注目の論文一覧

各カテゴリ上位30論文までを表示しています

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2022.acm.org/)

5
Personal Dream Informatics: A Self-Information Systems Model of Dream Engagement
Michael Jeffrey Daniel. Hoefer (University of Colorado Boulder, Boulder, Colorado, United States)Bryce E. Schumacher (University of Colorado Boulder, Boulder, Colorado, United States)Stephen Voida (University of Colorado Boulder, Boulder, Colorado, United States)
We present the research area of personal dream informatics: studying the self-information systems that support dream engagement and communication between the dreaming self and the wakeful self. Through a survey study of 281 individuals primarily recruited from an online community dedicated to dreaming, we develop a dream-information systems view of dreaming and dream tracking as a type of self-information system. While dream-information systems are characterized by diverse tracking processes, motivations, and outcomes, they are universally constrained by the ephemeral dreamset - the short period of time between waking up and rapid memory loss of dream experiences. By developing a system dynamics model of dreaming we highlight feedback loops that serve as high leverage points for technology designers, and suggest a variety of design considerations for crafting technology that best supports dream recall, dream tracking, and dreamwork for nightmare relief and personal development.
4
Embodied Geometric Reasoning with a Robot: The Impact of Robot Gestures on Student Reasoning about Geometrical Conjectures
Joseph E. Michaelis (University of Illinois at Chicago, Chicago, Illinois, United States)Daniela Di Canio (University of Illinois at Chicago, Chicago, Illinois, United States)
In this paper, we explore how the physically embodied nature of robots can influence learning through non-verbal communication, such as gesturing. We take an embodied cognition perspective to examine student interactions with a NAO robot that uses gestures while reasoning about geometry conjectures. College aged students (N = 30) were randomly assigned to either a dynamic condition, where the robot uses dynamic gestures that represent and manipulate geometric shapes in the conjectures, or control condition, where the robot uses beat gestures that match the rhythm of speech. Students in the dynamic condition: (1) use more gestures when they reason about geometry conjectures, (2) look more at the robot as it speaks, (3) feel the robot is a better study partner and uses effective gestures, but (4) were not more successful in correctly reasoning about geometry conjectures. We discuss implications for socially supported and embodied learning with a physically present robot.
3
StoryDrawer: A Child-AI Collaborative Drawing System to Support Children's Creative Visual Storytelling
Chao Zhang (Zhejiang University, Hangzhou, China)Cheng Yao (Zhejiang University, Hangzhou, China)Jiayi Wu (Zhejiang University, Hangzhou, China)Weijia Lin (Zhejiang University, Hangzhou, China)Lijuan Liu (Zhejiang University, Hangzhou, China)Ge Yan (Zhejiang University, HangZhou, China)Fangtian Ying (Hubei University of Technology, Wuhan, China)
Visual storytelling is a new approach to creative expression based on verbal and figural creativity. The keys to visual storytelling are narrating and drawing over a period of time, which can be beneficial but also demanding on creativity for children. Informed by need-finding investigations, we developed StoryDrawer, a co-creative system that supports visual storytelling for children aged 6–10 years through collaborative drawing between children and artificial intelligence (AI). The system includes a context-based voice agent and two AI-driven collaborative strategies: the real-time transformation of children’s telling into drawings, and the generation of abstract sketches with semantic similarity to existing story content. We conducted a 2 × 2 study with 64 children to evaluate the efficacy of StoryDrawer by varying the two strategies in four conditions. The results suggest that StoryDrawer provoked participants’ creative and elaborate ideas and contributed to their creative outcomes during an engaging visual storytelling experience.
3
Shaping Textile Sliders: An Evaluation of Form Factors and Tick Marks for Textile Sliders
Oliver Nowak (RWTH Aachen University, Aachen, Germany)René Schäfer (RWTH Aachen University, Aachen, Germany)Anke Brocker (RWTH Aachen University, Aachen, Germany)Philipp Wacker (RWTH Aachen University, Aachen, Germany)Jan Borchers (RWTH Aachen University, Aachen, Germany)
Textile interfaces enable designers to integrate unobtrusive media and smart home controls into furniture such as sofas. While the technical aspects of such controllers have been the subject of numerous research projects, the physical form factor of these controls has received little attention so far. This work investigates how general design properties, such as overall slider shape, raised vs. recessed sliders, and number and layout of tick marks, affect users' preferences and performance. Our first user study identified a preference for certain design combinations, such as recessed, closed-shaped sliders. Our second user study included performance measurements on variations of the preferred designs from study 1, and took a closer look at tick marks. Tick marks supported orientation better than slider shape. Sliders with at least three tick marks were preferred, and performed well. Non-uniform, equally distributed tick marks reduced the movements users needed to orient themselves on the slider.
3
O&O: A DIY toolkit for designing and rapid prototyping olfactory interfaces
Yuxuan Lei (Tsinghua University, Beijing, China)Qi Lu (Tsinghua University, Beijing, China)Yingqing Xu (Tsinghua University, Beijing, China)
Constructing olfactory interfaces on demand requires significant design proficiency and engineering effort. The absence of powerful and convenient tools that reduced innovation complexity posed obstacles for future research in the area. To address this problem, we proposed O&O, a modular olfactory interface DIY toolkit. The toolkit consists of: (1) a scent generation kit, a set of electronics and accessories that supported three common scent vaporization techniques; (2) a module construction kit, a set of primitive cardboard modules for assembling permutable functional structures; (3) a design manual, a step-by-step design thinking framework that directs the decision-making and prototyping process. We organized a formal workshop with 19 participants and four solo DIY trials to evaluate the capability of the toolkit, the overall user engagement, the creations in both sessions, and the iterative suggestions. Finally, design implications and future opportunities were discussed for further research.
3
Adaptive Empathy Learning Support in Peer Review Scenarios
Thiemo Wambsganss (University of St. Gallen, Sankt Gallen, Switzerland)Matthias Soellner (University of Kassel, Kassel, Germany)Kenneth R. Koedinger (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Jan Marco Leimeister (University of St. Gallen, St. Gallen, Switzerland)
Advances in Natural Language Processing offer techniques to detect the empathy level in texts. To test if individual feedback on certain students’ empathy level in their peer review writing process will help them to write more empathic reviews, we developed ELEA, an adaptive writing support system that provides students with feedback on the cognitive and emotional empathy structures. We compared ELEA to a proven empathy support tool in a peer review setting with 119 students. We found students using ELEA wrote more empathic peer reviews with a higher level of emotional empathy compared to the control group. The high perceived skill learning, the technology acceptance, and the level of enjoyment provide promising results to use such an approach as a feedback application in traditional learning settings. Our results indicate that learning applications based on NLP are able to foster empathic writing skills of students in peer review scenarios.
2
A Layered Authoring Tool for Stylized 3D animations
Jiaju Ma (Brown University, Providence, Rhode Island, United States)Li-Yi Wei (Adobe Research, San Jose, California, United States)Rubaiat Habib Kazi (Adobe Research, Seattle, Washington, United States)
Guided by the 12 principles of animation, stylization is a core 2D animation feature but has been utilized mainly by experienced animators. Although there are tools for stylizing 2D animations, creating stylized 3D animations remains a challenging problem due to the additional spatial dimension and the need for responsive actions like contact and collision. We propose a system that helps users create stylized casual 3D animations. A layered authoring interface is employed to balance between ease of use and expressiveness. Our surface level UI is a timeline sequencer that lets users add preset stylization effects such as squash and stretch and follow through to plain motions. Users can adjust spatial and temporal parameters to fine-tune these stylizations. These edits are propagated to our node-graph-based second level UI, in which the users can create custom stylizations after they are comfortable with the surface level UI. Our system also enables the stylization of interactions among multiple objects like force, energy, and collision. A pilot user study has shown that our fluid layered UI design allows for both ease of use and expressiveness better than existing tools.
