In this workshop, we propose to bring together researchers from industry and academia to discuss the design of new technologies for families. We will focus on both design techniques and the technologies themselves. Th...
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ISBN:
(纸本)1581134541
In this workshop, we propose to bring together researchers from industry and academia to discuss the design of new technologies for families. We will focus on both design techniques and the technologies themselves. Through discussions and brainstorming we hope to discover new ideas, which can be disseminated more broadly.
A dynamic query interface for finding patterns in time series data is demonstrated. The identification of patterns in time series data sets is a task that arises in a wide variety of application domains. It is reporte...
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ISBN:
(纸本)1581134541
A dynamic query interface for finding patterns in time series data is demonstrated. The identification of patterns in time series data sets is a task that arises in a wide variety of application domains. It is reported that this demonstration presents the timebox model of rectangular regions that specify constraints for dynamic queries over time series data sets, and the TimeSearcher application, which uses timeboxes as the basis of an interactive query tool.
This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided interface control. I-VT is a common eye mov...
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ISBN:
(纸本)9781605586007
This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided interface control. I-VT is a common eye movement identification model employed by the eye tracking community, but it is neither robust nor capable of handling high levels of noise present in the eye position data. Previous research implies that use of a Kalman filter reduces the noise in the eye movement signal and predicts the signal during brief eye movement failures, but the actual performance of I-KF was never evaluated. We evaluated the performance of I-VT and I-KF models using guidelines for ISO 9241 Part 9 standard, which is designed for evaluation of non keyboard/mouse input devices with emphasis on performance, comfort, and effort. Two applications were implemented for the experiment: 1) an accuracy test 2) a photo viewing application specifically designed for eye-gaze-guided control. Twenty-one subjects participated in the evaluation of both models completing a series of tasks. The results indicates that I-KF allowed participants to complete more tasks with shorter completion time while providing higher general comfort, accuracy and operation speeds with easier target selection than the I-VT model. We feel that these results are especially important to the engineers of new assistive technologies and interfaces that employ eye-tracking technology in their design. Copyright 2009 ACM.
Physical interactive environments can come in many forms: museum installations, amusement parks, experimental theaters, and more. Programming these environments has historically been done by adults, and children, as t...
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ISBN:
(纸本)1581134533
Physical interactive environments can come in many forms: museum installations, amusement parks, experimental theaters, and more. Programming these environments has historically been done by adults, and children, as the visiting participants, have been offered few pre-created choices to explore. Given these creative limitations, the goal of our research has been to develop programming tools for physical interactive environments that are appropriate for use by young children (ages 4-6). We have explored numerous design approaches over the past two years. Recently we began focusing on a "physical programming" approach and developed a wizard-of-oz prototype for young children. This paper presents the motivation for this research, the evolution of our programming approach, and our recent explorations with children.
This study explores the use of virtual reality (VR) as an educational tool to enhance the understanding of electricity and magnetism among 10th-grade students in India. A VR application was developed using Unity and M...
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Paper Augmented Digital Documents (PADDs) are digital documents that can be manipulated either on a computer screen or on paper. PADDs, and the infrastructure supporting them, can be seen as a bridge between the digit...
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A growing number of projects are solving complex computational and scientific tasks by soliciting human feedback through games. Many games with a purpose focus on generating textual tags for images. In contrast, we in...
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The importance of play in young children's lives cannot be minimized. From teddy bears to blocks, children's experiences with the tools of play can impact their social, emotional, physical, and cognitive devel...
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ISBN:
(纸本)1595930965
The importance of play in young children's lives cannot be minimized. From teddy bears to blocks, children's experiences with the tools of play can impact their social, emotional, physical, and cognitive development. Today, the tools of play include desktop computers and computer-enhanced physical environments. In this paper, we consider the merits of desktop and physical environments for young children (4-6 years old), by comparing the same content-infused game in both contexts. Both quantitative and qualitative methods are used for data collection and analysis. Copyright 2007 ACM.
For applications such as video surveillance and humancomputer interface, we propose an efficiently integrated method to detect and track faces. Various visual cues are combined to the algorithm: motion, skin color, g...
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Social interaction and collaboration are essential to the emotional and cognitive development of young children [40]. Constructionism [32] is a learning theory where children learn as they build or construct a public ...
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ISBN:
(纸本)9781595937476
Social interaction and collaboration are essential to the emotional and cognitive development of young children [40]. Constructionism [32] is a learning theory where children learn as they build or construct a public artifact. Creative activities that promote collaboration, especially those based on principles of constructionism, provide enhanced learning opportunities for young children. Mobile devices can support the learning experience as children can create artifacts in various contexts. The proposed research incorporates collaboration, constructionism, children, stories and mobile technologies;specifically investigating developmentally appropriate interfaces to support mobile collaboration for young children. Copyright 2007 ACM.
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