waashk/dblp huggingface dataset:
multimodal human computer interaction research at toshiba research and development center. toshiba's human interface research group is pursuing media understanding and intelligent interaction technologies to achieve natural multimodal hci (human-computer interaction). in collaboration with toshiba's other corporate laboratories, engineering laboratories and business divisions, we have been developing practical interactive systems and products related to information services, consumer electronics, document filing and industrial equipment.
impact of video editing based on participants' gaze in multiparty conversation. this paper presents a video cut editing rule based on participants' gaze for establishing video editing rules that can accurately and clearly convey the flow of conversation in multiparty conversations to viewers. demand is growing to be able to effectively archive meetings and teleconferences to facilitate human communication. conventional systems use fixed-viewpoint cameras and simple camera selection based on participants' utterances etc. however, these systems fail to convey a sufficient amount of nonverbal information about the participants and the flow of conversation. on the basis of participants' gaze behavior in multiparty conversation, we propose a new video cut editing rule; the rule uses majority decision with regard to participants' gaze direction. we then present experiments that compare the proposed method to conventional visual representations. we conclude that the proposed method can more successfully convey 1) who is talking to whom and 2) hearers' response to speakers, which are extremely crucial pieces of information that allow viewers to understand the flow of conversation.
automatic video editing system using stereo-based head tracking for multiparty conversation. this paper presents an automatic video editing system based on head tracking for multiparty conversations. systems that record meetings and those that support teleconferences are attracting considerable interest. conventional systems use a fixed-viewpoint camera and simple camera selection based on participants' utterances. however, conventional systems fail to adequately convey who is talking to whom to the viewer. we focus on the participants' head orientation since this information is useful in detecting the speaker and who the speaker is talking to. in order to automatically estimate each participant's head orientation, our system combines several modules for stereo-based head tracking. the system selects the shot of the participant that most participants are looking at, based on majority decision. experiments confirm the effectiveness of our system in several 3-participant conversations. the results show that our system can more successfully convey who is talking to whom which is an extremely crucial piece of information that allows the viewer to better under-stand conversation content.
estimating human interruptibility in the home for remote communication. this paper presents a method for automatically estimating human interruptibility in home environments. to make online remote communication smoother, determining if it is appropriate to interrupt the remote partner is critical. as a first step in achieving this goal, several audio-visual features, extracted from data streams provided by a camera and a microphone, are correlated to human interruptibility. based on these features, the level of interruptibility is estimated using the trained support vector regression (svr) technique. finally, we discuss the potential of our method based on the results of several experiments.
information search: the intersection of visual and semantic space. in the context of an information search task, does the visual salience of items interact with information scent? that is, do things like bold headlines or highlighted phrases interact with local semantic cues about the usefulness of distal sources of information? most research on visual search and highlighting has used stimuli with no semantic content, while studies on information search have assumed equal visual salience of items in the search space. in real information environments like the web, however, these things do not occur in isolation. thus, we used a laboratory study to examine how these factors interact. the almost perfectly additive results imply that good information scent cannot overcome poor visual cues, or vice versa, and that both factors are equally important.
effects of voice vs. remote on u.s. and japanese user satisfaction with interactive hdtv systems. a between-participants (n=60) experiment explores the effect of input modality (voice with 100% recognition vs. remote) and culture (us vs. japan) on user's opinions of an interactive high definition television system (ihdtv). there was a significant interaction: .japanese participants completed tasks more easily and thought the interface was better with a remote control. conversely, united states participants completed tasks more easily and thought the interface was better with voice control. participants from both cultures liked content more and felt more uncomfortable when using voice control.
information voyeurism: social impact of physically large displays on information privacy. a common observation when working on physically large displays, such as wall-sized projection, is that a certain amount of information privacy is lost. a common explanation for this loss in privacy is the higher legibility of information presented on large displays. in this paper, we present a novel paradigm for measuring whether or not a user has read certain content. we show that, even with constant visual angles and legibility, visitors are still more likely to glance over a user's shoulder to read information on a large wall-projected display than on a smaller traditional desktop monitor. we assert that, in addition to legibility, there are more subtle social factors that may contribute to the loss of privacy on physically large displays. implementing hardware and software ideas for mitigating this loss of privacy remains future research.
