F. Göbel, Konstantin Klamka, A. Siegel, Stefan Vogt, S. Stellmach, Raimund Dachselt
When working with zoomable information spaces, we can distinguish complex tasks into primary and secondary tasks (e.g., pan and zoom). In this context, a multimodal combination of gaze and foot input is highly promising for supporting manual interactions, for example, using mouse and keyboard. Motivated by this, we present several alternatives for multimodal gaze-supported foot interaction in a computer desktop setup for pan and zoom. While our eye gaze is ideal to indicate a user's current point of interest and where to zoom in, foot interaction is well suited for parallel input controls, for example, to specify the zooming speed. Our investigation focuses on varied foot input devices differing in their degree of freedom (e.g., one- and two-directional foot pedals) that can be seamlessly combined with gaze input.
{"title":"Gaze-supported foot interaction in zoomable information spaces","authors":"F. Göbel, Konstantin Klamka, A. Siegel, Stefan Vogt, S. Stellmach, Raimund Dachselt","doi":"10.1145/2468356.2479610","DOIUrl":"https://doi.org/10.1145/2468356.2479610","url":null,"abstract":"When working with zoomable information spaces, we can distinguish complex tasks into primary and secondary tasks (e.g., pan and zoom). In this context, a multimodal combination of gaze and foot input is highly promising for supporting manual interactions, for example, using mouse and keyboard. Motivated by this, we present several alternatives for multimodal gaze-supported foot interaction in a computer desktop setup for pan and zoom. While our eye gaze is ideal to indicate a user's current point of interest and where to zoom in, foot interaction is well suited for parallel input controls, for example, to specify the zooming speed. Our investigation focuses on varied foot input devices differing in their degree of freedom (e.g., one- and two-directional foot pedals) that can be seamlessly combined with gaze input.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130403929","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}
O. Tomico, M. V. Zijverden, T. Fejér, L. Chen, E. Lubbers, Meerthe Heuvelings, Sonia Aïssaoui, Verena Schepperheyn
As people intimate relation with all kinds of technologies evolves, new expressive and interactive technologies are becoming relevant for the field of design. Loom is a garment that fits tight around the upper body, supporting the posture and preventing large movements. Small movements therefore become the focus of the interaction. Through the use of NiTi wires the collar moves upward; by hand the collar can be pushed down. The continuous moving up and pushing down creates a subtle touch on the neck, supporting relaxation and meditation activities. Loom is part of a set of wearables [1] that explored the boundaries between the human body, its movement and the technological possibilities. The goal was to blend Phenomenology [2], interaction design, and fashion design in order to create new design practices.
{"title":"Crafting wearables: interaction design meets fashion design","authors":"O. Tomico, M. V. Zijverden, T. Fejér, L. Chen, E. Lubbers, Meerthe Heuvelings, Sonia Aïssaoui, Verena Schepperheyn","doi":"10.1145/2468356.2479556","DOIUrl":"https://doi.org/10.1145/2468356.2479556","url":null,"abstract":"As people intimate relation with all kinds of technologies evolves, new expressive and interactive technologies are becoming relevant for the field of design. Loom is a garment that fits tight around the upper body, supporting the posture and preventing large movements. Small movements therefore become the focus of the interaction. Through the use of NiTi wires the collar moves upward; by hand the collar can be pushed down. The continuous moving up and pushing down creates a subtle touch on the neck, supporting relaxation and meditation activities. Loom is part of a set of wearables [1] that explored the boundaries between the human body, its movement and the technological possibilities. The goal was to blend Phenomenology [2], interaction design, and fashion design in order to create new design practices.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131353396","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 present a prototype and an initial pilot study of audio-augmented paper to support the therapy of low-functioning autism children. The prototype supports the recording of audio on standard sheets of paper by using tangible tools that can be shared among the therapist and the child. The prototype is designed as tool for the therapist to engage a child in a storytelling activity.
