[1]
ShapeCanvas: An Exploration of Shape-Changing Content Generation by Members
of the Public
Embodied Interaction
/
Everitt, Aluna
/
Taher, Faisal
/
Alexander, Jason
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2778-2782
© Copyright 2016 ACM
Summary: Shape-changing displays -- visual output surfaces with
physically-reconfigurable geometry -- provide new challenges for content
generation. Content design must incorporate visual elements, physical surface
shape, react to user input, and adapt these parameters over time. The addition
of the 'shape channel' significantly increases the complexity of content
design, but provides a powerful platform for novel physical design, animations,
and physicalizations. In this work we use ShapeCanvas, a 4×4 grid of
large actuated pixels, combined with simple interactions, to explore novice
user behavior and interactions for shape-change content design. We deployed
ShapeCanvas in a café for two and a half days and observed users
generate 21 physical animations. These were categorized into seven categories
and eight directly derived from people's personal interest. This paper
describes these experiences, the generated animations and provides initial
insights into shape-changing content design.
[2]
Partially-indirect Bimanual Input with Gaze, Pen, and Touch for Pan, Zoom,
and Ink Interaction
Touch Interaction
/
Pfeuffer, Ken
/
Alexander, Jason
/
Gellersen, Hans
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2845-2856
© Copyright 2016 ACM
Summary: Bimanual pen and touch UIs are mainly based on the direct manipulation
paradigm. Alternatively we propose partially-indirect bimanual input, where
direct pen input is used with the dominant hand, and indirect-touch input with
the non-dominant hand. As direct and indirect inputs do not overlap, users can
interact in the same space without interference. We investigate two
indirect-touch techniques combined with direct pen input: the first redirects
touches to the user's gaze position, and the second redirects touches to the
pen position. In this paper, we present an empirical user study where we
compare both partially-indirect techniques to direct pen and touch input in
bimanual pan, zoom, and ink tasks. Our experimental results show that users are
comparatively fast with the indirect techniques, but more accurate as users can
dynamically change the zoom-target during indirect zoom gestures. Further our
studies reveal that direct and indirect zoom gestures have distinct
characteristics regarding spatial use, gestural use, and bimanual parallelism.
[3]
Sharing Perspectives on the Design of Shape-Changing Interfaces
Workshop Summaries
/
Strohmeier, Paul
/
Gomes, Antonio
/
Troiano, Giovanni Maria
/
Mottelson, Aske
/
Merritt, Timothy
/
Alexander, Jason
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3492-3499
© Copyright 2016 ACM
Summary: In recent years, several workshops and an increasing number of scientific
publications have focused on shape-changing interfaces. This work has explored
prototypes, theory and evaluations across a variety of domains, including:
aesthetic experience, affective computing, adaptive affordances, data
visualisation, and remote communication support, to name only a few. The aim of
this workshop is to bring to light and discuss the different underlying
perspectives and visions on shape-changing interfaces within the community,
arriving at a shared, cross-discipline vocabulary for discussing the design
space. Participants will share their personal perspective and explore others'
perspectives through hands-on prototyping and facilitated sketching tasks.
Leaving this workshop, participants will be equipped with a clearer
understanding of the different concepts being explored within the community and
with a vocabulary through which to describe the intricacies and considerations
of their work in the future.
[4]
Tangible Data, explorations in data physicalization
Studio-Workshops
/
Hogan, Trevor
/
Hornecker, Eva
/
Stusak, Simon
/
Jansen, Yvonne
/
Alexander, Jason
/
Moere, Andrew Vande
/
Hinrichs, Uta
/
Nolan, Kieran
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.753-756
© Copyright 2016 ACM
Summary: Humans have represented data in many forms for thousands of years, yet the
main sensory channel we use to perceive these representations today still
remains largely exclusive to sight. Recent developments, such as advances in
digital fabrication, microcontrollers, actuated tangibles, and shape-changing
interfaces offer new opportunities to encode data in physical forms and have
stimulated the emergence of 'Data Physicalization' as a research area.
The aim of this workshop is (1) to create an awareness of the potential of
Data Physicalization by providing an overview of state-of-the-art research,
practice, and tools and (2) to build a community around this emerging field and
start to discuss a shared research agenda. This workshop therefore addresses
both experienced researchers and practitioners as well as those who are new to
the field but interested in applying Data Physicalization to their own
(research) practice. The workshop will provide opportunities for participants
to explore Data Physicalization hands-on, by creating their own prototypes.
