Computer Science - Human-Computer Interaction Publications (50)

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Computer Science - Human-Computer Interaction Publications

Although information workers may complain about meetings, they are an essential part of their work life. Consequently, busy people spend a significant amount of time scheduling meetings. We present Calendar. Read More


Since its launching, Pok{\'e}mon Go has been pointed as the largest gaming phenomenon of the smartphone age. As the game requires the user to walk in the real world to see and capture Pok{\'e}mons, a new wave of crowdsourcing apps have emerged to allow users to collaborate with each other, sharing where and when Pok{\'e}mons were found. In this paper we characterize one of such initiatives, called PokeCrew. Read More


The last two decades have seen the emergence and steady development of tangible user interfaces. While most of these interfaces are applied for input - with output still on traditional computer screens - the goal of programmable matter and actuated shape-changing materials is to directly use the physical objects for visual or tangible feedback. Advances in material sciences and flexible display technologies are investigated to enable such reconfigurable physical objects. Read More


Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. Read More


Multivariate graphs are prolific across many fields, including transportation and neuroscience. A key task in graph analysis is the exploration of connectivity, to, for example, analyze how signals flow through neurons, or to explore how well different cities are connected by flights. While standard node-link diagrams are helpful in judging connectivity, they do not scale to large networks. Read More


This paper presents an intelligent user interface model dedicated to the exploration of complex databases. This model is implemented on a 3D metaphor : a virtual museum. In this metaphor, the database elements are embodied as museum objects. Read More


Music history, referring to the records of users' listening or downloading history in online music services, is the primary source for music service providers to analyze users' preferences on music and thus to provide personalized recommendations to users. In order to engage users into the service and to improve user experience, it would be beneficial to provide visual analyses of one user's music history as well as visualized recommendations to that user. In this paper, we take a user-centric approach to the design of such visual analyses. Read More


This dissertation presents three years of academic inquiry into the question of what role materials play in interaction design and participatory design processes. The dissertation aims at developing conceptual tools, based on Deweys pragmatism, for understanding how materials aid design reflection. It has been developed using a research-through-design approach in which the author has conducted practical design work in order to investigate and experiment with using materials to scaffold design inquiry. Read More


Being dominant factors driving the human actions, personalities can be excellent indicators in predicting the offline and online behavior of different individuals. However, because of the great expense and inevitable subjectivity in questionnaires and surveys, it is challenging for conventional studies to explore the connection between personality and behavior and gain insights in the context of large amount individuals. Considering the more and more important role of the online social media in daily communications, we argue that the footprint of massive individuals, like tweets in Weibo, can be the inspiring proxy to infer the personality and further understand its functions in shaping the online human behavior. Read More


We design, conduct and present the results of a highly personalized baseline emotion recognition experiment, which aims to set reliable ground-truth estimates for the subject's emotional state for real-life prediction under similar conditions using a small number of physiological sensors. We also propose an adaptive stimuli-selection mechanism that would use the user's feedback as guide for future stimuli selection in the controlled-setup experiment and generate optimal ground-truth personalized sessions systematically. Initial results are very promising (85% accuracy) and variable importance analysis shows that only a few features, which are easy-to-implement in portable devices, would suffice to predict the subject's emotional state. Read More


The distinct abilities of older adults to interact with computers has motivated a wide range of contributions in the the form of design guidelines for making technologies usable and accessible for the elderly population. However, despite the growing effort by the research community, the adoption of guidelines by developers and designers has been scant or not properly translated into more accessible interaction systems. In this paper we explore this issue by reporting on a qualitative outcomes of a systematic review of 204 research-derived design guidelines for touchscreen applications. Read More


Massive Open Online Courses (MOOCs) use peer assessment to grade open ended questions at scale, allowing students to provide feedback. Relative to teacher based grading, peer assessment on MOOCs traditionally delivers lower quality feedback and fewer learner interactions. We present the identified peer review (IPR) framework, which provides non-blind peer assessment and incentives driving high quality feedback. Read More


