New digital fabrication workflows require both software development and digital/physical material exploration. To support digital fabrication workflow development, we contribute infrastructure that prioritizes extensi...
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The proceedings contain 13 papers. The topics discussed include: scalable spreadsheet-driven end-user applications with incremental computation;towards an industrial stateful software rejuvenation toolchain using mode...
ISBN:
(纸本)9798400703881
The proceedings contain 13 papers. The topics discussed include: scalable spreadsheet-driven end-user applications with incremental computation;towards an industrial stateful software rejuvenation toolchain using model learning;cloning and beyond: a quantum solution to duplicate code;trustworthy formal natural language specifications;code merging using transformations and member identity;time-awareness in object exploration tools: toward in situ omniscient debugging;could no-code be code? toward a no-code programming language for citizen developers;concept-centric software development: an experience report;toward programming languages for reasoning: humans, symbolic systems, and ai agents;will code remain a relevant userinterface for end-user programming with generative AI Models?;and whither problem-solving environments?.
Human environments are physically supported by floors, which prevent people and furniture from gravitational pull. Since our body motions continuously generate vibrations and loads that propagate into the ground, meas...
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ISBN:
(纸本)9781450393201
Human environments are physically supported by floors, which prevent people and furniture from gravitational pull. Since our body motions continuously generate vibrations and loads that propagate into the ground, measurement of these expressive signals leads to unobtrusive activity sensing. In this study, we present Flexel, a modular floor interface for room-scale tactile sensing. By paving a room with floor interfaces, our system can immediately begin to infer touch locations, track user locations, recognize foot gestures, and detect object locations. Through a series of exploratory studies, we determined the preferable hardware design that adheres to construction conventions, as well as the optimal sensor density that mediates the trade-of between cost and performance. We summarize our findings into design guidelines that are generalizable to other floor interfaces. Finally, we provide example applications for room-scale tactile sensing enabled by our Flexel system.
Voice interaction is a fundamental human capacity, and we can use voice userinterfaces just speaking. However, in public spaces, we are hesitant to use them because of consideration for their surroundings and low pri...
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ISBN:
(纸本)9781450393218
Voice interaction is a fundamental human capacity, and we can use voice userinterfaces just speaking. However, in public spaces, we are hesitant to use them because of consideration for their surroundings and low privacy. Silent speech, a method that recognizes the movement of speech in silence, has been proposed as a solution to this problem, and it allows us to maintain our privacy when speaking. However, existing silent speech interfaces are burdensome because the sensor must be kept in contact with the face and mouth, and commands must be prepared for each user. In this study, we propose a method to input whispered speech at a quiet volume that cannot be heard by others using a pin microphone. Experimental results show that a recognition rate was 13.9% WER and 6.4% CER for 210 phrases. We showed that privacy-preserving vocal input is possible by whispering voices which are not comprehensible to others.
Vision-based 3D pose estimation has substantial potential in hand-object interaction applications and requires user-specified datasets to achieve robust performance. We propose ARnnotate, an Augmented Reality (AR) int...
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ISBN:
(纸本)9781450393201
Vision-based 3D pose estimation has substantial potential in hand-object interaction applications and requires user-specified datasets to achieve robust performance. We propose ARnnotate, an Augmented Reality (AR) interface enabling end-users to create custom data using a hand-tracking-capable AR device. Unlike other dataset collection strategies, ARnnotate first guides a user to manipulate a virtual bounding box and records its poses and the user's hand joint positions as the labels. By leveraging the spatial awareness of AR, the user manipulates the corresponding physical object while following the in-situ AR animation of the bounding box and hand model, while ARnnotate captures the user's first-person view as the images of the dataset. A 12-participant user study was conducted, and the results proved the systems usability in terms of the spatial accuracy of the labels, the satisfactory performance of the deep neural networks trained with the data collected by ARnnotate, and the users' subjective feedback.
software engineering (SE) is a complex symphony of development activities spanning multiple engineering phases. Despite best efforts, software engineers experience human errors. Human error theory from psychology has ...
