waashk/dblp huggingface dataset:
dynamic knobs: shape change as a means of interaction on a mobile phone. in this paper, we introduce the change of a mobile phone's hardware shape as a means of tactile interaction. the alteration of shape is implemented in a hardware prototype using a dynamic knob as an interaction device for the user. the knob alters the phone's shape according to different events and states, like incoming calls, new voice mail, or missed calls. therefore, the user can explore the phone's status by touching it -- ambiently, even through the pocket. initial user testing showed that this form of tactile interaction was easy to understand and handy to interact with, also for unexperienced users.
spoken words: activating text-to-speech through eye closure. writing is a predominantly visual task. in the following, we describe a system that adds a new modality to computer-supported text editing: listening with closed eyes. we present a prototype, for which we combined a text-to-speech software, microsoft word and a face tracking system. it reads out the current sentence in microsoft word as soon as the user closes both eyes. in this paper we discuss further details of the concept and its background, describe the implementation of the prototype and disclose first user testing results, before we conclude our findings with an outlook on future research.
information spaces - building meeting rooms in virtual environments. virtual worlds are typically designed to recreate the familiar physical world, both in the design of the spaces and the ways that people interact within them. in this paper we describe an alternate approach that uses the computational capabilities unique to the virtual world to augment social interaction and personal experience. we propose a specific design for supporting medium sized group meetings using avatar's positions in the space to represent their feelings about the discussion and discuss our preliminary testing results.
generating and using gaze-based document annotations. in this paper we describe a prototypical system that is able to generate document annotations based on eye movement data. document parts can be annotated as being read or skimmed. we further explain ideas how such gaze-based document annotations could enhance document-centered office work in the future.
the hinge between input and output: understanding the multimodal input fusion results in an agent-based multimodal presentation system. a multimodal interface provides multiple modalities for input and output, such as speech, eye gaze and facial expression. with the recent progresses in multimodal interfaces, various approaches about multimodal input fusion and output generation have been proposed. however, less attention has been paid to how to integrate them together in a multimodal input and output system. this paper proposes an approach, termed as the hinge, in providing agent-based multimodal presentations in accordance with multimodal input fusion results. the analysis of experiment result shows the proposed approach enhances the flexibility of the system while maintains its stability.
a solution to interface evolution issues: the multi-layer interface. updating an operational system is often complex and awkward. in this article, we will explain how the concept of multi-layer interface could facilitate the evolution of operational interactive systems. we will explain how the division in several layers could increase the application acceptance and smooth out learning phases. furthermore, we will present how we implement this concept in the aster project.
presence disparity in mixed presence collaboration. we present the design of an experiment investigating presence disparity in mixed presence collaboration using digital tabletops. in an attempt to verify previous work and relate their results, we examined different presence representations of remote collaborators: audio, video, telepointers and video arms. our early results show some interesting trends that we are currently investigating in more detail through further analysis of our data.
rapid image analysis using neural signals. the problem of extracting information from large collections of imagery is a challenge with few good solutions. computers typically cannot interpret imagery as effectively as humans can, and manual analysis tools are slow. the research reported here explores the feasibility of speeding up manual image analysis by tapping into split second perceptual judgments using electroencephalograph sensors. experimental results show that a combination of neurophysiological signals and overt physical responses--detected while a user views imagery in high speed bursts of approximately 10 images per second--provide a basis for detecting targets within large image sets. results show an approximately six-fold, statistically significant, reduction in the time required to detect targets at high accuracy levels compared to conventional broad-area image analysis.
chromirror: a real-time interactive mirror for chromatic and color-harmonic dressing. this study presents the "chromirror" system, a digital mirror imaging system which helps users select appropriate clothing color combinations. by digitally rendering a mirror image of the user wearing clothing in different color-harmonic combinations, this system enables users to easily and playfully explore a wide variety of chromatic and color-harmonic clothing combinations (i.e., without having to physically change clothing). a long-term goal of the chromirror system is to encourage users to experiment with colorful and color-harmonic clothes.
