waashk/dblp huggingface dataset:
the mixed reality book: a new multimedia reading experience. we are introducing a new type of digitally enhanced book which symbiotically merges different type of media in a seamless approach. by keeping the traditional book (and its affordance) and enhancing it visually and aurally, we provide a highly efficient combination of the physical and digital world. our solution utilizes recent developments in computer vision tracking, advanced gpu technology and spatial sound rendering. the systems' collaboration capabilities also allow other users to be part of the story.
tangible programming in the classroom with tern. this interactivity demonstrates tern, a tangible programming language for middle school and late elementary school students. tern consists of a collection of wooden blocks shaped like jigsaw puzzle pieces. children connect these blocks to form physical computer programs, which may include action commands, loops, branches, and subroutines. with tern we attempt to provide the ability for teachers to conduct engaging programming activities in their classrooms, even if there are only one or two computers available. in designing tern, we focused on creating an inexpensive, durable, and practical system for classroom use.
impulse. impulse is a modular design object that senses pulse and allows users to wirelessly transmit their heartbeat rhythms to companion impulse units. by synchronizing light and vibrations with users' personal heartbeats, these devices create intimacy across distance.
emi: a system to improve and promote the use of public transportation. this paper presents a project to improve the public transportation in the city of huajuapan de león, oaxaca, méxico. interactive multimedia stations (emi, for its spanish acronym), the system proposed here, has the following purposes: to increase the use of public transportation through an information system comprised of routes and schedules, to improve public services with a module of users. complaints and suggestions, along with a module of incentives, which would raise the awareness of a culture of road safety education through informative capsules to the general public.
txt bus: wait time information on demand. this paper describes an sms based text messaging system that delivers real time bus information to users' mobile phones. many public transit systems provide schedule and fare information on their web sites, and a small subset of these have recently experimented with bus stop countdown displays. in contrast, an sms based delivery system allows users to receive real time updates wherever they may be. given that lack of information is an often cited barrier to transit use, particularly among "choice riders" (i.e. those who have access to other forms of transit), such a solution also creates an opportunity for transit organizations to improve their services, thus promoting ridership [6].
senior travel buddies: sustainable ride-sharing & socialization. we are developing a system to be implemented at continuing care retirement communities (ccrcs) throughout the united states in an effort to encourage ride-sharing among residents in order to decrease their carbon emissions. we are focusing on senior citizens for two reasons. they are a growing segment of the population with driving habits that result in higher pollution, but they are also a population that is at risk of isolation and the mental and physical harm that can result from being isolated. our system addresses both of these issues while leveraging the infrastructure and culture of ccrcs in addition to hiding the technology from the senior residents themselves.
the vvip system: encouraging the use of public transport in edinburgh. this article is concerned with the encouragement and promotion of the use of buses in edinburgh, especially among visually impaired users and tourists / migrant workers. the report outlines the key issues these groups encounter when using buses, and introduces vvip, or visual and vocal information platform as a solution. the report contains detailed research methodology and findings which led to the development of vvip, and the design and evaluation procedures undertaken by the group. vvip is a cost effective and easily deployed dynamic location based system which offers passengers a visual and auditory display of where the bus is in relation to its next stop facilitating and improved bus travel experience.
comparing internal uxd business models. experts in the field of hci have spoken at length about how to increase the strategic influence of user experience design (uxd) teams in industry [3]. some have offered courses in hci management [1]. others have presented recommendations on how to prove a return on investment for usability-related activities [2]. this sig is an extension of the chi experience report.the internal consultancy model for strategic uxd relevance,. [5] and explores four common uxd organizational models. in this sig, we will develop a swot analysis (analyzing strengths, weaknesses, opportunities, and threats) of each model. the sig will facilitate a systematic exploration by attendees whose organizations follow, or are considering, one or more of these models. it will result in a broader understanding for managers of uxd teams on how they can optimally structure their internal uxd functions, given their unique corporate environments and cultures.
