waashk/dblp huggingface dataset:
effects of reproduction equipment on interaction with a spatial audio interface. spatial audio displays have been criticized because the use of headphones may isolate users from their real world audio environment. in this paper we study the effects of three types of audio reproduction equipment (standard headphones, bone-conductance headphones and monaural presentation using a single earphone) on time and accuracy during interaction with a deictic spatial audio display. participants selected a target sound emitting from one of four different locations in the presence of distracters whilst wearing the different types of headphones. target locations were marked with audio feedback. no significant differences were found for time and accuracy ratings between bone conductance and standard headphones. monaural reproduction significantly slowed interaction. the results show that alternative reproduction equipment can be used to overcome user isolation from the natural audio environment.
are there benefits in seeing double?: a study of collaborative information visualization. we conducted an empirical study to better understand colla-borative information visualization. we found that a system that offered fewer options for visualizations yielded more correct responses faster. groups were more accurate but slower in solving problems than individuals. we identified different stages in visual discovery and found that collaboration benefits are from validating results and not from planning and system use. tools to help translate and confirm the visualization would be of great benefit.
supporting articulation with the reconciler. a problem in distributed collaboration is the difficulty in resolving different perspectives. we conducted an experiment to test the reconciler, a system designed to aid communicating partners in developing and using negotiated meanings of terms in text-based online communication. we found that with the system, groups used fewer clarifications and explanations for technical terms, which suggests that the system aided the memory of negotiated meanings. the results suggest that technology use can benefit articulation.
keeping in touch with the family: home and away with the astra awareness system. this paper describes research in supporting close family members living apart to keep in touch with each other. we introduce an awareness system for supporting lightweight social communication between mobile individuals and people at home. communication is based on pictures, short messages and reachability information. a field test has provided empirical evidence that affective benefits, to this point only hypothesized by researchers in awareness systems, are indeed experienced by users of our system.
safe & sound: a wireless leash. safe & sound uses location-aware mobile phones to create a "virtual leash"; a secure zone beyond which a child may not travel. if the child leaves this zone, both child and parent receive audible alerts, and the parent can communicate with the child by voice over the phone. the peer-to-peer transmission of location, and the accepted role of responsibility by care-givers, reduce the privacy concerns which often arise with location-aware systems.
possibilities for the digital baton as a general-purpose gestural interface. this paper describes issues and results from the design and use of the digital baton, a new interface for real-time gestural control. its construction was originally motivated by the need for a new instrument on which to perform computer music, and it was designed to replicate as closely as possible the feel of a traditional conducting baton. however, it has unexpectedly become a model for the design of new interfaces and digital objects, and is currently being used to record data for analysis in gesture-recognition research. some preliminary results and future research areas are discussed at the end.
small screen access to digital libraries. this paper looks at the possibilities of taking existing digital library technology and using it for educating those who do not normally have access to the internet. we have built a system which allows wap devices to access an html based digital libary. whilst building such a system is technically possible, our work has shown that there are a wide range of usability issues which need to be tackled. we investigate these problems, suggest improvements and outline where future research needs to take place.
using digital technology to access and store african art. in this paper, we describe the challenges in creating, and providing access to, a database of african culutural artifacts. the submission is targeted at the setion 2 int he consortium - how hci research is being used to support the african renaissance.
automating the detection of breaks in continuous user experience with computer games. this paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of user-player behavior represented as a data schema that we have termed "immersidata". analysis of data from a study of an educational computer game that we are developing shows that this approach is an effective way to pinpoint potential usability or design problems occurring in unfolding situational and episodic events that can interrupt or break user experience. as well as informing redesign, a key advantage of this cost-effective approach is that it considerably reduces the time evaluators spend analyzing hours of videoed study material.
from personal to shared annotations. preliminary results obtained by comparing personal annotations on paper with shared annotations made on-line show that only a small fraction of personal annotations are used in initiating and responding to related on-line discussions. the personal annotations that are shared tended to correspond to explicit marginalia; much effort is still put into rendering both the content and anchors of thse annotations intelligible to others.