These practical explorations will lead into reflective discussions on the role
tangibles and embodiment play in Data Physicalization and the future research
challenges for this area.
[5]
A Public Ideation of Shape-Changing Applications
Session 9: Latency and Shape Change
/
Sturdee, Miriam
/
Hardy, John
/
Dunn, Nick
/
Alexander, Jason
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.219-228
© Copyright 2015 ACM
Summary: The shape-changing concept where objects reconfigure their physical geometry
has the potential to transform our interactions with computing devices,
displays and everyday artifacts. Their dynamic physicality capitalizes on our
inherent tactile sense and facilitates object re-appropriation. Research both
within and outside HCI continues to develop a diverse range of technological
solutions and materials to enable shape-change. However, as an early-stage
enabling technology, the community has yet to identify important applications
and use-cases to fully exploit its value. To expose and document a range of
applications for shape-change, we employed unstructured brainstorming within a
public engagement study. A 74-participant brainstorming exercise with members
of the public produced 336 individual ideas that were coded into 11 major
themes: entertainment, augmented living, medical, tools & utensils,
research, architecture, infrastructure, industry, wearables, and education
& training. This work documents the methodology and resultant application
ideas along with reflections on the approach for gathering application ideas to
enable shape-changing interactive surfaces and objects.
[6]
ReForm: Integrating Physical and Digital Design through Bidirectional
Fabrication
Session 2A: Fabrication 1 -- Augmentation
/
Weichel, Christian
/
Hardy, John
/
Alexander, Jason
/
Gellersen, Hans
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.93-102
© Copyright 2015 ACM
Summary: Digital fabrication machines such as 3D printers and laser-cutters allow
users to produce physical objects based on virtual models. The creation process
is currently unidirectional: once an object is fabricated it is separated from
its originating virtual model. Consequently, users are tied into digital
modeling tools, the virtual design must be completed before fabrication, and
once fabricated, re-shaping the physical object no longer influences the
digital model. To provide a more flexible design process that allows objects to
iteratively evolve through both digital and physical input, we introduce
bidirectional fabrication. To demonstrate the concept, we built ReForm, a
system that integrates digital modeling with shape input, shape output,
annotation for machine commands, and visual output. By continually
synchronizing the physical object and digital model it supports object
versioning to allow physical changes to be undone. Through application
examples, we demonstrate the benefits of ReForm to the digital fabrication
process.
[7]
Gaze-Shifting: Direct-Indirect Input with Pen and Touch Modulated by Gaze
Session 6A: Gaze
/
Pfeuffer, Ken
/
Alexander, Jason
/
Chong, Ming Ki
/
Zhang, Yanxia
/
Gellersen, Hans
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.373-383
© Copyright 2015 ACM
Summary: Modalities such as pen and touch are associated with direct input but can
also be used for indirect input. We propose to combine the two modes for
direct-indirect input modulated by gaze. We introduce gaze-shifting as a novel
mechanism for switching the input mode based on the alignment of manual input
and the user's visual attention. Input in the user's area of attention results
in direct manipulation whereas input offset from the user's gaze is redirected
to the visual target. The technique is generic and can be used in the same
manner with different input modalities. We show how gaze-shifting enables novel
direct-indirect techniques with pen, touch, and combinations of pen and touch
input.
[8]
Gaze-Supported Gaming: MAGIC Techniques for First Person Shooters
Analytics and Questionnaires
/
Velloso, Eduardo
/
Fleming, Amy
/
Alexander, Jason
/
Gellersen, Hans
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.343-347
© Copyright 2015 ACM
Summary: MAGIC -- Manual And Gaze Input Cascaded-pointing techniques have been
proposed as an efficient way in which the eyes can support the mouse input in
pointing tasks. MAGIC Sense is one of such techniques in which the cursor speed
is modulated by how far it is from the gaze point. In this work, we implemented
a continuous and a discrete adaptations of MAGIC Sense for First-Person Shooter
input. We evaluated the performance of these techniques in an experiment with
15 participants and found no significant gain in performance, but moderate user
preference for the discrete technique.
