waashk/dblp huggingface dataset:
interactive therapy with instrumented footwear. musical feedback can aid in learning to move properly, for example in physical therapy, sports medicine, or training. by appropriately instrumenting the body to detect the correct motion (or the motion to be avoided), and mapping its characteristics causally onto an interactive musical stream, a patient can, in certain cases, be discouraged from making the incorrect motion and encouraged to move properly. we describe a heavily instrumented pair of shoes that were developed to function as a wearable gait laboratory, and overview some of the initial work performed using these shoes for real-time interactive therapy based exploiting musical feedback.
sharable digital tv: relating ethnography to design through un-useless product suggestions. the results presented here are part of an in depth study of current digital tv usage carried out for a manufacturer of domestic appliances. a systematic review of the literature revealed a set of issues that informed the design of an ethnographic study of five households of differing type. the concerns identified were then further explored through sketch-based conceptual designs, four of which are reported here. they are: (i) putting the electronic program guide (epg) onto a mobile phone to facilitate personalisation and to allow one person to use it while another is watching a programme; (ii) family voting to make explicit certain power relationships in the family and perhaps democratise them; (iii) using the tv for other purposes when not watching programs (e.g., as a message board or electronic picture frame) to avoid the ugliness of a blank tv screen, and (iv) multi-channel hopping to facilitate idly flicking through the channels. these suggestions are not fully worked designs but provocative concepts to relate the concerns identified to design. in this sense they are "un-useless" and draw on the playful and provocative tradition of chindogu.
an interactive speech interface for summarizing agile project planning meetings. in this paper we present an autonomous meeting summarizer that transcribes an agile planning meeting and produces a textual summary of the discussion. we explore the issues involved in designing a speech-based interactive system that communicates with humans in a natural language. the inherent nature of ambiguity in conversational speech is overcome by suggesting a list of possible phrases to listen for. the system interacts with users in an interview-style dialogue for data collections. this is possible because we used the highly constrained structure and terminologies of agile planning meetings to make the approach successful.
influences of personal preference on product usability. this study intended to demonstrate experimentally that user trust or affection for a brand affects the results of usability tests. for the experimental method, experimentees were exposed to products made by companies they preferred and did not preferred, and these products were then tested with a group of tasks for each product. for the test assessments, nasa-tlx was utilized to measure the mental and physical demands on the experimentees, along with the measure of error rate and time of product operation.the results were that, even though the experimentees performed the same tasks, they had decreased mental and physical demands operating products that they preferred. that is, it was shown that an individual's psychological state greatly influences the usability of a product and that, for a usability test, the user's image of the product's brand is also an important variable.
magic asian art. throughout history, paintings have had a static perspective, as determined by the artist. nowadays, viewers are not passive anymore. this proposal focuses on dynamic painting, and active audiences. magic asian art allows viewers to enjoy dynamic asian painting, and furthermore, each audience recreates the same painting according to their personal preference or the impression of a painting. it is quite similar that conductor conducts an orchestra for the same music differently. we extract viewer's intension based on the emotional status or impression of the painting by using gaze tracker and the painting will be more dynamic and fun. magic asian art is neither movies by cinematographer, nor video games by an algorithm, but novel interactive painting media by each user.
designing an immersive tour experience system for cultural tour sites. along with the change in tour paradigm, tourists are increasingly seeking for new and meaningful experiences. however, most cultural tour sites today still maintain a conventional form of tour that is static and information centered. to reflect the new needs of tourists, the concept of immersive tour experience has been investigated. immersive tour experience refers to a type of tour where the tourist lively experiences the historical scenes that occurred at the tour site, as if the tourist had traveled to the past. a system named "immersive tour post" was designed to realize this concept. this system is in a post form and uses of audio and video augmented reality to provide the immersive experience. through an experiment conducted at an actual tour site, this application proved to increase the interest level as well as facilitate understanding of the content. through this research, the potential of immersive tour experience in improving the quality of tour for cultural tour sites was verified. moreover, a new user experience was developed by implementing hci technology in a new context. with further development, the proposed system is expected to become a useful application that attracts tourists and create greater value for our cultural assets.
creating an enhanced reality user interface - ersolitaire. an enhanced reality user interface uses aspects of the real world and simulated computer perception to yield a simplified.