giving the caller the finger: collaborative responsibility for cellphone interruptions. we present a system in which a cell phone decides whether to ring by accepting votes from the others in a conversation with the called party. when a call comes in, the phone first determines who is in the conversation by using a decentralized network of autonomous body-worn sensor nodes. it then vibrates all participants' wireless finger rings. although the alerted people do not know if it is their own cellphones that are about to interrupt, each of them has the possibility to veto the call anonymously by touching his/her finger ring. if no one vetoes, the phone rings. a user study showed significantly more vetoes during a collaborative group-focused setting than during a less group oriented setting. our system is a component of a larger research project in context-aware computer-mediated call control.
engaging with a situated display via picture messaging. we outline initial investigations into how choices of spatial configuration, input devices and display technologies influence action and interaction in hybrid electronic and physical spaces. joe blogg is a socially situated public display for receiving mms and sms messages and we describe our first installation of this system, giving an account of the rationale of the design concept, the installation and observations on the outcome.
development of an olympic audience judging system. in this paper we describe the development of a system to facilitate audience participation in judging olympic events for the chi 2004, student design contest. this development process utilized domain analysis and human factors principles in combination with user-centered design techniques and usability testing.application of these techniques resulted in the creation of the olympic audience judging system (oajs), a solid-state device that uses a hard-control system of buttons and dials in combination with icons and color grouping to convey functionality information to the user. in addition, the system guides the user through the judging process by means of luminance changes designed to draw attention to necessary parts of the interface.the resulting design focuses on simplicity of function. no previous knowledge of the olympics or of the sports events is necessary to use the system. the oajs allows for users from various backgrounds to judge olympic performances.
prototyping supermarket designs using virtual reality. an experiment is described to compare the protyping of store designs using three different media. the first medium is the traditional use of architectural drawings, the second medium is a representation of store designs made using a virtual reality software package, the third is the evaluation of real existing stores. the preliminary results indicate that prototyping with virtual reality improves the spatial/logistics, but not yet the commercial characteristics of the store designs.
neurophysiologically driven image triage: a pilot study. effective analysis of complex imagery is a vital aspect of important domains such as intelligence image analysis. as technological developments lower the cost of gathering and storing imagery, the cost of searching through large image sets for important information has been growing substantially. this paper demonstrates the feasibility of using neurophysiological signals associated with early perceptual processing to identify critical information within large image sets efficiently. brain signals called evoked response potentials, detected in conjunction with rapid serial presentation of images, show promise as a human computer interaction modality for screening high volumes of imagery accurately and efficiently.
using the environment as an interactive interface to motivate positive behavior change in a subway station. this paper examines the use of incremental persuasion techniques to motivate behavior change using the environment. it also describes three design schemes to motivate positive behavior change through the modification of architectural elements and integration of interactive interfaces into the environment of a subway station.
z-agon: mobile multi-display browser cube. z-agon is a multimedia computer with six cubic multi-displays. this device operated by physical movements of the cube to change channels of contents. this device is used as a network-based multimedia player. users browse many kinds of contents such as blogs, web news, movies, music videos and so on. this concept of z-agon has been envisioned by design studies.now product design requires knowledge from many fields such as hardware, software, infrastructures, social networks and revenue models. sometimes technologies have not entered the stage to satisfy user needs. however, envisioning the concept based on design adequacy is an important attitude to break an innovation into a product. in this paper, an integrated design of z-agon is introduced.
design of a role-playing game to study the trajectories of health care workers in an operating room. drawing on an ethnographic study of hospital work in an operating room, we present the design and implementation of a web-based role-playing application of a master schedule. we show how we simulate the coordination mechanisms and trajectories of hospital personnel as they move patients in and out of or. experiments are proposed to show how active and passive notification systems (interruptions) are expected to affect trajectory management and performance over time.
managing the design of the user interface. the purpose of this tutorial is to provide an overview of practical methods and techniques for managing the process of designing good user interfaces. the tutorial is organized around a typical, modern project life cycle, and presents usability methods which can be applied at different points in the development process. methods and techniques presented include not only information gathering, design and evaluation techniques, but also organizational and managerial strategies.
you're in control: a urinary user interface. the you're in control system uses computation to enhance the act of urination. sensors in the back of a urinal detect the position of impact of a stream of urine, enabling the user to play interactive games on a screen mounted above the urinal.
