waashk/dblp huggingface dataset:
natural interaction enhanced remote camera control for teleoperation. in teleoperation, operators usually have to control multiple devices simultaneously, which requires frequent hand switches between different controllers. we designed and implemented two prototypes, one by applying head motion and the other by integrating eye gaze as intrinsic elements of teleoperation for remote camera control in a multi-control setting. we report a user study of a modeled multi-control experiment that compares the performance of head tracking control, eye tracking control and traditional joystick control. the results provide clear evidence that eye tracking control significantly outperforms joystick and head tracking control in both objective measures and subjective measures.
making friends by killing them: using location-based urban gaming to expand personal networks. cultural problems exist with current online systems for meeting new people, such as dating sites, which encourage unnatural meetings with strangers. an sms-based murder mystery game was designed to facilitate the natural progression of growing one's personal network by meeting friends of friends. considerations on how a location-based mobile system could further facilitate personal network expansion are discussed.
metagora: a meta-community approach to guide users through the diversity of web communities. online communities have become an essential instrument for obtaining valuable information on the web. with today's community jungle, however, users find it increasingly difficult to find and decide on appropriate online communities. therefore, we propose the concept of a meta-community conceived as being a social gateway to guide users through a vast number of different online communities within a certain domain. we present a proof-of-concept study of our meta-community prototype and discuss implications for the community landscape as well as for the satisfaction of user needs.
toward modeling auditory information seeking strategies on the web. human performance models based on information foraging theory have proved capable of predicting navigation behavior on the web. they can therefore provide a useful tool for web site design. they may also be effective for modeling auditory navigation within a single web page. designers often struggle to accommodate this sort of access, different as it is from their own experience. as a step toward realistic simulations based on models of auditory web access, we describe information seeking strategies observed in people with visual impairment using screen reading software for web navigation tasks. we outline one example strategy for approaching a new web page that, guided by information foraging theory, may expose access barriers that current design tools miss.
himawari: shape memory alloy motion display for robotic representation. we propose the concept of shape memory alloy motion display (smd), a new type of physical display, and introduce a plant-shaped robot "himawari" based on this technology. smd is a display apparatus taking advantage of existence of an actual object, and gives visual expressions by movement and change in shape of actuators, which are components of this device. visual expressions resembling tentacles of sea anemone and foliage of grasses and trees are possible by designing the actuators, making way for new expressions by physical display. we built the plant-shaped robot himawari as a piece of art applying smd technology. we discuss the possibilities of smd through fabrication of the completed piece of art, himawari.
tavr: temporal-aural-visual representation to convey imperceptible spatial information. this paper describes a study that investigated the use of time as a form of representation for imperceptible sizes by incorporating it in a multimodal representation that is designed to extend students' learning experience of the sizes of the objects beyond human sense (called submacroscopic objects). in this paper we introduce the research we conducted to explore how middle school students interpret and conceptualize the temporal representation.
everybody to the power of one, for soprano t-stick. we present a live solo concert performance of an original piece of music - everybody to the power of one - written for the soprano t-stick digital musical instrument. like other digital musical instruments, the t-stick enables the reincorporation of performer gesture as the main source of control in computer-based music making. a brief description of the instrument development, gesture-sound mapping and performance practice is given, followed by an introduction to the compositional motivation and materials of the piece. everybody to the power of one is the fourth musical composition created for the t-stick by composer and performer d. andrew stewart.
one-press control: a tactile input method for pressure-sensitive computer keyboards. this work presents one-press control, a tactile input method for pressure-sensitive keyboards based on the detection and classification of pressing movements on the already held-down key. to seamlessly integrate the added control input with existing practices for ordinary computer keyboards, the redefined notion of virtual modifier keys is introduced. a number of application examples are given, especially to point out a potential for simplifying existing interactions by replacing modifier key combinations with single key presses. also, a new class of interaction scenarios employing the technique is proposed, based on an interaction model named "what you touch is what you get (wytiwyg)". here, the proposed tactile input method is used to navigate interaction options, get full previews of potential outcomes, and then either commit to one or abort altogether -- all in the space of one key depress / release cycle. the results of user testing indicate some remaining implementation issues, as well as that the technique can be learned within about a quarter of an hour of hands-on operating practice time.