{"title":"Audio-augmented paper for the therapy of low-functioning autism children","authors":"Andrea Alessandrini, A. Cappelletti, M. Zancanaro","doi":"10.1145/2468356.2468445","DOIUrl":"https://doi.org/10.1145/2468356.2468445","url":null,"abstract":"In this paper, we present a prototype and an initial pilot study of audio-augmented paper to support the therapy of low-functioning autism children. The prototype supports the recording of audio on standard sheets of paper by using tangible tools that can be shared among the therapist and the child. The prototype is designed as tool for the therapist to engage a child in a storytelling activity.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128866680","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 interactivity we present Mind Pool, an exploratory Brain-Computer Interface (BCI) interactive artwork that provides real-time feedback of brain activity to those interacting with it. Brain activity is represented sonically and physically via a magnetically reactive liquid that sits in a pool in front of the participant. Mind Pool is designed to present this information ambiguously so as to encourage sustained interactions and self-reflection from participants through motivating them to relate the ambiguous feedback with their brain activity.
{"title":"Mind pool: encouraging self-reflection through ambiguous bio-feedback","authors":"Kiel S. Long, John Vines","doi":"10.1145/2468356.2479588","DOIUrl":"https://doi.org/10.1145/2468356.2479588","url":null,"abstract":"In this interactivity we present Mind Pool, an exploratory Brain-Computer Interface (BCI) interactive artwork that provides real-time feedback of brain activity to those interacting with it. Brain activity is represented sonically and physically via a magnetically reactive liquid that sits in a pool in front of the participant. Mind Pool is designed to present this information ambiguously so as to encourage sustained interactions and self-reflection from participants through motivating them to relate the ambiguous feedback with their brain activity.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"531 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121333965","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}
Thammathip Piumsomboon, Adrian Clark, M. Billinghurst, A. Cockburn
Recently there has been an increase in research of hand gestures for interaction in the area of Augmented Reality (AR). However this research has focused on developer designed gestures, and little is known about user preference and behavior for gestures in AR. In this paper, we present the results of a guessability study focused on hand gestures in AR. A total of 800 gestures have been elicited for 40 selected tasks from 20 partic-ipants. Using the agreement found among gestures, a user-defined gesture set was created to guide design-ers to achieve consistent user-centered gestures in AR.
{"title":"User-defined gestures for augmented reality","authors":"Thammathip Piumsomboon, Adrian Clark, M. Billinghurst, A. Cockburn","doi":"10.1145/2468356.2468527","DOIUrl":"https://doi.org/10.1145/2468356.2468527","url":null,"abstract":"Recently there has been an increase in research of hand gestures for interaction in the area of Augmented Reality (AR). However this research has focused on developer designed gestures, and little is known about user preference and behavior for gestures in AR. In this paper, we present the results of a guessability study focused on hand gestures in AR. A total of 800 gestures have been elicited for 40 selected tasks from 20 partic-ipants. Using the agreement found among gestures, a user-defined gesture set was created to guide design-ers to achieve consistent user-centered gestures in AR.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126846916","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}
While the intensity of emotions is likely of great importance to automatic emotion recognition systems, it is not an ordinary feature in emotion databases. This paper presents a database of children acting out six basic emotions, in which the intensity of said emotions was manipulated. A judgment task showed emotions were better recognized than chance could predict, while differences in intensity were perceived in two manipulated conditions. In addition, we establish a correlation between intensity and recognition rates for this database. Finally, possibilities for future research are discussed.
