waashk/dblp huggingface dataset:
effective product selection in electronic catalogs. product catalogs are crucial for electronic commerce on the internet, but it is still a challenging task for casual users to perform effective product selection. recently, a promising technique for product selection has been proposed: incremental restriction on interactive tables. it allows customers to build complex queries with a few mouse clicks, but still to browse the available products at any stage. this paper describes effective and ineffective strategies of users working with this technique. these strategies were identified in a study with casual users.
a picture says more than a thousand words: photographs as trust builders in e-commerce websites. virtual re-embedding, i.e., adding social cues to a website, has been suggested as a possible strategy to increase consumer trust in online-vendors. numerous online retailers meanwhile incorporate this strategy, for example by adding photographs and names of customer service agents or by creating chat and callback opportunities. yet, little is is known about the effectiveness of virtual re-embedding. the present study examined the effectiveness of a comparably simple strategy, the inclusion of photograph in an e-bank's website and found a significant positive effect on perceived trustworthiness of the examined website. it is suggested that virtual re-embedding is an effective way to increase customer trust and that it does not even have to be costly to implement.
the toilet entertainment system. a toilet is not only a place where people answer calls of nature. it is also a place for contemplation and reflection - and a place where people read information. but bringing things to read into a public toilet is not always socially accepted and it might be embarrassing to be discovered. we have chosen to address this problem by printing information such as news directly onto the disposable toilet paper.the project described here is an attempt to question the nat-uralness of having ubiquitous computers, cause reflections concerning what kind of problems ubiquitous computing really are solving and to indicate that there might be places where computation is not desirable.
the living memory box: function, form and user centered design. the living memory box project examines how to research and design user-centered system to support the collection, archiving and sharing of moments from a child's life. this research has provided us with details of key features to enhance our user-centered design and encompass all aspects of the system. we plan to use these findings to influence the development of ubiquitous capture and access methods. it is our contention that this method of desing can yield a strong foundation for the development of user-centered design throughout all aspects of the system.
single display groupware. face-to-face collaboration of small groups is one of the most common forms of group work, yet group-aware computer support for this type of collaboration is limited. my research examines the effectiveness of single display groupware (sdg), computer systems that support face-to-face collaboration around a single computer display. together with the help of a group of elementary school children, i will design and build a prototype sdg system called sushi that is an authoring tool for interactive multimedia stories.
transition relevance place: a proposal for adaptive user interface in natural language dialog management systems. in this paper, we describe how users transfer language behavior commonly associated with directed dialog to natural language systems: they respond to the initial prompt with a single word (holophrase) instead of the naturally occurring unit of conversation (a sentence). we evaluate two solutions to this problem and offer a conversational turn-taking method together with a discourse clause tutorial as the effective way to get repeat callers to adapt to the natural language dialog style.
head orientation and gaze direction in meetings. detecting who is looking at whom during multiparty interaction is useful for various tasks such as meeting analysis. there are two contributing factors in the formation of where a person is looking at : head orientation and eye orientation. in this poster, we present an experiment aimed at evaluating the potential of head orientation estimation in detecting who is looking at whom, because head orientation can be estimated accurately and robustly with non-intrusive methods while eye orientation can not. experimental results show that head orientation contributes 68.9% on average to the overall gaze direction, and focus of attention estimation based on head orientation alone can get an average accuracy of 88.7% in a meeting application scenario with four participants. we conclude that head orientation is a good indicator of focus of attention in human computer interaction applications.
designing a mobile terminal for horse aficionados. in this paper we describe the development and use of a novel, practical approach to the design of a mobile multimedia terminal for a virtual community. the specific design goal was a dedicated mobile terminal concept for horse aficionados who belong to the virtual stables community. we had to use a creative approach since the design was for a device of non-existent type, and to be used in a virtual environment by an atypical and challenging user segment. using this approach we were able to get valuable contribution from the potential users to the design of the new terminal.
a commonsense approach to predictive text entry. people cannot type as fast as they think, especially when faced with the constraints of mobile devices. there have been numerous approaches to solving this problem, including research in augmented input devices and predictive typing aids. we propose an alternative approach to predictive text entry based on commonsense reasoning. using omcsnet, a large-scale semantic network that aggregates and normalizes the contributions made to open mind common sense (omcs), our system is able to show significant success in predicting words based on their first few letters. we evaluate this commonsense approach against traditional statistical methods, demonstrating comparable performance, and suggest that combining commonsense and statistical approaches could achieve superior performance. mobile device implementations of the commonsense predictive typing aid demonstrate that such a system could be applied to just about any computing environment.
