Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, ...
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ISBN:
(纸本)1595933131
Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, and contingencies of feedback-mechanisms in paper-based interaction systems for paper-only environments. We identify three levels of feedback: discovery feedback (e.g., to aid with menu learning), status-indication feedback (e.g., for error detection), and task feedback (e.g., to aid in a search task). Using three modalities (visual, tactile, and auditory) which can be easily implemented on a pen-sized computer, we introduce a conceptual matrix to guide systematic research on pen-top feedback for paper-based interfaces. Using this matrix, we implemented a multimodal pen prototype demonstrating the potential of our approach. We conducted an experiment that confirmed the efficacy of our design in helping users discover a new interface and identify and correct their errors. Copyright 2006 ACM.
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social awareness and community building within work organizations. Taking inspirations from the cultural probes approach, we ...
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ISBN:
(纸本)9781605583990
Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social awareness and community building within work organizations. Taking inspirations from the cultural probes approach, we developed organizational probes as a set of investigation tools that could provide useful information about employees' everyday playful experiences within their work organizations. In an academic work environment, we applied our organizational probes over a period of three weeks. Based on the collected data we developed two design concepts for playful technologies in work environments.
As the world population is aging, there is an increasing need to support independent living of elderly people. Assistive environments incorporate the latest pervasive and ubiquitous technologies and provide a viable a...
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ISBN:
(纸本)9781605580678
As the world population is aging, there is an increasing need to support independent living of elderly people. Assistive environments incorporate the latest pervasive and ubiquitous technologies and provide a viable alternative to traditional assistive living. In this paper, we propose an evaluation framework to assess the quality of assistive environments. An assistive environment can be successful only if the potential users are willing to adopt it. The proposed framework identifies a set of attributes that are considered critical to user adoption. Sample metrics, as well as possible approaches to measure them, are also suggested to quantify those attributes. The framework is illustrated using an experimental assistive apartment environment that is being built at the University of Texas at Arlington. Copyright 2008 ACM.
Our research is the exploration of the social effects of human-robot interaction (HRI) on children with ASD, a population that has deficiencies in many types of social behavior. computers and robots have been shown to...
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ISBN:
(纸本)9781595939944
Our research is the exploration of the social effects of human-robot interaction (HRI) on children with ASD, a population that has deficiencies in many types of social behavior. computers and robots have been shown to be a catalyst for increased social interaction in children with ASD, yet that effect requires further study to be effectively employed as a therapeutic intervention.
In this paper, the emphasis is on research on facial and bodily expressions for the control and adaptation of games. We distinguish between two forms of expressions, depending on whether the user has the initiative an...
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In this paper, the emphasis is on research on facial and bodily expressions for the control and adaptation of games. We distinguish between two forms of expressions, depending on whether the user has the initiative and consciously uses his or her movements and expressions to control the interface, or whether the application takes the initiative to adapt itself to the affective state of the user as it can be interpreted from the user's expressive behavior.
We present a discriminative approach to human action recognition. At the heart of our approach is the use of common spatial patterns (CSP), a spatial filter technique that transforms temporal feature data by using dif...
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We present a discriminative approach to human action recognition. At the heart of our approach is the use of common spatial patterns (CSP), a spatial filter technique that transforms temporal feature data by using differences in variance between two classes. Such a transformation focusses on differences between classes, rather than on modelling each class individually. As a results, to distinguish between two classes, we can use simple distance metrics in the low-dimensional transformed space. The most likely class is found by pairwise evaluation of all discriminant functions. Our image representations are silhouette boundary gradients, spatially binned into cells. We achieve scores of approximately 96% on a standard action dataset, and show that reasonable results can be obtained when training on only a single subject. Future work is aimed at combining our approach with automatic human detection.
Unobtrusive and multiple-sensor interfaces enable observation of natural human behavior in smart environments. Being able to detect, analyze and interpret this activity allows for the implementation of various applica...
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Unobtrusive and multiple-sensor interfaces enable observation of natural human behavior in smart environments. Being able to detect, analyze and interpret this activity allows for the implementation of various applications, including real-time surveillance and real-time support in smart home and office environments. We focus on smart meeting environments, where nonverbal behavioral cues sometimes tell more about issues such as discussion participation, involvement and contribution, than information obtained from verbal contributions. An important aspect of this behavior is the interaction between meeting participants. We regard the special case where some of the participants are at physically different locations, which hinders natural interaction. We discuss how we can exploit the ability of a sensor-equipped environment to detect nonverbal interaction cues and use these to allow and improve natural interaction between collaborating participants at distributed locations. We focus on research efforts to detect nonverbal interaction cues by looking at various modalities. Also, we discuss how information obtained from the fusion of these modalities allows us to generate and display behavioral cues that allow remote participants to take part in a distributed meeting in a natural way.
Today, with the proliferation of affordable computing, people use multiple devices to fulfill their information needs. Designers approach each device platform individually, without accounting for the other devices tha...
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Today, with the proliferation of affordable computing, people use multiple devices to fulfill their information needs. Designers approach each device platform individually, without accounting for the other devices that users may also use. In many cases, the software applications on all the user's devices are designed to be functional replicates of each other, often with an emphasis on keeping their form and function consistent with the same application on other device platforms. In this paper, we present the idea of a personal information ecosystem, an analogy to biological ecosystems, which allows us to discuss the inter-relationships among users' devices. Using the examples of now-ubiquitous web-enabled devices, we discuss how considering the user's ecosystem of devices as a holistic design target gives designers and researchers a language to describe and discuss the design of applications that span multiple devices.
A rear-projection multi-touch tabletop display was augmented with hand tracking utilizing computer vision techniques. Touch detection by frustrated total internal reflection is useful for achieving interaction with ta...
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A rear-projection multi-touch tabletop display was augmented with hand tracking utilizing computer vision techniques. Touch detection by frustrated total internal reflection is useful for achieving interaction with tabletop displays, but the technique is not always reliable when multiple users in close proximity simultaneously interact with the display. To solve this problem, we combine touch detection and hand tracking techniques in order to allow multiple users to simultaneously interact with the display without interference. Our hope is that by considering activities occurring on and above a tabletop display, multiuser interaction will become more natural and useful, which should ultimately support collaborative work.
While public policy is a recognized important topic within human-computerinteraction, not enough attention within SIGCHI has been paid to public policy efforts outside of the USA. This panel at CHI 2008 will focus on...
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While public policy is a recognized important topic within human-computerinteraction, not enough attention within SIGCHI has been paid to public policy efforts outside of the USA. This panel at CHI 2008 will focus on CHI policy issues around the world. Specifically, we plan to address at least three major topics: accessibility, privacy, and voting.
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