This work suggests the estimation method developed in relation to the position of the robotic system (RS) operator, showing his degree of risk proneness. The base models are: Hurwitz pessimism/optimism criterion and decision trees. The problem is solved using the reverse setting: we estimate pessimism/optimism parameter of the operator (decision taker) by observing what decisions he makes when controlling the RS. Read More


A holographic display system is able to offer an immersive 3D experience with a controllable focus cue that matches the depth information of virtual content. Proper calibration of an OST-HMD must take into account the specific features of that HMD. Existing calibration methods, however, cannot fully capture the optical characteristics of holographic display systems. Read More


Texture is an essential property of physical objects that affects aesthetics, usability, and functionality. However, designing and applying textures to 3D objects with existing tools remains difficult and time-consuming; it requires proficient 3D modeling skills. To address this, we investigated an auto-completion approach for efficient texture creation that automates the tedious, repetitive process of applying texture while allowing flexible customization. Read More


Designing and building automated systems with which people can interact naturally is one of the emerging objective of Mechatronics. In this perspective multimodality and adaptivity represent focal issues, enabling users to communicate more freely and naturally with automated systems. One of the basic problem of multimodal interaction is the fusion process. Read More


As virtual reality (VR) emerges as a mainstream platform, designers have started to experiment new interaction techniques to enhance the user experience. This is a challenging task because designers not only strive to provide designs with good performance but also carefully ensure not to disrupt users' immersive experience. There is a dire need for a new evaluation tool that extends beyond traditional quantitative measurements to assist designers in the design process. Read More


As crowd-sourced curation of news and information become the norm, it is important to understand not only how individuals consume information through social news Web sites, but also how they contribute to their ranking systems. In the present work, we introduce and make available a new dataset containing the activity logs that recorded all activity for 309 Reddit users for one year. Using this newly collected data, we present findings that highlight the browsing and voting behavior of the study's participants. Read More


There is an increasing interest in learning outside of the traditional classroom setting, especially for instruction of computational tools and practices that are challenging to incorporate in the standard curriculum. These atypical learning environments offer new ways for teaching students skills and concepts, particularly when it comes to combining conceptual knowledge with hands-on methods. Advances in cloud computing and containerized environments provide an attractive opportunity to improve the efficiency and ease with which students can learn. Read More


The history of humanhood has included competitive activities of many different forms. Sports have offered many benefits beyond that of entertainment. At the time of this article, there exists not a competitive ecosystem for cyber security beyond that of conventional capture the flag competitions, and the like. Read More


This paper investigates when users create profiles in different social networks, whether they are redundant expressions of the same persona, or they are adapted to each platform. Using the personal webpages of 116,998 users on About.me, we identify and extract matched user profiles on several major social networks including Facebook, Twitter, LinkedIn, and Instagram. Read More


This paper reviews the causes of discomfort in viewing stereoscopic content. These include objective factors, such as misaligned images, as well as subjective factors, such as excessive disparity. Different approaches to the measurement of visual discomfort are also reviewed, in relation to the underlying physiological and psychophysical processes. Read More


Guetzli is a new JPEG encoder that aims to produce visually indistinguishable images at a lower bit-rate than other common JPEG encoders. It optimizes both the JPEG global quantization tables and the DCT coefficient values in each JPEG block using a closed-loop optimizer. Guetzli uses Butteraugli, our perceptual distance metric, as the source of feedback in its optimization process. Read More


We report on pairwise comparisons by human raters of JPEG images from libjpeg and our new Guetzli encoder. Although both files are size-matched, 75% of ratings are in favor of Guetzli. This implies the Butteraugli psychovisual image similarity metric which guides Guetzli is reasonably close to human perception at high quality levels. Read More