2
"I don't want to feel like I'm working in a 1960s factory": The Practitioner Perspective on Creativity Support Tool Adoption
Srishti Palani (Autodesk Research, Toronto, Ontario, Canada)David Ledo (Autodesk Research, Toronto, Ontario, Canada)George Fitzmaurice (Autodesk Research, Toronto, Ontario, Canada)Fraser Anderson (Autodesk Research, Toronto, Ontario, Canada)
With the rapid development of creativity support tools, creative practitioners (e.g., designers, artists, architects) have to constantly explore and adopt new tools into their practice. While HCI research has focused on developing novel creativity support tools, little is known about creative practitioner's values when exploring and adopting these tools. We collect and analyze 23 videos, 13 interviews, and 105 survey responses of creative practitioners reflecting on their values to derive a value framework. We find that practitioners value the tools' functionality, integration into their current workflow, performance, user interface and experience, learning support, costs and emotional connection, in that order. They largely discover tools through personal recommendations. To help unify and encourage reflection from the wider community of CST stakeholders (e.g., systems creators, researchers, marketers, educators), we situate the framework within existing research on systems, creativity support tools and technology adoption.
2
Paper Trail: An Immersive Authoring System for Augmented Reality Instructional Experiences
Shwetha Rajaram (University of Michigan, Ann Arbor, Michigan, United States)Michael Nebeling (University of Michigan, Ann Arbor, Michigan, United States)
Prior work has demonstrated augmented reality's benefits to education, but current tools are difficult to integrate with traditional instructional methods. We present Paper Trail, an immersive authoring system designed to explore how to enable instructors to create AR educational experiences, leaving paper at the core of the interaction and enhancing it with various forms of digital media, animations for dynamic illustrations, and clipping masks to guide learning. To inform the system design, we developed five scenarios exploring the benefits that hand-held and head-worn AR can bring to STEM instruction and developed a design space of AR interactions enhancing paper based on these scenarios and prior work. Using the example of an AR physics handout, we assessed the system's potential with PhD-level instructors and its usability with XR design experts. In an elicitation study with high-school teachers, we study how Paper Trail could be used and extended to enable flexible use cases across various domains. We discuss benefits of immersive paper for supporting diverse student needs and challenges for making effective use of AR for learning.
2
Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews
Elena Petrovskaya (University of York, York, United Kingdom)Sebastian Deterding (University of York, York, United Kingdom)David I. Zendle (University of York, York, North Yorkshire, United Kingdom)
Microtransactions have become a major monetisation model in digital games, shaping their design, impacting their player experience, and raising ethical concerns. Research in this area has chiefly focused on loot boxes. This begs the question whether other microtransactions might actually be more relevant and problematic for players. We therefore conducted a content analysis of negative player reviews (n=801) of top-grossing mobile and desktop games to determine which problematic microtransactions are most prevalent and salient for players. We found that problematic microtransactions with mobile games featuring more frequent and different techniques compared to desktop games. Across both, players minded issues related to fairness, transparency, and degraded user experience, supporting prior theoretical work, and importantly take issue with monetisation-driven design as such. We identify future research needs on why microtransactions in particular spark this critique, and which player communities it may be more or less representative of.
2
Do You See What You Mean? Using Predictive Visualizations to Reduce Optimism in Duration Estimates
Morgane Koval (CNRS, ISIR, Paris, France)Yvonne Jansen (Sorbonne Université, CNRS, ISIR, Paris, France)
Making time estimates, such as how long a given task might take, frequently leads to inaccurate predictions because of an optimistic bias. Previous attempts to alleviate this bias, including decomposing the task into smaller components and listing potential surprises, have not shown any major improvement. This article builds on the premise that these procedures may have failed because they involve compound probabilities and mixture distributions which are difficult to compute in one's head. We hypothesize that predictive visualizations of such distributions would facilitate the estimation of task durations. We conducted a crowdsourced study in which 145 participants provided different estimates of overall and sub-task durations and we used these to generate predictive visualizations of the resulting mixture distributions. We compared participants' initial estimates with their updated ones and found compelling evidence that predictive visualizations encourage less optimistic estimates.
2
FabricatINK: Personal Fabrication of Bespoke Displays Using Electronic Ink from Upcycled E Readers
Ollie Hanton (University of Bristol, Bristol, United Kingdom)Zichao Shen (University of Bristol, Bristol, United Kingdom)Mike Fraser (University of Bath, Bath, United Kingdom)Anne Roudaut (University of Bristol, Bristol, United Kingdom)
FabricatINK explores the personal fabrication of irregularly-shaped low-power displays using electronic ink (E ink). E ink is a programmable bicolour material used in traditional form-factors such as E readers. It has potential for more versatile use within the scope of personal fabrication of custom-shaped displays, and it has the promise to be the pre-eminent material choice for this purpose. We appraise technical literature to identify properties of E ink, suited to fabrication. We identify a key roadblock, universal access to E ink as a material, and we deliver a method to circumvent this by upcycling broken electronics. We subsequently present a novel fabrication method for irregularly-shaped E ink displays. We demonstrate our fabrication process and E ink's versatility through ten prototypes showing different applications and use cases. By addressing E ink as a material for display fabrication, we uncover the potential for users to create custom-shaped truly bistable displays.
2
Switching Between Standard Pointing Methods with Current and Emerging Computer Form Factors
Margaret Jean. Foley (University of Waterloo, Waterloo, Ontario, Canada)Quentin Roy (University of Waterloo, Waterloo, Ontario, Canada)Da-Yuan Huang (Huawei Canada, Markham, Ontario, Canada)Wei Li (Huawei Canada, Markham, Ontario, Canada)Daniel Vogel (University of Waterloo, Waterloo, Ontario, Canada)
We investigate performance characteristics when switching between four pointing methods: absolute touch, absolute pen, relative mouse, and relative trackpad. The established "subtraction method" protocol used in mode-switching studies is extended to test pairs of methods and accommodate switch direction, multiple baselines, and controlling relative cursor position. A first experiment examines method switching on and around the horizontal surface of a tablet. Results find switching between pen and touch is fastest, and switching between relative and absolute methods incurs additional time penalty. A second experiment expands the investigation to an emerging foldable all-screen laptop form factor where switching also occurs on an angled surface and along a smoothly curved hinge. Results find switching between trackpad and touch is fastest, with all switching times generally higher. Our work contributes missing empirical evidence for switching performance using modern input methods, and our results can inform interaction design for current and emerging device form factors.
2
Paracentral and near-peripheral visualizations: Towards attention-maintaining secondary information presentation on OHMDs during in-person social interactions
Nuwan Nanayakkarawasam Peru Kandage. Janaka (National University of Singapore, Singapore, Singapore)Chloe Haigh (National University of Singapore, Singapore, Singapore)Hyeongcheol Kim (National University of Singapore, Singapore , Singapore)Shan Zhang (National University of Singapore, Singapore, Singapore)Shengdong Zhao (National University of Singapore, Singapore, Singapore)
Optical see-through Head-Mounted Displays (OST HMDs, OHMDs) are known to facilitate situational awareness while accessing secondary information. However, information displayed on OHMDs can cause attention shifts, which distract users from natural social interactions. We hypothesize that information displayed in paracentral and near-peripheral vision can be better perceived while the user is maintaining eye contact during face-to-face conversations. Leveraging this idea, we designed a circular progress bar to provide progress updates in paracentral and near-peripheral vision. We compared it with textual and linear progress bars under two conversation settings: a simulated one with a digital conversation partner and a realistic one with a real partner. Results show that a circular progress bar can effectively reduce notification distractions without losing eye contact and is more preferred by users. Our findings highlight the potential of utilizing the paracentral and near-peripheral vision for secondary information presentation on OHMDs.
