266 research outputs found

    Designable Visual Markers for Mobile Human-Computer Interaction

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    Visual markers are graphic symbols designed to be easily recognised by machines. They are traditionally used to track goods, but there is increasing interest in their application to mobile human-computer interaction (HCI). By scanning a visual marker through a camera phone, users can retrieve localised information and access mobile services. In particular the dissertation examines the application of visual markers to physical tagging: practices of association of digital information with physical items. One missed opportunity in current visual marker systems is that the markers themselves cannot be visually designed; they are not expressive to humans, and thus fail to convey information before being scanned. To address this limitation, this dissertation introduces the idea of designable markers, visual markers that are both machine-readable and visually communicative to humans, and presents an investigation of the ways in which they can support mobile human-computer interaction. The application of designable visual markers to the creation of mobile interfaces is explored through a variety of methods: through formal usability experiments, through the creation and analysis of example designs, as well as through the qualitative analysis of two field trials. All three approaches were enabled by the engineering and development of d-touch, an actual recognition system that supports designable visual markers and by its integration in a variety of applications and experimental probes. D-touch is based on image topology, and its markers are defined in terms of constraints on the nesting of dark and light regions. The constraints imposed by d-touch are flexible enough to allow novice users to create markers which are visually expressive and at the same time machine readable. A user study demonstrates how such system enables people to design their own functional visual markers, determining their aesthetic qualities and what they visually communicate to others. A desktop application to support users in the creation of valid markers, the d-touch analyser, is presented and its usefulness is demonstrated through the same study. A formal usability experiment comparing five variations of marker-based interfaces on keypad and touch-screen phones shows that all of them allow users to reliably select targets within, on average, less than 4 seconds. Participants of the experiment reported a strong preference for interfaces that involve only marker scanning, compared to those that require a combination of marker scanning and key-presses or touch selections. Example designs of mobile interface generated by the author as well as others are presented to expose how the d-touch recognition system can be integrated in mobile applications. The examples illustrate a variety of ways in which markers can be used to augment printed materials such as cards, books and product packages, adding to them interactive capabilities. The examples show also different approaches to marker design, ranging from simple and recognisable iconic design, to symbols that integrate cues about the interactive functionality, to making them invisible by hiding them in existing graphics. Finally, the dissertation reports and analyses two field trials conducted to study what practices of physical tagging can emerge from, and be supported by, the use of markers. The trials were centred around the use of uWiki, a functional prototype based on d-touch, that allows users to associate digital content to markers printed on physical tags that can be affixed to objects or buildings. Observations show that a variety of practices emerge around the use of this technology, indicating that they provide a rich medium that has potential to attract the interest of real users. Though the results of this work are preliminary, they serve to demonstrate the range of potential for the future of such systems

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    Connecting Everyday Objects with the Metaverse: A Unified Recognition Framework

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    The recent Facebook rebranding to Meta has drawn renewed attention to the metaverse. Technology giants, amongst others, are increasingly embracing the vision and opportunities of a hybrid social experience that mixes physical and virtual interactions. As the metaverse gains in traction, it is expected that everyday objects may soon connect more closely with virtual elements. However, discovering this "hidden" virtual world will be a crucial first step to interacting with it in this new augmented world. In this paper, we address the problem of connecting physical objects with their virtual counterparts, especially through connections built upon visual markers. We propose a unified recognition framework that guides approaches to the metaverse access points. We illustrate the use of the framework through experimental studies under different conditions, in which an interactive and visually attractive decoration pattern, an Artcode, is used as the approach to enable the connection. This paper will be of interest to, amongst others, researchers working in Interaction Design or Augmented Reality who are seeking techniques or guidelines for augmenting physical objects in an unobtrusive, complementary manner.Comment: This paper includes 6 pages, 4 figures, and 1 table, and has been accepted to be published by the 2022 IEEE 46th Annual Computers, Software, and Applications Conference (COMPSAC), Los Alamitos, CA, US

    From Codes to Patterns: Designing Interactive Decoration for Tableware

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    ABSTRACT We explore the idea of making aesthetic decorative patterns that contain multiple visual codes. We chart an iterative collaboration with ceramic designers and a restaurant to refine a recognition technology to work reliably on ceramics, produce a pattern book of designs, and prototype sets of tableware and a mobile app to enhance a dining experience. We document how the designers learned to work with and creatively exploit the technology, enriching their patterns with embellishments and backgrounds and developing strategies for embedding codes into complex designs. We discuss the potential and challenges of interacting with such patterns. We argue for a transition from designing ‘codes to patterns’ that reflects the skills of designers alongside the development of new technologies

