waashk/dblp huggingface dataset:
developing shared home behavior datasets to advance hci and ubiquitous computing research. researchers in human-computer interaction and allied fields are increasingly interested in using new sensing capabilities to create context-aware interfaces and devices for the home. data from sensors worn on the body or installed in an environment can be used by algorithms to infer what activities the home occupant may be engaged in and enable applications to respond accordingly. this one-day chi'09 workshop would convene a multidisciplinary group of researchers to discuss strategies for creating community resources that might accelerate research on development of home technologies. in particular, the participants will discuss how to collaboratively gather high quality synchronized data streams from real homes, as well as qualitative material about home occupants and their behaviors. the resultant datasets could facilitate work on context modeling and enable researchers in other areas of hci to explore contextual factors influencing the use of technology in naturalistic settings. the outcome of the workshop will be a community index of existing shared datasets of home behavior and guidelines for those interested in creating and disseminating new datasets.
bubblewrap: a textile-based electromagnetic haptic display. we are investigating actuators that are able to provide different types of haptic sensations and that can be wrapped around a wide range of surfaces and objects. our first prototype, bubblewrap, consists of a matrix of electromagnetic actuators, enclosed in fabric, with individually controllable cells that expand and contract. it provides both active haptic feedback, using vibration, as well passive haptic feedback, using shape and firmness. an initial experiment demonstrated that users could reliably discriminate among the three firmness levels displayed on our prototype.
tracking behavior in persuasive apps: is sensor-based detection always better than user self-reporting? this paper aims to discuss the roles for the two types of tracking user behavior. considering these two types of tracking, sensor based recognition has a great advantage when sensing human activity, but it is not always adequate when tracking in the real world. in this paper, we compare the benefits and drawbacks of sensor-based tracking versus self-reported data in persuasive applications called ecoisland.
a material focus: exploring properties of computational composites. in this paper we build on the notion of computational composites, which hold a material perspective on computational technology. we argue that a focus on the material aspects of the technology could be a fruitful approach to achieve new expressions and to gain a new view on the technology's role in design. we study two of the computer's material properties: computed causality and connectability and through developing two computational composites that utilize these properties we begin to explore their potential expressions.
can an arg run automatically? alternative reality games (args) provide an interesting platform to explore the nature of game play as they combine fictional and real world elements to create a unique gaming experience. a typical arg plays over a set time span and players collaborate via an ongoing narrative orchestrated by 'puppet masters'. this paper presents a six week study based around an arg which was designed to be repeatable, allowing players to enter the game at anytime. through the use of temporal trajectories we analyse player's interactions and unveil a number of problems that hindered game play. the players lifestyle, pace and gameplay traits all impacted on the game and raises the question of whether a repeatable arg can really work. we close with some design pointers that might make it feasible.
product interest and engagement scale, beta (pies-beta): initial development. we report a work in progress: development and initial validation of the product interest and engagement scale (pies), a short assessment instrument measuring consumer interest in technology products. pies reflects an explicitly multidimensional, hierarchical, and extensible model of product interest. it assesses consumer product interest in terms of an overall interest scale plus three subscales assessing interest in features and choices, personal image as affected by a product, and interest in optimizing one's choice with regards to a product. we report factor structure in a sample of n=225 us consumers and replication with n=180 us consumers. the results establish reliability of the overall 12-item scale and subscales in a broad consumer sample (cronbach's alpha = 0.89 overall, 0.82-0.88 for subscales). validity measures in the validation sample demonstrate convergent and discriminant validity with product ownership and product involvement measures. we regard pies as currently being in beta form (pies-beta). it is suitable for usage now but will undergo further revision in 2009.
productive love: a new approach for designing affective technology. the importance of love is reflected in literature, movies and music, therefore it seems necessary to understand what role technology plays in relation to love and the roles it could to play in the future. we review studies related to love in hci and we identify a lack of consideration of philosophy as a background for love understanding. based on literature review, we offer a proposal of guidelines for designing technology that aims to improve loving relationships. besides, we explore principles of engagement with technology that may be important when designing love-promoting technology. finally we propose a practical design example.