shrimp views: an interactive environment for information visualization and navigation. the shrimp (simple hierarchical multi-perspective) visualization technique was designed to enhance how people browse and explore complex information spaces. shrimp uses a nested graph view to present information that is hierarchically structured. it introduces the concept of nested interchangeable views to allow a user to explore multiple perspectives of information at different levels of abstraction. shrimp combines a hypertext following metaphor with animated panning and zooming motions over the nested graph to provide continuous orientation and contextual cues for the user. in this demo, we show how these ideas are proving useful in the areas of software visualization, knowledge management and flow diagram visualization.
waypointing and social tagging to support program navigation. as the "software space" of source code, documentation, models, and other programming artifacts continue to grow in size and complexity, programmers face the challenge of navigating this space, as well as documenting and sharing their journeys for other developers and future successors. current navigational structures are either closely tied to the semantics of the software or are constructed in a constrained top-down fashion to match the architecture or requirements of the system. in this paper, we introduce the notion of combining waypoints from geographical positioning and social tagging from shared bookmark systems to allow programmers to create shared, tagged points in software space. we report preliminary progress on our prototype (tagsea), and discuss our future plans.
roomware: the second generation. in this paper, we describe our 'formal demonstration presentation' and provide background information on the video published in the video proceedings. the presentation provides an account of the development of the second generation of roomware&copy; components based on our experiences with the first generation. the redesign, resp. new design and implementation resulted in a comprehensive environment consisting of several different roomware components and software facilitating new forms of human computer interaction and cooperation. we present the second generation consisting of: dynawall, interactable, commchairs, connectable, and the passage mechanism, together with the corresponding software beach, palmbeach, and magnets.
a prototype design tool for participants in graphical multiuser environments. users of this software construction kit can design layouts for virtual spaces. the elements of the software kit are based on kevin lynch's elements of the city image: districts, paths, edges, nodes, and landmarks (lynch, 1960; banerjee & southworth, 1990).
kana no senshi (kana warrior): a new interface for learning japanese characters. this paper presents the design and testing of kana warrior, a new interface for basic japanese character recognition based on a game-style user interface. kana warrior is a game designed to help japanese students learn to read characters quickly. a small pilot study has been conducted with very encouraging results. these results support the idea that game-style interfaces may be of benefit to users outside of the realm of entertainment programs.
investigation of subjective preferences in multiple degrees-of-freedom inputs. with the rapid proliferation of a wide range of input devices, there are many choices in designing or selecting a 6dof input device. user perception of the devices is an important aspect of design. we complement existing literature on the influence of grip of dominant hand on performance times with our experiments on the influence of grip of non-dominant hand on perceived ease-of-use, control and fatigue. our results show that for the non-dominant hand, the finger grip is perceived as being easy to use, less fatiguing and more controllable.
internet scrapbook: creating personalized world wide web pages. this paper describes an information personalization system, called internet scrapbook, which enables users to create a personal page by clipping and merging their necessary data gathered from multiple web pages. even when the source web pages are modified, the system updates the personal page, replacing with the latest data extracted from the source pages. therefore, once a user creates their personal pages, she can browse her necessary information only.
a portable system for anywhere interactions. interactions have taken off from the confinement of a single screen into various personal devices. projected an interface onto different parts of a physical environment is an escape beyond traditional display devices. imagine that any walls or floors can turn into a direct manipulation space without a lot of effort. this demonstration of ed-lite, a combination of a laptop, custom software, off-the-shelf digital camera and projector, shows projected interfaces with interactions on any surfaces including those not necessarily perpendicular to the projector. ed-lite is a derivation of our previous work on everywhere displays (ed) and steerable interfaces. this portable version has an automatic calibration feature that makes applications usable on any surfaces in a drop. more importantly, it is now possible to be taken on the road for demonstrations.
