Daniel Medeiros, Romane Dubus, Julie Williamson, Graham Wilson, Katharina Pöhlmann, Mark McGill
Augmented Reality (AR) headsets could significantly improve the passenger experience, freeing users from the restrictions of physical smartphones, tablets and seatback displays. However, the confined space of public transport and the varying proximity to other passengers may restrict what interaction techniques are deemed socially acceptable for AR users - particularly considering current reliance on mid-air interactions in consumer headsets. We contribute and utilize a novel approach to social acceptability video surveys, employing mixed reality composited videos to present a real user performing interactions across different virtual transport environments. This approach allows for controlled evaluation of perceived social acceptability whilst freeing researchers to present interactions in any simulated context. Our resulting survey (N=131) explores the social comfort of body, device, and environment-based interactions across seven transit seating arrangements. We reflect on the advantages of discreet inputs over mid-air and the unique challenges of face-to-face seating for passenger AR.
{"title":"Surveying the Social Comfort of Body, Device, and Environment-Based Augmented Reality Interactions in Confined Passenger Spaces Using Mixed Reality Composite Videos","authors":"Daniel Medeiros, Romane Dubus, Julie Williamson, Graham Wilson, Katharina Pöhlmann, Mark McGill","doi":"10.1145/3610923","DOIUrl":"https://doi.org/10.1145/3610923","url":null,"abstract":"Augmented Reality (AR) headsets could significantly improve the passenger experience, freeing users from the restrictions of physical smartphones, tablets and seatback displays. However, the confined space of public transport and the varying proximity to other passengers may restrict what interaction techniques are deemed socially acceptable for AR users - particularly considering current reliance on mid-air interactions in consumer headsets. We contribute and utilize a novel approach to social acceptability video surveys, employing mixed reality composited videos to present a real user performing interactions across different virtual transport environments. This approach allows for controlled evaluation of perceived social acceptability whilst freeing researchers to present interactions in any simulated context. Our resulting survey (N=131) explores the social comfort of body, device, and environment-based interactions across seven transit seating arrangements. We reflect on the advantages of discreet inputs over mid-air and the unique challenges of face-to-face seating for passenger AR.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135536285","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}
Gwangbin Kim, Dohyeon Yeo, Taewoo Jo, Daniela Rus, SeungJun Kim
Explanations in automated vehicles help passengers understand the vehicle's state and capabilities, leading to increased trust in the technology. Specifically, for passengers of SAE Level 4 and 5 vehicles who are not engaged in the driving process, the enhanced sense of control provided by explanations reduces potential anxieties, enabling them to fully leverage the benefits of automation. To construct explanations that enhance trust and situational awareness without disturbing passengers, we suggest testing with people who ultimately employ such explanations, ideally under real-world driving conditions. In this study, we examined the impact of various visual explanation types (perception, attention, perception+attention) and timing mechanisms (constantly provided or only under risky scenarios) on passenger experience under naturalistic driving scenarios using actual vehicles with mixed-reality support. Our findings indicate that visualizing the vehicle's perception state improves the perceived usability, trust, safety, and situational awareness without adding cognitive burden, even without explaining the underlying causes. We also demonstrate that the traffic risk probability could be used to control the timing of an explanation delivery, particularly when passengers are overwhelmed with information. Our study's on-road evaluation method offers a safe and reliable testing environment and can be easily customized for other AI models and explanation modalities.