wincuts: manipulating arbitrary window regions for more effective use of screen space. each window on our computer desktop provides a view into some information. although users can currently manipulate multiple windows, we assert that being able to spatially arrange smaller regions of these windows could help users perform certain tasks more efficiently. in this paper, we describe a novel interaction technique that allows users to replicate arbitrary regions of existing windows into independent windows called wincuts. each wincut is a live view of a region of the source window with which users can interact. we also present an extension that allows users to share wincuts across multiple devices. next, we classify the set of tasks for which wincuts may be useful, both in single as well as multiple device scenarios. we present high level implementation details so that other researchers can replicate this work. and finally, we discuss future work that we will pursue in extending these ideas.
pre-emptive shadows: eliminating the blinding light from projectors. users interacting with front-projected displays often work between the projector and the display surface. this causes undesirable projection on the user as well as temporary blindness from looking into the bright light of the projector. in this paper, we present pre-emptive shadows, a technique that uses a camera-projector system to detect and turn off pixels that would otherwise be needlessly cast upon users' bodies, especially their faces. we present measurements that show that system reduces the brightness of the blinding light by about a factor of 5.
kinesthetic cues aid spatial memory. we are interestind in building and evaluating human computer interfaces that make information more memorable. psychology research informs us that humans access memories through cues, or "memory hooks," acquired at the time we learn the information. in this paper, we show that kinesthetic cues, or the awareness of parts of our body's position with respect to itself or to the environment, are useful for recalling the positions of objects in space. we report a user study demonstrating a 19% increase in spatial memory for information controlled with a touchscreen, which provides direct kinesthetic cues, as compared to a standard mouse interface. we also report results indicating that females may benefit more than males from using the touchscreen device.
design concept to promote both reflective and experimental cognition for creative design work. we discuss the disadvantages of the current design support systems that arise from a poor understanding of the human-cognitive characteristics, such as the reflective and experimental modes, and the selection of a suitable media for use in the creative design process. then we demonstrate the current prototype system called "godzilla" that supports the creative design especially for the car exterior designer. the designers can draw the concept image on a 2d pad (tablet with an lcd). when they grasp it and put it in midair, the shape of the 2d sketch is automatically recognized and appears as 3d sketch on a 3d pad (stereovision tv). they can sketch, modify, and observe from different viewpoints in both 2d and 3d. note that 3d images are not displayed as a beautiful cg image, but a 3d sketch that consists of many 3d-cursive lines produced by mimicking the designer's pen touch in order to keep the designers in the reflective cognitive mode and to provide them with rich stimuli for their creative activities.
new findings on pupil response in gazing to flashed divided displays. we show that the pupil responds to the small area being gazed when it is flashed. the experiments revealed that the pupil reacts to the brightness of the small area being gazed at. surprisingly, the resolution is 1.6 degrees at the viewing angle. this is equivalent to the spatial resolution of a 21 x 16 mm area at a distance of 60 cm. finally, the feasibility of the new findings is demonstrated by applying it to character input.
evaluation of thumbwheel text entry methods. text entry becomes increasingly complex as devices shrink in size. this paper presents the findings of a comparison study of two thumbwheel text entry methods for mobile devices. in the first method, the character set (letters, numbers, punctuation) was implemented as a continuous loop. in the second method, characters were arranged in a two-level menu structure. thumbwheel methods provide a viable and realistic alternative to keyboard, keypad, stylus, or voice text entry on ultra-small mobile devices.
testing visual notification cues on a mobile device. this paper discusses field-testing of visual notification cues on a mobile handheld device. each cue consisted of three multicolored lights preceded by a tactile signal (vibration). after being customized, the cues were sent periodically to the device over a wireless network as users went about their normal activities. user personalization seemed to enhance learning and usefulness of the cues, while the additional tactile signal aided arrival awareness.
