6,612 research outputs found

    Accessibility and tangible interaction in distributed workspaces based on multi-touch surfaces

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    [EN] Traditional interaction mechanisms in distributed digital spaces often fail to consider the intrinsic properties of action, perception, and communication among workgroups, which may affect access to the common resources used to mutually organize information. By developing suitable spatial geometries and natural interaction mechanisms, distributed spaces can become blended where the physical and virtual boundaries of local and remote spaces merge together to provide the illusion of a single unified space. In this paper, we discuss the importance of blended interaction in distributed spaces and the particular challenges faced when designing accessible technology. We illustrate this discussion through a new tangible interaction mechanism for collaborative spaces based on tabletop system technology implemented with optical frames. Our tangible elements facilitate the exchange of digital information in distributed collaborative settings by providing a physical manifestation of common digital operations. The tangibles are designed as passive elements that do not require the use of any additional hardware or external power while maintaining a high degree of accuracy.This work was supported by the Spanish Ministry of Economy and Competitiveness and the European Regional Development Fund, through the ANNOTA Project (Ref. TIN2013-46036-C3-1-R).Salvador-Herranz, G.; Camba, J.; Contero, M.; Naya Sanchis, F. (2018). Accessibility and tangible interaction in distributed workspaces based on multi-touch surfaces. Universal Access in the Information Society. 17(2):247-256. https://doi.org/10.1007/s10209-017-0563-7S247256172Arkin, E.M., Chew, L.P., Huttenlocher, D.P., Kedem, K., Mitchell, J.S.B.: An efficiently computable metric for comparing polygonal shapes. IEEE Trans. Acoust. Speech Signal Process. 13(3), 209–216 (1991)Benyon, D.: Presence in blended spaces. Interact. Comput. 24(4), 219–226 (2012)Bhalla, M.R., Bhalla, A.V.: Comparative study of various touchscreen technologies. Int. J. Comput. Appl. 6(8), 12–18 (2010)Bradski, G., Kaehler, A.: Learning OpenCV: Computer Vision with the OpenCV Library. O’Reilly Media Inc., Newton (2008)Candela, E.S., Pérez, M.O., Romero, C.M., López, D.C.P., Herranz, G.S., Contero, M., Raya, M.A.: Humantop: a multi-object tracking tabletop. Multimed. Tools Appl. 70(3), 1837–1868 (2014)Cohen, J., Withgott, M., Piernot, P.: Logjam: a tangible multi-person interface for video logging. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 128–135. ACM (1999)Couture, N., Rivière, G., Reuter, P.: Geotui: a tangible user interface for geoscience. In: Proceedings of the 2nd International Conference on Tangible and Embedded Interaction, pp. 89–96. ACM (2008)de la Guía, E., Lozano, M.D., Penichet, V.R.: Cognitive rehabilitation based on collaborative and tangible computer games. In: 2013 7th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth), pp. 389–392. IEEE (2013)Dietz, P., Leigh, D.: Diamondtouch: a multi-user touch technology. In: Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology, pp. 219–226. ACM (2001)Falcão, T.P., Price, S.: What have you done! the role of ‘interference’ in tangible environments for supporting collaborative learning. In: Proceedings of the 9th International Conference on Computer Supported Collaborative Learning-Volume 1, pp. 325–334. International Society of the Learning Sciences (2009)Fallman, D.: Wear, point and tilt. In: Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, pp. 293–302. ACM Press (2002)Fishkin, K.P., Gujar, A., Harrison, B.L., Moran, T.P., Want, R.: Embodied user interfaces for really direct manipulation. Commun. ACM 43(9), 74–80 (2000)Fitzmaurice, G.W., Buxton, W.: An empirical evaluation of graspable user interfaces: towards specialized, space-multiplexed input. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 43–50. ACM (1997)Fitzmaurice, G.W., Ishii, H., Buxton, W.A.: Bricks: laying the foundations for graspable user interfaces. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 442–449. ACM Press (1995)Graham, R.L., Yao, F.F.: Finding the convex hull of a simple polygon. J. Algorithms 4(4), 324–331 (1983)Hartigan, J.A., Wong, M.A.: Algorithm as 136: a k-means clustering algorithm. J. R. Stat. Soc.: Ser. C (Appl. Stat.) 28(1), 100–108 (1979)Higgins, S.E., Mercier, E., Burd, E., Hatch, A.: Multi-touch tables and the relationship with collaborative classroom pedagogies: a synthetic review. Int. J. Comput. Support. Collab. Learn. 6(4), 515–538 (2011)Hinckley, K., Pausch, R., Goble, J.C., Kassell, N.F.: Passive real-world interface props for neurosurgical visualization. