waashk/dblp huggingface dataset:
towards caring machines. the perception of feeling cared for has beneficial consequences in education, psychotherapy, and medicine. results from a longitudinal study of simulated caring by a computer are presented, in which 60 subjects interacted with a computer agent daily for a month, half with a "caring" agent and half with an agent that did not use behaviors to demonstrate caring. the perception of caring by subjects in the "caring" condition was significantly higher after four weeks, and was also reflected in qualitative interviews with them, and in a significantly higher reported willingness to continue working with the "caring" agent. this paper presents the techniques that contributed to the increased perception of caring, and presents some of the implications of this new technology.
using an adaptive display for the treatment of emotional disorders: a preliminary analysis of effectiveness. a preliminary study on the use of an adaptive display for treating emotional disorders is presented. this adaptive display (named emma) varies the contents that are presented depending on the emotions of the user at each moment. the application has been designed to help in the treatment of post-traumatic stress disorder (ptsd) and adjustment disorder (ad). the specific objective of the present work is to test the effectiveness of this adaptive display, specifically the acceptance of the treatment by patients. emma's tools are compared with the standard of care for ptsd and ad. results showed differences only for the variable aversiveness. participants in the emma condition evaluated the treatment less unpleasant at post treatment, compared to participants in the traditional condition.
the comforting presence of relational agents. in this paper we describe an on-going experiment on the calming effects of a relational agent on users following a social bonding interaction. applications to a range of health care problems are discussed.
icare: a component-based approach for the design and development of multimodal interfaces. multimodal interactive systems support multiple interaction techniques such as the synergistic use of speech, gesture and eye gaze tracking. the flexibility they offer results in an increased complexity that current software development tools do not address appropriately. in this paper we describe a component-based approach, called icare, for specifying and developing multimodal interfaces. our approach relies on two types of components: (i) elementary components that describe pure modalities and (ii) composition components (complementarity, redundancy and equivalence) that enable the designer to specify combined usage of modalities. the designer graphically assembles the icare components and the code of the multimodal user interface is automatically generated. although the icare platform is not fully developed, we illustrate the applicability of the approach with the implementation of two multimodal systems: memo a geonote system and mid, a multimodal identification interface.
djogger: a mobile dynamic music device. maintaining motivation during exercise can be difficult for people engaged in individual workout routines. a common method for maintaining pace and staying motivated is the introduction of a musical soundtrack. the pace of the music and selection of songs influences the workout by suggesting how one should adjust their effort, or help with the timing of a precise regimen. to explore the impact of music on pace and motivation in exercise, we present our work so far on djogger. djogger builds a model of a runner's pace and uses this information along with a workout plan to dynamically adjust the musical soundtrack. djogger contributes a compelling application of hci to fitness, and explores methods for real world wearable evaluation.
technology: a means for enhancing the independence and connectivity of older people. the focus of this panel will be on aging and technology. the intent is to demonstrate how technology can be used to help older adults remain independent, productive and connected to family, friends, resources and services. actual examples, using a variety of formats, of the types of difficulties older people encounter when they confront technical systems will be provided. interview data from older people regarding their experiences with technology will also be presented. finally, suggestions for needed research and design solutions will be discussed. the overall intent of the panel is to energize the hci community to focus on issues relevant to aging and technology.
multiscale pointing: facilitating pan-zoom coordination. in a laboratory experiment on multiscale pointing, we compared one-handed vs. two-handed input for two zoom-control devices, a wheel vs. a mini-joystick with an all or none response. using a recent method of quantifying multiple degree-of-freedom (dof) input coordination to evaluate pan-zoom parallelism, we confirm previous work [1] showing that multiscale pointing performance strongly depends on the degree of pan-zoom parallelism. the new finding is that two-handed input and a constant zoom speed allow more input parallelism, thereby increasing performance speed.
a comparative study of map use. we present a study comparing the handling of three kinds of maps, each on a physical device: a paper map, a tablet-pc based map, and a cellular phone based one. six groups of users were asked to locate eight landmarks, looking out a window, and using a particular map. we have begun analyzing video recordings of the situations, and this paper will give examples of the handling of the three kinds of physical devices.
