waashk/dblp huggingface dataset:
multiple virtual rafts: a multi-user paradigm for interacting with communities of autonomous characters. this paper describes a multi-user version of the "virtual raft project" being exhibited in the interactivity program at chi 2005. the virtual raft project is an interactive installation in which communities of autonomous animated characters inhabit desktop "virtual islands." a human participant may transport the characters between the islands via a mobile device-based "virtual raft." this paper describes an implementation of a multi-user version of this project, in which several virtual rafts may be used simultaneously to carry characters among the islands. the multi-user experience improves on the single-user original in four ways: increased throughput, increased collaboration among the participants, increased enjoyment for the participants, and the introduction of a new mode of interaction (characters jumping directly from one raft to another). this paper also provides a preliminary evaluation of the entire system through observations from a deployment of the virtual raft project to approximately two hundred people.
the ecoraft project: a multi-device interactive graphical exhibit for learning about restoration ecology. the ecoraft project, an interactive installation designed to help children learn about restoration ecology, allows participants to engage physically with animated agents via a natural and intuitive interface. this physical engagement occurs when the agents transfer seamlessly from stationary computers to mobile devices, on which the agents are realized as quasi-physical manifestations. utilizing tablet pcs to act simultaneously as objects in the physical world and as mobile virtual spaces, the system incorporates embodied mobile agents that increase levels of engagement. the project has been publicly shown at several venues, where over 2000 participants interacted with the system. this paper presents initial evaluation results based on interviews with participants indicating that the embodied, physical interaction in this installation leads to participant engagement and collaboration, and enhanced educational effectiveness.
the virtual raft project: a mobile interface for interacting with communities of autonomous characters. this paper presents a novel and intuitive paradigm for interacting with autonomous animated characters. this paradigm utilizes a mobile device to allow people to transport characters among different virtual environments. the central metaphor in this paradigm is that virtual space is like land and real space is like water for virtual characters. the tangible interface described here serves as a virtual raft with which people may carry characters across a sea of real space from one virtual island to another. by increasing participants' physical engagement with the autonomous characters, this interaction paradigm contributes to the believability of those characters.
the neurally controllable internet browser (brainbrowser). the internet has become an important part of our daily lives, with browsers serving as the main tool of navigation. for users with severe disabilities, access to the internet can be crucial to quality of life, providing a myriad of services and opportunities. the gsu brainlab is researching methods of controlling computer interfaces directly with brain signals, to assist users who are completely paralyzed and have no other means of interaction. adapting a web browser for neural control provides us a unique opportunity to study navigation issues for assistive technology. the neural internet brainbrowser project is currently exploring new human computer interaction paradigms, web usability concepts, and interface serialization techniques.
chick clique: persuasive technology to motivate teenage girls to exercise. we are developing a preventative health cell phone application that helps motivate teenage girls to exercise by exploiting their social desire to stay connected with their peers. we targeted girls because they are more likely to become less active throughout adolescence and are more likely to use dangerous techniques for losing weight. the intent of chick clique is to provide information at opportune times in order to modify the behaviors of girls and ultimately lead to improved health habits. our study investigated how collecting, sharing and comparing personal fitness information impacts activity level and health awareness.
phonological and visual working memory in processing of route guidance information. the goal of my proposed thesis is to examine the role of working memory in processing route guidance information while driving. i will also assess how changes in the presentation and processing of route guidance and secondary task information influences the primary task of vehicle control. results will be analyzed in terms of whether a change of route navigation presentation from visual to auditory will change the memory resources used to process the information. furthermore, analyses will be done to assess whether changes in the processing of route navigation and secondary task information affect driving performance. to examine what working memory subsystems (i.e., phonological, visual, spatial, central executive) are used to process visual versus auditory route guidance information, the present research will require participants to drive a driving simulator while performing a route navigation task and a secondary working memory task. performance of these secondary tasks will permit us to assess demands of route navigation tasks upon the various working memory subsystems. accordingly, participants will retain a memory load while performing the route navigation tasks. this research is expected to raise significant hci implications for the design of safer interfaces for vehicles and provide much needed detail about how specific mental codes and processes are involved in processing route navigation information.
