In this keynote talk, Dr. Costanza-Chock will explore the theory and practice of design justice, discuss how design affordances, disaffordances, and dysaffordances distribute benefits and burdens unequally according t...
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ISBN:
(纸本)9781450375146
In this keynote talk, Dr. Costanza-Chock will explore the theory and practice of design justice, discuss how design affordances, disaffordances, and dysaffordances distribute benefits and burdens unequally according to users? location within the matrix of domination (white supremacy, heteropatriarchy, ableism, capitalism, and settler colonialism), and invite us to consider how userinterface designers can intentionally contribute to building ?a better world?, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability.
In large-scale online service systems, software changes are in evitable and frequent. Due to importing new code or configurations, changes are likely to incur incidents and destroy user experience. Thus it is essentia...
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ISBN:
(纸本)9781450385626
In large-scale online service systems, software changes are in evitable and frequent. Due to importing new code or configurations, changes are likely to incur incidents and destroy user experience. Thus it is essential for engineers to identify bad software changes, so as to reduce the influence of incidents and improve system re liability. To better understand bad software changes, we perform the first empirical study based on large-scale real-world data from a large commercial bank. Our quantitative analyses indicate that about 50.4% of incidents are caused by bad changes, mainly be cause of code defect, configuration error, resource contention, and software version. Besides, our qualitative analyses show that the current practice of detecting bad software changes performs not well to handle heterogeneous multi-source data involved in soft ware changes. Based on the findings and motivation obtained from the empirical study, we propose a novel approach named SCWarn aiming to identify bad changes and produce interpretable alerts accurately and timely. The key idea of SCWarn is drawing support from multimodal learning to identify anomalies from heterogeneous multi-source data. An extensive study on two datasets with various bad software changes demonstrates our approach significantly outperforms all the compared approaches, achieving 0.95 F1-score on average and reducing MTTD (mean time to detect) by 20.4%-60.7%. In particular, we shared some success stories and lessons learned from the practical usage.
In this work, a ray-casting-based three-dimensional (3D) pointing and dragging interface for naked-eye stereoscopic displays is proposed. When a user holds a stylus and points it to a display, the proposed system disp...
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ISBN:
(纸本)9781450376198
In this work, a ray-casting-based three-dimensional (3D) pointing and dragging interface for naked-eye stereoscopic displays is proposed. When a user holds a stylus and points it to a display, the proposed system displays a ray, which extends from the stylus to the virtual space in the display. This ray can be used to interact with objects in the virtual space. By conducting a user study, we found that the proposed method allows users to perform 3D pointing with smaller hand movements compared to a hand-capture-based interface. A model, which extends Fitts's law, is also proposed. This model is capable of well predicting the time required for a 3D pointing task.
Modernization and computer technology play a key role in school management. As the demand for information within educational institutions increases, tasks become increasingly complex and labor-intensive, including the...
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Near-surface multi-finger tracking (NMFT) technology expands the input space of touchscreens by enabling novel interactions such as mid-air and finger-aware interactions. We present DeepFisheye, a practical NMFT solut...
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ISBN:
(纸本)9781450375146
Near-surface multi-finger tracking (NMFT) technology expands the input space of touchscreens by enabling novel interactions such as mid-air and finger-aware interactions. We present DeepFisheye, a practical NMFT solution for mobile devices, that utilizes a fisheye camera attached at the bottom of a touchscreen. DeepFisheye acquires the image of an interacting hand positioned above the touchscreen using the camera and employs deep learning to estimate the 3D position of each fingertip. We created two new hand pose datasets comprising fisheye images, on which our network was trained. We evaluated DeepFisheye's performance for three device sizes. DeepFisheye showed average errors with approximate value of 20 mm for fingertip tracking across the different device sizes. Additionally, we created simple rule-based classifiers that estimate the contact finger and hand posture from DeepFisheye's output. The contact finger and hand posture classifiers showed accuracy of approximately 83 and 90%, respectively, across the device sizes.