age matters: bridging the generation gap through technology-mediated interaction. internet-based, mobile and pervasive technologies provide the means for older people to establish and maintain intergenerational relationships over long distances. however the significance of this intergenerational context has been largely ignored when considering potential interactions and the design of new technologies. this workshop aims to explore what the important issues are when considering intergenerational contact as a significant context for design. the overarching objective of this workshop is to identify key research themes in respect of intergenerational communication and its implications for the design of interactive systems.
enhancing brain-machine interface throughput using simultaneous activation detection. in this work, we investigate the viability of a novel combination of evoked responses as input signals for a general-purpose brain machine interface (bmi). we demonstrate response accuracy to alphanumeric stimuli in valid and mirror-reversed orientations, and show task-related activity differences correlated with rotation degree and character validity in superior parietal and inferior frontal gyrus regions of the brain. by observing simultaneous task-related activation in spatially dissociated regions, we increase the amount of information used for inferring user intent in control interfaces.
an fnir based bmi for letter construction using continuous control. a long term goal of assistive technology research is to build creative expression applications where subjects can extemporaneously express themselves. sketch drawing is one form of creative expression. in this work, we demonstrate the usability of a brain-machine interface (bmi) for expression using a letter drawing task. we describe empirical results that represent a first step toward assistive applications for creative expression.
local sensor: click to find and point to do. local sensor is a direction and distance tracking application using low power wireless connectivity. it enables new mobile user experiences bridging the physical and digital world. there are lots of challenges in user experience design since it is new for most end users. this paper introduces how the user experience design was conducted to make local sensor an appealing feature for mobile phone users.
analytics for the internet of things. this paper presents ongoing work on an approach to remotely observe the usage of connected products, analyze collected data and dynamically refine the observation mechanisms for better data. this allows for iteratively working towards the most elaborate, meaningful, and relevant representation of usage behavior in the form of structured and semantically annotated data traces. we show an implementation of the approach in the d'puis framework.
second skin: motion capture with actuated feedback for motor learning. second skin aims to combine three-dimensional motion tracking with real-time tactile feedback for the purpose of improving users' motor-learning ability. the system tracks a user's body and limb movements as he or she is performing an action, and the user is given automatic, real-time tactile feedback to aid in the correction of movement and position errors. a number of components integral to the motion tracking and tactile feedback systems must be bound to the user's body, and as such, an important goal is to design a lightweight and minimally inhibitive wearable suit that contains all of these elements.
creativity challenges and opportunities in social computing. there is a convergence in recent theories of creativity that go beyond characteristics and cognitive processes of individuals to recognize the importance of the social construction of creativity. in parallel, there has been a rise in social computing supporting the collaborative construction of knowledge. the panel will discuss the challenges and opportunities from the confluence of these two developments by bringing together the contrasting and controversial perspective of the individual panel members. it will synthesize from different perspectives an analytic framework to understand these new developments, and how to promote rigorous research methods and how to identify the unique challenges in developing evaluation and assessment methods for creativity research.
bringing usability to industrial control systems. i want to examine how domain-specific hci design patterns can be introduced into an existing software development process for industrial test systems. this paper describes the first findings of a contextual inquiry in the domain of test automation systems. based on these results, i will collect a set of patterns that are relevant to the field. in the future, these patterns will be applied in a real development process. the final aim is to investigate how the patterns can help the developers and product managers to make design decisions for the user interfaces of the developed software.
effects of spatial locations and luminance on finding and re-finding information in a desktop environment. we studied how spatial locations and luminance affect finding and re-finding information in a desktop environment. in an experiment conducted with computer icons, fixed locations led to more frequent accesses to icons while change of luminance led to worse recall of icon titles and locations. results are consistent with the notion that information search behavior is adaptive to the cost-benefit structure of the interface, and search strategies are adaptive to different external representations of icons. results also suggest that both external representations and human information processes are critical in determining the effectiveness of different gui designs.
a biologically inspired approach to learning multimodal commands and feedback for human-robot interaction. in this paper we describe a method to enable a robot to learn how a user gives commands and feedback to it by speech, prosody and touch. we propose a biologically inspired approach based on human associative learning. in the first stage, which corresponds to the stimulus encoding in natural learning, we use unsupervised training of hmms to model the incoming stimuli. in the second stage, the associative learning, these models are associated with a meaning using an implementation of classical conditioning. top-down processing is applied to take into account the context as a bias for the stimulus encoding. in an experimental study we evaluated the learning of user feedback with our learning method using special training tasks, which allow the robot to explore and provoke situated feedback from the user. in this first study, the robot learned to discriminate between positive and negative feedback with an average accuracy of 95.97%.