    Recognizing the presence of hidden visual markers in digital images

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    As the promise of Virtual and Augmented Reality (VR and AR) becomes more realistic, an interesting aspect of our enhanced living environment includes the availability — indeed the potential ubiquity — of scannable markers. Such markers could represent an initial step into the AR and VR worlds. In this paper, we address the important question of how to recognise the presence of visual markers in freeform digital photos. We use a particularly challenging marker format that is only minimally constrained in structure, called Artcodes. Artcodes are a type of topological marker system enabling people, by following very simple drawing rules, to design markers that are both aesthetically beautiful and machine readable. Artcodes can be used to decorate the surface of any objects, and yet can also contain a hidden digital meaning. Like some other more commonly used markers (such as Barcodes, QR codes), it is possible to use codes to link physical objects to digital data, augmenting everyday objects. Obviously, in order to trigger the behaviour of scanning and further decoding of such codes, it is first necessary for devices to be aware of the presence of Artcodes in the image. Although considerable literature exists related to the detection of rigidly formatted structures and geometrical feature descriptors such as Harris, SIFT, and SURF, these approaches are not sufficient for describing freeform topological structures, such as Artcode images. In this paper, we propose a new topological feature descriptor that can be used in the detection of freeform topological markers, including Artcodes. This feature descriptor is called a Shape of Orientation Histogram (SOH). We construct this SOH feature vector by quantifying the level of symmetry and smoothness of the orientation histogram, and then use a Random Forest machine learning approach to classify images that contain Artcodes using the new feature vector. This system represents a potential first step for an eventual mobile device application that would detect where in an image such an unconstrained code appears. We also explain how the system handles imbalanced datasets — important for rare, handcrafted codes such as Artcodes — and how it is evaluated. Our experimental evaluation shows good performance of the proposed classification model in the detection of Artcodes: obtaining an overall accuracy of approx. 0.83, F2 measure 0.83, MCC 0.68, AUC-ROC 0.93, and AUC-PR 0.91

    Generative Invertible Networks (GIN): Pathophysiology-Interpretable Feature Mapping and Virtual Patient Generation

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    Machine learning methods play increasingly important roles in pre-procedural planning for complex surgeries and interventions. Very often, however, researchers find the historical records of emerging surgical techniques, such as the transcatheter aortic valve replacement (TAVR), are highly scarce in quantity. In this paper, we address this challenge by proposing novel generative invertible networks (GIN) to select features and generate high-quality virtual patients that may potentially serve as an additional data source for machine learning. Combining a convolutional neural network (CNN) and generative adversarial networks (GAN), GIN discovers the pathophysiologic meaning of the feature space. Moreover, a test of predicting the surgical outcome directly using the selected features results in a high accuracy of 81.55%, which suggests little pathophysiologic information has been lost while conducting the feature selection. This demonstrates GIN can generate virtual patients not only visually authentic but also pathophysiologically interpretable

    Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection

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    Communication channel established from a display to a device's camera is known as visual channel, and it is helpful in securing key exchange protocol. In this paper, we study how visual channel can be exploited by a network terminal and mobile device to jointly verify information in an interactive session, and how such information can be jointly presented in a user-friendly manner, taking into account that the mobile device can only capture and display a small region, and the user may only want to authenticate selective regions-of-interests. Motivated by applications in Kiosk computing and multi-factor authentication, we consider three security models: (1) the mobile device is trusted, (2) at most one of the terminal or the mobile device is dishonest, and (3) both the terminal and device are dishonest but they do not collude or communicate. We give two protocols and investigate them under the abovementioned models. We point out a form of replay attack that renders some other straightforward implementations cumbersome to use. To enhance user-friendliness, we propose a solution using visual cues embedded into the 2D barcodes and incorporate the framework of "augmented reality" for easy verifications through visual inspection. We give a proof-of-concept implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools

    Touch as the act of signification: Naming as a key design concept for gesturally intuitive interactive space

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    The act of naming, where sign and the signified are coupled as an act of touching, establishes the foundations for the meaningful use of language. The computer, a language machine, possesses the capacity to input sensory data from the physical environment where signification occurs. To design a computationally extended sensory environment with intuitive gestural interaction will necessarily then have touch as a foundational factor. The universal element in such systems is language; the specific is the context of place, a space where the significating action of touch occurs
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