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Methods for calibration free and multi-user eye tracking 免校准和多用户眼动追踪方法
Christian Lander
Human beings sense and perceive most of the world through their eyes. The point of gaze clearly reflects our visual attention indicating our interests. Hence gaze can be used as a powerful tool in different research areas (e.g., marketing, psychology). The progress made over the years in eye tracking enables the creation of gaze-based interactive interfaces. However, these interfaces lack of generic usability outside a controlled environment in a spontaneous pervasive way. The main objective of this research is to investigate eye-tracking technologies by means of calibration. Since calibration is user, location, orientation and target dependent, it prevents from Multi-User interaction and gaze estimation on multiple various objects (e.g., multiple screens of different sizes). Tackling these issues, new mobile as well as remote interfaces are explored and new design spaces are opened.
人类通过眼睛感知和感知世界的大部分。凝视的点清楚地反映了我们的视觉注意力,表明了我们的兴趣。因此,凝视可以作为一个强大的工具在不同的研究领域(例如,市场营销,心理学)。多年来在眼动追踪方面取得的进展使基于凝视的交互界面的创建成为可能。然而,这些接口在受控环境之外以自发的普遍方式缺乏通用的可用性。本研究的主要目的是研究眼动追踪技术的标定方法。由于校准依赖于用户,位置,方向和目标,因此它可以防止多用户交互和对多个不同对象(例如,不同尺寸的多个屏幕)的凝视估计。为了解决这些问题,新的移动和远程界面被探索,新的设计空间被打开。
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引用次数: 4
Designing social wearables for mediation of intimate relationships 设计社交可穿戴设备来调解亲密关系
Yulia Silina
There are many benefits to mediating intimate relationships through technology, and an increasing number of ways of doing so. Among these, there is a growing interest in social wearables. But most of these devices are either bespoke one-off items or generalized and lack consideration for cultural context and needs of varied user groups. Overall, our understanding of the design criteria for these artifacts and potential implications of their newly-afforded multifaceted interactions is lagging far behind. My research aims to extend this knowledge by adopting multidisciplinary perspective and developing design guidelines with a focus on meaningful use of social wearables over time.
通过技术来调解亲密关系有很多好处,而且方法也越来越多。其中,人们对社交可穿戴设备的兴趣日益浓厚。但这些设备大多是定制的一次性产品,或者是通用的,缺乏对文化背景和不同用户群体需求的考虑。总的来说,我们对这些工件的设计标准和它们新提供的多方面交互的潜在含义的理解远远落后。我的研究旨在通过采用多学科视角和开发设计指南来扩展这一知识,重点是随着时间的推移,社交可穿戴设备的有意义使用。
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引用次数: 0
Opportunities for technology in the self-management of mental health 技术在精神健康自我管理方面的机会
Elizabeth L. Murnane, M. Matthews, Geri Gay
Mental health is becoming an increasingly pressing healthcare issue on a worldwide level. Chronic mental health conditions such as bipolar disorder are some of the most challenging illnesses to treat and are associated with considerable negative consequences, both in terms of societal costs as well as individual patients' quality of life. Mobile and wearable devices, with their rising ownership levels and sensing capabilities, have the potential to enable more personalized and broadly deployable forms of condition monitoring, symptom detection, and timely intervention. In this workshop paper, we overview our research into the lived experiences and self-management practices of individuals with bipolar disorder, the resultant implications for designing technology-based solutions, and the steps we have taken towards development of such assessment and intervention oriented tools. Importantly, we surface tensions between the opportunities of technology and the potential risks associated with their usage in the context of mental health.
心理健康正在成为世界范围内日益紧迫的医疗保健问题。慢性精神健康状况,如双相情感障碍是一些最具挑战性的疾病治疗,并与相当大的负面后果相关,无论是在社会成本方面还是在个体患者的生活质量方面。移动和可穿戴设备的拥有率和传感能力不断提高,有可能实现更个性化和可广泛部署的状态监测、症状检测和及时干预。在这篇研讨会论文中,我们概述了我们对双相情感障碍患者的生活经历和自我管理实践的研究,对设计基于技术的解决方案的最终影响,以及我们为开发这种评估和干预导向工具所采取的步骤。重要的是,我们揭示了科技带来的机遇与在心理健康方面使用科技带来的潜在风险之间的紧张关系。
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引用次数: 6
Wearable devices and AI techniques integration to promote physical activity 可穿戴设备与人工智能技术相结合,促进身体活动
D. Baretta, F. Sartori, A. Greco, R. Melen, Fabio Stella, L. Bollini, M. D'addario, P. Steca
Physical activity (PA) is considered one of the most important factors for the prevention and management of non-communicable diseases (NCDs). Mobile technologies offer several opportunities for supporting PA, especially if combined with psychological aspects, model-based reasoning systems and personalized human computer interaction. This still on-going research aims at developing a scalable framework that targets PA promotion among both clinical and non-clinical population, exploiting Bayesian Networks and Expert Systems to characterize and predict qualitative variables like self-efficacy. The expected outcomes are the collection and management of real-time behavioral and psychological data to define a personalized strategy for increasing PA.
