CAVIAR is designed to aid people with vision impairment in locating, identifying, and acquiring objects in their peripersonal space. A mobile phone, worn on the chest, captures video in front of the user; the computer vision component locates the user's hand and objects in the video stream. The auditory component informs the user about the presence of objects. On user confirmation, the reaching component sends signals to vibrotactile actuators on the user's wristband, guiding the hand to a specific object. This paper describes an end-to-end prototype of CAVIAR and its formative evaluation.
{"title":"CAVIAR: a vibrotactile device for accessible reaching","authors":"Sina Bahram, Arpan Chakraborty, R. Amant","doi":"10.1145/2166966.2167009","DOIUrl":"https://doi.org/10.1145/2166966.2167009","url":null,"abstract":"CAVIAR is designed to aid people with vision impairment in locating, identifying, and acquiring objects in their peripersonal space. A mobile phone, worn on the chest, captures video in front of the user; the computer vision component locates the user's hand and objects in the video stream. The auditory component informs the user about the presence of objects. On user confirmation, the reaching component sends signals to vibrotactile actuators on the user's wristband, guiding the hand to a specific object. This paper describes an end-to-end prototype of CAVIAR and its formative evaluation.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89003311","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}
Fatoumata G. Camara, Gaëlle Calvary, Rachel Demumieux, N. Mandran
On September 19th 2011, Facebook introduced "Intelligent Lists" which are Friends Lists (FL) automatically created and pre-filled based on users' and their contacts' profiles information (education, work, city of living, kin, etc.). In early 2011, we conducted a study on contact management in Facebook in order to understand users' real needs. Outcomes from this study suggest several recommendations, some of which can be found today in the Facebook Intelligent Lists. This paper provides explanations on the recent evolution in Facebook contact management. The user study involved 148 participants. From their Facebook accounts, we retrieved 340 Friends Lists and 347 family ties. In the overall, the study has led to numerous interesting outocomes. In this paper, we focus on those related to Friends Lists and, particularly, on recommendations that have not yet been implemented in Facebook.
{"title":"Where do facebook intelligent lists come from?","authors":"Fatoumata G. Camara, Gaëlle Calvary, Rachel Demumieux, N. Mandran","doi":"10.1145/2166966.2167020","DOIUrl":"https://doi.org/10.1145/2166966.2167020","url":null,"abstract":"On September 19th 2011, Facebook introduced \"Intelligent Lists\" which are Friends Lists (FL) automatically created and pre-filled based on users' and their contacts' profiles information (education, work, city of living, kin, etc.). In early 2011, we conducted a study on contact management in Facebook in order to understand users' real needs. Outcomes from this study suggest several recommendations, some of which can be found today in the Facebook Intelligent Lists.\u0000 This paper provides explanations on the recent evolution in Facebook contact management. The user study involved 148 participants. From their Facebook accounts, we retrieved 340 Friends Lists and 347 family ties. In the overall, the study has led to numerous interesting outocomes. In this paper, we focus on those related to Friends Lists and, particularly, on recommendations that have not yet been implemented in Facebook.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89884725","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}
The current formats used for presenting mathematics either on paper or in electronic form have usability limitations that make learning mathematics challenging. The concept of an Organic User Interface, promises a natural interface that blends with the human ecology system and therefore affords smoother transition and improved usability. This research aims to examine how the affordances of an Organic User Interface influence users learning of important mathematical concepts. The relationship between learning time and the usability factors, or affordances of an Organic User Interface will be determined and contrasted with those of Graphical User Interfaces.
{"title":"Evaluating an organic interface for learning mathematics","authors":"Bee Suan Wong","doi":"10.1145/2166966.2167045","DOIUrl":"https://doi.org/10.1145/2166966.2167045","url":null,"abstract":"The current formats used for presenting mathematics either on paper or in electronic form have usability limitations that make learning mathematics challenging. The concept of an Organic User Interface, promises a natural interface that blends with the human ecology system and therefore affords smoother transition and improved usability. This research aims to examine how the affordances of an Organic User Interface influence users learning of important mathematical concepts. The relationship between learning time and the usability factors, or affordances of an Organic User Interface will be determined and contrasted with those of Graphical User Interfaces.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77387912","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. Feld, S. Momtazi, F. Freigang, D. Klakow, Christian A. Müller
The next big step in embedded, mobile speech recognition will be to allow completely free input as it is needed for messaging like SMS or email. However, unconstrained dictation remains error-prone, especially when the environment is noisy. In this paper, we compare different methods for improving a given free-text dictation system used to enter textbased messages in embedded mobile scenarios, where distraction, interaction cost, and hardware limitations enforce strict constraints over traditional scenarios. We present a corpus-based evaluation, measuring the trade-off between improvement of the word error rate versus the interaction steps that are required under various parameters. Results show that by post-processing the output of a "black box" speech recognizer (e.g. a web-based speech recognition service), a reduction of word error rate by 55% (10.3% abs.) can be obtained. For further error reduction, however, a richer representation of the original hypotheses (e.g. lattice) is necessary.