sig: branding the changing enterprise - impact of mergers & acquisitions on user experience organizations. mergers and acquisitions are becoming increasingly common in the enterprise software world. for example, sap acquired business objects, oracle acquired peoplesoft and ca acquired cassatt in recent times. while this is a business expansion strategy for the acquiring company, it presents a challenge for ux professionals in both the acquiring and acquired companies, who are responsible for branding the look and feel of the newly combined business entity. this sig examines the design, technical and cultural challenges facing a ux practitioner from the acquiring as well as acquired company's perspectives. we will explore possible best practice solutions that can help other ux professionals facing similar challenges.
cross currents: water scarcity and sustainable chi. growing awareness of the threats posed by global freshwater shortages coupled with increased interest in environmental sustainability among chi researchers make water management a ripe area for new chi applications. this paper presents a qualitative study of practices and attitudes in a water-stressed region of the united states. we describe water conservation as a culturally-situated activity influenced by a variety of social factors, and show "sustainability" to be a complicated concept rife with competing, often incompatible interpretations and prescriptions. we discuss implications for designing interfaces that encourage personal conservation, and identify environmental policy making as an area ripe for new chi activity. finally, we suggest that sustainability has the potential to move from the periphery of chi research and become a galvanizing force for the community at large.
public issues on projected user interface. what will happen when pocket projectors become mainstream personal display channels? what will be affected when numerous projections intrude our living space without proper control? today's technology in projection has promised a big screen viewing experience from mobile devices, pushing us toward a truly ubiquitous display environment. but, is our society prepared for the next projection-generation? we argue that the projected user interface (pui) will introduce new problems both in environmental and social aspects which are seldom been explored. this paper explores our rights to project and be projected in public space. can we project on human body without asking for permission? can we refuse to be projected? can projection pollute the environment and influence the people therein? this paper proposes several issues about people's rights on projection, and provide discussions on possible solutions.
how do users interact with a pet-robot and a humanoid. in this paper, we compare users' interaction with the humanoid robot asimo and the dog-shaped robot aibo. we conducted a user study in which the participants had to teach object names and simple commands and give feedback to either aibo or asimo. we did not find significant differences in the users' evaluation of both robots and in the way commands were given to the two different robots. however, the way of giving positive and negative feedback differed significantly: we found that for the pet-robot aibo users tend to give reward in a similar way as giving reward to a real dog by touching it and commenting on its performance by uttering feedback like "well done" or "that was right". for the humanoid asimo, users did not use touch as a reward and rather used personal expressions like "thank you" to give positive feedback to the robot.
sxratch for metasaxophone. sxratch (2006) is a musical composition and interactive performance work created for the metasaxophone, an augmented instrument invented and built by the author in 1999. the metasaxophone is one of the earliest augmented instruments still in regular use today. the piece uses the instrument interface to control interactive computer sound software and robots.
trouble-spotting photoshows: capturing everyday hci experiences. trouble-spotting is a newly-invented video method for capturing everyday hci experiences. the method borrows qualities from scenarios and photo elicitation, allowing images and narration to be captured, appropriated, and post-processed into a narrated sequence of photographs, called a photoshow. in a pilot project which focused on four participants' problematic experiences with business processes, participants created four trouble-spotting photoshows, varying in length from 33 seconds to 13:16 minutes, containing useful and actionable firsthand accounts. in this paper, trouble-spotting is introduced along with insights gained from the pilot project and directions for future work.
vote-o-graph: a dishonest touchscreen voting system. we present vote-o-graph, an experimental touchscreen voting system designed to simulate reported interface issues in existing electronic voting systems. touchscreen miscalibration and the application of relative touch coordinates in anonymity-preserving user interface event logs are discussed.
personal, public: using diy to explore citizen-led efforts in urban computing. as communities develop technological literacy and explore how technology can impact their lives, the future of urban computing will come from grass-roots initiatives in addition to traditional top-down urban planning. to this end, we aim to engage the do-it- yourself (diy) community in exploring how individuals can add technology to their communities. as design probes into this space, we have built prototype devices around off-the-shelf technology, open-ended interactions and simple engineering techniques familiar to the diy community. through evolving these devices with both the technical diy community and pittsburgh's local communities, we hope to spark citizen-led efforts in bringing novel applications of computing to our communities.
