43 research outputs found

    HCI in the Pool: A Case for Swimming

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    Swimming is one of the popular fitness activities. HCI related research includes topics such as assisting swimmers (e.g., record keeping and coaching) and gamifying swimming activities. In this position paper, we envision a wide range of swimming-based exertion games and explore various system design issues such as wearable sensor design, user interaction methods, platform support, and content design.1

    High5: Promoting interpersonal hand-to-hand touch for vibrant workplace with electrodermal sensor watches

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    Interpersonal touch is our most primitive social language strongly governing our emotional well-being. Despite the positive implications of touch in many facets of our daily social interactions, we find wide-spread caution and taboo limiting touch-based interactions in workplace relationships that constitute a significant part of our daily social life. In this paper, we explore new opportunities for ubicomp technology to promote a new meme of casual and cheerful interpersonal touch such as high-fives towards facilitating vibrant workplace culture. Specifically, we propose High5, a mobile service with a smartwatch-style system to promote high-fives in everyday workplace interactions. We first present initial user motivation from semi-structured interviews regarding the potentially controversial idea of High5. We then present our smartwatch-style prototype to detect high-fives based on sensing electric skin potential levels. We demonstrate its key technical observation and performance evaluation.

    MobyDick: an interactive multi-swimmer exergame

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    The unique aquatic nature of swimming makes it very difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose MobyDick, a smartphone-based multi-player exergame designed to be used while swimming, in which a team of swimmers collaborate to hunt down a virtual monster. In this paper, we present a novel, holistic game design that takes into account both human factors and technical challenges. Firstly, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Secondly, we develop a single phone-based inertial and barometric stroke activity recognition system to enable precise, real-time game inputs. Thirdly, we carefully devise a multi-player interaction mode viable in the underwater environment highly limiting the abilities of human communication. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and deploy it to real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multi-player swimming games.2

    Designing Interactive Multiswimmer Exergames: A Case Study

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    The unique aquatic nature of swimming makes it difficult to use social or technical strategies to mitigate the tediousness of monotonous exercises. In this study, we propose the use of a smartphone-based multiplayer exergame named MobyDick. MobyDick is designed to be played while swimming, where a team of swimmers collaborate to hunt down a virtual monster. To this end, we take into account both human factors and technical challenges under swimming contexts. First, we perform a comparative analysis of a variety of wireless networking technologies in the aquatic environment and identify various technical constraints on wireless networking. Second, we develop a swimming activity recognition system to enable precise and real-time game inputs. Third, we devise a multiplayer game design by employing the unique interaction mode viable in an underwater environment, where the abilities of human communication are highly limited. Finally, we prototype MobyDick on waterproof off-the-shelf Android phones, and we deploy it in real swimming pool environments (n = 8). Our qualitative analysis of user interview data reveals certain unique aspects of multiplayer swimming games.11Nsciescopu

    SocioPhone: everyday face-to-face interaction monitoring platform using multi-phone sensor fusion

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    In this paper, we propose SocioPhone, a novel initiative to build a mobile platform for face-to-face interaction monitoring. Face-to-face interaction, especially conversation, is a fundamental part of everyday life. Interaction-aware applications aimed at facilitating group conversations have been proposed, but have not proliferated yet. Useful contexts to capture and support face-to-face interactions need to be explored more deeply. More important, recognizing delicate conversational contexts with commodity mobile devices requires solving a number of technical challenges. As a first step to address such challenges, we identify useful meta-linguistic contexts of conversation, such as turn-takings, prosodic features, a dominant participant, and pace. These serve as cornerstones for building a variety of interaction-aware applications. SocioPhone abstracts such useful meta-linguistic contexts as a set of intuitive APIs. Its runtime efficiently monitors registered contexts during in-progress conversations and notifies applications on-the-fly. Importantly, we have noticed that online turn monitoring is the basic building block for extracting diverse meta-linguistic contexts, and have devised a novel volume-topography-based method. We show the usefulness of SocioPhone with several interesting applications: SocioTherapist, SocioDigest, and Tug-of-War. Also, we show that our turn-monitoring technique is highly accurate and energy-efficient under diverse real-life situations.1

    Forecasting Daily Solar Radiation Using CEEMDAN Decomposition-Based MARS Model Trained by Crow Search Algorithm

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    The precise forecasting of daily solar radiation (DSR) is receiving prominent attention among thriving solar energy studies. In this study, three standalone models, including gene expression programing (GEP), multivariate adaptive regression splines (MARS), and self-adaptive MARS (SaMARS), were evaluated to forecast DSR. A SaMARS model was classified as MARS model when using the crow search algorithm (CSA). In addition, to overcome the limitations of the standalone models, the complete ensemble empirical mode decomposition with adaptive noise (CEEMDAN) was employed to enhance the accuracy of DSR forecasting. Therefore, three hybrid models including CEEMDAN-GEP, CEEMDAN-MARS, and CEEMDAN-SaMARS were proposed to forecast DSR in Busan and Incheon stations in South Korea. The performance of proposed models were evaluated and affirmed that the accuracy of the CEEMDAN-SaMARS model (NSE = 0.878–0.883) outperformed CEEMDAN-MARS (NSE = 0.819–0.818), CEEMDAN-GEP (NSE = 0.873–0.789), SaMARS (NSE = 0.846–0.769), MARS (NSE = 0.819–0.758), and GEP (NSE = 0.814–0.755) models at both stations. Therefore, it can be concluded that the optimized CEEMDAN-SaMARS model significantly enhanced the accuracy of DSR forecasting compared to that of standalone models
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