waashk/dblp huggingface dataset:
free head motion eye gaze tracking without calibration. this paper introduces a novel technique for remote eye gaze tracking and detection of point of regard that is specially designed for wide use in hci. it addresses and eliminates two of the major problems of commercial remote eye gaze tracking, namely the need for user calibration before each session and of accuracy degradation with head movement. the new technique uses a single calibrated camera, several light sources with known positions and a physical model of the eye to estimate the 3d position of the eye and its gaze direction. simulation results using ray tracing are used to study the accuracy and robustness of the system, and demonstrate its operability.
alternative "vision": a haptic and auditory assistive device. we have used two cameras and a sensable technologies "phantom" force-feedback haptic display to haptically render a three-dimensional surface that represents key aspects of a visual scene. in addition to rendering depth and contour information with the phantom, we capture optic flow and present this to the user using sound cues. we propose that with further development, this system could be used as an assistive device that would allow visually impaired individuals to explore the "visual" world.
catalyzing social interaction with ubiquitous computing: a needs assessment of elders coping with cognitive decline. this paper describes design directions for ubiquitous computing to facilitate social interaction. the study focuses on elders coping with cognitive decline and their caregivers, but it is expected that the concepts will have much broader applicability. social needs and barriers were examined in a qualitative study of 45 households across the u.s. directions for ubiquitous computing concepts are outlined to address these social needs and barriers. two example concepts, an ambient display to facilitate joint activity and a social memory aid, are described in detail. an underlying principal of these design directions and concepts is the use of computing technologies as catalysts rather than substitutes for human relationships. these concepts are part of an integrated system of home health technologies under development in a multiyear "aging in place" study.
multi-touch interaction. many everyday activities rely on our hands' ability to deftly control the physical attributes of objects. most graphical interfaces only use the hand's position as input. for my dissertation, i study how multi-touch input lets us make better use of our dexterity.
gesture navigation: an alternative 'back' for the future. this paper describes the evaluation of a gesture-based mechanism for issuing the back and forward commands in web navigation. results show that subjects were able to navigate significantly faster when using gestures compared to the normal back button. they were also extremely enthusiastic about the technique, with several expressing their wish that "all browsers should support this".
airhockey over a distance. in modern society, people increasingly lack social interaction, although beneficial to work and personal life. airhockey over a distance addresses this issue by recreating the social experience facilitated by physical game play in a distributed environment. we networked two airhockey tables and augmented them with a videoconference. concealed mechanics on each table allow for a physical puck to be shot back and forth between the two locations. supporting the hitting of a fast-moving, tangible puck between the two players creates a compelling social game experience which was confirmed by about 30 players. our preliminary findings suggest that our casual physical game supports social interactions and contributes to an increased connectedness between people who are geographically apart.
transparent hearing. this paper describes what we call transparent hearing: the use of microphone equipped headphones for augmented audio. it provides a framework for experiments like real-time audio alteration, multi-modal sensory integration and collaborative listening experiences. we attach high-quality microphones to headphones and send the signal through a computer to these headphones. we have built headphones that stop the music if somebody wants to talk to you, a pseudophone, and collaborative i hear what you hear headphones that are triggered by eye-contact.
hug over a distance. people in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. based on the results of an ethnographic study with couples, a prototype was developed to test the feasibility of technology in the domain of intimacy. hug over a distance is an air-inflatable vest that can be remotely triggered to create a sensation resembling a hug. although the couples did not consider the vest to be useful in their daily lives, the prototype served to provoke and stimulate design ideas from the couples during participative design workshops. an additional and unexpected benefit was also found: the prototype enhanced the couples' understanding of the researchers' methods, suggesting that prototypes can serve as tools to make participatory design volunteers aware of their importance in academic research.
bioculars: a virtual ecosystem for wilderness parks. bioculars is a concept system that allows visitors to state and national wilderness parks to create virtual animals and observe them in a continually running simulation based on the park's natural environment. users create fantasy animals with a computer interface that, inverted, transforms into a binocular-like device. when users look through the device, they can see their virtual species "living in" and interacting with the park's real ecosystem. bioculars was designed by a stanford university student team using an iterative design process that emphasized repeated prototyping and user testing.