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 452–458. ACM (1994)Hinske, S.: Determining the position and orientation of multi-tagged objects using RFID technology. In: 5th Annual IEEE International Conference on Pervasive Computing and Communications Workshops, 2007. PerCom Workshops’07, pp. 377–381. IEEE (2007)Hornecker, E.: A design theme for tangible interaction: embodied facilitation. In: ECSCW 2005, pp. 23–43. Springer (2005)Hoshi, K., Öhberg, F., Nyberg, A.: Designing blended reality space: conceptual foundations and applications. In: Proceedings of the 25th BCS Conference on Human–Computer Interaction, pp. 217–226. British Computer Society (2011)Ishii, H.: Tangible User Interfaces. CRC Press, Boca Raton (2007)Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234–241. ACM (1997)Jacob, R.J., Girouard, A., Hirshfield, L.M., Horn, M.S., Shaer, O., Solovey, E.T., Zigelbaum, J.: Reality-based interaction: a framework for post-wimp interfaces. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 201–210. ACM (2008)Jetter, H.C., Dachselt, R., Reiterer, H., Quigley, A., Benyon, D., Haller, M.: Blended Interaction: Envisioning Future Collaborative Interactive Spaces. ACM, New York (2013)Jin, X., Han, J.: Quality threshold clustering. In: Sammut, C., Webb, G.I. (eds.) Encyclopedia of Machine Learning, pp. 820–820. Springer, Boston, MA (2011)Jordà, S., Geiger, G., Alonso, M., Kaltenbrunner, M.: The reactable: exploring the synergy between live music performance and tabletop tangible interfaces. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, pp. 139–146. ACM (2007)Kaltenbrunner, M., Bovermann, T., Bencina, R., Costanza, E.: Tuio: a protocol for table-top tangible user interfaces. In: Proceedings of the 6th International Workshop on Gesture in Human–Computer Interaction and Simulation, pp. 1–5 (2005)Kirk, D., Sellen, A., Taylor, S., Villar, N., Izadi, S.: Putting the physical into the digital: issues in designing hybrid interactive surfaces. In: Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, pp. 35–44. British Computer Society (2009)Marques, T., Nunes, F., Silva, P., Rodrigues, R.: Tangible interaction on tabletops for elderly people. In: International Conference on Entertainment Computing, pp. 440–443. Springer (2011)Müller, D.: Mixed reality systems. iJOE 5(S2), 10–11 (2009)Newton-Dunn, H., Nakano, H., Gibson, J.: Block jam: a tangible interface for interactive music. In: Proceedings of the 2003 Conference on New Interfaces for Musical Expression, pp. 170–177. National University of Singapore (2003)Patten, J., Recht, B., Ishii, H.: Audiopad: a tag-based interface for musical performance. In: Proceedings of the 2002 Conference on New Interfaces for Musical Expression, pp. 1–6. National University of Singapore (2002)Patten, J., Recht, B., Ishii, H.: Interaction techniques for musical performance with tabletop tangible interfaces. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 27. ACM (2006)PQLabs: Inc. http://multitouch.com/ . Retrieved on 16 October 2016Ryokai, K., Marti, S., Ishii, H.: I/o brush: drawing with everyday objects as ink. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI’04, pp. 303–310. ACM, New York (2004). doi: 10.1145/985692.985731Salvador, G., Bañó, M., Contero, M., Camba, J.: Evaluation of a distributed collaborative workspace as a creativity tool in the context of design education. In: 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pp. 1–7. IEEE (2014)Salvador-Herranz, G., Contero, M., Camba, J.: Use of tangible marks with optical frame interactive surfaces in collaborative design scenarios based on blended spaces. In: International Conference on Cooperative Design, Visualization and Engineering, pp. 253–260. Springer (2014)Salvador-Herranz, G., Camba, J.D., Naya, F., Contero, M.: On the integration of tangible elements with multi-touch surfaces for the collaborative creation of concept maps. In: International Conference on Learning and Collaboration Technologies, pp. 177–186. Springer (2016)Schöning, J., Hook, J., Bartindale, T., Schmidt, D., Oliver, P., Echtler, F., Motamedi, N., Brandl, P., von Zadow, U.: Building interactive multi-touch surfaces. In: Müller-Tomfelde, C. (ed.) Tabletops-Horizontal Interactive Displays, pp. 27–49. Springer, London, UK (2010)Shaer, O., Hornecker, E.: Tangible user interfaces: past, present, and future directions. Found. Trends Hum. Comput. Interact. 3(1–2), 1–137 (2010)Shen, C., Everitt, K., Ryall, K.: Ubitable: Impromptu face-to-face collaboration on horizontal interactive surfaces. In: International Conference on Ubiquitous Computing, pp. 281–288. Springer (2003)Suzuki, H., Kato, H.: Algoblock: a tangible programming language, a tool for collaborative learning. In: Proceedings of 4th European Logo Conference, pp. 297–303 (1993)Suzuki, H., Kato, H.: Interaction-level support for collaborative learning: Algoblockan open programming language. 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    Envisioning Future Playful Interactive Environments for Animals

