waashk/dblp huggingface dataset:
action planning with commonsense knowledge. understanding other people's goals is an essential part of interpersonal interactions. this capability enables a person to naturally predict another person's future actions in a situation and produce appropriate joint or shared actions. in like manner, a human-like planning agent (or sociable robot) should be able to understand the user's action goal and come up with subgoal-based plans to achieve the goal. in this paper we focus on how the agent can automatically construct the subgoal-based action hierarchy corresponding to the user's high-level goal. as a first step, we implement an action-planning engine based on conceptnet, and indicate the drawbacks of using conceptnet for this purpose. also, we present the structure of a new goal-oriented commonsense-reasoning knowledgebase for the agent's action-goal representation and action planning.
a short film about vjs: using documentary film to engage performers in design. vjing is a live performance of visual media. in their performances vjs utlize technologies in ways which subvert and evolve current interfaces; presenting qualities such as performativeness and expression. by developing interfaces in direct response to a vj's work, we can learn how to develop fresh styles of interaction. the subtle nuances of a vj's use of technology may not be achieved through a simple observation or dialogue with vjs; as they are difficult to decouple from the performer's creative process. in this film we present a design process that utilizes video documentary to explore the working practices of a collection of vjs. the documentary frames our engagement with the creative processes which shape an individual artist's performance. we describe the process detailing the initial creation of the documentary, and a participatory design workshop inspired by the film. we conclude with an example of how the process has been used in the design of a personal interactive tool for one of our participants.
see you on the subway: exploring mobile social software. this project explores the social possibilities of mobile technology in transitional spaces such as public transport. based on a cultural probes study of stockholm subway commuters, we designed a location-based friend finder that displays only people in the same train as the user. we aim at reaching a critical mass of users and therefore decided to make the system compatible with as many phones as possible, thus it was designed as a simple web application. an initial informal study pointed out consequences of certain design decisions on the user experience and highlighted social tensions created by presence awareness.
usability, playability, and long-term engagement in computer games. does usability affect long term user engagement in computer games, or are other factors more influential? this paper explores this issue, discussing an evaluation study that measured the relevance of usability versus playability factors for long-term user engagement in eight commercial games.
rhythms of non-use of device ensembles. the proliferation of portable devices has transformed our everyday practices, blurring second and third places. however, almost no research exists on how the perpetual possession of devices impacts how we escape them. in this paper, we explore the notion of non-use of portable devices. drawing from the results of a multi-step qualitative study, we provide a discussion on how non-use interplays with the dynamics of everyday life. specifically, we discuss practices surrounding hybridities of portable devices and social circles. the layerings of portables help in de-personalizing interactions through evasions, pretence, and resistance. we argue that non-use is not a reason for failure, but is a form of use in itself.
dynamically transparent window. in this paper, we present a case study of dynamically transparent windows installed during a five weeks period in the facade of a major department store on a busy high street. the windows are fitted with so-called electro-chromatic foil that can change from opaque to transparent when an electric current runs through it. by using strips or rectangles of the foil, narrow bands on the façade interactively change and reveal what is on display in the store in order to draw the by-passers closer, and encourage them to explore the display. our evaluation based on log-data, video observations, and in-situ observations points to a number of challenges concerning 1) interaction issues related to the movement vector of pedestrians, 2) behaviour and attention issues, and 3) issues pertaining to the diversity of the situations and external conditions in the high street setting.
towards improving mental models of personal firewall users. windows vista's personal firewall provides its diverse users with a basic interface that hides many operational details. however, our study of this interface revealed that concealing the impact of network context on the security state of the firewall results in mental models that are unclear about the protection provided by the firewall resulting in an inaccurate understanding of the firewall configuration. we developed a prototype to support more contextually complete mental models through inclusion of network context information. results from our initial evaluation of the prototype support our approach of improving user understanding of underlying system states by revealing hidden context, while considering the tension between complexity of the interface and security of the system.
