Large numbers of Web sites support rich data-centric features to explore and interact with data. In this paper we present mashpoint, a framework that allows distributed data-powered Web applications to linked based on...
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ISBN:
(纸本)9781450315821
Large numbers of Web sites support rich data-centric features to explore and interact with data. In this paper we present mashpoint, a framework that allows distributed data-powered Web applications to linked based on similarities of the entities in their data. By linking applications in this way we allow browsing with selections of data from one application to another application. This sort of browsing allows complex queries and exploration of data to be done by average Web users using multiple applications. We additionally use this concept to surface structured information to users in Web pages. In this paper we present this concept and our initial prototype.
People write more code than they ever share online. They also copy and tweak code more often than they contribute their modifications back to the public. These situations can lead to widespread duplication of effort. ...
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ISBN:
(纸本)9781450315821
People write more code than they ever share online. They also copy and tweak code more often than they contribute their modifications back to the public. These situations can lead to widespread duplication of effort. However, the copy-modify-publish feedback loop which could solve the problem is inhibited by the effort required to publish code online. In this paper we present our preliminary, ongoing effort to create Ditty, a programming environment that attacks the problem by sharing changes immediately, making all code public by default. Ditty tracks the changes users make to code they find and exposes the modified versions alongside the original so that commonly-used derivatives can eventually become canonical. Our work will examine mechanical and social methods to consolidate global effort on common code snippets, and the effects of designing a programming interface that inspires a feeling of the whole world programming together.
Crowdsourcing has become a powerful paradigm for accomplishing work quickly and at scale, but involves significant challenges in quality control. Researchers have developed algorithmic quality control approaches based...
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ISBN:
(纸本)9781450315807
Crowdsourcing has become a powerful paradigm for accomplishing work quickly and at scale, but involves significant challenges in quality control. Researchers have developed algorithmic quality control approaches based on either worker outputs (such as gold standards or worker agreement) or worker behavior (such as task fingerprinting), but each approach has serious limitations, especially for complex or creative work. Human evaluation addresses these limitations but does not scale well with increasing numbers of workers. We present CrowdScape, a system that supports the human evaluation of complex crowd work through interactive visualization and mixed initiative machine learning. The system combines information about worker behavior with worker outputs, helping users to better understand and harness the crowd. We describe the system and discuss its utility through grounded case studies. We explore other contexts where CrowdScape's visualizations might be useful, such as in user studies.
software designed for direct-touch interfaces often utilize a metaphor of direct physical manipulation of pseudo "real-world" objects. However, current touch systems typically take 50-200ms to update the dis...
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ISBN:
(纸本)9781450315807
software designed for direct-touch interfaces often utilize a metaphor of direct physical manipulation of pseudo "real-world" objects. However, current touch systems typically take 50-200ms to update the display in response to a physical touch action. Utilizing a high performance touch demonstrator, subjects were able to experience touch latencies ranging from current levels down to about 1ms. Our tests show that users greatly prefer lower latencies, and noticeable improvement continued well below 10ms. This level of performance is difficult to achieve in commercial computing systems using current technologies. As an alternative, we propose a hybrid system that provides low-fidelity visual feedback immediately, followed by high-fidelity visuals at standard levels of latency.
Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significan...
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ISBN:
(纸本)9781450315807
Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significantly if touch points could be associated with a particular user. Existing approaches to user identification are intrusive, require users to stay in a fixed position, or suffer from poor accuracy. We present a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment. By mounting a high-resolution camera above the interactive surface, we are able to identify touches reliably without any extra instrumentation, and users are able to move around the surface at will. Our technique, which leverages the back of users' hands as identifiers, supports walk-up-and-use situations in which multiple people interact on a shared surface.
At present, touchscreens can differentiate multiple points of contact, but not who is touching the device. In this work, we consider how the electrical properties of humans and their attire can be used to support user...
