waashk/dblp huggingface dataset:
the role of tangible technologies for special education. the physicality and multisensory aspect of tangibles make them particularly suitable for children with special needs. to date, however, there is little empirical research on tangibles for supporting cognition and learning difficulties. this research aims to investigate the role of tangibles in supporting attention, verbal memory and abstract thinking of children with learning needs, particularly when collaborating with peers.
musicjacket: the efficacy of real-time vibrotactile feedback for learning to play the violin. this research investigates the potential for vibrotactile feedback to enhance motor learning in the context of playing the violin. a prototype has been built which delivers vibrotactile feedback to the arms to indicate to a novice player how to correctly hold the violin and how to bow in a straight manner. this prototype was tested in a pilot user study with four complete beginners. observations showed improvements in three of the four players whilst receiving the feedback. we also discuss the pros and cons of using negative feedback to enhance learning.
whole body interaction 2010. in this workshop we explore the notation of whole body interaction. we bring together different disciplines to create a new research direction for study of this emerging form of interaction.
researcher-practitioner interaction. this workshop explores whether problems exist between hci researchers and the practitioners who are consumers of research - and, if so, will endeavor to identify the dimensions of the problems and propose possible solutions. on the one hand, the workshop aims to articulate factors that may render the research literature inaccessible or irrelevant to practitioners and to suggest potential improvements. on the other hand, the workshop also aims to learn from researchers how their research could benefit from practitioner input.
3d user interface combining gaze and hand gestures for large-scale display. in this paper, we present a novel attentive and immersive user interface based on gaze and hand gestures for interactive large-scale displays. the combination of gaze and hand gestures provide more interesting and immersive ways to manipulate 3d information.
ilight: information flashlight on objects using handheld projector. handheld projectors are novel display devices developed recently. in this paper we present ilight, information flashlight, which is based on the ongoing research project guiding light [9] using a handheld projector. by using a handheld projector with a tiny camera attached on it, system can recognize objects and augment information directly on them. ilight also present a interaction methodology on handheld projector and a novel real-time interactive experiences among users.
bridging the digital divide one tweet at a time: twitter-enabled devices for family communication. we present two devices designed to facilitate information transfer and communication between family members, particularly older adults and their younger relatives. central to both devices is their use of twitter to send updates and messages to relatives and friends. in this paper, we report on the design of the system and share results from preliminary focus groups.
health shelf: interactive nutritional labels. "healthy shelf" is an interactive nutritional label system. user-centered design process was used to create the labels with html and javascript for deployment on kiosks attached to supermarket shelves. users change the serving size on the nutritional labels and the labels then calculate nutritional values. the interactive labels also display comparisons of nutritional values. we evaluated a prototype of the system and found that participants liked the idea of using interactive nutritional labels while shopping and they make more accurate serving size.
using obstructed theatre with child designers to convey requirements. this paper describes the use of obstructed theatre as a novel design method for the elicitation of ideas from children for the design of a new mobile product. obstructed theatre has previously been used, in this same context with adults, but this is the first paper that outlines its use with children. the paper describes the initial ideas for the script for the theatre and evaluates its use. it is shown that the method can be useful and it specifically conveyed the idea of portability and mobility but was less effective at conveying the more complex interactive ideas. specifically the paper outlines the origins of the method, presents some reflection on the usefulness of the method and suggests how it can be used with other contexts.
augmented reality, surface style: extending displays through fiber optics. most displays can show information only on a planar surface. in some cases it is advantageous to extend the display into the third dimension or inside objects on the surface. for instance, a person on one side of an interactive table might want to read a message displayed privately to themselves. this paper describes a novel use of fiber optics to take the light from a planar surface and extend it to display into the third dimension, both vertically and in any direction that the fiber optic is bent.
cognitive models of user behavior in social information systems. the widespread popularity and adoption of social information systems ranging from social networking systems to social book marking systems has resulted in an increased research focus on studying user interactions in such systems. recent research literature has reported on analysis of large datasets of logs of social interactions as a way to describe the structure of these systems and to characterize individual behavior. there is significantly limited research on cognitive behavior of individual users in social information systems. research on individual behavior can help us develop nuanced perspectives of social information use and can provide insights for developing more effective systems for users.