wellness informatics: towards a definition and grand challenges. the last decade has seen a large explosion of health-related human centered computing research and practice focused on wellness (e.g., good nutrition and exercise promotion) with the intention of helping people avoid needing medical care. and while health informatics may appear to be the obvious home for these activities, it is a discipline that has focused on the design, development, and evaluation of systems to process healthcare data and through that aid in patient treatment. given the ubiquity of wellness systems we think its time to create a wellness informatics community. the goal of the workshop is to identify the themes and grand challenges for designing and evaluating information and communications technologies (icts) that help people stay well.
contextual user experience: how to reflect it in interaction designs? user experience is highly influenced and even changed by the context in which it occurs. in this sig session we want to discuss how specific contexts influence various aspects of user experience. so far, both concepts "user experience" and "context" have been discussed a lot to various extent and in different dimensions. with this sig, we aim to bring both concepts together, highlighting the differences arising from the consideration of different specific contexts and their relevant user experience factors. thus, we reach a more comprehensive understanding of "contextual user experience", which opens up different roads for research and challenges the hci community in all design and development phases. we will discuss user experience as focal point of user interface and interaction design bound to specific situational cases.
case study: designing an advanced visualization system for geological core drilling expeditions. we present the design and process of an interactive high-resolution visualization system for diverse and distributed real-world geological core drilling expeditions. the high domain knowledge barrier makes it difficult for a person who is outside this field to imagine the user experience, and the globally distributed core drilling community imposes more design constraints in space and time. in addition to activities proposed in prior literatures, we used the "immersive empathic design" approach of having a computer scientist trained as a junior core technician. through in-situ observation and interview evaluations from on-going expeditions, we present the system and the lesson learned in the process. it makes the best use of precious co-located opportunities. it allows the developer to build up domain knowledge efficiently. it establishes a trust relationship between the developer and scientists. the system designed through this approach formed a sustainable foundation that was adapted in the following design iterations. this process allows the software developer to experience authentic user activities. the designed system is innovative and helps scientists solving real-world problems. this approach can be a useful example to hci practitioners who work with potential users or communities that share similar properties.
cogknow day navigator: the system in daily life. in this project people with dementia and their carers were asked to describe their problems in daily life. with their input integrated solutions for people with dementia were developed. the aim was to develop solutions that help ageing people with early dementia to experience greater autonomy and feelings of empowerment, and to enjoy an enhanced quality of life. this movie shows the solutions that were developed during the project.
does underlining links help or hurt? two types of link treatments, underlined or non-underlined, were investigated in the context of three web pages. over 1,000 participants completed tasks for which the answers were found either on the pages or by clicking a link. task accuracy, speed, and ratings were collected in an online study. conflicting findings suggest that primarily navigational pages should use underlined links, while informational pages should not.
laugh enhancer using laugh track synchronized with the user's laugh motion. in television shows, we are familiar with the sound of artificial laughter, the so called "canned laughter" or "laugh track". it generally has an enhancing effect on the viewer's desire to laugh. however, if the sound is played when the user dislikes the content, it works negatively. to cope with this problem, we propose a system that produces the laugh track synchronized with the user's desire to laugh. we use a use a myoelectric signal from the diaphragmatic muscle to detect an initial laugh, and dolls around the user to produce the laugh sound. we speculated that although the initial laugh trigger from the user is necessary, the system can still effectively enhance the laugh activity, and even affect the subjective quality of the contents.
interaction design in the university: designing disciplinary interactions. interaction design (id) as a field emerged in the late 1990s with roots in both the hci and design communities. we ask whether the 'interdisciplinary' agenda of the 3rd paradigm of hci can be accommodated in the traditional disciplined university. an alternate model of 'interdisciplinarity' offers one way forward, but calls for clarity on the question of what interaction design aspires to be. we offer the notion of 'disciplined transdisciplinarity' as an exciting and perhaps necessary way of solving the complex problems that id researchers face, and illustrate this with examples drawn from the area of emotional design and assessment. our bridge between 3rd paradigm, knowledge production and what we are calling 'disciplined transdisciplinary' yields insights into the path toward institutionalizing and legitimating research on id and academic careers in this field in the university.
