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HCM Tables of Contents: 060708

Proceedings of the 2008 ACM International Workshop on Human-Centered Multimedia

Fullname:HCM'08: Proceedings of the 3rd ACM International Workshop on Human-Centered Multimedia
Editors:Alejandro Jaimes; Daniela Nicklas; Nicu Sebe
Location:Vancouver, British Columbia, Canada
Standard No:ISBN: 978-1-60558-320-4; ACM DL: Table of Contents hcibib: HCM08
Interaction and user experiences with multimedia technologies: challenges and future topics BIBAKFull-Text 1-6
  Ansgar Scherp; Frank Nack; Klara Nahrstedt; Masashi Inoue; Andreas Girgensohn; Andreas Henrich; Philipp Sandhaus; Sabine Thieme; Michelle Zhou
In this paper, we investigate future topics and challenges of interaction and user experience in multimedia We bring together different perspectives from overlapping fields of research such as multimedia, human-computer interaction, information retrieval, networked multimedia, and creative arts. Based on potential intersections, we define three application domains to be investigated further, as they create high demand and good prospect for long-lasting developments in the future. These application domains are: media working environments, media enter-/edutainment, and social media engagement. Each application domain is analyzed along five dimensions, namely: information quality, presentation quality, ambience, interactivity, and user expectations. Based on this analysis, we identify the most pressing research questions and key challenges for each area. Finally, we advocate a user-centered approach to tackle these challenges and questions in order to develop relevant multimedia applications that best meet the users' expectations.
Keywords: creative arts, human-computer interaction, information retrieval, interaction, multimedia, networked multimedia, user experience
Broadcast yourself on YouTube: really? BIBAKFull-Text 7-10
  Gijs Kruitbosch; Frank Nack
One essential reason for people to publish on the web is to express themselves freely. YouTube facilitates this self-expression by allowing users to upload video content they generated. This paper investigates to what extent the videos on YouTube are self-generated content, instead of amalgamated content that was mainly professionally authored in the first place. Results show that most of the popular content on YouTube was professionally generated, even though a random sample shows that there is plenty of user-generated content available -- it just does not make the cut. As a result we propose that YouTube is more of a social filter, allowing anyone to share content they find interesting rather than a way for aspiring creative people to show their creative abilities to the world. The outcome is a set of requirements which describe better means for YouTube to support better authoring and presentation of video, where the core research direction is focused on the self-representation of humans in the realm of their creative possibilities on one side as well as the stimulation of new insights on existing material to stimulate new creative impulses.
Keywords: search for video content, user-generated content, YouTube
Evoking gesture in interactive art BIBAKFull-Text 11-18
  Ann J. Morrison; Peta Mitchell; Stephen Viller
In this paper, we describe an interactive artwork that uses large body gestures as its primary interactive mode. The artist intends the work to provoke active reflection in the audience by way of gesture and content. The technology is not the focus, rather the aim is to provoke memory, to elicit feelings of connective human experiences in a required-to-participate audience. We find the work provokes a diverse and contradictory set of responses. The methods used to understand this include qualitative methods common to evaluating interactive art works, as well as in-depth discussions with the artist herself. This paper is relevant to the Human-Centered Computing track because in all stages of the design of the work -- as well as the evaluation -- the focus is on the human aspect; the computing is designed to enable all-too-human responses.
Keywords: art installation, artist perspective, bodily gesture, childhood, evaluation, gesture, interaction, interaction design, ludic engagement, memory
Studying vision-based multiple-user interaction with in-home large displays BIBAKFull-Text 19-26
  Wei You; Sidney Fels; Rodger Lea
Large displays at home such as TVs are becoming larger in size and more interactive in functionality. When multiple co-located users share the screen space of a large display, when, where and how to display their media contents becomes an issue. This paper compares the use of automatic versus manual methods for managing personal screen real-estate on large in-home displays. We assume horizontally laid out "personal interaction spaces" as the user interface for multiple users to manage their screen real-estate. In this case, users need to sign in and out as well as have their personal spaces placed on the display. We constructed a computer-vision based system that tracks the identities and positions of multiple people in front of the display to support the user studies that compare the use of tracker-based mechanisms versus manual ones for managing the display. Our results suggest that the tracking system shows promise for a) simplifying the user registration process in conjunction with a manual sign-in/out process and b) effective tracker-based user-centric placement of people's interaction space. Proper integration of manual methods could improve the sense of control and ownership for users.