{"title":"What and When to Explain?","authors":"Gwangbin Kim, Dohyeon Yeo, Taewoo Jo, Daniela Rus, SeungJun Kim","doi":"10.1145/3610886","DOIUrl":"https://doi.org/10.1145/3610886","url":null,"abstract":"Explanations in automated vehicles help passengers understand the vehicle's state and capabilities, leading to increased trust in the technology. Specifically, for passengers of SAE Level 4 and 5 vehicles who are not engaged in the driving process, the enhanced sense of control provided by explanations reduces potential anxieties, enabling them to fully leverage the benefits of automation. To construct explanations that enhance trust and situational awareness without disturbing passengers, we suggest testing with people who ultimately employ such explanations, ideally under real-world driving conditions. In this study, we examined the impact of various visual explanation types (perception, attention, perception+attention) and timing mechanisms (constantly provided or only under risky scenarios) on passenger experience under naturalistic driving scenarios using actual vehicles with mixed-reality support. Our findings indicate that visualizing the vehicle's perception state improves the perceived usability, trust, safety, and situational awareness without adding cognitive burden, even without explaining the underlying causes. We also demonstrate that the traffic risk probability could be used to control the timing of an explanation delivery, particularly when passengers are overwhelmed with information. Our study's on-road evaluation method offers a safe and reliable testing environment and can be easily customized for other AI models and explanation modalities.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135535227","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}
Nuwan Janaka, Jie Gao, Lin Zhu, Shengdong Zhao, Lan Lyu, Peisen Xu, Maximilian Nabokow, Silang Wang, Yanch Ong
Communicating with others while engaging in simple daily activities is both common and natural for people. However, due to the hands- and eyes-busy nature of existing digital messaging applications, it is challenging to message someone while performing simple daily activities. We present GlassMessaging, a messaging application on Optical See-Through Head-Mounted Displays (OHMDs), to support messaging with voice and manual inputs in hands- and eyes-busy scenarios. GlassMessaging is iteratively developed through a formative study identifying current messaging behaviors and challenges in common multitasking with messaging scenarios. We then evaluated this application against the mobile phone platform on varying texting complexities in eating and walking scenarios. Our results showed that, compared to phone-based messaging, GlassMessaging increased messaging opportunities during multitasking due to its hands-free, wearable nature, and multimodal input capabilities. The affordance of GlassMessaging also allows users easier access to voice input than the phone, which thus reduces the response time by 33.1% and increases the texting speed by 40.3%, with a cost in texting accuracy of 2.5%, particularly when the texting complexity increases. Lastly, we discuss trade-offs and insights to lay a foundation for future OHMD-based messaging applications.
{"title":"GlassMessaging","authors":"Nuwan Janaka, Jie Gao, Lin Zhu, Shengdong Zhao, Lan Lyu, Peisen Xu, Maximilian Nabokow, Silang Wang, Yanch Ong","doi":"10.1145/3610931","DOIUrl":"https://doi.org/10.1145/3610931","url":null,"abstract":"Communicating with others while engaging in simple daily activities is both common and natural for people. However, due to the hands- and eyes-busy nature of existing digital messaging applications, it is challenging to message someone while performing simple daily activities. We present GlassMessaging, a messaging application on Optical See-Through Head-Mounted Displays (OHMDs), to support messaging with voice and manual inputs in hands- and eyes-busy scenarios. GlassMessaging is iteratively developed through a formative study identifying current messaging behaviors and challenges in common multitasking with messaging scenarios. We then evaluated this application against the mobile phone platform on varying texting complexities in eating and walking scenarios. Our results showed that, compared to phone-based messaging, GlassMessaging increased messaging opportunities during multitasking due to its hands-free, wearable nature, and multimodal input capabilities. The affordance of GlassMessaging also allows users easier access to voice input than the phone, which thus reduces the response time by 33.1% and increases the texting speed by 40.3%, with a cost in texting accuracy of 2.5%, particularly when the texting complexity increases. Lastly, we discuss trade-offs and insights to lay a foundation for future OHMD-based messaging applications.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135471528","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}
Jiha Kim, Younho Nam, Jungeun Lee, Young-Joo Suh, Inseok Hwang
Although many works bring exercise monitoring to smartphone and smartwatch, inertial sensors used in such systems require device to be in motion to detect exercises. We introduce ProxiFit, a highly practical on-device exercise monitoring system capable of classifying and counting exercises even if the device stays still. Utilizing novel proximity sensing of natural magnetism in exercise equipment, ProxiFit brings (1) a new category of exercise not involving device motion such as lower-body machine exercise, and (2) a new off-body exercise monitoring mode where a smartphone can be conveniently viewed in front of the user during workouts. ProxiFit addresses common issues of faint magnetic sensing by choosing appropriate preprocessing, negating adversarial motion artifacts, and designing a lightweight yet noise-tolerant classifier. Also, application-specific challenges such as a wide variety of equipment and the impracticality of obtaining large datasets are overcome by devising a unique yet challenging training policy. We evaluate ProxiFit on up to 10 weight machines (5 lower- and 5 upper-body) and 4 free-weight exercises, on both wearable and signage mode, with 19 users, at 3 gyms, over 14 months, and verify robustness against user and weather variations, spatial and rotational device location deviations, and neighboring machine interference.