2
Does Dynamically Drawn Text Improve Learning? Investigating the Effect of Text Presentation Styles in Video Learning
Ashwin Ram (National University of Singapore, Singapore, Singapore)Shengdong Zhao (National University of Singapore, Singapore, Singapore)
Dynamically drawn content (e.g., handwritten text) in learning videos is believed to improve users’ engagement and learning over static powerpoint-based ones. However, evidence from existing literature is inconclusive. With the emergence of Optical Head-Mounted Displays (OHMDs), recent work has shown that video learning can be adapted for on-the-go scenarios. To better understand the role of dynamic drawing, we decoupled dynamically drawn text into two factors (font style and motion of appearance) and studied their impact on learning performance under two usage scenarios (while seated with desktop and walking with OHMD). We found that although letter-traced text was more engaging for some users, most preferred learning with typeface text that displayed the entire word at once and achieved better recall (46.7% higher), regardless of the usage scenarios. Insights learned from the studies can better inform designers on how to present text in videos for ubiquitous access.
2
immersivePOV: Filming How-To Videos with a Head-Mounted 360° Action Camera
Kevin Huang (University of Toronto, Toronto, Ontario, Canada)Jiannan Li (University of Toronto, Toronto, Ontario, Canada)Mauricio Sousa (University of Toronto, Toronto, Ontario, Canada)Tovi Grossman (University of Toronto, Toronto, Ontario, Canada)
How-to videos are often shot using camera angles that may not be optimal for learning motor tasks, with a prevalent use of third-person perspective. We present \textit{immersivePOV}, an approach to film how-to videos from an immersive first-person perspective using a head-mounted 360° action camera. immersivePOV how-to videos can be viewed in a Virtual Reality headset, giving the viewer an eye-level viewpoint with three Degrees of Freedom. We evaluated our approach with two everyday motor tasks against a baseline first-person perspective and a third-person perspective. In a between-subjects study, participants were assigned to watch the task videos and then replicate the tasks. Results suggest that immersivePOV reduced perceived cognitive load and facilitated task learning. We discuss how immersivePOV can also streamline the video production process for content creators. Altogether, we conclude that immersivePOV is an effective approach to film how-to videos for learners and content creators alike.
2
Supercharging Trial-and-Error for Learning Complex Software Applications
Damien Masson (Autodesk Research, Toronto, Ontario, Canada)Jo Vermeulen (Autodesk Research, Toronto, Ontario, Canada)George Fitzmaurice (Autodesk Research, Toronto, Ontario, Canada)Justin Matejka (Autodesk Research, Toronto, Ontario, Canada)
Despite an abundance of carefully-crafted tutorials, trial-and-error remains many people’s preferred way to learn complex software. Yet, approaches to facilitate trial-and-error (such as tooltips) have evolved very little since the 1980s. While existing mechanisms work well for simple software, they scale poorly to large feature-rich applications. In this paper, we explore new techniques to support trial-and-error in complex applications. We identify key benefits and challenges of trial-and-error, and introduce a framework with a conceptual model and design space. Using this framework, we developed three techniques: ToolTrack to keep track of trial-and-error progress; ToolTrip to go beyond trial-and-error of single commands by highlighting related commands that are frequently used together; and ToolTaste to quickly and safely try commands. We demonstrate how these techniques facilitate trial-and-error, as illustrated through a proof-of-concept implementation in the CAD software Fusion 360. We conclude by discussing possible scenarios and outline directions for future research on trial-and-error.
2
First Steps Towards Designing Electrotactons: Investigating Intensity and Pulse Frequency as Parameters for Electrotactile Cues.
Yosuef Alotaibi (University of Glasgow , Glasgow , United Kingdom)John H. Williamson (University of Glasgow, Glasgow, United Kingdom)Stephen Anthony. Brewster (University of Glasgow, Glasgow, United Kingdom)
Electrotactile stimulation is a novel form of haptic feedback. There is little work investigating its basic design parameters and how they create effective tactile cues. This paper describes two experiments that extend our knowledge of two key parameters. The first investigated the combination of pulse width and amplitude Intensity on sensations of urgency, annoyance, valence and arousal. Results showed significant effects: increasing Intensity caused higher ratings of urgency, annoyance and arousal but reduced valence. We established clear levels for differentiating each sensation. A second study then investigated Intensity and Pulse Frequency to find out how many distinguishable levels could be perceived. Results showed that both Intensity and Pulse Frequency significantly affected perception, with four distinguishable levels of Intensity and two of Pulse Frequency. These results add significant new knowledge about the parameter space of electrotactile cue design and help designers select suitable properties to use when creating electrotactile cues.
2
Mobile-Friendly Content Design for MOOCs: Challenges, Requirements, and Design Opportunities
Jeongyeon Kim (KAIST, Daejeon, Korea, Republic of)Yubin Choi (KAIST, Daejeon, Korea, Republic of)Meng Xia (KAIST, Daejeon, Korea, Republic of)Juho Kim (KAIST, Daejeon, Korea, Republic of)
Most video-based learning content is designed for desktops without considering mobile environments. We (1) investigate the gap between mobile learners’ challenges and video engineers’ considerations using mixed methods and (2) provide design guidelines for creating mobile-friendly MOOC videos. To uncover learners’ challenges, we conducted a survey (n=134) and interviews (n=21), and evaluated the mobile adequacy of current MOOCs by analyzing 41,722 video frames from 101 video lectures. Interview results revealed low readability and situationally-induced impairments as major challenges. The content analysis showed a low guideline compliance rate for key design factors. We then interviewed 11 video production engineers to investigate design factors they mainly consider. The engineers mainly focus on the size and amount of content while lacking consideration for color, complex images, and situationally-induced impairments. Finally, we present and validate guidelines for designing mobile-friendly MOOCs, such as providing adaptive and customizable visual design and context-aware accessibility support.
1
Mindsets Matter: How Beliefs About Facebook Moderate the Association Between Time Spent and Well-Being
Sindhu Kiranmai Ernala (Georgia Institute of Technology, Atlanta, Georgia, United States)Moira Burke (Facebook, Menlo Park, California, United States)Alex Leavitt (Facebook, Menlo Park, California, United States)Nicole B.. Ellison (University of Michigan, Ann Arbor, Michigan, United States)
``Time spent on platform'' is a widely used measure in many studies examining social media use and well-being, yet the current literature presents unresolved findings about the relationship between time on platform and well-being. In this paper, we consider the moderating effect of people’s mindsets about social media — whether they think a platform is good or bad for themselves and for society more generally. Combining survey responses from 29,284 participants in 15 countries with server-logged data of Facebook use, we found that when people thought that Facebook was good for them and for society, time spent on the platform was not significantly associated with well-being. Conversely, when they thought Facebook was bad, greater time spent was associated with lower well-being. On average, there was a small, negative correlation between time spent and well-being and the causal direction is not known. Beliefs had a stronger moderating relationship when time-spent measures were self-reported rather than coming from server logs. We discuss potential mechanisms for these results and implications for future research on well-being and social media use.