blobby: how to guide a blind person. for the majority of blind people, walking in unknown places is a very difficult, or even impossible, task to perform, when without help. the adoption of the white cane is the main aid to a blind user's mobility. however, the major difficulties arise in the orientation task. the lack of reference points and the inability to access visual cues are its main causes. we aim to overcome this issue allowing users to walk through unknown places, by receiving a familiar and easily understandable feedback. our preliminary contributions are in understanding, through user studies, how blind users explore an unknown place, their difficulties, capabilities and needs. we also analyzed how these users create their own mental maps, verbalize a route and communicate with each other. structuring and generalizing this information, we were able to create a prototype that generates familiar and adequate instructions, behaving like a blind companion, one with similar capabilities that understands his "friend" and speaks the same language. we evaluated the system with the target population, validating our approach and orientation guidelines, while gathering overall user satisfaction.
triptip: a trip planning service with tag-based recommendation. in this paper we suggest a design for a system, triptip, the aim of which is to help negotiate their way through the immense amount of information that is often available by recommending a set of choices. triptip recommends to the users the next place, which they would most likely want to visit given their preference in previous choices. to generate this information, tags that are attached on a given place by users give the characteristics of a place and the reasons for visiting the place.
facilitating benign deceit in mediated communication. this research explores how to communicate an individuals' self-reported emotional state to members of their personal social network, through automatic, computer-generated, personalised updates. results of two qualitative studies are described where participants were unwilling to disclose their emotional state fully to all of their network members, choosing to deceive selected members instead. further, participants indicated that they would want automatic personalised updates for network members to incorporate these deceits.
designing user interfaces for multi-touch and 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.
using hands and feet to navigate and manipulate spatial data. we demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive systems. the geospatial domain is an interesting example to show the advantages of the combination of both modalities because the complex user interfaces of common geographic information system (gis) requires a high degree of expertise from its users. recent developments in interactive surfaces that enable the construction of low cost multi-touch displays and relatively cheap sensor technology to detect foot gestures allow the deep exploration of these input modalities for gis users with medium or low expertise. in this paper, we provide a categorization of multitouch hand and foot gestures for the interaction with spatial data on a large-scale interactive wall. in addition we show with an initial evaluation how these gestures can improve the overall interaction with spatial information.
choosing the right knob. people with dementia have problems carrying out multi-step tasks such as making a hot drink. intelligent systems are being built to prompt people through such tasks. however, the prompts used by these systems are likely to be viewed as novel. as people with dementia are known to be sensitive to novelty this could be a problem. an experiment was performed to determine how to prompt people with dementia with which knob controls which burner on a cooking range. a highly novel implicit attentional cue using fluorescent wire was found to provide comparable or better results than more conventional alternatives. it is concluded that design in this area does not need to be constrained by the need to avoid novelty. the experiment is also of interest because of the way that it was embedded in a natural cooking task suitable for people of varied cognitive capacity.
ethnochat: an instant messenger program for ethnography. this paper describes the design of ethnochat, an instant messaging (im) program built for ethnographers to conduct computer-mediated, semi-structured or unstructured interviews. to our knowledge, this is the first program of its kind. ethnographic techniques are becoming a common method to investigate social interactions and settings in digital contexts, and this creates a demand for a proper tool with which ethnographers can practice their craft. this paper details the design and articulates how ethnochat will have significant implications for hci practice.
adaptive brain-computer interface. passive brain-computer interfaces are designed to use brain activity as an additional input, allowing the adaptation of the interface in real time according to the user's mental state. while most current brain computer interface research (bci) is designed for direct use with disabled users, i focus my research on passive bcis for healthy users. the goal of my dissertation is to employ functional near-infrared spectroscopy (fnirs), a non-invasive brain measurement device, to augment an interface so it uses brain activity measures as an additional input channel. i have measured and classified brain signals that are interesting in hci context, such as mental workload and difficulty level of a task. my future work will focus on creating an interface that responds to one of those measures by adapting the interface. by combining brain signal measured with an adaptive interface i expect to contribute a functional passive brain-computer interface that measures and adapts to the user's brain signal.
