首页 > 最新文献

Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces最新文献

英文 中文
Making Sustainable, Tangible Objects with Myco-materials 用微生物材料制造可持续的、有形的物体
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571468
Phillip Gough, A. Globa, A. Hadigheh, A. Withana
There is growing interest in using living materials as sustainable alternatives to conventional materials in product design. Particularly, the ability of some species of mushroom to grow lightweight, rigid materials that can be moulded into complex 3D forms is of interest to a range of interactive applications including data physicalisation, aesthetic experiences of a space, and wearable computing. This tutorial aims to provide a hands-on experience with living, mushroom-based “myco-materials” that can be grown into a range of complex shapes, and introduce a cheap, low-technology workflow for the design and fabrication of 3D designs using living, sustainable materials.
人们对在产品设计中使用生物材料作为传统材料的可持续替代品越来越感兴趣。特别是,某些种类的蘑菇能够生长出轻质、刚性的材料,这些材料可以被塑造成复杂的3D形式,这对一系列互动应用很感兴趣,包括数据物理化、空间美学体验和可穿戴计算。本教程旨在提供生活的实践经验,基于蘑菇的“myco-materials”,可以生长成一系列复杂的形状,并引入一个廉价,低技术的工作流程,用于使用生活,可持续材料的3D设计的设计和制造。
{"title":"Making Sustainable, Tangible Objects with Myco-materials","authors":"Phillip Gough, A. Globa, A. Hadigheh, A. Withana","doi":"10.1145/3532104.3571468","DOIUrl":"https://doi.org/10.1145/3532104.3571468","url":null,"abstract":"There is growing interest in using living materials as sustainable alternatives to conventional materials in product design. Particularly, the ability of some species of mushroom to grow lightweight, rigid materials that can be moulded into complex 3D forms is of interest to a range of interactive applications including data physicalisation, aesthetic experiences of a space, and wearable computing. This tutorial aims to provide a hands-on experience with living, mushroom-based “myco-materials” that can be grown into a range of complex shapes, and introduce a cheap, low-technology workflow for the design and fabrication of 3D designs using living, sustainable materials.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125771221","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}
引用次数: 0
Social VR for Socially Isolated Adolescents with Significant Illnesses 患有严重疾病的社交孤立青少年的社交VR
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571466
U. Udapola
Adolescents with significant illnesses face various psychosocial and mental wellbeing challenges during hospitalisation. Social isolation from family and peers is identified as a significant concern for this group. Several digital interventions have been proposed to connect these young people with others, such as video conferencing, social media, social robots, and online games. Research so far has found those to be beneficial for adolescents’ wellbeing. Social VR is a relatively novel social interaction mechanism that allows users to interact socially within an immersive 3D virtual environment with embodiment experience. Game-play is generally identified as a motivational factor in user engagement. Therefore, applying gamification into social VR space would encourage and motivate socially isolated adolescents to engage socially. The main goal of this research project is to enhance the social engagement of socially isolated adolescents by fostering positive interactions with their peers. We expect to discover if engaging with the intervention will decrease problems associated with social isolation.
