54,444 research outputs found

    Deep Cover HCI

    Get PDF
    The growing popularity of methodologies that turn "to the wild" for real world data creates new ethical issues for the HCI community. For investigations questioning interactions in public or transient spaces, crowd interaction, or natural behaviour, uncontrolled and uninfluenced (by the experimenter) experiences represent the ideal evaluation environment. We argue that covert research can be completed rigorously and ethically to expand our knowledge of ubiquitous technologies. Our approach, which we call Deep Cover HCI, utilises technology-supported observation in public spaces to stage completely undisturbed experiences for evaluation. We complete studies without informed consent and without intervention from an experimenter in order to gain new insights into how people use technology in public settings. We argue there is clear value in this approach, reflect on the ethical issues of such investigations, and describe our ethical guidelines for completing Deep Cover HCI Research

    Human-Computer Interaction for BCI Games: Usability and User Experience

    Get PDF
    Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings

    HCI Research Transfer to Practice: Better Together

    Get PDF
    Currently, HCI researchers and HCI practitioners work in relatively separate spheres of influence. Practitioners often question the value of academic HCI research and desire more practical directions. HCI researchers often wonder if their research findings are communicated via the optimal channels for influencing practitioners’ process and direction, or whether their results generalize to the real workaday world of HCI. This panel attempts to outline what practitioners need from their academic partners, and how they think these needs can be addressed by academic research. Academics on the panel will state what they see as interesting future research challenges, and whether or how they think they can address the practitioner community’s interests. The practitioners on the panel will then state their opinions about the opportunities for technology transfer from academia to practice

    Eye center localization and gaze gesture recognition for human-computer interaction

    Get PDF
    © 2016 Optical Society of America. This paper introduces an unsupervised modular approach for accurate and real-time eye center localization in images and videos, thus allowing a coarse-to-fine, global-to-regional scheme. The trajectories of eye centers in consecutive frames, i.e., gaze gestures, are further analyzed, recognized, and employed to boost the human-computer interaction (HCI) experience. This modular approach makes use of isophote and gradient features to estimate the eye center locations. A selective oriented gradient filter has been specifically designed to remove strong gradients from eyebrows, eye corners, and shadows, which sabotage most eye center localization methods. A real-world implementation utilizing these algorithms has been designed in the form of an interactive advertising billboard to demonstrate the effectiveness of our method for HCI. The eye center localization algorithm has been compared with 10 other algorithms on the BioID database and six other algorithms on the GI4E database. It outperforms all the other algorithms in comparison in terms of localization accuracy. Further tests on the extended Yale Face Database b and self-collected data have proved this algorithm to be robust against moderate head poses and poor illumination conditions. The interactive advertising billboard has manifested outstanding usability and effectiveness in our tests and shows great potential for benefiting a wide range of real-world HCI applications

    Adaptive Augmented Reality: Plasticity of Augmentations

    Get PDF
    International audienceAn augmented reality system is used to complete the real world with virtual objects (computer generated) so they seem to coexist in the same space as the real world. The concept of plasticity [4][5] was first introduced for Human Computer Interaction (HCI). It denotes the ability of an HCI interface to fit the context of use defined by the user, the environment and the platform. We believe that plasticity is a very important notion in the domain of augmented reality. Therefore, we rely on it in order to introduce the concept of adaptive augmented reality. This concept is based on the triplet (user, environment and platform) constituting the context of use. Adaptive augmented reality can foster functional ability, ease of use and portability of new augmented reality applications. Thus, we describe in this paper three applications showing the adaptation of augmentation based on three variables: the scene illumination, the distance to the target and the ambient noise

    Collaborative Production Model of Educational Resources for Human-Computer Interaction Community in Latino America

    Get PDF
    Today, human-computer interaction (HCI) shows great activity, dynamism, and academic presence throughout the world, having special relevance in the Latin American region. The region is not only vast for its geographical space but also diverse and multicultural, where researchers and academics from this area or community have proposed and made known the benefits of the HCI that they can bring to today’s society. However, some problems arise and need to be addressed in the HCI area in the Latin American region, such as the lack of training strategies and the availability of content and educational resources in Spanish. In order to mitigate this problem, the current work proposes a collaborative production model of educative resources for human-computer interaction developed in Latin America. The model preconizes a series of strategies and technological services to support the collaborative production and access of HCI educative resources such as videos, slides, handouts, textbooks, user experience analysis, and usability tests. The proposed model is tested throughout two real case studies conducted by teachers and researchers from different Latin American universities in order to produce and use the HCI educative resources for under- and postgraduate courses
    • …
    corecore