[1]
Exploring the social-technological gap in telesurgery: collaboration within
distributed or teams
Distributed teams
/
Duysburgh, Pieter
/
Elprama, Shirley A.
/
Jacobs, An
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.1537-1548
© Copyright 2014 ACM
Summary: While its technical feasibility has been illustrated over a decade ago,
today, robot-assisted telesurgery is not a part of everyday surgical practice.
The thresholds for adoption of telesurgery are mostly seen as technical, legal
and financial challenges. However, the aim of this paper is to understand
collaboration within distributed OR teams, which seems to be under examined in
research on telesurgery. By means of a proxy-technology assessment and a series
of interviews, collaborative challenges for telesurgery have been identified.
These include the unfamiliarity of the remote surgeon with the practices of the
local operating room team and the patient. In addition, verbal and non-verbal
communication have to be mediated in a telesurgery setting, making it difficult
for the remote surgeon to have an overview and stay in control during surgery.
With this research, we illustrate how trust issues in distributed teams
manifest in OR teams in a telesurgery setting.
[2]
CONTRAST: gamification of arm-hand training for stroke survivors
Health
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Jacobs, Ard
/
Timmermans, Annick
/
Michielsen, Marc
/
Plaetse, Maaiken Vander
/
Markopoulos, Panos
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.415-420
© Copyright 2013 ACM
Summary: This paper describes the design of a serious game that supports arm-hand
training for stroke survivors aiming to render rehabilitation training
enjoyable and sustainable. The design of this game was based on combining
well-known game-design principles and principles of task-oriented training.
Most importantly the game involves the manipulation of every day physical
objects and the game's difficulty is dynamically adapted to the patient's
performance. The game was evaluated in actual training with two stroke patients
for a period of a week. Their feedback shows the promise of this approach; the
study motivates the further development of game content and further extension
of adaptability features.
[3]
The 'Relay Ideation' Technique: Moving from Problem Understanding to Problem
Solving in the Design Process
Interactive Posters
/
Slegers, Karin
/
Duysburgh, Pieter
/
Jacobs, An
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4
2013
v.4
p.651-658
Keywords: Ideation; techniques; conceptualization; design team
© Copyright 2013 IFIP
Summary: When describing the design process in product innovation, many authors
identify phases that can be described as 'problem analysis' and 'generating
ideas'. Several techniques are available to support design teams in each of
these phases, but it remains a challenge to move from understanding a problem
to coming up with ideas for concepts that might solve the problem. In addition,
some of these techniques have counterproductive social side effects, which in
fact may impede creativity in a design team. In this paper we describe a new
technique for product idea generation called the 'relay ideation' technique.
This technique was developed to help design teams move from understanding a
problem to thinking creatively and concretely about the problem in order to
generate concepts for innovative products or services. The technique is
illustrated with a case study about IT applications for hearing-impaired
children.
[4]
I would DiYSE for it!: a manifesto for do-it-yourself internet-of-things
creation
Creating and engaging
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De Roeck, Dries
/
Slegers, Karin
/
Criel, Johan
/
Godon, Marc
/
Claeys, Laurence
/
Kilpi, Katriina
/
Jacobs, An
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.170-179
© Copyright 2012 ACM
Summary: This paper presents a manifesto directed at developers and designers of
internet-of-things creation platforms. Currently, most existing creation
platforms are tailored to specific types of end-users, mostly people with a
substantial background in or affinity with technology. The thirteen items
presented in the manifesto however, resulted from several user studies
including non-technical users, and highlight aspects that should be taken into
account in order to open up internet-of-things creation to a wider audience. To
reach out and involve more people in internet-of-things creation, a relation is
made to the social phenomenon of do-it-yourself, which provides valuable
insights into how society can be encouraged to get involved in creation
activities. Most importantly, the manifesto aims at providing a framework for
do-it-yourself systems enabling non-technical users to create
internet-of-things applications.
[5]
The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool
for Multipoint Teleconference Systems
Mixed Reality and 3D Worlds
/
Demeulemeester, Aljosha
/
Kilpi, Katriina
/
Elprama, Shirley A.