1
FlexHaptics: A Design Method for Passive Haptic Inputs Using Planar Compliant Structures
Hongnan Lin (Georgia Institute of Technology , Atlanta, Georgia, United States)Liang He (University of Washington, Seattle, Washington, United States)Fangli Song (School of design, Atlanta, Georgia, United States)Yifan Li (Georgia Institute of Technology , Atlanta, Georgia, United States)Tingyu Cheng (Interactive Computing, Atlanta, Georgia, United States)Clement Zheng (National University of Singapore, Singapore, Singapore, Singapore)Wei Wang (Hunan University, Changsha, China)HyunJoo Oh (Georgia Institute of Technology, Atlanta, Georgia, United States)
This paper presents FlexHaptics, a design method for creating custom haptic input interfaces. Our approach leverages planar compliant structures whose force-deformation relationship can be altered by adjusting the geometries. Embedded with such structures, a FlexHaptics module exerts a fine-tunable haptic effect (i.e., resistance, detent, or bounce) along a movement path (i.e., linear, rotary, or ortho-planar). These modules can work separately or combine into an interface with complex movement paths and haptic effects. To enable the parametric design of FlexHaptic modules, we provide a design editor that converts user-specified haptic properties into underlying mechanical structures of haptic modules. We validate our approach and demonstrate the potential of FlexHaptic modules through six application examples, including a slider control for a painting application and a piano keyboard interface on touchscreens, a tactile low vision timer, VR game controllers, and a compound input device of a joystick and a two-step button.
1
STRAIDE: A Research Platform for Shape-Changing Spatial Displays based on Actuated Strings
Severin Engert (Technische Universität Dresden, Dresden, Germany)Konstantin Klamka (Technische Universität Dresden, Dresden, Germany)Andreas Peetz (Technische Universität Dresden, Dresden, Germany)Raimund Dachselt (Technische Universität Dresden, Dresden, Germany)
We present STRAIDE, a string-actuated interactive display environment that allows to explore the promising potential of shape-changing interfaces for casual visualizations. At the core, we envision a platform that spatially levitates elements to create dynamic visual shapes in space. We conceptualize this type of tangible mid-air display and discuss its multifaceted design dimensions. Through a design exploration, we realize a physical research platform with adjustable parameters and modular components. For conveniently designing and implementing novel applications, we provide developer tools ranging from graphical emulators to in-situ augmented reality representations. To demonstrate STRAIDE's reconfigurability, we further introduce three representative physical setups as a basis for situated applications including ambient notifications, personal smart home controls, and entertainment. They serve as a technical validation, lay the foundations for a discussion with developers that provided valuable insights, and encourage ideas for future usage of this type of appealing interactive installation.
1
ReflecTouch: Detecting Grasp Posture of Smartphone Using Corneal Reflection Images
Xiang Zhang (Keio University, Yokohama City, Japan)Kaori Ikematsu (Yahoo Japan Corporation, Tokyo, Japan)Kunihiro Kato (Tokyo University of Technology, Tokyo, Japan)Yuta Sugiura (Keio University, Yokohama City, Japan)
By sensing how a user is holding a smartphone, adaptive user interfaces are possible such as those that automatically switch the displayed content and position of graphical user interface (GUI) components following how the phone is being held. We propose ReflecTouch, a novel method for detecting how a smartphone is being held by capturing images of the smartphone screen reflected on the cornea with a built-in front camera. In these images, the areas where the user places their fingers on the screen appear as shadows, which makes it possible to estimate the grasp posture. Since most smartphones have a front camera, this method can be used regardless of the device model; in addition, no additional sensor or hardware is required. We conducted data collection experiments to verify the classification accuracy of the proposed method for six different grasp postures, and the accuracy was 85%.
1
Bivariate Effective Width Method to Improve the Normalization Capability for Subjective Speed-accuracy Biases in Rectangular-target Pointing
Shota Yamanaka (Yahoo Japan Corporation, Tokyo, Japan)Hiroki Usuba (Meiji University, Nakano, Tokyo, Japan)Homei Miyashita (Meiji University, Tokyo, Japan)
The effective width method of Fitts' law can normalize speed-accuracy biases in 1D target pointing tasks. However, in graphical user interfaces, more meaningful target shapes are rectangular. To empirically determine the best way to normalize the subjective biases, we ran remote and crowdsourced user experiments with three speed-accuracy instructions. We propose to normalize the speed-accuracy biases by applying the effective sizes to existing Fitts' law formulations including width W and height H. We call this target-size adjustment the bivariate effective width method. We found that, overall, Accot and Zhai's weighted Euclidean model using the effective width and height independently showed the best fit to the data in which the three instruction conditions were mixed (i.e., the time data measured in all instructions were analyzed with a single regression expression). Our approach enables researchers to fairly compare two or more conditions (e.g., devices, input techniques, user groups) with the normalized throughputs.
1
Can't Touch This: Rethinking Public Technology in a COVID-19 Era
Jennifer Pearson (Swansea University, Swansea, United Kingdom)Gavin Bailey (Swansea University, Swansea, United Kingdom)Simon Robinson (Swansea University, Swansea, United Kingdom)Matt Jones (Swansea University, Swansea, United Kingdom)Tom Owen (Swansea University, Swansea, United Kingdom)Chi Zhang (Swansea University, Swansea, United Kingdom)Thomas Reitmaier (Swansea University, Swansea, United Kingdom)Cameron Steer (Swansea University, Swansea, United Kingdom)Anna R. L.. Carter (Swansea University, Swansea, United Kingdom)Deepak Ranjan. Sahoo (Swansea University, Swansea, United Kingdom)Dani Kalarikalayil Raju (Studio Hasi, Mumbai, India)
What do pedestrian crossings, ATMs, elevators and ticket machines have in common? These are just a few of the ubiquitous yet essential elements of public-space infrastructure that rely on physical buttons or touchscreens; common interactions that, until recently, were considered perfectly safe to perform. This work investigates how we might integrate touchless technologies into public-space infrastructure in order to minimise physical interaction with shared devices in light of the ongoing COVID-19 pandemic. Drawing on an ethnographic exploration into how public utilities are being used, adapted or avoided, we developed and evaluated a suite of technology probes that can be either retro tted into, or replace, these services. In-situ community deployments of our probes demonstrate strong uptake and provide insight into how hands-free technologies can be adapted and utilised for the public domain; and, in turn, used to inform the future of walk-up-and use public technologies.
1
ImpactVest: Rendering Spatio-Temporal Multilevel Impact Force Feedback on Body in VR
Hsin-Ruey Tsai (National Chengchi University, Taipei, Taiwan)Yu-So Liao (National Chengchi University, Taipei, Taiwan)Chieh Tsai (National Chengchi University, Taipei, Taiwan)
Rendering instant and intense impact feedback on users’ hands, limbs and head to enhance realism in virtual reality (VR) has been proposed in previous works, but impact on the body is still less discussed. With the body’s large surface area to utilize, numerous impact patterns can be rendered in versatile VR applications,e.g., being shot, blasted, punched or slashed on body in VR games. Herein we propose ImpactVest to render spatio-temporal multilevel impact force feedback on body. By independently controlling nine impactors in a 3×3 layout using elastic force, impact is generated at different levels, positions and time sequences for versatile spatial and temporal combinations. We conducted a just-noticeable difference (JND) study to understand users’ impact level distinguishability on the body. A time interval threshold study was then performed to ascertain what time interval thresholds between two impact stimuli should be used to distinguish from simultaneous impact, a continuous impact stroke and two discrete impact stimuli. Based on the results, we conducted a VR experience study to verify that impact feedback from ImpactVest enhances VR realism.