the reflective transformative design process. the department of industrial design at the eindhoven university of technology distinct itself through a unique combination of focus (designing highly intelligent systems, products, and related services) and education model (competency-centred learning). based on the foundations of our department we identify three implications for our preferred design process: it is flexible and open, it values design action as a generator of knowledge and it is driven by a vision on the design opportunities that are afforded by emerging intelligent technology. in this paper we explain the reflective transformative design process and the rationale behind.
how do people talk with a robot?: an analysis of human-robot dialogues in the real world. this paper reports the preliminary results of a human-robot dialogue analysis in the real world with the goal of understanding users' interaction patterns. we analyzed the dialogue log data of roboceptionist, a robotic receptionist located in a high-traffic area in an academic building [2][3]. the results show that (i) the occupation and background (persona) of the robot help people establish common ground with the robot, and (ii) there is great variability in the extent that users follow social norms of human-human dialogues in human-robot dialogues. based on these results, we describe implications for designing the dialogue of a social robot.
gaze-based interaction with massively multiplayer on-line games. people with motor impairments can benefit greatly from being able to take part in massively multiplayer on-line games, such as world of warcraft. we are investigating how to use eye gaze as a high bandwidth input modality for the range of tasks necessary to participate in the game. we approach this from two directions; in the bottom-up approach we iteratively implement and eva-luate various gaze-interaction techniques, and in the top-down approach we analyze the interaction in mmogs and develop a theory to map games tasks to gaze-based interaction techniques. we present preliminary results from a recently conducted set of trials which have studied how well tasks in world of warcraft can be carried out using gaze only. we describe this in the context of the whole project.
one-handed behind-the-display cursor input on mobile devices. behind-the-display interaction has gained popularity for interactions on handheld devices as researchers have demonstrated the viability of such interactions on small devices. however, most designs have investigated the use of direct input behind the screen. we demonstrate that behind-the-display interaction with cursor input is promising and can be a useful augmentation to handheld devices. we developed a prototypical system on a pda to which we affixed a wireless mouse. the mouse is mounted on the rear of the pda with the optical sensor facing outwards. the system is designed to be used with one hand, and prevents occlusion and finger-reach. through several applications we propose the benefits associated with behind-the-display cursor interaction. a preliminary user evaluation indicates that users can benefit from such an interaction when operating a handheld using one hand.
exploring social and temporal dimensions of emotion induction using an adaptive affective mirror. this paper investigates if and how a digital, interactive affective mirror induces positive emotions in participants. we study whether the induced affect is repeatable after a fixed interval (study 1) and how the social presence affects the emotion induction (study 2). results show that participants systematically feel more positive after an affective mirror session; this effect is shown to be repeatable, and co-presence of a friend is shown to boost this effect.
suchef: an in-kitchen display to assist with "everyday" cooking. decisions about what to eat are often made close to mealtime, when hunger clouds people's ability to think creatively or conscientiously about their meal choices. as a result, people we studied tended to resort to "everyday meals": recipes that are tasty, quick, and cheap. these choices often run counter to cooks' stated values regarding health, variety, ingredient choice, and so forth, but are chosen for their convenience and familiarity. this lack of variety seemed to stem from a scarcity of "everyday" recipes compounded by the fact that usually, at the time they are preparing the meal, cooks are tired, hungry, and don't want to search for or try less familiar recipes. based on a study of current cooking practices, we developed the suchef prototype: a low-fidelity probe supporting the in-kitchen display of everyday meal ideas along with the sharing of recipes among members of social groups. the probe was deployed for a week among 5 geographically dispersed but socially connected households and yielded insights into the design space for technology to support everyday cooking.