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-287-546-4_6Play stands as one of the most natural and inherent behavior among the majority of living species, specifically humans and animals. Human play has evolved significantly over the years, and so have done the artifacts which allow us to play: from children playing tag games without any tools other than their bodies, to modern video games using haptic and wearable devices to augment the playful experience. However, this ludic revolution has not been the same for the humans’ closest companions, our pets. Recently, a new discipline inside the human–computer interaction (HCI) community, called animal–computer interaction (ACI), has focused its attention on improving animals’ welfare using technology. Several works in the ACI field rely on playful interfaces to mediate this digital communication between animals and humans. Until now, the development of these interfaces only comprises a single goal or activity, and its adaptation to the animals’ needs requires the developers’ intervention. This work analyzes the existing approaches, proposing a more generic and autonomous system aimed at addressing several aspects of animal welfare at a time: Intelligent Playful Environments for Animals. The great potential of these systems is discussed, explaining how incorporating intelligent capabilities within playful environments could allow learning from the animals’ behavior and automatically adapt the game to the animals’ needs and preferences. The engaging playful activities created with these systems could serve different purposes and eventually improve animals’ quality of life.This work was partially funded by the Spanish Ministry of Science andInnovation under the National R&D&I Program within the projects Create Worlds (TIN2010-20488) and SUPEREMOS (TIN2014-60077-R), and from Universitat Politècnica de València under Project UPV-FE-2014-24. It also received support from a postdoctoral fellowship within theVALi+d Program of the Conselleria d’Educació, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catalá (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat Politècnica de València under the “Beca de Excelencia” program and currently by an FPU fellowship from the Spanish Ministry of Education, Culture, and Sports (FPU13/03831).Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Envisioning Future Playful Interactive Environments for Animals. En More Playful User Interfaces: Interfaces that Invite Social and Physical Interaction. Springer. 121-150. https://doi.org/10.1007/978-981-287-546-4_6S121150Alfrink, K., van Peer, I., Lagerweij H, et al.: Pig Chase. Playing with Pigs project. (2012) www.playingwithpigs.nlAmat, M., Camps, T., Le, Brech S., Manteca, X.: Separation anxiety in dogs: the implications of predictability and contextual fear for behavioural treatment. Anim. Welf. 23(3), 263–266 (2014). doi: 10.7120/09627286.23.3.263Barker, S.B., Dawson, K.S.: The effects of animal-assisted therapy on anxiety ratings of hospitalized psychiatric patients. Psychiatr. Serv. 49(6), 797–801 (1998)Bateson, P., Martin, P.: Play, Playfulness, Creativity and Innovation. Cambridge University Press, New York (2013)Bekoff, M., Allen, C.: Intentional communication and social play: how and why animals negotiate and agree to play. In: Bekoff, M., Byers, J.A. (eds.) Animal Play Evolutionary. Comparative and Ecological Perspectives, pp. 97–114. Cambridge University Press, New York (1997)Burghardt, G.M.: The Genesis of Animal Play. Testing the Limits. MIT Press, Cambridge (2006)Catalá, A., Pons, P., Jaén, J., et al.: A meta-model for dataflow-based rules in smart environments: evaluating user comprehension and performance. Sci. Comput. Prog. 78(10), 1930–1950 (2013). doi: 10.1016/j.scico.2012.06.010Cheok, A.D., Tan, R.T.K.C., Peiris, R.L., et al.: Metazoa ludens: mixed-reality interaction and play for small pets and humans. IEEE Trans. Syst. Man. Cybern.—Part A Syst. Hum. 41(5), 876–891 (2011). doi: 10.1109/TSMCA.2011.2108998Costello, B., Edmonds, E.: A study in play, pleasure and interaction design. In: Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces, pp. 76–91 (2007)Csikszentmihalyi, M.: Beyond Boredom and Anxiety. The Experience of Play in Work and Games. Jossey-Bass Publishers, Hoboken (1975)Filan, S.L., Llewellyn-Jones, R.H.: Animal-assisted therapy for dementia: a review of the literature. Int. Psychogeriatr. 18(4), 597–611 (2006). doi: 10.1017/S1041610206003322García-Herranz, M., Haya, P.A., Alamán, X.: Towards a ubiquitous end-user programming system for smart spaces. J. Univ. Comput. Sci. 16(12), 1633–1649 (2010). doi: 10.3217/jucs-016-12-1633Hirskyj-Douglas, I., Read, J.C.: Who is really in the centre of dog computer interaction? In: Adjunct Proceedings of the 11th Conference on Advances in Computer Entertainment—Workshop on Animal Human Computer Interaction (2014)Hu, F., Silver, D., Trude, A.: LonelyDog@Home. In: International Conference Web Intelligence Intelligent Agent Technology—Workshops, 2007 IEEE/WIC/ACM IEEE, pp. 333–337, (2007)Huizinga, J.: Homo Ludens. Wolters-Noordhoff, Groningen (1985)Kamioka, H., Okada, S., Tsutani, K., et al.: Effectiveness of animal-assisted therapy: a systematic review of randomized controlled trials. Complement. Ther. Med. 22(2), 371–390 (2014). doi: 10.1016/j.ctim.2013.12.016Lee, S.P., Cheok, A.D., James, T.K.S., et al.: A mobile pet wearable computer and mixed reality system for human–poultry interaction through the internet. Pers. Ubiquit. Comput. 10(5), 301–317 (2006). doi: 10.1007/s00779-005-0051-6Leo, K., Tan, B.: User-tracking mobile floor projection virtual reality game system for paediatric gait and dynamic balance training. In: Proceedings of the 4th International Convention on Rehabilitation Engineering and Assistive Technology pp. 25:1–25:4 (2010)Mancini, C.: Animal-computer interaction: a manifesto. Mag. Interact. 18(4), 69–73 (2011). doi: 10.1145/1978822.1978836Mancini, C.: Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability. CHI ’13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, New York, pp. 2227–2236 (2013)Mancini, C., van der Linden, J.: UbiComp for animal welfare: envisioning smart environments for kenneled dogs. In: Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, pp. 117–128 (2014)Mancini, C., Harris, R., Aengenheister, B., Guest, C.: Re-centering multispecies practices: a canine interface for cancer detection dogs. In: Proceedings of the SIGCHI Conference on Human Factors in Computing System, pp. 2673–2682 (2015)Mancini, C., van der Linden, J., Bryan, J., Stuart, A.: Exploring interspecies sensemaking: dog tracking semiotics and multispecies ethnography. In: Proceedings of the 2012 ACM Conference on Ubiquitous Computing—UbiComp ’12. ACM Press, New York, pp. 143–152 (2012)Mankoff, D., Dey, A.K., Mankoff, J., Mankoff, K.: Supporting interspecies social awareness: using peripheral displays for distributed pack awareness. 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In: CHI ’10 Extended Abstracts on Human Factors in Computing Systems, pp. 2661–2669 (2010

