waashk/dblp huggingface dataset:
exploring the cognitive consequences of social search. to what extent can social interactions augment people's natural search experiences? what factors influence the decision to turn to a friend for help? our paper presents the preliminary results of a social sensemaking task that begin to address such questions by examining the cognitive consequences of social search.
implementing emotion-based user-aware e-learning. we propose an intelligent e-learning system featuring with affective agent tutor. the agent tutor "alice" is not only fully aware of the affective state of the students through facial expression, speech and text, but also fully capable of adapting to these states wisely guided by a case-based method with facial expression generation and emotional speech synthesis ability.
when one-arm bandits go digital: designing a casino back-end system. frog design collaborated with a gaming machine manufacturer to design a back-end system to address the needs of casino floor managers. as casinos migrate to server-based slot machines, they also need to transform their back-end systems. the frog team conducted user research and designed a new system of floor management software. our design helped optimize the experience of casino workers, pushed the brand envelop of the gaming provider within their industry, and won a productivity award from global gaming expo in 2007.
talkative cushion: a phatic audio device to support family communication. the 'talkative cushion' is a novel audio recorder which transforms recorded voices into humorous and ludicrous sounds. it is proposed as a phatic device for homes. it is designed to make people playful and funny when communicating in homes because a delightful situation makes people active to talk. in this paper, we describe why and how a cushion is selected as our target object and how the concept of phatic technologies applied to the cushion.
asynchronous gameplay in pervasive multiplayer mobile games. one of the interesting features in pervasive multiplayer games is that gaming can be blended into other daily activities. however, the players' current context creates challenges for this parallel activity and therefore, the game design should enable the players to participate in the game whenever it is suitable for them. in this paper, we present initial results from a study which explored one game design solution for this challenge, namely asynchronous gameplay. we wanted to find out how asynchronous gameplay was used and what the players' attitudes were towards this new playing style. the results indicate that the players received asynchronous gameplay positively and that asynchronous gameplay does not diminish the player's opportunities for winning the game.
dinnerware: why playing with food should be encouraged. dinnerware is an exploration of eating as a medium for computation and aesthetic expression. it consists of a dining service electronically equipped to react to the properties of the food that it holds and respond to a user's eating gestures.
file management with hierarchical folders and tags. hierarchical folders have been widely used for managing digital files. previous research has revealed problems with them. users frequently have to turn to desktop search to re-find files, even if they thought they had saved them in a memorable place. tagging may have the potential to improve information navigation and organization. this research in progress aims at exploring the possibility of incorporating tagging into the hierarchical folder structure for file management, especially for the process of file organization and file re-finding. this work will provide design implications for future file management tools.
api usability: chi'2009 special interest group meeting. programmers of all types from novice end-user developers to professional software engineers make use of application programming interfaces (api) within their various designs. and, while the use of these interfaces is ubiquitous, there is little research about their design. recently, a number of researchers and practitioners have begun to treat api design as a first-order object of study and practice. the purpose of this special interest group meeting is to bring together the community of usability researchers and professionals interested in api usability. the time will be used to discuss attendees' ideas and opinions in order to stimulate this new and exciting emerging field that crosses the boundaries between human-computer interaction and software engineering.
origami simulator: a multi-touch experience. we present a 3d origami simulator with multi-touch interaction. this is a preliminary exploration of manipulating 3d models with multi-touch. following a user centered approach, we analyzed how people make paper origami models and mapped the common actions into two-touch gestures. the user study suggested that people enjoyed the simulator and think the techniques can be applied to other 3d modeling environments.
why we cannot work without paper even in a computerized work environment. as work environment becomes more computerized, it has been long expected that the computer will substitute for paper. however, in fact, this expectation has strayed. paper is still around in the work environment; moreover, computers and papers are used in conjunction with each other. in this study, we suggest the term "human-computer-paper interaction" considering these phenomena. using contextual inquiry and lab-based user study, we explored the switchover in human-computer-paper interaction and determined what incites this interaction. through this study, we attempted to provide considerable insights into the hci design area.
