76 research outputs found
The State of Algorithmic Fairness in Mobile Human-Computer Interaction
This paper explores the intersection of Artificial Intelligence and Machine
Learning (AI/ML) fairness and mobile human-computer interaction (MobileHCI).
Through a comprehensive analysis of MobileHCI proceedings published between
2017 and 2022, we first aim to understand the current state of algorithmic
fairness in the community. By manually analyzing 90 papers, we found that only
a small portion (5%) thereof adheres to modern fairness reporting, such as
analyses conditioned on demographic breakdowns. At the same time, the
overwhelming majority draws its findings from highly-educated, employed, and
Western populations. We situate these findings within recent efforts to capture
the current state of algorithmic fairness in mobile and wearable computing, and
envision that our results will serve as an open invitation to the design and
development of fairer ubiquitous technologies.Comment: arXiv admin note: text overlap with arXiv:2303.1558
Medical Selfies: Emotional Impacts and Practical Challenges
Medical images taken with mobile phones by patients, i.e. medical selfies,
allow screening, monitoring and diagnosis of skin lesions. While mobile
teledermatology can provide good diagnostic accuracy for skin tumours, there is
little research about emotional and physical aspects when taking medical
selfies of body parts. We conducted a survey with 100 participants and a
qualitative study with twelve participants, in which they took images of eight
body parts including intimate areas. Participants had difficulties taking
medical selfies of their shoulder blades and buttocks. For the genitals, they
prefer to visit a doctor rather than sending images. Taking the images
triggered privacy concerns, memories of past experiences with body parts and
raised awareness of the bodily medical state. We present recommendations for
the design of mobile apps to address the usability and emotional impacts of
taking medical selfies
Spatial knowledge acquisition for pedestrian navigation: A comparative study between smartphones and AR glasses
Smartphone map-based pedestrian navigation is known to have a negative effect on the long-term acquisition of spatial knowledge and memorisation of landmarks. Landmark-based navigation has been proposed as an approach that can overcome such limitations. In this work, we investigate how different interaction technologies, namely smartphones and augmented reality (AR) glasses, can affect the acquisition of spatial knowledge when used to support landmark-based pedestrian navigation. We conducted a study involving 20 participants, using smartphones or augmented reality glasses for pedestrian navigation. We studied the effects of these systems on landmark memorisation and spatial knowledge acquisition over a period of time. Our results show statistically significant differences in spatial knowledge acquisition between the two technologies, with the augmented reality glasses enabling better memorisation of landmarks and paths
Educación Tangible. Nuevas formas de interacción para el aprendizaje
El presente proyecto tuvo como objetivo el desarrollo de un dispositivo de interacción tangible llamado CETA (Ceibal Tangible). Esta herramienta permite a los usuarios interactuar con tablets (distribuidas por CEIBAL) por medio de la manipulación de objetos reales (fichas de plástico).
Basándose en este esquema de interacción se desarrolló una aplicación. orientada a la estimulación cognitiva de las habilidades matemáticas (llamada BrUNO).
Con el objetivo de poner a prueba CETA y su aplicabilidad, se desarrolló un programa de intervención en la escuela orientado a estimular las habilidades
matemáticas (cardinalidad a través de tareas de composición numérica). De la misma participaron 65 escolares de 1er año de escuela. Se tomaron medidas del desempeño en matemática de los alumnos antes y después del programa. Los resultados sugieren que existió un incremento mayor en la mejora en matemáticas de los niños que jugaron a CETA en comparación con aquellos que interactuaron directamente con la pantalla (touch-screen) y quienes no realizaron ninguna actividad adicional a las previstas en el programa de estudios de ese nivel. El dispositivo desarrollado se encuentra disponible en la página web del proyecto (www.ceta.edu.uy) para ser descargado, implementado y modificado por la comunidad de educadores y desarrolladores nacionales e internacionalesAGENCIA NACIONAL DE INVESTIGACIÓN E INNOVACIÓN (ANII)- CENTRO DE ESTUDIOS FUNDACIÓN CEIBAL. FONDO SECTORIAL EDUCACIÓN DIGITA
Integrating passive ubiquitous surfaces into human-computer interaction
Mobile technologies enable people to interact with computers ubiquitously. This dissertation investigates how ordinary, ubiquitous surfaces can be integrated into human-computer interaction to extend the interaction space beyond the edge of the display. It turns out that acoustic and tactile features generated during an interaction can be combined to identify input events, the user, and the surface. In addition, it is shown that a heterogeneous distribution of different surfaces is particularly suitable for realizing versatile interaction modalities. However, privacy concerns must be considered when selecting sensors, and context can be crucial in determining whether and what interaction to perform.Mobile Technologien ermöglichen den Menschen eine allgegenwärtige Interaktion mit Computern. Diese Dissertation untersucht, wie gewöhnliche, allgegenwärtige Oberflächen in die Mensch-Computer-Interaktion integriert werden können, um den Interaktionsraum über den Rand des Displays hinaus zu erweitern. Es stellt sich heraus, dass akustische und taktile Merkmale, die während einer Interaktion erzeugt werden, kombiniert werden können, um Eingabeereignisse, den Benutzer und die Oberfläche zu identifizieren. Darüber hinaus wird gezeigt, dass eine heterogene Verteilung verschiedener Oberflächen besonders geeignet ist, um vielfältige Interaktionsmodalitäten zu realisieren. Bei der Auswahl der Sensoren müssen jedoch Datenschutzaspekte berücksichtigt werden, und der Kontext kann entscheidend dafür sein, ob und welche Interaktion durchgeführt werden soll
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