[9]
Interactions Under the Desk: A Characterisation of Foot Movements for Input
in a Seated Position
Alternative Input Devices for People with Disabilities
/
Velloso, Eduardo
/
Alexander, Jason
/
Bulling, Andreas
/
Gellersen, Hans
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part I
2015-09-14
v.1
p.384-401
Keywords: Foot-based interfaces; Fitts' law; Interaction techniques
© Copyright 2015 Springer International Publishing Switzerland
Summary: We characterise foot movements as input for seated users. First, we built
unconstrained foot pointing performance models in a seated desktop setting
using ISO 9241-9-compliant Fitts's Law tasks. Second, we evaluated the effect
of the foot and direction in one-dimensional tasks, finding no effect of the
foot used, but a significant effect of the direction in which targets are
distributed. Third, we compared one foot against two feet to control two
variables, finding that while one foot is better suited for tasks with a
spatial representation that matches its movement, there is little difference
between the techniques when it does not. Fourth, we analysed the overhead
caused by introducing a feet-controlled variable in a mouse task, finding the
feet to be comparable to the scroll wheel. Our results show the feet are an
effective method of enhancing our interaction with desktop systems and derive a
series of design guidelines.
[10]
An Empirical Investigation of Gaze Selection in Mid-Air Gestural 3D
Manipulation
Eye Tracking
/
Velloso, Eduardo
/
Turner, Jayson
/
Alexander, Jason
/
Bulling, Andreas
/
Gellersen, Hans
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.315-330
Keywords: 3D user interfaces; Eye tracking; Mid-air gestures
© Copyright 2015 Springer International Publishing Switzerland
Summary: In this work, we investigate gaze selection in the context of mid-air hand
gestural manipulation of 3D rigid bodies on monoscopic displays. We present the
results of a user study with 12 participants in which we compared the
performance of Gaze, a Raycasting technique (2D Cursor) and a Virtual Hand
technique (3D Cursor) to select objects in two 3D mid-air interaction tasks.
Also, we compared selection confirmation times for Gaze selection when
selection is followed by manipulation to when it is not. Our results show that
gaze selection is faster and more preferred than 2D and 3D mid-air-controlled
cursors, and is particularly well suited for tasks in which users constantly
switch between several objects during the manipulation. Further, selection
confirmation times are longer when selection is followed by manipulation than
when it is not.
[11]
Gaze+touch vs. Touch: What's the Trade-off When Using Gaze to Extend Touch
to Remote Displays?
Eye Tracking
/
Pfeuffer, Ken
/
Alexander, Jason
/
Gellersen, Hans
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.349-367
Keywords: Gaze interaction; Eye-tracking; Multitouch; Multimodal UI
© Copyright 2015 Springer International Publishing Switzerland
Summary: Direct touch input is employed on many devices, but it is inherently
restricted to displays that are reachable by the user. Gaze input as a mediator
can extend touch to remote displays -- using gaze for remote selection, and
touch for local manipulation -- but at what cost and benefit? In this paper, we
investigate the potential trade-off with four experiments that empirically
compare remote Gaze+touch to standard touch. Our experiments investigate
dragging, rotation, and scaling tasks. Results indicate that Gaze+touch is,
compared to touch, (1) equally fast and more accurate for rotation and scaling,
(2) slower and less accurate for dragging, and (3) enables selection of smaller
targets. Our participants confirm this trend, and are positive about the
relaxed finger placement of Gaze+touch. Our experiments provide detailed
performance characteristics to consider for the design of Gaze+touch
interaction of remote displays. We further discuss insights into strengths and
drawbacks in contrast to direct touch.
[12]
ShapeClip: Towards Rapid Prototyping with Shape-Changing Displays for
Designers
Non-Rigid Interaction Surfaces
/
Hardy, John
/
Weichel, Christian
/
Taher, Faisal
/
Vidler, John
/
Alexander, Jason
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.19-28
© Copyright 2015 ACM
Summary: This paper presents ShapeClip: a modular tool capable of transforming any
computer screen into a z-actuating shape-changing display. This enables
designers to produce dynamic physical forms by "clipping" actuators onto
screens. ShapeClip displays are portable, scalable, fault-tolerant, and support
runtime re-arrangement. Users are not required to have knowledge of electronics
or programming, and can develop motion designs with presentation software,
image editors, or web-technologies. To evaluate ShapeClip we carried out a
full-day workshop with expert designers. Participants were asked to generate
shape-changing designs and then construct them using ShapeClip. ShapeClip
enabled participants to rapidly and successfully transform their ideas into
functional systems.