learner articulation in an immersive visualization environment. learner articulation, described variously in the literature on cognition and instruction as self-explanation or self-directed generative summarization, contributes to new learning through the process of combining ideas in the course of expressing them. in this observational study, we examined movement, gesture and verbal explanation as 14 undergraduate engineering students explored in an immersive visualization display to understand concepts in basic fluid dynamics. data from user videos, interviews, and a 3-d graphical tracking tool were analyzed. approach, observational, and perspectival 'moves' were in evidence to support articulation. students' dietic, iconic and metaphoric gestures combined with their verbalizations to achieve generative articulations regarding the content. accuracy of articulations and system features remains an open question.
measuring presence in virtual environments. this demonstration presents findings from two studies on presence that use a new technology for developing photo-realistic virtual environments. our studies have used a combination of qualitative and quantitative measures, and in doing so have pointed to the importance of exploring place as part of presence. the demonstration explores issues of presence in such environments and the range of data capture methods we used and methodological issues found..
digital backchannels in shared physical spaces: experiences at an academic conference. there are a variety of digital tools for enabling people who are physically separated by time and space to communicate and collaborate. widespread use of some of these tools, such as instant messaging and group chat, coupled with the increasingly availability of wireless internet access, have created new opportunities for using these collaboration tools by people sharing physical spaces in real time. such 'digital backchannels' affect interactions and experiences in a variety of ways, depending on the spaces, the participants, and the relationships among them. we focus on the space of an academic conference, a physical space designed for voluntary participation by people with shared interests, seeking to share knowledge and connect with others. we present and analyze system logs and interview data from a recent conference, highlight some of the advantages and disadvantages experienced both by those who used the tools and by those who did not, and discuss implications and considerations for future use and research.
'user experience' design a new form of design practice takes shape. this paper outlines my professional background and interests in the 'user-experience' field. i summarise my current relevant responsibilities related to my employment as a specialist in 'user experience' design and my sigchi activities. i also summarise some observations on the emergence of 'user experience' as a focus for the professional practice of interactive system design and observations on some directions for the future.
harnessing mobile ubiquitous video. realityflythrough is a telepresence/tele-reality system that works in the dynamic, uncalibrated environments typically associated with ubiquitous computing. by opportunistically harnessing networked mobile video cameras, it allows a user to remotely and immersively explore a physical space. live 2d video feeds are situated in a 3d representation of the world. rather than try to achieve photorealism at every point in space, we instead focus on providing the user with a sense of how the video streams relate to one another spatially. by providing cues in the form of dynamic transitions, we can approximate photorealistic telepresence while harnessing cameras "in the wild." this paper shows that transitions between situated 2d images are sensible and provide a compelling telepresence experience.
awareness in collaborative systems. the provision of awareness is an important aspect of developing useful and usable collaborative systems. this workshop will bring together researchers from around the world to discuss their approaches and to develop a coherent research strategy. the end result of this workshop will be a comprehensive research program for determining what type of awareness information is appropriate to particular situations, a set of proposed solutions, and a strategy to evaluate these solutions in the laboratory and in real world situations.
it@home: unraveling complexities of networked devices in the home. the home is becoming a complex and hard to manage collection of computers and digital lifestyle devices. the work to setup and maintain a network of digital living devices in the home is similar to the work of it professionals. indeed the growing complexity of interconnected digital devices results in more and more time spent solving problems with those devices and their configurations, an important part of computer use that we call "it@home". this workshop explores the complexity of framing the right problems, methods for studying those problems, and designing to support users' it@home.
a new technique for adjusting distraction moments in multitasking non-field usability tests. evaluating errors that result from user interactions with in-car applications, it has to be considered that the user is permanently involved with driving the car. reproducing this driving workload in non-field usability tests, it showed that the driving simulation demanded each test subject in a different way because of individual precognitions and properties. to ensure an identical driving workload for each test subject, it becomes necessary to individually adapt the degree of difficulty (dod) of the driving task. we present a new technique in which, concerning the driving performance, each test participant is pre-classified in a baseline investigation before the main trial. in this context, a special measurement for objectively validating the driving performance of the subjects is being introduced.
