{"title":"Session details: Student games competition","authors":"Seth Cooper, Alessandro Canossa","doi":"10.1145/3250875","DOIUrl":"https://doi.org/10.1145/3250875","url":null,"abstract":"","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123095039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this SIG meeting we invite attendees of CHI to join us to provide input, feedback, and discuss the ACM interactions magazine.
在这次SIG会议中,我们邀请CHI的与会者加入我们,提供输入、反馈和讨论ACM交互杂志。
{"title":"Interactions magazine","authors":"Ron Wakkary, E. Stolterman","doi":"10.1145/2559206.2559215","DOIUrl":"https://doi.org/10.1145/2559206.2559215","url":null,"abstract":"In this SIG meeting we invite attendees of CHI to join us to provide input, feedback, and discuss the ACM interactions magazine.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122191077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tom Giraud, M. Courgeon, M. Tardieu, Alexandra Roatis, X. Maître
With the rapid developments of medical imaging, our personal inner body can be unveiled as never before. Medical images are usually considered as ordinary objects and their potential intimate value is never really considered. In this paper, we present an exploratory installation which anticipates prospective issues when medical and self-images interfere with each other. Primary Intimacy of being acts as a digital mirror reflecting the users' bodies with three-dimensional avatars, which are computed in real time from three medical imaging modalities (Fig. 1). A first evaluation reveals individual differences between users with respect to their personal privacy concerns while interacting with the installation. Thereafter, these issues may be probed in the scope of self-portraying.
随着医学影像技术的快速发展,我们的个人身体内部可以前所未有地被揭示出来。医学图像通常被认为是普通的物体,它们潜在的亲密价值从未被真正考虑过。在本文中,我们提出了一个探索性的装置,当医学和自我形象相互干扰时,它可以预测未来的问题。Primary Intimacy of being就像一面数字镜子,用三种医学成像方式实时计算用户的三维化身,反映用户的身体(图1)。第一次评估揭示了用户在与装置互动时对个人隐私问题的个体差异。因此,这些问题可以在自我描绘的范围内进行探讨。
{"title":"A three-dimensional mirror augmented by medical imaging: questioning self-portraying at the limit of iintimacy","authors":"Tom Giraud, M. Courgeon, M. Tardieu, Alexandra Roatis, X. Maître","doi":"10.1145/2559206.2578876","DOIUrl":"https://doi.org/10.1145/2559206.2578876","url":null,"abstract":"With the rapid developments of medical imaging, our personal inner body can be unveiled as never before. Medical images are usually considered as ordinary objects and their potential intimate value is never really considered. In this paper, we present an exploratory installation which anticipates prospective issues when medical and self-images interfere with each other. Primary Intimacy of being acts as a digital mirror reflecting the users' bodies with three-dimensional avatars, which are computed in real time from three medical imaging modalities (Fig. 1). A first evaluation reveals individual differences between users with respect to their personal privacy concerns while interacting with the installation. Thereafter, these issues may be probed in the scope of self-portraying.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122261575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents comic strips as an approach to align personas and narrative scenarios; the resulting visual artifact was tested with information security practitioners, who often struggle with wider engagement. It offers ways in which different professional roles can work together to share understanding of complex topics such as information security. It also offers user-centered design practitioners a way to reflect on, and participate with, user research data.
