916 research outputs found

    Which One is Me?: Identifying Oneself on Public Displays

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    While user representations are extensively used on public displays, it remains unclear how well users can recognize their own representation among those of surrounding users. We study the most widely used representations: abstract objects, skeletons, silhouettes and mirrors. In a prestudy (N=12), we identify five strategies that users follow to recognize themselves on public displays. In a second study (N=19), we quantify the users' recognition time and accuracy with respect to each representation type. Our findings suggest that there is a significant effect of (1) the representation type, (2) the strategies performed by users, and (3) the combination of both on recognition time and accuracy. We discuss the suitability of each representation for different settings and provide specific recommendations as to how user representations should be applied in multi-user scenarios. These recommendations guide practitioners and researchers in selecting the representation that optimizes the most for the deployment's requirements, and for the user strategies that are feasible in that environment

    Multi-person Spatial Interaction in a Large Immersive Display Using Smartphones as Touchpads

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    In this paper, we present a multi-user interaction interface for a large immersive space that supports simultaneous screen interactions by combining (1) user input via personal smartphones and Bluetooth microphones, (2) spatial tracking via an overhead array of Kinect sensors, and (3) WebSocket interfaces to a webpage running on the large screen. Users are automatically, dynamically assigned personal and shared screen sub-spaces based on their tracked location with respect to the screen, and use a webpage on their personal smartphone for touchpad-type input. We report user experiments using our interaction framework that involve image selection and placement tasks, with the ultimate goal of realizing display-wall environments as viable, interactive workspaces with natural multimodal interfaces.Comment: 8 pages with reference

    Facilitating data exploration in casual mobile settings with multi-device interaction

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    Big data is the new buzzword of computer professionals. Governments and industry are increasingly looking to find benefits from exploring immense data sets using new powerful tools. Large amounts of data are generated through our daily activities: commuting, eating lunch, using mobile phones, and reading the bedtime story to the children. In a truly democratized society we should have access to the data we generate along with the tools needed to gain insight. Consequently, there is an emerging need for aggregating data from different sources and presenting it in forms that will make it accessible for different stakeholders within social entities pervasive computing systems will soon be required to provide opportunities for users to rapidly explore big data in ad-hoc casual settings. This work focuses on how we can transform everyday spaces into data-rich environments where citizens can interactively explore data sets. Specifically, this work will investigate how we can transform table surfaces into interactive spaces by augmenting currently available mobile devices. Using multiple mobile devices for one and many users will be the focal theme and new interaction techniques are explored. The project is build on past research from the t2i Interaction Laboratory and look for new sensing techniques, communication protocols and navigation patterns

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality

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    Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from virtual field studies, conducted in a virtual public space, would match the results from a corresponding real-world setting. We report on two empirical user studies where we compared audience behavior around a virtual public display in the virtual world to audience behavior around a real public display. We found that virtual field studies can be a powerful research tool, as in both studies we observed largely similar behavior between the settings. We discuss the opportunities, challenges, and limitations of using virtual reality to conduct field studies, and provide lessons learned from our work that can help researchers decide whether to employ VR in their research and what factors to account for if doing so

    Supporting public participation through interactive

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    A thesis submitted in partial fulfillment of the requirements for the degree of Doctor in Information Management, specialization in Geographic Information SystemsCitizen participation as a key priority of open cities, gives citizens the chance to influence public decision-making. Effectively engaging broader types of citizens into high participation levels has long been an issue due to various situational and technical constrains. Traditional public participation technologies (e.g. public hearing) usually are blame for low accessibility by the general public. The development of Information Communication Technology brings new methods to engage a broader spectrum of citizens in deeper participation level during urban planning processes. Interactive public displays as a public communication medium, hold some key advantages in comparison to other media. Compared to personal devices, public displays make public spaces into sociable places, where social communication and interaction can be enriched without intentionally or unintentionally excluding some groups’ opinions. Public displays can increase the visibility of public events while it is more flexible and up-to-date regarding showing information. Besides, they can also foster a collective awareness and support group behavioral changes. Moreover, due to the public nature of public displays, they provide broad accessibility to different groups of citizens. Public displays have a great potential in bringing new opportunities to facilitate public participation in an urban planning process. In the light of previous work on public displays, the research goal is to investigate a relatively new form of citizen participation known as Public Display Participation. This participation form refers to the use of public displays for citizen participation in the context of urban planning. The main research question of the thesis is how public displays can be used for facilitating citizen consultation in an urban planning process. First, a systematic literature review is done to get an understanding of the current achievements and gaps of research on public displays for public participation. Second, an elicitation study has been conducted to design end user centered interactions with public displays for citizens’ consulting activities. Finally, we run a usability to evaluate the usability of public displays for citizen consultation and their user experience. The main contributions of this thesis can be summarized as: (1) the identification of key challenges and opportunities for future research in using public displays for public participation in urban contexts; (2) two sets of user-defined gestures for two sets of user-defined phone gestures and hand gestures for performing eleven consulting activities, which are about examining the urban planning designs and giving feedback related to design alternatives, are also identified. (3) a new approach for using public displays for voting and commenting in urban planning, and a multi-level evaluation of a prototypical system implementing the proposed approach. Designers and researchers can use the contributions of this thesis, to create interactive public displays for supporting higher public participat i.e. citizen collaboration and empowerment

    Understanding Mode and Modality Transfer in Unistroke Gesture Input

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    Unistroke gestures are an attractive input method with an extensive research history, but one challenge with their usage is that the gestures are not always self-revealing. To obtain expertise with these gestures, interaction designers often deploy a guided novice mode -- where users can rely on recognizing visual UI elements to perform a gestural command. Once a user knows the gesture and associated command, they can perform it without guidance; thus, relying on recall. The primary aim of my thesis is to obtain a comprehensive understanding of why, when, and how users transfer from guided modes or modalities to potentially more efficient, or novel, methods of interaction -- through symbolic-abstract unistroke gestures. The goal of my work is to not only study user behaviour from novice to more efficient interaction mechanisms, but also to expand upon the concept of intermodal transfer to different contexts. We garner this understanding by empirically evaluating three different use cases of mode and/or modality transitions. Leveraging marking menus, the first piece investigates whether or not designers should force expertise transfer by penalizing use of the guided mode, in an effort to encourage use of the recall mode. Second, we investigate how well users can transfer skills between modalities, particularly when it is impractical to present guidance in the target or recall modality. Lastly, we assess how well users' pre-existing spatial knowledge of an input method (the QWERTY keyboard layout), transfers to performance in a new modality. Applying lessons from these three assessments, we segment intermodal transfer into three possible characterizations -- beyond the traditional novice to expert contextualization. This is followed by a series of implications and potential areas of future exploration spawning from our work

    Summon and Select: Rapid Interaction with Interface Controls in Mid-air

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    International audienceCurrent freehand interactions with large displays rely on point & select as the dominant paradigm. However, constant hand movement in air for pointer navigation leads to hand fatigue quickly. We introduce summon & select, a new model for freehand interaction where, instead of navigating to the control , the user summons it into focus and then manipulates it. Summon & select solves the problems of constant pointer navigation, need for precise selection, and out-of-bounds gestures that plague point & select. We describe the design and conduct two studies to evaluate the design and compare it against point & select in a multi-button selection study. The results show that summon & select is significantly faster and has less physical and mental demand than point & select

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten
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