Computer Science - Human-Computer Interaction Publications (50)

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Computer Science - Human-Computer Interaction Publications

Riemannian geometry has been successfully used in many brain-computer interface (BCI) classification problems and demonstrated superior performance. In this paper, for the first time, it is applied to BCI regression problems, an important category of BCI applications. More specifically, we propose a new feature extraction approach for Electroencephalogram (EEG) based BCI regression problems: a spatial filter is first used to increase the signal quality of the EEG trials and also to reduce the dimensionality of the covariance matrices, and then Riemannian tangent space features are extracted. Read More


Swarms of robots will revolutionize many industrial applications, from targeted material delivery to precision farming. Controlling the motion and behavior of these swarms presents unique challenges for human operators, who cannot yet effectively convey their high-level intentions to a group of robots in application. This work proposes a new human-swarm interface based on novel wearable gesture-control and haptic-feedback devices. Read More


In recent years, the reliability of information on the Internet has emerged as a crucial issue of modern society. Social network sites (SNSs) have revolutionized the way in which information is spread by allowing users to freely share content. As a consequence, SNSs are also increasingly used as vectors for the diffusion of misinformation and hoaxes. Read More


Curiosity is a vital metacognitive skill in educational contexts. Yet, little is known about how social factors influence curiosity in group work. We argue that curiosity is evoked not only through individual, but also interpersonal activities, and present what we believe to be the first theoretical framework that articulates an integrated socio-cognitive account of curiosity based on literature spanning psychology, learning sciences and group dynamics, along with empirical observation of small-group science activity in an informal learning environment. Read More


With introduction of new technologies in the operating room like the da Vinci Surgical System, training surgeons to use them effectively and efficiently is crucial in the delivery of better patient care. Coaching by an expert surgeon is effective in teaching relevant technical skills, but current methods to deliver effective coaching are limited and not scalable. We present a virtual reality simulation-based framework for automated virtual coaching in surgical education. Read More


Our goal is to create a convenient natural language interface for performing well-specified but complex actions such as analyzing data, manipulating text, and querying databases. However, existing natural language interfaces for such tasks are quite primitive compared to the power one wields with a programming language. To bridge this gap, we start with a core programming language and allow users to "naturalize" the core language incrementally by defining alternative, more natural syntax and increasingly complex concepts in terms of compositions of simpler ones. Read More


Spatial crowdsourcing (SC) is a new platform that engages individuals in collecting and analyzing environmental, social and other spatiotemporal information. With SC, requesters outsource their spatiotemporal tasks to a set of workers, who will perform the tasks by physically traveling to the tasks' locations. This chapter identifies privacy threats toward both workers and requesters during the two main phases of spatial crowdsourcing, tasking and reporting. Read More


In order to avoid the "Midas Touch" problem, gaze-based interfaces for selection often introduce a dwell time: a fixed amount of time the user must fixate upon an object before it is selected. Past interfaces have used a uniform dwell time across all objects. Here, we propose an algorithm for adjusting the dwell times of different objects based on the inferred probability that the user wishes to select them. Read More


This study examines the acceptance of technology and behavioral intention to use learning management systems (LMS). More specifically, the aim of this research is to examine whether students ultimately accept and use educational learning systems such as e-class and the impact of behavioral intention on their decision to use them. An extended version of technology acceptance model has been used by employing the System Usability Scale to measure perceived ease of use and the data analysis was based on partial least squares method. Read More


Recommender systems nowadays have many applications and are of great economic benefit. Hence, it is imperative for success-oriented companies to compare different of such systems and select the better one for their purposes. To this end, various metrics of predictive accuracy are commonly used, such as the Root Mean Square Error (RMSE), or precision and recall. Read More


Linguistically diverse datasets are critical for training and evaluating robust machine learning systems, but data collection is a costly process that often requires experts. Crowdsourcing the process of paraphrase generation is an effective means of expanding natural language datasets, but there has been limited analysis of the trade-offs that arise when designing tasks. In this paper, we present the first systematic study of the key factors in crowdsourcing paraphrase collection. Read More


Predicting personality is essential for social applications supporting human-centered activities, yet prior modeling methods with users written text require too much input data to be realistically used in the context of social media. In this work, we aim to drastically reduce the data requirement for personality modeling and develop a model that is applicable to most users on Twitter. Our model integrates Word Embedding features with Gaussian Processes regression. Read More


In recent years, citizen science has grown in popularity due to a number of reasons, including the emphasis on informal learning and creativity potential associated with these initiatives. Citizen science projects address research questions from various domains, ranging from Ecology to Astronomy. Due to the advancement of communication technologies, which makes outreach and engagement of wider communities easier, scientists are keen to turn their own research into citizen science projects. Read More


The current generation of radio and millimeter telescopes, particularly the Atacama Large Millimeter Array (ALMA), offers enormous advances in observing capabilities. While these advances represent an unprecedented opportunity to advance scientific understanding, the increased complexity in the spatial and spectral structure of even a single spectral line is hard to interpret. The complexity present in current ALMA data cubes therefore challenges not only the existing tools for fundamental analysis of these datasets, but also users' ability to explore and visualize their data. Read More