Location sensing is a key enabling technology for Ubicomp to support contextual interaction. However, the laboratories where calibrated testing of location technologies is done are very different to the domestic situations where `context' is a problematic social construct. This study reports measurements of Bluetooth beacons, informed by laboratory studies, but done in diverse domestic settings. Read More


Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from users and grant a return to the developers. In this paper we propose a model that analyzes users' playing session time in order to evaluate and maximize the longevity of games, even during the first phases of their development. Read More


Our overall program objective is to provide more natural ways for soldiers to interact and communicate with robots, much like how soldiers communicate with other soldiers today. We describe how the Wizard-of-Oz (WOz) method can be applied to multimodal human-robot dialogue in a collaborative exploration task. While the WOz method can help design robot behaviors, traditional approaches place the burden of decisions on a single wizard. Read More


We describe a case study with the participation of a Danish veteran suffering from post-traumatic stress disorder (PTSD). As part of psychotherapeutic treatment the participant and therapist have used our novel technique for instrumenting self-tracking of select aspects of subjective experience using a one-button wearable device. The instrumentation system is described along with the specific self-track- ing protocol which defined the participant's self-tracking of a single symptom, namely the occurrences of a bodily experienced precursor to hyperarousal. Read More


A person's weight status can have profound implications on their life, ranging from mental health, to longevity, to financial income. At the societal level, "fat shaming" and other forms of "sizeism" are a growing concern, while increasing obesity rates are linked to ever raising healthcare costs. For these reasons, researchers from a variety of backgrounds are interested in studying obesity from all angles. Read More


2017Mar
Affiliations: 1Intranet Standard GmbH, Munich, Germany, 2Intranet Standard GmbH, Munich, Germany, 3Università di Firenze, Italy

In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a community of users producing different content such as cultural heritage, scientific virtual labs, games, novel art forms and virtual museums. Read More


Noninvasive brain computer interfaces (BCI), and more specifically Electroencephalography (EEG) based systems for intent detection need to compensate for the low signal to noise ratio of EEG signals. In many applications, the temporal dependency information from consecutive decisions and contextual data can be used to provide a prior probability for the upcoming decision. In this study we proposed two probabilistic graphical models (PGMs), using context information and previously observed EEG evidences to estimate a probability distribution over the decision space in graph based decision-making mechanism. Read More


Brain computer interfaces (BCIs) offer individuals suffering from major disabilities an alternative method to interact with their environment. Sensorimotor rhythm (SMRs) based BCIs can successfully perform control tasks; however, the traditional SMR paradigms intuitively disconnect the control and real task, making them non-ideal for complex control scenarios. In this study, we design a new, intuitively connected motor imagery (MI) paradigm using hierarchical common spatial patterns (HCSP) and context information to effectively predict intended hand grasps from electroencephalogram (EEG) data. Read More


Emojis, as a new way of conveying nonverbal cues, are widely adopted in computer-mediated communications. In this paper, first from a message sender perspective, we focus on people's motives in using four types of emojis -- positive, neutral, negative, and non-facial. We compare the willingness levels of using these emoji types for seven typical intentions that people usually apply nonverbal cues for in communication. Read More


In a Wireless Sensor Network (WSN), data manipulation and representation is a crucial part and can take a lot of time to be developed from scratch. Although various visualization tools have been created for certain projects so far, these tools can only be used in certain scenarios, due to their hard-coded packet formats and network's properties. To speed up the development process, a visualization tool which can adapt to any kind of WSN is essentially necessary. Read More


Teegi is an anthropomorphic and tangible avatar exposing a users' brain activity in real time. It is connected to a device sensing the brain by means of electroencephalog-raphy (EEG). Teegi moves its hands and feet and closes its eyes along with the person being monitored. Read More


To design trustworthy robots, we need to understand the impact factors of trust: people's attitudes, experience, and characteristics; the robot's physical design, reliability, and performance; a task's specification and the circumstances under which it is to be performed, e.g. at leisure or under time pressure. Read More


