Large displays are everywhere. However, the computer mouse remains the most common interaction tool for such displays. We propose a new approach for fingertip interaction with large display systems using monocular computer vision. By taking into account the location of the user and the interaction area available, we can estimate an interaction surface - virtual touchscreen - between the display and the user. Users can use their pointing finger to interact with the display as if it was brought forward and presented directly in front of them, while preserving viewing angle. An interaction model is presented to describe the interaction with the virtual touchscreen, using the head-hand line method. Initial results, in the form of a work-in-progress prototype, demonstrate the feasibility of this concept.
{"title":"Estimating virtual touchscreen for fingertip interaction with large displays","authors":"Kelvin Cheng, M. Takatsuka","doi":"10.1145/1228175.1228256","DOIUrl":"https://doi.org/10.1145/1228175.1228256","url":null,"abstract":"Large displays are everywhere. However, the computer mouse remains the most common interaction tool for such displays. We propose a new approach for fingertip interaction with large display systems using monocular computer vision. By taking into account the location of the user and the interaction area available, we can estimate an interaction surface - virtual touchscreen - between the display and the user. Users can use their pointing finger to interact with the display as if it was brought forward and presented directly in front of them, while preserving viewing angle. An interaction model is presented to describe the interaction with the virtual touchscreen, using the head-hand line method. Initial results, in the form of a work-in-progress prototype, demonstrate the feasibility of this concept.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130885829","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}
Berith L. Andersen, Martin L. Jørgensen, Ulrik Kold, M. Skov
Emerging technologies increasingly provide opportunities for creating and maintaining social relations with people even though separated by time or distance. However, it is still unclear how such technologies can support these social relations and what kind of interface awareness cues such technologies should provide. Based on an ethnographic study of social awareness in families, we identified four awareness cues namely activity, status, relation, and vicinity. From these cues, we designed a prototype called iSocialize to explore the identified awareness cues. Based on a laboratory-based evaluation, we assessed our solution and identified five issues of social awareness cues including that imprecise awareness cues are requested to ensure privacy issues and that users found it difficult to maintain a continuously peripheral awareness of their contacts.
{"title":"iSocialize: investigating awareness cues for a mobile social awareness application","authors":"Berith L. Andersen, Martin L. Jørgensen, Ulrik Kold, M. Skov","doi":"10.1145/1228175.1228181","DOIUrl":"https://doi.org/10.1145/1228175.1228181","url":null,"abstract":"Emerging technologies increasingly provide opportunities for creating and maintaining social relations with people even though separated by time or distance. However, it is still unclear how such technologies can support these social relations and what kind of interface awareness cues such technologies should provide. Based on an ethnographic study of social awareness in families, we identified four awareness cues namely activity, status, relation, and vicinity. From these cues, we designed a prototype called iSocialize to explore the identified awareness cues. Based on a laboratory-based evaluation, we assessed our solution and identified five issues of social awareness cues including that imprecise awareness cues are requested to ensure privacy issues and that users found it difficult to maintain a continuously peripheral awareness of their contacts.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117162179","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 paper we describe the design process of the Virtual Critical Care Unit (ViCCU®) -- an advanced telemedicine system developed by CSIRO in conjunction with Sydney West Area Health Service. The system allows an emergency care specialist in a major referral hospital to remotely lead a team in a small rural hospital during the treatment of critically ill patients. It enables transmission of high quality audio/video information and has a seamless interface to the complex clinical working environment. The technical design team took an iterative participatory design approach towards the system design. The combination of expert user evaluations and scenariobased user testing methods ensured users' needs were designed into the system and verified. Our experience indicates that the success of this telemedicine system relied largely on a participatory design approach, appropriate evaluation methodologies and working closely with users to build a system which was integrated into the emergency clinical work practice.
