waashk/dblp huggingface dataset:
effect of an external viewpoint on therapist performance in virtual reality exposure therapy. in virtual reality exposure therapy, therapist are usually only supplied with the same viewpoint of the virtual enviroment (ve) as the patient. this paper investigates the effect of an external viewpoint on the performance of therapists in a ve. results show that even though this second viewpoint increases the precision with which the therapist can align real and virtual objects, subjects navigate through the ve in a less efficient manner.
a collaborative foraging approach to web browsing enrichment. as the amount of web content grows and diversifies, traditional organizational structures such as keyword search engines and static directories become less useful and comprehensive, requiring more user effort to find relevant information. information foraging theory [4] and collaborative filtering [6] address this problem in different but compatible ways. this paper introduces an approach called collaborative foraging that applies the biological metaphors of information foraging to the cooperative filtering. the approach assumes that humans best pursue relevent web content according to optimal foraging behavior, collaborating with communities of like-minded foragers. this paper gives preliminary results of a limited implementation.
smmaps: scenario-based multimedia manual authoring and presentation system and its application to a disaster evacuation manual for special needs. when a disaster strikes, people must make important survival decisions. they must clearly understand the situation and decide what to do immediately. a well-designed disaster preparedness manual would facilitate making the best choices. this paper begins by specifying drawbacks with currently available manuals from the standpoint of people with disabilities or the elderly; these drawbacks include communication or physical accessibility problems and content accessibility or the person's ability to comprehend the situation. we propose a system for producing a disaster evacuation manual equipped with accessible, versatile materials to address various needs and a variety of disastrous situations. we describe its prototype implementation using the preliminary results of a field test.
agile development: opportunity or fad? the importance of integrating software engineering and hci methods has been recognised for many years. agile development is a new approach to software engineering that explicitly champions an active role for the customer. indeed, extreme programming (xp), one of the most popular agile development methods, strives to include a real user(s) in the team who is located 'on-site' with software developers.in this panel we will debate whether or not agile software development provides an opportunity to integrate hci and software engineering concerns. the panel members represent a wide cross-section of experiences in this area and will consider how agile development can help improve the current situation, consider specific example scenarios provided by the audience, and, with the audience's help, will decide whether agile development is an opportunity not to be missed, or just another fad that will pull the two communities further apart.
technology education for woman by d.i.y. technology in closing gender gap. today more than ever, the importance of technology is increasing rapidly and related job opportunities are growing in electrical engineering, computer science and other related fields. despite this trend, female employment in these fields is still low and it is hard to find renowned female scientists and programmers. in addition, most attendees at technology exhibitions and readers of technology magazines are male. why aren't women interested in computer science and electrical engineering? i believe that creating an interest in technology and science for women from a young age could help increase the number of females in technology-based fields. when a mother and daughter make electronic crafts together, the mother becomes a good role model for technology use, and can help stimulate her child's interests in science and technology. this paper explores the reasons why women are not interested in technology and how this can be overcome.
mobile search with text messages: designing the user experience for google sms. sms (short message service) is already a hugely popular communication technology for mobile phones, with users sending billions of text messages to each other every year. the goal of the google sms service is to provide this large existing base of users with access to the types of information they are most likely to need when mobile. users simply send their query as a text message and receive their results in the reply. this enables users to search for information without having to upgrade their phone or subscribe to specialized mobile data services. in this paper we describe how we worked with the google sms team on the iterative design of the service's user experience. in particular, we focus on how we attempted to overcome two major constraints: the technical limitations of the sms standard, and users' current conceptual models of both sms and google search.
user profiling. a number of global trends have a large influence on the way we use technology in our life and work, like:increasing connectivity and connected devices (any time, any place, anywhere)broadbandincreasing data storage capacity, both local and in the networksmart objects (ambient intelligence, intelligent multi-modal user interfaces)heterogeneous environmentsaccording to technology providers this means enrichment. a necessity for this promise is the adoption of products and services to the profiles of their users. a possible concern for end users is the large number and wide variety of different products and services to deal with. in this workshop we will discuss the width and depth of the topic of profiling and will try to come to requirements and recommendations from an end user perspective.