App store analysis has become an important discipline in recent software engineering research. It empirically studies apps using information mined from their distribution platforms. Information provided by users, such as app reviews, are of high interest to developers. Read More


In the Google Play store, an introduction page is associated with every mobile application (app) for users to acquire its details, including screenshots, description, reviews, etc. However, it remains a challenge to identify what items influence users most when downloading an app. To explore users' perspective, we conduct a survey to inquire about this question. Read More


Visually impaired people face numerous challenges when it comes to transportation. Not only must they circumvent obstacles while navigating, but they also need access to essential information related to available public transport, up-to-date weather forecast, and convenient method for booking private taxis. In this paper we introduce Transport Assistant - a voice based assistive technology prototype, built with a goal of leveling the playing field for the visually impaired to solve these problems that they face in their day to day life. Read More


In this work, we use player behavior during the closed beta test of the MMORPG ArcheAge as a proxy for an extreme situation: at the end of the closed beta test, all user data is deleted, and thus, the outcome (or penalty) of players' in-game behaviors in the last few days loses its meaning. We analyzed 270 million records of player behavior in the 4th closed beta test of ArcheAge. Our findings show that there are no apparent pandemic behavior changes, but some outliers were more likely to exhibit anti-social behavior (e. Read More


Simulation-based learning (SBL) is gaining popularity as a low-cost and convenient training technique in a vast range of applications. However, for a SBL platform to be fully utilized as an effective training tool, it is essential that feedback on performance is provided automatically in real-time during training. It is the aim of this paper to develop an efficient and effective feedback extraction method for the provision of real-time feedback in SBL. Read More


Every teacher understands that different students benefit from different activities. Recent advances in data processing allow us to detect and use behavioral variability for adapting to a student. This approach allows us to optimize learning process but does not focus on understanding it. Read More


Community based question answering (CQA) services receive a large volume of questions today. It is increasingly challenging to motivate domain experts to give timely answers. Recently, payment-based CQA services explore new incentive models to engage real-world experts and celebrities by allowing them to set a price on their answers. Read More


This paper contributes a first study into how different human users deliver simultaneous control and feedback signals during human-robot interaction. As part of this work, we formalize and present a general interactive learning framework for online cooperation between humans and reinforcement learning agents. In many human-machine interaction settings, there is a growing gap between the degrees-of-freedom of complex semi-autonomous systems and the number of human control channels. Read More


Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy HCGs that appeal to players and solve problems effectively is incomplete. We present an investigatory HCG based on Super Mario Bros. Read More


Conversion optimization means designing a web interface so that as many users as possible take a desired action on it, such as register or purchase. Such design is usually done by hand, testing one change at a time through A/B testing, or a limited number of combinations through multivariate testing, making it possible to evaluate only a small fraction of designs in a vast design space. This paper describes Sentient Ascend, an automatic conversion optimization system that uses evolutionary optimization to create effective web interface designs. Read More


Rapport plays an important role during communication because it can help people understand each other's feelings or ideas and leads to a smooth communication. Computational rapport model has been proposed based on theory in previous work. But there lacks solid verification. Read More


Animation is ubiquitous in visualization systems, and a common technique for creating these animations is the transition. In the transition approach, animations are created by smoothly interpolating a visual attribute between a start and end value, reaching the end value after a specified duration. This approach works well when each transition for an attribute is allowed to finish before the next is triggered, but performs poorly when a new transition is triggered before the current transition has finished. Read More


Human-machine systems required a deep understanding of human behaviors. Most existing research on action recognition has focused on discriminating between different actions, however, the quality of executing an action has received little attention thus far. In this paper, we study the quality assessment of driving behaviors and present WiQ, a system to assess the quality of actions based on radio signals. Read More


Task-oriented dialog systems have been applied in various tasks, such as automated personal assistants, customer service providers and tutors. These systems work well when users have clear and explicit intentions that are well-aligned to the systems' capabilities. However, they fail if users intentions are not explicit. Read More