protecting private data in public. current technologies allow users to access information in virtually any public setting. this creates situations where sensitive information, both organizational and personal in nature, can be seen and captured by nearby people and technology. therefore, methods are necessary to ensure the privacy and security of information displayed in public spaces. the authors have developed web browser privacy blinders, which hide sensitive information from view while leaving other information unobscured. results of two pilot studies supported the viability and potential usefulness of the privacy blinder concept, and have set the stage for continued development of the technique through large-scale controlled studies and field tests.
logimoo: a multi-user virtual world with agents and natural language programming. logimoo is a binprolog-based virtual world running under netscape or internet explorer. it is user extensible and supports distributed group-work over the internet. virtual places, virtual objects and agents are programmable through a "controlled english" interface.
age invaders: social and physical inter-generational family entertainment. this paper introduces age invaders (ai), a novel interactive intergeneration social-physical game which allows the elderly to play harmoniously together with children in physical space while parents can participate in the game play in real time remotely through the internet.
polymorphic letters: transforming pen movements to extend written expression. we are developing a digital writing tool, polymorphic letters (pl), to investigate hand and pen movements as they may extend and enrich expression in written language. pl recognizes individual letters and associated spatial, temporal and pressure qualities of pen movements. the system maps these features to typography and colour variables, creating lively representations on-screen. writers will use the tool in learning environments emphasizing the role of personal expressions. we explore style and voice as they pertain to expressions through hand, pen, and words, and describe the rationale for pl, its iterative design, and next steps based on writers' and readers' experiences.
how people recall search result lists. people commonly interact with lists of information -- incoming emails are listed in a person's inbox, search engines return lists of results, news stories appear as lists on newspaper web sites, and people navigate file systems by listing directory contents. while the changes that occur to a list can be interesting -- a new search result is interesting to the person searching for new information -- changes are often secondary to the primary goal of using information. new search results are inconsequential when a person wants to summarize a set of results or return to a previously viewed web page. this paper presents a study of which aspects of a list are memorable and thus are likely to be noticed when they change, and which are not memorable and thus are unlikely to be missed if changed. the study shows that what people remember about a list item is a function of their interaction with the item and the item's location in the list.
poultry.internet: a remote human-pet interaction system. poultry.internet leverages on the reach of the internet to connect humans and pets at different locations. this system has a tangible interface encompassing both visual and tactile modes of communication. it allows humans to interact remotely with pets anytime, anywhere. the pet owner views the real time movement of the pet in the form of a pet doll sitting on a mechanical positioning system. meanwhile, the real pet wears a special jacket, which is able to reproduce the touching sensation. the pet owner can tangibly touch the pet doll, sending touch signals to the pet far away. also, the pet owner receives a haptic feedback from the movement of the pet.
comparisons of keystroke-level model predictions to observed data. comparison of model prediction against observed data is an investigative step used in cognitive modeling research for human-computer interaction. in this paper we describe comparisons between keystroke-level model (klm) predictions and user behavior by total duration, aggregated events and cohen's kappa. our preliminary investigations support the validity of klm mental preparation duration and placement rules in modeling interaction with handheld devices but suggest changing a previously-published parameter.
information visualization and interaction techniques for collaboration across multiple displays. this two day workshop looks at the challenges and issues associated with supporting collaborative analytical reasoning tasks over a range of displays and interaction environments. the focus is not only on visualization and interaction, but also on perception, cognition, and sense-making in collaborative settings.
social net: using patterns of physical proximity over time to infer shared interests. we describe social net, a novel interest-matching application that uses patterns of collocation, over time, to infer shared interests between users. social net demonstrates new possibilities and methods for using the capabilities of mobile devices equipped with rf-communications.
an ordering of secondary task display attributes. we found that established display design guidelines for focal images cannot be extended to images displayed as a secondary task in a dual-task situation. this paper describes an experiment that determines a new ordering guideline for secondary task image attributes according to human cognitive ability to extract information. the imperative for alternate guidelines is based on the difference in an image's ability to convey meaning, which decreases when moved from a focal to a secondary task situation. secondary task attribute ordering varies with the level of degradation in the primary task.