1
Digital Fabrication of Pneumatic Actuators with Integrated Sensing by Machine Knitting
Yiyue Luo (Massachusetts Institute of Technology (MIT), Cambridge, Massachusetts, United States)Kui Wu (MIT, Cambridge, Massachusetts, United States)Andrew Spielberg (Massachusetts Institute of Technology (MIT), Cambridge, Massachusetts, United States)Michael Foshey (MIT, Cambridge, Massachusetts, United States)Tomás Palacios (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Daniela Rus (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Wojciech Matusik (MIT, Cambridge, Massachusetts, United States)
Soft actuators with integrated sensing have shown utility in a variety of applications such as assistive wearables, robotics, and interactive input devices. Despite their promise, these actuators can be difficult to both design and fabricate. As a solution, we present a workflow for computationally designing and digitally fabricating soft pneumatic actuators \emph{via} a machine knitting process. Machine knitting is attractive as a fabrication process because it is fast, digital (programmable), and provides access to a rich material library of functional yarns for specified mechanical behavior and integrated sensing. Our method uses elastic stitches to construct non-homogeneous knitting structures, which program the bending of actuators when inflated. Our method also integrates pressure and swept frequency capacitive sensing structures using conductive yarns. The entire knitted structure is fabricated automatically in a single machine run. We further provide a computational design interface for the user to interactively preview actuators’ quasi-static shape when authoring elastic stitches. Our sensing-integrated actuators are cost-effective, easy to design, robust to large actuation, and require minimal manual post-processing. We demonstrate five use-cases of our actuators in relevant application settings.
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FAR: End-to-End Vibrotactile Distributed System Designed to Facilitate Affect Regulation in Children Diagnosed with Autism Spectrum Disorder Through Slow Breathing
Pardis Miri (Stanford University, Palo Alto, California, United States)Mehul Arora (Stanford University, stanford, California, United States)Aman Malhotra (Stanford University, Stanford, California, United States)Robert Flory (Intel, Hillsboro, Oregon, United States)Stephanie Hu (Stanford University, Stanford, California, United States)Ashley Lowber (Stanford University, Stanford, California, United States)Ishan Goyal (Stanford University, Stanford, California, United States)Jacqueline Nguyen (Stanford University, Stanford, California, United States)John P. Hegarty (Stanford University, Stanford, California, United States)Marlo Kohn (Stanford University, Stanford, California, United States)David Schneider (Stanford University, Stanford, California, United States)Heather Culbertson (University of Southern California, Los Angeles, California, United States)Daniel L. K. Yamins (Stanford, Stanford, California, United States)Lawrence Fung (Stanford University, Stanford, California, United States)Antonio Hardan (Stanford University, Stanford, California, United States)James J. Gross (Stanford University, Stanford, California, United States)Keith Marzullo (University of Maryland, Maryland, Washington, United States)
To address difficulties with affect dysregulation in youth diagnosed with autism spectrum disorder (ASD), we designed and developed an end-to-end vibrotactile breathing pacer system and evaluated its usability. In this paper we describe the system architecture and the features we deployed for this system based on expert advice and reviews. Through piloting this system with one child diagnosed with ASD, we learned that our system was used in ways we did and did not anticipate. For example, the paced-breathing personalization procedure did not meet the attention span of the pilot participant but two instead of one pacer devices encouraged caregiver’s involvement. This paper details our learnings and concludes with a list of system design guidelines at the system architecture level. To the best of our knowledge, this is the first fully functional vibrotactile system designed for ASD children that withstood usability testing in vitro for two weeks.
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Style Blink: Exploring Digital Inking of Structured Information via Handcrafted Styling as a First-Class Object
Hugo Romat (Microsoft, Seattle, Washington, United States)Nicolai Marquardt (Microsoft Research, Redmond, Washington, United States)Ken Hinckley (Microsoft Research, Redmond, Washington, United States)Nathalie Henry Riche (Microsoft Research, Redmond, Washington, United States)
Structured note-taking forms such as sketchnoting, self-tracking journals, and bullet journaling go beyond immediate capture of information scraps. Instead, hand-drawn pride-in-craftmanship increases perceived value for sharing and display. But hand-crafting lists, tables, and calendars is tedious and repetitive. To support these practices digitally, Style Blink (“Style-Blocks+Ink”) explores handcrafted styling as a first-class object. Style-blocks encapsulate digital ink, enabling people to craft, modify, and reuse embellishments and decorations for larger structures, and apply custom layouts. For example, we provide interaction instruments that style ink for personal expression, inking palettes that afford creative experimentation, fillable pens that can be “loaded” with commands and actions to replace menu selections, techniques to customize inked structures post-creation by modifying the underlying handcrafted style-blocks and to re-layout the overall structure to match users' preferred template. In effect, any ink stroke, notation, or sketch can be encapsulated as a style-object and re-purposed as a tool. Feedback from 13 users show the potential of style adaptation and re-use in individual sketching practices.
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Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input Modality
Martin Schmitz (Technical University of Darmstadt, Darmstadt, Germany)Sebastian Günther (TU Darmstadt, Darmstadt, Germany)Dominik Schön (TU Darmstadt, Darmstadt, Germany)Florian Müller (LMU, Munich, Germany)
From zooming on smartphones and mid-air gestures to deformable user interfaces, thumb-index pinching grips are used in many interaction techniques. However, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce, grip span, and grip direction. Therefore, in this paper, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality.
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Pet-Robot or Appliance? Care Home Residents with Dementia Respond to a Zoomorphic Floor Washing Robot
Emanuela Marchetti (SDU Syddansk Universitet, Odense, Denmark)Sophie Grimme (Bauhaus-Universität Weimar, Weimar, Germany)Eva Hornecker (Bauhaus-Universität Weimar, Weimar, Germany)Avgi Kollakidou (University of Southern Denmark, Odense, Denmark)Philipp Graf (Chemnitz Technical University, Chemnitz, Saxony, Germany)
Any active entity that shares space with people is interpreted as a social actor. Based on this notion, we explore how robots that integrate functional utility with a social role and character can integrate meaningfully into daily practice. Informed by interviews and observations, we designed a zoomorphic floor cleaning robot which playfully interacts with care home residents affected by dementia. A field study shows that playful interaction can facilitate the introduction of utilitarian robots in care homes, being nonthreatening and easy to make sense of. Residents previously reacted with distress to a Roomba robot, but were now amused by and played with our cartoonish cat robot or simply tolerated its presence. They showed awareness of the machine-nature of the robot, even while engaging in pretend-play. A playful approach to the design of functional robots can thus explicitly conceptualize such robots as social actors in their context of use.
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Exploring Interactive Sound Design for Auditory Websites
Lotus Zhang (University of Washington, Seattle, Washington, United States)Jingyao Shao (Human Centered Design and Engineering, University of Washington, Seattle, Washington, United States)Augustina Ao. Liu (University of Washington, Seattle, Washington, United States)Lucy Jiang (Human Centered Design and Engineering, University of Washington, Seattle, Washington, United States)Abigale Stangl (University of Washington, Seattle, Washington, United States)Adam Fourney (Microsoft Research, Redmond, Washington, United States)Meredith Ringel. Morris (Microsoft Research, Redmond, Washington, United States)Leah Findlater (University of Washington, Seattle, Washington, United States)
Auditory interfaces increasingly support access to website content, through recent advances in voice interaction. Typically, however, these interfaces provide only limited audio styling, collapsing rich visual design into a static audio output style with a single synthesized voice. To explore the potential for more aesthetic and intuitive sound design for websites, we prompted 14 professional sound designers to create auditory website mockups and interviewed them about their designs and rationale. Our findings reveal their prioritized design considerations (aesthetics and emotion, user engagement, audio clarity, information dynamics, and interactivity), specific sound design ideas to support each consideration (e.g., replacing spoken labels with short, memorable audio expressions), and challenges with applying sound design practices to auditory websites. These findings provide promising direction for how to support designers in creating richer auditory website experiences.