evaluating non-interactive domestic situated sms messaging. we present our evaluation of our sms-to-photo-frame messaging system in diverse households. we explored whether low-cost, non-interactive ambient displays were useful when applied to domestic messaging. we performed an ethnographic study with two different types of households, during which we analysed their usage of the system and conducted a series of interviews. we found that all households used the system to some degree, but that the social context and communication styles were distinctly different between households comprised of families and those with fictive kin. this highlights the importance of considering the household structure when designing domestic technology. additionally, our preliminary study explored the minimum requirements for a useful messaging appliance for the home, particularly with respect to interactivity.
supporting volunteer activities with mobile social software. many community organizations rely extensively on volunteer work. however, people who wish to help often have difficulties finding the time to volunteer. we are developing mobile social software that is intended to motivate users to volunteer and to help users find volunteering opportunities. in order to understand how technology might support volunteering, we interviewed 9 recent volunteers about their volunteer work. we report on their motivations to volunteer, obstacles to volunteering, and strategies they use to manage the demands of volunteering. we discuss how these factors are shaping the design of a mobile social application to support volunteering.
hyperlinking reality via camera phones. novel user interface concept for camera phones, demonstrated in this video, is based on state-of-the-art computer vision techniques. instead of typing keywords on a small and inconvenient keypad, the user just snaps a photo of his surroundings and objects on the photo become hyperlinks to information. the photo of the user's environment on the camera phone's screen thus becomes a natural interaction device allowing intuitive access to information with a simple tap of a finger.
fast finger tracking system for in-air typing interface. we developed a system which performs 3d motion tracking of human's hand and fingers from images of a single high-frame-rate camera and that recognizes his/her typing motion in the air. our template-matching-based method using hand textures reduces background effect and enables markerless tracking. in addition, use of a high-frame-rate camera enables recognition of rapid typing motion which is difficult to track using standard cameras. in order to realize real-time recognition, we developed hardware which parallelizes and accelerates image processing. as a result, we achieved real-time recognition of typing motion with the throughput of 138 fps (frames per second) and the latency of 29 ms.
give peace a chance: a call to design technologies for peace. peace is an extremely important value for humankind, yet it has been largely ignored by the computing and human-computer interaction community. this paper seeks to begin a discussion within the human-computer interaction community on how we can design technologies that have peace as an explicit goal. to begin this discussion, i review empirical studies on the factors that contribute to conflict and those that make conflict less likely. based on this, i identify areas where human-computer interaction research has already contributed to prevent conflict and promote peace, and open areas where our community can make a positive difference.
project chicago: green research. the "project chicago: green research" video showcases a technology concept for a sustainability analysis dashboard. this dashboard could be used with building information modeling (bim) software to provide architects, engineers and designers with real-time graphical feedback about the impact of their design decisions on the leed® (leadership in energy and environmental design) rating of a project. our goal was to showcase a highly graphic, interactive technology concept to evaluate water and energy reduction, indoor environmental quality, and carbon footprint impacts and give designers an immediate sense of the results of different building designs. using real scenarios from bnim: berkebile nelson immenschuh mcdowell architects' lewis and clark state office building in missouri, we portrayed a design team developing alternative concepts and improving their designs as measured by the us green building council's leed® rating system for green buildings. the proposed sustainability dashboard concept is demonstrated on a 6'x3' touch screen to explore its potential use as a collaborative tool. the dashboard was presented by autodesk® as a technology concept and it is not a commercially available product.
designing interfaces for presentation of opinion diversity. news aggregators rely on links and users votes to select and present subsets of the large quantity of news and opinion items generated each day. opinion diversity in the output sets can provide several benefits. we outline a range of diversity goals and discuss user reactions to a pilot implementation that selects for diversity as well as popularity. we then describe plans for research on alternative presentations and their impacts on users.