/
Lievens, Sammy
/
Hollemeersch, Charles-Frederik
/
Jacobs, An
/
Lambert, Peter
/
Van de Walle, Rik
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.158-171
© Copyright 2012 IFIP
Summary: Globalization and increasing collaboration between remote teams drive the
need for teleconference systems. However, currently no videoconferencing system
matches the face-to-face experience for a business meeting with many
participants in a flexible and affordable manner. In search for a better
solution, we created a Virtual Meeting Room (VMR) application that visualizes
key events detected using computer vision (e.g., participant entering the
meeting room, talking, presenting) in a 3D virtual environment. The goal was to
provide a good sense of overview to users when many meeting participants --
represented by 3D avatars -- from remote locations join a teleconference. In
this paper, a technical overview of the working prototype -- built using 3D
game technology -- is presented. Also, feedback from multiple user tests
performed during the development of the prototype is discussed and presented as
a set of recommendations. From the technical perspective, we found that
existing 3D game technology is mature, affordable and contains the features
needed to build the VMR application. From the users' and experts' feedback, we
conclude that the VMR has merits as a teleconferencing support tool
accompanying a video stream that conveys more detailed non-verbal communication
of the active speaker.
[6]
Interactive applications for children with hearing impairments: a process of
inspiration, ideation, and conceptualization
Short papers
/
Duysburgh, Pieter
/
Slegers, Karin
/
Jacobs, An
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.240-243
© Copyright 2012 ACM
Summary: In this paper, we describe the research and conceptualization process in
which a design team aimed at creating a number of innovative concepts for
interactive applications for hearing impaired children, in order to improve
their quality of life. The design team experimented with various ways to
include hearing-impaired children and their parents and teachers in this
process. First, an inspiration phase was organized in which two field
researchers used various ethnographic methods to gain a better understanding of
hearing-impaired children. Next, the design team held two ideation sessions,
which resulted in 13 concepts. After thorough evaluation of these concepts with
all stakeholders involved, three concepts remained. One pedagogical concept was
chosen to elaborate further on with the target group and is currently under
development in a new research project. The paper ends with a series of
recommendations for design teams focusing on hearing-impaired children.
[7]
Evaluating PresenceScape: a 3D virtual world application to support social
awareness and informal communication in distributed teams
Interactive poster
/
Willaert, Koen
/
Lou, Zhe
/
Van Broeck, Sigurd
/
Van den Broeck, Marc
/
Jacobs, An
Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported
Cooperative Work
2012-02-11
v.2
p.247-250
© Copyright 2012 ACM
Summary: This extended abstract presents a prototype evaluation of an innovative
application called PresenceScape. This application is targeting distributed
teams of knowledge workers to support social awareness and informal
communication by means of a customized 3D virtual world environment.
PresenceScape is able to capture real life events, translate and visualize them
with user-defined rules into virtual representations. User acceptation and
implications for further design of the application are discussed.
[8]
Research methods for involving hearing impaired children in IT innovation
Short papers
/
Slegers, Karin
/
Duysburgh, Pieter
/
Jacobs, An
Proceedings of the Sixth Nordic Conference on Human-Computer Interaction
2010-10-16
p.781-784
Keywords: children, hearing impairments, methods, user-centered design
© Copyright 2010 ACM
Summary: Involving hearing impaired children in research is not straightforward, as
these children often have deficiencies in spoken and written language.
Therefore, researchers cannot rely on commonly used research methods that are
based on verbal communication. In this paper we describe a series of research
activities that were conducted to understand the world of experience of hearing
impaired children in order to generate ideas for innovative IT applications. A
user-centered design approach was followed, in which potential users and
stakeholders were involved as much as possible. The methods that were used to
understand the target group are discussed with respect to the experience of the
researchers. Successes and lessons learned are described and recommendations
for involving target groups with whom researchers and designers cannot
communicate as they are used to, are provided.
[9]
Criminal cities and enchanted forests: a user-centred assessment of the
applicability of the Pervasive GameFlow model
/
Bleumers, Lizzy
/
Jacobs, An
/
Van Lier, Tim
Proceedings of the 3rd International Conference Fun and Games
2010-09-15
p.38-47
Keywords: case studies, group play, outdoor games, pervasive games, player experience
© Copyright 2010 ACM
Summary: In this paper, we reflect on the opportunities and limitations of using the
Pervasive GameFlow (PGF) model for evaluating player experience in pervasive
games. In particular, we critically assess its applicability to pervasive games
that are not technology-based. This assessment results from a review of two
pervasive outdoor group games by means of the PGF model. While the first game
(i.e. The Target) involves the use of digital technology, the latter (i.e.
Magic Spell) does not. In order to produce an in-depth review, we observed
groups during game play and we assessed players' experiences by means of a
questionnaire.