体育活动被认为是预防和管理非传染性疾病的最重要因素之一。移动技术为支持人工智能提供了几个机会,特别是如果与心理学方面、基于模型的推理系统和个性化人机交互相结合。这项仍在进行中的研究旨在开发一个可扩展的框架,以临床和非临床人群中的PA推广为目标,利用贝叶斯网络和专家系统来表征和预测自我效能等定性变量。预期的结果是收集和管理实时行为和心理数据,以定义个性化的策略来增加PA。
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引用次数: 11
What makes readers laugh?: value of sensing laughter for humor webtoon 什么能让读者发笑?:感知笑声对幽默网络漫画的价值
Soyoung Kwon, Kun-Pyo Lee
Webtoon is a popular content in South Korea that has more fun techniques by using both IT and cartoon elements. However, the rating system for webtoon is still unsatisfying which have limitations on comprehending users' unconscious behavior. In this paper, we explore the value of using users' laughter reaction data for humor webtoons. Users' laughter reaction data and the rating scores were extracted simultaneously in user observation. As a result, the laughter reaction significantly correlates with the manual rating score. Also, we elicited each participants' flow of laughter which enabled to understand their laughter behavior and scenes that were attractive. With those data, ideation was conducted to generate ideas on how laughter reaction data can be used in new ways for humor webtoons. Thus, we proposed the potential values that suggest viable solutions of capturing laughter reactions for humor webtoons.
网络漫画是将信息技术和卡通元素结合在一起的有趣的技术,在韩国很受欢迎的内容。然而,网络漫画的评级系统仍然不尽如人意,在理解用户的无意识行为方面存在局限性。本文探讨了用户笑声反应数据在幽默网络漫画制作中的应用价值。在用户观察中,同时提取用户的笑反应数据和评分分数。结果,笑声反应与人工评分显著相关。此外,我们还引出了每个参与者的笑声流,这使得我们能够理解他们的笑行为和吸引人的场景。有了这些数据,我们进行了构思,以产生笑声反应数据如何以新的方式用于幽默网络漫画的想法。因此,我们提出了潜在的价值,建议为幽默网络漫画捕捉笑声反应提供可行的解决方案。
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引用次数: 2
Fingerprints: detecting meaningful moments for mobile health intervention 指纹:为移动健康干预检测有意义的时刻
Yunlong Wang, Le Duan, Simon Butscher, Jens Müller, Harald Reiterer
Personalized and contextual interventions are promising techniques for mobile persuasive technologies in mobile health. In this paper, we propose the "fingerprints" technique to analyze the users' daily behavior patterns to find the meaningful moments to better support mobile persuasive technologies, especially mobile health interventions. We assume that for many persons, their behaviors have patterns and can be detected through the sensor data from smartphones. We develop a three-step interactive machine learning workflow to describe the concept and approach of the "fingerprints" technique. By this we aim to implement a practical and light-weight mobile intervention system without burdening the users with manual logging. In our feasibility study, we show results that provide first insights into the design of the "fingerprints" technique.
个性化和情境干预是移动医疗中移动说服技术的有前途的技术。在本文中,我们提出了“指纹”技术来分析用户的日常行为模式,以找到有意义的时刻,以更好地支持移动说服技术,特别是移动健康干预。我们假设,对于许多人来说,他们的行为是有规律的,可以通过智能手机的传感器数据来检测。我们开发了一个三步交互式机器学习工作流来描述“指纹”技术的概念和方法。因此,我们的目标是实现一个实用的、轻量级的移动干预系统,而不给用户带来手动记录的负担。在我们的可行性研究中,我们展示的结果为“指纹”技术的设计提供了第一个见解。
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引用次数: 9
In-situ semantic 3D modeling 原位语义三维建模
Aditya Sankar
Semantic 3D models of indoor scenes enable compelling interior design applications such as remodeling, refurnishing and rearrangement of furniture. However, creating these models is still a challenging task. Most existing approaches are designed to work ex-situ or out of context, and rely on the modeler's memory, photographs or measurements from the scene. We propose a novel in-situ, mobile capture system that leverages quick and easy semantic input from the user and offloads tedious reconstruction and modeling tasks to the computer. In this way, our system combines the advantages of automatic and manual CAD based methods to significantly reduce modeling time and effort. Our approach runs on commodity mobile devices and can potentially scale to a much larger audience of casual mobile phone users.
