waashk/dblp huggingface dataset:
private communications in public meetings. out-of-band communication during audio conferences can improve the effectiveness of distributed meetings. it provides a means for people to privately consult with one another, supports breakout sessions, and allows individuals to resolve problems without interrupting the discussion. conversely, off-topic chat and poorly timed interruptions can degrade meeting effectiveness. we considered these trade-offs in adding a private text chat capability and a novel, multi-channel voice chat feature to the meeting central collaboration suite. in this paper, we explain the motivation behind adding these features and then describe our initial implementation, the usability and field testing we conducted, and the changes that we made as a result of that user research.
toss-it: intuitive information transfer techniques for mobile devices. in recent years, mobile devices have rapidly penetrated into our daily lives. however, several drawbacks of mobile devices have been mentioned so far. the proposed system called toss-it provides intuitive information transfer techniques for mobile devices, by fully utilizing their mobility. a user of toss-it can send information from the user's pda to other electronic devices with a toss or swing action, as the user would toss a ball or deal cards to others. this paper describes the current implementation of toss-it and its user studies.
a picture is worth a thousand keywords: image-based object search on a mobile platform. finding information based on an object's visual appearance is useful when specific keywords for the object are not known. we have developed a mobile image-based search system that takes images of objects as queries and finds relevant web pages by matching them to similar images on the web. image-based search works well when matching full scenes, such as images of buildings or landmarks, and for matching objects when the boundary of the object in the image is available. we demonstrate the effectiveness of a simple interactive paradigm for obtaining a segmented object boundary, and show how a shape-based image matching algorithm can use the object outline to find similar images on the web.
ideixis: image-based deixis for finding location-based information. we demonstrate an image-based approach to specifying location and finding location-based information from camera-equipped mobile devices. we introduce a point-by-photograph paradigm, where users can specify a location simply by taking pictures. our technique uses content-based image retrieval methods to search the web or other databases for matching images and their source pages to find relevant location-based information. in contrast to conventional approaches to location detection, our method can refer to distant locations and does not require any physical infrastructure beyond mobile internet service. we have developed a prototype on a camera phone and conducted user studies to demonstrate the efficacy of our approach compared to other alternatives.
gaze estimation model for eye drawing. this paper describes a model that can be employed in eye drawing software applications. unlike most of the existing interfaces for eye typing, eye drawing focuses on small target selection and moves the cursor to a precise location. this is made possible by a proposed gaze estimation model which interprets users' interest when they want to draw new objects in a particular position.
supporting intercultural computer-mediated discourse: methods, models, and architectures. we use the term "intercultural" instead of "cultural" to emphasis the dialogical relationship of at least two participants from different cultures in computer-mediated communication and cooperation contexts. supporting intercultural computer-mediated communication (i-cmc) requires, on the one hand, the understanding of both enabling and constraining aspects (barriers) of such a dialogical situations, and calls for, on the other hand, new ideas for tools, architectures, etc., which may support, promote or enable computer-mediated intercultural communication and cooperation.this workshop explores the challenges in the intercultural computer-mediated communication and cooperation environments and will provide a platform for discussing empirical insights into the intercultural communication barriers and practical and theoretical works for new designs, tools and architectures that aims at overcoming them and enabling computer-mediated intercultural communication and cooperation.
from creating virtual gestures to "writing" in sign languages. sign languages have been proven to be natural languages, as capable of expressing human thoughts and emotions as traditional languages are. the distinct visual and spatial nature of sign languages seems to be an insurmountable barrier for developing a sign language "word processor". however, we argue that with the advancement of computer graphics technology and graphical implementations of linguistic results obtained from the study of sign languages, "writing" in a sign language should not be difficult. we have pursued exploratory work in constructing virtual gestures, applying hand constraints to facilitate the creation of natural gestures, and combining these gestures into meaningful american sign language (asl) parts that follow the asl movement-hold model. the results, although preliminary, are encouraging. we believe that space effective sign language composition is possible space with the implementation of easy-to-use graphical user interfaces and the development of specialized data management methods.