{"title":"Who says personas can't dance?: the use of comic strips to design information security personas","authors":"Makayla M. Lewis, Lizzie Coles-Kemp","doi":"10.1145/2559206.2581323","DOIUrl":"https://doi.org/10.1145/2559206.2581323","url":null,"abstract":"This paper presents comic strips as an approach to align personas and narrative scenarios; the resulting visual artifact was tested with information security practitioners, who often struggle with wider engagement. It offers ways in which different professional roles can work together to share understanding of complex topics such as information security. It also offers user-centered design practitioners a way to reflect on, and participate with, user research data.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125825985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Khademi, Hossein Mousavi Hondori, A. McKenzie, L. Dodakian, C. Lopes, S. Cramer
In recent years, the field of Human-Computer Interaction (HCI) has been advanced with many technologies, however, most are limited to healthy users. In this paper, we leveraged the technology of free-hand interaction to rehabilitate patients with stroke. We modified the game of Fruit Ninja to use Leap Motion controller's hand tracking data for stroke patients with arm and hand weakness to practice their finger individuation. In a pilot study, we recruited 14 patients with chronic stroke to play the game using natural interaction. Their Fruit Ninja (FN) scores show high correlation with the standard clinical assessment scores such as Fugl-Meyer (FMA) and Box-and-Blocks Test (BBT) scores. This finding suggests that our free-hand Fruit Ninja's score is a good indicator of the patient's hand function and therefore will be informative if used in their rehabilitation.
近年来,人机交互(HCI)领域取得了许多进步,但大多数技术仅限于健康用户。在本文中,我们利用徒手交互技术来康复中风患者。我们对《水果忍者》游戏进行修改,利用Leap Motion控制器的手部追踪数据,对手臂和手部无力的中风患者进行手指个性化练习。在一项初步研究中,我们招募了14名慢性中风患者,让他们用自然互动的方式玩这个游戏。他们的水果忍者(FN)分数与标准临床评估分数(如Fugl-Meyer (FMA)和Box-and-Blocks Test (BBT)分数)高度相关。这一发现表明,我们的徒手《水果忍者》得分能够很好地反映患者的手部功能,因此如果将其用于康复治疗,将会提供有用的信息。
{"title":"Free-hand interaction with leap motion controller for stroke rehabilitation","authors":"M. Khademi, Hossein Mousavi Hondori, A. McKenzie, L. Dodakian, C. Lopes, S. Cramer","doi":"10.1145/2559206.2581203","DOIUrl":"https://doi.org/10.1145/2559206.2581203","url":null,"abstract":"In recent years, the field of Human-Computer Interaction (HCI) has been advanced with many technologies, however, most are limited to healthy users. In this paper, we leveraged the technology of free-hand interaction to rehabilitate patients with stroke. We modified the game of Fruit Ninja to use Leap Motion controller's hand tracking data for stroke patients with arm and hand weakness to practice their finger individuation. In a pilot study, we recruited 14 patients with chronic stroke to play the game using natural interaction. Their Fruit Ninja (FN) scores show high correlation with the standard clinical assessment scores such as Fugl-Meyer (FMA) and Box-and-Blocks Test (BBT) scores. This finding suggests that our free-hand Fruit Ninja's score is a good indicator of the patient's hand function and therefore will be informative if used in their rehabilitation.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121057058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ashley Beattie, Daniel Chen, John David Chibuk, Olivier Mayrand, Z. Patel
The Kiwi move is an internet-enabled motion-sensing device used to track activity, trace motion, automate homes, and secure valuables. By using the Kiwi Application Programming Interface (API) developers can build motion-based applications on our sensor platform, satisfying multiple use cases while avoiding the details of hardware implementation.
{"title":"Interacting with the kiwi move: a platform for motion-based applications","authors":"Ashley Beattie, Daniel Chen, John David Chibuk, Olivier Mayrand, Z. Patel","doi":"10.1145/2559206.2574825","DOIUrl":"https://doi.org/10.1145/2559206.2574825","url":null,"abstract":"The Kiwi move is an internet-enabled motion-sensing device used to track activity, trace motion, automate homes, and secure valuables. By using the Kiwi Application Programming Interface (API) developers can build motion-based applications on our sensor platform, satisfying multiple use cases while avoiding the details of hardware implementation.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121709296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jochen Meyer, S. Simske, K. Siek, C. Gurrin, H. Hermens
Sustaining our health and wellbeing requires lifelong efforts for prevention and healthy living. Continuously observing ourselves is one of the fundamental measures to be taken. While many devices support monitoring and quantifying our health behavior and health state, they all are facing the same trade-off: the higher the data quality is the higher are the efforts of data acquisition. However, for lifelong use, minimizing efforts for the user is crucial. Nowadays, few devices find a good balance between cost and value. In this interdisciplinary workshop we discuss how this trade-off can be approached by addressing three topics: understanding the user's information needs, exploring options for data acquisition, and discussing potential designs for life-long use.
