Within the millions of digital communications posted in online social networks, there is undoubtedly some valuable and useful information. Although a large portion of social media content is considered to be babble, r...
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This paper addresses how children can collaborate by leveraging the ubiquity of mobile devices. Specifically we investigate how children (ages 8 - 9) read and share children's stories using two collaborative confi...
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We present DataPrism, a new interactive visualization tool to aid analysis of multimodal activity data. DataPrism enables analysts to visualize, annotate, and link multiple time-based data streams, including video, lo...
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The knowledge structures and reasoning processes that underlie the use of external representations (ERs) in individuals with autism spectrum disorder (ASD) are not well understood. This paper compares the organisation...
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Real-time monitoring and responding to events observed across multiple surveillance cameras can pose an overwhelmingly high mental workload. Contextualized Video Interfaces (which place the surveillance videos within ...
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Real-time monitoring and responding to events observed across multiple surveillance cameras can pose an overwhelmingly high mental workload. Contextualized Video Interfaces (which place the surveillance videos within their spatial context) can be used to support these tasks. In order for users to integrate information from the videos and the spatial context as the events progress in real time, navigation interfaces are required. However, different tasks seem to favor different navigation techniques. In this paper, we describe the formal evaluation of four navigation designs for Contextualized Video Interfaces. The four designs arise from the consideration of two important factors of navigation techniques: navigation mode (manual or semi-automatic) and navigation context (overview or detailed view). To avoid a piecemeal understanding of the navigation techniques, we evaluated them using three tasks that have different information requirements. While semi-automatic navigation was generally preferable, low-DOF manual navigation techniques were found to be useful in certain situations. The choice between overview navigation and detailed-view navigation depends primarily on the user's information requirement in the task. Based on the findings, we provide guidelines on how to select designs according to task features.
Prior studies have shown that learning by problem solving in an intelligent tutoring system such as the Cognitive Tutor can be even more effective when worked examples are added in comparison to problem solving alone....
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This paper presents our team's design and implementation of an innovative solution to solve the challenge proposed by the 3DUI Contest, which consisted of creating a 3DUI to solve simple 3D puzzles. Rather than us...
This paper presents our team's design and implementation of an innovative solution to solve the challenge proposed by the 3DUI Contest, which consisted of creating a 3DUI to solve simple 3D puzzles. Rather than using a direct manipulation technique to handle placement of the puzzle pieces, such as the virtual hand, we designed an innovative technique based on build. We aimed to provide a fun and intuitive way to solve puzzles that is not possible in the physical world. Rather than having to focus on specific pieces one at a time, users instead build pieces from individual building blocks, allowing them to focus on the structure of the puzzle space. The results of a user study showed that this system provides a fun and engaging experience for both novices and experts. We believe that performance was determined primarily by experience with games and 3D puzzles rather than by 3DUI design.
Issues such as hand and tracker jitter negatively affect user performance with the ray-casting selection technique in 3D environments. This makes it difficult for users to perform tasks that require them to select obj...
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Issues such as hand and tracker jitter negatively affect user performance with the ray-casting selection technique in 3D environments. This makes it difficult for users to perform tasks that require them to select objects that have a small visible area, since small targets require high levels of precision. We introduce an approach to address this issue that uses progressive refinement of the set of selectable objects to reduce the required precision of the task. We present a design space of progressive refinement techniques and an exemplar technique called Sphere-casting refined by QUAD-menu (SQUAD). We explore the tradeoffs between progressive refinement and immediate selection techniques in an evaluation comparing SQUAD to ray-casting. Both an analytical evaluation based on a distal pointing model and an empirical evaluation demonstrate that progressive refinement selection can be better than immediate selection. SQUAD was much more accurate than ray-casting, and SQUAD was faster than ray-casting with small targets and less cluttered environments.
At CHI2011 we organized a SIG session asking the question "What theoretical roots do we build on, if any, in UX research?" Overall, 122 single items from about 70 participants were collected, which corrobora...
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