233 research outputs found

    Public HMDs: Modeling and Understanding User Behavior Around Public Head-Mounted Displays

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    Head-Mounted Displays (HMDs) are becoming ubiquitous; we are starting to see them deployed in public for different purposes. Museums, car companies and travel agencies use HMDs to promote their products. As a result, situations arise where users use them in public without experts supervision. This leads to challenges and opportunities, many of which are experienced in public display installations. For example, similar to public displays, public HMDs struggle to attract the passer-by's attention, but benefit from the honeypot effect that draws attention to them. Also passersby might be hesitant to wear a public HMD, due to the fear that its owner might not approve, or due to the perceived need for a prior permission. In this work, we discuss how public HMDs can benefit from research in public displays. In particular, based on the results of an in-the-wild deployment of a public HMD, we propose an adaptation of the audience funnel flow model of public display users to fit the context of public HMD usage. We discuss how public HMDs bring in challenges and opportunities, and create novel research directions that are relevant to both researchers in HMDs and researchers in public displays

    Reprogramming of lysosomal gene expression by interleukin-4 and Stat6.

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    BACKGROUND: Lysosomes play important roles in multiple aspects of physiology, but the problem of how the transcription of lysosomal genes is coordinated remains incompletely understood. The goal of this study was to illuminate the physiological contexts in which lysosomal genes are coordinately regulated and to identify transcription factors involved in this control. RESULTS: As transcription factors and their target genes are often co-regulated, we performed meta-analyses of array-based expression data to identify regulators whose mRNA profiles are highly correlated with those of a core set of lysosomal genes. Among the ~50 transcription factors that rank highest by this measure, 65% are involved in differentiation or development, and 22% have been implicated in interferon signaling. The most strongly correlated candidate was Stat6, a factor commonly activated by interleukin-4 (IL-4) or IL-13. Publicly available chromatin immunoprecipitation (ChIP) data from alternatively activated mouse macrophages show that lysosomal genes are overrepresented among Stat6-bound targets. Quantification of RNA from wild-type and Stat6-deficient cells indicates that Stat6 promotes the expression of over 100 lysosomal genes, including hydrolases, subunits of the vacuolar H⁺ ATPase and trafficking factors. While IL-4 inhibits and activates different sets of lysosomal genes, Stat6 mediates only the activating effects of IL-4, by promoting increased expression and by neutralizing undefined inhibitory signals induced by IL-4. CONCLUSIONS: The current data establish Stat6 as a broadly acting regulator of lysosomal gene expression in mouse macrophages. Other regulators whose expression correlates with lysosomal genes suggest that lysosome function is frequently re-programmed during differentiation, development and interferon signaling

    A Model of the Deviation between the Intended and the Actual Experiences with Interactive Installations

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    Interactive installations engage people in different ways, many of which are different than originally intended by the designer. We present a model that illustrates the differences between the intended experience and the actual experience of people. The model is demonstrated through the analysis of one interactive installation at the Science Museum (London) and the various parameters are mapped and visualized. We suggest that the participants of interactive installations engage differently than originally intended by the designer, which can be defined here as "deviation". There are several levels of deviation, and the proposed model will illustrate the critical interaction stages and visualize the deviations. This model offers new tools for designers and curators alike

    Application diversity in open display networks

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    We envision that future public display networks will be more interactive and open to applications from third parties similar to what we already have with smartphones. This paper investigates the application landscape for interactive public displays aiming to understand what would be the design and usage space for this type of applications. In particular, we explore people’s perceptions and expectations regarding the diversity of applications that may emerge in future application ecosystems for public displays. We have devised a research methodology anchored on what is currently the rich and diverse range of applications in the mobile application market. We used a set of 75 mobile applications from Google Play application store and asked 72 participants about their relevance for public displays. The results showed that people had a clear preference for applications that disseminate content, and also that these preferences are affected by the type of location where the displays are deployed. These insights improve the understanding of the variables that may affect diversity in future display application ecosystems and inform the development of potential app stores in this context.Fundação para a Ciência e a Tecnologia (FCT

    Computational offloading: Supporting distributed team working through visually augmenting verbal communication

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    Abstract Distributed team working often involves close-knit groups collaborating over a large geographical space performing time-critical tasks. We present a field study of the way a dispersed team of technicians coordinate their work, highlighting the phenomenon of extraneous 'detective work' -where much communication, via walkie-talkies, needs to take place to resolve uncertainty arising in their work. We suggest one way of improving the way team members maintain their awareness of what is going on in different places and times is to offload some of the computation involved, by augmenting the verbal channel with visual information. Using the external cognition framework, we describe how we designed a dynamic visualization that allowed salient verbal information to be re-represented as an external cognitive trace. To test our assumption about externalization and computational offloading, we carried out an experiment, with three different conditions: visualization, pen and paper and no cognitive aid. Our findings showed that allowing users to create and view a dynamic visualization improves awareness of what is going on and the way distributed work is coordinated

    Display blindness? Looking again at the visibility of situated displays using eye tracking

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    Observational studies of situated displays have suggested that they are rarely looked at, and when they are it is typically only for a short period of time. Using a mobile eye tracker during a realistic shopping task in a shopping center, we show that people look at displays more than would be predicted from these observational studies, but still only short glances and often from quite far away. We characterize the patterns of eye-movements that precede looking at a display and discuss some of the design implications for the design of situated display technologies that are deployed in public space

    When the Good Turns Ugly:Speculating Next Steps for Digital Wellbeing Tools

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    Concerns surrounding technology use in society has led to the HCI community creating tools for ‘digital wellbeing’. These aim to improve users’ relationships with technology, but these positively motivated tools may initiate further negative impacts for users e.g. on their privacy or autonomy. Using Pierce’s speculative design concepts of ‘foot-in-the-door’ technologies and focusing on three common digital wellbeing features (time limits and prompts, social ‘do not disturb’ modes, app and service blocking), I highlight how these tools are a small step away from being used to manipulate users which could enact slow shifts in users accepting such manipulation. Through this and the discussion, I accentuate that positively motivated designs may not explicitly lead to positive interactions by default. I hope this paper will facilitate speculative design and discussion in the digital wellbeing community, to ensure that our designs continue to mitigate negative impacts from technology now and in the future

    Ways of spectating: unravelling spectator participation in Kinect play

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    We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the game. We examine: spectators supporting players with continuous 'scaffolding'; spectators critiquing player technique during and between moments of play; spectators recognising and complimenting competent player conduct; and spectators reflecting on prior play to build instructions for the player. From this we draw out a number of points that shift the conversation in HCI about 'the spectator' towards understanding and designing for spectating as an interactional activity; that is, sequentially ordered and temporally coordinated. We also discuss bodily conduct and the particular ways of 'seeing' involved in spectating, and conclude with remarks on conceptual and design implications for HCI

    Econundrum:Visualizing the Climate Impact of Dietary Choice through a Shared Data Sculpture

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    While there is a strong relationship between climate change and human food consumption, it is challenging to understand the implications and impact from an individual perspective. The lack of a shared frame of reference, that allows people to compare their impact to others, limits awareness on this complex topic. To support group reflections and social comparison of the impact of people’s food consumption on climate change, we designed Econundrum, a shared physical data sculpture that visualizes carbon emissions resulting from dietary choices of a small community. Our three-week field study demonstrates how Econundrum helped people (i) understand the climate impact of various food types, (ii) reflect on the environmental impact of their food choices; and (iii) discuss the relation between climate impact and food consumption with others. Our study shows how a shared physical data sculpture mediates a complex topic to a community by facilitating the social dynamics in context
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