{"title":"ProxiFit","authors":"Jiha Kim, Younho Nam, Jungeun Lee, Young-Joo Suh, Inseok Hwang","doi":"10.1145/3610920","DOIUrl":"https://doi.org/10.1145/3610920","url":null,"abstract":"Although many works bring exercise monitoring to smartphone and smartwatch, inertial sensors used in such systems require device to be in motion to detect exercises. We introduce ProxiFit, a highly practical on-device exercise monitoring system capable of classifying and counting exercises even if the device stays still. Utilizing novel proximity sensing of natural magnetism in exercise equipment, ProxiFit brings (1) a new category of exercise not involving device motion such as lower-body machine exercise, and (2) a new off-body exercise monitoring mode where a smartphone can be conveniently viewed in front of the user during workouts. ProxiFit addresses common issues of faint magnetic sensing by choosing appropriate preprocessing, negating adversarial motion artifacts, and designing a lightweight yet noise-tolerant classifier. Also, application-specific challenges such as a wide variety of equipment and the impracticality of obtaining large datasets are overcome by devising a unique yet challenging training policy. We evaluate ProxiFit on up to 10 weight machines (5 lower- and 5 upper-body) and 4 free-weight exercises, on both wearable and signage mode, with 19 users, at 3 gyms, over 14 months, and verify robustness against user and weather variations, spatial and rotational device location deviations, and neighboring machine interference.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135535364","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}
Shuhan Zhong, Sizhe Song, Tianhao Tang, Fei Nie, Xinrui Zhou, Yankun Zhao, Yizhe Zhao, Kuen Fung Sin, S.-H. Gary Chan
Identifying early a person with dyslexia, a learning disorder with reading and writing, is critical for effective treatment. As accredited specialists for clinical diagnosis of dyslexia are costly and undersupplied, we research and develop a computer-assisted approach to efficiently prescreen dyslexic Chinese children so that timely resources can be channelled to those at higher risk. Previous works in this area are mostly for English and other alphabetic languages, tailored narrowly for the reading disorder, or require costly specialized equipment. To overcome that, we present DYPA, a novel DYslexia Prescreening mobile Application for Chinese children. DYPA collects multimodal data from children through a set of specially designed interactive reading and writing tests in Chinese, and comprehensively analyzes their cognitive-linguistic skills with machine learning. To better account for the dyslexia-associated features in handwritten characters, DYPA employs a deep learning based multilevel Chinese handwriting analysis framework to extract features across the stroke, radical and character levels. We have implemented and installed DYPA in tablets, and our extensive trials with more than 200 pupils in Hong Kong validate its high predictive accuracy (81.14%), sensitivity (74.27%) and specificity (82.71%).
