Augmented reality (AR) and virtual reality (VR) are becoming a part of everyday life with the advance of other technologies such as computer vision systems, sensing technologies, graphics, mobile computing, etc. Their...
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This special interest group provides the forum for an unofficial gathering of the Child-computerinteraction community for CHI 2012. Its aim is to provide a venue for structured discussions and networking. Particularl...
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We examine the role of self-shaping and commitment devices in persuasive systems. Self-shaping refers to the practice of taking purposeful action in modifying one's environment in order to shape or influence one...
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ISBN:
(纸本)9781450302289
We examine the role of self-shaping and commitment devices in persuasive systems. Self-shaping refers to the practice of taking purposeful action in modifying one's environment in order to shape or influence one's own future behavior. We present results from a survey of 23 users that assessed the role self-shaping plays in their use of persuasive technologies. A second survey elicited 65 self-shaping designs from 41 expert users, finding the Fogg Behavior Model describes how the designs were indeed persuasive. We then reviewed 85 tools based on this model to show the two dimensions that can be used to organize persuasive devices: (1) salience of a tool's self-shaping features and (2) their intended flexibility. The resulting four categories of tools are useful for researchers and designers of persuasive systems.
The elder population is rising worldwide;in the US, no longer being able to drive is a significant marker of loss of independence. One of the approaches to helping elders drive more safely is to investigate the use of...
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ISBN:
(纸本)9781450302289
The elder population is rising worldwide;in the US, no longer being able to drive is a significant marker of loss of independence. One of the approaches to helping elders drive more safely is to investigate the use of automotive user interface technology, and specifically, to explore the instrument panel (IP) display design to help attract and manage attention and make information easier to interpret. In this paper, we explore the premise that dashboard displays can be better designed to support elder drivers, their information needs, and their cognitive capabilities. We conducted a study to understand which display design features are critically linked to issues of divided attention and driving performance. We found that contrast of size and reduced clutter are instrumental in enhancing driving performance, particularly for the elder population. Surprisingly, our results showed that color elements have a negative effect on driving performance for elders, while color elements and fills slightly improve performance. We conclude with design implications generated from this work. Copyright 2011 ACM.
Spectacle computing is a novel strategy for vibrantly projecting information into the public sphere using expressive and tangible media. We demonstrate an example of this computing meme with large, glowing balloons th...
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TeslaTouch is a technology that provides tactile sensation to moving fingers on touch screens. Based on TeslaTouch, we have developed applications for the visually impaired to interpret and create 2D tactile informati...
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ISBN:
(纸本)9781450302289
TeslaTouch is a technology that provides tactile sensation to moving fingers on touch screens. Based on TeslaTouch, we have developed applications for the visually impaired to interpret and create 2D tactile information. In this paper, we demonstrate these applications, present observations from the interaction, and discuss TeslaTouch's potential in supporting communication among visually impaired individuals.
Icons in graphical user interfaces convey information in a mostly universal fashion that allows users to immediately interact with new applications, systems and devices. In this paper, we define Kineticons - an iconog...
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ISBN:
(纸本)9781450302289
Icons in graphical user interfaces convey information in a mostly universal fashion that allows users to immediately interact with new applications, systems and devices. In this paper, we define Kineticons - an iconographic scheme based on motion. By motion, we mean geometric manipulations applied to a graphical element over time (e.g., scale, rotation, deformation). In contrast to static graphical icons and icons with animated graphics, kineticons do not alter the visual content or "pixel-space" of an element. Although kineticons are not new - indeed, they are seen in several popular systems - we formalize their scope and utility. One powerful quality is their ability to be applied to GUI elements of varying size and shape - from a something as small as a close button, to something as large as dialog box or even the entire desktop. This allows a suite of system-wide kinetic behaviors to be reused for a variety of uses. Part of our contribution is an initial kineticon vocabulary, which we evaluated in a 200 participant study. We conclude with discussion of our results and design recommendations. Copyright 2011 ACM.
Drummers and non-drummers alike can often be seen making percussive gestures on their chests, knees and feet. Ubiquitous Drums enhances this experience by providing musical feedback for these and other gestures. This ...
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Street art and political activism have a rich history of shaping urban landscapes. Our work explores the processes by which public artists and political activists contribute to public spaces, introducing opportunities...
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The article discusses various reports published within the issue, including one on EMBR, a state-of-the-art character animation engine, another on the second dimension, identity and individuality and another on the ge...
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The article discusses various reports published within the issue, including one on EMBR, a state-of-the-art character animation engine, another on the second dimension, identity and individuality and another on the generation of basic-level reactive behavior when groups of people come together.
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