We explore how the availability of a sensemaking tool influences users' knowledge externalization strategies. On a large display, users were asked to solve an intelligence analysis task with or without a bidirectionally linked concept-graph (BLC) to organize insights into concepts (nodes) and relations (edges). In BLC, both nodes and edges maintain "deep links" to the exact source phrases and sections in associated documents. Read More


The analysis of the current integration attempts of some modes and use cases of user-machine interaction is presented. The new concept of the user-driven intelligent interface is proposed on the basis of multimodal augmented reality and brain-computer interaction for various applications: in disabilities studies, education, home care, health care, etc. The several use cases of multimodal augmentation are presented. Read More


Robots have the potential to be a game changer in healthcare: improving health and well-being, filling care gaps, supporting care givers, and aiding health care workers. However, before robots are able to be widely deployed, it is crucial that both the research and industrial communities work together to establish a strong evidence-base for healthcare robotics, and surmount likely adoption barriers. This article presents a broad contextualization of robots in healthcare by identifying key stakeholders, care settings, and tasks; reviewing recent advances in healthcare robotics; and outlining major challenges and opportunities to their adoption. Read More


Output-agreement mechanisms such as ESP Game have been widely used in human computation to obtain reliable human-generated labels. In this paper, we argue that a "time-limited" output-agreement mechanism can be used to create a fast and robust crowd-powered component in interactive systems, particularly dialogue systems, to extract key information from user utterances on the fly. Our experiments on Amazon Mechanical Turk using the Airline Travel Information System (ATIS) dataset showed that the proposed approach achieves high-quality results with an average response time shorter than 9 seconds. Read More


In this paper we introduce the responsive graphical user interface (ReGUI) approach to creating applications, and demonstrate how this approach can be implemented in MATLAB. The same general technique can be used in other programming languages. Read More


Quality control in crowdsourcing systems is crucial. It is typically done after data collection, often using additional crowdsourced tasks to assess and improve the quality. These post-hoc methods can easily add cost and latency to the acquisition process--particularly if collecting high-quality data is important. Read More


While deep learning models have achieved state-of-the-art accuracies for many prediction tasks, understanding these models remains a challenge. Despite the recent interest in developing visual tools to help users interpret deep learning models, the complexity and wide variety of models deployed in industry, and the large-scale datasets that they used, pose unique design challenges that are inadequately addressed by existing work. Through participatory design sessions with over 15 researchers and engineers at Facebook, we have developed, deployed, and iteratively improved ActiVis, an interactive visualization system for interpreting large-scale deep learning models and results. Read More


With the widespread adoption of social media sites like Twitter and Facebook, there has been a shift in the way information is produced and consumed. Earlier, the only producers of information were traditional news organizations, which broadcast the same carefully-edited information to all consumers over mass media channels. Whereas, now, in online social media, any user can be a producer of information, and every user selects which other users she connects to, thereby choosing the information she consumes. Read More


Search systems in online social media sites are frequently used to find information about ongoing events and people. For topics with multiple competing perspectives, such as political events or political candidates, bias in the top ranked results significantly shapes public opinion. However, bias does not emerge from an algorithm alone. Read More


Outdoor shopping complexes (OSC) are extremely difficult for people with visual impairment to navigate. Existing GPS devices are mostly designed for roadside navigation and seldom transition well into an OSC-like setting. We report our study on the challenges faced by a blind person in navigating OSC through developing a new mobile application named iExplore. Read More


Clearly, no one likes webpages with poor quality of experience (QoE). Being perceived as slow or fast is a key element in the overall perceived QoE of web applications. While extensive effort has been put into optimizing web applications (both in industry and academia), not a lot of work exists in characterizing what aspects of webpage loading process truly influence human end-user's perception of the "Speed" of a page. Read More


Our study investigates the role of infrastructures in shaping online news usage by contrasting use patterns of two social groups,millennials and boomers,that are specifically located in news infrastructures. Typically based on self reported data, popular press and academics tend to highlight the generational gap in news usage and link it to divergence in values and preferences of the two age cohorts. In contrast, we conduct relational analyses of shared usage obtained from passively metered usage data across a vast range of online news outlets for millennials and boomers. Read More


Developments in information and communication technologies have been greatly influential on the practices in all fields, and education is not an exception to this. To illustrate with, computers were first used in computer assisted education in order to increase the efficiency of teaching process. Recently, computer has contributed more to the field through interactive and smart class applications that are specially designed for classroom use. Read More


The Web is becoming more and more a wide software framework on which each one can compose and use contents, software applications and services. It can offer adequate computational resources to manage the complexity implied by the use of the five senses when involved in human machine interaction. The core of the paper describes how SOA (Service Oriented Architecture) can support multimodal interaction by pushing the I/O processing and reasoning to the cloud, improving naturalness. Read More