does habituation affect fingerprint quality? interest in the environmental factors that affect biometric image quality is increasing as biometric technologies are currently being implemented in various business applications. this study aims to determine, through repeated trials, the effects of various external factors on the image quality and usability of prints collected by an electronic reader. these factors include age and gender but also the absence or presence of immediate feedback. a key factor in biometric systems that will be used daily or routinely is habituation. the user's behavior could potentially change as a result of acclimatization; one's input might increase in quality as one learns how to use the system better, or decrease in quality since comfort with the system could translate into carelessness.
acclairism: questioning biometric technology through an airport security clearance system. biometric technologies are becoming socially acceptable in the wake of recent terrorist events. bio-data is developing into a legitimate source for identity detection and assessment. acclairism is an attempt to bring to light some of the conflicts and questions these technologies give rise to: what defines us as unique individuals? what defines us as trusted members of society? how much personal information will we willingly give away and under which circumstances? through acclairism we explore a situation wherein people freely accept a highly invasive, highly authoritative manipulation in return for tangible rewards and an upgraded social status. we perform this investigation through acclair, a company providing brain-testing services as part of an exclusive security clearance for air-travelers.
beyond just the facts: transforming the museum learning experience. we present museum detective, a handheld system designed for use by school children to encourage guided learning through paired discovery of one object in an art museum. initial analysis showed that children were able to use the devices cooperatively and exhibited longer-term retention of information about the artifacts in the gallery. we propose that the design of the museum detective interface can be refined to further encourage students to actively transform their museum learning experience.
hci techniques from idea to deployment: a case study for a dynamic learning environment. ihis paper describes the plan and execution hci techniques that were used in the iterative design and evaluation of a "dynamic learning environment." this system is now operational for ibm software group employees and is being extended to other venues and audiences.
the voice of the people: a system for enriching olympic experiences. during a 14-week student design project, we developed a concept for a three-component system that allows audience members to voice their opinions at olympic events. aside from completing chi's primary goal of creating a voting device, we found that audience members need a knowledge base and a feeling of empowerment in order to feel secure with their vote. based on fieldwork with past and potential olympic attendees, we focused on wearable technology that senses pre-existing methods of showing appreciation and translates audience enthusiasm into an opportunity for learning and empowerment. building from previous research, we implemented a unique method of creating a system for audience participation that requires no training or learning curve on behalf of its user. these methods were then tested and refined until they were well received by a large majority of users regardless of age, gender and nationality. in our paper we describe our process through an explanation of our immersion in the project, its early ideation, testing and refinement, and our final solution.
photophone entertainment. this paper introduces photophone entertainment (ppe), applications for mobile and wireless devices with camera functionality, and describes a number of design examples of such applications. the applications are designed for people waiting for a few minutes at a bus stop and do all encourage some form of social interaction such as collaboration with, or competition against, other users at the bus stop.
ubiquitous display for dynamically changing environment. this paper proposes a novel method for ubiquitous displays using projectors in indoor environments. in particular, our method consists of two distinct features: automatic scene modeling of a dynamically changing indoor environment, and automatic selection of surfaces onto which various contents are displayed by taking into account both geometric and photometric properties. as a result, our method can be applied to dynamically changing scenes such as a meeting room where furniture and other objects are moved frequently.
improving user interaction with spoken dialog systems via shaping. speech-based interfaces offer the promise of simple human-computer communication, yet the current state-of-the-art often produces inefficient interactions. many inefficiencies are caused by understanding or recognition errors. such errors can be minimized by designing interaction protocols in which users are required to speak in a standardized way, but this requirement presents additional difficulties: this way of speaking can be unnatural for users, and in order to learn the standardized interface, users must spend time in tutorial mode rather than in task mode. i propose a strategy of shaping that helps users adapt their interaction to match what the system understands best, thereby reducing the chance for misunderstandings and improving interaction efficiency.
shaping user input in speech graffiti: a first pass. speech graffiti is a standardized interaction protocol for spoken dialog systems designed to address some com-mon difficulties with asr. we have proposed a strategy of shaping to help users adapt their interaction to match what the system understands best, thereby re-ducing the chance for misunderstandings and improving interaction efficiency. in this paper we report on an evaluation of our initial implementation of shaping in speech graffiti, noting that our baseline strategy was not as powerful as expected, and discussing proposed changes to improve its effectiveness.