2004 athens 'diskos': olympic voting kit. the proposed system allows spectators to cast votes in real time. the results serve only for entertainment purposes to show the difference between the spectators' and judges' scores and will not affect the official judging. the design of the judging system is flexible enough to be used for both diving and gymnastics competitions. it is cost-efficient, accessible to an international audience, reliable, easy to understand, tamper resistant and eco-friendly. the system consists of a booklet with a game description, voting rules and a rotating disk, which employs rfid technology and an integrated sensor. to vote, the spectator turns the wheel to set the score and then via a send button transmits it to receivers placed at strategic positions from which a central computer collects the data, sums it up and calculates the results. these results are subsequently displayed on a big screen next to the judges' results. when leaving the arena, the spectator can either return the device to special bins or take it home as a souvenir.
effect of latency of response on life-like communication using a dog-like robot. using a dog-like robot, the effectiveness of latency of response for life-like communication was examined. the participant touched the robot's head, it lifted up the head, and he/she evaluated its from the point of living and intention. as results, the effect of latency of response was not clear because of a variety of life-like impressions. the life-like response seemed to be emotional, but at least two kinds of emotions could be perceived. negative emotion was seen in shorter latency as well as in longer latency. life-like impression was not the same as perceptual intention. these findings should be investigated in the situation properly simulated the communication, not in a simple and single reaction.
single complex glyphs versus multiple simple glyphs. designers of information visualization systems have the choice to present information in a single integrated view or in multiple views. in practice, there is a continuum between the two strategies and designers must decide how much of each strategy to apply. although high-level design guidelines (heuristics) are available, there are few low-level perceptual design guidelines for making this decision. we performed a controlled experiment with one, two, and four views to evaluate the strengths and weaknesses of these strategies on target detection and trend finding tasks in the context of multidimensional glyphs overlaid onto geographic maps. results from the target detection tasks suggest that visual encoding is a more important factor when detecting a single attribute than the number of views. additionally, for detecting two attributes, the trend indicates that reusing the most perceptually salient visual feature in multiple views provides faster performance than an integrated view that must map one of the attributes to a less salient feature.
improving web accessibility using content-aware plug-ins. this paper describes a novel approach to improve blind and visually impaired people's access to the web by using a content-aware web browser plug-in coupled with audio and haptic tools. the web plug-in accesses the current mouse position on-screen, and makes the co-ordinates available to the audio and haptic modalities. this allows the user to be informed when they are in the vicinity of an image or hyperlink; previously they would only have been informed when they are physically on the link. thus, when the user is close to an image or hyperlink, haptics and audio will be used to inform and guide them to the actual spatial position. the web browser plug-in and the associated audio and haptic feedback tools are described in the paper. finally, results from a pilot study on the usability of this system are also presented.
emoticons convey emotions without cognition of faces: an fmri study. in this paper, we describe the brain activities that are associated with emoticons by using functional mri (fmri). in communication over a computer network, we use abstract faces such as computer graphics (cg) avatars and emoticons. these faces convey users' emotions and enrich their communications. in particular, when we see some abstract faces, we feel that they are more vivid and lively than photorealistic faces. however, the manner in which these faces influence the mental process is as yet unknown. in this research, we conducted an experiment by using fmri for the most abstract faces?emoticons. the experimental results show that emoticons convey emotions without the cognition of faces. this result is very important in order to promote an understanding of how abstract faces affect our behaviors.
a usability evaluation method for e-learning: focus on motivation to learn. in this paper the development of a questionnaire-based usability evaluation method for e-learning applications is described. the method aims at extending the current practice by proposing intrinsic motivation to learn as a new usability measure to evaluate e-learning designs. the method was developed according to an established methodology in hci research and relied upon a conceptual framework that combines web and instructional design parameters and associates them with a main affective learning dimension, intrinsic motivation to learn. two large empirical studies were conducted in order to test the method. results provide significant evidence for reliability of the method. further work focuses on validation process so that usability practitioners can use it with confidence when evaluating the design of e-learning applications.
age-centered research-based web design guidelines. this paper presents the methodology and the results of the development of a set of age-centered research-based web design guidelines. an initial set of guidelines was first developed through careful literature review of the hci & aging literature. then a series of classification methods (card sorting, affinity diagrams) were employed as a means for obtaining a revised and more robust classified set of guidelines. finally the revised set of guidelines and the original set were tested through their application to a number of age-related websites.