phases of use: a means to identify factors that influence product utilization. in usability research and design much emphasis is placed on creating products that are easy to learn and efficient to use. this does not guarantee however that the product is actually being used in an optimal way. this article describes utilization of a new product as a process with different phases. a product will only be optimally used if all these phases are successfully gone through. based on the experience of the authors in product development, a model is created that helps product development, sales, marketing and support to develop a product that is not only easy to use, but also creates awareness, motivates people to use it and helps people to imbed the product in their daily lives.
entity quick click: rapid text copying based on automatic entity extraction. retyping text phrases can be time consuming. as a result, techniques for copying text from one software application to another, such as copy-and-paste and drag-and-drop are now commonplace. however, even these techniques can be too slow in situations where many phrases need to be copied. in the special case where the phrases to be copied represent syntactically identifiable entities, such as person names, company names, telephone numbers, or street addresses, much faster phrase copying is possible. we describe entity quick click, an approach that reduces both the amount of cursor travel and the number of button presses needed to copy a phrase.
sparrow web: group-writable information on structured web pages. sparrow web is a server-based software tool that supports the creation and customization of group-writable web pages. templates in each page define the data schema and layout of that page's group-editable data items. using different templates, page authors produce web pages that support many tasks, including task lists, co-authored documents, bibliographies, home pages, faculty directories, and project lists. while lacking the rich ui of dedicated information-sharing applications, it is successful at supporting a variety of groups and tasks because it integrates information-sharing into web pages, leveraging the affordances of the web for supporting group work.
a different kind of information appliance: fridge companion. a prototype device is described that allows a user to understand and contemplate the inner workings of a common home applicance, the refrigerator. the device monitors select physical properties of its host and displays scheduled graphic presentations on the host's principles of operation. fridge companion is a device designed to make domestic life not easier but deeper.
"this is a lot easier!": constrained movement speeds navigation. this paper reports on an experiment comparing constrained and unconstrained movement in a 2d zooming environment. results showed a significant reduction in time on task when movement was constrained, accompanied by considerable decreases in mouse movement activity. detailed analysis suggests that subjects were calmer, more confident in their actions and experienced less spatial disorientation, indicating that judiciously constrained movement can reduce both mechanical and cognitive demands of navigation.
exploring web browser history comparisons. this work explores how comparing web navigation histories between two people and presenting the results to them might allow them to gain insight about each other. we developed a prototype that presents web matches sorted according to frequency, recency, and web site. interviews with users of the prototype suggest that common interests and preferences can be inferred from these comparisons.
speech user interface design challenges. there have been dramatic improvements during the last decade in the performance of both automatic speech recognition (asr) systems and the computers on which they run. speaker independent recognition with an active vocabulary of over 1,000 items is now possible even under the difficult conditions imposed by the public switched telephone network. the impressive raw recognition power of commercial recognizers has led to the development of a wide range of complex information, call management, and transaction services that rely on asr. despite this progress, it has become clear that recognition performance in the lab is not a good predictor of success in the field, and that extensive work on dialogue design and human factors "tuning" is required before most services can be used successfully by the general population. since recognizer capabilities strongly influence user-interface design, and since these capabilities have been changing rapidly over the past decade, there is no clear body of knowledge that a designer can turn to when developing new services that rely on speech.
factors affecting the utility of technology-mediated collaboration in science and engineering. there is significant interest in scientific and industrial collaboration and the cscw technologies to support it. what is missing, however, is a means for systematic assessment of prospective users, in order to determine what tools are needed and how organizational factors encourage or discourage collaboration. this study proposes development and deployment of a survey instrument measuring social and organizational factors that will likely affect the utility of collaboration for scientists in 3 fields. results will drive the design of other types of tools for assessing group needs, and specific recommendations about tools likely to be useful under different conditions.
smart sinks: real-world opportunities for context-aware interaction. can implicit interaction with a computer easily drive useful interface improvements in physical world settings? this paper presents a case study presenting multiple such context-aware interaction improvements in a sink. we have identified opportunities where automated interfaces at the sink have positive consequences for safety, hygiene and ecology. the danger of scalding oneself with hot water is confronted by transforming the water into a graphical user interface and using image understanding to dispense the proper temperature of water. audio-visual feedback at the sink can motivate users to conserve water. used in combination with an rfid reader, the sink can serve as an effective means of verifying hand-washing compliance for clean environments. finally, automatic actuation of the sink's height based on the user and task can prevent burns and ergonomic injuries. this project demonstrates that the integration of digital interaction in a hostile environment can facilitate and improve our daily rituals.