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"Chat Has No Chill": A Novel Physiological Interaction for Engaging Live Streaming Audiences
Raquel Breejon. Robinson (University of Saskatchewan, Saskatoon, Saskatchewan, Canada)Ricardo Rheeder (University of Saskatchewan, Saskatoon, Saskatchewan, Canada)Madison Klarkowski (University of Saskatchewan, Saskatoon, Saskatchewan, Canada)Regan L. Mandryk (University of Saskatchewan, Saskatoon, Saskatchewan, Canada)
Now more than ever, people are using online platforms to communicate. Twitch, the foremost platform for live game streaming, offers many communication modalities. However, the platform lacks representation of social cues and signals of the audience experience, which are innately present in live events. To address this, we present a technology probe that captures the audience energy and response in a game streaming context. We designed a game and integrated a custom-communication modality—Commons Sense—in which the audience members' heart rates are sensed via webcam, averaged, and fed into a video game to affect sound, lighting, and difficulty. We conducted an `in-the-wild' evaluation with four Twitch streamers and their audience members (N=55) to understand how these groups interacted through Commons Sense. Audience members and streamers indicated high levels of enjoyment and engagement with Commons Sense, suggesting the potential of physiological interaction as a beneficial communication tool in live streaming.
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Enhanced Videogame Livestreaming by Reconstructing an Interactive 3D Game View for Spectators
Jeremy Hartmann (University of Waterloo, Waterloo, Ontario, Canada)Daniel Vogel (University of Waterloo, Waterloo, Ontario, Canada)
Many videogame players livestream their gameplay so remote spectators can watch for enjoyment, fandom, and to learn strategies and techniques. Current approaches capture the player's rendered RGB view of the game, and then encode and stream it as a 2D live video feed. We extend this basic concept by also capturing the depth buffer, camera pose, and projection matrix from the rendering pipeline of the videogame and package them all within a MPEG-4 media container. Combining these additional data streams with the RGB view, our system builds a real-time, cumulative 3D representation of the live game environment for spectators. This enables each spectator to individually control a personal game view in 3D. This means they can watch the game from multiple perspectives, enabling a new kind of videogame spectatorship experience.
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FitVid: Responsive and Flexible Video Content Adaptation
Jeongyeon Kim (KAIST, Daejeon, Korea, Republic of)Yubin Choi (KAIST, Daejeon, Korea, Republic of)Minsuk Kahng (Oregon State University, Corvallis, Oregon, United States)Juho Kim (KAIST, Daejeon, Korea, Republic of)
Mobile video-based learning attracts many learners with its mobility and ease of access. However, most lectures are designed for desktops. Our formative study reveals mobile learners' two major needs: more readable content and customizable video design. To support mobile-optimized learning, we present FitVid, a system that provides responsive and customizable video content. Our system consists of (1) an adaptation pipeline that reverse-engineers pixels to retrieve design elements (e.g., text, images) from videos, leveraging deep learning with a custom dataset, which powers (2) a UI that enables resizing, repositioning, and toggling in-video elements. The content adaptation improves the guideline compliance rate by 24% and 8% for word count and font size. The content evaluation study (n=198) shows that the adaptation significantly increases readability and user satisfaction. The user study (n=31) indicates that FitVid significantly improves learning experience, interactivity, and concentration. We discuss design implications for responsive and customizable video adaptation.
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A Little Too Personal: Effects of Standardization versus Personalization on Job Acquisition, Work Completion, and Revenue for Online Freelancers
Jane Hsieh (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Yili Hong (University of Houston, Houston, Texas, United States)Gordon Burtch (Boston University, Boston, Massachusetts, United States)Haiyi Zhu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
As more individuals consider permanently working from home, the online labor market continues to grow as an alternative working environment. While the flexibility and autonomy of these online gigs attracts many workers, success depends critically upon self-management and workers' efficient allocation of scarce resources. To achieve this, freelancers may develop alternative work strategies, employing highly standardized schedules and communication patterns while taking on large work volumes, or engaging in smaller numbers of jobs whilst tailoring their activities to build relationships with individual employers. In this study, we consider this contrast in relation to worker communication patterns. We demonstrate the heterogeneous effects of standardization versus personalization across different stages of a project and examine the relative impact on job acquisition, project completion, and earnings. Our findings can inform the design of platforms and various worker support tools for the gig economy.
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"Your Eyes Say You Have Used This Password Before": Identifying Password Reuse from Gaze Behavior and Keystroke Dynamics
Yasmeen Abdrabou (Bundeswehr University Munich, Munich, Bayern, Germany)Johannes Schütte (Bundeswehr University Munich, Munich, Germany)Ahmed Shams (German University in Cairo, Cairo, Egypt)Ken Pfeuffer (Aarhus University, Aarhus, Denmark)Daniel Buschek (University of Bayreuth, Bayreuth, Germany)Mohamed Khamis (University of Glasgow, Glasgow, United Kingdom)Florian Alt (Bundeswehr University Munich, Munich, Germany)
A significant drawback of text passwords for end-user authentication is password reuse. We propose a novel approach to detect password reuse by leveraging gaze as well as typing behavior and study its accuracy. We collected gaze and typing behavior from 49 users while creating accounts for 1) a webmail client and 2) a news website. While most participants came up with a new password, 32% reported having reused an old password when setting up their accounts. We then compared different ML models to detect password reuse from the collected data. Our models achieve an accuracy of up to 87.7% in detecting password reuse from gaze, 75.8% accuracy from typing, and 88.75% when considering both types of behavior. We demonstrate that \revised{using gaze, password} reuse can already be detected during the registration process, before users entered their password. Our work paves the road for developing novel interventions to prevent password reuse.
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FaceOri: Tracking Head Position and Orientation Using Ultrasonic Ranging on Earphones
Yuntao Wang (Tsinghua University, Beijing, China)Jiexin Ding (Tsinghua University, Beijing, China)Ishan Chatterjee (University of Washington, Seattle, Washington, United States)Farshid Salemi Parizi (University of Washington, Seattle, Washington, United States)Yuzhou Zhuang (Tsinghua University, Beijing, China)Yukang Yan (Tsinghua University, Beijing, China)Shwetak Patel (University of Washington, Seattle, Washington, United States)Yuanchun Shi (Tsinghua University, Beijing, China)
Face orientation can often indicate users’ intended interaction target. In this paper, we propose FaceOri, a novel face tracking technique based on acoustic ranging using earphones. FaceOri can leverage the speaker on a commodity device to emit an ultrasonic chirp, which is picked up by the set of microphones on the user’s earphone, and then processed to calculate the distance from each microphone to the device. These measurements are used to derive the user’s face orientation and distance with respect to the device. We conduct a ground truth comparison and user study to evaluate FaceOri’s performance. The results show that the system can determine whether the user orients to the device at a 93.5% accuracy within a 1.5 meters range. Furthermore, FaceOri can continuously track the user’s head orientation with a median absolute error of 10.9 mm in the distance, 3.7◦ in yaw, and 5.8◦ in pitch. FaceOri can allow for convenient hands-free control of devices and produce more intelligent context-aware interaction.