室内场景的语义3D模型可以实现令人信服的室内设计应用,如家具的改造、装修和重新布置。然而,创建这些模型仍然是一项具有挑战性的任务。大多数现有的方法被设计为在非原位或脱离上下文的情况下工作,并且依赖于建模者的记忆、照片或来自场景的测量。我们提出了一种新的原位移动捕获系统,该系统利用用户快速简便的语义输入,并将繁琐的重建和建模任务卸载到计算机上。这样,我们的系统结合了基于自动和手动CAD方法的优点,大大减少了建模时间和工作量。我们的方法适用于普通移动设备,并有可能扩展到更多休闲手机用户。
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引用次数: 0
TouchRing: subtle and always-available input using a multi-touch ring 触摸环:使用多点触摸环进行微妙且始终可用的输入
Hsin-Ruey Tsai, Min-Chieh Hsiu, Jui-Chun Hsiao, Lee-Ting Huang, Mike Y. Chen, Y. Hung
We propose a finger-worn touch device TouchRing to provide subtle and multi-touch input. TouchRing leverages printed electrodes and the capacitive sensing technique to detect touch input. It allows users to perform multi-touch gestures in one hand to increase input modality. TouchRing worn on the index finger allows multi-touch using the thumb and middle finger. Ten multi-touch gestures are designed in this paper. We also propose touch detection and gesture recognition approaches in TouchRing. Gesture Recognition accuracy is evaluated in the user study. Applications for TouchRing are also proposed to make controlling smart glasses more convenient.
我们提出了一种手指穿戴式触摸设备TouchRing,以提供精细的多点触摸输入。TouchRing利用印刷电极和电容感应技术来检测触摸输入。它允许用户单手执行多点触控手势,以增加输入模式。戴在食指上的触控环允许使用拇指和中指进行多点触控。本文设计了十种多点触控手势。我们也在TouchRing中提出了触摸检测和手势识别方法。在用户研究中评估手势识别的准确性。还提出了TouchRing的应用,以使控制智能眼镜更加方便。
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引用次数: 31
The aesthetics of StripeMaps: being small and beautiful StripeMaps的美学:小而美
Dirk Wenig, Johannes Schöning
Maps are a very powerful form of information visualization. Beside their main purpose to communicate often very complex relationships between elements of some space, "good" maps are often perceived as aesthetically pleasing and beautiful. Maps are collected for those reasons; since centuries and ages they are "beautiful" --over all trends. Cartography, the study and practice of making maps, has long tradition. Even today, most of the maps, e.g., road maps and public you-are-here maps, are still crafted by professional cartographers. However, maps do require space to be displayed while mobile and wearable devices are getting smaller and smaller. This presents new challenges in cartography, as designing aesthetic user interfaces is an important aspect in the area of HCI. With StripeMaps we present a technique to bring maps to very small displays without destroying their utility and beauty. In this workshop paper we discuss our design considerations in depth and open up the discussion for alternative approaches.
地图是一种非常强大的信息可视化形式。除了传达空间元素之间复杂关系的主要目的外,“好”地图通常被认为具有美感和美感。收集地图就是出于这些原因;几个世纪以来,在所有趋势中,它们都是“美丽的”。地图学是一门研究和实践地图制作的学科,有着悠久的传统。即使在今天,大多数地图,如道路地图和公共地图,仍然是由专业制图师制作的。然而,随着移动和可穿戴设备变得越来越小,地图确实需要空间来显示。这给制图学带来了新的挑战,因为设计美观的用户界面是人机交互领域的一个重要方面。通过StripeMaps,我们提出了一种技术,可以将地图带到非常小的显示器上,而不会破坏它们的实用性和美观性。在这篇研讨会论文中,我们深入讨论了我们的设计考虑,并开放了对替代方法的讨论。
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引用次数: 0
On-mouse projector: extended workspace using a mouse with a projector 鼠标上投影仪:使用鼠标和投影仪扩展工作空间
Tomohiro Araki, T. Komuro
In this paper, we propose On-mouse projector, an interface that combines a mouse and a mobile projector. This system satisfies both portability and large information space and enables stable operation. The mobile projector is placed on the mouse and projects images on a surface in front of the mouse. The projected image presents a part of large information space and users can change the area to see by moving the mouse. The system is assumed to be used on a flat surface such as a desk and users can stably perform the same operation as the ordinary mouse operation. We created a prototype in which a projector is fixed above a mouse using acrylic plates. This prototype works in a standalone configuration by using a stick PC and realizes various operations such as object selection, object moving and image zooming.
在本文中,我们提出了鼠标上投影仪,一个结合鼠标和移动投影仪的接口。该系统既满足可移植性,又满足信息空间大,运行稳定。移动投影仪放置在鼠标上,将图像投射到鼠标前面的表面上。投影图像呈现的是大信息空间的一部分,用户可以通过移动鼠标来改变看到的区域。该系统假定在桌面等平面上使用,用户可以稳定地执行与普通鼠标操作相同的操作。我们用亚克力板制作了一个原型,将投影仪固定在鼠标上方。该样机采用摇杆式PC单机配置,实现了对象选择、对象移动、图像缩放等多种操作。
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引用次数: 0
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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