139 research outputs found

    SketCHI 4.0 : hands-on special interest group on remote sketching in HCI

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    Sketching is a physical activity: moving a stylus to create marks on paper or screen, from mind to visual output. But sketching can also translate to the virtual space. When we sketch collaboratively, we look for cues, exchange ideas, and annotate work via mark-making or comment. The digital medium has evolved to explore the potentials of sketching online, and this Special Interest Group aims to bring together researchers and practitioners interested in Sketching in HCI to explore the new virtual landscape of sketching, popularised by the constraints of the current world situation. We invite you to join our virtual group, discuss and share sketches, query the existing state-of-the-art, and help pave the way for the development of this medium in the virtual space with your imagery and ideation

    A systematic survey on embodied cognition:11 years of research in child–computer interaction

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    Embodied cognition is a concept that has been extensively explored by scholars within the Child–Computer Interaction community. However, there is a lack of a synthesis of this research to clarify the field's benefits and drawbacks. This paper presents a survey of articles published between 2010 and 2020 in the Interaction Design and Children (IDC) conference and the International Journal of Child–Computer Interaction (IJCCI). We retrieved 158 papers using the keyword ”embodied cognition” and its derivatives. Further screening narrowed these down to 43. The purpose of this review is to provide an overview of the current landscape of ‘embodied’ research by reporting the most common subject areas of application, forms, and modes of embodiment, and the role of children and adults. Our contribution is twofold: we highlight the main trends around these themes within the field, and we provide eight critical areas of future research. By illustrating new challenges and opportunities, we aim to support the growth of this area of research within the CCI community

    PMC38 USE OF A MOBILE PHONETO ADMINISTER VISUAL ANALOGUE SCALES (VAS)

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    MapRecorder : analysing real-world usage of mobile map applications

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    This work was supported by Volkswagen Foundation [Lichtenbergprofessorship].Millions of people use mobile map applications like Google Maps on a regular basis. However, despite these applications' ubiquity, the literature contains very little information about how these applications are used in the real world. As such, many researchers and practitioners seeking to improve mobile map applications may not be able to identify important challenges and may miss major opportunities for innovation. To address this paucity of usage information, we collected and analysed data during unsupervised usage of Google Maps by replacing the standard application with a wrapped version called MapRecorder. In two studies we recorded data from locals and tourists using our application and collected over 580 minutes of actual application usage from 34 users, spanning 555 unique sessions. We identify typical usage scenarios, observe a large amount of map exploration and elucidate generalisable interaction patterns.Peer reviewe

    SketCHI 3.0:Hands-on special interest group on sketching education in HCI

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    Whilst studying Human-Computer Interaction, students and work-place learners rarely encounter sketching, yet such practice has been shown to improve cognitive processes and increase retention of information. Additionally, it is a valuable method of ideation and communication for both subjective and group-based projects. We propose further integration of sketching practice within HCI and computer science curricula, both to preserve this valuable skill for use in research and industry, and to widen the perspectives of those working with subjects often seen as grounded in code or logic. SketCHI #3 will bring together those interested in enhancing student's and colleagues experience in a hands-on meeting of minds and sketching, with the aim to share best practice and knowledge for those interested in expanding our views on education in the field, and to co-create a Sketching in HCI education plan with a body of knowledge

    Detection and molecular characterisation of Cryptosporidium parvum in British European hedgehogs (Erinaceus europaeus)

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    Surveillance was conducted for the occurrence of protozoan parasites of the genus Cryptosporidium in European hedgehogs (Erinaceus europaeus) in Great Britain. In total, 108 voided faecal samples were collected from hedgehogs newly admitted to eight wildlife casualty treatment and rehabilitation centres. Terminal large intestinal (LI) contents from three hedgehog carcasses were also analysed. Information on host and location variables, including faecal appearance, body weight, and apparent health status, was compiled. Polymerase Chain Reaction (PCR) targeting the 18S ribosomal RNA gene, confirmed by sequencing, revealed an 8% (9/111) occurrence of Cryptosporidium parvum in faeces or LI contents, with no significant association between the host or location variables and infection. Archived small intestinal (SI) tissue from a hedgehog with histological evidence of cryptosporidiosis was also positive for C. parvum by PCR and sequence analysis of the 18S rRNA gene. No other Cryptosporidium species were detected. PCR and sequencing of the glycoprotein 60 gene identified three known zoonotic C. parvum subtypes not previously found in hedgehogs: IIdA17G1 (n=4), IIdA19G1 (n=1) and IIdA24G1 (n=1). These subtypes are also known to infect livestock. Another faecal sample contained C. parvum IIcA5G3j which has been found previously in hedgehogs, and for which there is one published report in a human, but is not known to affect livestock. The presence of zoonotic subtypes of C. parvum in British hedgehogs highlights a potential public health concern. Further research is needed to better understand the epidemiology and potential impacts of Cryptosporidium infection in hedgehogs

    Mislocalization of neuronal tau in the absence of tangle pathology in phosphomutant tau knockin mice.

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    Hyperphosphorylation and fibrillar aggregation of the microtubule-associated protein tau are key features of Alzheimer's disease and other tauopathies. To investigate the involvement of tau phosphorylation in the pathological process, we generated a pair of complementary phosphomutant tau knockin mouse lines. One exclusively expresses phosphomimetic tau with 18 glutamate substitutions at serine and/or threonine residues in the proline-rich and first microtubule-binding domains to model hyperphosphorylation, whereas its phosphodefective counterpart has matched alanine substitutions. Consistent with expected effects of genuine phosphorylation, association of the phosphomimetic tau with microtubules and neuronal membranes is severely disrupted in vivo, whereas the phosphodefective mutations have more limited or no effect. Surprisingly, however, age-related mislocalization of tau is evident in both lines, although redistribution appears more widespread and more pronounced in the phosphomimetic tau knockin. Despite these changes, we found no biochemical or immunohistological evidence of pathological tau aggregation in mice of either line up to at least 2 years of age. These findings raise important questions about the role of tau phosphorylation in driving pathology in human tauopathies

    Where art meets technology:Integrating tangible and intelligent tools in creative processes

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    Art and design are essential aspects of our culture and how we interact with the world. Artists and designers use a wide selection of tools, whose impact is rapidly growing with the progression of digital technologies. This change has opened up new opportunities for the CHI community to build creative supportive tools. The digital switch has come with many benefits such as lowering barriers, mobile work environments and mass production for distribution of work. Along with these benefits we also see challenges for art and design work and its future perception in society. As technology takes a more significant role in supporting art and design what will this mean for the individual artist or designer? The focus of this workshop is to bring together researchers and practitioners to explore what the future of digital art and design will hold. The exploration will centre around synthesizing key challenges and questions, along with ideas for future interaction technologies that consider mobile and tangible aspects of digital art

    Visual Methods for the Design of Shape-Changing Interfaces

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    Shape-changing interfaces use physical change in shape as input and/or output. As the field matures, it will move from technology-driven design toward more formal processes. However, this is challenging: end-users are not aware of the capabilities of shape-change, devices are difficult to demonstrate, and presenting single systems can ‘trap’ user-thinking into particular forms. It is crucial to ensure this technology is developed with requirements in mind to ensure successful end-user experiences. To address this challenge, we developed and tested (n = 50) an approach that combines low-fidelity white-box prototypes and high-fidelity video footage with end-user diagram and scenario sketching to design context dependent devices. We analysed the outputs of our test process and identified themes in device design requirements, and from this constructed a shape-change stack model to support practitioners in developing, classifying, and synthesising end-user requirements for this novel technology
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