glume: exploring materiality in a soft augmented modular modeling system. we introduce glume, a modular scalable building system with the physical immediacy of a soft and malleable material. the glume system consists of soft and translucent augmented modules, which communicate capacitively to their neighbors to determine a network topology and are responsive to human touch. glume explores a unique area of augmented building materials by combining a discrete internal structure with a soft and organic material quality to relax the rigidity of structure and form in previous tangible building block approaches. we envision glume as a tool for constructing and manipulating models, visualizations and simulations of organically based three dimensional data sets.
a method for graphical input on the www. using the world wide web (web) is rapidly becoming one of the main ways in which people interact with computers. however, although the web has permitted a rich variety of hypertext output, input has, until recently, been restricted to text or simple menu choices. the advent of languages like java, which permit interactive programs to be included on a page, clearly changes what is possible. this contribution discusses the requirement for graphical input on the web and describes an initial implementation which permits graphical objects to be manipulated on a web page to provide input for subsequent analysis and computation.
design of usable multi-platform interactive systems. recent years have seen the introduction of many types of computers and devices. in this sig we want to discuss how to provide developers with tools, methods and languages able to support both the development of single interactive applications for multiple platforms and the dynamic execution of these applications in a changing environment while preserving usability. since chi is the most important conference on human-computer interaction, it is the most suitable place where to discuss such issues, the results achieved so far, compare them with other results obtained by other groups in the world and discuss the opportunity provided by joining efforts.
privacy and hci: methodologies for studying privacy issues. this workshop aims to reflect on methodologies to empirically study privacy issues related to advanced technology. the goal is to address methodological concerns by drawing upon both theoretical perspectives as well as practical experiences.
hci and security systems. this workshop will seek to understand the roles and demands placed on users of security systems, and explore design solutions that can assist in making security systems usable and effective. in addition to examining end-users, this workshop will also examine the issues faced by security system developers and operators. the goal of the workshop is to build a network of interested people, share research activities and results, discuss high priority areas for research and development, and explore opportunities for collaboration.
using an interaction model as a resource for communication in design. many design models and representations have been proposed to support user-centered system design, such as scenarios, use cases, and prototypes. with these artifacts, designers typically deal with representations of fragments of the application, and sometimes have difficulties communicating with one another about design decisions. to face some of the communication challenges during design, we believe that we could use a global view of the system's apparent behavior, from the users' point of view. such a representation would serve as a common reference for hci designers from different disciplinary backgrounds, helping to foster communication among them. in our goal to promote a shared understanding of the application, we have investigated different professionals' usage of molic, an interaction modeling language that follows an interaction-as-conversation metaphor. molic allows designers to build a blueprint of all the interactions that may take place when the application is used.
gameplay issues in the design of spatial 3d gestures for video games. we describe preliminary tests that form the first phase of research into issues involved with the design of spatial 3d gestures for video games. early research on 3d gesture and spatial interaction was largely the domain of virtual reality (vr) [1]. more recent work looks at 3d gestures for mobile devices [2] and pervasive computing [3]. we are investigating issues affecting usability and fun [4] in the context of 3d gestures and spatial movement in video games where emotion, immediacy and immersion are more important than breadth of functionality and user task efficiency. these tests use our 3motion™ system, a wireless inertial motion tracking device and gesture sdk. this enables a range of gesture types from tight, precise movements to whole arm gestures, and from direct mapping of movement to recognition of 3d symbolic gestures. four game scenarios using different spatial gesture characteristics were used to identify gameplay issues that have an impact on the design of 3d interaction.
presentation discovery: building a better icon. icons have become an inseparable part of graphical user interfaces. there is well-developed literature describing novel applications of icons and methods for evaluating existing icons. however, there has been comparatively little research into the processes necessary to design effective new icons. this paper will introduce a novel design methodology for developing graphical interface components, including icons, called presentation discovery. the method is grounded in semiotics and personal construct theory, and adapts knowledge acquisition approaches to the graphical domain. a pilot study applying presentation discovery in a biomedical domain is presented.
user activity histories. current software interfaces fail to incorporate historical data from user interaction into their design. while some systems exhibit a minimalist use of history in the form of undo and redo, selective menu items, and other static elements, there has been a lack of use of history in the dynamic elements of interaction. we propose a more widespread use of historical data from user-software interaction to augment the desktop and application environment. we believe the use of historical data can improve the user's experience at many different levels. our approach begins by assuming that everything the user is doing on the desktop is important to them, and that it will be important again in the future.
