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[1] Toward Private and Independent Accessible Write-In Voting: A Multimodal Prediction Approach Accessible Security and Voting / Dawkins, Shanee / Eugene, Wanda / Abegaz, Tamirat / Gilbert, Juan E. UAHCI 2015: 9th International Conference on Universal Access in Human-Computer Interaction, Part IV: Access to the Human Environment and Culture 2015-08-02 v.4 p.171-181
Keywords: Accessibility; Universally usable interfaces; Electronic voting systems; Multimodal interaction; Text prediction
Link to Digital Content at Springer
Summary: The overall objective of this research is to design a multimodal system to write-in a candidate's name that addresses the issues of time, privacy, and accessibility. In order to determine if these issues were met, the design is analyzed and compared against alternate methods of writing-in a candidate's name. An experiment was performed to assess two aspects of the multimodal system: speech interaction and switch interaction. The research intends to capture and analyze the efficiency and effectiveness of writing-in a candidate's name anonymously through multimodal interactions. Though the essence of this research embodies universal of design for everyone everywhere, the design and experiments put forth in this paper will focus on the U.S. voting population.

[2] User Experience Evaluation Towards Cooperative Brain-Robot Interaction HCI Design and Evaluation Methods and Tools / Crawford, Chris S. / Andujar, Marvin / Jackson, France / Remy, Sekou / Gilbert, Juan E. HCI International 2015: 17th International Conference on HCI, Part I: Design and Evaluation 2015-08-02 v.1 p.184-193
Keywords: Cooperative brain-robot interaction; Brain-computer interface; User experience; Human-computer interaction
Link to Digital Content at Springer
Summary: Brain-Robot Interaction (BRI) research has mainly focused on analyzing system's performance through objective data. Recently research on Brain-Computer Interfaces (BCI) has begun moving towards applications that go beyond the lab and medical settings. To create successful BRI applications in the future for healthy users User Experience (UX) should be evaluated throughout the development process. This paper discusses single and cooperative BRI systems and analyzes affective and objective task performance data collected while cognitively controlling a robot. Also this paper discusses how this approach can benefit future research on the usability of BRI applications.

[3] A User Study of Netflix Streaming Emotional and Persuasion Design / Jackson, France / Amin, Rahul / Fu, Yunhui / Gilbert, Juan E. / Martin, James DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part I: Design Discourse 2015-08-02 v.1 p.481-489
Keywords: Perceived video quality; Internet video streaming; HTTP-based adaptive streaming; Simulation modeling; Home network; Video performance assessment; User-Experience assessment
Link to Digital Content at Springer
Summary: Netflix and Hulu are examples of HTTP-based Adaptive Streaming (HAS). HAS is unique because it attempts to manage the user's perceived quality by adapting video quality. Current HAS research fails to address whether adaptations actually make a difference? The main challenge in answering this is the lack of consideration for the end user's perceived quality. The research community is converging on an accepted set of 'component metrics' for HAS. However, determining an objective Quality of Experience (QoE) estimate is an open issue. A between-subject user study of Netflix was conducted to shed light on the user's perception of quality. We found that users prefer to receive lower video quality levels first with marginal improvements made over time. Currently, content providers switch between the highest and lowest level of quality. This paper seeks to explain a better method that led to higher user satisfaction based on Mean opinion score values (MOS).

[4] Designing for the Naturalistic Driving Experience Designing the Driving Experience / Eugene, Wanda / Dunbar, Jerone / Nolan, Alison / Gilbert, Juan E. / Hendrix, Renesha L. DUXU 2015: Fourth International Conference on Design, User Experience, and Usability, Part III: Interactive Experience Design 2015-08-02 v.3 p.439-449
Keywords: Naturalistic driving study; Road safety; Transportation; Distracted driving; Design guidelines
Link to Digital Content at Springer
Summary: We designed a naturalistic driving study to compare voice-texting alternatives. The design accounts for the nuances we have discovered through research in our simulations studies and through the literature. We then conducted a pilot study to gauge the practice implications of our design. In this paper, we present the problems we encountered, solutions we developed, and other challenges faced in moving from a simulator experience to a real-world naturalistic study. Leveraging these findings, we put forth a set of design principles that will inform future research endeavors and provide instructions for conducting naturalistic driving studies. We hope this research serves as a comprehensive design guide for an effective naturalistic distracted driving study.

