248 research outputs found
TOBE: Tangible Out-of-Body Experience
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing
the inner states of users using physiological signals such as heart rate or
brain activity. Tobe can take the form of a tangible avatar displaying live
physiological readings to reflect on ourselves and others. Such a toolkit could
be used by researchers and designers to create a multitude of potential
tangible applications, including (but not limited to) educational tools about
Science Technologies Engineering and Mathematics (STEM) and cognitive science,
medical applications or entertainment and social experiences with one or
several users or Tobes involved. Through a co-design approach, we investigated
how everyday people picture their physiology and we validated the acceptability
of Tobe in a scientific museum. We also give a practical example where two
users relax together, with insights on how Tobe helped them to synchronize
their signals and share a moment
Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design
Digitalization is penetrating every aspect of everyday life including a
human's heart beating, which can easily be sensed by wearable sensors and
displayed for others to see, feel, and potentially "bodily resonate" with.
Previous work in studying human interactions and interaction designs with
physiological data, such as a heart's pulse rate, have argued that feeding it
back to the users may, for example support users' mindfulness and
self-awareness during various everyday activities and ultimately support their
wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an
appreciation of the living body's role in all our experiences, we designed and
explored mobile tangible heart beat displays, which enable rich forms of bodily
experiencing oneself and others in social proximity. In this paper, we first
report on the design process of tangible heart displays and then present
results of a field study with 30 pairs of participants. Participants were asked
to use the tangible heart displays during watching movies together and report
their experience in three different heart display conditions (i.e., displaying
their own heart beat, their partner's heart beat, and watching a movie without
a heart display). We found, for example that participants reported significant
effects in experiencing sensory immersion when they felt their own heart beats
compared to the condition without any heart beat display, and that feeling
their partner's heart beats resulted in significant effects on social
experience. We refer to resonance theory to discuss the results, highlighting
the potential of how ubiquitous technology could utilize physiological data to
provide resonance in a modern society facing social acceleration.Comment: 18 page
Brotate and Tribike: Designing Smartphone Control for Cycling
The more people commute by bicycle, the higher is the number of cyclists
using their smartphones while cycling and compromising traffic safety. We have
designed, implemented and evaluated two prototypes for smartphone control
devices that do not require the cyclists to remove their hands from the
handlebars - the three-button device Tribike and the rotation-controlled
Brotate. The devices were the result of a user-centred design process where we
identified the key features needed for a on-bike smartphone control device. We
evaluated the devices in a biking exercise with 19 participants, where users
completed a series of common smartphone tasks. The study showed that Brotate
allowed for significantly more lateral control of the bicycle and both devices
reduced the cognitive load required to use the smartphone. Our work contributes
insights into designing interfaces for cycling.Comment: 22nd International Conference on Human-Computer Interaction with
Mobile Devices and Services (MobileHCI '20), October 5--8, 2020, Oldenburg,
German
Live Biofeedback as a User Interface Design Element: A Review of the Literature
With the advances in sensor technology and real-time processing of neurophysiological data, a growing body of academic literature has begun to explore how live biofeedback can be integrated into information systems for everyday use. While researchers have traditionally studied live biofeedback in the clinical domain, the proliferation of affordable mobile sensor technology enables researchers and practitioners to consider live biofeedback as a user interface element in contexts such as decision support, education, and gaming. In order to establish the current state of research on live biofeedback, we conducted a literature review on studies that examine self and foreign live biofeedback based on neurophysiological data for healthy subjects in an information systems context. By integrating a body of highly fragmented work from computer science, engineering and technology, information systems, medical science, and psychology, this paper synthesizes results from existing research, identifies knowledge gaps, and suggests directions for future research. In this vein, this review can serve as a reference guide for researchers and practitioners on how to integrate self and foreign live biofeedback into information systems for everyday use
Designing with biosignals: Challenges, opportunities, and future directions for integrating physiological signals in human-computer interaction
Biosensing technologies are a rapidly increasing presence in our daily lives. These sensor-based technologies measure physiological processes including heart rate, breathing, skin conductance, brain activity and more. Researchers are exploring biosensing from perspectives including: engineering, human-computer interaction, medicine, mental health, consumer products, and interactive art. These technologies can enhance our interactions allowing connection to our bodies and others around us across diverse application areas. However, designing with biosignals in Human-Computer Interaction presents new challenges pertaining to User Experience, Input/Output, interpretation of signals, representation, and ethics. There is an urgent need to build a scholarly community that includes the diverse perspectives of researchers, designers, industry practitioners and policymakers. The goal of this workshop is to leverage the knowledge of this community aiming to map out the research landscape of emerging challenges and opportunities, and to build a research agenda for future directions
Heart Rate Monitoring as an Easy Way to Increase Engagement in Human-Agent Interaction
Physiological sensors are gaining the attention of manufacturers and users.
As denoted by devices such as smartwatches or the newly released Kinect 2 --
which can covertly measure heartbeats -- or by the popularity of smartphone
apps that track heart rate during fitness activities. Soon, physiological
monitoring could become widely accessible and transparent to users. We
demonstrate how one could take advantage of this situation to increase users'
engagement and enhance user experience in human-agent interaction. We created
an experimental protocol involving embodied agents -- "virtual avatars". Those
agents were displayed alongside a beating heart. We compared a condition in
which this feedback was simply duplicating the heart rates of users to another
condition in which it was set to an average heart rate. Results suggest a
superior social presence of agents when they display feedback similar to users'
internal state. This physiological "similarity-attraction" effect may lead,
with little effort, to a better acceptance of agents and robots by the general
public.Comment: PhyCS - International Conference on Physiological Computing Systems,
Feb 2015, Angers, France. SCITEPRESS, \<http://www.phycs.org/\&g
Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI
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
Using Bicycles As A Theme For A Cross-Curricular Literacy Program In A Secondary Alternative Setting
Practices in constructivist techniques in education and the application of thematic models were researched; the effect of motivation on learning was researched the connection between reading and writing was investigated, the link between vocabulary and reading ability was explored as well as the importance of schema and metacognition. A curriculum was designed using a theme, bicycles, based upon student interests. The curriculum implementation employed a cross-curricular, constructivist model. Research indicated that when reading instruction is delivered via a topic that the students have interest in and ownership of, the students become engaged in the instructional practice. Implications for curriculum design are discussed
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