{"title":"DYPA","authors":"Shuhan Zhong, Sizhe Song, Tianhao Tang, Fei Nie, Xinrui Zhou, Yankun Zhao, Yizhe Zhao, Kuen Fung Sin, S.-H. Gary Chan","doi":"10.1145/3610908","DOIUrl":"https://doi.org/10.1145/3610908","url":null,"abstract":"Identifying early a person with dyslexia, a learning disorder with reading and writing, is critical for effective treatment. As accredited specialists for clinical diagnosis of dyslexia are costly and undersupplied, we research and develop a computer-assisted approach to efficiently prescreen dyslexic Chinese children so that timely resources can be channelled to those at higher risk. Previous works in this area are mostly for English and other alphabetic languages, tailored narrowly for the reading disorder, or require costly specialized equipment. To overcome that, we present DYPA, a novel DYslexia Prescreening mobile Application for Chinese children. DYPA collects multimodal data from children through a set of specially designed interactive reading and writing tests in Chinese, and comprehensively analyzes their cognitive-linguistic skills with machine learning. To better account for the dyslexia-associated features in handwritten characters, DYPA employs a deep learning based multilevel Chinese handwriting analysis framework to extract features across the stroke, radical and character levels. We have implemented and installed DYPA in tablets, and our extensive trials with more than 200 pupils in Hong Kong validate its high predictive accuracy (81.14%), sensitivity (74.27%) and specificity (82.71%).","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135535367","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}
Zhiyuan Wang, Maria A. Larrazabal, Mark Rucker, Emma R. Toner, Katharine E. Daniel, Shashwat Kumar, Mehdi Boukhechba, Bethany A. Teachman, Laura E. Barnes
Mobile sensing is a ubiquitous and useful tool to make inferences about individuals' mental health based on physiology and behavior patterns. Along with sensing features directly associated with mental health, it can be valuable to detect different features of social contexts to learn about social interaction patterns over time and across different environments. This can provide insight into diverse communities' academic, work and social lives, and their social networks. We posit that passively detecting social contexts can be particularly useful for social anxiety research, as it may ultimately help identify changes in social anxiety status and patterns of social avoidance and withdrawal. To this end, we recruited a sample of highly socially anxious undergraduate students (N=46) to examine whether we could detect the presence of experimentally manipulated virtual social contexts via wristband sensors. Using a multitask machine learning pipeline, we leveraged passively sensed biobehavioral streams to detect contexts relevant to social anxiety, including (1) whether people were in a social situation, (2) size of the social group, (3) degree of social evaluation, and (4) phase of social situation (anticipating, actively experiencing, or had just participated in an experience). Results demonstrated the feasibility of detecting most virtual social contexts, with stronger predictive accuracy when detecting whether individuals were in a social situation or not and the phase of the situation, and weaker predictive accuracy when detecting the level of social evaluation. They also indicated that sensing streams are differentially important to prediction based on the context being predicted. Our findings also provide useful information regarding design elements relevant to passive context detection, including optimal sensing duration, the utility of different sensing modalities, and the need for personalization. We discuss implications of these findings for future work on context detection (e.g., just-in-time adaptive intervention development).
{"title":"Detecting Social Contexts from Mobile Sensing Indicators in Virtual Interactions with Socially Anxious Individuals","authors":"Zhiyuan Wang, Maria A. Larrazabal, Mark Rucker, Emma R. Toner, Katharine E. Daniel, Shashwat Kumar, Mehdi Boukhechba, Bethany A. Teachman, Laura E. Barnes","doi":"10.1145/3610916","DOIUrl":"https://doi.org/10.1145/3610916","url":null,"abstract":"Mobile sensing is a ubiquitous and useful tool to make inferences about individuals' mental health based on physiology and behavior patterns. Along with sensing features directly associated with mental health, it can be valuable to detect different features of social contexts to learn about social interaction patterns over time and across different environments. This can provide insight into diverse communities' academic, work and social lives, and their social networks. We posit that passively detecting social contexts can be particularly useful for social anxiety research, as it may ultimately help identify changes in social anxiety status and patterns of social avoidance and withdrawal. To this end, we recruited a sample of highly socially anxious undergraduate students (N=46) to examine whether we could detect the presence of experimentally manipulated virtual social contexts via wristband sensors. Using a multitask machine learning pipeline, we leveraged passively sensed biobehavioral streams to detect contexts relevant to social anxiety, including (1) whether people were in a social situation, (2) size of the social group, (3) degree of social evaluation, and (4) phase of social situation (anticipating, actively experiencing, or had just participated in an experience). Results demonstrated the feasibility of detecting most virtual social contexts, with stronger predictive accuracy when detecting whether individuals were in a social situation or not and the phase of the situation, and weaker predictive accuracy when detecting the level of social evaluation. They also indicated that sensing streams are differentially important to prediction based on the context being predicted. Our findings also provide useful information regarding design elements relevant to passive context detection, including optimal sensing duration, the utility of different sensing modalities, and the need for personalization. We discuss implications of these findings for future work on context detection (e.g., just-in-time adaptive intervention development).","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135535744","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}