{"title":"Acted emotional expressions of game-playing children: investigating the influence of emotion intensity on recognition rates","authors":"S. Shahid, B. Erven, E. Krahmer","doi":"10.1145/2468356.2468544","DOIUrl":"https://doi.org/10.1145/2468356.2468544","url":null,"abstract":"While the intensity of emotions is likely of great importance to automatic emotion recognition systems, it is not an ordinary feature in emotion databases. This paper presents a database of children acting out six basic emotions, in which the intensity of said emotions was manipulated. A judgment task showed emotions were better recognized than chance could predict, while differences in intensity were perceived in two manipulated conditions. In addition, we establish a correlation between intensity and recognition rates for this database. Finally, possibilities for future research are discussed.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"32 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114114989","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}
Information and Communication Technology continue to be increasingly used in social development and poverty alleviation projects, known as Information and Communication Technology for Development (ICTD) projects. However, most interventions either fail completely as a result of attempting to use inappropriate software development approaches and technology concepts in the different ICTD context or they only execute small scale prototypes without positive long-term social impact. We present a case study on how we combined and adapted, using an iterative action research refinement approach, established interaction design methods into a software development methodology supporting scalable long-term ICTD software projects: the Technical ICTD Methodology (TIM). Our case study is based on the experiences of a series of ICTD projects executed within a major software corporation over a period of more than five years.
{"title":"A software development methodology for sustainable ICTD solutions","authors":"Jörg Dörflinger, A. Dearden, Tom Gross","doi":"10.1145/2468356.2468773","DOIUrl":"https://doi.org/10.1145/2468356.2468773","url":null,"abstract":"Information and Communication Technology continue to be increasingly used in social development and poverty alleviation projects, known as Information and Communication Technology for Development (ICTD) projects. However, most interventions either fail completely as a result of attempting to use inappropriate software development approaches and technology concepts in the different ICTD context or they only execute small scale prototypes without positive long-term social impact. We present a case study on how we combined and adapted, using an iterative action research refinement approach, established interaction design methods into a software development methodology supporting scalable long-term ICTD software projects: the Technical ICTD Methodology (TIM). Our case study is based on the experiences of a series of ICTD projects executed within a major software corporation over a period of more than five years.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"316 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114236754","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. Seckler, Silvia Heinz, Javier A. Bargas-Avila, K. Opwis, Alexandre N. Tuch
Most websites use interactive online forms as a main contact point to users. Recently, many publications aim at optimizing web forms. In contrast to former research that focused at the evaluation of single guidelines, the present study shows in a controlled lab experiment with n=23 participants the combined effectiveness of 20 guidelines on real company web forms. Results indicate that optimized web forms lead to faster completion times, less form submission trials, fewer eye fixations and higher user satisfaction in comparison to the original forms.
{"title":"Empirical evaluation of 20 web form optimization guidelines","authors":"M. Seckler, Silvia Heinz, Javier A. Bargas-Avila, K. Opwis, Alexandre N. Tuch","doi":"10.1145/2468356.2468695","DOIUrl":"https://doi.org/10.1145/2468356.2468695","url":null,"abstract":"Most websites use interactive online forms as a main contact point to users. Recently, many publications aim at optimizing web forms. In contrast to former research that focused at the evaluation of single guidelines, the present study shows in a controlled lab experiment with n=23 participants the combined effectiveness of 20 guidelines on real company web forms. Results indicate that optimized web forms lead to faster completion times, less form submission trials, fewer eye fixations and higher user satisfaction in comparison to the original forms.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"36 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120930813","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 our vision of Human Computer Interaction (HCI) called the "Morphing Agency." The Morphing Agency redefines the notion of an agent in HCI, and proposes separated use of all agential triggers that evoke a user as an agent. This paper describes three key levels of agential triggers that are humanlike, behavioral, and internal. We illustrate these concepts with three prototype systems - the morphExplainer, transExplainer and parasiticBelt - to identify underlying research issues.
{"title":"Morphing agency: deconstruction of an agent with transformative agential triggers","authors":"Hirotaka Osawa, M. Imai","doi":"10.1145/2468356.2468745","DOIUrl":"https://doi.org/10.1145/2468356.2468745","url":null,"abstract":"This paper presents our vision of Human Computer Interaction (HCI) called the \"Morphing Agency.\" The Morphing Agency redefines the notion of an agent in HCI, and proposes separated use of all agential triggers that evoke a user as an agent. This paper describes three key levels of agential triggers that are humanlike, behavioral, and internal. We illustrate these concepts with three prototype systems - the morphExplainer, transExplainer and parasiticBelt - to identify underlying research issues.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115294291","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}