all roads lead to chi: interaction in the automobile. the way we interact with the automobile is changing. new factors in automotive interaction include driver assistance technologies, new media and information options, new power train technologies, environmental concerns, and the introduction of automobiles into emerging markets. in this special interest group session, practitioners and researchers from industry, industrial labs, and academia will discuss several key interaction issues of the automotive environment. these may include personal devices and media, interaction technologies and methods, cognitive load and human factors, and international and cultural factors. participants will also be able to share their work and recent results in short presentations to other researchers and practitioners. the goal of this session is to establish and reinforce connections between individuals in the academic and industrial communities, open new lines of communication, and foster new partnerships. these collaborations will help create a better understanding of the automotive interaction design space and address important issues in product design, safety, manufacturability, and environmental sustainability.
fragile: a case study for evoking specific emotional responses. designers and artists often seek to evoke specific, nuanced sets of emotional responses [1], but attempting to predict the reaction of a given target audience can be daunting. as a first step, it is helpful to create prototypical systems of objects and interactions in order to observe whether or not participants express certain intended emotional responses. the insight gleaned from such explorations can then be applied to future work in which the crafting of a particular experience is desired. this paper documents such an exploration, which took place in the form of an immersive, interactive environment. the environment, entitled "fragile" included delicate movable lamps that rewarded the user with a combination of ambient sounds based on the lamps' positioning on a host object. [2]
supporting orientation for blind people using museum guides. novel environments exploiting recent technology can enhance several tasks in applications such as mobile guides. however, in the many museum mobile guides that have been proposed, accessibility is often not explicitly addressed and the benefits of such technology are rarely made available to blind users. in this paper, we propose a solution for flexible orientation support in a multimodal and location-aware museum guide, which has been developed specifically for blind users.
hci for emergencies. emergencies put people in a particular state of mind and often also in difficult physical situations. when de-signing information technology for emergencies, these two sides have to be taken into account in the various activities supporting design. this includes studying and understanding the users and the influential factors for good designs, engaging the users in the design process as well as evaluating designs in realistic ways. there are challenges specific to emergencies in all of these activities, as well as in new technologies ranging from wearable computing to distributed information systems. this workshop is meant as an opportunity for interdis-ciplinary discussion as well as practical hands-on ex-change of experiences regarding these challenges. the goal is to work towards a better understanding of the challenges, technologies, practices, and design meth-odologies relevant to hci in emergencies.
multimodal capture of consumer intent in retail. in this paper we present a prototype for capturing retail related consumer intent using multiple devices and in multimodal input formats such as text, audio, and still images. the prototype was used in a longitudinal user study to analyze the process that consumers go through in order to make purchasing decisions. based on these findings, we recommend desirable features for information management systems specifically designed for the retail environment.
{hi}stories: supporting user generated history. with more and more digital information being produced by individuals every day, we will soon be able to use it to understand the past. based on this premise this paper presents {hi}stories, a system to support the creation and access of user generated contents as historical evidences. in {hi}stories users aggregate contents from internet and are invited to contribute their own material. it combines a number of research themes: collaborative information structuring, combination of contents from online services, and visualization and browsing of structured information collections.
the openinterface framework: a tool for multimodal interaction. the area of multimodal interaction has expanded rapidly. however, the implementation of multimodal systems still remains a difficult task. addressing this problem, we describe the openinterface (oi) framework, a component-based tool for rapidly developing multimodal input interfaces. the oi underlying conceptual component model includes both generic and tailored components. in addition, to enable the rapid exploration of the multimodal design space for a given system, we need to capitalize on past experiences and include a large set of multimodal interaction techniques, their specifications and documentations. in this work-in-progress report, we present the current state of the oi framework and the two exploratory test-beds developed using the openinterface interaction development environment.
slurp: tangibility spatiality and an eyedropper. the value of tangibility for ubiquitous computing is in its simplicity-when faced with the question of how to grasp a digital object, why not just pick it up? but this is problematic; digital media is powerful due to its extreme mutability and is therefore resistant to the constraints of static physical form. we present slurp, a tangible interface for locative media interactions in a ubiquitous computing environment. based on the affordances of an eyedropper, slurp provides haptic and visual feedback while extracting and injecting pointers to digital media between physical objects and displays.