a history-centric approach for enhancing web browsing experiences. browsing web pages, which plays an important part of our daily creative knowledge work, often includes purposefully revisiting pages we have browsed before. many of the existing tools and approaches for revisitation clearly distinguish the use of history from web browsing. the approach presented in this paper blurs the distinction between browsing the web and visiting stored pages in a personal web browsing history database. the hcb (history-centric browsing) system allows a user to browse a previously visited web page stored in the history database in the same way as browsing a page on the web. the system associates pages from the database to the currently displayed page through three types of relevancies: temporal sequence, url/location-based proximity, and content similarity. the hcb-stat, hcb-vis, and hcb-tempo components use the associations to enrich the current page-viewing experience.
gummi: user interface for deformable computers. we show interaction possibilities and a graphical user interface for deformable, mobile devices. wimp (windows, icons, mouse, pointer) interfaces are not practical on mobile devices. gummi explores an alternative interaction technique based on bending of a handheld device.
project view im: a tool for juggling multiple projects and teams. previous research suggests working on multiple projects may lead to stress and misallocation of attention. a modest redesign of instant messenger (im) could help team members juggle multiple projects and teams. this paper describes the implementation of this redesign--an im plug-in called project view im (pvim). pvim uses automatic project status logging to show active project-related files and team members. in a preliminary evaluation experiment, participants working collaboratively with different partners on two projects found pvim and im to be equally usable and informative but pvim participants reported less workload stress. we discuss future work to iterate the design and measure allocation of attention and task performance.
making a difference: integrating socially relevant projects into hci teaching. enriching courses on human-computer interaction with socially-relevant projects provides a compelling opportunity for students to improve their education and make socially beneficial contributions. by having clearly defined user communities outside the classroom, students have the chance to practice their interview, observation, and usability testing skills, while developing projects that continue beyond the semester. these projects often give students life-changing exposure to genuine needs and impressive results to include in their portfolio when seeking employment. educators will present their strategies for arranging, supervising, and grading these projects. students will describe their experience and how it influenced them.
wands: tools for designing and testing distributed documents. designing documents that will be viewed from remote locations via a network requires an understanding of traditional document and interaction design issues, plus an understanding of how network delays will impact document delivery. unfortunately, being aware of networking issues is not always sufficient since designers usually have no way of viewing their documents as if those documents were being delivered to a remote site. this paper describes a set of tools that allow designers to view documents stored locally while experiencing response time delays as if the documents were delivered from a different location on the network. by using measured network latencies to drive an instrumented world-wide web server, we allow designers to view the documents they create from the perspective of someone sitting down the hall, across the country, or across an ocean.
chi@20: fighting our way from marginality to power. the special interest group on computer human interaction (sigchi) has had a successful history of 20 years of growth in its numbers and influence. to help guide the continued evolution of the academic discipline and professional community, we invite several senior members to offer their visions for what the field of chi actually accomplished over the past several decades, and what do we still need to accomplish? what do we need to do differently/ better/smarter? what haven't we tried because the technology, the money or the will wasn't there in the past, but perhaps is now.the chi field is more than just technology. we understand that our work can have a profound effect on individuals, families, neighborhoods, corporations, and countries. we know that we can influence education, commerce, healthcare, and government. how can we contribute to bridging the digital divides in developed and developing countries? what agendas can we offer for the academic, research, industrial, and civic spheres for the next 20 years? how can we be more ambitious? how can we truly serve human needs.
internet delay effects: how users perceive quality, organization, and ease of use of information. in this paper we report the results of an investigation designed to determine the effects of internet delays on users perceptions of ease of locating information, organization of information, quality of information, and navigation problems. the results demonstrated user sensitivity to delays. as expected, for text-and-graphics documents, shorter delays provoked more favorable responses. however, for text-only documents, the shorter the delay, the less favorably a document was viewed. the results indicated that users may prefer multi-media web sites but are unwilling to tolerate the substantial network delays often associated with delivering graphics, video, animation, and audio.