evaluating experience-focused hci. a growing trend in the field is the development of experience-focused hci, which emphasizes the experience of using the technology, rather than the focus on the task that is characteristic of many other approaches hci. a focus on experience also means that research concentrating on such technologies produces a different kind of knowledge than task-focused hci, and that this knowledge must be validated in different ways. importantly, this focus means that evaluation techniques designed for evaluating task-focused measures, such as classical notions of usability, are inadequate (although far from unnecessary) for the evaluation of experience. in this sig, participants who are interested in designing, building or currently evaluating experience-focused projects will discuss ways to do so. this sig is intended to appeal to a broad cross section of the chi community, ranging from practitioners and developers to computer and social scientists.
sig: capturing longitudinal usability: what really affects user performance over time? in this special interest group (sig) the attendees will discuss methods for capturing usability data over time. specifically, we will share industry best practices, brainstorm alternative solutions, as well as compare and contrast usability engineering methods for capturing usability problems that persist over time. we will also explore why longitudinal research is not a more common ucd practice.
social impacts of a video blogging system for clinical instruction. in the past decade, digital technology has become widely integrated into many professional training settings, yet at present we lack a detailed understanding of how new technology alters networks of social and technology-mediated interactions present in such environments. i have been engaged in a multi-year ethnography-for-design study in a dental hygiene training program in national city, ca. during the project, i helped design a new clinical training laboratory, equipped with embedded digital media technology, such as flat-panel monitors, computer workstations and overhead cameras. here, i detail the ethnographic motivations for the design of the technology integrated into the training program. i also present an analysis of how a collaborative video blogging system (a .vlog.), used in an introductory clinical instruction course, affects the network of social and technology-mediated interactions. in particular, i examine how interactions with videos structured the way students and instructors work with each other in the clinic. additionally, i report how the faculty.s acceptance of technology was influenced by the presentation of divergent methodology in the vlog content.
the impact of digital iconic realism on anonymous interactants' mobile phone communication. in this paper, i describe progress in research designed to explore the effect of the combination of behavioral and visual fidelity of avatars on users. social presence in synchronous and emotionally engaged mobile phone communication. i specifically focus on ways to secure mobile phone users. anonymity while preserving their most important nonverbal affective behaviors. the research measures social presence in several dimensions, and investigates the impact of combinations of behavioral and iconic realism of avatars on the measures.
2d meets 3d: a human-centered interface for visual data exploration. there is still a controversial debate on the usefulness of 3d user interfaces. most of the time, 2d metaphors are force-fitted to establish a rich set of functionality. with the aim of shifting the 20-year-old 2d wimp (windows, icons, menus, and pointing device) paradigm towards a more natural and intuitive 3d user interface, we have developed a hybrid 2d + 3d prototype targeted at immersive environments. our complementary display and interaction environment combines visual design techniques with mixed-mode interaction to support typical tasks of information workers to the greatest potential. to achieve this, we match visualization and interaction metaphors by the principle of dimensional congruence. this results in a sophisticated and more intuitive user interface. an ongoing evaluation gives encouraging feedback and shows that even non-expert users can efficiently work with the system.
an investigation into the use of spatialised sound in locative games. this paper shows how spatialised sound can be used to guide users around a located gaming environment. thus far, despite growing interest in delivering location-relevant media information to users, accurate delivery of virtual spatialised sound using limited-processing portable devices, such as personal digital assistants (pdas), has not yet been explored. the use of spatialised sound allows users to judge accurately which direction a virtual sound is coming from through a pair of stereo headphones. the initial findings of this research demonstrates that spatialised sound can be used to navigate users in a locative game running on a pda.
posture monitoring and improvement for laptop use. both repetitive stress injuries and laptop use have increased. the poor ergonomic design of laptops has the potential to create or exacerbate existing rsi. we propose a persuasive attentive user interface which provides feedback in order to improve user neck posture. this system measures the angle of the user.s neck and determines the quality of his/her neck posture. we then provide exercises to strengthen the neck and improve the user.s posture. we performed a study which showed an increase in neck comfort among our system.s users. the study demonstrated the potential of our system, which should be further tested.
a study of co-worker awareness in remote collaboration over a shared application. following recent developments in groupware that allow teams of co-located and distributed users to work simultaneously on a shared application, differences in the relative awareness of co-located and remote users have been identified. this paper examines users' perceived awareness of others and their observed direction of attention in this context. a study of six groups of three users distributed across two sites reveals that the disparity in awareness between co-located and remote users may not be such a problem as previously suggested. results also show that for the tasks employed herein, users rely predominantly on cues within the shared application such as multiple cursors, rather than the videoconference channel, to remain aware of the actions of their collaborators. the study also provides further evidence for the importance of additional awareness cues, such as "video arms".