患有严重疾病的青少年在住院期间面临各种社会心理和精神健康挑战。与家庭和同龄人的社会隔离被认为是这一群体的一个重大问题。已经提出了一些数字干预措施来将这些年轻人与其他人联系起来,例如视频会议、社交媒体、社交机器人和在线游戏。迄今为止的研究发现,这些对青少年的健康有益。社交虚拟现实是一种相对新颖的社交互动机制,允许用户在身临其境的3D虚拟环境中进行社交互动。游戏玩法通常被认为是用户粘性的激励因素。因此,将游戏化应用于社交VR空间将鼓励和激励社交孤立的青少年参与社交活动。本研究项目的主要目标是通过促进与同龄人的积极互动来提高社会孤立青少年的社会参与。我们希望发现参与干预是否会减少与社会孤立相关的问题。
{"title":"Social VR for Socially Isolated Adolescents with Significant Illnesses","authors":"U. Udapola","doi":"10.1145/3532104.3571466","DOIUrl":"https://doi.org/10.1145/3532104.3571466","url":null,"abstract":"Adolescents with significant illnesses face various psychosocial and mental wellbeing challenges during hospitalisation. Social isolation from family and peers is identified as a significant concern for this group. Several digital interventions have been proposed to connect these young people with others, such as video conferencing, social media, social robots, and online games. Research so far has found those to be beneficial for adolescents’ wellbeing. Social VR is a relatively novel social interaction mechanism that allows users to interact socially within an immersive 3D virtual environment with embodiment experience. Game-play is generally identified as a motivational factor in user engagement. Therefore, applying gamification into social VR space would encourage and motivate socially isolated adolescents to engage socially. The main goal of this research project is to enhance the social engagement of socially isolated adolescents by fostering positive interactions with their peers. We expect to discover if engaging with the intervention will decrease problems associated with social isolation.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114337214","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}
引用次数: 0
Impact on the Quality of Interpersonal Relationships by Proximity using the Ventriloquism Effect in a Virtual Environment 虚拟环境中使用腹语效应的接近对人际关系质量的影响
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571460
A. Yamazaki, N. Wakatsuki, K. Mizutani, Yukihiko Okada, K. Zempo
This paper discusses more effective interaction between a user immersed in a virtual environment (VE) and a salesperson avatar. Utilizing the superiority of visual information over auditory information, we implemented an interpersonal situation in which only a sound image invaded the user’s personal space (PS) using a virtual salesperson avatar. We investigated the impressions that 16 participants had of the avatar. The experimental results showed that when the sound image invaded the PS, the correlation coefficient between the distance from the user to the sound image normalized by the interpersonal distance of each participant and the rapport for service quality was -0.24 (p<0.05). This indicates that in the range of the ventriloquism effect, the avatar’s sound image intruding into the PS and approaching the user leads to an improvement in rapport. The application of the technique proposed in this paper, in which the position of the visual image and the sound image diverge, is expected to improve the value cocreation of the interpersonal service experience in VEs such as virtual stores, which have been increasing in recent years.
本文讨论了沉浸在虚拟环境(VE)中的用户与销售人员化身之间更有效的交互。利用视觉信息优于听觉信息的优势,我们实现了一种人际关系情境,其中只有声音图像使用虚拟销售人员化身入侵用户的个人空间(PS)。我们调查了16名参与者对虚拟形象的印象。实验结果表明,当声音图像入侵PS时,用户到声音图像的距离与服务质量融洽度的相关系数为-0.24 (p<0.05)。这表明,在腹语效果的范围内,虚拟角色的声音图像侵入PS并接近用户会导致关系的改善。本文提出的视觉形象和声音形象位置分化的技术应用,有望提高近年来不断增加的虚拟商店等虚拟企业人际服务体验的价值协同创造。
{"title":"Impact on the Quality of Interpersonal Relationships by Proximity using the Ventriloquism Effect in a Virtual Environment","authors":"A. Yamazaki, N. Wakatsuki, K. Mizutani, Yukihiko Okada, K. Zempo","doi":"10.1145/3532104.3571460","DOIUrl":"https://doi.org/10.1145/3532104.3571460","url":null,"abstract":"This paper discusses more effective interaction between a user immersed in a virtual environment (VE) and a salesperson avatar. Utilizing the superiority of visual information over auditory information, we implemented an interpersonal situation in which only a sound image invaded the user’s personal space (PS) using a virtual salesperson avatar. We investigated the impressions that 16 participants had of the avatar. The experimental results showed that when the sound image invaded the PS, the correlation coefficient between the distance from the user to the sound image normalized by the interpersonal distance of each participant and the rapport for service quality was -0.24 (p<0.05). This indicates that in the range of the ventriloquism effect, the avatar’s sound image intruding into the PS and approaching the user leads to an improvement in rapport. The application of the technique proposed in this paper, in which the position of the visual image and the sound image diverge, is expected to improve the value cocreation of the interpersonal service experience in VEs such as virtual stores, which have been increasing in recent years.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122997692","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}
引用次数: 0
Indigenous CHI Workshop 原住民气工作坊
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571469
Kevin Shedlock, M. Vos, Petera Hudson, Jamey Hepi, Betty Kim, Zane Rawson, Marino Doyle
This CHI workshop looked to connect indigenous peoples to surfaces and spaces using a media channel of experience to visit historical narrative, heritage and/or interactive and immersive media applications. The workshop was especially interested in contributions that displayed cultural resilience inside a digital environment or aligned with a common interest to challenge the status quo. We welcomed individuals or groups interested in submitting (but not limited to) interactive design, prototyping, methodology, human-computer interaction, conceptual works that progress indigenous ideas and creative works within a technical lens.