the biomuse trio. the biomuse trio is computer chamber music for violin, computer and biomuse. the violinist performs conventionally; the only sensor used is a microphone to capture its sound. the computer produces all of its sound through processing of violin sounds captured during performance. the performance of the computer sound is controlled by the gestures of the biomusician, measured with on-body sensors. the musical composition consists of precisely sequenced events for violinist and biomusician, as well as performance environments that are explored through improvisation.
motionbeam: designing for movement with handheld projectors. in this paper we present a novel interaction metaphor for handheld projectors we label motionbeam. we detail a number of interaction techniques that utilize the physical movement of a handheld projector to better express the motion and physicality of projected objects. finally we present the first iteration of a projected character design that uses the motionbeam metaphor for user interaction.
input precision for gaze-based graphical passwords. click-based graphical passwords have been proposed as alternatives to text-based passwords, despite being potentially vulnerable to shoulder-surfing, where an attacker can learn passwords by watching or recording users as they log in. cued gaze-points (cgp) is a graphical password system which defends against such attacks by using eye-gaze password input, instead of mouse-clicks. a first user study revealed that cgp's unique use of eye tracking required special techniques to improve gaze precision. in this paper, we present two enhancements that we developed and tested: a nearest-neighbour gaze-point aggregation algorithm and a 1-point calibration before each password entry. we found that these enhancements made a substantial improvement to users' gaze accuracy and system usability.
best practices in longitudinal research. this sig will help to identify best practices for longitudinal research through a collaborative discussion of methods and metrics for collecting and analyzing user data over time. this is the fifth event in an ongoing effort by the facilitators to enhance our current body of knowledge about longitudinal research.
indian cultural effects on user research methodologies. modern user research techniques such as think aloud usability testing were mainly designed and refined in europe and north america. these techniques perform substantially differently in traditional indian culture due to the participants' perception of social status differences between them and the moderator(s). understanding and controlling these effects can make the difference between a successful research project and one that gains little reliable data. examples are cited from india-based user testing and open-ended field research by kern communications for nokia's ovi mail and nokia life tools services in january 2009.
on improving application utility prediction. when using the computer, each user has some notion that "these applications are important" at a given point in time. we term this subset of applications that the user values as high-utility applications. identifying these high-utility applications is critical to the fields of task analysis, user interruptions, workflow analysis, and goal prediction. yet, existing techniques to identify high-utility applications are based upon task identification, conglomeration of related windows, limited qualitative observation, or common sense. our work directly associates measurable computer interaction (cpu consumption, window area, etc.) with the user's perceived application utility. in this paper, we present an objective utility function that accurately predicts the user's subjective impressions of application importance. our work is based upon 321 hours of real-world data from 22 users (both professional and academic) improving existing techniques by over 53%.
real-time eye gaze tracking with an unmodified commodity webcam employing a neural network. an eye-gaze-guided computer interface could enable computer use by the seriously disabled but existing systems cost tens of thousands of dollars or have cumbersome setups. this paper presents a methodology for real-time eye gaze tracking using a standard webcam without the need for hardware modification or special placement. an artificial neural network was employed to estimate the location of the user's gaze based on an image of the user's eye, mimicking the way that humans determine where another person is looking. accuracy measurements and usability experiments were performed using a laptop computer with a webcam built into the screen. the results show this approach to be promising for the development of usable eye tracking systems using standard webcams, particularly those built into many laptop computers.
weight-shifting mobiles: automatic balancing in mobile phones. this paper presents a new type of interaction support for mobile phones: automatic balancing through weight-shift. it proposes that weight-shift in mobile phones could be used as to change the device's balancing behavior. the question that this technology can help us to explore is how our interaction with mobile phones in everyday life could change, once devices were able to actively change the way we hold them in our hands. various levels of interaction are proposed: balancing based on angular tilt and counter-balancing of button-clicks, and, for a future implementation, balancing, supported through grasp recognition. we report a user study that assessed in how much such a system may help users to balance the a device equipped with the proposed system. it concludes that actuated balancing may be helpful in mobile interactions, but that it needs to be designed carefully.
mobile interaction techniques for interrelated videos. with the advent of increasingly powerful mobile devices like apple's iphone, videos can be used virtually anywhere and anytime. however, state of the art mobile video browsers do not efficiently support users in browsing within individual, semantically segmented videos and between the large amounts of related videos, e.g. available on the web. we contribute a novel user interface for the mobile navigation of large video collections comprising two novel spatial interaction techniques for the mobile, nonlinear interaction with multiple videos. evaluation results show that our solution leads to significantly higher efficiency and user satisfaction.