malibu personal productivity assistant. the malibu system provides peripheral access to andawareness of activities, tasks, social-bookmarkresources, and feeds to assist knowledge workers intheir activity-centric work. we describe theexperimental system, a usage scenario and somepreliminary usage data.
socialbrowsing: integrating social networks and web browsing. in this paper we introduce socialbrowsing, a firefox extension that adds social context to the web browsing experience. the extension is paired with services provided by social networking websites, analyzes the page's contents, and adds tooltips and highlighting to indicate when there is relevant social information. we present an overview of the tool and implementation, and outline future steps for analysis.
improving dictionary-based disambiguation text entry method accuracy. text entry on mobile devices is problematic because of ever-decreasing device sizes. dictionary-based keypad text entry methods are relatively effective, but still run into problems of word ambiguity, especially when used with small numbers of keys. common text entry disambiguation methods only use word frequency information to resolve conflicts. this paper proposes a new method that also looks at semantic information (distances between word meanings). simulations show encouraging results, suggesting potential practical applications of this method to mobile devices.
addressing constraints: multiple usernames task spillage and notions of identity. in this work in progress report, we present preliminary results from an interview study on people's use of email addresses and instant messenger usernames. based on these interview findings, we speculate that many people use multiple identifiers reactively and prosaically, rather than simply proactively and strategically. this has implications for understanding the scope of previous studies; for developing cross-platform methodologies for analysis of people's practices; for understanding identifier selection; and for design of communication tools and protocols. we believe that a focus on "identity", which we characterize to be a set of strategic and coherent practices for self-presentation/protection, has led to an under-representation of reactive and prosaic practices of identifier selection that can result from organizational policy, technological implementations, and social and task information flow management.
new parameters for tacton design. tactons (tactile icons) are structured vibrotactile messages which can be used for non-visual information presentation. information can be encoded in a set of tactons by manipulating parameters available in the tactile domain. one limitation is the number of available usable parameters and research is ongoing to find further effective ones. this paper reports an experiment investigating different techniques (amplitude modulation, frequency, and waveform) for creating texture as a parameter for use in tacton design. the results of this experiment show recognition rates of 94% for waveform, 81% for frequency, and 61% for amplitude modulation, indicating that a more effective way to create tactons using the texture parameter is to employ different waveforms to represent roughness. these results will aid designers in creating more effective and usable tactons.
talking about "stuff": artifacts and expectation in social communication. in this work, we use qualitative field studies to examine the role of physical artifacts in conjunction with and comparison to digital communication. we investigate what people convey through the choice of a communicative medium, how choices of medium are perceived and intended, and how people combine digital and physical media and artifacts to maintain social connections.
game controller text entry with alphabetic and multi-tap selection keyboards. in this paper we present a longitudinal study comparing an alphabetical selection keyboard to a multi-tap selection keyboard using a game controller as input device. our experiment showed the alphabetic selection keyboard to be faster for novice (7.72 wpm vs. 6.34 wpm) and expert users (11.87 wpm vs. 9.64 wpm). the multi-tap selection keyboard was more error prone than the alphabetic selection keyboard. qualitative results showed that over time the alphabetic selection keyboard was preferred by the users.
i/o plant: a tool kit for designing augmented human-plant interactions. in this paper, we introduce the versatile creative tool called "i/o plant" which generates new-style interactions among humans, plants and computers. it enables designers to manipulate plants as modules by attaching actuators and sensors to plants. it has been designed to create original hybrid circuits. we report not only our tool, but also use patterns and several examples. i/o plant cultivates new creativity toward the interaction design.
caws: alla wiki system to improve workspace awareness to advance effectiveness of co-authoring activities. crucial to effective collaborative writing is knowledge of what other people are doing and have done, what meaningful changes are made to a document, who is editing each section of a document and why. this is because awareness of individual and group activities is critical to successful collaboration. this paper presents the problems that surround co-authoring activities, and the advantages of using caws are explained and compared with other implementation and techniques for collaborative authoring. this co-authoring wiki based system (caws), aims to improve workspace awareness in order to improve user.s response to the document development activit.