[13]
Opportunities and Challenges for Data Physicalization
Natural User Interfaces for InfoVis
/
Jansen, Yvonne
/
Dragicevic, Pierre
/
Isenberg, Petra
/
Alexander, Jason
/
Karnik, Abhijit
/
Kildal, Johan
/
Subramanian, Sriram
/
Hornbæk, Kasper
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3227-3236
© Copyright 2015 ACM
Summary: Physical representations of data have existed for thousands of years. Yet it
is now that advances in digital fabrication, actuated tangible interfaces, and
shape-changing displays are spurring an emerging area of research that we call
Data Physicalization. It aims to help people explore, understand, and
communicate data using computer-supported physical data representations. We
call these representations physicalizations, analogously to visualizations --
their purely visual counterpart. In this article, we go beyond the focused
research questions addressed so far by delineating the research area,
synthesizing its open challenges and laying out a research agenda.
[14]
Exploring Interactions with Physically Dynamic Bar Charts
Natural User Interfaces for InfoVis
/
Taher, Faisal
/
Hardy, John
/
Karnik, Abhijit
/
Weichel, Christian
/
Jansen, Yvonne
/
Hornbæk, Kasper
/
Alexander, Jason
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3237-3246
© Copyright 2015 ACM
Summary: Visualizations such as bar charts help users reason about data, but are
mostly screen-based, rarely physical, and almost never physical and dynamic.
This paper investigates the role of physically dynamic bar charts and evaluates
new interactions for exploring and working with datasets rendered in dynamic
physical form. To facilitate our exploration we constructed a 10x10 interactive
bar chart and designed interactions that supported fundamental visualisation
tasks, specifically; annotation, filtering, organization, and navigation. The
interactions were evaluated in a user study with 17 participants. Our findings
identify the preferred methods of working with the data for each task i.e.
directly tapping rows to hide bars, highlight the strengths and limitations of
working with physical data, and discuss the challenges of integrating the
proposed interactions together into a larger data exploration system. In
general, physical interactions were intuitive, informative, and enjoyable,
paving the way for new explorations in physical data visualizations.
[15]
Gaze+RST: Integrating Gaze and Multitouch for Remote Rotate-Scale-Translate
Tasks
Interaction Techniques for Tables & Walls
/
Turner, Jayson
/
Alexander, Jason
/
Bulling, Andreas
/
Gellersen, Hans
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.4179-4188
© Copyright 2015 ACM
Summary: Our work investigates the use of gaze and multitouch to fluidly perform
rotate-scale-translate (RST) tasks on large displays. The work specifically
aims to understand if gaze can provide benefit in such a task, how task
complexity affects performance, and how gaze and multitouch can be combined to
create an integral input structure suited to the task of RST. We present four
techniques that individually strike a different balance between gaze-based and
touch-based translation while maintaining concurrent rotation and scaling
operations. A 16 participant empirical evaluation revealed that three of our
four techniques present viable options for this scenario, and that larger
distances and rotation/scaling operations can significantly affect a gaze-based
translation configuration. Furthermore we uncover new insights regarding
multimodal integrality, finding that gaze and touch can be combined into
configurations that pertain to integral or separable input structures.
[16]
Shape Display Shader Language (SDSL): A New Programming Model for Shape
Changing Displays
WIP Theme: Displays
/
Weichel, Christian
/
Alexander, Jason
/
Hardy, John
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1121-1126
© Copyright 2015 ACM
Summary: Shape-changing displays' dynamic physical affordances have inspired a range
of novel hardware designs to support new types of interaction. Despite rapid
technological progress, the community lacks a common programming model for
developing applications for these visually and physically-dynamic display
surfaces. This results in complex, hardware-specific, custom-code that requires
significant development effort and prevents researchers from easily building on
and sharing their applications across hardware platforms. As a first attempt to
address these issues we introduce SDSL, a Shape-Display Shader Language for
easily programming shape-changing displays in a hardware-independent manner. We
introduce the (graphics-derived) pipeline model of SDSL, an open-source
implementation that includes a compiler, runtime, IDE, debugger, and simulator,
and show demonstrator applications running on two shape-changing hardware
setups.
[17]
Exploring the Challenges of Making Data Physical
Workshop Summaries
/
Alexander, Jason
/
Jansen, Yvonne
/
Hornbæk, Kasper
/
Kildal, Johan
/
Karnik, Abhijit
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2417-2420
© Copyright 2015 ACM
Summary: Physical representations of data have existed for thousands of years.