Keywords: interactive large display, multi-user, screen real-estate management, tracking
An image-centred "search and indexation system" based in user's data and perceived emotion BIBAKFull-Text 27-34
  David Fonseca; Oscar García; Jaume Duran; Marc Pifarré; Eva Villegas
In recent years, we can find a lot of studies about the better way to categorize the image in digital media for its later use more personalized and efficient.
   The large and growing number of image banks, Web pages, and search engines where we can find billions of images, is the principal reason to study the subjective relationship between the user and the image to increase the usability of interfaces where we can look, index or find images.
   The main objective of this work is to make a new customized interface to categorize and search images in function of statistic and subjective user data. With this system we increase the "usability" and the successful results in the task of searching and indexing photographic images in function of the user, because like we will see, there is a subjective component in the task of searching images: the origin, age, sex, or simply the user experience with the media.
   A secondary objective is to find the optimum relationship that has to exist among the technical characteristics of the image (like colour, compression, or resolution), the distance from the screen of the visualization and the size of it, to achieve that all the emotional information of the image it remains reflected in the user.
Keywords: cultural differences, emotional usability, image compression, image indexation, semantic relationships, web 2.0
Enriched human-centered multimedia computing through inspirations from disabilities and deficit-centered computing solutions BIBAKFull-Text 35-42
  Sethuraman Panchanthan; Narayanan C. Krishnan; Sreekar Krishna; Troy McDaniel; Vineeth Nallure Balasubramanian
The paradigm of human-centered multimedia computing (HCMC) has emerged recently as a result of the increasing emphasis on integrating the concept of human-centeredness in various aspects of multimedia computing. While many theories have been proposed to advance this paradigm, it is our belief that a complete understanding of the issues surrounding HCMC requires capturing a complementary (yet enriching) perspective through inspirations drawn from studying human disabilities and deficits. In this paper, we present the need for understanding human deficiencies in sensory, neural, and cognitive sensing/actuations which could reveal innate components of human interaction that benefits researchers, designers and developers of new multimedia solutions. We illustrate how technologies that were started with assistive and rehabilitative goals have broader impacts to the general population. More importantly, this opens up new research issues that would otherwise not have been seen when the focus is only on the 'able' population. The study and understanding of the disabilities and deficits leads to a better understanding of human requirements in any human machine interaction which is important in advancing the vision and core principles of HCMC.
Keywords: assistive technology, human centered computing, human centered multimedia computing, rehabilitative technology
Quality-driven human-centered approach for service provisioning in ambient environment BIBAKFull-Text 43-48
  M. Anwar Hossain; Abdulmotaleb El Saddik
In this paper, we emphasize the importance of taking quality issues into account when designing an ambient intelligence system. In particular, we state that the multiple dimensions of quality such as quality of information, quality of service and quality of experience influence the selection of heterogeneous services in an ambient service provisioning scenario. We also show how these quality dimensions are related/in-contrast to each other and how they contribute to the design of a human-centered service provisioning framework, which aims to capture the current context of humans and spontaneously provide services in their ambient environment.
Keywords: ambient environment, context, human-centered computing, quality, service provisioning
Effect of screen configuration and interaction devices in shared display groupware BIBAKFull-Text 49-56
  Andriy Pavlovych; Wolfgang Stuerzlinger
Interactive tabletop and wall surfaces support collaboration and interactivity in novel ways. Apart from keyboards and mice, such systems can also incorporate other input devices, namely laser pointers, marker pens with screen location sensors, or touch-sensitive surfaces. Similarly, instead of a vertically positioned desktop monitor, collaborative setups typically use much larger displays, which are oriented either vertically (wall) or horizontally (tabletop), or combine both kinds of surfaces.