augmenting a retail environment using steerable interactive displays. this paper describes a prototype retail environment in which information interactions occur in situ, within the actual space of the merchandise. by combining a steerable projected display and recognition of user gestures and actions, and user position tracking through peripheral cameras, we have developed several innovative interaction techniques designed to augment the reality of a retail store.
virtual rear projection: do shadows matter? rear projection of large-scale upright displays is often preferred over front projection because of the lack of shadows that occlude the projected image. however, rear projection is not always a feasible option for space and cost reasons. recent research suggests that many of the desirable features of rear projection, in particular shadow elimination, can be reproduced using new front projection techniques. we report on the results of an empirical study comparing two new projection techniques with traditional rear projection and front projection.
flipper: a new method of digital document navigation. page flipping is an important part of paper-based document navigation. however this affordance of paper document has not been fully transferred to digital documents. in this paper we present flipper, a new digital document navigation technique inspired by paper document flipping. flipper combines speed-dependent automatic zooming (sdaz) [6] and rapid serial visual presentation (rsvp) [3], to let users navigate through documents at a wide range of speeds. it is particularly well adapted to rapid visual search. user studies show flipper is faster than both conventional scrolling and sdaz and is well received by users.
gender differences in trust perception when using im and video. the effect of gender information on trust building in virtual settings is an important yet unexplored area in hci. in this paper we empirically investigate gender differences in trust perception in two media, video and instant messaging (im), while performing negotiation and brainstorming tasks. participants who did not previously know each other were recruited to form homogeneous pairs, male-male and female-female. each pair carried out a task via computer-mediated communication using either video or im. our preliminary results uncover a significant gender difference in trust perception, with female pairs perceiving higher levels of trust than male pairs when gender information about the partner is explicitly provided before using the im channel. the results also show that both female and male pairs perceive higher levels of trust in the brainstorming task than in the negotiation task.
emoto: affectively involving both body and mind. it is known that emotions are experienced by both body and mind. oftentimes, emotions are evoked by sub-symbolic stimuli, such as colors, shapes, gestures, or music. we have built emoto, a mobile service for sending affective messages to others, with the explicit aim of addressing such sensing. through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction pulls the user into an embodied 'affective loop'. we present a user study of emoto where 12 out of 18 subjects got both physically and emotionally involved in the interaction. the study also shows that the designed 'openness' and ambiguity of the expressions, was appreciated and understood by our subjects.
subtle expressivity for characters and robots. people, both consciously and unconsciously, use subtle expressions to indirectly communicate their emotions and intentions through variations of the gaze direction, voice tone and gesture speed. people also perceive changes in the internal states of others from subtle changes in their expressivities while interacting with them. subtle expressivity plays the supporting part to the leading role of explicit expressivity, such as contents of speech or category of facial expressions. however, subtle expressivity plays an important role to give moderate effects or gently regulate the relationship among the participants through a continuous interaction.these subtle expressivities are little focused on the design of interactive media in the context of software products and computers. only in the area of computer games in which pre-designed animated characters are used, the full potential of subtle expressivity is fully understood and used.although the general interest of the human-computer interaction research community in life-likeness and personality as a goal of software design is growing for reducing cognitive load [1,2], we are far from having coherent understanding of what subtle expressivity actually is and how products and processes can address it. we might question whether designing for subtle expressivity will result in gentle emotional effects on people and whether the processes and topics involved differ in any significant way from designing for believability or personality.
design of force feedback utilizing air pressure toward untethered human interface. in order to apply vr technologies to tools for everyday life, it is necessary to develop human interface technologies that do not constrain the users' activities. to achieve this goal, we propose a new force feedback method that utilizes air pressure to provide a force sensation to users. this force feedback system does not constrain users by an arm or a wire that connected with devices, and allows users to move their bodies and hands freely. this paper introduces the concept and the initial implementation of the air-pressure-based force feedback system.
evaluating social trails. we performed a 6-month study of a food recommender system to determine the influence of social trails on users choice of recipes. to measure the impact of the recom-mender functionality, we choose to avoid predictive accu-racy metrics, and opted for contextualised subjective meas-ures, comparing recommendations to searching and brows-ing. 18% of the selected recipes came from the list of rec-ommended recipes. in addition, users liked and understood the recommendation functionality.
