We present EDITalk, a novel voice-based, eyes-free word processing interface. We used a Wizard-of-Oz elicitation study to investigate the viability of eyes-free word processing in the mobile context and to elicit user...
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The Maker movement has encouraged more people to start working with electronics and embedded processors. A key challenge in developing and debugging custom embedded systems is understanding their behavior, particularl...
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ISBN:
(纸本)9781450349819
The Maker movement has encouraged more people to start working with electronics and embedded processors. A key challenge in developing and debugging custom embedded systems is understanding their behavior, particularly at the boundary between hardware and software. Existing tools such as step debuggers and logic analyzers only focus on software or hardware, respectively. This paper presents a new development environment designed to illuminate the boundary between embedded code and circuits. Bifrost automatically instruments and captures the progress of the user's code, variable values, and the electrical and bus activity occurring at the interface between the processor and the circuit it operates in. This data is displayed in a linked visualization that allows navigation through time and program execution, enabling comparisons between variables in code and signals in circuits. Automatic checks can detect low-level hardware configuration and protocol issues, while user-authored checks can test particular application semantics. In an exploratory study with ten participants, we investigated how Bifrost influences debugging workflows.
One of the main drawbacks of the fixation-based gaze interfaces is that they are unable to distinguish top-down attention (or selection, a gaze with a purpose) from stimulus driven bottom-up attention (or navigation, ...
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ISBN:
(纸本)9781450359498
One of the main drawbacks of the fixation-based gaze interfaces is that they are unable to distinguish top-down attention (or selection, a gaze with a purpose) from stimulus driven bottom-up attention (or navigation, a stare without any intentions) without time durations or unnatural eye movements. We found that using the bistable image called the Necker's cube as a button userinterface (UI) helps to remedy the limitation. When users switch two rivaling percepts of the Necker's cube at will, unique eye movements are triggered and these characteristics can be used to indicate a button press or a selecting action. In this paper, we introduce (1) the cognitive phenomenon called "percept switch" for gaze interaction, and (2) propose "perceptual switch" or the Necker's cube userinterface (UI) which uses "percept switch" as the indication of a selection. Our preliminary experiment confirms that perceptual switch can be used to distinguish voluntary gaze selection from random navigation, and discusses that the visual elements of the Necker's cube such as size and biased visual cues could be adjusted for the optimal use of individual users.
Sensor technologies have been adapted to performing arts, and owing to the recent advancement of low-cost mobile electroencephalography devices, brain-computer interface (BCI) is integrated to dance performances as we...
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ISBN:
(纸本)9781450354196
Sensor technologies have been adapted to performing arts, and owing to the recent advancement of low-cost mobile electroencephalography devices, brain-computer interface (BCI) is integrated to dance performances as well. Nevertheless, BCI is less accessible to artists compared to other sensors because signal processing and machine learning are required. This paper proposes a work-in-progress example of BCI applications for performances that has been designed in collaboration with contemporary dancers. Its contribution is that the piece is not an add-on to a performance, but the implementation reflects practices of contemporary dance.
Navigating through a virtual, 3D reconstructed scene has recently become very important in many applications. A popular approach is to virtually travel to the photos used in reconstructing the scene;such an approach m...
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ISBN:
(纸本)9781450355483
Navigating through a virtual, 3D reconstructed scene has recently become very important in many applications. A popular approach is to virtually travel to the photos used in reconstructing the scene;such an approach may be generally termed a "snapping-to-photos" virtual travel interface. While previous work has either used fully constrained interfaces (always at the photos) or minimally constrained interfaces (free-flight navigation), in this paper we introduce new snapping-to-photos interfaces that lie in between these two extremes. Our snapping-to-photos interfaces snap the view to a photo in 3D based on viewpoint similarity and optionally the user's mouse cursor or finger-tap position. Experimental results, with both indoor and outdoor scene reconstructions, found that our snapping-to-photos interfaces are preferred over the baseline fully constrained-to-photos interface, that there exist differences between indoor and outdoor scenes, and that users preferred and were able to reach target photos better with click-to-snap point-of interest snapping compared to automatic point-of-view snapping.