overlaying motion, time and distance in 3-space. an innovative method for visually and functionally combining the elements of motion, time and distance in a three-dimensional computer animation is presented. at a glance, the elapsed time of the movement, distance traveled, relative velocity, scale and the object orientation can be derived from a single visual representation. creation and editing of animations can also be simplified through the use of an interrelated set of immersive three-dimensional user interface elements.
making sense of social networks. social network analysis has emerged as a powerful method for understanding the importance of relationships among interacting units in a variety of domains. however, interactive exploration of social networks is challenging because: (1) it is difficult to comprehend the characteristics and structure of networks when there are many edges and nodes, and (2) current systems are often a medley of statistical methods and overwhelming visual output which leaves many analysts uncertain about how to explore in an orderly manner. this results in exploration that is largely opportunistic. the contributions of our work are principles and an interface to support systematic analysis of social networks. we believe our approach will enable users to better understand the structure of networks and the social groups within.
taming of the ring: context specific social mediation for communication devices. taming of the ring is an interactive system that lessens the problems of social disturbance caused by cell phone communication. as cell phone usage levels increase, social disturbance becomes an increasingly important issue. callers and receivers have a need to discretely handle phone communication in delicate social situations. early cell phone usage observations led to an interaction model hypothesis. a functional prototype was created to test the concept in the field. preliminary results indicate that both calling and receiving users want more responsibility and control when placing phone calls, and that two remotely-mediated options, "hold" and "meeting," were enough to fill this communication need in the majority of situations.
pet pals: a game for social mediation. pet pals is a game that facilitates social interaction in a real world group context. early user research of pre-teens indicated that children establish a social hierarchy through sharing and trading. the needs revealed in the study led to a game design to mediate peer interaction through trade. a functional prototype was developed to test the game on two groups of users. pet pals is a game of trading that globally monitors who is participating in real-time by tracking the exchange of objects and dynamically altering each object's value to encourage those not participating to interact with each other, in part by making their objects more valuable to others. through bouth and neagative reinforcement, the system promotes face-to-face communication.
practical usability evaluation. practical usability evaluation is an introduction to cost-effective, low-skill, low-investment methods of usability assessment. the methods include (1) inspection methods (e.g., heuristic evaluation), (2) observational skills and video (including user testing with think-aloud protocols), (3) program instrumentation, and (4) questionnaires. the tutorial features many step-by-step procedures to aid in evaluation plan design.
acm sigchi information infrastructure. we describe recent improvements to the acm sigchi information infrastructure, mainly in the sigchi web site and sigchi use of the acm listserv for mailing lists and aliases, and how they have been applied to provide general information, support committees, publications and conferences, and technical discussions. we then describe some key areas where volunteers are needed to improve sigchi information services, particularly in the area of databases.
usability testing of system status displays for army missile defense. modernizing workstations for military applications is a challenge: designers must increase performance without affecting safety in any way. furthermore, interaction efficiency is required to avoid fatigue and minimize error rates which could cost lives. soldiers are understandably reluctant to use a new interface design on systems where life critical decisions are made. it is paramount to obtain user assessment of interface designs early and continually throughout the software development cycle to insure user acceptance and optimize user performance. statistical based usability tests were performed with soldiers to determine display designs for the u.s. army's theater high altitude area defense (thaad) radar soldier user interface.
anthropomorphic visualization: a new approach for depicting participants in online spaces. anthropomorphic visualization is a new approach to presenting historical information about participants in online spaces using the human form as the basis for the visualization. various data about an individual's online behavior are mapped to different parts of a "body", resulting in an abstract yet humanoid representation of a person. we explain the details of the approach and make some initial observations about the visualization in use. we also discuss broader issues relating to presenting data that has been mined from individuals' messages, using the human form to depict this data, and evaluating visualizations used for social purposes.
remarkable computing: the challenge of designing for the home. the vision of ubiquitous computing is floating into the domain of the household, despite arguments that lessons from design of workplace artefacts cannot be blindly transferred into the domain of the household. this paper discusses why the ideal of unremarkable or ubiquitous computing is too narrow with respect to the household. it points out how understanding technology use, is a matter of looking into the process of use and on how the specific context of the home, in several ways, call for technology to be remarkable rather than unremarkable.