dancing with myself: the interactive visual canon platform. the canon is a composition pattern with a long history and many forms. the concept of the canon has also been applied to experimental film making and on japanese television. we describe our interactive visual canon platform (ivcp) that enables creators of visual canons to design their movements through rapid cycles of performance and evaluation. the ivcp system provides real time support for the actors; they can see the canon resulting from their movements while they are still performing. we describe some possible approaches to a solution, and reasons for choosing the approach that we have implemented. the hardware has reached a stable state, but we are still optimizing the visual processing of the system. a first user test is planned to provide us with information for improving the system.
wearable eog goggles: eye-based interaction in everyday environments. in this paper, we present an embedded eye tracker for context-awareness and eye-based human-computer interaction - the wearable eog goggles. in contrast to common systems using video, this unobtrusive device relies on electrooculography (eog). it consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a powerful microcontroller for eog signal processing. using this lightweight system, sequences of eye movements, so-called eye gestures, can be efficiently recognised from eog signals in real-time for hci purposes. the device is self-contained solution and allows for seamless eye motion sensing, context-recognition and eye-based interaction in everyday environments.
an objective and subjective evaluation of an autostereoscopic 3d display. an autostereoscopic 3d display is evaluated to objective and subjective evaluations. the results confirm that the spatial image reconstruction provided by the 3d display can transfer more information than the standard flat image. this suggests the possibility of eliminating the current limitations imposed by display size and resolution.
shapewriter on the iphone: from the laboratory to the real world. we present our experience in bringing shapewriter, a novel hci research product, from the laboratory to real world users through iphone's app store.
multi-user interaction in virtual audio spaces. audio guides are a common way to provide museum visitors with an opportunity for personalized, self-paced information retrieval. however, this personalization conflicts with some of the reasons many people go to museums, i.e., to socialize, to be with friends, and to discuss the exhibit as they experience it [1]. we developed an interactive museum experience based on audio augmented reality that lets the visitor interact with a virtual spatial audio soundscape. in this paper, we present some new interaction metaphors we use in the design of this audio space, as well as some techniques to generate a group experience within audio spaces.
towards a sensible integration of paper-based tangible user interfaces into creative work processes. we live in a hybrid world where standard computers with graphical user interfaces (guis) have become an integral part of our daily life. additionally, novel user interfaces like tangible user interfaces (tuis) are among emerging interaction styles that offer new potential as tools for supporting creative tasks and weak-structured workflows. in order to meet the users' needs, the most suitable user interface for a task should be chosen and different kinds of user interfaces have to be integrated appropriately. we addressed these topics and applied a generative framework to structure and analyze a creative work process in the domain of art history. on this basis, we designed the integration of tui and gui elements and constructed as well as tested a tabletop tui to support creative work.
disembodied performance. early in tod machover's opera death and the powers, the main character, simon powers, is subsumed into a technological environment of his own creation. the theatrical set comes alive in the form of robotic, visual, and sonic elements that allow the actor to extend his range and influence across the stage in unique and dynamic ways. this environment must compellingly assume the behavior and expression of the absent simon. in order to distill the essence of this character, we recover performance parameters in real time from physiological sensors, voice, and vision systems. these gesture and performance parameters are then mapped to a visual language that incorporates cognitive and semantic models informed by modal relationships. this language allows the off-stage actor to express emotion and interact with others on stage. our disembodied performance system takes a new direction in augmented performance by employing a non-representational abstraction of a human presence that fully translates a character into an environment.
to answer or not to answer: that is the question for cell phone users. people are constantly making decisions to answer or ignore cell phone calls based on inferences derived from partial information about the incoming call. to gain an understanding of this information deficit we conducted a survey study of cell phone call handling practices. the results highlight the type and extent of information desired about incoming cell phone calls. it also shows that desired information is largely unknown and often misattributed by the receiver. our findings can be used by designers to prioritize the presentation of additional types of call related information on cell phone displays, and in so doing, empower users to make informed call handling decisions.
growing up programming: democratizing the creation of dynamic, interactive media. young people interact with games, animations, and simulations all of the time. but few of them are able to create interactive media. the obstacle: traditional programming languages are too difficult to learn and understand. this panel brings together a group of researchers, developers, and educators who are aiming to democratize the activity of programming. they are developing a new generation of programming environments that enable children and teens to create their own interactive games, stories, animations, and simulations. panelists will discuss and critique their programming environments, then set up interactive demonstration stations for focused exploration and small-group discussion. audience members will also have the opportunity to download the environments onto their own laptops, so that they can experiment in greater depth.