using metaphors to create a natural user interface for microsoft surface. creating a new model of human computer interaction is not straightforward. only a handful of such models have been commercially successful. those that have, such as the graphical user interface (gui), can provide valuable lessons. when we were challenged to develop a new natural user interface design for microsoft surface, we drew from these lessons and from modern user research techniques. a prominent starting point resulting from this was using metaphors to develop the new user interface. we used metaphors for two reasons: to create a user interface world that was understandable and predictable for our users, and to guide the design team in creating the detailed user interface design. we continued this practice in the user research: we focused on which metaphors worked best in the studies, and learned if users understood the metaphors we were using and which metaphor they preferred. this case study describes the process we followed, and the lessons we learned from this.
exploring reactive access control. as users store and share more digital content at home, effective access control becomes increasingly important. one promising mechanism for helping non-expert users create accurate access policies is reactive policy creation, in which users can update their policy dynamically in response to access requests that cannot otherwise succeed. an earlier study suggested that reactive policy creation may be a good fit for file access control at home. to test this theory, we designed and piloted an experience sampling study in which participants used a simulated reactive access control system for a week. preliminary results suggest a neutral to positive response to using this kind of system and indicate that reactive policy creation may help meet users' need for dynamic, contextual policy decisions.
hands free mouse: comparative study on mouse clicks controlled by humming. in this paper we present a novel method of simulating mouse clicks while the cursor is navigated by head movements tracked by webcam. our method is based on simple hummed voice commands. it is fast, language independent and provides full control of common mouse buttons. our method was compared with other three different methods in an experiment that proved its efficiency by means of task duration.
mobile questionnaires for user experience evaluation. as user experience studies move from laboratories to mobile context, we need tools for collecting data in natural settings. based on the results from a pilot study, we present early guidelines for designing mobile questionnaires to be filled in on handheld, palm-sized mobile devices. we found that special attention needs to be paid to the clarity and simplicity of the structure, layout and questionnaire content, including questions, visual icons, items and scales. in addition to the requirements set by the screen size, also data entry method, interaction style and mobile context related issues need to be taken into account when designing questionnaires for mobile devices.
maintaining levels of activity using a haptic personal training application. this paper describes the development of a novel mobile phone-based application designed to monitor the walking habits of older adults. haptic cues integrated within the prototype, are designed to inform an individual of changes which should be made to maintain a prescribed level of activity. a pilot study was conducted with fifteen older adults walking at varying speeds, both with and without the presence of assistive haptic feedback from the prototype. the results confirm that more steps were taken when haptic feedback was provided while walking at normal and fast paces. however, results also indicate that further refinements would be needed to improve the identification of haptic cues while individuals are in motion.
'steps': walking on the music, moving with light breathing. recently calm technology has been widely applied. many cases help to enhance social intimacy among close people. particularly, the area of family members has opportunities to support feeling of connectedness. we aim to investigate of implication through case study of calm technology to support social interaction. we suggested a mutual communication system; steps, it supports emotional communion in short time separation. it consists of an attachable device for parents and shoes for children. it helps remote and non-verbal communication in a shopping context. we achieved to solve the worry of safety and fear, curiosity issues by sharing their steps. it is also sublimated from daily activities to pleasurable interaction. it suggested a possibility to extend the application of calm technology.
effects of cognitive aging on credibility assessment of online health information. results from a study comparing how different web contents and features influence younger and older adults' credibility assessment are reported. results were in general consistent with the elaboration likelihood model (elm) of persuasive communication. it was found that cognitive aging differentially influences the processing of central arguments and peripheral cues (web features such as layouts, third-party endorsement). specifically, older adults were in general worse at distinguishing between strong and weak arguments, and this effect was moderated by cognitive abilities and motivation for cognition. results will be useful for informing designs that facilitate credibility assessment of health information for older adults.
opportunities for computing to support healthy sleep behavior. getting the right amount of quality sleep is one of the key aspects of good health, along with a healthy diet and regular exercise. we conducted a literature review and formative study aimed at uncovering the opportunities for technology to support healthy sleep behaviors. we present the results of interviews with sleep experts, a large survey, and interviews with potential users that indicate what people would find practical and useful for sleep. we identified a number of functional and non-functional requirements for technology for sleep. we explored three possible technology ideas for healthy sleep behaviors: a sleep tracking tool, game to promote sleep, and sleep condition assessment tool.