a pre-defined phrase set are described as are methodological considerations, such as attaining results that are generalizable and the possible addition of punctuation and other characters.
card, english, and burr (1978): 25 years later. we revisit the fitts? law model published 25 years ago by card, english, and burr. their research was important because it was the first comparative evaluation of the mouse, and also the first use of fitts? law in hci. for the mouse, they reported mt = 1.03 + 0.096 id, with throughput reported as the slope reciprocal: tp = 1 / 0.96 = 10.3 bps. we re-analyse their data in view of iso9241-9, the new standard for evaluating pointing devices. the reanalysis yields a throughput of 2.65 bps, or 4.32 bps including a nominal adjustment for the time for the hand to adjust its grip on the mouse. these values are closer to recently published iso-conforming values for the mouse.
a two-ball mouse affords three degrees of freedom. we describe a prototype two-ball mouse containing the electronics and mechanics of two mice in a single chassis. unlike a conventional mouse, which senses x-axis and y-axis displacement only, our mouse also senses z-axis angular motion. this is accomplished through simple calculations on the two sets of x-y displacement data. our mouse looks and feels like a standard mouse, however certain primitive operations are performed with much greater ease. the rotate tool -- common in most drawing programs -- becomes redundant as objects are easily moved with three degrees of freedom. mechanisms to engage the added degree of freedom and different interaction techniques are discussed.
the ncr human interface technology center. the ncr human interface technology center (hitc) exists to meet its customers' business needs through the application of new human-interface technologies. the hitc designs and develops these user-interface solutions through a user-centered design (ucd) process, in which user needs and expectations guide all design and development decisions. the hitc consists of about 90 engineers and scientists with expertise in such areas as cognitive engineering, graphic design, image understanding, artificial intelligence, intelligent tutoring, database mining, and new i/o technologies. established in 1988, the hitc is funded by work performed for its customers.
a focus on conferences. conferences are still valuable for established attendees and potential new audiences, and the overall audience for events can be increased, helping alleviate competition between professional organisations.in addition professional organisations need to avoid conferences being run-of-the-mill, and taking their audience for granted. they need to widen their primary and secondary audiences by helping potential attendees and presenters find out about events, evaluate those they might attend, and benefit in other ways from participating in; professionalising presentation and documentation; facilitating more controversial discussion; improving media relations (including with informal commentators).some of the solutions involved re-designing and re-programming events, greater inter-organisational cooperation, technical developments, and greater intelligence when thinking about audiences and stakeholders.
managing international user research. the desire to extend product development success internationally and understand users in the countries in which a product will be marketed has extended user methods overseas. while the practice of international research has become common, approaches have been varied depending on the needs of the project as well as corporate constraints. many corporate researchers spend a great deal of their time traveling the globe to meet and study consumers, while others look to partner with other researchers or outsource the work entirely. each of these approaches has its own advantages and disadvantages. this panel will explore these diverse approaches, how and why choices are made, the issues and challenges faced, and lessons learned based on past experiences.
wideband displays: mitigating multiple monitor seams. wideband displays fill our field of view, creating new opportunities to develop effective visual interfaces. although multiple monitors are becoming an affordable way to create wideband displays, the resulting seams create gaps in words and divide diagonal lines into nonaligned segments. we present several novel user interface techniques for creating seam-aware applications, showing that vendors need not wait for affordable seamless displays to exploit the potential of wideband displays.
factors influencing the experience of website usage. the present study examines the role of subjectively preceived factors of the experience of website usage in forming an intention to use a website. an integrative research model is presented and tested empirically. it includes the following four aspects of experience: perceived usefulness, ease of use, hedonic quality and visual attractiveness. the two main research questions are: (1) are these aspects four subjectively independently preceived aspects of website interaction? and (2) is the intention to use formed by combining and weighting these four experience aspects and if so, which weights are assigned to the respective aspects.the results suggest that all four aspects of experience can be independently perceived by the user and contribute all with different weights to the intention to use the website.