what is connected by mutual gaze?: user's behavior in video-mediated communication. video-mediated communication systems such as teleconferencing and videophone have become popular. as with face-to-face communication, non-verbal cues such as gaze, facial expression, head orientation and gestures in visual systems play an important role. existing systems, however, do not support mutual gaze because the lay-out of the camera and monitor is restricted. thus, conversations using visual systems differ from those in face-to-face communication. this paper clarifies the problems of the video-mediated system, specifically for comparing the system with communication using eye-contact and with communication using no-eye-contact. this study focuses on the protocol of opening communication, e.g. establishment of a visual-audio link, person identification and confirmation of the acceptance of conversation. we conducted experiments using the two systems. analysis of recorded video sequences revealed that the system using communication with eye-contact induced behavior similar to the system using face-to-face communication.
"readness": a design exploration of personal document management in historical and collaborative context. when faced with many documents, people often use systems that characterize documents as read or unread. most email and document management systems treat this distinction as a binary - either a document has been read, or not. this poster explores designs that expand this binary distinction into a continuum of "readness," based on the user's personal history and collaborative context. the work focuses on late-breaking design concepts.
shared landmarks in complex coordination environments. we explore the concept of social landmarks in complex, shared information and coordination environments. previous research in navigation and shared spaces has tended to emphasize individual navigation, formally inscribed spaces, social filtering, and boundary objects. based on ethnographic research into complex collaborative work in organizations, we extend the concept of navigational "landmarks" to include not only individually-used documents, but also shared landmarks in the form of persons, roles, and events. this emerging concept of social landmarks may be applied in identifying and representing these coordinating points, to support the work of teams and organizations in complex projects.
workshop: creating and refining knowledges, identities, and understandings in on-line communities. this two-day workshop examines the ways that on-line communities create and refine their shared resources, in-cluding both the formal and observable artifacts (docu-ments, chats, threads) and the less tangible conventions, roles, and identities in the community.
nutrastick: portable diet assistant. this paper describes the design of a programmable barcode scanner (the nutrastick) that aims to revolutionize the way people on any kind of diet shop. the nutrastick uses barcode scanning technology alongside an onboard ingredient/nutritional information database to give feedback (red or green light) as to whether a particular food item is suitable or not for a person on a specific diet. usability engineering protocols were used in the design process including feasibility testing and a user orientated interface design process. the use of this methodology allowed for a user friendly, simple, effective, and innovate design.
usability and requirements: what role can usability professionals play in requirements definition? the sig will be a forum for discussing issues related to requirements and usability. usability professionals have been working to move their realm of influence earlier in the development process from the traditional testing after completion. but how early is early enough? for example, with user centred design (ucd), involvement begins with an analysis phase which uses the requirements or product concept as the starting point. why not get involved in defining the requirements and even the concept? we have the skills and the correct orientation on users and their work where we could make significant contributions to this level of product development.
social regulation in virtual spaces. the described dissertation focuses on social regulation of user behavior within virtual social spaces. a multi-year field study of two fantasy-based game muds (multi-user dungeons) was conducted to gain a detailed understanding of the work involved in regulating behavior in these virtual environments. this field study examines the work and techniques employed by game administrators (immortals) to maintain social regulation over their respective game muds. one key feature of social regulation in such virtual spaces is the use and possible use of specialized software routines to regulate specific behaviors. ongoing analysis of the field study data is expected to provide an understanding of how aspects of the virtual world affect the manner in which social regulation is performed.
the multimodal gui: developing auditory cues as tools for performance and usability. designers who use sound in the computer interface must do so judiciously. the inclusion of auditory cues within an interface should be a mechanism for the improvement of task performance and the facilitation of usability. gaver [6] and blattner [1] have demonstrated the utility of auditory cues in communicating information to users. the usage of "spatially-enhanced" speech and nonspeech elements could provide an additional source of data that might help or hurt performance. the usefulness of an auditory cue could be linked to acoustical parameters, spatialization, and task type. the proposed study will assess the improvement of user performance for various types of auditory cues as applied to spatial and verbal computer tasks. these results will be important to multimedia developers who want to create software that facilitates user acceptance or the quality of user performance.