[5] Using Cr-Y Components to Detect Tongue Protrusion Gestures WIP Theme: Gesture and Multimodal / Crawford, Chris S. / Bailey, Stephen W. / Badea, Carmen / Gilbert, Juan E. Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1331-1336
ACM Digital Library Link
Summary: This work in progress paper presents a method of detecting tongue protrusion gestures by utilizing the tongue's color and texture characteristics. By taking advantage of recent advances in computer vision, the presented implementation enables real-time tongue gesture detection using only the video stream provided by a standard web camera. Tongue gesture detection functionality has the potential to supplement user interaction and provide for an immersive experience in applications such as games or video communication applications. It could also aid communication for mobility-impaired users. In this paper we describe the process of using YCbCr color space manipulation and a support vector machine to detect left, right, and downward tongue protrusions in real-time.

[6] Towards Analyzing Cooperative Brain-Robot Interfaces Through Affective and Subjective Data HRI Pioneers -- Poster Session 3 / Crawford, Chris S. / Gilbert, Juan E. Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.231-232
ACM Digital Library Link
Summary: Several single-user Brain-Computer Interface (BCI) systems currently exist. These systems are often used to provide input to robots. Although these systems are useful with some applications they often cause issues such as high cognitive workloads and fatigue. The presented research investigates an alternative approach, which consists of dividing cognitive tasks amongst multiple users. The primary goal of this research is to investigate the effectiveness of cooperative Brain-Robot Interfaces (cBRI) by analyzing affective data (engagement) provided by a BCI device and subjective data collected from participants.

[7] Evaluating Engagement Physiologically and Knowledge Retention Subjectively through Two Different Learning Techniques HCI in Learning and Education / Andujar, Marvin / Ekandem, Josh I. / Gilbert, Juan E. / Morreale, Patricia HCI International 2013: 15th International Conference on HCI, Part II: Applications and Services 2013-07-21 v.2 p.335-342
Keywords: Emotions in HCI; Brain-Computer Interface; Passive BCI
Link to Digital Content at Springer
Summary: This paper describes the findings of a replication study conducted at a different location. This study measures the engagement level of participants objectively from two learning techniques: video game and handout (traditional way of learning). This paper may help other researchers design their own Brain-Computer Interface study to measure engagement. In addition, the results of this paper shows a correlation analysis between Engagement (measured physiologically) and knowledge measurement (subjective data). Further, this paper describes briefly the limitations of the Emotiv non-invasive EEG device, which may help researchers and developers understand the device more.

[8] Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2 User Studies / Amin, Rahul / Jackson, France / Gilbert, Juan E. / Martin, Jim / Shaw, Terry HCI International 2013: 15th International Conference on HCI, Part III: Applications and Services 2013-07-21 v.3 p.97-106
Keywords: Online Gaming; First Person Shooter Games; Network Impairment; Quality of Experience
Link to Digital Content at Springer
Summary: Jane McGonigal stated in her 2010 TED Talk that humans spend 3 billion hours a week playing video games around the planet. Americans alone devote 183 million hours per week to gaming. With numbers like these, it's no wonder why end user demands for bandwidth have increased exponentially and the potential for network congestion is always present. We conduct a user study that focuses on the question: "How much network impairment is acceptable before users are dissatisfied?" In particular, the main objective of our study is to measure a gamer's perceived Quality of Experience (QoE) for a real-time first person shooter (FPS) online game Call of Duty Modern Warfare 2 in presence of varied levels of network congestion. We develop a Mean Opinion Score (MOS) metric to determine each gamers' QoE. We investigate the following hypothesis: The gamers' perceived QoE correlates to their skill level.