measuring multiple components of emotions in interactive contexts. the study of users' emotional behavior in hci has been receiving increasing attention for the last few years. this paper focuses on emotions as an important part of a user's overall experience when interacting with a system. based on the multi-component approach to emotions proposed by scherer [15], different aspects of emotions in an interactive context were investigated: subjective feelings, physiological activation, motor expression, cognitive appraisals, and behavioral tendencies. to induce different emotional states, two versions of an interactive system were employed which differed with respect to quality of use. the results suggest that systems of high usability lead to more positive emotions than systems with usability flaws. differences were detected for a number of emotional components by using a variety of methods: rating scales for subjective feelings, emg for facial muscles, heart rate, eda, performance data and questionnaires on cognitive appraisals. we suggest that this combination provides a comprehensive basis for analyzing emotions in hci.
what's in your wallet?: implications for global e-wallet design. as part of a comparative ethnographic study of everyday life of young professionals in london, los angeles, and tokyo, we conducted a detailed survey of wallets and their contents, through photographs, interviews, diary studies, and observation. despite prominent differences in culture and lifestyle, there were remarkable similarities across all three sites in terms of what wallets contained and how they were used. individuals arrived at similar (if imperfect) solutions to common problems of temptation management and access control, identity management and partitioning, and collecting tokens of affiliation and history. our findings suggest that future electronic wallets (e-wallets), whether physical devices or distributed functionalities, will be able to capitalize on these existing patterns, solve some of the existing problems, and encounter new challenges. furthermore, they frame the potential value of e-wallets in a broader context than traditional concerns over privacy, security, and efficiency.
auditory and visual feedback during eye typing. we describe a study on how auditory and visual feedback affects eye typing. results show that the feedback method influences both text entry speed and error rate. in addition, a proper feedback mode facilitates eye typing by reducing the user's need to switch her gaze between the on-screen keyboard and the typed text field.
technology for design education: a case study. we present results of the first longitudinal study of physical and digital technology hybrids for design education. through deployment in an introductory hci class, we have instrumented and analyzed traditional design practices with newer technological components. in particular, we show that hybrid idea logs that maintain the flexibility of paper notebooks can successfully implement the fluidity needed between teammates in design projects, and between the digital and physical world. our preliminary analysis of questionnaires, performance data, and student design notebooks support our hypothesis that this hybrid of technologies may effectively address the needs of this domain, and suggest that basic digital affordances such as export and sharing of design content can improve the educational experience.
an ethnographic study of an online, mutual-aid health community: group dynamics, roles, and relationships. the research project will examine a fairly well studied, long established, and thriving online health bulletin board through a multi level, in-depth analysis. ethnographic research methods will be used in combination with social network analysis and an examination of issues related to usability. the purpose of the research is to document the role the online community plays in the lives of its members; define the patterns of interaction within the group; compare group dynamics in the online community to those in face to face mutual aid groups, and examine the impact of usability issues on group process.
hci and homecare: connecting families and clinicians. the proposed workshop aims to form a community of individuals interested in using computing technology to promote healthcare and support wellness in the context of homecare. we strive to connect and engage researchers from several distinct fields of scientific inquiry and practice: people with clinical experience, developers of enabling technologies and hci researchers interested in home healthcare and issues such as aging in place. the focus of this one-day workshop is on establishing common ground in vocabulary, research methods and research framework; understanding the shared needs of people with health challenges, their families and clinicians, and developing a joint framework for future research.
careview: analyzing nursing narratives for temporal trends. in a study of home-healthcare practitioners, we found that temporal trends contained in patients' clinical records form one of the most critical pieces of information when selecting and administering appropriate treatment. however, these records are comprised of quantitative and qualitative data, and recorded as a narrative. this format makes the extraction of historical trends difficult and time-consuming. to address this limitation, we introduce careview, a system that utilizes a set of visualization techniques to increase the visibility of temporal trends in clinical narratives. specifically, our system focuses on integrated temporal visualizations of numeric and qualitative records; a visualization to facilitate rapid comparison of a patient's condition against previously established care goals; and the ability to immediately visualize data as it is entered. two experiments comparing the market-leading tabular interface with careview revealed a significant reduction in the time required to identify trends in patients' conditions. however, interviews with nurses highlighted the importance of preserving the integrity of the holistic narrative and suggested extending the design space.
full-time wearable headphone-type gaze detector. a headphone-type gaze detector for a full-time wearable interface is proposed. it uses a kalman filter to analyze multiple channels of eog signals measured at the locations of headphone cushions to estimate gaze direction. evaluations show that the average estimation error is 4.4® (horizontal) and 8.3® (vertical), and that the drift is suppressed to the same level as in ordinary eog. the method is especially robust against signal anomalies. selecting a real object from among many surrounding ones is one possible application of this headphone gaze detector.