multivis: improving access to visualisations for visually impaired people. this paper illustrates work undertaken on the multivis project to allow visually impaired users both to construct and browse mathematical graphs effectively. we start by discussing the need for such work, before discussing some of the problems of current technology. we then discuss graph builder, a novel tool to allow interactive graph construction, and sound bar which provides quick overview access to bar graphs.
wizards, coaches, advisors, and more: a performance support primer. today's business environment is complicated. downsizing means fewer people doing more. the staff has less time to learn new systems. and while there are more "mission-critical" systems in the workplace, there are fewer training dollars available to ensure proper operation. the result is a "performance gap"---users may not have the skills they need to take full advantage of the systems they must use. in this tutorial we present a definition and objectives of performance support and illustrate how performance support can yield roi. next, we review each component and discuss development methodology and design issues. finally, we address hurdles to successful projects.
designing technology for people with cognitive impairments. cognitive impairments, assistive technologies, design and evaluation methodologies, accessibility, inclusive design, universal usability.
seismospin: a physical instrument for digital data. seismospin is a novel interactive instrument that uses a disc-jockey-mixer analogy to give seismologists a quick and powerful way to explore northern california earthquake data. the custom-built interface and display maps earthquake data to responsive, user-determined windows of time and geographical areas. testers (seismologists) found that seismospin provided a greater control and understanding of the dataset than current tools.
being accurate is not enough: how accuracy metrics have hurt recommender systems. recommender systems have shown great potential to help users find interesting and relevant items from within a large information space. most research up to this point has focused on improving the accuracy of recommender systems. we believe that not only has this narrow focus been misguided, but has even been detrimental to the field. the recommendations that are most accurate according to the standard metrics are sometimes not the recommendations that are most useful to users. in this paper, we propose informal arguments that the recommender community should move beyond the conventional accuracy metrics and their associated experimental methodologies. we propose new user-centric directions for evaluating recommender systems.
making recommendations better: an analytic model for human-recommender interaction. recommender systems do not always generate good recommendations for users. in order to improve recommender quality, we argue that recommenders need a deeper understanding of users and their information seeking tasks. human-recommender interaction (hri) provides a framework and a methodology for understanding users, their tasks, and recommender algorithms using a common language. further, by using an analytic process model, hri becomes not only descriptive, but also constructive. it can help with the design and structure of a recommender system, and it can act as a bridge between user information seeking tasks and recommender algorithms.
subjeqt: controlling an equalizer through subjective terms. equalizing is one of the most important tasks in audio engineering. it also is a task that requires technical and auditory training to achieve the desired results. we propose to simplify the use of an equalizer by providing a visual arrangement of subjective terms such as 'warm', 'present', 'boomy' instead of the standard controls that closely correspond to the underlying technology.
supporting professional readers of online documents. reading online documents for professional purposes such as formulating a piece of advice is the subject of a 4 year phd project. a first study in this project indicated that readers who had to write a piece of advice based on electronic sources had a superficial task conception. interacting with the online environment (note-taking, and the retrieval of information) played an important role during reading. readers frequently copied citations from the source documents. these citations were evaluated only during advice writing. based on these observations, we set up a second study that addresses note-taking in a writing-from-sources task. we compare the benefits of an advanced annotation tool with the benefits of a basic annotation tool. the preliminary results of this study will be available at the time of the conference. in the future we will evaluate the benefits of navigational tools.
robots as dogs?: children's interactions with the robotic dog aibo and a live australian shepherd. this study investigated the interactions of 72 children (ages 7 to 15) with sony's robotic dog aibo in comparison to a live australian shepherd dog. results showed that more children conceptualized the live dog, as compared to aibo, as having physical essences, mental states, sociality, and moral standing. based on behavioral analyses, children also spent more time touching and within arms distance of the live dog, as compared to aibo. that said, a surprising majority of children conceptualized and interacted with aibo in ways that were like a live dog. discussion focuses on two questions. first, is it possible that a new technological genre is emerging in hci that challenges traditional ontological categories (e.g., between animate and inanimate)? second, are pervasive interactions with a wide array of "robotic others" -- increasingly sophisticated personified computational artifacts that mimic biological forms and pull psychologically in mental, social, and moral ways -- a good thing for human beings.