[9] Balloting: Speeding Up the Voting Process Web and Social Media / Lola, Pascal / Eugene, Wanda / Hall, Phillip / Gilbert, Juan E. HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part II 2013-07-21 v.7 p.373-377
Keywords: Electronic Voting Systems; Multimodal Systems; Human Computer Interaction; Evaluation
Link to Digital Content at Springer
Summary: Long wait times at the voting polls has grown to be one of the biggest issues in the United States (U.S.) voting process. To address this issue, Balloting is presented as part of a solution to speed up the voting process. The Balloting process gives the voter an opportunity to electronically mark a ballot at his/her convenience, print the completed ballot in the form of a Quick Response (QR) code, and on Election Day, the voting machine is used to scan the voter's QR code, which brings up the voter's prior completed ballot for review and modification before officially casting the ballot. A preliminary study was conducted to measure the efficiency of Balloting compared to other methods of voting. As hypothesized, the study revealed that Balloting significantly reduced voting time, which consequently reduces long wait times at the voting polls.

[10] Let's learn!: enhancing user's engagement levels through passive brain-computer interfaces Learning / Andujar, Marvin / Gilbert, Juan E. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.703-708
ACM Digital Library Link
Summary: This work in progress paper describes a proof-of-concept that explores the question: "Can users retain more information by incrementing their reading engagement physiologically?" This may help users to better learn the material even when it is uninteresting. Further, this paper explains how using Brain-Computer Interfaces can be used to measure/capture the engagement levels of a user while he or she is performing a task, in this case reading. Also this explores, how beneficial it may be for reading engagement physiologically to deliver the best reading experience.

[11] A Study of Admissions Software for Achieving Diversity The Intersections of Technosciences and Social Justice / Gilbert, Juan E. / Johnson, Andrea E. PsychNology Journal 2013 v.11 n.1 p.67-90
Keywords: admissions software, diversity, holistic review, affirmative action, preferences
Link to PsychNology Article
Summary: In the face of legal and social challenges to affirmative action, many schools and programs are withdrawing from their efforts to create or support initiatives that allow racial/ethnic consideration to be given to applicants. This shift may allay fears of bias against majority groups but it also has the potential to disenfranchise some students and programs and leave them without the programs that help create opportunities and diversity at institutions of higher learning. This study examines the use of a software package, Applications Quest, as a possible alternative to aid admissions committees in providing clear, equitable, and reproducible policies in admissions processes. Rather than focus exclusively on race, Applications Quest creates a measure of "holistic diversity" that allows equal weight to many factors that contribute to a more diverse student population. A major research university in the South, Experiment University (EU) was enlisted to see if Applications Quest could produce a pool of applicants with the same academic achievement levels as the EU admissions selection committee while increasing holistic diversity using the requirements set forth by the committee. The results of the study show that Applications Quest was able to recommend a more diverse applicant pool than the EU admissions selection committee while meeting the same academic achievement levels in a fraction of the time using the same academic criteria.

[12] Hey, that's not who I voted for!: a study on touchscreen ballot design Features / Gilbert, Juan E. / Martin, Aqueasha M. / Rogers, Gregory / McClendon, Jerome / Ekandem, Josh interactions 2012-11-01 v.19 n.6 p.34-39
ACM Digital Library Link