However, it is only now that advances in digital fabrication, actuated tangible
interfaces, and shape-changing displays can support the emerging area of 'Data
Physicalization' [6]: the study of computer-supported, physical representations
of data and their support for cognition, communication, learning, problem
solving and decision making. As physical artifacts, data physicalizations can
tap more deeply into our perceptual exploration skills than classical computer
setups, while their dynamic physicality alleviates some of the main drawbacks
of static artifacts by facilitating their crafting, supporting adaptation to
different data, and encouraging sharing between different users.
[18]
SPATA: Spatio-Tangible Tools for Fabrication-Aware Design
Paper Session 7: Supporting Designers
/
Weichel, Christian
/
Alexander, Jason
/
Karnik, Abhijit
/
Gellersen, Hans
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.189-196
© Copyright 2015 ACM
Summary: The physical tools used when designing new objects for digital fabrication
are mature, yet disconnected from their virtual accompaniments. SPATA is the
digital adaptation of two spatial measurement tools, that explores their closer
integration into virtual design environments. We adapt two of the traditional
measurement tools: calipers and protractors. Both tools can measure, transfer,
and present size and angle. Their close integration into different design
environments makes tasks more fluid and convenient. We describe the tools'
design, a prototype implementation, integration into different environments,
and application scenarios validating the concept.
[19]
An Empirical Characterization of Touch-Gesture Input-Force on Mobile Devices
Session 7: Touch, Pressure and Reality
/
Taher, Faisal
/
Alexander, Jason
/
Hardy, John
/
Velloso, Eduardo
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.195-204
© Copyright 2014 ACM
Summary: Designers of force-sensitive user interfaces lack a ground-truth
characterization of input force while performing common touch gestures
(zooming, panning, tapping, and rotating). This paper provides such a
characterization firstly by deriving baseline force profiles in a
tightly-controlled user study; then by examining how these profiles vary in
different conditions such as form factor (mobile phone and tablet), interaction
position (walking and sitting) and urgency (timed tasks and untimed tasks). We
conducted two user studies with 14 and 24 participants respectively and report:
(1) force profile graphs that depict the force variations of common touch
gestures, (2) the effect of the different conditions on force exerted and
gesture completion time, (3) the most common forces that users apply, and the
time taken to complete the gestures. This characterization is intended to aid
the design of interactive devices that integrate force-input with common touch
gestures in different conditions.
[20]
Characterising the Physicality of Everyday Buttons
Session 7: Touch, Pressure and Reality
/
Alexander, Jason
/
Hardy, John
/
Wattam, Stephen
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.205-208
© Copyright 2014 ACM
Summary: A significant milestone in the development of physically-dynamic surfaces is
the ability for buttons to protrude outwards from any location on a
touch-screen. As a first step toward developing interaction requirements for
this technology we conducted a survey of 1515 electronic push buttons in
everyday home environments. We report a characterisation that describes the
features of the data set and discusses important button properties that we
expect will inform the design of future physically-dynamic devices and
surfaces.
[21]
Gaze-touch: combining gaze with multi-touch for interaction on the same
surface
Touch & gesture
/
Pfeuffer, Ken
/
Alexander, Jason
/
Chong, Ming Ki
/
Gellersen, Hans
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.509-518
© Copyright 2014 ACM
Summary: Gaze has the potential to complement multi-touch for interaction on the same
surface. We present gaze-touch, a technique that combines the two modalities
based on the principle of 'gaze selects, touch manipulates'. Gaze is used to
select a target, and coupled with multi-touch gestures that the user can
perform anywhere on the surface. Gaze-touch enables users to manipulate any
target from the same touch position, for whole-surface reachability and rapid
context switching. Conversely, gaze-touch enables manipulation of the same
target from any touch position on the surface, for example to avoid occlusion.
Gaze-touch is designed to complement direct-touch as the default interaction on
multi-touch surfaces. We provide a design space analysis of the properties of
gaze-touch versus direct-touch, and present four applications that explore how
gaze-touch can be used alongside direct-touch. The applications demonstrate use
cases for interchangeable, complementary and alternative use of the two modes
of interaction, and introduce novel techniques arising from the combination of
gaze-touch and conventional multi-touch.
