waashk/dblp huggingface dataset:
trading design spaces: exchanging ideas on physical design environments. physical design environments are places that support people engaged in the spatial, physical, tangible act of creation. it is now possible to augment workspaces with an amazing array of technologies to assist users in their creative endeavors. however, the integration of computing technologies into physical environments involves a new set of tools, technologies, principles and practices. in this panel, researchers working on the challenges of physical design support present their work through a walkthrough of their prototype work environments. each environment will then be "remodeled" by a fellow researcher using his or her own approach, tools, and design philosophy. the goal of this session will be to explore the large variety of potential applications, tools, technologies, interfaces, and processes used by those working to augment the creative physical world.
influence of colearner agent gehavior on learner performance and attitudes. this study examines the effect of colearner agent performance and social behavior on learner performance and subjective satisfaction in an interactive learning environment. in this 2 (high- or low-performing colearner) by 2 (socially supportive or competitive colearner) experiment (n=44), participants learned morse code alongside an agent colearner. participants with high-scoring colearner agents performed significantly better than participants with low-scoring colearners. participants liked and felt liked by socially supportive agents more than they did socially competitive agent participants. implications for developing educational software are discussed.
synchronized retrieval of recorded multimedia data. this paper describes techniques for the retrieval of recorded multimedia data for supervisory control systems. currently these systems operators can only retrieve recorded data individually. we developed new techniques to access all recorded data is synchronization. the techniques enable users to retrieve multimedia data such as sensor data and videos simultaneously, and also enable users to obtain the desired related data, including objects in videos, by "drag and drop" operation. all these techniques allow operators to exactly and quickly analyze phenomena in the systems based on the recorded multimedia data.
basic research symposium. the basic research symposium is a special event with a five-year history at chi. it is a hybrid between a mini-conference and a workshop that presents an opportunity for researchers from different disciplines to share their visions through exchanging new developments and insights from their own fields. the goal of the symposium is to provide an interactive forum to promote and enhance scientific discussions of developing research issues. it is designed to advance understanding and dialogue among fellow researchers as well as to encourage asking of questions and reflection on methods and results. it is a unique opportunity to learn about the variety of perspectives present in the international hci research community and to apply the often radically different criteria associated with those perspectives to one's own work.
i just clicked to say i love you: rich evaluations of minimal communication. virtual intimate objects are low bandwidth devices for communicating intimacy for couples in long-distance relationships. vios were designed to express intimacy in a rich manner over a low bandwidth connection. vios were evaluated using a logbook which included open-ended questions designed to understand the context within which the vio was used. users constructed a complex, dynamically-changing understanding of the meaning of each interaction, based on an understanding of their and their partner's context of use. the results show that users had rich and complex interpretations of this seemingly simple communication, which suggests the necessity of exploring context of use to understand the situated nature of the interactions as an intrinsic part of an evaluation process for such technologies.
sketching annotations in a 3d web environment. collaborative design review is an important part of architectural design work. the space pen system supports annotation and drawing on (and inside) 3d vrml/java models using a regular web browser to exchange text and sketched annotations for review.
communicating intimacy one bit at a time. in this paper, we present a study of 'minimal intimate objects': low bandwidth devices for communicating intimacy for couples in long-distance relationships. we describe a user study of a software intimate object built to communicate a single bit at a time. the results from both log data and journal entries suggest that even a one-bit communication device is seen by users as a valuable and rich channel for communicating intimacy, despite the availability of wider channels of communication such as email, instant messaging, and telephone. we suggest the constrained nature of the communication affords active reinterpretation by its users, and discuss the results in the context of the study of intimacy in human-computer interaction.
tailoring virtual reality technology for stroke rehabilitation: a human factors design. in this paper we introduce an interdisciplinary project to develop a virtual reality enhanced stroke rehabilitation system (vrsrs). in particular, we propose a human factors design in developing a vrsrs for improving the functional recovery rate of stroke patients' upper extremities.
understanding how to improve the accessibility of computers through cursor control studies. people with motion-impairments often find it difficult to perform many of the actions required to interact with a computer. this paper presents the results of an on-going series of experiments designed to understand how using force feedback affects interaction for motion-impaired users. point and click tasks were analyzed using new cursor control measures. the results showed significant improvement in throughput for all users with force-feedback and the cursor control measures were effective in capturing the differences between the conditions.