本次CHI工作坊旨在通过媒体体验渠道,将土著居民与表面和空间联系起来,参观历史叙事、遗产和/或互动和沉浸式媒体应用。研讨会特别感兴趣的是在数字环境中表现出文化弹性或与挑战现状的共同利益相一致的贡献。我们欢迎有兴趣的个人或团体提交(但不限于)交互设计,原型设计,方法论,人机交互,在技术镜头内推进土著思想和创造性作品的概念作品。
{"title":"Indigenous CHI Workshop","authors":"Kevin Shedlock, M. Vos, Petera Hudson, Jamey Hepi, Betty Kim, Zane Rawson, Marino Doyle","doi":"10.1145/3532104.3571469","DOIUrl":"https://doi.org/10.1145/3532104.3571469","url":null,"abstract":"This CHI workshop looked to connect indigenous peoples to surfaces and spaces using a media channel of experience to visit historical narrative, heritage and/or interactive and immersive media applications. The workshop was especially interested in contributions that displayed cultural resilience inside a digital environment or aligned with a common interest to challenge the status quo. We welcomed individuals or groups interested in submitting (but not limited to) interactive design, prototyping, methodology, human-computer interaction, conceptual works that progress indigenous ideas and creative works within a technical lens.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126542984","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}
引用次数: 0
Video Analysis of Hand Gestures for Distinguishing Patients with Carpal Tunnel Syndrome 手势识别腕管综合征的视频分析
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571461
R. Matsui, Takuya Ibara, Kazuya Tsukamoto, Takafumi Koyama, K. Fujita, Yuta Sugiura
Carpal tunnel syndrome (CTS) is a common condition characterized by hand dysfunction due to median nerve compression. Orthopedic surgeons often detect signs of the symptoms to screen for CTS; however, it is difficult to distinguish other diseases with symptoms similar to those of CTS. We previously introduced a method of evaluating fine hand movements to screen for cervical myelopathy (CM). The present work applies this method to screen for CTS, using videos of specific hand gestures to measure their quickness. Machine learning models are used to evaluate the gestures to estimate the probability that a patient has CTS. We cross-validated the models to evaluate our method’s effectiveness in screening for CTS. The results showed that the sensitivity and specificity were 90.0% and 85.3%, respectively. Furthermore, we found that our method can also be used to distinguish CTS and CM and may enable earlier detection and treatment of similar neurological diseases.