towards designing a user-adaptive web-based e-learning system. this work-in-progress report presents the groundwork for the design of a user-adaptive web-based e-learning system. a survey and two randomized controlled experiments were carried out to compare the effects of active versus passive interaction on attitude and learning and to compare user vs. system initiated control of information presentation. results showed that the more time-consuming active interaction was indeed more helpful to less-proficient students, but it was not as helpful to more-proficient students. results also indicate that both more- and less-proficient students learn more from system initiated information presentation. these results will help to design a user-adaptive e-learning system that can determine which kind of interactivity and information presentation works best for which students and when.
renaissance panel: the roles of creative synthesis in innovation. the renaissance ideal can be expressed as a creative synthesis between cultural disciplines, standing in stark contrast to our traditional focus on scientific specialization. this panel presents a number of experts who approach the synthesis of art and science as the modus operandi for their work, using it as a tool for creativity, research, and practice. understanding these approaches allows us to identify the roles of synthesis in successful innovation and improve the implementation of interdisciplinary synthesis in research and practice.
probing an agile usability process. in this paper we describe adaptations to the classical extreme programming (xp) process. the approach described integrates hci (human computer interaction) instruments. the implemented hci instruments are: user studies, extreme personas (a variation of the personas approach), usability expert evaluations, usability tests, and automated usability evaluations. by combining xp and ucd (user centered development) processes we take advantages of both approaches.
longitudinal usability data collection: art versus science? in this proposal the authors describe an exciting panel for chi 2008 on longitudinal usability data collection. collecting usability data over time is increasingly becoming best practice in industry, but lacks "thought leadership" in the current literature -- very few articles or books exist addressing the topic. to inspire academic research and share best practices with practitioners, we propose a panel to debate some key questions that arose from the chi 2007 sig on the same topic.
meta-perception: reflexes and bodies as part of the interface. meta-perception is both an interaction design concept and the theme of a research group at the university of tokyo. as a design concept, meta-perception is used to describe experience of novel phenomena made possible by devices that extend the human precepts. as a research group, our goal is to develop methods for capturing and manipulating information that is normally inaccessible to humans and machines. in this paper we describe various displays and devices that exemplify meta-perception. these include: several displays with which the human bodily interacts and wearable haptic devices that act as an extended skin. we reflect upon a design approach which borrows from elements of philosophy and media art to describe a different relationship between humans and technology.
minimal connectedness: exploring the effects of positive messaging using mobile technology. this paper describes a lightweight mobile technology designed to investigate the potential of positive messaging. we introduce the concept of minimal connectedness and examine how this form of connectivity supports and gives rise to user's positive affect. to explore this idea, a mobile application called posipost me was developed, allowing users to randomly share positive messages. we present a study of the ways in which it was used and understood. as well as encouraging positive thoughts, analysis shows how the form of minimal social connectedness afforded by the application is marked by its minimal social obligation, curiosity and ambiguity.
urban encounters: the game of real life. in this paper we describe our ongoing work on modelling urban encounters by extending conway's game of life. we develop our model based on empirical data collected using a tamagotchi-like mobile game that recorded people's encounters by sensing nearby devices using bluetooth. our findings include the identification of useful ways to capture and analyse data to derive a model of encounter, and a set of rules that can be used to drive our model. we also identify interesting patterns in the behaviour of our simulations that can help us understand, and in certain cases predict, urban encounter.
surflex: a programmable surface for the design of tangible interfaces. in this paper we describe surflex, a programmable surface for the design and visualization of physical forms. surflex combines the physical properties of shape-memory alloy and foam to create a surface that can be electronically controlled to deform and gain new shapes. we describe implementation details, the possibilities enabled by the use of smart materials and soft mechanics in human computer interaction, as well as future applications for this technology.
scenario-based usability engineering techniques in agile development processes. improving the users' experience is a common goal of both software engineering and usability engineering. however, although practitioners of both disciplines collaborate in practice, development processes often rely on a sequential division of labor, and thus limit the effectiveness of a meeting of different perspectives. in this paper, we report on experiences we made in both academia and industry as we put an agile development process pattern to the test -- combining extreme programming and scenario-based usability engineering, based on a blend of perspectives on equal terms.
security practitioners in context: their activities and interactions. this study develops the context of interactions of it security practitioners. preliminary qualitative analysis of 22 interviews (to date) and participatory observation has identified eight different types of activities that require interactions between security practitioners and different stakeholders. our analysis shows that the tools used by our participants do not provide sufficient support for their complex security tasks, including the interactions with other stakeholders. we provide recommendations to improve tool support for security practitioners.