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Interactive Robotic Plastering: Augmented Interactive Design and Fabrication for On-site Robotic Plastering
Daniela Mitterberger (ETH Zurich, Zürich, Switzerland)Selen Ercan Jenny (ETH Zurich, Zürich, Switzerland)Lauren B. Vasey (ETH Zurich, Zürich, Switzerland)Ena Lloret-Fritschi (ETH Zurich, Zürich, Switzerland)Petrus Aejmelaeus-Lindström (ETH Zurich, Zürich, Switzerland)Fabio Gramazio (ETH Zurich, Zürich, Switzerland)Matthias Kohler (ETH Zurich, Zürich, Switzerland)
This paper presents Interactive Robotic Plastering (IRoP), a system enabling designers and skilled workers to engage intuitively with an in-situ robotic plastering process. The research combines three elements: interactive design tools, an augmented reality interface, and a robotic spraying system. Plastering is a complex process relying on tacit knowledge and craftsmanship, making it difficult to simulate and automate. However, our system utilizes a controller-based interaction system to enable diverse users to interactively create articulated plasterwork in-situ. A customizable computational toolset converts human intentions into robotic motions while respecting robotic and material constraints. To accomplish this, we developed both an interactive computational model to translate the data from a motion-tracking system into robotic trajectories using design and editing tools as well as an audio-visual guidance system for in-situ projection. We then conducted two user-studies of designers and skilled workers who used \emph{IRoP} to design and fabricate a full-scale demonstrator.
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Katika: An End-to-End System for Authoring Amateur Explainer Motion Graphics Videos
Amir Jahanlou (Simon Fraser University, Surrey, British Columbia, Canada)Parmit K. Chilana (Simon Fraser University, Burnaby, British Columbia, Canada)
Explainer motion graphics videos that use a combination of graphical elements and movement to convey a visual message are becoming increasingly popular among amateur creators in different domains. But, to author motion graphics videos, amateurs either have to face a steep learning curve with professional design tools or struggle with re-purposing slide-sharing tools that are easier to access but have limited animation capabilities. To simplify the process of motion graphics authoring, we present the design and implementation of Katika, an end-to-end system for creating shots based on a script, adding artworks and animation from a crowdsourced library, and editing the video using semi-automated transitions. Our observational study illustrates that participants (N=11) enjoyed using Katika and, within a one-hour session, managed to create an explainer motion graphics video. We identify opportunities for future HCI research to lower the barriers to entry and democratize the authoring of motion graphics videos.
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SonarID: Using Sonar to Identify Fingers on a Smartwatch
Jiwan Kim (UNIST, Ulsan, Korea, Republic of)Ian Oakley (UNIST, Ulsan, Korea, Republic of)
The diminutive size of wrist wearables has prompted the design of many novel input techniques to increase expressivity. Finger identification, or assigning different functionality to different fingers, has been frequently proposed. However, while the value of the technique seems clear, its implementation remains challenging, often relying on external devices (e.g., worn magnets) or explicit instructions. Addressing these limitations, this paper explores a novel approach to natural and unencumbered finger identification on an unmodified smartwatch: sonar. To do this, we adapt an existing finger tracking smartphone sonar implementation---rather than extract finger motion, we process raw sonar fingerprints representing the complete sonar scene recorded during a touch. We capture data from 16 participants operating a smartwatch and use their sonar fingerprints to train a deep learning recognizer that identifies taps by the thumb, index, and middle fingers with an accuracy of up to 93.7%, sufficient to support meaningful application development.
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Supporting Real-time Peer-Mentoring of Rural Volunteers
Delvin Varghese (Monash University, Melbourne, Victoria, Australia)Tom Bartindale (Monash University, Melbourne, VIC, Australia)Kyle Montague (Northumbria University, Newcastle upon Tyne, United Kingdom)Matt Baillie Smith (Northumbria University, Newcastle upon Tyne, United Kingdom)Patrick Olivier (Monash University, Melbourne, Victoria, Australia)
Telephone-driven community forums have been a widely proposed solution to address the unreliable internet connectivity and large geographic scope that characterizes many international NGO contexts. Primarily, these applications support asynchronous activities, such as information portals or forums to access rural journalism, but opportunities for real-time experience sharing remain largely under-explored. In this paper, we explore the potential of such forums to support remote mentoring of NGO volunteers, a practice that requires synchronous, dialogical formats for experience sharing and peer discussion. We engaged 28 participants from a rural Indian NGO in the design of peer-mentoring sessions that leverage synchronous audio discussions, using the structure and format of traditional talk-show radio as a starting point. The participants favored an entertaining approach to mentoring and discussed the logistics required to achieve this within their resource constraints. We conclude with design implications for designing media-driven community engagement platforms and the ethical challenges around protecting marginalized community interests.
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At-home Pupillometry using Smartphone Facial Identification Cameras
Colin Barry (University of California, San Diego, La Jolla, California, United States)Jessica de Souza (UCSD, La Jolla, California, United States)Yinan Xuan (University of California San Diego, La Jolla, California, United States)Jason Holden (University of California, San Diego, La Jolla, California, United States)Eric Granholm (University of California, San Diego, La Jolla, California, United States)Edward Jay. Wang (University of California, San Diego, San Diego, California, United States)
With recent developments in medical and psychiatric research surrounding pupillary response, cheap and accessible pupillometers could enable medical benefits from early neurological disease detection to measurements of cognitive load. In this paper, we introduce a novel smartphone-based pupillometer to allow for future development in clinical research surrounding at-home pupil measurements. Our solution utilizes a NIR front-facing camera for facial recognition paired with the RGB selfie camera to perform tracking of absolute pupil dilation with sub-millimeter accuracy. In comparison to a gold standard pupillometer during a pupillary light reflex test, the smartphone-based system achieves a median MAE of 0.27mm for absolute pupil dilation tracking and a median error of 3.52\% for pupil dilation change tracking. Additionally, we remotely deployed the system to older adults as part of a usability study that demonstrates promise for future smartphone deployments to remotely collect data in older, inexperienced adult users operating the system themselves.
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Designing Visuo-Haptic Illusions with Proxies in Virtual Reality: Exploration of Grasp, Movement Trajectory and Object Mass
Martin Feick (Saarland Informatics Campus, Saarbrücken, Germany)Kora Persephone. Regitz (Saarland Informatics Campus, Saarbrücken, Germany)Anthony Tang (University of Toronto, Toronto, Ontario, Canada)Antonio Krüger (DFKI, Saarland Informatics Campus, Saarbrücken, Germany)
Visuo-haptic illusions are a method to expand proxy-based interactions in VR by introducing unnoticeable discrepancies between the virtual and real-world. Yet, how different design variables affect the illusions with proxies is still unclear. To unpack a subset of variables, we conducted two user studies with 48 participants to explore the impact of (1) different grasping types and movement trajectories, and (2) different grasping types and object masses on the discrepancy which may be introduced. Our Bayes analysis suggests that grasping types and object masses (≤ 500 g) did not noticeably affect the discrepancy, but for movement trajectory, results were inconclusive. Further, we identified a significant difference between un-/restricted movement trajectories. Our data shows considerable differences in participants’ proprioceptive accuracy, which seem to correlate with their prior VR experience. Finally, we illustrate the impact of our key findings on the visuo-haptic illusion design process by showcasing a new design workflow.