Chinmaey Shende, Soumyashree Sahoo, Stephen Sam, Parit Patel, Reynaldo Morillo, Xinyu Wang, Shweta Ware, Jinbo Bi, Jayesh Kamath, Alexander Russell, Dongjin Song, Bing Wang
Depression is a serious mental illness. The current best guideline in depression treatment is closely monitoring patients and adjusting treatment as needed. Close monitoring of patients through physician-administered follow-ups or self-administered questionnaires, however, is difficult in clinical settings due to high cost, lack of trained professionals, and burden to the patients. Sensory data collected from mobile devices has been shown to provide a promising direction for long-term monitoring of depression symptoms. Most existing studies in this direction, however, focus on depression detection; the few studies that are on predicting changes in depression are not in clinical settings. In this paper, we investigate using one type of sensory data, sleep data, collected from wearables to predict improvement of depression symptoms over time after a patient initiates a new pharmacological treatment. We apply sleep trend filtering to noisy sleep sensory data to extract high-level sleep characteristics and develop a family of machine learning models that use simple sleep features (mean and variation of sleep duration) to predict symptom improvement. Our results show that using such simple sleep features can already lead to validation F1 score up to 0.68, indicating that using sensory data for predicting depression improvement during treatment is a promising direction.
{"title":"Predicting Symptom Improvement During Depression Treatment Using Sleep Sensory Data","authors":"Chinmaey Shende, Soumyashree Sahoo, Stephen Sam, Parit Patel, Reynaldo Morillo, Xinyu Wang, Shweta Ware, Jinbo Bi, Jayesh Kamath, Alexander Russell, Dongjin Song, Bing Wang","doi":"10.1145/3610932","DOIUrl":"https://doi.org/10.1145/3610932","url":null,"abstract":"Depression is a serious mental illness. The current best guideline in depression treatment is closely monitoring patients and adjusting treatment as needed. Close monitoring of patients through physician-administered follow-ups or self-administered questionnaires, however, is difficult in clinical settings due to high cost, lack of trained professionals, and burden to the patients. Sensory data collected from mobile devices has been shown to provide a promising direction for long-term monitoring of depression symptoms. Most existing studies in this direction, however, focus on depression detection; the few studies that are on predicting changes in depression are not in clinical settings. In this paper, we investigate using one type of sensory data, sleep data, collected from wearables to predict improvement of depression symptoms over time after a patient initiates a new pharmacological treatment. We apply sleep trend filtering to noisy sleep sensory data to extract high-level sleep characteristics and develop a family of machine learning models that use simple sleep features (mean and variation of sleep duration) to predict symptom improvement. Our results show that using such simple sleep features can already lead to validation F1 score up to 0.68, indicating that using sensory data for predicting depression improvement during treatment is a promising direction.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135536096","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}
Likun Fang, Timo Müller, Erik Pescara, Nikola Fischer, Yiran Huang, Michael Beigl
Passive Haptic Learning (PHL) is a method by which users are able to learn motor skills without paying active attention. In past research, vibration is widely applied in PHL as the signal delivered on the participant's skin. The human somatosensory system provides not only discriminative input (the perception of pressure, vibration, slip, and texture, etc.) to the brain but also an affective input (sliding, tapping and stroking, etc.). The former is often described as being mediated by low-threshold mechanosensitive (LTM) units with rapidly conducting large myelinated (Aᵬ) afferents, while the latter is mediated by a class of LTM afferents called C-tactile afferents (CTs). We investigated whether different tactile sensations (tapping, light stroking, and vibration) influence the learning effect of PHL in this work. We built three wearable systems corresponding to the three sensations respectively. 17 participants were invited to learn to play three different note sequences passively via three different systems. The subjects were then tested on their remembered note sequences after each learning session. Our results indicate that the sensations of tapping or stroking are as effective as the vibration system in passive haptic learning of piano songs, providing viable alternatives to the vibration sensations that have been used so far. We also found that participants on average made up to 1.06 errors less when using affective inputs, namely tapping or stroking. As the first work exploring the differences in multiple types of tactile sensations in PHL, we offer our design to the readers and hope they may employ our works for further research of PHL.