腕管综合征(Carpal tunnel syndrome, CTS)是一种以正中神经压迫导致手部功能障碍为特征的常见疾病。骨科医生经常发现症状的迹象,以筛查CTS;然而,很难区分与CTS症状相似的其他疾病。我们之前介绍了一种评估手部精细运动的方法来筛查颈脊髓病(CM)。目前的工作将这种方法应用于CTS的筛选,使用特定手势的视频来测量它们的速度。机器学习模型用于评估手势,以估计患者患有CTS的概率。我们交叉验证了这些模型,以评估我们的方法在筛查CTS方面的有效性。结果表明,该方法的敏感性为90.0%,特异性为85.3%。此外,我们发现我们的方法也可用于区分CTS和CM,并可能使类似的神经系统疾病的早期发现和治疗成为可能。
{"title":"Video Analysis of Hand Gestures for Distinguishing Patients with Carpal Tunnel Syndrome","authors":"R. Matsui, Takuya Ibara, Kazuya Tsukamoto, Takafumi Koyama, K. Fujita, Yuta Sugiura","doi":"10.1145/3532104.3571461","DOIUrl":"https://doi.org/10.1145/3532104.3571461","url":null,"abstract":"Carpal tunnel syndrome (CTS) is a common condition characterized by hand dysfunction due to median nerve compression. Orthopedic surgeons often detect signs of the symptoms to screen for CTS; however, it is difficult to distinguish other diseases with symptoms similar to those of CTS. We previously introduced a method of evaluating fine hand movements to screen for cervical myelopathy (CM). The present work applies this method to screen for CTS, using videos of specific hand gestures to measure their quickness. Machine learning models are used to evaluate the gestures to estimate the probability that a patient has CTS. We cross-validated the models to evaluate our method’s effectiveness in screening for CTS. The results showed that the sensitivity and specificity were 90.0% and 85.3%, respectively. Furthermore, we found that our method can also be used to distinguish CTS and CM and may enable earlier detection and treatment of similar neurological diseases.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129261107","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}
引用次数: 1
Space Ocean Library: Interactive Narrative Experience in VR 空间海洋图书馆:VR中的交互式叙事体验
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571453
Becky Lake, Krzysztof Pietroszek
“Space Ocean Library” is an interactive narrative VR experience that transports you to a study-turned mystical purgatory. In this room, you explore the connectivity of humans through the objects we keep around to remember our lives. “Space Ocean Library” features actors recorded through volumetric capture and objects rendered using photogrammetry.
“太空海洋图书馆”是一个交互式叙事VR体验,将你带到一个由学习变成神秘的炼狱。在这个房间里,你通过我们保存在身边的物品来探索人类的联系,以纪念我们的生活。“空间海洋图书馆”的特点是演员通过体积捕捉和物体渲染使用摄影测量。
{"title":"Space Ocean Library: Interactive Narrative Experience in VR","authors":"Becky Lake, Krzysztof Pietroszek","doi":"10.1145/3532104.3571453","DOIUrl":"https://doi.org/10.1145/3532104.3571453","url":null,"abstract":"“Space Ocean Library” is an interactive narrative VR experience that transports you to a study-turned mystical purgatory. In this room, you explore the connectivity of humans through the objects we keep around to remember our lives. “Space Ocean Library” features actors recorded through volumetric capture and objects rendered using photogrammetry.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128468652","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}
引用次数: 0
Retzzles: Engaging Users towards Retention through Touchscreen Puzzles rezzles:通过触屏谜题吸引用户留存率
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571531
N. Kovacevic, M. Weerasinghe, J. A. Deja
Textual sources provide limited information to their readers which could be underwhelming and may reduce engagement. Augmentation approaches have been introduced to present information more engagingly and have shown the potential in supporting information retention. In this research, we inquire further into this opportunity through the use of interactive touchscreen visual elements such as puzzle pieces. We present Retzzles, where users get to solve puzzles applied in a tourist use-case. To evaluate this, we will do a within-subject study with participants n = 30 to determine whether such elements promote engagement which thereby supports information retention. Our preliminary findings shed light on some perspectives on the use of touchscreen displays for engagement but are subject to further investigation. We contribute to more discussions on the use of interactive screens in other similar learning scenarios.