the untapped world of video games. due to fierce industry competition and demand for novelty, games are a fertile research setting for studying interface design, input devices, graphics, social communication and development processes. this sig proposes to bring together researchers with a wide set of interests, to showcase and discuss their common research platform: video and computer games. we hope to educate both games researchers and interested attendees from the general chi community. small group discussions around game play stations will expose participants to the breadth of game genres that are being used by chi researchers as a research platform as well as popular game genres that are currently untapped.
symbolic objects in a networked gestural sound interface. signalplay is a sensor-based interactive sound environment in which familiar objects encourage exploration and discovery of sound interfaces through the process of play. embedded wireless sensors form a network that detects gestural motion as well as environmental factors such as light and magnetic field. human interactions with the sensors and with each other cause both immediate and systemic changes in a spatialized soundscape. our investigation highlights the interplay between expected object-behavior associations and new modes of interaction with everyday objects. here we present observations on embodied network interaction and suggest opportunities for further investigation in this field.
an examination of user behaviour during web information tasks. since the inception of electronic environments, researchers have been interested in how to provide better support for the tasks users perform in these environments. the research presented in this thesis is the result of three successive studies conducted to examine user behaviour within the web browser in the context of task. an exploratory field study was first conducted to examine how users interact with their web browsers during information seeking tasks on the web. based on the study findings a characterization of web information tasks was developed, which includes: fact finding, information gathering, browsing, communications, transactions, and maintenance. the study also found significant differences in how users interacted with their web browsers to complete these tasks. the findings from the field study also highlighted the fact that little is known about the monitoring activities of web users, which occur when users return to previously visited web pages to view new or updated information. as a next step, a series of semi-structured interviews were conducted to concentrate on the role of web-based monitoring in the context of web information tasks. the results from this study suggested that monitoring is an activity that occurs, to varying degrees, within all web information tasks. this implies that information monitoring activities require different types of web browser support, depending on the underlying web information task. based on the study results, a series of recommendations for the design of task-specific tools to support web-based monitoring were developed. a laboratory study was then conducted to evaluate three task-specific web browser monitoring tools, which were developed based on the recommendations resulting from the semi-structured interviews. the results of this third study reinforced the notion that different monitoring activities require different types of support and also yielded several potential improvements to the tools. the findings from these three studies provide new understanding of (1) the tasks users engage in on the web; (2) how users interact with their web browsers to complete these tasks; and (3) how web browsers can better support users during these tasks.
it's a jungle out there: practical considerations for evaluation in the city. an essential aspect of mobile and ubiquitous computing research is evaluation within the expected usage context, including environment. when that environment is an urban center, it can be dynamic, expansive, and unpredictable. methodologies that focus on genuine use in the environment can uncover valuable insights, although they may also limit measurement and control. in this paper, we present our experiences applying traditional experimental techniques for field research in two separate projects set in urban environments. we argue that although traditional methods may be difficult to apply in cities, the challenges are surmountable, and this kind of field research can be a crucial component of evaluation.
"i care about him as a pal": conceptions of robotic pets in online aibo discussion forums. in this study, we analyzed people's conceptions of aibo, a robotic pet, through thier spontaneous postings in online aibo discussion forums. results showed that aibo psychologically engaged this group of participants, particularly by drawing forth conceptions of essences (79%), agency (60%), and social standing (59%). however, participants seldom attributed moral standing to aibo (e.g., that aibo deserves respect, has rights, or can be held morally accountable for action). our discussion focuses on the societal implications of these results.
robotic pets in the lives of preschool children. this study examined preschool children's reasoning about and behavioral interactions with one of the most advanced robotic pets currently on the retail market, sony's robotic dog aibo. eighty children, equally divided between two age groups, 34-50 months and 58-74 months, participated in individual sessions that included play with and an interview about two artifacts: aibo and a stuffed dog. results showed similarities in children's reasoning about the two artifacts, but differences in their behavioral interactions. discussion focuses on how robotic pets, as representative of an emerging technological genre in hci, may be (a) blurring foundational ontological categories, and (b) impacting children's social and moral development. more broadly, results inform on our understanding of the human-robotic relationship.