{"title":"Investigating Passive Haptic Learning of Piano Songs Using Three Tactile Sensations of Vibration, Stroking and Tapping","authors":"Likun Fang, Timo Müller, Erik Pescara, Nikola Fischer, Yiran Huang, Michael Beigl","doi":"10.1145/3610899","DOIUrl":"https://doi.org/10.1145/3610899","url":null,"abstract":"Passive Haptic Learning (PHL) is a method by which users are able to learn motor skills without paying active attention. In past research, vibration is widely applied in PHL as the signal delivered on the participant's skin. The human somatosensory system provides not only discriminative input (the perception of pressure, vibration, slip, and texture, etc.) to the brain but also an affective input (sliding, tapping and stroking, etc.). The former is often described as being mediated by low-threshold mechanosensitive (LTM) units with rapidly conducting large myelinated (Aᵬ) afferents, while the latter is mediated by a class of LTM afferents called C-tactile afferents (CTs). We investigated whether different tactile sensations (tapping, light stroking, and vibration) influence the learning effect of PHL in this work. We built three wearable systems corresponding to the three sensations respectively. 17 participants were invited to learn to play three different note sequences passively via three different systems. The subjects were then tested on their remembered note sequences after each learning session. Our results indicate that the sensations of tapping or stroking are as effective as the vibration system in passive haptic learning of piano songs, providing viable alternatives to the vibration sensations that have been used so far. We also found that participants on average made up to 1.06 errors less when using affective inputs, namely tapping or stroking. As the first work exploring the differences in multiple types of tactile sensations in PHL, we offer our design to the readers and hope they may employ our works for further research of PHL.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135536099","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}
Guanzhou Zhu, Dong Zhao, Kuo Tian, Zhengyuan Zhang, Rui Yuan, Huadong Ma
Energy disaggregation is a key enabling technology for residential power usage monitoring, which benefits various applications such as carbon emission monitoring and human activity recognition. However, existing methods are difficult to balance the accuracy and usage burden (device costs, data labeling and prior knowledge). As the high penetration of smart speakers offers a low-cost way for sound-assisted residential power usage monitoring, this work aims to combine a smart speaker and a smart meter in a house to liberate the system from a high usage burden. However, it is still challenging to extract and leverage the consistent/complementary information (two types of relationships between acoustic and power features) from acoustic and power data without data labeling or prior knowledge. To this end, we design COMFORT, a cross-modality system for self-supervised power usage monitoring, including (i) a cross-modality learning component to automatically learn the consistent and complementary information, and (ii) a cross-modality inference component to utilize the consistent and complementary information. We implement and evaluate COMFORT with a self-collected dataset from six houses in 14 days, demonstrating that COMFORT finds the most appliances (98%), improves the appliance recognition performance in F-measure by at least 41.1%, and reduces the Mean Absolute Error (MAE) of energy disaggregation by at least 30.4% over other alternative solutions.