[13] Virtual agents in retail web sites: Benefits of simulated social interaction for older users / Chattaraman, Veena / Kwon, Wi-Suk / Gilbert, Juan E. Computers in Human Behavior 2012-11 v.28 n.6 p.2055-2066
Keywords: Virtual agents
Keywords: Online retailing
Keywords: Older users
Keywords: Patronage intent
Keywords: Social support
Keywords: Trust
Link to Article at sciencedirect
Summary: This study investigates the benefits of simulated social interaction (social presence) through virtual agents for older users' experience in retail Web sites, particularly with respect to age-related barriers to the adoption of online retailing. In Study 1, through four focus group interviews, we identified six social-psychological barriers to the adoption of online shopping among older users (mean age of 73 years). These included barriers relating to perceived risks, trust, social support, familiarity, experience, and search. In Study 2, a laboratory experiment with older users (mean age of 69 years) demonstrated that embedding a virtual agent that serves search and navigational/procedural support functions in the online store leads to increased perceived social support, trust, and patronage intention for the online store. Mediational analyses further revealed that the effect of virtual agents: (1) on trust is mediated by perceived social support; and (2) on patronage intentions is mediated in part by trust and perceived risks. The study provides important implications on the design of virtual agents for older users of e-commerce applications, and on building online trust and e-service patronage through virtual agents.

[14] INTERNET Clemson University Human Centered Computing PhD / Gilbert, Juan 2012-07-31 United States, South Carolina, Clemson Clemson University
Keywords: education:programs | 
Keywords: human computer interaction centered computing HCI HCC
Languages: English
www.clemson.edu/ces/computing/news-stories/articles/hccPhD.html
E-mail: juan@clemson.edu
Summary: Clemson University has recently created a HCC PhD program, that allows diverse students obtain a PhD with elements of Computer Science, HCI design, HCI studies, and other fields (Psychology, Industrial Design, etc).

[15] Older User-Computer Interaction on the Internet: How Conversational Agents Can Help Avatars and Embodied Interaction / Kwon, Wi-Suk / Chattaraman, Veena / Shim, Soo In / Alnizami, Hanan / Gilbert, Juan E. HCI International 2011: 14th International Conference on Human-Computer Interaction, Part II: Interaction Techniques and Environments 2011-07-09 v.2 p.533-536
Keywords: Conversational agent; older users; Internet; interaction
Link to Digital Content at Springer
Summary: Using a qualitative study employing a role-playing approach with human agents, this study identifies the potential roles of conversational agents in enhancing older users' computer interactions on the Internet in e-commerce environments. Twenty-five participants aged 65 or older performed a given shopping task with a human agent playing the role of a conversational agent. The activity computer screens were video-recorded and the participant-agent conversations were audio-recorded. Through navigation path analysis as well as content analysis of the conversations, three major issues hindering older users' Internet interaction are identified: (1) a lack of prior computer knowledge, (2) a failure to locate information or buttons, and (3) confusions related to meanings of information. The navigation path analysis also suggests potential ways conversational agents may assist older users to optimize their search strategies. Implications and suggestions for future studies are discussed.

[16] Applying the NSF broader impacts criteria to HCI research SIG / Gilbert, Juan E. / Burnett, Margaret / Ladner, Richard E. / Rosson, Mary Beth / Davis, Janet Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.459-462
ACM Digital Library Link
Summary: Broader impacts emerged as a major concern in a recent evaluation of the Division of Computer and Network Systems (CNS) at the U.S. National Science Foundation (NSF). Evaluators found that the intellectual merit contributions from the CNS investigators were strong, but broader impacts could (and should) be improved [10]. As a result, a summit was held in Washington, D.C., to clarify and strengthen the broader impacts criteria for computing research [4]. In this SIG meeting, we will discuss the outcomes of this summit, with particular attention to broader impacts in human-computer interaction research.

[17] Accessible voting: one machine, one vote for everyone Video night presentations / Gilbert, Juan E. / Ekandem, Joshua I. / Darnell, Shelby S. / Alnizami, Hanan / Martin, Aqueasha M. / Johnson, Wanda Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.517-518
ACM Digital Library Link
Summary: The video for Accessible Voting shows a novel technology that allows private and secure voting to people with disabilities who have previously not had the same access to voting equipment as the common voter. Since the inception of elections and election technologies, all segments of the voting population have never been granted equal access, privacy and security when voting. Voting technology today has not addressed the issues that disabled voters are confronted with at the polls. Because approximately 17% of the voting population is disabled, their issues should be handled with a solution geared towards their needs. Disabled voters need to be able to cast their vote without the assistance of others. The Prime III multimodal voting system addresses these issues. The video illustrates the use of the Prime III system and how it allows disabled voters to use the same system as those without disabilities.