augmented conceptual analysis of the web. in the history of computing, there has been nothing comparable to the world wide web. no one predicted the web or its unprecedented growth, which continues almost unabated today. the purpose of this workshop is to gain some perspective on the rapidly changing landscape of the web by driving up the level of abstraction in considering significant web phenomena. we seek to create conceptual leverage to augment our understanding of what the web is, and what it will become in the future.
reciprocal eye contact as an interaction technique. modeled on how humans use eye contact to engage one another, the interaction technique presented here enables users to effectively engage devices in ubiquitous computing contexts. equipping devices to reciprocate eye contact enables users to effectively address devices, infer device attention, and target control actions.
optimizing the number of search result categories. automatically generated web search result categories were found to be beneficial in our previous study. in that study, we used 15 result categories and left the optimal number of categories issue deliberately untouched. to address this matter, we conducted a new experiment with 27 participants to compare search user interfaces with 10, 20, and 40 automatically generated categories. the results show that users prefer fewer categories. the use of fewer categories results in a slightly more accurate performance in result selection. in addition, the observed speed differences between the conditions were small. although reading longer category lists requires more time, the users benefited from the increased descriptiveness, causing the overall speed to be almost equal. according to our results, the optimal number of categories is between 10 and 20.
sketch-based rapid prototyping platform for hardware-software integrated interactive products. this paper presents a platform in which interaction designers can effectively and rapidly develop tangible interactive prototypes by sketching. the study aims to build a platform that plays the role of sketching in the hardware-software integrated interactive product design process. the platform consists of three components: a sketch based interactive concept exploration software application called stctools, a set of physical user interface(pui) widgets with a key converter and a video projection based augmented reality desk (ardesk). for prototyping, a designer creates hardware and software sketches with pen based computers using stctools. sketches of hardware and software are drawn in a client device and composed in an electronic whiteboard, which is the server device. pui widgets can be physically attached on a foam mockup or on a screen of the client device. the hardware-software integrated simulations are conducted on ardesk. the sketch simulation is captured and projected onto a paper marker created with invisible infra-red ink.
geospatial intelligence analysis via semantic lensing. geospatial displays typically contain many data layers ranging in type and level of detail that often result in dense, occluded, and cluttered map displays. we investigated a localized, "detail on-demand" filtering strategy called semantic lensing that in certain situations provides a more efficient and desirable approach than global filtering for mitigating clutter and occlusion.an initial formal user study with these semantic lenses has shown their significant value, expediency, and desirability in aiding decision making during real-world tasks. completion times of geospatial analyses are significantly faster when using lenses and workloads are significantly lower. the research suggests that using lenses may also improve analysts' accuracy when completing complex time-critical geospatial intelligence analyses. continued work will evaluate additional features and task-specific applicability. successful evaluation will propose the distribution of such a lens tool to geospatial intelligence analysts.
user centered technologies research institute. in this paper we describe the user centered technologies research institute at university of applied sciences vorarlberg. we illustrate the perspectives on hci efforts concerning analogous communication in multi-modal hci as well as our research and development services for enterprises in order to support user centered design. we also describe current research and development activities of user centered technologies research institute, the policies, and organizational background. the mission of this research institute aims to advance the level of usability of human computer interfaces within ec fp6 idea of european research area.
the effects of background music on using a pocket computer in a cafeteria: immersion, emotional responses, and social richness of medium. the focus of the present paper was to examine the effects of background music on using a pocket computer (i.e., reading entertainment news and making notes) in a noisy cafeteria environment. music listening, as compared to using pda without listening to music, prompted higher overall user satisfaction and immersion in media use, less boredom and more pleasure, and higher perceived social richness of the medium in terms of personality, liveliness, and emotionality. it was also found that pda user experience and personality (i.e., impulsive-sensation seeking [impss]) moderated some of these responses. the results are of importance given that the modern technology make it possible (1) to use computers in various everyday environments (e.g., in cafeterias and on business trips), and (2) to adapt the information and/or interfaces to fit the individual characteristics of the user.