文本来源为读者提供的信息有限,这可能会让人印象不深,并可能降低参与度。已经引入了增强方法来更引人入胜地呈现信息,并显示出支持信息保留的潜力。在这项研究中,我们通过使用交互式触摸屏视觉元素(如拼图)来进一步探究这一机会。我们提供了Retzzles,用户可以在其中解决应用于旅游用例的谜题。为了评估这一点,我们将对30名参与者进行一项主题内研究,以确定这些因素是否会促进参与度,从而支持信息保留。我们的初步研究结果揭示了使用触屏显示器进行互动的一些观点,但仍有待进一步研究。我们希望更多地讨论在其他类似的学习场景中使用交互式屏幕。
{"title":"Retzzles: Engaging Users towards Retention through Touchscreen Puzzles","authors":"N. Kovacevic, M. Weerasinghe, J. A. Deja","doi":"10.1145/3532104.3571531","DOIUrl":"https://doi.org/10.1145/3532104.3571531","url":null,"abstract":"Textual sources provide limited information to their readers which could be underwhelming and may reduce engagement. Augmentation approaches have been introduced to present information more engagingly and have shown the potential in supporting information retention. In this research, we inquire further into this opportunity through the use of interactive touchscreen visual elements such as puzzle pieces. We present Retzzles, where users get to solve puzzles applied in a tourist use-case. To evaluate this, we will do a within-subject study with participants n = 30 to determine whether such elements promote engagement which thereby supports information retention. Our preliminary findings shed light on some perspectives on the use of touchscreen displays for engagement but are subject to further investigation. We contribute to more discussions on the use of interactive screens in other similar learning scenarios.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134214154","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}
引用次数: 0
Rethinking Smart Objects: The International Workshop on Interacting with Smart Objects in Interactive Spaces 重新思考智能对象:在交互空间中与智能对象交互的国际研讨会
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571470
Martin Schmitz, Sebastian Günther, Karola Marky, Florian Müller, A. Matviienko, Alexandra Voit, Roberts Marky, M. Mühlhäuser, T. Kosch
The increasing proliferation of smart objects in everyday life has changed how we interact with computers. Instead of concentrating computational capabilities and interaction into one device, everyday objects have naturally integrated parts of interactive features. Although this has led to many practical applications, the possibilities for explicit or implicit interaction with such objects are still limited in interaction spaces. We still often rely on smartphones as interactive hubs for controlling smart objects, hence not fulfilling the vision of truly smart objects. The workshop Rethinking Smart Objects invites practitioners and researchers from both academia and industry to discuss novel interaction paradigms and the integration and societal implications of using smart objects in interactive space. This workshop will include an action plan with leading questions, aiming to move the research field forward.
智能物品在日常生活中的日益普及已经改变了我们与计算机互动的方式。与将计算能力和交互集中到一个设备中不同,日常物品自然地集成了交互功能的各个部分。尽管这导致了许多实际应用,但与这些对象进行显式或隐式交互的可能性在交互空间中仍然受到限制。我们仍然经常依赖智能手机作为控制智能对象的交互中心,因此没有实现真正智能对象的愿景。研讨会邀请来自学术界和工业界的从业者和研究人员讨论新的交互范式以及在交互空间中使用智能对象的集成和社会影响。本次研讨会将包括一个行动计划,其中包含一些主要问题,旨在推动研究领域向前发展。
{"title":"Rethinking Smart Objects: The International Workshop on Interacting with Smart Objects in Interactive Spaces","authors":"Martin Schmitz, Sebastian Günther, Karola Marky, Florian Müller, A. Matviienko, Alexandra Voit, Roberts Marky, M. Mühlhäuser, T. Kosch","doi":"10.1145/3532104.3571470","DOIUrl":"https://doi.org/10.1145/3532104.3571470","url":null,"abstract":"The increasing proliferation of smart objects in everyday life has changed how we interact with computers. Instead of concentrating computational capabilities and interaction into one device, everyday objects have naturally integrated parts of interactive features. Although this has led to many practical applications, the possibilities for explicit or implicit interaction with such objects are still limited in interaction spaces. We still often rely on smartphones as interactive hubs for controlling smart objects, hence not fulfilling the vision of truly smart objects. The workshop Rethinking Smart Objects invites practitioners and researchers from both academia and industry to discuss novel interaction paradigms and the integration and societal implications of using smart objects in interactive space. This workshop will include an action plan with leading questions, aiming to move the research field forward.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113947368","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}
引用次数: 2
Evaluation of Grasp Posture Detection Method using Corneal Reflection Images through a Crowdsourced Experiment 基于角膜反射图像的抓姿检测方法众包实验评价
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571457
X. Zhang, Kaori Ikematsu, Kunihiro Kato, Yuta Sugiura
To achieve adaptive user interfaces (UI) for smartphones, researchers have been developing sensing methods to detect how a user is holding a smartphone. A variety of promising adaptive UIs have been demonstrated, such as those that automatically switch the displayed content and the position of interactive components in accordance with how the phone is being held. In this paper, we present a follow-up study on ReflecTouch, a state-of-the-art grasping posture detection method proposed by Zhang et al. that uses corneal reflection images captured by the front camera of a smartphone. We extend the previous work by investigating the performance of this method towards actual use and its potential challenges through a crowdsourced experiment with a large number of participants.