{"title":"Mobile texting: can post-ASR correction solve the issues? an experimental study on gain vs. costs","authors":"M. Feld, S. Momtazi, F. Freigang, D. Klakow, Christian A. Müller","doi":"10.1145/2166966.2166974","DOIUrl":"https://doi.org/10.1145/2166966.2166974","url":null,"abstract":"The next big step in embedded, mobile speech recognition will be to allow completely free input as it is needed for messaging like SMS or email. However, unconstrained dictation remains error-prone, especially when the environment is noisy. In this paper, we compare different methods for improving a given free-text dictation system used to enter textbased messages in embedded mobile scenarios, where distraction, interaction cost, and hardware limitations enforce strict constraints over traditional scenarios. We present a corpus-based evaluation, measuring the trade-off between improvement of the word error rate versus the interaction steps that are required under various parameters. Results show that by post-processing the output of a \"black box\" speech recognizer (e.g. a web-based speech recognition service), a reduction of word error rate by 55% (10.3% abs.) can be obtained. For further error reduction, however, a richer representation of the original hypotheses (e.g. lattice) is necessary.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73212285","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}
Pascual Martínez-Gómez, Chen Chen, T. Hara, Yoshinobu Kano, Akiko Aizawa
Applications using eye-tracking devices need a higher accuracy in recognition when the task reaches a certain complexity. Thus, more sophisticated methods to correct eye-tracking measurement errors are necessary to lower the penetration barrier of eye-trackers in unconstrained tasks. We propose to take advantage of the content or the structure of textual information displayed on the screen to build informed error-correction algorithms that generalize well. The idea is to use feature-based image registration techniques to perform a linear transformation of gaze coordinates to find a good alignment with text printed on the screen. In order to estimate the parameters of the linear transformation, three optimization strategies are proposed to avoid the problem of local minima, namely Monte Carlo, multi-resolution and multi-blur optimization. Experimental results show that a more precise alignment of gaze data with words on the screen can be achieved by using these methods, allowing a more reliable use of eye-trackers in complex and unconstrained tasks.
{"title":"Image registration for text-gaze alignment","authors":"Pascual Martínez-Gómez, Chen Chen, T. Hara, Yoshinobu Kano, Akiko Aizawa","doi":"10.1145/2166966.2167012","DOIUrl":"https://doi.org/10.1145/2166966.2167012","url":null,"abstract":"Applications using eye-tracking devices need a higher accuracy in recognition when the task reaches a certain complexity. Thus, more sophisticated methods to correct eye-tracking measurement errors are necessary to lower the penetration barrier of eye-trackers in unconstrained tasks. We propose to take advantage of the content or the structure of textual information displayed on the screen to build informed error-correction algorithms that generalize well. The idea is to use feature-based image registration techniques to perform a linear transformation of gaze coordinates to find a good alignment with text printed on the screen. In order to estimate the parameters of the linear transformation, three optimization strategies are proposed to avoid the problem of local minima, namely Monte Carlo, multi-resolution and multi-blur optimization. Experimental results show that a more precise alignment of gaze data with words on the screen can be achieved by using these methods, allowing a more reliable use of eye-trackers in complex and unconstrained tasks.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88179419","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}
Daniel Sonntag, Christian Schulz, Christian Reuschling, Luis Galárraga
With RadSpeech, we aim to build the next generation of intelligent, scalable, and user-friendly semantic search interfaces for the medical imaging domain, based on semantic technologies. Ontology-based knowledge representation is used not only for the image contents, but also for the complex natural language understanding and dialogue management process. This demo shows a speech-based annotation system for radiology images and focuses on a new and effective way to annotate medical image regions with a specific medical, structured, diagnosis while using speech and pointing gestures on the go.