friendster and publicly articulated social networking. this paper presents ethnographic fieldwork on friendster, an online dating site utilizing social networks to encourage friend-of-friend connections. i discuss how friendster applies social theory, how users react to the site, and the tensions that emerge between creator and users when the latter fails to conform to the expectations of the former. by offering this ethnographic piece as an example, i suggest how the hci community should consider the co-evolution of the social community and the underlying technology.
does immersion make a virtual environment more usable? usability tests comparing three different virtual environment (ve) interface designs indicate that an immersive ve is more usable than two non-immersive ves for a task with search and navigation components. three interface designs were tried in a counterbalanced within-subjects procedure with ten randomly-ordered trials for each interface design. one of the interface designs used a head-tracked, stereoscopic head-mounted display. the other two interface designs used hand-tracking and were non-immersive---the visual display appeared on a desktop monitor. results for sixty participants doing the same task with each interface design show faster task completion times with the immersive design.
attention-based design of augmented reality interfaces. the objects and surfaces of a task-based environment can be layered with digital interfaces to make them easier and safer to use. once information can be projected anywhere in the space, it becomes crucial to design the information to make optimal use of users' attention. we have prototyped and evaluated a real-world augmented reality kitchen where user-centered interfaces and displays can be projected anywhere in the space to improve its usability. the augmented environment is designed to support the activities of a variety of people in diverse kitchen environments.this paper presents five intelligent kitchen systems that layer useful interfaces onto the refrigerator, range, cabinets, countertops and sink. the interface design is driven by human factors, especially attention theory and user evaluations. by projecting interfaces where they require the least cognitive load, we hope to improve the performance and confidence of users. the design employs cueing and search principles from attention theory. we present the results of pilot studies and future directions for our work.
about interaction group. this paper gives an overview of the hci group i belong to. research domain and focus, history and mission, research activities, published outcomes and current issue are described.
playpals: tangible interfaces for remote communication and play. playpals are a set of wireless figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. playpals is designed for children aged 5-8 to share multimedia experiences and virtual co-presence. we learned from our pilot study that embedding digital communication into existing play pattern enhances both remote play and communication.
task difficulty as a predictor and indicator of web searching interaction. this study explored how the perception of task difficulty affects information searching interaction. we analyzed how the relationship between perceived task difficulty and information searching interaction varies by different types of tasks. these types were factual task, interpretive task, and exploratory task. the implications of the results are twofold. in the first place, we can illuminate some general agreement about the relationship between task difficulty and actual searching behavior. considering the statistical significance of differences in task difficulty and searching behavior measures enables this. we can also explain the disagreement of relationship, if any, by analyzing factors identified as underlying the difficulty of a task.
tangible interface for collaborative information retrieval. most information retrieval (ir) interfaces are designed for a single user working with a dedicated interface. we present a system in which the ir interface has been fully integrated into a collaborative context of discussion or debate relating to the query topic. by using a tangible user interface, we support multiple users interacting simultaneously to refine the query. integration with more powerful back-end query processing is still in progress, but we have already been able to evaluate the prototype interface in a real context of use, and confirmed that it can improve relevance rankings compared to single-user dedicated search engines such as google.
hands on cooking: towards an attentive kitchen. to make human computer interaction more transparent, different modes of communication need to be explored. we present eyecook, a multimodal attentive cookbook to help a non-expert computer user cook a meal. the user communicates using eye-gaze and speech commands, and eyecook responds visually and/or verbally, promoting communication through natural human input channels without physically encumbering the user. our goal is to improve productivity and user satisfaction without creating additional requirements for user attention. we describe how the user interacts with the eyecook prototype and the role of this system in an attentive kitchen.
extended abstract a field computer for animal trackers. the field computer system has been developed to gather complex data on amimal behaviour that is observed by expert animal trackers. the system is location aware using the satellite global positioning sytem. the system has been designed to empower semi-literate trackers. user testing showed that trackers were easily able to master the interface. they benefit from greater recognition, while the wider community gains from access to the knowledge of the trackers on animal behaviour.