imaging-based cosmetics advisory service. in this paper we describe a multimodal cosmetic advisory system that recommends cosmetics appropriate for users' skin tone. this system is intended for commercial use to address the problem of color selection of cosmetic foundation. based on surveys and semi-structured interviews we have verified that visual selection of color foundation cosmetics is error prone, and the results of our study indicate that both mobile and kiosk touch points are essential to cover the entire target population (women of all ages) since technical vs. social comfort, accuracy vs. convenience and social vs. individual needs play a huge role in the usage and adoption of personal advisory services.
context menus for the real world: the stick-anywhere computer. in this video, we present a context-aware menu system made out of simulated digital paper. built on the ubiquitous yellow sticky notes found in offices everywhere, our computer provides a contextual interactive paper menu that can be used to operate numerous everyday electric and electronic devices, such as lamps, speakers and computers. stuck on a device, the sticky screen displays contextual information and control options which may be selected with a single touch of the finger. the stick-anywhere computer is an example of a context-aware organic user interface that, through a flexible paper-like display, allows software to reside directly on the product or task. the stick-anywhere computer was implemented using a xuuk eyebox2 ir camera that tracks nearly invisible ir markers on post-it notes as well as fingers, and uses a projector to render interactive content directly onto the paper note.
programming reality: from transitive materials to organic user interfaces. over the past few years, a quiet revolution has been redefining our fundamental computing technologies. flexible e-ink, oled displays, shape-changing materials, parametric design, e-textiles, sensor networks, and intelligent interfaces promise to spawn entirely new user experiences that will redefine our relationship with technology. this workshop invites researchers and practitioners to imagine and debate this future, exploring two converging themes. transitive materials focuses on how emerging materials and computationally-driven behaviors can operate in unison blurring the boundaries between form and function, human body and environment, structures and membranes. organic user interfaces (oui) explores future interactive designs and applications as these materials become commonplace.
caraclock: an interactive photo viewer designed for family memories. caraclock is an interactive photo viewing device which allows for the sharing of "collective memory" among family members. the server-based algorithm uses a bayesian network that employs probabilistic computation to model each user's interpersonal relationships. when multiple caraclock devices are synchronized, they display related photos according the settings. this often results in serendipitous discoveries for the whole family by reminding them of their collective experiences through images of their past.
collocated mobile collaboration. mobile devices have changed, and continue to shape, the world in which we live. when these devices were first introduced they were most often used in isolation to schedule appointments, take notes, play games, or view or edit pictures and stories. the extent of the collaboration on these mobile devices was to make phone calls, which has led to their worldwide distribution. despite their broad proliferation, there are limitations such as small screen size and limited interaction space. we believe that by bringing devices and people together, these limitations can be overcome. in this video submission, we illustrate the potential of devices and people working together by showing how children can collaboratively read and create stories using mobile devices and exploit the shoulder-to-shoulder collaborative situation to share and expand the interactive space.
connected space. connected space connects remote spaces based on sensor data values that users collect. diverse spaces that have similar ambient data are connected. because sensor data is quantified data which falls outside the scope of human senses, users need a solution to understand it. connected space maps the data into a visual representation and allows interaction with the data. connected space suggests a new way to connect remote spaces with sensor data in telecommunication art and also suggests ways to enable users to understand quantified data with interaction in a more concrete way.
adaptive personalisation for researcher-independent brain body interface usage. in this case study, we report what we believe to be the first prolonged in-situ use of a brain-body interface for rehabilitation of individuals with severe neurological impairment due to traumatic brain injury with no development researchers present. we attribute this success to the development of an adaptive cursor acceleration algorithm based on screen tiling, which we combined with an adaptable user interface to achieve inclusive design through personalisation for each individual. a successful evaluation of this approach encouraged us to leave our brain-body interface in the care settings of our evaluation participants with traumatic brain injury, where it was used with support from health care professionals and other members of participants' care circles
mirroring bodily experiences over time. the affective health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. the system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. it is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. people's different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. we explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation.