212 research outputs found

    Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI

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    As an emerging interaction paradigm, physiological computing is increasingly being used to both measure and feed back information about our internal psychophysiological states. While most applications of physiological computing are designed for individual use, recent research has explored how biofeedback can be socially shared between multiple users to augment human-human communication. Reflecting on the empirical progress in this area of study, this paper presents a systematic review of 64 studies to characterize the interaction contexts and effects of social biofeedback systems. Our findings highlight the importance of physio-temporal and social contextual factors surrounding physiological data sharing as well as how it can promote social-emotional competences on three different levels: intrapersonal, interpersonal, and task-focused. We also present the Social Biofeedback Interactions framework to articulate the current physiological-social interaction space. We use this to frame our discussion of the implications and ethical considerations for future research and design of social biofeedback interfaces.Comment: [Accepted version, 32 pages] Clara Moge, Katherine Wang, and Youngjun Cho. 2022. Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI. In CHI Conference on Human Factors in Computing Systems (CHI'22), ACM, https://doi.org/10.1145/3491102.351749

    Overview of EEG Research in Early Childhood Education: An International Perspective

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    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Web collaboration for software engineering

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    Tese de mestrado integrado. Engenharia Informåtica e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    Ubiquitous computing and natural interfaces for environmental information

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para obtenção do Grau de Mestre em Engenharia do Ambiente, perfil GestĂŁo e Sistemas AmbientaisThe next computing revolution‘s objective is to embed every street, building, room and object with computational power. Ubiquitous computing (ubicomp) will allow every object to receive and transmit information, sense its surroundings and act accordingly, be located from anywhere in the world, connect every person. Everyone will have the possibility to access information, despite their age, computer knowledge, literacy or physical impairment. It will impact the world in a profound way, empowering mankind, improving the environment, but will also create new challenges that our society, economy, health and global environment will have to overcome. Negative impacts have to be identified and dealt with in advance. Despite these concerns, environmental studies have been mostly absent from discussions on the new paradigm. This thesis seeks to examine ubiquitous computing, its technological emergence, raise awareness towards future impacts and explore the design of new interfaces and rich interaction modes. Environmental information is approached as an area which may greatly benefit from ubicomp as a way to gather, treat and disseminate it, simultaneously complying with the Aarhus convention. In an educational context, new media are poised to revolutionize the way we perceive, learn and interact with environmental information. cUbiq is presented as a natural interface to access that information

    Remote presence: supporting deictic gestures through a handheld multi-touch device

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    This thesis argues on the possibility of supporting deictic gestures through handheld multi-touch devices in remote presentation scenarios. In [1], Clark distinguishes indicative techniques of placing-for and directing-to, where placing-for refers to placing a referent into the addressee’s attention, and directing-to refers to directing the addressee’s attention towards a referent. Keynote, PowerPoint, FuzeMeeting and others support placing-for efficiently with slide transitions, and animations, but support limited to none directing-to. The traditional “pointing feature” present in some presentation tools comes as a virtual laser pointer or mouse cursor. [12, 13] have shown that the mouse cursor and laser pointer offer very little informational expressiveness and do not do justice to human communicative gestures. In this project, a prototype application was implemented for the iPad in order to explore, develop, and test the concept of pointing in remote presentations. The prototype offers visualizing and navigating the slides as well as “pointing” and zooming. To further investigate the problem and possible solutions, a theoretical framework was designed representing the relationships between the presenter’s intention and gesture and the resulting visual effect (cursor) that enables the audience members to interpret the meaning of the effect and the presenter’s intention. Two studies were performed to investigate people’s appreciation of different ways of presenting remotely. An initial qualitative study was performed at The Hague, followed by an online quantitative user experiment. The results indicate that subjects found pointing to be helpful in understanding and concentrating, while the detached video feed of the presenter was considered to be distracting. The positive qualities of having the video feed were the emotion and social presence that it adds to the presentations. For a number of subjects, pointing displayed some of the same social and personal qualities [2] that video affords, while less intensified. The combination of pointing and video proved to be successful with 10-out-of-19 subjects scoring it the highest while pointing example came at a close 8-out-of-19. Video was the least preferred with only one subject preferring it. We suggest that the research performed here could provide a basis for future research and possibly be applied in a variety of distributed collaborative settings.Universidade da Madeira - Madeira Interactive Technologies Institut

    User-centered EEG-based multimedia quality assessment

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    Decentralization in messaging applications with support for contactless interaction

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    Peer-to-peer communication has increasingly been gaining prevalence in people’s daily lives, with its widespread adoption being catalysed by technological advances. Although there have been strides for the inclusion of disabled individuals to ease communication between peers, people who suffer arm/hand impairments have little to no support in regular mainstream applications to efficiently communicate with other individuals. Additionally, as centralized systems have come into scrutiny regarding privacy and security, the development of alternative, decentralized solutions have increased, a movement pioneered by Bitcoin that culminated in the blockchain technology and its variants. Aiming towards expanding inclusivity in the messaging applications panorama, this project showcases an alternative on contactless human-computer interaction with support for disabled individuals with focus on the decentralized backend counterpart. Users of the application partake in a decentralized network based on a distributed hash table that is designed for secure communication (granted by a custom cryptographic messaging protocol) and exchange of data between peers. Such system is both resilient to tampering attacks and central points of failure (akin to blockchains), as well as having no long-term restrictions regarding scalability prospects, something that is a recurring issue in blockchain-based platforms. The conducted experiments showcase a level of performance similar to mainstream centralized approaches, outperforming blockchain-based decentralized applications on the delay between sending and receiving messages.A comunicação ponto-a-ponto tem cada vez mais ganhado prevalĂȘncia na vida contemporĂąnea de pessoas, tendo a sua adoção sido catalisada pelos avanços tecnolĂłgicos. Embora tenham havido desenvolvimentos relativamente Ă  inclusĂŁo de indivĂ­duos com deficiĂȘncia para facilitar a comunicação entre pessoas, as que sofrem imparidades no braço/mĂŁo tĂȘm um suporte escasso em aplicaçÔes convencionais para comunicar de forma eficiente com outros sujeitos. Adicionalmente, Ă  medida que sistemas centralizados tĂȘm atraĂ­do ceticismo relativamente Ă  sua privacidade e segurança, o desenvolvimento de soluçÔes descentralizadas e alternativas tĂȘm aumentado, um movimento iniciado pela Bitcoin que culminou na tecnologia de blockchain e as suas variantes. Tendo como objectivo expandir a inclusĂŁo no panorama de aplicaçÔes de messaging, este projeto pretende demonstrar uma alternativa na interação humano-computador sem contacto direto fĂ­sico e com suporte para indivĂ­duos com deficiĂȘncia, com foco no componente backend decentralizado. Utilizadores da aplicação sĂŁo inseridos num sistema decentralizado baseado numa hash table distribuĂ­da que foi desenhado para comunicação segura (providenciado por um protocolo de messaging criptogrĂĄfico customizado) e para troca de dados entre utilizadores. Tal sistema Ă© tanto resiliente a ataques de adulteração de dados como tambĂ©m a pontos centrais de falha (presente em blockains), nĂŁo tendo adicionalmente restriçÔes ao nĂ­vel de escabilidade a longo-prazo, algo que Ă© um problem recorrente em plataformas baseadas em blockchain. As avaliaçÔes e experiĂȘncias realizadas neste projeto demonstram um nĂ­vel de performance semelhante a abordagens centralizadas convencionais, tendo uma melhor prestação que aplicaçÔes descentralizadas baseadas em blockchain no que toca Ă  diferença no tempo entre enviar e receber mensagens
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