{"title":"Combining Smart Speaker and Smart Meter to Infer Your Residential Power Usage by Self-supervised Cross-modal Learning","authors":"Guanzhou Zhu, Dong Zhao, Kuo Tian, Zhengyuan Zhang, Rui Yuan, Huadong Ma","doi":"10.1145/3610905","DOIUrl":"https://doi.org/10.1145/3610905","url":null,"abstract":"Energy disaggregation is a key enabling technology for residential power usage monitoring, which benefits various applications such as carbon emission monitoring and human activity recognition. However, existing methods are difficult to balance the accuracy and usage burden (device costs, data labeling and prior knowledge). As the high penetration of smart speakers offers a low-cost way for sound-assisted residential power usage monitoring, this work aims to combine a smart speaker and a smart meter in a house to liberate the system from a high usage burden. However, it is still challenging to extract and leverage the consistent/complementary information (two types of relationships between acoustic and power features) from acoustic and power data without data labeling or prior knowledge. To this end, we design COMFORT, a cross-modality system for self-supervised power usage monitoring, including (i) a cross-modality learning component to automatically learn the consistent and complementary information, and (ii) a cross-modality inference component to utilize the consistent and complementary information. We implement and evaluate COMFORT with a self-collected dataset from six houses in 14 days, demonstrating that COMFORT finds the most appliances (98%), improves the appliance recognition performance in F-measure by at least 41.1%, and reduces the Mean Absolute Error (MAE) of energy disaggregation by at least 30.4% over other alternative solutions.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135535929","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}
Designing an extensive set of mid-air gestures that are both easy to learn and perform quickly presents a significant challenge. Further complicating this challenge is achieving high-accuracy detection of such gestures using commonly available hardware, like a 2D commodity camera. Previous work often proposed smaller, application-specific gesture sets, requiring specialized hardware and struggling with adaptability across diverse environments. Addressing these limitations, this paper introduces Abacus Gestures, a comprehensive collection of 100 mid-air gestures. Drawing on the metaphor of Finger Abacus counting, gestures are formed from various combinations of open and closed fingers, each assigned different values. We developed an algorithm using an off-the-shelf computer vision library capable of detecting these gestures from a 2D commodity camera feed with an accuracy exceeding 98% for palms facing the camera and 95% for palms facing the body. We assessed the detection accuracy, ease of learning, and usability of these gestures in a user study involving 20 participants. The study found that participants could learn Abacus Gestures within five minutes after executing just 15 gestures and could recall them after a four-month interval. Additionally, most participants developed motor memory for these gestures after performing 100 gestures. Most of the gestures were easy to execute with the designated finger combinations, and the flexibility in executing the gestures using multiple finger combinations further enhanced the usability. Based on these findings, we created a taxonomy that categorizes Abacus Gestures into five groups based on motor memory development and three difficulty levels according to their ease of execution. Finally, we provided design guidelines and proposed potential use cases for Abacus Gestures in the realm of mid-air interaction.
{"title":"Abacus Gestures","authors":"Md Ehtesham-Ul-Haque, Syed Masum Billah","doi":"10.1145/3610898","DOIUrl":"https://doi.org/10.1145/3610898","url":null,"abstract":"Designing an extensive set of mid-air gestures that are both easy to learn and perform quickly presents a significant challenge. Further complicating this challenge is achieving high-accuracy detection of such gestures using commonly available hardware, like a 2D commodity camera. Previous work often proposed smaller, application-specific gesture sets, requiring specialized hardware and struggling with adaptability across diverse environments. Addressing these limitations, this paper introduces Abacus Gestures, a comprehensive collection of 100 mid-air gestures. Drawing on the metaphor of Finger Abacus counting, gestures are formed from various combinations of open and closed fingers, each assigned different values. We developed an algorithm using an off-the-shelf computer vision library capable of detecting these gestures from a 2D commodity camera feed with an accuracy exceeding 98% for palms facing the camera and 95% for palms facing the body. We assessed the detection accuracy, ease of learning, and usability of these gestures in a user study involving 20 participants. The study found that participants could learn Abacus Gestures within five minutes after executing just 15 gestures and could recall them after a four-month interval. Additionally, most participants developed motor memory for these gestures after performing 100 gestures. Most of the gestures were easy to execute with the designated finger combinations, and the flexibility in executing the gestures using multiple finger combinations further enhanced the usability. Based on these findings, we created a taxonomy that categorizes Abacus Gestures into five groups based on motor memory development and three difficulty levels according to their ease of execution. Finally, we provided design guidelines and proposed potential use cases for Abacus Gestures in the realm of mid-air interaction.","PeriodicalId":20553,"journal":{"name":"Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135536094","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}