We propose a new type of printing system that incorporates sensors in a handheld printer to reflect in real time user intent in the results of printing on paper. This system achieves two key functions: "real-time...
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ISBN:
(纸本)9781450354196
We propose a new type of printing system that incorporates sensors in a handheld printer to reflect in real time user intent in the results of printing on paper. This system achieves two key functions: "real-time embellishment" for altering printed content by reading user hand movements by pressure and optical sensors, and "local transcription" for selecting content to be output by tracing existing content on paper with a linear camera. We performed experiments to measure the accuracy of both techniques and evaluate their usefulness.
Pointing is a fundamental interaction technique where user movement is translated to spatial input on a display. Conventionally, this is based on a rigid configuration of a display coupled with a pointing device that ...
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ISBN:
(纸本)9781450349819
Pointing is a fundamental interaction technique where user movement is translated to spatial input on a display. Conventionally, this is based on a rigid configuration of a display coupled with a pointing device that determines the types of movement that can be sensed, and the specific ways users can affect pointer input. Spontaneous spatial coupling is a novel input technique that instead allows any body movement, or movement of tangible objects, to be appropriated for touchless pointing on an ad hoc basis. Pointer acquisition is facilitated by the display presenting graphical objects in motion, to which users can synchronise to define a temporary spatial coupling with the body part or tangible object they used in the process. The technique can be deployed using minimal hardware, as demonstrated by MatchPoint, a generic computer vision-based implementation of the technique that requires only a webcam. We explore the design space of spontaneous spatial coupling, demonstrate the versatility of the technique with application examples, and evaluate MatchPoint performance using a multidirectional pointing task.
In this paper, we propose a grouping scheme that classifies applications into groups for individual users by utilizing their geometrical information on a tabletop system. The proposed scheme investigates the geometric...
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ISBN:
(纸本)9781450354196
In this paper, we propose a grouping scheme that classifies applications into groups for individual users by utilizing their geometrical information on a tabletop system. The proposed scheme investigates the geometrical information of each application, such as its position on the display and its rotational information, and then groups the applications of each individual user by utilizing a classifier with the geometrical information. We evaluate the proposed scheme with lab experiments, and the results show that, on average, 95.6% of applications are well classified into their users.
Usability has a distinct subjective component, yet surprisingly little is known about its neural basis and relation to the neuroanatomy of aesthetics. To begin closing this gap, we conducted two functional magnetic re...
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ISBN:
(纸本)9781450349819
Usability has a distinct subjective component, yet surprisingly little is known about its neural basis and relation to the neuroanatomy of aesthetics. To begin closing this gap, we conducted two functional magnetic resonance imaging studies in which participants were shown static webpages (in the first study) and videos of interaction with webpages (in the second study). The webpages were controlled so as to exhibit high and low levels of perceived usability and perceived aesthetics. Our results show unique links between perceived usability and brain areas involved in functions such as emotional processing (left fusiform gyms, superior frontal gyms), anticipation of physical interaction (precentral gyms), task intention (anterior cingulate cortex), and linguistic processing (medial and bilateral superior frontal gyri). We use these findings to discuss the brain correlates of perceived usability and the use of fMRI for usability evaluation and for generating new user experiences.
We present Ani-Bot, a modular robotics system that allows users to construct Do-It-Yourself (DIY) robots and use mixed-reality approach to interact with them. Ani-Bot enables novel user experience by embedding Mixed-R...
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ISBN:
(纸本)9781450354196
We present Ani-Bot, a modular robotics system that allows users to construct Do-It-Yourself (DIY) robots and use mixed-reality approach to interact with them. Ani-Bot enables novel user experience by embedding Mixed-Reality Interaction (MRI) in the three phases of interacting with a modular construction kit, namely, Creation, Tweaking, and Usage. In this paper, we first present the system design that allows users to instantly perform MRI once they finish assembling the robot. Further, we discuss the augmentations offered by MRI in the three phases in specific.
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