{"title":"Beyond quantified self: data for wellbeing","authors":"Jochen Meyer, S. Simske, K. Siek, C. Gurrin, H. Hermens","doi":"10.1145/2559206.2560469","DOIUrl":"https://doi.org/10.1145/2559206.2560469","url":null,"abstract":"Sustaining our health and wellbeing requires lifelong efforts for prevention and healthy living. Continuously observing ourselves is one of the fundamental measures to be taken. While many devices support monitoring and quantifying our health behavior and health state, they all are facing the same trade-off: the higher the data quality is the higher are the efforts of data acquisition. However, for lifelong use, minimizing efforts for the user is crucial. Nowadays, few devices find a good balance between cost and value. In this interdisciplinary workshop we discuss how this trade-off can be approached by addressing three topics: understanding the user's information needs, exploring options for data acquisition, and discussing potential designs for life-long use.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123772745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.
{"title":"Runright: real-time visual and audio feedback on running","authors":"Stina Nylander, M. Jacobsson, Jakob Tholander","doi":"10.1145/2559206.2574806","DOIUrl":"https://doi.org/10.1145/2559206.2574806","url":null,"abstract":"RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125105812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Percussionists are unique among instrumentalists in that their artistic practice is defined by an approach to interaction rather than their instruments. While percussionists are accustomed to exploring non-traditional objects to create music, these objects have yet to encompass touch-screen computing devices to any great extent. The proliferation and popularity of these devices now presents an opportunity to explore their use in combining computer-generated sound together with percussive interaction in a musical ensemble. This interactivity demonstration presents two iPad-instruments developed in collaboration with Ensemble Metatone, a group formed to explore the "infiltration" of iPad apps into a free-improvisation percussion ensemble. The apps encourage the performers' exploration through percussive gestures and use network features to support cohesive improvisation.
{"title":"Metatravels and metalonsdale: ipad apps for percussive improvisation","authors":"Charles P. Martin, H. Gardner, Ben Swift","doi":"10.1145/2559206.2574805","DOIUrl":"https://doi.org/10.1145/2559206.2574805","url":null,"abstract":"Percussionists are unique among instrumentalists in that their artistic practice is defined by an approach to interaction rather than their instruments. While percussionists are accustomed to exploring non-traditional objects to create music, these objects have yet to encompass touch-screen computing devices to any great extent. The proliferation and popularity of these devices now presents an opportunity to explore their use in combining computer-generated sound together with percussive interaction in a musical ensemble. This interactivity demonstration presents two iPad-instruments developed in collaboration with Ensemble Metatone, a group formed to explore the \"infiltration\" of iPad apps into a free-improvisation percussion ensemble. The apps encourage the performers' exploration through percussive gestures and use network features to support cohesive improvisation.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122923892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The death of a user challenges many of the assumptions we hold for social network sites, social media, and digital identity architecture. Death provides a natural breaching experiment that violates core design assumptions about the relationship between users, their accounts, and related data. By studying death in the context of social media, my work aims to understand how people interact with and experience digital identity systems. It demonstrates limitations and provides insight into how social computing systems can better support the entirety of our lives -- including when those lives come to an end.
{"title":"The afterlife of digital identity","authors":"Jed R. Brubaker","doi":"10.1145/2559206.2559964","DOIUrl":"https://doi.org/10.1145/2559206.2559964","url":null,"abstract":"The death of a user challenges many of the assumptions we hold for social network sites, social media, and digital identity architecture. Death provides a natural breaching experiment that violates core design assumptions about the relationship between users, their accounts, and related data. By studying death in the context of social media, my work aims to understand how people interact with and experience digital identity systems. It demonstrates limitations and provides insight into how social computing systems can better support the entirety of our lives -- including when those lives come to an end.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"395 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131646330","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}