collagemachine: temporality and indeterminacy in media browsing via interface ecology. collagemachine synthesizes artistic and computational practices in order to represent media from the world wide web (www). it functions as a process-based art work, and as a special browser which can be useful for searching. media elements are pulled from web pages and composed into a collage which evolves over time. the evolving art work / browsing session can be shaped by the user. the temporal composition of the collage develops with relation to its visual composition and semantic content. the collagemachine engine combines structured randomness and the user's expression of preferences and interests with design rules and semantic rules to make decisions about the collage's layout, and about which media to retrieve. my approach in blending music composition strategies, visual art aesthetics, and computer science techniques into this interactive environment arises through application of the theory of interface ecology.
constructing moving pictures eyes-free: an animation tool for the blind. visually impaired people constantly interpret moving phenomena in the real world; they do not lack the skills to understand the meaning of what is portrayed in an animation. however, today there is no method that allows them to create computer-based animation. we have extended ic2d, a drawing tool for the blind, to allow users to construct animation based on their drawings by defining rotation, swing, and path motions.
evaluating navigational surrogate formats with divergent browsing tasks. navigational surrogates are representations that stand for information resources within search engine result sets, e?commerce sites, and digital libraries. they also form the basis of personal collections of media, such as web pages. our hypothesis is that the formats of individual surrogates and collections play an important role in how people use collections. we are particularly interested in processes of information discovery, in which ideas are iteratively reformulated in the context of working with information.to investigate how the representation of navigational surrogates affects how people work with information, we have created a collection of undergraduate psychology curriculum resources in 3 alternative formats: a linear list of textual elements, a spatialized set of textual elements, and a spatialized set of labeled images that have been composited. to evaluate navigation with these surrogate formats during information discovery, we designed divergent browsing tasks, that is, tasks that require assembling information from multiple diverse sources. a within-subjects evaluation indicates that users prefer the spatial labeled images format, and navigate more effectively with it.
growing bloom: design of a visualization of project evolution. in this paper we describe the design behind the bloom diagram, a tool to visualize the evolution of individual participants' code and comment contributions to open source software projects. the design blends techniques such as concentric pie charts, animation, motion trails, and social proxies to produce a compact presentation of the large scale dynamics around software development. we also briefly present some preliminary findings using data gathered from sourceforge, a popular open source project hosting site, and discuss future directions for this work.
minimedia surfer: browsing video segments on small displays. it is challenging to browse multimedia on mobile devices with small displays. we present minimedia surfer, a prototype application for interactively searching a multimedia collection for video segments of interest. transparent layers are used to support browsing subtasks: keyword query, exploration of results through keyframes, and playback of video. this layered interface smoothly blends the key tasks of the browsing process and deals with the small screen size. during exploration, the user can adjust the transparency levels of the layers using pen gestures. details of the video segments are displayed in an expandable timeline that supports gestural interaction.
designing remail: reinventing the email client through innovation and integration. the remail design team defined a specification for an innovative and integrated email client. this design-lead effort tackled three key problems that email researchers have discovered: lack of context, co-opting of email, and keeping track of too many things. based on earlier design and research explorations, we conceived of a client from the ground up that attacked these problems in an integrated fashion. our solutions were based on three constructs: showing message context, marking email, and selective display. a small team of programmers implemented much of the design in a functional prototype. this experimental client continues to allow researchers to expand and explore these concepts.
introducing usability at london life insurance company: a process perspective. this presentation describes how and why usability engineering is being introduced at london life. it describes the unique set of circumstances that were present allowing us to integrate usability engineering from day one in a project. it will cover our approach to learning about and institutionalizing the usability process into a well established internal systems development area. our future plans will also be discussed.
personal media exploration with semantic regions. computer users deal with large amount of personal media data and they often face problems in managing and exploring them. the paper presents an innovative approach, semantic regions that are rectangular regions directly drawn on 2d space with semantics so that their layout can form users' various mental models toward the personal media data. a prototype personal media exploring application, mediafinder, based on the concept of semantic regions is presented. usability tests will be conducted to evaluate the semantic regions as a personal media management model including organization, search, navigation, indexing, meaning extraction, and distribution.