{"title":"Design of an advanced telemedicine system for emergency care","authors":"Jane Li, L. Wilson, Stuart Stapleton, P. Cregan","doi":"10.1145/1228175.1228261","DOIUrl":"https://doi.org/10.1145/1228175.1228261","url":null,"abstract":"In this paper we describe the design process of the Virtual Critical Care Unit (ViCCU®) -- an advanced telemedicine system developed by CSIRO in conjunction with Sydney West Area Health Service. The system allows an emergency care specialist in a major referral hospital to remotely lead a team in a small rural hospital during the treatment of critically ill patients. It enables transmission of high quality audio/video information and has a seamless interface to the complex clinical working environment. The technical design team took an iterative participatory design approach towards the system design. The combination of expert user evaluations and scenariobased user testing methods ensured users' needs were designed into the system and verified. Our experience indicates that the success of this telemedicine system relied largely on a participatory design approach, appropriate evaluation methodologies and working closely with users to build a system which was integrated into the emergency clinical work practice.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124587992","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}
There are various situations where a distinction needs to be made between group members and outsiders. For example, to protect students in chat groups from unpleasant incidents caused by intruders; or to provide access to common domains such as computer labs. In some of these situations the implications of unauthorized access are negligible. Thus, using an expensive authentication technique, in terms of equipment and maintenance, or requiring significant effort from the user, is wasteful and unjustified. Passwords are the cheapest access control mechanism but have memorability issues. As a result, various alternatives have been proposed. These solutions are often either insecure or expensive in terms of data collection and maintenance. In this paper we present a solution that is less costly since it is built on the data produced by user-system interactions. The mechanism relies on a dynamic (and unpredictable) shared secret. We report on our investigation into differentiating between group members and outsiders by means of their group characteristics. We also present an original analytical framework to facilitate the automatic generation of questions from group characteristics. Finally, we introduce a prototype of the mechanism.
{"title":"Question-based group authentication","authors":"A. Nosseir, R. Connor, K. Renaud","doi":"10.1145/1228175.1228223","DOIUrl":"https://doi.org/10.1145/1228175.1228223","url":null,"abstract":"There are various situations where a distinction needs to be made between group members and outsiders. For example, to protect students in chat groups from unpleasant incidents caused by intruders; or to provide access to common domains such as computer labs. In some of these situations the implications of unauthorized access are negligible. Thus, using an expensive authentication technique, in terms of equipment and maintenance, or requiring significant effort from the user, is wasteful and unjustified. Passwords are the cheapest access control mechanism but have memorability issues. As a result, various alternatives have been proposed. These solutions are often either insecure or expensive in terms of data collection and maintenance. In this paper we present a solution that is less costly since it is built on the data produced by user-system interactions. The mechanism relies on a dynamic (and unpredictable) shared secret. We report on our investigation into differentiating between group members and outsiders by means of their group characteristics. We also present an original analytical framework to facilitate the automatic generation of questions from group characteristics. Finally, we introduce a prototype of the mechanism.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115986180","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 is about the developer as technical user interacting with computer technology as part of the infrastructure that makes possible their 'real work' of developing a large and complex software product. A longitudinal ethnographic study of work practice in a software development company that uses an Agile development approach found that the developers spend a large part of their working time designing, creating, modifying and interacting with infrastructure to enable and support their software development work. This empirical work-in-progress shows that an understanding of situated technology design may have implications for the future development of HCI methods, tools and approaches.
{"title":"Technology designers as technology users: the intertwining of infrastructure and product","authors":"J. Prior, Toni Robertson, J. Leaney","doi":"10.1145/1228175.1228243","DOIUrl":"https://doi.org/10.1145/1228175.1228243","url":null,"abstract":"This paper is about the developer as technical user interacting with computer technology as part of the infrastructure that makes possible their 'real work' of developing a large and complex software product. A longitudinal ethnographic study of work practice in a software development company that uses an Agile development approach found that the developers spend a large part of their working time designing, creating, modifying and interacting with infrastructure to enable and support their software development work. This empirical work-in-progress shows that an understanding of situated technology design may have implications for the future development of HCI methods, tools and approaches.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"65 10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128670908","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}
Glass Pond is an interactive artwork designed to engender exploration and reflection through an intuitive, tangible interface and a simulation agent. It is being developed using iterative methods. A study has been conducted with the aim of illuminating user experience, interface, design, and performance issues.The paper describes the study methodology and process of data analysis including coding schemes for cognitive states and movements. Analysis reveals that exploration and reflection occurred as well as composing behaviours (unexpected). Results also show that participants interacted to varying degrees. Design discussion includes the artwork's (novel) interface and configuration.
{"title":"Exploration and reflection in interactive art: glass pond","authors":"Jennifer Seevinck, L. Candy, E. Edmonds","doi":"10.1145/1228175.1228202","DOIUrl":"https://doi.org/10.1145/1228175.1228202","url":null,"abstract":"Glass Pond is an interactive artwork designed to engender exploration and reflection through an intuitive, tangible interface and a simulation agent. It is being developed using iterative methods. A study has been conducted with the aim of illuminating user experience, interface, design, and performance issues.The paper describes the study methodology and process of data analysis including coding schemes for cognitive states and movements. Analysis reveals that exploration and reflection occurred as well as composing behaviours (unexpected). Results also show that participants interacted to varying degrees. Design discussion includes the artwork's (novel) interface and configuration.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132592228","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}