This paper aims to describe how Human-Computer Interaction (HCI) is taught at academic and also how UI-UX is practiced in industry in Malaysia by a group of panelists from HCI academic and also industry UX practitione...
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Since aesthetics of a graphical userinterface have become a sub-factor of the ISO 25010 standard on software quality, organisations start wondering how to practically evaluate this property in a consistent way. To ad...
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Keyframe-based sculpting provides unprecedented freedom to author animated organic models, which can be difficult to create with other methods such as simulation, scripting, and rigging. However, sculpting animated ob...
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ISBN:
(纸本)9781450375146
Keyframe-based sculpting provides unprecedented freedom to author animated organic models, which can be difficult to create with other methods such as simulation, scripting, and rigging. However, sculpting animated objects can require significant artistic skill and manual labor, even more so than sculpting static 3D shapes or drawing 2D animations, which are already quite challenging. We present a keyframe-based animated sculpting system with the capability to autocomplete user editing under a simple and intuitive brushing interface. Similar to current desktop sculpting and VR brushing tools, users can brush surface details and volume structures. Meanwhile, our system analyzes their workflows and predicts what they might do in the future, both spatially and temporally. users can accept or ignore these suggestions and thus maintain full control. We propose the first interactive suggestive keyframe sculpting system, specifically for spatio-temporal repetitive tasks, including low-level spatial details and high-level brushing structures across multiple frames. Our key ideas include a deformation-based optimization framework to analyze recorded workflows and synthesize predictions, and a semi-causal global similarity measurement to support flexible brushing stroke sequences and complex shape changes. Our system supports a variety of shape and motion styles, including those difficult to achieve via existing animation systems, such as topological changes that cannot be accomplished via simple rig-based deformations and stylized physically-implausible motions that cannot be simulated. We evaluate our system via a pilot user study that demonstrates the effectiveness of our system.
Morphing materials allow us to create new modalities of interaction and fabrication by leveraging the materials' dynamic behaviors. Yet, despite the ongoing rapid growth of computational tools within this realm, c...
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ISBN:
(纸本)9781450375146
Morphing materials allow us to create new modalities of interaction and fabrication by leveraging the materials' dynamic behaviors. Yet, despite the ongoing rapid growth of computational tools within this realm, current developments are bottlenecked by the lack of an effective simulation method. As a result, existing design tools must trade-off between speed and accuracy to support a real-time interactive design scenario. In response, we introduce SimuLearn, a data-driven method that combines finite element analysis and machine learning to create real-time (0.61 seconds) and truthful (97% accuracy) morphing material simulators. We use mesh-like 4D printed structures to contextualize this method and prototype design tools to exemplify the design workflows and spaces enabled by a fast and accurate simulation method. Situating this work among existing literature, we believe SimuLearn is a timely addition to the HCI CAD toolbox that can enable the proliferation of morphing materials.
users are eager to interact with and control virtual proxies in the reconstructed virtual world using physical objects with haptic feedback since the development of AR/VR. Therefore, we propose ARToken, a device that ...
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ISBN:
(纸本)9781450384612
users are eager to interact with and control virtual proxies in the reconstructed virtual world using physical objects with haptic feedback since the development of AR/VR. Therefore, we propose ARToken, a device that virtualizes physical objects through AR tracking, and then links the relative positions of the Token device and virtual representations through its system, generating interactive virtual environments based on physical environments. In addition to tracking position through AR images, when the object exceeds the recognition range of AR Image, the IMU sensor can be used to detect rotation and displacement. ARToken sends this information through WiFi, allowing for real-time feedback of the state of the real object to the corresponding virtual representation. Also, this system allows for simultaneous tracking of multiple devices. To verify our design, we have produced two applications that exhibit how ARToken aids in generating virtual environments based on physical environments and links virtual and physical objects as one.
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