cell phone communication and driver visual behavior: the impact of cognitive distraction. with the advent of new technology in vehicles, drivers can access information in many different forms (email, address books, web pages) and from many information sources (cell phones, pdas, driver support systems). with these new information sources finding their way into cars comes increasing concern about the potential adverse effects resulting from drivers' interactions with such multi-function devices. this paper examines the disruptive impact of complex, interactive, hands-free cell phone communications upon the visual awareness of drivers proceeding through high volume intersections. the present study documents changes in driver visual behavior, resulting from cognitive distraction of speech-based interactions, that may contribute to intersection crashes. the results of this research raise significant hci implications for the design of interactive intelligent transportation systems (its) within the automotive sector.
designing smooth connections between worlds. currently there is a lack of explicit theories and few detailed guidelines to support the development of mixed reality (mr) technology and its varied applications. this research focuses on this lack by supporting the design, development and evaluation of mr lifecycle phases. the discussed methodology is based on the model-based approach for the design support and on analysis of continuous interaction properties to measure interaction techniques.
usable browsers for ontological knowledge acquisition. in this paper we compare the usability of several presentation formats for ontological knowledge of events. the goal is to support further work in knowledge acquisition from informants who are not necessarily experienced with knowledge representations. this work investigates the question: how can we present detailed ontological information to such informants, in a format that is easy to understand, modify, and augment? we compare three formats: two commonly-used diagram styles and one lisp-like list of knowledge axioms. ongoing work on this topic will expand the investigation into a study of the role of natural language in knowledge acquisition.
creating conversational interfaces for interactive software agents. while much research and design has been presented on designing interactive agents and on speech interfaces, little has been said about combining these areas. this tutorial presents recommended guidelines for creating conversational interfaces with agents presented as interactive characters.
how do users think about ubiquitous computing? as ubiquitous computing technology migrates into the home environment, there has been a concurrent effort to allow users to build and customize such technologies to suit their own specific needs. many tools have been built to enable users with little or no programming knowledge to build such applications. despite the de-emphasis on programming, however, these tools are often device-centric, rather than user-centric. in this paper, we investigate how people describe and conceptualize ubiquitous computing applications and technology. we examine how people naturally express ideas for novel applications to build conceptual models upon which to base future interfaces for creating ubiquitous computing applications.
devices for sharing thoughts and affection at a distance. interpersonal communication involves more than just words. many forms of communication involve physical acts showing warm thoughts and affection, such as giving flowers or displaying photos. yet these forms of personal communication are difficult at a distance. in this paper, we describe the concept of devices for communicating affection and thoughts from a distance. we detail two devices that we are exploring to support many of these physical interpersonal interactions-an augmented candy dispenser and a digital picture frame-and discuss design issues we have encountered as we investigate this interesting application space.
an empirical assessment of adaptation techniques. the effectiveness of adaptive user interfaces highly depends on the how accurately adaptation satisfies the needs of users. this paper presents an empirical study that examined two adaptation techniques applied on lists of textual selections. the study measured user performance controlling the accuracy of the suggestions made by the adaptive user interface. the results indicate that different adaptation techniques bare different costs and gains, which are affected by the accuracy of adaptation.
triba: a cable television retrieval & awareness system. this paper discusses the design of a physical and digital system intended to allow for easy manipulation and interaction with the tremendous amount of options present in advanced multimedia devices, such as digital cable television. as user demand for access to large quantities of data increases, and cable companies offer more choices to their audiences, traditional content selection techniques become less useful and much more difficult to understand. triba is the result of a ten week research and design exploration investigating how users can easily manipulate and comprehend tremendously large data sets. the findings of this research indicate a need for utilizing interactive agents to bridge the gap between the user and their goal. as technology is created and consumer electronics becomes more integrated into our lives, devices speak a language that users are expected to learn. triba is a product embracing the philosophical idea that users should not have to learn a new language to interact with a futuristic and useful product, but instead products and devices must learn to speak the same language as the user.
layered touch panel: the input device with two touch panel layers. we developed layered touch panel that expands the interaction techniques of touch panel. layer touch panel has two touch panel layers, so that it is able to distinguish two touch states such as "finger on screen" and "finger above screen". with the structure, rollover effect and pick & drop that are not available in normal touch panel are available in layered touch panel.as the result of a usability test, 88% of test users answered that layered touch panel is more usable than normal touch panel.therefore, we consider that layered touch panel is useful for the products that have touch panel.