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ISBN:
(纸本)9798400704239
software engineering (SE) is a complex symphony of development activities spanning multiple engineering phases. Despite best efforts, software engineers experience human errors. Human error theory from psychology has been studied in the context of SE, but human error assessment has yet to be adopted as part of typical post-mortem activities in SE. Our goal in this work is to evaluate an existing Taxonomy of Human Errors in software Engineering (T.H.E.S.E.) as a learning tool for software engineering students. We conducted a user study involving five SE students at the Rochester Institute of technology (RIT). In two experimental phases (17 weeks total), participants self-reported 162 human errors that they experienced during software development. Participants' feedback collected via surveys indicates that T.H.E.S.E. is clear, simple to use, and general to all phases of SE. Participants also indicated that human error assessment guided by T.H.E.S.E. (1) would benefit other students and professional software engineers and (2) enhanced their understanding of human errors in SE and of their own human errors. These are promising results indicating that human error assessment facilitated by T.H.E.S.E. is a valuable learning experience for software engineering students. We release anonymized survey responses and reported human errors. Future work should examine T.H.E.S.E. as a learning tool for professional software developers and examine other SE artifacts to identify categories of human error that are not presently captured by T.H.E.S.E.
Understanding the degree of user engagement in a VR game is vital to provide a better gaming experience. While prior work has suggested self-reports, and biological signal-based methods, measuring game engagement rema...
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ISBN:
(纸本)9781450393218
Understanding the degree of user engagement in a VR game is vital to provide a better gaming experience. While prior work has suggested self-reports, and biological signal-based methods, measuring game engagement remains a challenge due to its complex nature. In this work, we provide a preliminary exploration of using involuntary body gestures to measure user engagement in VR gaming. Based on data collected from 27 participants performing multiple VR games, we demonstrate a relationship between foot gesture based models for measuring arousal and physiological responses while engaging in VR games. Our fndings show the possibility of using involuntary body gestures to measure engagement.
Today, technology plays a pivotal role in our daily lives, significantly impacting individuals. Individuals with muscular dystrophy, such as Amyotrophic Lateral Sclerosis (ALS), benefit from eye-tracking technology, a...
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ISBN:
(纸本)9798400714092
Today, technology plays a pivotal role in our daily lives, significantly impacting individuals. Individuals with muscular dystrophy, such as Amyotrophic Lateral Sclerosis (ALS), benefit from eye-tracking technology, allowing them to interact with computers. This technology empowers them to control computer functions using only their eye movements, eliminating the need for traditional mouse and keyboard inputs. Despite these advancements, ALS patients still face challenges with certain tasks. Our study focuses on a specific individual with ALS who utilizes eye-tracking technology to navigate Adobe Premiere's video editing software. Our objective is to address these challenges by providing a solution that leverages the shortcut commands already available in Adobe Premiere Pro while also creating a simplified interface tailored for the individual we are designing for. This approach facilitates easier access to these shortcuts during his work. Our research emphasizes the potential to adapt and personalize assistive eye-tracking technology, creating more opportunities for individuals with disabilities.
MouthIO is the first customizable intraoral userinterface that can be equipped with various sensors and output components. It consists of an SLA-printed brace that houses a flexible PCB within a bite-proof enclosure ...
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We present TangibleGrid, a novel device that allows blind users to understand and design the layout of a web page with real-time tangible feedback. We conducted semi-structured interviews and a series of co-design ses...
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ISBN:
(纸本)9781450393201
We present TangibleGrid, a novel device that allows blind users to understand and design the layout of a web page with real-time tangible feedback. We conducted semi-structured interviews and a series of co-design sessions with blind users to elicit insights that guided the design of TangibleGrid. Our fnal prototype contains shape-changing brackets representing the web elements and a base-board representing the web page canvas. Blind users can design a web page layout through creating and editing web elements by snapping or adjusting tangible brackets on top of the baseboard. The baseboard senses the brackets' type, size, and location, verbalizes the information, and renders the web page on the client browser. Through a formative user study, we found that blind users could understand a web page layout through TangibleGrid. They were also able to design a new web layout from scratch without the help of sighted people.
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