project massive: a study of online gaming communities. massively multiplayer online games (mmogs) continue to be a popular and lucrative sector of the gaming market. project massive was created to assess mmog players' social experiences both inside and outside of their gaming environments and the impact of these activities on their everyday lives. the focus of project massive has been on the persistent player groups or "guilds" that form in mmogs. the survey has been completed online by 1836 players, who reported on their play patterns, commitment to their player organizations, and personality traits like sociability, extraversion and depression. here we report our cross-sectional findings and describe our future longitudinal work as we track players and their guilds across the evolving landscape of the mmog product space.
keywords for a universal speech interface. in this paper, we describe an internet survey conducted to help choose keywords for a universal speech interface. we present the background of and motivation for this study, and discuss its results and implications for our project.
simulator sickness and presence in a high field-of-view virtual environment. this paper describes a study that investigated the effect of field-of-view, display type, and user role on the experience of simulator sickness and presence in users of a virtual environment. though it interacted with the other experimental factors, field-of-view was found to be the major determinant of both simulator sickness and presence.
paper prototyping - what is it good for?: a comparison of paper- and computer-based low-fidelity prototyping. this study investigated the differences between computer-based and paper-based low-fidelity prototypes. it researched whether subjects confronted with these two kinds of prototypes differ in their willingness to criticize a system and to give suggestions for its improvement. the chosen approach was an empirical study including test sessions using both kinds of prototypes. quantitative and qualitative methods were applied to measure and to explain possible differences.
usability of interaction patterns. interaction patterns are becoming an important method for bridging the gap between analysis and design in user-centered design. recent studies, however, have indicated problems in their usability. our overall research goal is to improve the usability of interaction patterns. in the first part of the research -- discussed in this paper -- we have empirically evaluated the usability of interaction patterns and outline proposals for improvements.
a new playground experience: going digital? we explore how an interactive pathway impacts children's play patterns in outdoor playgrounds. the paper describes our experience designing and testing the prototype at various stages of development with twenty children age three to five enrolled in a preschool childcare center. we provide examples of the children's diverse play patterns and conclude with initial reflections on the design of responsive playground elements.
chameleon tables: using context information in everyday objects. the chameleon table project created a set of hexagonal tables. they are modular and are able to snap together. the design portrays some goals that can be achieved by having a table that is aware of changes in its surroundings and includes this as part of its technology. by creating this infastructure, we have been able to make several scenarios including musical instruments, sending messages between tables, and menus that change with apparent use in a food scenario. this paper also shows the use of a network for broadcasting context information.
e-windshield: a study of using. the e-windshield is a study in augmenting information with external knowledge as well as automobile relevant information. a prototype projection windshield is used to demonstrate 4 scenarios for using imagery on automobile windshields. scenarios are subdivided into two conditions: driving and non-driving. in the first condition it demonstrates the use of annotation to draw drivers attention to objects. in the second condition the system presents an interface the size of the windshield providing a multimedia experience to the user. when a car is not occupied, it can be used as a public information board, showing information concerning time, things that are around it or simply presenting advertising. this display can also be used in collaboration with other displays to form a large screen array.
voting: user experience, technology and practice. this panel brings together usability and voting experts to discuss voting user experience in american governmental elections. technological improvements and voting debacles have made this a special time for improving voting user experience. can technologists improve the confidence citizens have in the voting system? what are the roles of teaching materials, registration processes, ballot design, polling place practices, equipment manufacturer relationships, and other human computer interaction processes in elections? voting officials and politicians are eager for improvements in voting.this panel includes speakers from government and the chi community to present legislative perspective, usability evaluation approach, administrators' view and behavioral science's suggestions for voting interface evaluation, design and deployment.
peek-a-drawer: communication by furniture. peek-a-drawer is a new communication device that uses furniture to support lightweight communication between people. it provides virtual shared drawers that connect family members who are located at a distance. when a user puts something in the upper drawer and closes it, a photograph is taken automatically and the image appears in the lower drawer at a distant place. the operation is as simple as using a drawer, allowing even children to communicate with their grandparents. as the camera only takes pictures of objects inside the drawer, privacy is assured.
finding objects in "strata drawer". looking for a document in a stack of papers is a difficult job. if the "strata" of the drawer contents is known, then locating will be much easier. strata drawer is a camera-enhanced cabinet used for storage. this cabinet has a single, deep drawer equipped with a camera, a depth-sensor and a computer. when a user places an object in the drawer and closes it, a photograph is automatically taken, and the height of the contents is measured by a laser beam. a user can browse pictures of strata in the drawer's contents, with timestamps and height information.