designing for children's physical play. in this paper we describe preliminary results of our work on designing innovative sport concepts to stimulate children's physical play. we are exploring how embedding sensor and actuator technology in products can stimulate children to practice sport related skills. it incorporates ideas from game design, persuasive technology and sport motivation theories. we illustrate our approach with two case studies, in the context of football and basketball and discuss our experiences with embedding sensor technology to provide a motivating play experience for children.
chi'08 alt.chi / auralscapes: engaging ludic ambiguity in the design of a spatial system. ambiguity as a resource for interactive systems is gaining momentum within hci. in this paper we describe a spatial system designed at the intersection of architecture and computing; using ludic ambiguity as its theoretical construct. through description of the system and an examination of the ambiguous nature of the representations we will explore how such mediations could lead to richer interpretations of information.
international user research in product development cycle. as an increasing number of software products enter the global market, the popularity of international user research is on the rise. though the concept of studying international users to inform global designs is clear-cut, the actual practice is not. there are many open questions and challenges present, such as, in what stages of the development cycle and using what methods should international research be done? how might different language interfaces be studied? in this sig, we will review actual case studies focused on international user research, and discuss best practices for conducting international user research to maximize global usability and roi.
values, value and worth: their relationship to hci? this workshop explores the territory of 'value-centered hci' with the intention of freeing us from the tricky complexity of this topic and the multiple meanings of the words 'value' and 'values'.
digital paper bookmarks: collaborative structuring, indexing and tagging of paper documents. bookmarks provide an efficient and well established means for structuring, indexing and tagging documents, all important processes for successful learning. we present a prototype of digital paper bookmarks, writable adhesive stickers which combine the intuitiveness of paper bookmarks with electronic processing. electronic tracking of the bookmarking actions performed on a paper printout provides for tangible bookmarking and tagging of electronic documents. a collaborative visualization of own bookmarks and shared ones of other users allows contrasting the own understanding with those of others. four different semantic types of bookmarks scaffold learners in their learning processes and enable automatic aggregations.
design of human-map system interaction. in this work-in-progress we present some ideas and findings involving map design and human performance. satellites has once and for all automated geographic positioning and resulted in a plethora of map applications, not only in professional transportation but also in the private sphere, in cars and even for street use in mobile phones. but many people have problems using the traditional bird's-eye view maps. a maze experiment presented here show that an egocentric (out of the window) view of the map results in faster decision making and fewer errors. can this also address some of the human-out-of-the-loop problems of navigation automation?
shybot: friend-stranger interaction for children living with autism. this paper presents shybot, a personal mobile robot designed to both embody and elicit reflection on shyness behaviors. shybot is being designed to detect human presence and familiarity from face detection and proximity sensing in order to categorize people as friends or strangers to interact with. shybot also can reflect elements of the anxious state of its human companion through leds and a spinning propeller. we designed this simple social interaction to open up a new direction for intervention for children living with autism. we hope that from minimal social interaction, a child with autism or social anxiety disorders could reflect on and more deeply attain understanding about personal shyness behaviors, as a first step toward helping make progress in developing greater capacity for complex social interaction.
social data analysis workshop. this workshop addresses a new online phenomenon: social data analysis, that is, collective analysis of data supported by social interaction. the recent democratization of data sources on the internet--from mandated publication of government-generated data to scientific repositories of experimental data sets--has enabled a new kind of web site where users upload and collaboratively analyze the most varied sorts of data. so far, most of these sites have relied on visualization as an intrinsic part of their analytical arsenal. the goals of this workshop are to: bring together, for the first time, the social data analysis community examine the design of social data analysis sites today discuss the role that visualizations play in social data analysis explore how users are utilizing the various sites that allow them to exchange data-based insights.
a multimodal interactive system to create and explore graph structures. this work introduces a multimodal interactive system to create, edit and explore graph structures through direct manipulation operations. the system being designed is based on audio-haptic interaction, supported by visual feedback. a star life design and development cycle was undertaken. the main design choices and early implementation and evaluation results are illustrated.