examining mobile phone text legibility while walking. in this study, alternative methods for studying legibility of text while walking with a mobile phone were examined. normal reading and pseudo-text search were used as visual tasks in four walking conditions. visual performance and subjective evaluation of task difficulty were used as measures of text legibility. according to the results, visual performance suffers from increasing walking speed, and the effects are greater on reading velocity for pseudo-text search. subjects also use more homogenous strategies when reading compared to pseudo-text search, and therefore it is concluded that reading is a more useful measure of legibility. subjective measures are found to be more sensitive to small variations in legibility than objective measures, and give additional information about task demands. hence, without both objective and subjective measurements important information about legibility in different conditions and with different tasks will be lost.
towards time design: pacing of hypertext navigation by system response times. two experiments investigated the effects of system response time (srt) on hypertext navigation. dependent variables were residence time, emotional strain and memory performance. a synchronization between human and computer response time was observed.
the amulet user interface development environment (special interest group meeting). the user interface software group at cmu is investigating ways to make the design, prototyping, and implementation of user interfaces substantially easier. unlike other user interface development environments that deal only with widgets like menus, scroll bars and buttons, we concentrate on the insides of application windows, which is the part that takes most of the programmer's time to design and implement. typical applications of the technology include visualizations and visual programming environments, drawing programs, user interfaces for expert systems, graph editors, graphical programming languages, game user interfaces, simulation and process monitoring programs, user interface construction tools, cad/cam programs, etc.
end users creating effective software. is it possible to bring the benefits of rigorous software engineering methodologies to end users? end users create software when they use spreadsheet systems, web authoring tools and graphical languages, when they write educational simulations, spreadsheets, and dynamic e-business web applications. unfortunately, however, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. a growing number of researchers and developers are working on ways to make the software created by end-users more reliable. this special interest group meeting will help start to form a community of researchers who are addressing this topic.
end users creating effective software. is it possible to bring the benefits of rigorous software engineering methodologies to end users? end users create software when they use spreadsheet systems, web authoring tools and graphical languages, when they write educational simulations, spreadsheets, and dynamic e-business web applications. unfortunately, however, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. a growing number of researchers and developers are working on ways to make the software created by end users more reliable. this special interest group meeting will help support the community of researchers who are addressing this topic.
invited research overview: end-user programming. in the past few decades there has been considerable work on empowering end users to be able to write their own programs, and as a result, users are indeed doing so. in fact, we estimate that over 12 million people in american workplaces would say that they "do programming" at work, and almost 50 million people use spreadsheets or databases (and therefore may potentially program), compared to only 3 million professional programmers. the "programming" systems used by these end users include spreadsheet systems, web authoring tools, business process authoring tools such as visual basic, graphical languages for demonstrating the desired behavior of educational simulations, and even professional languages such as java. the motivation for end-user programming is to have the computer be useful for each person's specific individual needs. while the empirical study of programming has been an hci topic since the beginning the field, it is only recently that there has been a focus on the end-user programmer as a separate class from novices who are assumed to be studying to be professional programmers. another recent focus is on making end-user programming more reliable, using "end-user software engineering." this paper gives a brief summary of some current and past research in the area of end-user programming.
the amulet user interface development environment. the amulet research project is developing a new user interface development environment [2] which incorporates a number of design and implementation innovations including new models for objects, constraints, animation, output, input, commands, and undo. amulet has an open architecture, so that user interface researchers can replace and extend components. amulet, which stands for <u>a</u>utomatic <u>m</u>anufacture of <u>u</u>sable and <u>l</u>earnable <u>e</u>ditors and <u>t</u>oolkits, is implemented in c++, and runs on x/11, windows nt, windows 95, and the macintosh.