    Building an Argument for the Use of Science Fiction in HCI Education

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    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio

    Exploring the Referral and Usage of Science Fiction in HCI Literature

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    Research on science fiction (sci-fi) in scientific publications has indicated the usage of sci-fi stories, movies or shows to inspire novel Human-Computer Interaction (HCI) research. Yet no studies have analysed sci-fi in a top-ranked computer science conference at present. For that reason, we examine the CHI main track for the presence and nature of sci-fi referrals in relationship to HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main proceedings and code the context of 175 sci-fi referrals in 83 papers indexed in the CHI main track. In our results, we categorize these papers into five contemporary HCI research themes wherein sci-fi and HCI interconnect: 1) Theoretical Design Research; 2) New Interactions; 3) Human-Body Modification or Extension; 4) Human-Robot Interaction and Artificial Intelligence; and 5) Visions of Computing and HCI. In conclusion, we discuss results and implications located in the promising arena of sci-fi and HCI research.Comment: v1: 20 pages, 4 figures, 3 tables, HCI International 2018 accepted submission v2: 20 pages, 4 figures, 3 tables, added link/doi for Springer proceedin

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

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    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Brainatwork: Logging Cognitive Engagement and Tasks in the Workplace Using Electroencephalography

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    Today's workplaces are dynamic and complex. Digital data sources such as email and video conferencing aim to support workers but also add to their burden of multitasking. Psychophysiological sensors such as Electroencephalography (EEG) can provide users with cues about their cognitive state. We introduce BrainAtWork, a workplace engagement and task logger which shows users their cognitive state while working on different tasks. In a lab study with eleven participants working on their own real-world tasks, we gathered 16 hours of EEG and PC logs which were labeled into three classes: central, peripheral and meta work. We evaluated the usability of BrainAtWork via questionnaires and interviews. We investigated the correlations between measured cognitive engagement from EEG and subjective responses from experience sampling probes. Using random forests classification, we show the feasibility of automatically labeling work tasks into work classes. We discuss how BrainAtWork can support workers on the long term through encouraging reflection and helping in task scheduling
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