This paper deals with classifying ambiguities for Multimodal Languages. It evolves the classifications and the methods of the literature on ambiguities for Natural Language and Visual Language, empirically defining an original classification of ambiguities for multimodal interaction using a linguistic perspective. This classification distinguishes between Semantic and Syntactic multimodal ambiguities and their subclasses, which are intercepted using a rule-based method implemented in a software module. Read More


This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using FightingICE, a fighting game platform for AI development. A middleware called UKI is used to allow the player to control the game by using body motion instead of the keyboard and mouse. Read More


We explore the design of an effective crowdsourcing system for an $M$-ary classification task. Crowd workers complete simple binary microtasks whose results are aggregated to give the final classification decision. We consider the scenario where the workers have a reject option so that they are allowed to skip microtasks when they are unable to or choose not to respond to binary microtasks. Read More


Despite the increasing use of social media platforms for information and news gathering, its unmoderated nature often leads to the emergence and spread of rumours, i.e. pieces of information that are unverified at the time of posting. Read More


General human action recognition requires understanding of various visual cues. In this paper, we propose a network architecture that computes and integrates the most important visual cues for action recognition: pose, motion, and the raw images. For the integration, we introduce a Markov chain model which adds cues successively. Read More


User Interfaces (UIs) intensively rely on event-driven programming: widgets send UI events, which capture users' interactions, to dedicated objects called controllers. Controllers use several UI listeners that handle these events to produce UI commands. First, we reveal the presence of design smells in the code that describes and controls UIs. Read More


With the popularity of massive open online courses, grading through crowdsourcing has become a prevalent approach towards large scale classes. However, for getting grades for complex tasks, which require specific skills and efforts for grading, crowdsourcing encounters a restriction of insufficient knowledge of the workers from the crowd. Due to knowledge limitation of the crowd graders, grading based on partial perspectives becomes a big challenge for evaluating complex tasks through crowdsourcing. Read More


Digital sculpting is a popular means to create 3D models but remains a challenging task for many users. This can be alleviated by recent advances in data-driven and procedural modeling, albeit bounded by the underlying data and procedures. We propose a 3D sculpting system that assists users in freely creating models without predefined scope. Read More


Variable stiffness actuators undergo lower peak force in contacts compared to their rigid counterparts, and are thus safer for human-robot interaction. Furthermore, they can store energy in their elastic element and can release it later to achieve human-like dynamic movements. However, it is not clear how to integrate them in teleoperator systems so that they can be controlled intuitively by a human. Read More


Privacy directly concerns the user as the data owner (data- subject) and hence privacy in systems should be implemented in a manner which concerns the user (user-centered). There are many concepts and guidelines that support development of privacy and embedding privacy into systems. However, none of them approaches privacy in a user- centered manner. Read More


Different users can use a given Internet application in many different ways. The ability to record detailed event logs of user in-application activity allows us to discover ways in which the application is being used. This enables personalization and also leads to important insights with actionable business and product outcomes. Read More


Recently, researchers started using cognitive load in various settings, e.g., educational psychology, cognitive load theory, or human-computer interaction. Read More


This work presents a study on the extraction and analysis of a set of 101 categories of eye movement features from three types of eye movement events: fixations, saccades, and post-saccadic oscillations. The eye movements were recorded during a reading task. For the categories of features with multiple instances in a recording we extract corresponding feature subtypes by calculating descriptive statistics on the distributions of these instances. Read More


Ambiguity and noise in natural language instructions create a significant barrier towards adopting autonomous systems into safety critical workflows involving humans and machines. In this paper, we propose to build on recent advances in electrophysiological monitoring methods and augmented reality technologies, to develop alternative modes of communication between humans and robots involved in large-scale proximal collaborative tasks. We will first introduce augmented reality techniques for projecting a robot's intentions to its human teammate, who can interact with these cues to engage in real-time collaborative plan execution with the robot. Read More


For robotic vehicles to navigate safely and efficiently in pedestrian-rich environments, it is important to model subtle human behaviors and navigation rules. However, while instinctive to humans, socially compliant navigation is still difficult to quantify due to the stochasticity in people's behaviors. Existing works are mostly focused on using feature-matching techniques to describe and imitate human paths, but often do not generalize well since the feature values can vary from person to person, and even run to run. Read More


Graphical User Interfaces (GUIs) intensively rely on event-driven programming: widgets send GUI events, which capture users' interactions, to dedicated objects called controllers. Controllers implement several GUI listeners that handle these events to produce GUI commands. In this work, we conducted an empirical study on 13 large Java Swing open-source software systems. Read More


The application of mobile computing is currently altering patterns of our behavior to a greater degree than perhaps any other invention. In combination with the introduction of BLE (Bluetooth Low Energy) and similar technologies enabling context-awareness, designers are today finding themselves empowered to build experiences and facilitate interactions with our physical surroundings in ways not possible before. The aim of this thesis is to present a research project, currently underway at the University of Cambridge, which is dealing with implementation of a BLE system into a museum environment. Read More


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