"sketching" nurturing creativity: commonalities in art, design, engineering and research. the workshop seeks to bring together researchers and practitioners from diverse creative practices such as interaction design, industrial design, architectural design, media art, music, programming, writing, and scholarly work, to gain insight into the creative process. each of these disciplines has established ways to nurture a creative impulse through to a concrete result. this is done in part by fostering a continuing internal dialog between creative instinct and external representations. sketching is an activity common to these practices that is exercised during such creative refinement. by sketching, we mean not only hand-drawing on paper using a pencil, but also rapid, undetailed, brief, light, informal representations that practitioners produce and interact with. by investigating the sketching process in each practice, we expect to find commonalities that will to point out essential elements for designing tools to support the creative process.
multimodal presentation method for a dance training system. this paper presents a multimodal information presentation method for a basic dance training system. the system targets on beginners and enables them to learn basics of dances easily. one of the most effective ways of learning dances is to watch a video showing the performance of dance masters. however, some information cannot be conveyed well through video. one is the translational motion, especially that in the depth direction. we cannot tell exactly how far does the dancers move forward or backward. another is the timing information. although we can tell how to move our arms or legs from video, it is difficult to know when to start moving them. we solve the first issue by introducing an image display on a mobile robot. we can learn the amount of translation just by following the robot. we introduce active devices for the second issue. the active devices are composed of some vibro-motors and are developed to direct action-starting cues with vibration. experimental results show the effectiveness of our multimodal information presentation method.
estimating communication context through location information and schedule information: a study with home office workers. we have developed a communication support system that estimates the situation of a person by using the location information of a phs (personal handy phone system) and the schedule information. the system supports communication among dispersed and mobile individuals by using the estimated situation. in this paper, we describe it and a study with a small group of home office workers.
the traveling café: a communication encouraging system for partitioned offices. in this paper we illustrate the "traveling café" that provides opportunities for informal communication by encouraging people to serve coffee to each other. this system consists of "sensor-equipped coasters," "a coffee pot with a supersonic wave oscillator," and "an lcd monitor and a light to display user situations." for two weeks we conducted pilot experiments to evaluate the system's effects and found that it triggered communication even in partitioned offices.
scaling the card sort method to over 500 items: restructuring the google adwords help center. in this paper we describe the method we used to redesign the information architecture of the google adwords help center. we adapted the card sorting method to accommodate over 500 items, and produced a new help center structure that enables users to find information faster and with fewer errors, as verified in a formal experiment. our process can be used as a model by those faced with organizing or reorganizing a large body of information, where conducting a traditional card sort would not be practical.
integrating hardware and software: augmented reality based prototyping method for digital products. for digital products, the relationship between the hardware and the software is important but their integration is largely achieved in the later phase of the design process. this paper presents new prototyping methods that allow digital product designers to effectively integrate the hardware and the software of the products from the early phase of the design process. the integration is accomplished by accurately overlaying a virtual display onto a quickly made functional hardware prototype using two augmented reality techniques; 1) using a video see through hmd and 2) using video projection. the results of the preliminary evaluation suggest that the early integrated prototypes are effective for design development and user studies.
letting every pupil learn japanese hand alphabets with viual interfaces. this paper discusses the effects of a visual interface for the japanese hand language system. the system practice! yubimoji aiueo (pya) we are developing aims at letting ordinary pupils learn basic character expressions (aiueo) of the japanese hand characters (yubimoji). because very few pupils in japan are currently able to communicate with handicapped people and there are only complex, expensive, and difficult software systems and/or textbooks available to learn the language system, it is critical to deliver easy-to-use software systems on a pc at elementary schools. this paper describes what are the principles of pya, how pya works, and why pya is effective from pedagogical and computer human interaction points of view.
beyond being in the lab: using multi-agent modeling to isolate competing hypotheses. in studies of virtual teams, it is difficult to determine pure effects of geographic isolation and uneven communication technology. we developed a multi-agent computer model in netlogo to complement laboratory-based organizational simulations [3]. in the lab, favoritism among collocated team members (collocators) appeared to increase their performance. however, in the computer simulation, when controlled for communication delay, in-group favoritism had a detrimental effect on the performance of collocators. this suggested that the advantage of collocators shown in the lab was due to synchronous communication, not favoritism. the canceling-out effects of in-group bias and communication delay explained why many studies did not see performance difference between collocated and remote team members. the multi-agent modeling in this case proved its value by both clarifying previous laboratory findings and guiding design of future experiments.