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Mixplorer: Scaffolding Design Space Exploration through Genetic Recombination of Multiple Peoples' Designs to Support Novices' Creativity
Kevin Gonyop Kim (EPFL, Lausanne, Switzerland)Richard Lee. Davis (EPFL, Lausanne, Switzerland)Alessia Eletta Coppi (Swiss Federal Institute for Vocational Education and Training, Lugano , Switzerland)Alberto A. P.. Cattaneo (Swiss Federal University for Vocational Education and Training, Lugano, Switzerland)Pierre Dillenbourg (EPFL, Lausanne, Switzerland)
The ability to consider a wide range of solutions to a design problem is a crucial skill for designers, and is a major differentiator between experts and novices. One reason for this is that novices are unaware of the full extent of the design space in which solutions are situated. To support novice designers with design space exploration, we introduce Mixplorer, a system that allows designers to take an initial design and mix it with other designs. Mixplorer differs from existing tools by supporting the exploration of ill-defined design spaces through social design space exploration. To evaluate Mixplorer, we conducted (1) an interview study with design instructors who reported that Mixplorer would "help to open the minds" of novice designers and (2) a controlled experiment with novices, finding that the design-mixing functionality of Mixplorer provided significantly better support for creativity, and that participants who mixed designs produced more novel designs.
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Cultural Influences on Chinese Citizens' Adoption of Digital Contact Tracing: A Human Infrastructure Perspective
Yao Lyu (Pennsylvania State University, University Park, Pennsylvania, United States)John M.. Carroll (Pennsylvania State University, University Park, Pennsylvania, United States)
Digital contact tracing is an ICT approach for controlling public health crises. It identifies users' risk of infection based on their healthcare and travel information. In the COVID-19 pandemic, many countries implemented digital contact tracing to contain the coronavirus outbreak. However, the adoption rates vary significantly across different countries. In this study, we investigate Chinese people's adoption of digital contact tracing. We aim at finding the influence of Chinese culture on people's attitudes and behaviors toward the technology. We interviewed 26 Chinese participants and used thematic analysis to interpret the data. Our findings showed that Chinese culture shaped citizens' interactions with the digital contact tracing at multiple levels; driven by the culture, Chinese citizens accepted digital contact tracing and contributed to making digital contact tracing a socio-technical infrastructure of people's daily lives. We also discuss such cultural influences with the growing literature of human infrastructure and crisis informatics.
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Exploring Situated & Embodied Support for Youth's Mental Health: Design Opportunities for Interactive Tangible Devices
Claudia Daudén Roquet (King's College London, London, United Kingdom)Nikki Theofanopoulou (King's College London, London, United Kingdom)Jaimie Lee. Freeman (University of Oxford, Oxford, United Kingdom)Jessica Lee. Schleider (Stony Brook University, Stony Brook, New York, United States)James J. Gross (Stanford University, Stanford, California, United States)Katie Davis (University of Washington, Seattle, Washington, United States)Ellen Townsend (University of Nottingham, Nottingham, United Kingdom)Petr Slovak (King's College London, London, United Kingdom)
The ability to manage emotions effectively is critical to healthy psychological and social development in youth. Prior work has focused on investigating the design of mental health technologies for this population, yet it is still unclear how to help them cope with emotionally difficult situations in-the-moment. In this paper, we aim to explore the appropriation, naturally emerging engagement patterns, and perceived psychological impact of an exemplar interactive tangible device intervention designed to provide in-situ support, when deployed with n=109 youth for 1.5 months. Our findings from semi-structured interviews and co-design workshops with a subset of participants (n=44 and n=25, respectively) suggest the potential of using technology-enabled objects to aid with down-regulation and self-compassion in moments of heightened emotion, to facilitate the practice of cognitive strategies, and to act as emotional companions. Lastly, we discuss design opportunities for integrating situated and embodied support in mental health interventions for youth.
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DreamStream: Immersive and Interactive spectating in VR
Balasaravanan Thoravi Kumaravel (UC Berkeley, Berkeley, California, United States)Andrew D. Wilson (Microsoft Research, Redmond, Washington, United States)
Today spectating and streaming virtual reality (VR) activities typically involves spectators viewing a 2D stream of the VR user’s view. Streaming 2D videos of the game play is popular and well-supported by platforms such as Twitch. However, the generic streaming of full 3D representations is less explored. Thus, while the VR player’s experience may be fully immersive, spectators are limited to 2D videos. This asymmetry lessens the overall experience for spectators, who themselves may be eager to spectate in VR. DreamStream puts viewers in the virtual environment of the VR application, allowing them to look “over the shoulder” of the VR player. Spectators can view streamed VR content immersively in 3D, independently explore the VR scene beyond what the VR player sees and ultimately cohabit the virtual environment alongside the VR player. For the VR player, DreamStream provides a spatial awareness of all their spectators. DreamStream retrofits and works with existing VR applications. We discuss the design and implementation of DreamStream, and carry out three qualitative informal evaluations. These evaluations shed light on the strengths and weakness of using DreamStream for the purpose of interactive spectating. Our participants found that DreamStream’s VR viewer interface offered increased immersion, and made it easier to communicate and interact with the VR player.
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Structure-aware Visualization Retrieval
Haotian Li (The Hong Kong University of Science and Technology, Hong Kong, China)Yong Wang (Singapore Management University, Singapore, Singapore, Singapore)Aoyu Wu (Hong Kong University of Science and Technology, Hong Kong, China)Huan Wei (The Hong Kong University of Science and Technology, Hong Kong, China)Huamin Qu (The Hong Kong University of Science and Technology, Hong Kong, China)
With the wide usage of data visualizations, a huge number of Scalable Vector Graphic (SVG)-based visualizations have been created and shared online. Accordingly, there has been an increasing interest in exploring how to retrieve perceptually similar visualizations from a large corpus, since it can benefit various downstream applications such as visualization recommendation. Existing methods mainly focus on the visual appearance of visualizations by regarding them as bitmap images. However, the structural information intrinsically existing in SVG-based visualizations is ignored. Such structural information can delineate the spatial and hierarchical relationship among visual elements, and characterize visualizations thoroughly from a new perspective. This paper presents a structure-aware method to advance the performance of visualization retrieval by collectively considering both the visual and structural information. We extensively evaluated our approach through quantitative comparisons, a user study and case studies. The results demonstrate the effectiveness of our approach and its advantages over existing methods.
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The Dark Side of Perceptual Manipulations in Virtual Reality
Wen-Jie Tseng (Institut Polytechnique de Paris, Paris, France)Elise Bonnail (Télécom Paris, Palaiseau, France)Mark McGill (University of Glasgow, Glasgow, Lanarkshire, United Kingdom)Mohamed Khamis (University of Glasgow, Glasgow, United Kingdom)Eric Lecolinet (Institut Polytechnique de Paris, Paris, France)Samuel Huron (Télécom Paristech, Université Paris-Saclay, Paris, France)Jan Gugenheimer (Institut Polytechnique de Paris, Paris, France)
"Virtual-Physical Perceptual Manipulations'' (VPPMs) such as redirected walking and haptics expand the user's capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user's physical movements, becoming able to (perceptibly and imperceptibly) nudge their physical actions to enhance interactivity in VR. We explore the risks posed by the malicious use of VPPMs. First, we define, conceptualize and demonstrate the existence of VPPMs. Next, using speculative design workshops, we explore and characterize the threats/risks posed, proposing mitigations and preventative recommendations against the malicious use of VPPMs. Finally, we implement two sample applications to demonstrate how existing VPPMs could be trivially subverted to create the potential for physical harm. This paper aims to raise awareness that the current way we apply and publish VPPMs can lead to malicious exploits of our perceptual vulnerabilities.