[22]
The use of surrounding visual context in handheld AR: device vs. user
perspective rendering
The third dimension
/
Pucihar, Klen Copic
/
Coulton, Paul
/
Alexander, Jason
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.197-206
© Copyright 2014 ACM
Summary: The magic lens paradigm, a commonly used descriptor for handheld Augmented
Reality (AR), presents the user with dual views: the augmented view (magic
lens) that appears on the device, and the real view of the surroundings (what
the user can see around the perimeter of the device). The augmented view is
typically implemented by rendering the video captured by the rear-facing camera
directly onto the device's screen. This results in dual perspectives -- the
real world being captured from the device's perspective rather than the user's
perspective (what an observer would see looking through a transparent glass
pane). These differences manifest themselves in misaligned and/or incorrectly
scaled transparency resulting in the dual-view problem.
This paper presents two user studies comparing (a) device-perspective and
(b) fixed Point-of-View (POV) user-perspective magic lenses to analyze the
effect of the dual-view problem on the use of the surrounding visual context.
The results confirm that the dual-view problem, a result of dual perspective,
has a significant effect on the use of information from the surrounding visual
context. The study also highlights that magnification and not the dual-view
problem is the key factor explaining the correlation between magic lens size
and the increased intensity of the magic lens type effect. From the results, we
derive design guidelines for future magic lenses.
[23]
ThumbReels: query sensitive web video previews based on temporal,
crowdsourced, semantic tagging
Navigating video
/
Craggs, Barnaby
/
Scott, Myles Kilgallon
/
Alexander, Jason
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1217-1220
© Copyright 2014 ACM
Summary: During online search, the user's expectations often differ from those of the
author. This is known as the "intention gap" and is particularly problematic
when searching for and discriminating between online video content. An author
uses description and meta-data tags to label their content, but often cannot
predict alternate interpretations or appropriations of their work. To address
this intention gap, we present ThumbReels, a concept for query-sensitive video
previews generated from crowdsourced, temporally defined semantic tagging.
Further, we supply an open-source tool that supports on-the-fly temporal
tagging of videos, whose output can be used for later search queries. A first
user study validates the tool and concept. We then present a second study that
shows participants found ThumbReels to better represent search terms than
contemporary preview techniques.
[24]
Evaluating the effectiveness of physical shape-change for in-pocket mobile
device notifications
Shape-changing interfaces
/
Dimitriadis, Panteleimon
/
Alexander, Jason
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2589-2592
© Copyright 2014 ACM
Summary: Audio and vibrotactile output are the standard mechanisms mobile devices use
to attract their owner's attention. Yet in busy and noisy environments, or when
the user is physically active, these channels sometimes fail. Recent work has
explored the use of physical shape-change as an additional method for conveying
notifications when the device is in-hand or viewable. However, we do not yet
understand the effectiveness of physical shape-change as a method for
communicating in-pocket notifications. This paper presents three robustly
implemented, mobile-device sized shape-changing devices, and two user studies
to evaluate their effectiveness at conveying notifications. The studies reveal
that (1) different types and configurations of shape-change convey different
levels of urgency and; (2) fast pulsing shape-changing notifications are missed
less often and recognised more quickly than the standard slower vibration pulse
rates of a mobile device.
[25]
Cross-device gaze-supported point-to-point content transfer
Gaze-mediated input
/
Turner, Jayson
/
Bulling, Andreas
/
Alexander, Jason
/
Gellersen, Hans
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.19-26
© Copyright 2014 ACM
Summary: Within a pervasive computing environment, we see content on shared displays
that we wish to acquire and use in a specific way i.e., with an application on
a personal device, transferring from point-to-point. The eyes as input can
indicate intention to interact with a service, providing implicit pointing as a
result. In this paper we investigate the use of gaze and manual input for the
positioning of gaze-acquired content on personal devices. We evaluate two main
techniques, (1) Gaze Positioning, transfer of content using gaze with manual
input to confirm actions, (2) Manual Positioning, content is selected with gaze
but final positioning is performed by manual input, involving a switch of
modalities from gaze to manual input. A first user study compares these
techniques applied to direct and indirect manual input configurations, a tablet
with touch input and a laptop with mouse input. A second study evaluated our
techniques in an application scenario involving distractor targets. Our overall
results showed general acceptance and understanding of all conditions, although
there were clear individual user preferences dependent on familiarity and
preference toward gaze, touch, or mouse input.