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ISBN:
(纸本)9781450315807
At present, touchscreens can differentiate multiple points of contact, but not who is touching the device. In this work, we consider how the electrical properties of humans and their attire can be used to support user differentiation on touchscreens. We prop0se a novel sensing approach based on Swept Frequency Capacitive Sensing, which measures the impedance of a user to the environment (i.e., ground) across a range of AC frequencies. Different people have different bone densities and muscle mass, wear different footwear, and so on. This, in turn, yields different impedance profiles, which allows for touch events, including multitouch gestures, to be attributed to a particular user. This has many interesting implications for interactive design. We describe and evaluate our sensing approach, demonstrating that the technique has considerable promise. We also discuss limitations, how these might be overcome, and next steps.
We have developed a simple skin-like userinterface that can be easily attached to curved as well as flat surfaces and used to measure tangential force generated by pinching and dragging interactions. The interface co...
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ISBN:
(纸本)9781450315807
We have developed a simple skin-like userinterface that can be easily attached to curved as well as flat surfaces and used to measure tangential force generated by pinching and dragging interactions. The interface consists of several photoreflectors that consist of an IR LED and a phototransistor and elastic fabric such as stocking and rubber membrane. The sensing method used is based on our observation that photoreflectors can be used to measure the ratio of expansion and contraction of a stocking using the changes in transmissivity of IR light passing through the stocking. Since a stocking is thin, stretchable, and nearly transparent, it can be easily attached to various types of objects such as mobile devices, robots, and different parts of the body as well as to various types of conventional pressure sensors without altering the original shape of the object. It can also present natural haptic feedback in accordance with the amount of force exerted. A system using several such sensors can determine the direction of a two-dimensional force. A variety of example applications illustrated the utility of this sensing system.
Visual search in large real-world scenes is both time-consuming and frustrating, because the search becomes serial when items are visually similar. Tactile guidance techniques can facilitate search by allowing visual ...
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ISBN:
(纸本)9781450315807
Visual search in large real-world scenes is both time-consuming and frustrating, because the search becomes serial when items are visually similar. Tactile guidance techniques can facilitate search by allowing visual attention to focus on a subregion of the scene. We present a technique for dynamic tactile cueing that couples hand position with a scene position and uses tactile feedback to guide the hand actively toward the target. We demonstrate substantial improvements in task performance over a baseline of visual search only, when the scene's complexity increases. Analyzing task performance, we demonstrate that the effect of visual complexity can be practically eliminated through improved spatial precision of the guidance.
We present PiVOT, a tabletop system aimed at supporting mixed-focus collaborative tasks. Through two view-zones, PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed sh...
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ISBN:
(纸本)9781450315807
We present PiVOT, a tabletop system aimed at supporting mixed-focus collaborative tasks. Through two view-zones, PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed shared view to all users. The system supports multiple personalized views which can be present at the same spatial location and yet be only visible to the users it belongs to. The system also allows the creation of personal views that can be either 2D or (auto-stereoscopic) 3D images. We first discuss the motivation and the different implementation principles required for realizing such a system, before exploring different designs able to address the seemingly opposing challenges of shared and personalized views. We then implement and evaluate a sample prototype to validate our design ideas and present a set of sample applications to demonstrate the utility of the system.
Interactive systems are increasingly being used to explicitly support change in the user's psychophysiological state and behavior. One trend in this vein is systems that support calm breathing habits. We designed ...
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ISBN:
(纸本)9781450315821
Interactive systems are increasingly being used to explicitly support change in the user's psychophysiological state and behavior. One trend in this vein is systems that support calm breathing habits. We designed and evaluated techniques to support respiratory regulation to reduce stress and increase parasympathetic tone. Our study revealed that auditory guidance was more effective than visual at creating self-reported calm. We attribute this to the users' ability to effectively map sound to respiration, thereby reducing cognitive load and mental exertion. Interestingly, we found that visual guidance led to more respiratory change but less subjective calm. Thus, motivating users to exert physical or mental efforts may counter the calming effects of slow breathing. Designers of calming technologies must acknowledge the discrepancy between mechanical slow breathing and experiential calm in designing future systems.
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