understanding information sharing from a cross-cultural perspective. we are examining how chinese and americans share positive and negative information online and offline in different types of relationships. in this paper, we present results of a pilot study used to refine our methods and get some insight into this question. the pilot study, as hoped, confirmed that a scenario-based study of cross-cultural differences may be a viable way to understand potential technology use. we also found preliminary evidence that chinese and americans had different perspectives on how and when information should be shared. in the next phase of our work, we will deploy a scenario-based survey to a large sample of employees at a single company in china and the us.
participatory design for sustainable campus living. participatory design methods have the potential to produce ethical and useful persuasive technologies, particularly in support of environmental sustainability. i present the use and results of ethnographically-inspired methods, cultural probes, and the inspiration card workshop to generate concepts for new persuasive technologies for use by a college ecohouse.
designing user interfaces for multi-touch and surface-gesture devices. initially designers only had a keyboard and lines of text to design. then, the mouse enabled a richer design ecosystem with two dimensional plains of ui. now the design and research communities have access to multi-touch and gestural interfaces which have been released on a mass market scale. this allows them to design and develop new, unique, and richer design patterns and approaches. these methods are no longer confined to research projects or innovation labs, but are now offered on a large scale to millions of consumers. with these new interface behaviors, in combination with multiple types of hardware devices that can affect the interface, there are new problems and patterns that have increased the complexity of designing interfaces. the aim of this sig is to provide a forum for designers, researchers, and usability professionals to discuss this new and emerging technology trends for multi-touch and gesture interfaces, as well as discuss current design patterns within these interfaces. our goal is to cross pollinate ideas and current solutions from practitioners and researchers across communities to help drive awareness of this new field for those interested in, just starting in, or currently involved in the design of these systems.
embedding robotics in civic monuments for an information world. the monument is our first computer: a complex, physical entity that stores and brings to consciousness facts, ideas and aspirations - information. in this paper, we introduce transdisciplinary research aiming to overcome, in the information world, the static, petrified character of monuments which has longpresented collective memories about human events in immutable spatial forms. our concept is, instead, the monument-as-robot. embedded with sensing and actuating technologies, our concept affords multiconfigurations representing the multivalent character of collective" memory more so than the single conventional monuments. we reflect on the crisis of the monument today, describe our three novel prototypes responding to this crisis, and discuss the import for hci.
a sketch recognition interface that recognizes hundreds of shapes in course-of-action diagrams. sketch recognition is the automated recognition of hand drawn diagrams. military course-of-action (coa) diagrams are used to depict battle scenarios. the domain of military course of action diagrams is particularly interesting because it includes tens of thousands of different geometric shapes, complete with many additional textual and designator modifiers. existing sketch recognition systems recognize on the order of at most 20 different shapes. our sketch recognition interface recognizes 485 different freely drawn military course-of-action diagram symbols in real time, with each shape containing its own elaborate set of text labels and other variations. we are able to do this by combining multiple recognition techniques in a single system. when the variations (not allowable by other systems) are factored in, our system is several orders of magnitude larger than the next biggest system. on 5,900 hand-drawn symbols drawn by 8 researchers, the system achieves an accuracy of 90% when considering the top 3 interpretations and requiring every aspect of the shape (variations, text, symbol, location, orientation) to be correct.
the coffee lab: developing a public usability space. introducing the coffee lab: a novel concept for conducting usability studies in a public space where anyone can experience and evaluate research novel interactive systems. the coffee lab serves as a model for the public usability lab, which extends the methods common to laboratory-based usability experiments by adapting prototypes, usability methods, and task interactions to suit different scenarios. details on the design and implementation of public evaluation methods are discussed, along with a description of the coffee lab, and two ongoing public usability tests.
reuse: promoting repurposing through an online diy community. with the large volumes of waste going to landfills and the increase in popularity with online do-it-yourself communities, there is an opportunity to support renewal and reuse with the content generated from these communities that has yet to be explored. although do-it-yourself (diy) sites offer support for repurposing, projects are often presented top-down, potentially requiring users to acquire additional items to complete a project. the reuse application leverages content from existing diy websites but employs a bottom-up search mechanism that allows of users to search based on the items that she wants to repurpose. this application is intended to encourage and motivate people to reuse, renew, and remanufacture what they own to extend the lifecycle and utility of objects.