single-handed interaction techniques for multiple pressure-sensitive strips. we present a set of interaction techniques that make novel use of a small pressure-sensitive pad to allow one-handed direct control of a large number of parameters. the surface of the pressure-sensitive pad is logically divided into four linear strips which simulate traditional interaction metaphors and the functions of which may be modified dynamically under software control. no homing of the hand or fingers in needed once the fingers are placed above their corresponding strips. we show how the number of strips on the pad can be virtually extended from four to fourteen by detecting contact pressure differences and dual-finger motions. due to the compact size of the device and the method of interaction, which does not rely on on-screen widgets or the 2d navigation of a cursor, the versatile input system may be used in applications, where it is advantageous to minimize the amount of visual feedback required for interaction.
emotional interaction. this paper discusses the association of emotions as an underlying component of everyday human-computer interaction. it presents the ongoing work in the design of an experiment to help understand the role that cognitive or appraisal theory of emotions might have in shaping the human-computer dialogue.
faces of emotion in human-computer interaction. the study of users' emotional behavior in the human-computer interaction (hci) field has received increasing attention during the last few years. our work in this area focuses on the relationship between user emotions and perceived usability problems. specifically, we propose to observe users' spontaneous facial expressions as a method to identify adverse-event occurrences at the user interface level.this paper reports on the results of an experiment designed to investigate the association between adverse-event occurrences during a word processing task and users' facial expressions monitored using electromyogram (emg) sensor devices. the results suggest that an increase of task difficulty is related to an increase in specific facial muscle activity, thus creating a baseline for future developments using camera-based monitoring of facial activities.
designing interactivity for the specific context of designerly collaborations. we report on one of several exploratory, formulative studies that we conducted to help inform the thoughtful use of mixed physical and digital interactivity in a wiki-based system targeted at design collaborations. this study had two parts, both involving bar-coded cards, a bar-code scanner, and a projector. one part emphasized a creative, synthesis-oriented design activity. the other part emphasized a decision-making design activity.we learned that our method of designing the physical cards and the variance in the types of information we included on the cards significantly affected the collaborative behaviors. we also learned that the extension of interactivity from the digital to the physical world and back again successfully scaffolded both creative and decision-making activities in our context, although with some very notable differences in interactive behaviors between the specific activities. this latter point notwithstanding, we learned that allowing high-resolution, small size physical cards to be arrayed and manipulated on a shared surface matters much more for the purposes of scaffolding the collaborative activities than the ability to scan and project large-size, low-resolution facsimiles of the same information, in specific contexts of collaborative story-creation and decision making.
corporate re-orgs: poison or catalyst to hci? are you facing a corporate re-org? re-orgs can create exciting opportunities for hci groups, or good people's careers can be set back. this panel of hci managers will consult on corporate reorganizations described by audience members. first, panelists with different perspectives discuss the roles of hci resources during re-orgs. then the panel will address audience questions on how to be proactive about organizational changes. (send your questions to stephanie@teced.com by march 15th.) this panel will be of special interest to the industry segment of the chi community-and also to academics who are educating future practitioners.
computerized self-administered questionnaires on touchscreen kiosks: do they tell the truth? a computerized self-administered questionnaire (csaq) was implemented on a touchscreen-based information kiosk. because of the voluntary nature thereof and uncontrolled circumstances in which respondents could complete the survey, it was essential to determine whether the feedback could be regarded as representing the true feelings of kiosk users. respondents were categorized according to the number of items completed and the internal consistency of responses within each category was examined. results from the csaq were compared with those from a paper-based survey. it was found that results of a csaq can be trusted if they are analyzed correctly.
intouch: a medium for haptic interpersonal communication. in this paper, we introduce a new approach for applying haptic feedback technology to interpersonal communication. we present the design of our prototype intouch system which provides a physical link between users separated by distance.
a theory of personalized recommendations. 35 internet users were assigned to one of seven discussion groups where they expressed views on interacting with a recommendation system (rs). grounded theory analysis of the data yielded a theory that highlights factors affecting an individual's decision to use personalized predictions.
service innovation and design. this panel introduces the chi community to a growing area of innovation and business development that leverages new technology platforms, namely service design. this topic is explored through a series of case studies of service design in a diverse set of industries and contexts from healthcare delivery to internet -based services.