towards knowledge building in professional groups. in this submission for the chi05 development forum, i reflect on my experience leading the experience design community of interest of the american institute of graphic arts and suggest that the focus of the group needs to shift in order to successfully accomplish our mission.
story lifecycle in a product development organization. this poster describes an integrated set of stories and story-based activities that we have used in product development in ibm software group's lotus product organizations. we use five types of stories (stories from the field, concept stories, design-exploration stories, partner-integration stories, and product demonstrations). we describe the "inputs" and "outcomes" of each stage of our developing "story lifecycle," illustrating our method with multiple case studies.
city lights: contextual views in minimal space. city lights are space-efficient fisheye techniques that provide contextual views along the borders of windows and subwindows that describe unseen objects in all directions. we present a family of techniques that use a range of graphical dimensions to depict varied information about unseen objects. city lights can be used alone or in conjunction with scrollbars, 2d overview+detail, and interaction techniques such as zoomable user interfaces.
dual stream input for pointing and scrolling. to find ways to improve users' performance of tasks that involve both scrolling and pointing, we studied three dual-stream input methods, with one stream for pointing and one for scrolling. the results showed that a mouse augmented with a tracking wheel did not outperform the conventional single stream mouse. two other methods, a mouse with an isometric rate-control joystick and a two handed system significantly improved users' performance.
producing human-centered, usability-sensitive, and hci-competent managers, cios, and ceos. taking a collaborative and multi-disciplinary perspective, we discuss issues and opportunities in college education so that our future managers, cios, and ceos are inherently and intrinsically human-centered, usability-sensitive, and hci-competent.
swim: fostering social network based information search. compare to searching online information directly, asking friends or finding referral to a human expert is preferred in many information-gathering tasks. it's easier to judge the quality of the information from a personal referral as well as to obtain information that is not publicly published [1]. instant messaging (im) has potentials to effectively support such social network based information seeking [3], which are not fully explored other than providing better communications. for instance, a user usually does not know what his friends' friends know. if none of his friends in his im buddy list knows the sought information, he either gives up this search method or needs intensive personal helps from a friend who transfers questions and answers in between.previous studies indicated that it is feasible to add social network search functionalities to im systems. watts et al. [2] found that social networks have the surprising property of being searchable. systems such as referralweb [1], show that it is possible to mine people's social relationships and information identities from electronic resources and use them for referral or matchmaker purposes. based on these ideas, we designed and implemented the small world instant messenger (swim).
the effectiveness of multiscale collaboration in virtual environments. adding multiscale capabilities to collaborative virtual environments can potentially help people work on very large electronic worlds. our experiment shows that the user performance on cross-scale tasks is indeed improved.
info-lotus: a peripheral visualization for email notification. we designed a peripheral notification visualization called "info-lotus". the info-lotus is an aesthetically pleasing visualization that offers users a "glance-able" overview of incoming emails of interest in a non-disruptive manner. the goal is to strike a balance among three critical parameters: interruption, reaction, and comprehension. we first present the design of the info-lotus. we then discuss the usability study that compares the "toast" notification in microsoft office outlook with the info-lotus. finally, we present a redesign for an improved info-lotus, based on the feedbacks of the user study.
imlooking: image-based face retrieval in online dating profile search. textual search, the approach used by the majority of existing online dating sites, successfully covers a variety of attributes, such as age range and gender, but falls short when searching for facial features. meanwhile, by using images as the query in a search, current image-based face-retrieval applications ease the challenge of textual description from users, but only focus on finding the same person. we believe there is a gap that needs to be filled in image-based face retrieval to further support the interpersonal search scenarios on internet dating sites. therefore, we are introducing a profile search prototype -- imlooking - using an augmented image-based face retrieval filter. first, we present a prototype design and offer technical support. in a user study, participants quickly felt at home in user interface and acclimatized to the way the prototype operates. in addition, they reported they enjoyed the interaction process.
interactive sonification of geo-referenced data. this paper describes an investigation of using interactive sonification (non-speech sound) to present geo-referenced statistical data to vision-impaired users for problem solving and decision making. by working with vision-impaired users, the work will identify effective interaction and sound designs for geo-referenced data, and derive principles that can guide general interactive data sonification designs for auditory information seeking.
