16,783 research outputs found
Games against health: a player-centered design philosophy
This paper announces the âGames Against Healthâ (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the âGames for Healthâ paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the âgames for healthâ myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to those playersâ existing preferences. We hope the paper can serve as a convenient reference for those designing psychotic, sociopathic or antisocial games
Machine Understanding of Human Behavior
A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
Dimensional Affect and Expression in Natural and Mediated Interaction
There is a perceived controversy as to whether the cognitive representation
of affect is better modelled using a dimensional or categorical theory. This
paper first suggests that these views are, in fact, compatible. The paper then
discusses this theme and related issues in reference to a commonly stated
application domain of research on human affect and expression: human computer
interaction (HCI). The novel suggestion here is that a more realistic framing
of studies of human affect in expression with reference to HCI and,
particularly HCHI (Human-Computer-Human Interaction) entails some
re-formulation of the approach to the basic phenomena themselves. This theme is
illustrated with several examples from several recent research projects.Comment: Invited article presented at the 23rd Annual Meeting of the
International Society for Psychophysics, Tokyo, Japan, 20-23 October, 2007,
Proceedings of Fechner Day vol. 23 (2007
Exploring the Referral and Usage of Science Fiction in HCI Literature
Research on science fiction (sci-fi) in scientific publications has indicated
the usage of sci-fi stories, movies or shows to inspire novel Human-Computer
Interaction (HCI) research. Yet no studies have analysed sci-fi in a top-ranked
computer science conference at present. For that reason, we examine the CHI
main track for the presence and nature of sci-fi referrals in relationship to
HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main
proceedings and code the context of 175 sci-fi referrals in 83 papers indexed
in the CHI main track. In our results, we categorize these papers into five
contemporary HCI research themes wherein sci-fi and HCI interconnect: 1)
Theoretical Design Research; 2) New Interactions; 3) Human-Body Modification or
Extension; 4) Human-Robot Interaction and Artificial Intelligence; and 5)
Visions of Computing and HCI. In conclusion, we discuss results and
implications located in the promising arena of sci-fi and HCI research.Comment: v1: 20 pages, 4 figures, 3 tables, HCI International 2018 accepted
submission v2: 20 pages, 4 figures, 3 tables, added link/doi for Springer
proceedin
CHI and the future robot enslavement of humankind: a retrospective
As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda
A Reproducible Study on Remote Heart Rate Measurement
This paper studies the problem of reproducible research in remote
photoplethysmography (rPPG). Most of the work published in this domain is
assessed on privately-owned databases, making it difficult to evaluate proposed
algorithms in a standard and principled manner. As a consequence, we present a
new, publicly available database containing a relatively large number of
subjects recorded under two different lighting conditions. Also, three
state-of-the-art rPPG algorithms from the literature were selected, implemented
and released as open source free software. After a thorough, unbiased
experimental evaluation in various settings, it is shown that none of the
selected algorithms is precise enough to be used in a real-world scenario
Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns
We introduce Deep Thermal Imaging, a new approach for close-range automatic
recognition of materials to enhance the understanding of people and ubiquitous
technologies of their proximal environment. Our approach uses a low-cost mobile
thermal camera integrated into a smartphone to capture thermal textures. A deep
neural network classifies these textures into material types. This approach
works effectively without the need for ambient light sources or direct contact
with materials. Furthermore, the use of a deep learning network removes the
need to handcraft the set of features for different materials. We evaluated the
performance of the system by training it to recognise 32 material types in both
indoor and outdoor environments. Our approach produced recognition accuracies
above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584
images of 17 outdoor materials. We conclude by discussing its potentials for
real-time use in HCI applications and future directions.Comment: Proceedings of the 2018 CHI Conference on Human Factors in Computing
System
Sonically-enhanced widgets: comments on Brewster and Clarke, ICAD 1997
This paper presents a review of the research surrounding the paper âThe Design and Evaluation of a Sonically Enhanced Tool Paletteâ by Brewster and Clarke from ICAD 1997. A historical perspective is given followed by a discussion of how this work has fed into current developments in the area
- âŠ