floor interaction hci reaching new ground. within architecture, there is a long tradition of careful design of floors. the design has been concerned with both decorating floors and designing floors to carry information. ubiquitous computing technology offers new opportunities for designing interactive floors. this paper presents three different interactive floor concepts. through an urban perspective it draws upon the experiences of floors in architecture, and provides a set of design issues for designing interactive floors.
augmenting icons for deaf computer users. tooltips (tts) can be used to make icons more understandable to users. however, text-based tooltips will not assist users with print disabilities. four types of tts to assist deaf and hearing impaired users were implemented: sign language, picture (an enlarged icon and text explanation of the function), human mouth and digital lips (the last two to assist in lip reading). an evaluation of 16 tts of each type with 15 deaf users found that the sign language and picture tts were very positively rated on satisfaction and understanding and would be used again, but that human mouth and digital lips were of no assistance in their current implementation to deaf users in lip reading the names of icons.
the use of declarative and procedural knowledge in intelligent navigation displays. one theory of environmental cognition suggests that both declarative landmark knowledge and procedural route knowledge are essential in structuring internal representations of the environment; such representations facilitate effective navigation in that environment [5, 7]. the proposed study will provide data to test this theory. the application that will be studied is an advanced traveler information system (atis), which provides route guidance information to automobile drivers. current route guidance systems incorporate only procedural route information in their route guidance displays (i. e., they give directions for getting to your destination without supplying landmarks to identify the route [e.g., 3]). this study will evaluate how the inclusion of landmark icons in atis displays affects users' navigation performance. the results will be important to atis developers, who need to know what informational elements to include in atis route guidance displays to most effectively support navigation tasks. the results will also be important in a theoretical sense, by testing a theory of environmental cognition with real-world navigation tasks.
future interfaces: social and emotional. this panel addresses 'science fact' for future social-emotional interfaces. we discuss new theory and upcoming interface technologies that enable or augment social-emotional interaction between people and computers, and between people via new forms of computers. the theme is rooted in: (1) findings that human-computer interaction is social and emotional even when interfaces are not designed with such interaction as a goal, and (2) advances in technology, enabling computers to recognize, express, and respond to emotional and social information. the panelists will describe the guiding theory for this research, show examples of emerging technologies including new wearable, implantable, and robotic interfaces, and discuss the implications of social-emotional interaction for interface development, design, and testing.
wi-fi and handhelds: perfect synergy. consumers assume when they make a purchase of a wi-fi handheld they will have to spend all day to set up and get it connected. when palmone inc. decided to produce a wi-fi product, we wanted to create a handheld that users could turn on and go. the goal was to give the users a simple and elegant experience with wi-fi, unlike competitive products that were hard to use, and often intimidated the users.palmone had an opportunity to branch out the product line with wi-fi and position the company as mobile broadband product providers. the challenge was to create a solid wi-fi user experience that connected users seamlessly in various locations without taking away the control of the handheld from the user.we introduced a simple wizard that stepped users through the initial connection process then automatically connected in different locations and simplified configuration of hidden or encrypted networks.
pegblocks: a learning aid for the elementary classroom. in this paper we describe the implementation of pegblocks - an educational toy that can be used to illustrate some basic physics principles to elementary students.
query previews in networked information systems: the case of eosdis. dynamic queries have been shown to be an effective technique to browse information, and to find patterns and exceptions. dynamic queries involve the interactive control by a user of visual query parameters that generate rapid (100 ms update), animated, and visual displays of database search results. the data of early implementations was stored in local memory to guarantee optimal speed. problems arise when the data is very large and distributed over a network. to overcome the problems of slow networks and data volume we propose a two-phase approach to query formulation using query previews and query refinements [1]. preview mechanisms have been used in the past [2] and we believe that their use will be a major component of successful networked information systems interfaces (e.g. [3]).
technologies for families. in this workshop, we propose to bring together researchers from industry and academia to discuss the design of new technologies for families. we will focus on both design techniques and the technologies themselves. through discussions and brainstorming we hope to discover new ideas, which can be disseminated more broadly.