{"title":"RadSpeech's mobile dialogue system for radiologists","authors":"Daniel Sonntag, Christian Schulz, Christian Reuschling, Luis Galárraga","doi":"10.1145/2166966.2167031","DOIUrl":"https://doi.org/10.1145/2166966.2167031","url":null,"abstract":"With RadSpeech, we aim to build the next generation of intelligent, scalable, and user-friendly semantic search interfaces for the medical imaging domain, based on semantic technologies. Ontology-based knowledge representation is used not only for the image contents, but also for the complex natural language understanding and dialogue management process. This demo shows a speech-based annotation system for radiology images and focuses on a new and effective way to annotate medical image regions with a specific medical, structured, diagnosis while using speech and pointing gestures on the go.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90865979","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}
Stephen W. Gilroy, J. Porteous, Fred Charles, M. Cavazza
The dominant interaction paradigm in Interactive Storytelling (IS) systems so far has been active interventions by the user by means of a variety of modalities. PINTER is an IS system that uses physiological inputs - surface electromyography (EMG) and galvanic skin response (GSR) [1] - as a form of passive interaction, opening up the possibility of the use of traditional filmic techniques [2, 3] to implement IS without requiring immersion-breaking interactive responses. The goal of this demonstration is to illustrate the ways in which passive interaction combined with filmic visualisation, dialogue and music, and a plan-based narrative generation approach can form a new basis for an adaptive interactive narrative.
{"title":"PINTER: interactive storytelling with physiological input","authors":"Stephen W. Gilroy, J. Porteous, Fred Charles, M. Cavazza","doi":"10.1145/2166966.2167039","DOIUrl":"https://doi.org/10.1145/2166966.2167039","url":null,"abstract":"The dominant interaction paradigm in Interactive Storytelling (IS) systems so far has been active interventions by the user by means of a variety of modalities. PINTER is an IS system that uses physiological inputs - surface electromyography (EMG) and galvanic skin response (GSR) [1] - as a form of passive interaction, opening up the possibility of the use of traditional filmic techniques [2, 3] to implement IS without requiring immersion-breaking interactive responses. The goal of this demonstration is to illustrate the ways in which passive interaction combined with filmic visualisation, dialogue and music, and a plan-based narrative generation approach can form a new basis for an adaptive interactive narrative.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81878496","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}
Stephen W. Gilroy, J. Porteous, Fred Charles, M. Cavazza
Previous Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and "emotional cues". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension.
{"title":"Exploring passive user interaction for adaptive narratives","authors":"Stephen W. Gilroy, J. Porteous, Fred Charles, M. Cavazza","doi":"10.1145/2166966.2166990","DOIUrl":"https://doi.org/10.1145/2166966.2166990","url":null,"abstract":"Previous Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and \"emotional cues\". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88390501","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 the character animation industry, animators use facial UI's to animate a character's face. A facial UI provides widgets and handles that the animator interacts with to control the character's facial regions. This paper presents a facial UI design approach to control the animation of the six basic facial expressions of the anthropomorphic face. The design is based in square shaped widgets holding circular handles that allow the animator to produce the muscular activity relative to the basic facial expressions. We have implemented a prototype of the facial UI design in the Blender open-source animation software and did a preliminary pilot study with three animators. Two parameters were evaluated: the number of clicks and the time taken to animate the six basic facial expressions. The study reveals there was little variation in the values each animator marked for both parameters, despite the natural difference in their creative performance.
{"title":"A demo of a facial UI design approach for digital artists","authors":"Pedro Bastos, X. Alvarez, V. Orvalho","doi":"10.1145/2166966.2167026","DOIUrl":"https://doi.org/10.1145/2166966.2167026","url":null,"abstract":"In the character animation industry, animators use facial UI's to animate a character's face. A facial UI provides widgets and handles that the animator interacts with to control the character's facial regions. This paper presents a facial UI design approach to control the animation of the six basic facial expressions of the anthropomorphic face. The design is based in square shaped widgets holding circular handles that allow the animator to produce the muscular activity relative to the basic facial expressions. We have implemented a prototype of the facial UI design in the Blender open-source animation software and did a preliminary pilot study with three animators. Two parameters were evaluated: the number of clicks and the time taken to animate the six basic facial expressions. The study reveals there was little variation in the values each animator marked for both parameters, despite the natural difference in their creative performance.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73102978","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 describes a glove with which users enter input by tapping fingertips with the thumb or by rubbing the thumb over the palmar surfaces of the middle and index fingers. The glove has been informally tested as the controller for two semi-autonomous robots in a a 3D simulation environment. A preliminary evaluation of the glove's performance is presented.
{"title":"A glove for tapping and discrete 1D/2D input","authors":"Sam Miller, A. Smith, Sina Bahram, R. Amant","doi":"10.1145/2166966.2166986","DOIUrl":"https://doi.org/10.1145/2166966.2166986","url":null,"abstract":"This paper describes a glove with which users enter input by tapping fingertips with the thumb or by rubbing the thumb over the palmar surfaces of the middle and index fingers. The glove has been informally tested as the controller for two semi-autonomous robots in a a 3D simulation environment. A preliminary evaluation of the glove's performance is presented.","PeriodicalId":87287,"journal":{"name":"IUI. International Conference on Intelligent User Interfaces","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2012-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77352158","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}