2,005 research outputs found
D-touch: A Consumer-Grade Tangible Interface Module and Musical Applications
We define a class of tangible media applications that can be implemented on consumer-grade personal computers. These applications interpret user manipulation of physical objects in a restricted space and produce unlocalized outputs. We propose a generic approach to the implementation of such interfaces using flexible fiducial markers, which identify objects to a robust and fast video-processing algorithm, so they can be recognized and tracked in real time. We describe an implementation of the technology, then report two new, flexible music performance applications that demonstrate and validate it
Evaluating semi-automatic annotation of domestic energy consumption as a memory aid
Frequent feedback about energy consumption can help conservation, one of the current global challenges. Such feedback is most helpful if users can relate it to their own day-to-day activities. In earlier work we showed that manual annotation of domestic energy consumption logs aids users to make such connection and discover patterns they were not aware of. In this poster we report how we augmented manual annotation with machine learning classification techniques. We propose the design of a lab study to evaluate the system, extending methods used to evaluate context aware memory aids, and we present the results of a pilot with 5 participants
Designable Visual Markers for Mobile Human-Computer Interaction
Visual markers are graphic symbols designed to be easily recognised by machines. They are traditionally used to track goods, but there is increasing interest in their application to mobile human-computer interaction (HCI). By scanning a visual marker through a camera phone, users can retrieve localised information and access mobile services. In particular the dissertation examines the application of visual markers to physical tagging: practices of association of digital information with physical items. One missed opportunity in current visual marker systems is that the markers themselves cannot be visually designed; they are not expressive to humans, and thus fail to convey information before being scanned. To address this limitation, this dissertation introduces the idea of designable markers, visual markers that are both machine-readable and visually communicative to humans, and presents an investigation of the ways in which they can support mobile human-computer interaction. The application of designable visual markers to the creation of mobile interfaces is explored through a variety of methods: through formal usability experiments, through the creation and analysis of example designs, as well as through the qualitative analysis of two field trials. All three approaches were enabled by the engineering and development of d-touch, an actual recognition system that supports designable visual markers and by its integration in a variety of applications and experimental probes. D-touch is based on image topology, and its markers are defined in terms of constraints on the nesting of dark and light regions. The constraints imposed by d-touch are flexible enough to allow novice users to create markers which are visually expressive and at the same time machine readable. A user study demonstrates how such system enables people to design their own functional visual markers, determining their aesthetic qualities and what they visually communicate to others. A desktop application to support users in the creation of valid markers, the d-touch analyser, is presented and its usefulness is demonstrated through the same study. A formal usability experiment comparing five variations of marker-based interfaces on keypad and touch-screen phones shows that all of them allow users to reliably select targets within, on average, less than 4 seconds. Participants of the experiment reported a strong preference for interfaces that involve only marker scanning, compared to those that require a combination of marker scanning and key-presses or touch selections. Example designs of mobile interface generated by the author as well as others are presented to expose how the d-touch recognition system can be integrated in mobile applications. The examples illustrate a variety of ways in which markers can be used to augment printed materials such as cards, books and product packages, adding to them interactive capabilities. The examples show also different approaches to marker design, ranging from simple and recognisable iconic design, to symbols that integrate cues about the interactive functionality, to making them invisible by hiding them in existing graphics. Finally, the dissertation reports and analyses two field trials conducted to study what practices of physical tagging can emerge from, and be supported by, the use of markers. The trials were centred around the use of uWiki, a functional prototype based on d-touch, that allows users to associate digital content to markers printed on physical tags that can be affixed to objects or buildings. Observations show that a variety of practices emerge around the use of this technology, indicating that they provide a rich medium that has potential to attract the interest of real users. Though the results of this work are preliminary, they serve to demonstrate the range of potential for the future of such systems
Intimate interfaces in action: assessing the usability and subtlety of emg-based motionless gestures
Mobile communication devices, such as mobile phones and networked personal digital assistants (PDAs), allow users to be constantly connected and communicate anywhere and at any time, often resulting in personal and private communication taking place in public spaces. This private -- public contrast can be problematic. As a remedy, we promote intimate interfaces: interfaces that allow subtle and minimal mobile interaction, without disruption of the surrounding environment. In particular, motionless gestures sensed through the electromyographic (EMG) signal have been proposed as a solution to allow subtle input in a mobile context. In this paper we present an expansion of the work on EMG-based motionless gestures including (1) a novel study of their usability in a mobile context for controlling a realistic, multimodal interface and (2) a formal assessment of how noticeable they are to informed observers. Experimental results confirm that subtle gestures can be profitably used within a multimodal interface and that it is difficult for observers to guess when someone is performing a gesture, confirming the hypothesis of subtlety
The Xeros data model: tracking interpretations of archaeological finds
At an archaeological dig, interpretations are built around discovered artifacts based on measurements and informed intuition. These interpretations are semi-structured and organic, yet existing tools do not capture their creation or evolution. Patina of Notes (PoN) is an application designed to tackle this, and is underpinned by the Xeros data model. Xeros is a graph structure and a set of operations that can deal with the addition, edition, and removal of interpretations. This data model is a specialisation of the W3C PROV provenance data model, tracking the evolution of interpretations. The model is presented, with operations defined formally, and characteristics of the representation that are beneficial to implementations are discussed
Chatbots as Advisers: the Effects of Response Variability and Reply Suggestion Buttons
As chatbots gain popularity across a variety of applications, from
investment to health, they employ an increasing number of features
that can influence the perception of the system. Since chatbots often provide advice or guidance, we ask: do these aspects affect the
userâs decision to follow their advice? We focus on two chatbot
features that can influence user perception: 1) response variability
in answers and delays and 2) reply suggestion buttons. We report
on a between-subject study where participants made investment
decisions on a simulated social trading platform by interacting with
a chatbot providing advice. Performance-based study incentives
made the consequences of following the advice tangible to participants. We measured how often and to what extent participants
followed the chatbotâs advice compared to an alternative source
of information. Results indicate that both response variability and
reply suggestion buttons significantly increased the inclination to
follow the advice of the chatbot
Subtle, intimate interfaces for mobile human computer interaction
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 113-122).The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.by Enrico Costanza.S.M
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