predicting user satisfaction from subject satisfaction. in this paper, we describe work-in-progress in comparing user satisfaction ratings after user tests with ratings obtained following actual use of a digital music library software. we identify some of the variables that hamper prediction, and we reflect on the utility of surveys for predicting user/subject gaps in satisfaction.
notes on fridge surfaces. drawing on ongoing ethnographic investigations into home life, this paper presents detailed findings from a preliminary examination of refrigerator surfaces. the use and organization of items on fridge surfaces are shown to be closely tied to the material properties of both fridges and their surroundings. emphasis is placed on the importance of fridge magnets as they are seen to contribute to a fluidity and reconfigurability that make fridge surfaces unique. building on this, it is argued that the negotiation of family relations is afforded by the presented properties of the fridge and of magnets. to conclude, we introduce some general points to consider in designing interactive surfaces for the home.
what is that?: gesturing to determine device identity. computing devices can seamlessly recognize one another as they join and leave a wireless network, but users often experience difficulty identifying a desired device from a continuously changing list of devices surrounding them. this paper describes our custom implementation of a stylus and tags that enable users to rapidly identify devices in dynamic environments. our system utilizes a natural pointing gesture to identify a device, and subsequently transfer data over a wireless network.
affective gaming: measuring emotion through the gamepad. in search of suitable methods for measuring the affective state of video-game players, this study investigates the hypothesis that the player's state of arousal will correspond with the pressure used to depress buttons on a gamepad. a video game was created that would detect the force of each button press during play. it was found that as the difficulty level of the game increased, players would hit the gamepad buttons significantly harder.
player-centred game design. videogames are not your typical software application. they are often designed to elicit a negative emotional response, such as frustration or fear, the antithesis of usability. however, this is not to suggest that hci has little to offer the game design community. indeed, the exact opposite appears to be true. a number of user-centred design techniques have evolved which can support each stage of the game design process, from concept through to post-production. however, there is currently no archive of appropriate techniques showing how they might be applied to videogame design. given the differences in goals from these products to traditional software, this is clearly necessary. the purpose of this workshop is to identify those techniques appropriate to game design, and elicit practitioners' experience when applying such methodologies. the intended result is a prescriptive process which demonstrates how user-centred methodologies can best be applied to game design.
factors defining face-to-face interruptions in the office environment. this paper presents an on-going investigation on interruptions in the office caused by face-to-face interactions between knowledge workers. the study aims to identify opportunities for interactive solutions that will support both, the interrupters and the interrupted. the study involves contextual interviews and observations of how administrative assistants manage interruptions.
framework for evaluating application adaptivity. in the future, ubiquitous applications, services and environments will need adaptivity and context awareness in order to adapt to their users' requirements and needs. before these kinds of applications can be developed, we need to know when adaptivity is at an adequate level. this article introduces a framework (dimensions and degrees) for evaluating application adaptivity, showing how it can be used when evaluating commercial applications.
telmea2003: social summarization in online communities. we propose the concept of social summarization as an alternative to the content-based technology for summarization, report on its use in the community system telmea2003 implemented and employed to investigate techniques for social summarization, and discuss its effectiveness in supporting collaborative activities in online communities.
trust as an underlying factor of system administrator interface choice. system administrators are the unsung heroes of the information age, working behind the scenes to configure, maintain, and troubleshoot the computer infrastructure that underlies much of modern life. while graphical user interfaces (guis) are being offered as system administration tools, they mostly continue to use command-line interfaces (clis). based on an extensive survey of system administrators, we provide insights regarding this preference, analyze why many of these power users perceive clis as more effective than guis, and discuss findings as supported by observations from our parallel field studies. our analysis indicates that cognition-based trust and monitoring play major roles in the interface preference for clis vs. guis. we also propose next steps for further exploration of trust in human-computer interfaces.
you're getting warmer!: how proximity information affects search behavior in physical spaces. this paper describes the results of a wizard of oz study of people's search behavior using buddysystem, a proximity-sensing system designed to help end-users locate people, places, and things. buddysystem uses distance estimation based on signal strength alone, since direction is difficult to obtain in ad-hoc radio-based systems. overall findings indicate that the buddysystem changed people's search behavior to reduce walking area, but may increase search times if the system demands too much of the user's attention, suggesting that reducing distractions and adjusting search strategies could improve search effectiveness of proximity-based tracking systems in physical spaces.