   In this paper we describe an empirical study that investigates how technical system constraints can affect group performance in high pace collaborative tasks. For this, we compare various input and output modalities in a system that consists of several interactive tabletop and wall surface(s). We observed that the performance of a group of people scaled almost linearly with the number of participants on an almost perfectly parallel task. We also found that mice were significantly faster than laser pointers, but only by 21%. Also, interaction on walls was significantly faster than on the tabletop, by 51%.
Keywords: cscw, interactive walls, laser pointers, tabletops
Architecting ambient intelligence systems BIBAKFull-Text 57-60
  Hari Kalva; Borko Furht
Ambient Intelligence (AmI) systems refer to ubiquitous computing with focus on human experiences. The AmI ideas are based on the premise that if environment around individuals can be personalized for the current needs of an individual, then the lives can be more productive and enjoyable. New and existing technologies will be used to personalize spaces and experiences in AmI environments. The goal of AmI is to make computing and technology transparent and invisible to the individual. AmI is characterized by unobtrusive and mostly invisible technologies working together, anticipating the needs, and personalizing the environment and experiences for individuals. This paper presents new ideas in developing AmI infrastructure for deploying AmI services. The proposed system architecture is based on characterizing the roles and rights of individuals in the current environment and designing components and services that respond to these roles. The generalized architecture can be used to adapt physical as well as virtual spaces to fit individual preferences. A general architecture is necessary to move AmI from a collection of "cool gadgets" to an ambient and aware service focused on personalization for individuals.
Keywords: ambient intelligence, architecture, personalization, service composition
Presentation tools for high-resolution and multiple displays BIBAKFull-Text 61-68
  Joel Lanir; Kellogg S. Booth
Presentation software was originally developed as a way to design overhead transparencies to be used as visual aids in talks. While much of the software has since then changed, the basic design using the slide metaphor still follows the original purpose and does not accommodate the different needs and uses presentation software has today. We describe our experiences and design process in developing MultiPresenter -- a presentation system that works on multiple displays designed to promote audiences' learning. Our human-centered approach includes observing instructors use of traditional visual aids such as whiteboards and blackboards as well as newer aids such as computer-generated slide presentations, interviews with instructors during the requirement gathering phase, and multiple iterations of design and testing during the implementation phase. We describe our current and future plans for evaluating and extending our system. Evaluations focus on the deployment of MultiPresenter in actual classrooms to gain valuable feedback from both instructors and students on our design decisions and on the effects that our system has on learning.
Keywords: human-centered design, multiscreen and high-resolution displays, presentation tools, visual aids
Exploring a human centered approach to managing visual privacy concerns during collaboration BIBAKFull-Text 69-76
  Kirstie Hawkey
Human Centered Computing (HCC) systems should be socially aware and HCC applications should act according to the social context in which they are deployed. This paper examines a human centered approach to managing visual privacy during collaboration around a personal computer. We propose an intelligent system that takes into account the current social context of the user. Prior research has found that visual privacy can be a concern when traces of prior activities (i.e. web browsing history) that are inappropriate for the current social viewing context are displayed. Investigations of privacy management approaches have found that the burden of manually classifying traces of prior activity is high. The approach presented here is based on a conceptual model of incidental information privacy in web browsers developed previously. In this paper, we introduce a predictive model of privacy concerns, both for the general case and within the context of two specific viewer types. Our results suggest that an intelligent user interface approach is feasible and that adaptations may be combined with more explicit approaches to reduce users' burden of managing their visual privacy.
Keywords: adaptive user interface, incidental information privacy, usable security and privacy, user modeling, visual privacy, web browser