user experience evaluation: do you know which method to use? high quality user experience (ux) has become a central competitive factor of product development in mature consumer markets. although the term ux is widely used, the methods and tools for evaluating ux are still inadequate. this sig session collects information and experiences about ux evaluation methods used in both academia and industry, discusses the pros and cons of each method, and ideates on how to improve the methods.
phatics and the design of community. proposed thesis research uses twitter-a young channel for phatics communication-as a catalyst to promote community awareness and strengthen connections between members. this paper examines the phatic function, or messages about the communication channel, and its growing interest in hci research. examples of projects are described in the context of better understanding the role phatics play in community development.
auditory priming for upcoming events. psychologically preparing for upcoming events can be a difficult task, particularly when switching social contexts, e.g., from office work to a family event. to help with such transitions, the audio priming system uses pre-recorded audio messages to psychologically prepare a person for an upcoming event. in this system, audio priming is being used to prepare a person's state of mind to improve one's sociability in the upcoming social context.
the shared worlds of industrial design tu/e and philips research. in this exhibition booth at the design vignettes venue we show through projects, demos and information the joined worlds of the department of industrial design at the eindhoven university of technology and philips research, eindhoven. we show through the results of different joined and related projects, how we envision that design can transform society through intelligent systems, products and related services, and how we can and are educating a new type of designer who is working in the realm of ambient intelligence and who is able to join the worlds of design, engineering and science.
intentions: a game for classifying search query intent. knowing the intent of a search query allows for more intelligent ways of retrieving relevant search results. most of the recent work on automatic detection of query intent uses supervised learning methods that require a substantial amount of labeled data; manually collecting such data is often time-consuming and costly. human computation is an active research area that includes studies of how to build online games that people enjoy playing, while in the process providing the system with useful data. in this work, we present the design principles behind a new game called intentions, which aims to collect data about the intent behind search queries.
television on the internet: new practices, new viewers. television is increasingly viewed through computers in the form of downloaded or steamed content, yet computer based television consumption has received little attention in hci. in this paper we describe a study of the uses and practices of tech-savvy college students, studying their television consumption through the internet. we find that users personalize their viewing but that tv is still a richly social experience - not as communal watching, but instead through communication around television programs. we explore new possibilities for technology-based interaction around television.
integrating user experience into free/libre open source software: chi 2009 special interest group. the importance of software in daily life for casual and business purposes has led to a strong increase in the formal integration of usability in commercial software development processes. however, usability still appears to be largely an afterthought for free/libre/open source software (floss). the intent of this special interest group (sig) is to encourage participation by the user experience (ux) community and to identify solutions for better integration of ux into the floss development process.
flux: a tilting multi-touch and pen based surface. flux is an interactive touch-sensitive tilting surface that can be used either as a sketching board, as an interactive discussion table, and as a digital presentation whiteboard. the surface, based on a rear-projection screen, supports both multi-touch interaction as well as multiple pen interaction with individual identification of each pen. our setup combines two tracking technologies. for the hand-tracking, we take advantage of the frustrated total internal reflection (ftir) technology. for the pen-tracking, we are using the tracking technology developed by anoto.
the moral accountability of a personified agent: young adults' conceptions. this paper describes the preliminary results of a study conducted to answer the question: do users attribute moral accountability to personified agent technologies? a pilot study was conducted in which 20 college students interacted with a personified agent, were insulted by the agent, and observed a researcher interacting and insulting the same agent. a semi-structured interview was conducted to investigate the participants' judgments of the observed interactions. results suggest that most users will hold a designer, programmer or creator responsible for moral violations enacted by the personified agent, rather than attributing accountability to the agent itself.
p-recognition: you are already recognized. the user's intention is reflected in not only the actual input action but the ones immediately before it as well. "p-recognition"" recognizes the preceding actions, and predicts the intention just when the actual action starts. this paper tests p-recognition in a pen-based map navigation interface as an example, where the map is panned by user's dragging strokes and zoomed by user's enclosure by a circle. the feasibility of the proposal is confirmed in an experiment. we find that dragging and circling actions are distinguishable before the pen touches the screen. moreover, for some users we can recognize their intention to write text. it is confirmed that the user's intention is present in the preceding actions and so is detectable.