mobile interaction using paperweight metaphor. conventional scrolling methods for small sized display in pdas or mobile phones are difficult to use when frequent switching of scrolling and editing operations are required, for example, browsing and operating large sized www pages.in this paper, we have proposed a new user-interface method to provide seamless switching of scrolling / zooming mode and editing mode, based on a "paperweight metaphor". a sheet of paper that has been placed on a slippery table is difficult to draw on. therefore, in order to write or draw something on the sheet of paper, a person must secure the paper with his/her palm to avoid the paper from moving. this will be a good metaphor to design switching operation of scroll and editing modes.we have made a prototype system by placing a touch sensor under a pda screen where user's palm will be hit. we also have developed an application program to switch scrolling / editing mode by the sensor output and assessed our method.
the whereabouts clock: early testing of a situated awareness device. we describe the initial deployment of a prototype device to support awareness of people's location and activities in an office environment. this is a first step toward the design and testing of a related device for the home. findings from this workplace trial show its value in helping people have a virtual presence, in locating people, and in fostering a sense of group belonging. however, the results also suggest how the design could be made more flexible and expressive which we will explore in the upcoming home trial.
opportunities and barriers in implementing e-services for citizens in poland. this paper presents current issues relevant to building information society in poland in relevance to complying european union regulations on public information access.
hci and the arts: a conflicted convergence? a potential convergence is arising between hci and the interactive arts. the goal of this sig is to develop a conversation on the potential role of the arts in the hci community, based on the soon-to-be released us national academies national computer science and telecommunications board's report on information technology (it) and creative practices [2]. what kinds of activities are taking place that combine serious creative artwork with hci issues? what kinds of topics should hci study to support interactive art? how could hci benefit from a deep engagement with the arts, and what would such an engagement likely entail? what kinds of challenges might engagement between hci and the arts present for the self-conception of each field? what institutions are available or should be created for interdisciplinary work between the arts and hci? in what forums can this work be exchanged and discussed.
transferring usability engineering to software houses: some practical experiences. this paper describes market-related and social background of existing limitations in transferring usability engineering methods into software companies in poland. typical approaches of software vendors, developers, managers and users are shortly presented as possible reasons of low usability of many local software products. providing information, guidelines and usability services are discussed as means for developing usability consciousness among all stakeholders involved in developing software for management support.
reflective hci: articulating an agenda for critical practice. reflective hci is a style of hci research that integrates technical practice with ongoing critical reflection. in the last thirty years, hci researchers and practitioners have expanded their interests from aspects of cognitive ergonomics concerned with individuals using desktop computers at work to include concern for social and communal aspects of technology use and for affective and aesthetic aspects of design. this has been accompanied by the appropriation of a variety of disciplinary practices, concepts, and methodologies by hci. in terms of the development and coherence of the discipline, it is timely to take a critical look at the assumptions, values, and traditions of each of these positions, their implications for hci research agendas, and to try to understand the historical, cultural, and political emergence of hci as a discipline itself. the main aim of this workshop will be to develop a systematic research agenda for reflective hci.
changes in online health usage over the last 5 years. this paper describes changes in the use of e-health services over a 5-year period. it compares findings from two large-scale questionnaire studies undertaken in 2000 and 2005. key changes in usage and trust practices are noted with patients "acting as scientists" using web sites to test out theories regarding their health. future analyses regarding trust and identity markers are discussed.
promoting a healthy lifestyle through a virtual specialist solution. as reported by the world health organization (who), malnutrition is a health problem faced by many nations around the world. in mexico around 50% of adult population is obese; this in turn situates people on risk of contracting other diseases such as diabetes, and hypertension. to address this problem, one of the main institutes of health in mexico has implemented a program for preventing diseases related to bad feeding and physical activity habits. in our aim to provide a technological solution to help people with such problems, we conducted a field study around this program to envision and inform our design. we propose a virtual specialist (vs) that stays with the patient and advice him at all times on issues related to keeping diet and exercise programs. we argue that patients that use this solution would feel more motivated to keep working on their programs, since they get a feeling of being personally attended.