connecting bridges across the digital divide. connecting people across the digital divide is as much a social effort as a technological one. we are developing a community-centered approach to learn how interaction techniques can compensate for poor communication across the digital divide. preliminary trials have yielded interfaces that deal with poor quality by adapting instant messaging techniques for multiple modalities, providing improved semi-synchronous communication. lessons learned suggest new ways to design user interfaces specifically for the developing world.
asynchronous collaborative design. as new usability support analysts at sas institute, the authors were challenged with the goal of gathering design input from a diverse population of internal and external design stakeholders. after considering participatory design as the methodology of choice, it was found that simultaneous, collaborative sessions were not possible due to prospective participant time constraints. this constraint motivated the authors to devise and use asynchronous collaborative design methods that were tailored to the specific needs of the data gathering efforts that took place throughout the duration of the project. all methods resulted in a rich set of data that informed subsequent design decisions. however, methods were also associated with drawbacks. the pros and cons of each method are described in this paper.
human interface design at fidelity investments. this presentation describes the human interface design department at fidelity investments. although not in the computer hardware or software business, fidelity develops an amazingly wide variety of systems in support of our business. the human interface design department, which is composed of people from a variety of backgrounds, provides several key services to systems development projects throughout the company, including user interface design and prototyping, usability testing, and online help development. we are also responsible for the corporate graphical user interface style guide and web design guide. examples of the development projects we assist with are described, as well as strategic projects that address more general human interface issues.
designating required vs. optional input fields. this paper describes a study comparing different techniques for visually distingishing required from optional input fields in a form-filling application. seven techniques were studied: no indication, bold field labels, chevrons in front of the labels, check marks to the right of the input fields, a different background color, grouping them separately, and a status bar indication. performance and preference data were collected. in general, we found that the two worst methods were no indication and the status bar. the best method was separate groups.
using personal photos as pictorial passwords. pictorial passwords, where the user recognizes "target" images among "distractors", appear to have potential for improving the usability of authentication systems. we conducted three exploratory studies on the use of personal photos for authentication over a three-month period. participants provided 8-20 photos of personal significance to them but which they believed others would not recognize. they also chose four photos to remember from a set of stock photos. recognition accuracy for the personal photos was significantly higher than the stock photos. we also manipulated the number of target and distractor photos as well as their similarity, and we tested how well others who know the users could guess their photos. larger numbers of distractors and greater similarity to the targets made it harder for others to guess the correct photos, while having no impact on the user's own recognition accuracy.
inner circle: people centered email client. we present an automatic people-centered organization of the email message store, where all the information is organized by the association with the message sender or recipients. by using a zoomable list control, we can show most frequent contacts on the top level, and still scale to a large number of contacts overall. messages exchanged with a person or any ad-hoc defined group are displayed as a continuous conversation. individual nuggets sent in email, such as attachments and links, are extracted from messages and put into their own window. organizing nuggets into people-oriented shared spaces supports email-based collaboration. the proposed email client enhancements tested very well in a preliminary user study.
anchoreddisplays: the web on walls. with the world wide web, mountains of information are suddenly within easy reach. unfortunately, accessing this information still requires a computer screen, a keyboard and a mouse. this paper describes anchoreddisplays, a new metaphor for exploiting physical location to help display and organize dynamically changing information. anchoreddisplays are inexpensive battery operated display screens that can be affixed on walls, doors and desks. the displays can be configured to present information such as weather, traffic, stock quotes and sports scores extracted from the web. once configured, users can place these displays wherever they feel relevant. suddenly, dynamic information becomes much easier to find and assimilate; a user might place tomorrow's weather near the light switch and sports scores near the phone. hardware and software implementations of a prototype anchoreddisplay system are described.
intuitive visualizations for presence and recency information for ambient displays. the semi-public displays project utilizes public displays to assist in the interactions of small groups. this paper describes a set of visualizations for presence information of group members designed for the displays. here we show that visual mappings of such information can be intuitive. through our interviews, we also identify data usage, data ambiguity, and data recording as issues influencing how comfortable participants were with privacy in relation to semi-public displays of such information.