[18] Voice interfaced vehicle user help Speech and sound / Alvarez, Ignacio / Martin, Aqueasha / Dunbar, Jerone / Taiber, Joachim / Wilson, Dale-Marie / Gilbert, Juan E. AutomnotiveUI 2010: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2010-11-11 p.42-49
ACM Digital Library Link
Summary: Manuals were designed to provide support and information about the usage and maintenance of the vehicle. In many cases user's manuals are the driver's only guidance. However, lack of clarity and efficiency of manuals lead to user dissatisfaction. In vehicles this problem is even more crucial given that driving a motor vehicle is, for many people, the most complex and potentially dangerous task they will perform during their lifetime. In this paper we present a voice interfaced driver manual that can potentially fix the deficiencies of its alternatives. In addition we aim to provide a case for the integration of such technology in a vehicle to reduce driver distraction, increase driver satisfaction, and manual usability, while also benefiting Original Equipment Manufacturers (OEMs) in lowering costs and reducing the documentation process.

[19] Interacting with public policy: Driving transportation policy through technological innovation Design, HCI, and the planet / Gilbert, Juan E. / Martin, Aqueasha M. / Eugene, Wanda / Alnizami, Hanan / Moses, Wanda / Morrison, Deidra interactions 2010-07 v.17 n.4 p.42-48
ACM Digital Library Link

[20] Universal access in e-voting for the blind Long Paper / Gilbert, Juan E. / McMillian, Yolanda / Rouse, Ken / Williams, Philicity / Rogers, Gregory / McClendon, Jerome / Mitchell, Winfred / Gupta, Priyanka / Mkpong-Ruffin, Idong / Cross, E. Vincent Universal Access in the Information Society 2010 v.9 n.4 p.357-365
Keywords: Electronic voting; Accessibility; Privacy; Blind; Prime III
Link to Digital Content at SpringerLink
Summary: Since the inception of elections and election technologies, all segments of the voting population have never been granted equal access, privacy and security to voting. Modern electronic voting systems have made attempts to include disabled voters but have fallen short. Using recent developments in technology a secure, user centered, multimodal electronic voting system has been developed to study a multimodal approach for providing equity in access, privacy and security in electronic voting. This article will report findings from a study at the Alabama Institute for the Deaf and Blind where more than thirty-five blind or visually impaired participants used the multimodal voting system. The findings suggest that the proposed multimodal approach to voting is easy to use and trustworthy.

[21] Effect of Overheard Conversations on Bystander Productivity POSTERS / Gilbert, Jaimie L. / Steelman-Allen, Kelly S. / Lansing, Charissa R. / McCarley, Jason S. / Kramer, Arthur F. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.1314-1318
Link to HFES Digital Content
Summary: Overheard cell phone conversations are often perceived as particularly annoying or disruptive. The effect on bystander productivity from overheard cell phone conversations for younger and older adults was investigated for two cognitive tasks, mental arithmetic and proofreading. Performance (accuracy and speeded response) was compared in the presence of overheard cell phone conversations, overheard face-to-face conversation, and in quiet. Subjective ratings of mental workload were also obtained in each condition. In general, overheard cell phone and face-to-face conversations had very similar detrimental effects on performance and were associated with greater ratings of frustration in the arithmetic task. When balanced for number of conversational turns and overall number of words, overheard cell phone conversations do not have a greater effect on bystander productivity than overheard face-to-face conversations.

