14,569 research outputs found

    Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI

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    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

    Computers in Support of Musical Expression

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    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Distributed multimedia systems

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    Multimedia systems will allow professionals worldwide to collaborate more effectively and to travel substantially less. But for multimedia systems to be effective, a good systems infrastructure is essential. In particular, support is needed for global and consistent sharing of information, for long-distance, high-bandwidth multimedia interpersonal communication, greatly enhanced reliability and availability, and security. These systems will also need to be easily usable by lay computer users. \ud In this paper we explore the operating system support that these multimedia systems must have in order to do the job properly

    Wish You Were Here: Mental and Physiological Effects of Remote Music Collaboration in Mixed Reality

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    With face-to-face music collaboration being severely limited during the recent pandemic, mixed reality technologies and their potential to provide musicians a feeling of "being there" with their musical partner can offer tremendous opportunities. In order to assess this potential, we conducted a laboratory study in which musicians made music together in real-time while simultaneously seeing their jamming partner's mixed reality point cloud via a head-mounted display and compared mental effects such as flow, affect, and co-presence to an audio-only baseline. In addition, we tracked the musicians' physiological signals and evaluated their features during times of self-reported flow. For users jamming in mixed reality, we observed a significant increase in co-presence. Regardless of the condition (mixed reality or audio-only), we observed an increase in positive affect after jamming remotely. Furthermore, we identified heart rate and HF/LF as promising features for classifying the flow state musicians experienced while making music together.Comment: Conditionally Accepted for CHI 202

    Systems for the Nineties - Distributed Multimedia Systems

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    We live at the dawn of the information age. The capabilities of computers to store and look up information are only just beginning to be exploited. As little as ten years ago, practically all the information stored in computers was entered and retrieved in the form of text. Today, we are just starting to use other means of communicating information between people and machines -- computers can now scan images, they can record sound, they can produce synthesized speech, and they can show two- and three-dimensional images of spatial data. The realization that we are still at the beginning of the information age comes when we notice the vast difference between the way in which people interact with each other and the way in which people can interact with (or through) machines. When people communicate, they tend to use speech, gestures, touch, even smell; they draw pictures on the white board, they use text, pictures, photos, graphs, sometimes even video presentations. nterpersonal communication is truly multimedia communication in that it makes use of all our senses

    ALT-C 2010 - Conference Introduction and Abstracts

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    Space Station Human Factors Research Review. Volume 4: Inhouse Advanced Development and Research

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    A variety of human factors studies related to space station design are presented. Subjects include proximity operations and window design, spatial perceptual issues regarding displays, image management, workload research, spatial cognition, virtual interface, fault diagnosis in orbital refueling, and error tolerance and procedure aids

    The development of a rich multimedia training environment for crisis management: using emotional affect to enhance learning

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    PANDORA is an EU FP7-funded project developing a novel training and learning environment for Gold Commanders, individuals who carry executive responsibility for the services and facilities identified as strategically critical e.g. Police, Fire, in crisis management strategic planning situations. A key part of the work for this project is considering the emotional and behavioural state of the trainees, and the creation of more realistic, and thereby stressful, representations of multimedia information to impact on the decision-making of those trainees. Existing training models are predominantly paper-based, table-top exercises, which require an exercise of imagination on the part of the trainees to consider not only the various aspects of a crisis situation but also the impacts of interventions, and remediating actions in the event of the failure of an intervention. However, existing computing models and tools are focused on supporting tactical and operational activities in crisis management, not strategic. Therefore, the PANDORA system will provide a rich multimedia information environment, to provide trainees with the detailed information they require to develop strategic plans to deal with a crisis scenario, and will then provide information on the impacts of the implementation of those plans and provide the opportunity for the trainees to revise and remediate those plans. Since this activity is invariably multi-agency, the training environment must support group-based strategic planning activities and trainees will occupy specific roles within the crisis scenario. The system will also provide a range of non-playing characters (NPC) representing domain experts, high-level controllers (e.g. politicians, ministers), low-level controllers (tactical and operational commanders), and missing trainee roles, to ensure a fully populated scenario can be realised in each instantiation. Within the environment, the emotional and behavioural state of the trainees will be monitored, and interventions, in the form of environmental information controls and mechanisms impacting on the stress levels and decisionmaking capabilities of the trainees, will be used to personalise the training environment. This approach enables a richer and more realistic representation of the crisis scenario to be enacted, leading to better strategic plans and providing trainees with structured feedback on their performance under stress
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