eye tracking analysis of preferred reading regions on the screen. we report on an exploratory study analyzing preferred reading regions on a monitor using eye tracking. we show that users have individually preferred reading regions, varying in location on the screen and in size. furthermore, we explore how scrolling interactions and mouse movements are correlated with position and size of the individually preferred reading regions.
planz to put our digital information in its place. planz provides a single, integrative document-like overlay to a folder hierarchy through the dynamic, on-demand assembly of xml fragments. this overlay provides a context in which to create or reference not only files but also email messages, web pages and informal notes. this paper describes an evaluation of planz over a period of several days during which participants compared their experiences on two projects - one involving "status quo" methods, a second project involving planz. also discussed is an architecture that extends on the front-end to provide additional overlays and on the back-end in support of additional information stores. work on planz is guided by a vision of "structural integrity": many tools, many modes of interaction applied to a common structure for the organization of and access to personal information.
competitive carbon counting: can social networking sites make saving energy more enjoyable? this paper reports on the design, deployment and initial evaluation of "wattsup", an innovative facebook application which displays live data from a commercial off-the-shelf energy monitor. the wattsup application was deployed and trialled in eight homes over an eighteen day period in two conditions - personal energy data viewable and friend's energy data viewable. a significant reduction in energy was observed in the socially enabled condition. the paper argues that socially-mediated discussion and competition made for a more enjoyable user experience.
stimulating everyday creativity: harnessing the potential of customizable uis. customizability makes an interactive interface an ideal venue for users to participate in the content creation and consumption process, thereby offering possibilities for creative pursuits. in this paper i describe research that has been designed to investigate the creativity enhancing potential of such customizable user interfaces (uis).
digitizer auditory graph: making graphs accessible to the visually impaired. this paper describes the design goal, design approach, and user testing of an assistive technology called digitizer auditory graphfia sonification software tool that allows users to upload or take an image of a line graph with an optical input device (e.g., webcam, digital camera, cell phone camera) and then hear an auditory graph of the digitized graph image. this technique enables visually impaired students to have a multimodal display of the information in a graph. preliminary evaluation results indicate that both visually impaired and sighted people can understand the patterns of graphs by listening to auditory graph, and optical input allows them to have simple and fast output results.
sharing awareness information improves interruption timing and social attraction. in distant collaborations, interruptions increase significantly due to the limited awareness of colleagues' availability. in this paper we evaluate openmessenger, an instant messaging prototype that provides awareness information. results suggest that the use of om benefits group task performance and the social attraction developed between group members. experiment observation also suggests that people use om both to predict their partner's availability and to explain the causes of their partner's late response.
cobra: flexible displays for mobilegaming scenarios. we discuss cobra, a handheld peripheral for computer games that applies flexible display design principles to provide a highly intuitive, mobile gaming experience. cobra is a flexible plastic board interface that uses bends as input to the gaming device. the display is provided by a shoulder-mounted pico projector. in this paper, we will present our prototype, the motives behind it, and its immediate applications.
ucom: spatial displays for visual awareness of remote locations. ucom enables remote users to be visually aware of each other using "spatial displays"' live views of a remote space assembled according to an estimate of the remote space's layout. remote video views from multiple viewpoints are shown individually or in a 3d collage representation that is faithful to the scene geometry. a multi-display setup integrates always-on visual connections of a remote site into the local space. this work applies an innovative spatial context to visual awareness between remote locations.
cheektouch: an affective interaction technique while speaking on the mobile phone. we present a new affective interaction technique, called cheektouch, by combining tactile feedback, delivered through the cheek, and multi-finger input, while speaking on the mobile phone. we designed a prototype by using a multi-touch mobile device and a 4x3 vibrotactile display device. we identified six affective touch behaviors (pinching, stroking, patting, slapping, kissing and tickling) that can be exchanged through one another's cheeks while speaking on the phone. we mapped the affective touch behaviors on tactile feedback expressions of the vibrotactile display. results of a preliminary user study suggest that our technique is positively evaluated by the participants and applicable to intimate and emotional communication.