Impact is common feedback on virtual reality (VR) controllers. It applies to different points of application of force (PAFs) and directions in varied scenarios, e.g., using a sword and pickaxe, stabbing and slashing with a sword, or balls flying and hitting a racket in different directions. Therefore, rendering dynamic PAF and force direction is essential. We propose transPAF to render omnidirectional impact feedback with dynamic PAF all round the controller. transPAF consists of a controller, semicircular track, linear track, and impactor, which are all rotatable. The impactor can move to any position in a sphere around the controller and rotate in any direction. Therefore, dynamic PAF and force direction are achieved and independent to each other. We conducted a just-noticeable difference (JND) study to understand users’ distinguishability in position and direction, separately, and a VR study to verify that the feedback with dynamic PAF and force direction enhances VR realism.
https://doi.org/10.1145/3544548.3581092
Electrification is an important first step toward reducing the greenhouse emissions of passenger vehicles. However, how drivers drive, charge, and operate their electrified vehicles can have a large impact on their emissions, particularly for Plug-in Hybrid Electric vehicles (PHEVs) that combine all-electric driving with an internal combustion engine. In this paper, we investigate how and why drivers use their PHEVs and uncover design opportunities for interfaces that can support the efficient use of PHEVs. We used a mixed-method approach combining quantitative, qualitative, and concept elicitation methods with PHEV owners in the US. While past findings indicate that PHEV drivers are not motivated to charge regularly, our work contradicts this with evidence of (1) regular charging with home infrastructure, (2) high cost sensitivity, and (3) preference for driving in all-electric mode. Our results indicate that the most critical problem is inadequate user support for navigating poor charging infrastructure.
https://doi.org/10.1145/3544548.3581301
Over the last years, we have seen many approaches using tangibles to address the limited expressiveness of touchscreens. Mainstream tangible detection uses fiducial markers embedded in the tangibles. However, the coarse sensor size of capacitive touchscreens makes tangibles bulky, limiting their usefulness. We propose a novel deep-learning super-resolution network to facilitate fiducial tangibles on capacitive touchscreens better. In detail, our network super-resolves the markers enabling off-the-shelf detection algorithms to track tangibles reliably. Our network generalizes to unseen marker sets, such as AprilTag, ArUco, and ARToolKit. Therefore, we are not limited to a fixed number of distinguishable objects and do not require data collection and network training for new fiducial markers. With extensive evaluation including real-world users and five showcases, we demonstrate the applicability of our open-source approach on commodity mobile devices and further highlight the potential of tangibles on capacitive touchscreens.
https://doi.org/10.1145/3544548.3580987
Children’s excessive use of technology is a growing concern, and despite taking various measures, parents often find it difficult to limit their children’s device use. Limiting tech usage can be especially challenging with early adolescents as they start to develop a sense of autonomy. While numerous tech-based mediation solutions exist, in this paper, we aim to learn from early adolescents directly by having them contribute to co-design activities. Through a multi-session, group-based, online co-design study with 21 early adolescents (ages 11-14), we explore their perceptions towards tech overuse and what types of solutions they propose to help with disengagement. Findings from these co-design sessions contribute insights into how the participants conceptualized the problem of tech overuse, how they envisioned appropriate mediation strategies, and important design considerations. We also reflect on our study methods, which encouraged active participation from our participants and facilitated valuable contributions during the online co-design sessions.
https://doi.org/10.1145/3544548.3581134
Explainable AI (XAI) has established itself as an important component of AI-driven interactive systems. With Augmented Reality (AR) becoming more integrated in daily lives, the role of XAI also becomes essential in AR because end-users will frequently interact with intelligent services. However, it is unclear how to design effective XAI experiences for AR. We propose XAIR, a design framework that addresses when, what, and how to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature review of XAI and HCI research, a large-scale survey probing 500+ end-users’ preferences for AR-based explanations, and three workshops with 12 experts collecting their insights about XAI design in AR. XAIR's utility and effectiveness was verified via a study with 10 designers and another study with 12 end-users. XAIR can provide guidelines for designers, inspiring them to identify new design opportunities and achieve effective XAI designs in AR.
https://doi.org/10.1145/3544548.3581500