soft toys with computer hearts: building personal storytelling environments. sage is an authoring tool that allows children to design their own wise storytellers to interact with. it explicitly aims to enable them to explore their inner world, as well as to learn about storytelling and technology. in order to foster emotional engagement and explore the integration of physical and computer interfaces, the sage storyteller was embodied in a interactive stuffed animal.
photovote: olympic judging system. this proposal is designed to be an easy and fun way to vote at olympic games and at other events. much effort has been put in to making this solution realistic, cost efficient, innovative and simple. the audience can use this system to vote on an athlete's performance by simply holding up a coloured page from the athletic event program. to further enhance the experience of visiting the olympic games another new feature is introduced, which gives the audience all information about what the professional judges thought about the performance by presenting it visually directly in the replay. the origin of this project was based on the criticism that some olympic events have received in previous years for challengeable judgment. by focusing on information flow and understandability, the design team has proposed a flexible, versatile and relatively low-cost solution.
visualizing complex medical phenomena for medical students. this paper introduces some early findings and preliminary results of the experiments of the virtual laboratory project, in which we designed and implemented a learning environment for medical students. the focus in our research is to improve students' abilities to learn and recall certain complex phenomena in the mechanisms and diagnostics of infectious diseases by visualizing these phenomena with animations, three-dimensional models, photos and videos. furthermore, we are aiming to provide conceptual cues on the processes of the essential elements, and to support the construction of a mental model of that phenomenon. in medicine, some complex, dynamic, and multi-level phenomena are difficult to learn using conventional learning material, which is either based on text and is written mainly for experts, or is based on static images, and the relationships between objects and multi-level processes are not so evident. in our project, we design multimedia material on the mechanisms and diagnostics of infectious diseases. our aim is to study usability issues and user interface design principles that could support cognition. the paper presents the general user interface design issues involving visualization of complex processes. issues related to the context of use are also discussed.
hypermedia extension based on recursive abstractions. there are many well documented problems facing the ordinary user, as opposed to the enthusiast, of hypermedia (hm) technology which can lead these users to be frustrated by, or give-up using hypermedia technology altogether. among these classic hm problems are: the framing problem, framing and intercomparision combined, link types, versioning and historical backtrack, closed context and open media, adding these aspects later, disorientation [3], information structuring systems [2], visualizing [4]. this paper focuses on one of these key problems, "the framing problem" - as the number of hypermedia objects grows the problem of restricting our attention to only the relevant connections becomes harder [3]. how can we structure the source hypermedia to show semantically related clusters? by solving this problem it is possible to offer new ways for people to search and browse hypermedia.
making oracle behave. in this paper, we describe a software development project in which usability experts fought an unusual battle against the limitations of oracle designer. based on this specific case, we give tips and tricks for usability experts who face the challenge of designing user interfaces by making use of counteracting development tools.
dolltalk: a computational toy to enhance children's creativity. this paper presents a novel approach and interface for encouraging children to tell and act out original stories. dolltalk is a toy that simulates speech recognition by capturing the gestures and speech of a child. the toy then plays back a child's pretend-play speech in altered voices representing the characters of the child's story. dolltalk's tangible interface and ability to retell a child's story may enhance a child's creativity in narrative elaboration.
defining scenarios for mobile design and evaluation. this paper presents results from the design experiences of several mobile applications. it starts by addressing the difficulties that emerged through the data gathering, prototyping and evaluation stages. we explain how these problems and challenges were tackled, resulting in the creation of a conceptual scenario generation and selection framework. the framework and suggested guidelines aim at aiding designers on the scenario generation and selection process during design and evaluation of mobile applications. we address several case studies in which these guidelines were applied, stressing their contributions and results.
best practices and future visions for search user interfaces: a workshop. this one-day workshop will create a roadmap of current best practices and future needs for search user interface design. it will provide an interactive forum for participants to actively discuss submitted papers, industry trends, and gaps in our knowledge. participants will come away with new research findings, key contacts, and identified opportunities for research. participants will be both practitioners and academics to balance the discussion between theory and application.