experimenting with an organic metaphor and hypervisual links for the interface of a video collection. in this paper we describe the prototype of an archive of short movies. the project proposes two original solutions for implementing the interface of this archive: an organic metaphor and a hypervisual navigation mechanism.
gaze-augmented manual interaction. this project will demonstrate a new approach to employing users' gaze in the context of human-computer interaction. this new approach uses gaze passively in order to improve the speed and precision of manually controlled pointing techniques. designing such gazeaugmented manual techniques requires an understanding of the principles that govern the coordination of hand and eye. this coordination is influenced by situational parameters (task complexity, input device used, etc.), which this project will explore in controlled experiments.
analyzing collaborative learning activities in wikis using social network analysis. this paper investigates the potential of existing methods for analyzing collaboration in wiki environments. after a short description of the motivation for this research paper a presentation of analysis methods in cscl will be given, including a special focus on social network analysis. the next section points out the main characteristics of wikis and their differences compared to other cscl tools. in the following step, the methods for collaboration analysis are transferred to wiki contexts. the paper concludes with open issues and an outlook on future research on this topic area.
cropconnect: enabling community supported agriculture. this research describes a user-centered design effort to facilitate community supported agriculture programs. this process resulted in a paper prototype of a web-based system that connects a diverse user group more efficiently and robustly than at present. the prototype was evaluated by several stakeholders who were able to successfully accomplish their tasks.
expressive typing: a new way to sense typing pressure and its applications. in this paper, we propose a new way for measuring key typing pressure when using off-the-shelf laptop computers. accelerometers embedded in laptop computers to protect hard discs from sudden motion are becoming very common. this paper explores the concept of utilizing this accelerometer for sensing non-verbal aspects of key typing, such as key typing pressure. this possibility enables a wide variety of pressure-sensitive user interfaces through the use of software without requiring any additional hardware/sensors. such software can be distributed easily to a substantial number of potential users. to confirm the feasibility of this idea, we compared typing finger velocities (obtained by high-speed camera images) with sensor data from an accelerometer embedded in a laptop computer. we then confirmed that there is a clear correlation between these two sets of data. we also investigated differences in typing pressure patterns among different users. by combining keystroke speeds and typing pressure, we found it is possible to distinguish among users. this feature can be used for security purposes such as preventing a laptop computer from being used by non-owners. we also present possible application ideas such as rich text expression, new types of user interface elements, and authentication.
low-cost gaze pointing and emg clicking. some severely disabled people are excluded from using gaze interaction because gaze trackers are usually expensive (above $10.000). in this paper we present a low-cost gaze pointer, which we have tested in combination with a desktop monitor and a wearable display. it is not as accurate as commercial gaze trackers, and walking while pointing with gaze on a wearable display turned out to be particularly difficult. however, in front of a desktop monitor it is precise enough to support communication. supplemented with a commercial emg switch it offers a complete hands-free, gaze-and-click control for less than $200.
photo khipu: organizing a public record of social transaction. traditional photo albums are important not only for storing and organizing photographs but also for their ability to display photos in an aesthetically pleasing manner. a beautiful photo album augments the browsing experience for individual recollection or sharing with others. we present a digital photo album that organizes and displays photos in a form based on an ancient accounting device, the incan khipu. the khipu metaphor provides an overview of the photos in a collection and a historical record of individual albums. this interface is meant to be an evocative and functional interactive display in the home for visitors and occupants alike.
adaptive pointing: implicit gain adaptation for absolute pointing devices. we present adaptive pointing, a novel approach to addressing the common problem of accuracy when using absolute pointing devices for distant interaction. the intention behind this approach is to improve pointing performance for absolute input devices by implicitly adapting the control-display gain to the current user's needs without violating users' mental model of absolute-device operation. first evaluation results show that adaptive pointing leads to a significant improvement compared with absolute pointing in terms of movement time (19%), error rate (63%), and user satisfaction.
spatio-temporal interest points for video analysis. in this paper, we discuss the need for an effective representation of video data to aid analysis of large datasets of video clips and describe a prototype developed to explore the use of spatio-temporal interest points for action recognition. our focus is on ways that computation can assist analysis.
home, work, (play). the first two segments of a three part series, these shorts were developed for microsoft volume studios. designed as purely inspirational pieces, to explore in a poetic narrative way how certain developing technologies could begin to blend and augment our daily lives.