mapmail: restructuring an email client for use in distributed teams. in this paper we examine a solution for coping with information sharing across location, time zone, and organizational boundaries. email, a principal tool for such collaboration, relies on textual and/or numeric sorting, filtering and presentation by subject, data, sender addresses and/or time. typically, spatial properties of presentation are limited to filtering incoming messages into folders. we have been designing for a different form of social expressiveness. mapping email by geographic region. we describe an example of how an email client was extended, preserving its original familiarity and functions, but augmented with new features expressed in a spatial map arrangement. we describe how this approach exemplifies a general technique we call.application surrogates.. we discuss application surrogates in terms of emerging.mashup. approaches to application development.
a motion-based marking menu system. the rapid development of handheld devices is driving the development of new interaction styles. this paper examines one such technique: using hand motions to control a menu system. previous research on this topic deals with systems which rely heavily on graphical feedback, a disadvantage in many mobile scenarios. inspired by marking menus, our system is designed to be used "eyes-free" and based on making relatively large scale rotational strokes. we describe the system and an initial evaluation in detail. the results indicate that its performance is comparable to previous motion menu systems, but that this can be attained without visual feedback. this represents a substantial benefit.
pointer delegation for group collaboration using telepointers. pointer delegation, a new function for a telepointer, allows people to delegate the rights of their own pointers to the pointer of someone who they can trust, which helps to achieve better group collaboration through a kind of fair voting system in interactive environments that include many people. a telepointer that has a pointer delegation function is called a delegate pointer. the appearance of delegate pointers in an interactive environment can show the weight of voting. moreover, delegate pointers can be used to limit the manipulators of objects to only one or a small group in order to reduce any conflicting manipulation. experiments were conducted to evaluate the appropriateness of the appearance of pointers to show the voting weight, and to test the feasibility of the delegate pointer.
squeeze: designing for playful experiences among co-located people in homes. squeeze is a multi-person, flexible and interactive furniture that allows for collective and playful exploration of the family history among co-located people in homes. it is designed to explore how we can use digital technology to create settings where co-located family members can collectively and actively engage in playful activities as part of their everyday lives at home. it is argued that this is for the most part an unexplored design space, which is awaiting the interest of the chi community. our work has both a strategic and theoretical outset. it is designed from a strategic point to open up the design space for digital domestic technology emphasizing the potential in designing for playful experiences among co-located family members. secondly, it is designed from a theoretical perspective, namely that of designing for playfulness and aesthetics of interaction.
a grid-based extension to an assistive multimodal interface. this paper describes an extension to a multimodal system designed to improve internet accessibility for the visually impaired. here we discuss the novel application of a grid (patent pending) to our assistive web interface. findings from our evaluation have shown that the grid enhances interaction by improving the user.s positional awareness when exploring a web page.
syncdecor: appliances for sharing mutual awareness between lovers separated by distance. many lovers separated by distance worry about their relationships, despite the fact that the use of various means of communication such as mobile phones and e-mail is now widespread. we interviewed some such couples, who expressed the desire to feel a sense of connection and synchronization with their partners. they also expressed the desire to have devices that provide awareness about their partners. for this purpose, we propose "syncdecor" devices, which are pairs of remotely installed appliances that synchronize each other.
rating, voting & ranking: designing for collaboration & consensus. the openchoice system, currently in development, is an open source, open access community rating and filtering service that would improve upon the utility of currently available web content filters. the goal of openchoice is to encourage community involvement in making filtering classification more accurate and to increase awareness in the current approaches to content filtering. the design challenge for openchoice is to find the best interfaces for encouraging easy participation amongst a community of users, be it for voting, rating or discussing web page content. this work in progress reviews some initial designs while reviewing best practices and designs from popular web portals and community sites.
flickr and public image-sharing: distant closeness and photo exhibition. this paper presents an empirical study in progress of the use of flickr.com, part of an on-going research program on personal digital media, including images. two new kinds of image-sharing with flickr are.distant closeness. and.photo exhibition.. we are seeing changing uses of images in social interaction and increased multi-modal communication.