"unvoiced speech recognition using emg - mime speech recognition". we propose unvoiced speech recognition, "mime speech recognition". it recognizes speech by observing the muscles associated with speech. it is not based on voice signals but electromyography (emg). it will realize unvoiced communication, which is a new communication style. because voice signals are not used, it can be applied in noisy environments; it also supports people without vocal-cords and aphasics. in preliminary experiments, we try to recognize the 5 japanese vowels. emg signals from the 3 muscles that contribute greatly to the utterance of japanese vowels are input to a neural network. the recognition accuracy is over 90% for the three subjects tested.
in-car cell phone use: mitigating risk by signaling remote callers. research has linked in-car cell phone use with automobile accidents. we explore a signaling method that could mitigate that risk. we show in a first experiment how remote cell phone callers were induced to speak less during critical driving periods, and, in a second experiment, how driving performance in a simulator improved when callers reduced conversation levels during critical driving periods.
using intimacy, chronology and zooming to visualize rhythms in email experience. experiences of intimacy and connectedness through social networks are vital to human sense of well-being. we live in an electronic habitat. electronic mail functions as a medium of interpersonal exchange. as it accumulates, email data becomes more than a collection of reminders. it is a diary we didn't know we were keeping, and a potential source of valuable insight into the structure and dynamics of one's social network. current interfaces do little to help users see patterns of social interaction within email data.we introduce a multiscale email interface that utilizes computed intimacy measures and chronology as parameters for information visualization. rhythms of intimacy in email experience are made visible as patterns of color and shapes in a zoomable chronological grid. qualitative user experience data indicates that such an email visualization can provide striking insights into the experience of social connectedness over time. these insights potentially enable users to better manage how they invest time and energy into personal and work relationships, and thus to improve overall sense of well-being.
objectively evaluating entertainment technology. emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. current subjective methods of evaluating entertainment technology aren't robust. this research uses previous literature and empirical results to create a methodology for objective evaluation of entertainment technology. by gathering physiological data in the context of game play, we intend to correlate physiological responses with subjective reports and with game events. this framework would be a powerful tool used by designers, developers, and researchers to inform their design and evaluate their decisions.
false prophets: exploring hybrid board/video games. in order to develop technology that promotes social interaction rather than isolation, we are exploring the space between board games and video games. we created a hybrid game that leverages the advantages of both physical and digital media. a custom sensor interface promotes physical interaction around the shared public display while the un-oriented tabletop display encourages players to focus on each other rather than on the interface to the game. the ensuing social interactions define the course that the game takes, while the computer enhances the gaming experience by completing the menial tasks and providing dynamic, exciting environments. our hybrid board/video game has the potential to enhance natural and enjoyable recreational interaction between friends.
sticky widgets: pseudo-haptic widget enhancements for multi-monitor displays. people use multiple monitors to increase their display surface and to facilitate multitasking. however, if windows are maximized to fill one screen, users may have difficulties accessing widgets and tools on the borders of the displays, accidentally crossing over to the other display. to assist users of multi monitor displays, we developed a pseudo-haptic approach to enhance boundary widgets. we compared our sticky widget to a standard widget for two multi monitor display configurations: two identical side-by-side monitors, and two separated monitors of different sizes. our enhancement improved performance by significantly reducing errors for accessing a boundary widget, reducing the number of accidental crossovers to the wrong display and consequently decreasing selection time.
practical service learning issues in hci. we explore the practical difficulties of adding service learning to a regularly taught undergraduate hci course. we explore ways to minimize instructor workload, particularly with regard to recruiting partner organizations. none of these approaches we describe was entirely satisfactory, however overall, student recruitment of organizations seemed to proceed most smoothly and have more positive outcomes for students, and required the least instructor workload. we also address issues pertinent to managing partner expectations in the absence of fully working interfaces.
metaphor design in user interfaces: how to manage expectation, surprise, comprehension, and delight effectively. user interface design requires designing metaphors, the essential terms, concepts, and images representing data, functions, tasks, roles, organizations, and people. advanced user interfaces require consideration of new metaphors and repurposing of older ones. awareness of semiotics principles, in particular the use of metaphors, can assist researchers and developers in achieving more efficient, effective ways to communicate to more diverse user communities.