displayobjects: functional prototyping on real objects. this video introduces displayobjects, a rapid prototyping workbench that allows functional displays to be projected on real 3d physical prototypes. displayobjects uses a vicon motion capture system to track the location of physical models. 3d software renditions of the 3d physical model are then texture-mapped with interactive behavior and projected back onto the physical model to allow real-time interactions with the object. this simulates the functionality of future 3d interactive oled display skins for product designs. we show a selection of interaction techniques used to design a number of displayobjects.
usable intelligent interactive systems: chi 2009 special interest group meeting. the ai and hci communities have often been characterized as having opposing views of how humans and computers should interact" observes winograd in shifting viewpoints. it is time to narrow this gap. what was once considered the forefront of artificial intelligence (ai) research can now be found in commercial products. while some have failed, others, such as face detection in digital cameras or product recommendation systems, have become so mainstream they are no longer thought of as artificial intelligence. this special interest group provides a forum to examine the apparent gap between hci and ai communities, to explore how intelligent technologies can enable novel interaction with computation, and to investigate the challenges associated with understanding human abilities, limitations, and preferences in order to drive the design of intelligent interactive systems.
visualizing remote voice conversations. online voice conversations are becoming ever more popular. people have been logging online text conversations, but what about voice conversations? walter ong simply states, "written words are residue. oral tradition has no such residue or deposit" [6]. however, we do not just want to archive conversations, we want to enable users to have some meaning in these "logs". we introduce a project that takes a remote conversation and visualizes it. it does so in a way that takes volume, pitch and content into account. with this information, the visualizations display the data in a meaningful way. users can use these images in the future to review past conversations whether it is for nostalgia's sake or to recall some piece of information. in this paper, we describe the early design and iteration of system for archiving and creating artifacts from remote audio conversations.
using bookmark visualizations for self-reflection and navigation. web users have been employing numerous methods for recalling websites. bookmarks have been around for some time, but the usefulness of such a system has been under question. the lack of intuitive organization in web browsers forces users to make arbitrary choices on where to store bookmarks. as a result, bookmarks are often lost, never to be used again. these web pages a user bookmarks can say a lot about the user, though. a person's personality is reflected by the web pages a user visits and deems important enough to bookmark. by taking the user's bookmarks along with one's browser history and visualizing them, the user is able to notice things about oneself that he or she did not notice before. in this paper, we describe the iteration of a tool that visualizes all of user's bookmarks. we conclude with areas for future work.
perspective probe: many parts add up to a whole perspective. this case study describes a variation of cultural, technology, and other probes, called a "perspective probe." the perspective probe consisted of multiple activities that participants completed on their own and then discussed with the researcher. the participant's responses to the individual activities added up to their whole perspective. the probe's activities helped guide the conversation around a sensitive topic instead of asking directly about it. this paper illustrates how the perspective probe methodology was used to gather information for google finance. the focus is on the method rather than the particular findings from the study. the perspective probe methodology was useful in getting rich data from participants and building a holistic understanding of the participant's perspective on a difficult topic, in this case money and investing.
wiis: multimodal simulation for exploring the world beyond visual sense. this paper describes a pilot study of a computer simulation called wiis, which is designed to extend students' learning experience of the sizes of the objects beyond human vision. by interacting with a simulation that incorporates temporal, aural, and visual representation (tavr), students are expected to refine their mental model of the sizes of the objects too small to see with human eyes (called submacroscopic objects). the goals of the study are to explore whether middle school students can understand tavr in a simulation and how they use their experience of interacting with tavrs to refine their mental model of the sizes of submacroscopic objects.
material awareness: promoting reflection on everyday materiality. drawing on existing design approaches, this paper argues for the experiential desirability and critical importance--in terms of environmental sustainability--of designing for reflection on everyday material things themselves. this paper motivates and proposes a material awareness design approach, further drawing on developments from philosophy of technology and design theory. a series of conceptual designs are presented to help illustrate this approach.
best practices in longitudinal research. this workshop will identify best practices for longitudinal research through an in-depth exploration of methods and metrics for collecting and analyzing user data over time. this is the fourth event in an ongoing effort by the organizers to enhance our current body of knowledge about longitudinal research.