exploratory inspection: a learning model for improving open source software usability. we contend that overcoming the lack of usability expertise within the open source software community will further its competitiveness. motivated by the unique user-driven model, we propose an exploratory learning method for assisting non-expert users in contributing to open source usability inspection. this method emphasizes providing usability knowledge during usability inspection and explores the impact of the "fading-out/phasing-in" method on the inspection effectiveness. the results of a pilot study we conducted through a web-based inspection system are provided.
the design of an interactive and dynamic representation of the firm. interpretation and audit of financial information is a significant undertaking that must rest on a fuller understanding of the firm and its operations. a pictorial representation of firm activity offers promise for supporting this requirement. after reviewing the literature related to visualizations, we describe the design of an interactive animated version of the cycle model. business animator assists users in developing an intuitive sense about the cycle model itself, while exploring and visualizing how firms at various stages of growth, sustenance, and decay are affected by specific operating decisions. principles and findings from the accounting and information systems literatures were used to drive the design of the representation and software used to control it. this resulting system adds depth to traditional accounting representations by conveying information about the momentum of the firm's activities, the rate of change at which various activities are occurring. the animation facilitates identification of backlogs or breaks in operating processes, thus increasing understanding of the firm's financial health.
"i hear the pattern": interactive sonification of geographical data patterns. interactive sonification (non-speech sound) is a novel strategy to present the geographical distribution patterns of statistical data to vision impaired users. we discuss the design space with dimensions of interaction actions, data representation forms, input devices, navigation structures, and sound feedback encoding. two interfaces were designed, one using a keyboard and another using a smooth surface touch tablet. a study with three blind users shows that they are able to perceive patterns of 5-category values on both familiar and unknown maps, and learn new map geography, in both interfaces.
an experiment in discovering personally meaningful places from location data. as mobile devices become location-aware, they offer the promise of powerful new applications. while computers work with physical locations like latitude and longitude, people think and speak in terms of places, like "my office" or ``sue's house''. therefore, location-aware applications must incorporate the notion of places to achieve their full potential. this requires systems to acquire the places that are meaningful for each user. previous work has explored algorithms to discover personal places from location data. however, we know of no empirical, quantitative evaluations of these algorithms, so the question of how well they work currently is unanswered. we report here on an experiment that begins to provide an answer; we show that a place discovery algorithm can do a good job of discovering places that are meaningful to users. the results have important implications for system design and open up interesting avenues for future research.
matrix browser: visualizing and exploring large networked information spaces. we present a new approach for visualizing and exploring large networked information structures which may represent, for instance, linked information resources or metadata structures such as ontologies. an interactive matrix display is used for showing relations between concepts and concept hierarchies displayed along the two axes of a matrix. initial user testing shows performance advantages as well as reduced visual search in comparison to conventional graph representations.
bodybeats: whole-body, musical interfaces for children. this work in progress presents the bodybeats suite--three prototypes built to explore the interaction between children and computational musical instruments by using sound and music patterns. our goals in developing the bodybeats prototypes are (1) to help children engage their whole bodies while interacting with computers, (2) foster collaboration and pattern learning, and (3) provide a playful interaction for creating sound and music. we posit that electronic instruments for children that incorporate whole-body movement can provide active ways for children to play and learn with technology (while challenging a growing rate of childhood obesity). we describe how we implemented our current bodybeats prototypes and discuss how users interact with them. we then highlight our plans for future work in the fields of whole-body interaction design, education, and music.
myinfo: a personal news interface. we present a novel interface design for myinfo, a personal news application that processes and combines content from tv and the web. myinfo provides personalized content selectable by topic such as weather or traffic. in addition, users can play back a personal news program as a tv show, leaving themselves free to complete tasks such as making breakfast. we detail our design process from concept generation to focus group exploration to final design. the main design challenges include (i) understanding what kinds of tv/web applications people want, and (ii) developing an interface that fits people's lifestyles.
exposing profiles to build trust in a recommender. this paper describes a method for increasing trust in a tv show recommender. we look for people in common between programs users watch and new programs that are highly rated by our tv show recommender. we then present these to users in a conversational sentence, helping them decide if they want to try the new show. this method has been implemeted in our current tv show recommender interface and will be tested in the near future.