为了实现智能手机的自适应用户界面(UI),研究人员一直在开发传感方法来检测用户如何拿着智能手机。各种有前途的自适应ui已经被展示出来,比如那些根据手持手机的方式自动切换显示内容和交互组件位置的ui。在本文中,我们对ReflecTouch进行了后续研究,ReflecTouch是Zhang等人提出的一种最先进的抓取姿势检测方法,该方法使用智能手机前置摄像头捕获的角膜反射图像。我们扩展了之前的工作,通过与大量参与者进行众包实验,研究该方法在实际使用中的性能及其潜在挑战。
{"title":"Evaluation of Grasp Posture Detection Method using Corneal Reflection Images through a Crowdsourced Experiment","authors":"X. Zhang, Kaori Ikematsu, Kunihiro Kato, Yuta Sugiura","doi":"10.1145/3532104.3571457","DOIUrl":"https://doi.org/10.1145/3532104.3571457","url":null,"abstract":"To achieve adaptive user interfaces (UI) for smartphones, researchers have been developing sensing methods to detect how a user is holding a smartphone. A variety of promising adaptive UIs have been demonstrated, such as those that automatically switch the displayed content and the position of interactive components in accordance with how the phone is being held. In this paper, we present a follow-up study on ReflecTouch, a state-of-the-art grasping posture detection method proposed by Zhang et al. that uses corneal reflection images captured by the front camera of a smartphone. We extend the previous work by investigating the performance of this method towards actual use and its potential challenges through a crowdsourced experiment with a large number of participants.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126130174","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}
引用次数: 1
Design and Prototype Conversational Agents for Research Data Collection 研究数据收集会话代理的设计和原型
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571467
Jing Wei, Young-Ho Kim, Samantha W. T. Chan, Tilman Dingler
Conversational agents have gained increasing interest from researchers as a tool to collect data and administer interventions. They provide a natural user interface through conversations and hence have the potential to reach a wide population in their homes and on the go. Several developer tools and commercial as well as open-source frameworks allow for the deployment of both text-based chatbots and voice assistants. In this 90 min tutorial, participants will learn how to choose an appropriate platform, how to design and deploy their conversational agents, and how to transform traditional surveys through conversation agents.
会话代理作为一种收集数据和管理干预的工具,已经引起了研究人员越来越多的兴趣。它们通过对话提供了一个自然的用户界面,因此有可能在家中和旅途中接触到广泛的人群。一些开发者工具和商业框架以及开源框架允许部署基于文本的聊天机器人和语音助手。在这个90分钟的教程中,参与者将学习如何选择一个合适的平台,如何设计和部署他们的会话代理,以及如何通过会话代理转变传统的调查。
{"title":"Design and Prototype Conversational Agents for Research Data Collection","authors":"Jing Wei, Young-Ho Kim, Samantha W. T. Chan, Tilman Dingler","doi":"10.1145/3532104.3571467","DOIUrl":"https://doi.org/10.1145/3532104.3571467","url":null,"abstract":"Conversational agents have gained increasing interest from researchers as a tool to collect data and administer interventions. They provide a natural user interface through conversations and hence have the potential to reach a wide population in their homes and on the go. Several developer tools and commercial as well as open-source frameworks allow for the deployment of both text-based chatbots and voice assistants. In this 90 min tutorial, participants will learn how to choose an appropriate platform, how to design and deploy their conversational agents, and how to transform traditional surveys through conversation agents.","PeriodicalId":431929,"journal":{"name":"Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114977242","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}
引用次数: 0
期刊
Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1