[22] Everyone Counts: Voting Accessibility Universal Access to On-Line Communities, eServices and Work / Cross, E. Vincent, II / Dawkins, Shaneé / McClendon, Jerome / Sullivan, Tony / Rogers, Gregory / Erete, Arit / Gilbert, Juan E. UAHCI 2009: 5th International Conference on Universal Access in Human-Computer Interaction, Part III: Applications and Services 2009-07-19 v.3 p.324-332
Keywords: E-Voting; Universal Access; Multi-modal Interfaces
Link to Digital Content at Springer
Summary: There are approximately 37.5 million disabled Americans of voting age. Current voting technologies have failed to provide Americans with disabilities a voting system that allows them to vote without assistance. Through the use of natural interaction a voting system called Prime III provides a secure and usable voting system for all voters regardless of ability. Prime III was recently tested at the Alabama Institute for the Deaf and Blind in which a number of Americans with various disabilities had the opportunity to vote. Participants were tasked with casting their vote using Prime III. The results of this study showed that Prime III allowed voters who where blind, and/or hearing impaired the ability to cast their vote without any additional assistance. The participants noted that Prime III was easy to use and trusted the system to successfully cast their vote.

[23] Prime III: an innovative electronic voting interface Demonstrations / Dawkins, Shaneé / Sullivan, Tony / Rogers, Greg / Cross, E. Vincent, II / Hamilton, Lauren / Gilbert, Juan E. Proceedings of the 2009 International Conference on Intelligent User Interfaces 2009-02-08 p.485-486
Keywords: e-voting, multimodal user interaction, universal access
ACM Digital Library Link
Summary: Voting technology today has not addressed the issues that disabled voters are confronted with at the polls. Because approximately 17% of the voting population is disabled, their issues should be handled with a solution geared towards their needs. Disabled voters need to be able to cast their vote without the assistance of others. The Prime III multimodal voting system [2] addresses these issues. This demonstration will illustrate the use of the Prime III system, a virtual reality (VR) version (Prime V), and a similar version created using a voice user interface (VUI).

[24] IMTool: an open framework for interactive music composition Graphics, visual techniques, and sound in games (part 2) / Chiricota, Yves / Gilbert, Jean-Michel Proceedings of the 2007 Conference on Future Play 2007-11-14 p.181-188
Keywords: content creation, interactive music
ACM Digital Library Link
Summary: In computer games, music often serves to create a more immersive and captivating experience for the target audience. As such, it often needs to adapt in real-time to changes in the game state. Otherwise, it might not blend well with the game environment and might even be detrimental to the players' experience of the game. In this paper, we describe IMTool: an open framework for interactive music composition. It includes an authoring tool whose interface is designed to maximize composers' productivity and a music engine which can be integrated to a game engine through an easy-to-grasp Application Programming Interface (API). Our model is based on finite state machines. We introduce a hybridization between extended and probabilistic finite state machines. This results in automata which include both registers and probabilities. The former allow to create nonlinear music which can adapt to the context of the game. The latter allow to create variations in musical themes more easily. The main motivation of our work is to create a reusable system that may facilitate the implementation of interactive music in future computer games.

[25] Prime III: a user centered voting system Work-in-progress / Cross, E. Vincent, II / McMillian, Yolanda / Gupta, Priyanka / Williams, Philicity / Nobles, Kathryn / Gilbert, Juan E. Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.2 p.2351-2356
ACM Digital Library Link
Summary: Mr. Wilson never votes. He doesn't vote because he is not confident in his reading capabilities; however, he decided that he will vote this year because he heard that blind people will be able to privately cast their vote. He said, "If blind people can vote, then so can I" At the voting precinct, he shows his identification and receives a blank, numbered ballot sheet. He enters a voting booth, placing the ballot into the printer. Using a headset with a microphone, he is able to make his selections by speaking numbers, which gives him confidence that his vote is private. Before printing his ballot, he listens to a summary of his selections. He leaves the voting booth and places his printed ballot into a secure box. Like Mr. Wilson, there are millions of people that don't participate in our electoral process due to disabilities and lack of confidence in the equipment. Through usable security, Prime III aims to broaden voter participation and confidence.
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