[10]
User experiences with activity-based navigation on mobile devices
Maps and navigation
/
Brush, A. J. Bernheim
/
Karlson, Amy K.
/
Scott, James
/
Sarin, Raman
/
Jacobs, Andy
/
Bond, Barry
/
Murillo, Oscar
/
Hunt, Galen
/
Sinclair, Mike
/
Hammil, Kerry
/
Levi, Steven
Proceedings of 12th Conference on Human-computer interaction with mobile
devices and services
2010-09-07
p.73-82
Keywords: activity inference, mobile applications, mobile user interfaces, navigation,
sensor fusion
© Copyright 2010 ACM
Summary: We introduce activity-based navigation, which uses human activities derived
from sensor data to help people navigate, in particular to retrace a "trail"
previously taken by that person or another person. Such trails may include step
counts, walking up/down stairs or taking elevators, compass directions, and
photos taken along a user's path, in addition to absolute positioning (GPS and
maps) when available. To explore the user experience of activity-based
navigation, we built Greenfield, a mobile device interface for finding a car.
We conducted a ten participant user study comparing users' ability to find cars
across three different presentations of activity-based information as well as
verbal instructions. Our results show that activity-based navigation can be
used for car finding and suggest its promise more generally for supporting
navigation tasks. We present lessons for future activity-based navigation
interfaces, and motivate further work in this space, particularly in the area
of robust activity inference.
[11]
BeeSim: leveraging wearable computers in participatory simulations with
young children
Short papers (posters)
/
Peppler, Kylie
/
Danish, Joshua
/
Zaitlen, Benjamin
/
Glosson, Diane
/
Jacobs, Alexander
/
Phelps, David
Proceedings of ACM IDC'10: Interaction Design and Children
2010-06-09
p.246-249
Keywords: children, computer-supported collaborative learning, participatory
simulation, participatory simulations, systems thinking, wearable computers
© Copyright 2010 ACM
Summary: New technologies have enabled students to become active participants in
computational simulations of dynamic and complex systems (called Participatory
Simulations), providing a "first-person" perspective on complex systems.
However, most existing Participatory Simulations have targeted older children,
teens, and adults assuming that such concepts are too challenging for younger
age groups. This paper, by contrast, presents a design for a Participatory
Simulation, called BeeSim, which makes use of wearable computers and targets
young children (7-8 years old) to model the behaviors of honeybee nectar
collection. In our preliminary user studies, we found that BeeSim contributed
to systems understanding and more easily managed group dynamics.
[12]
EDITED BOOK
Mobile TV: Customizing Content and Experience: Mobile Storytelling, Creation
and Sharing
Human-Computer Interaction Series
/
Marcus, Aaron
/
Roibás, Anxo Cereijo
/
Sala, Riccardo
2010
n.24
p.372
Springer London
DOI: 10.1007/978-1-84882-701-1
Mobile TV: Customizing Content and Experience (1-2)
+ Marcus, Aaron
+ Cereijo-Roibas, Anxo
+ Sala, Riccardo
== What It All Means: Six Perspectives on Mobile TV ==
Mobile TV's Time to Shine Has Arrived (5-9)
+ Kitson, Fred
Saddlebags, Paperbacks and Mobile Media (11-13)
+ Zwick, Carola
The Path Tells a Story (15-19)
+ Nack, Frank
Introduction to Social TV (21-24)
+ Harboe, Gunnar
The Sociability of Mobile TV (25-28)
+ Geerts, David
Interactive TV Narrativity (29-33)
+ Ursu, Marian F.
== User Experience and Design of Mobile TV in Everyday Life ==
Culture, Interface Design, and Design Methods for Mobile Devices (37-66)
+ Lee, Kun-pyo
Mobile Video in Everyday Social Interactions (67-80)
+ Reponen, Erika
+ Lehikoinen, Jaakko
+ Impiö, Jussi
Does Mobile Television Enhance a New Television Experience? (81-96)
+ Lievens, Bram
+ Vanhengel, Eva
+ Pierson, Jo
+ Jacobs, An
== Innovation Through Conceptual and Participatory Design for Mobile Multimedia Systems ==
An Ambient Intelligence Framework for the Provision of Geographically Distributed Multimedia Content to Mobility Impaired Users (99-119)
+ Kehagias, Dionysios D
+ Giakoumis, Dimitris
+ Tzovaras, Dimitrios
+ Bekiaris, Evangelos
+ et al
Creativity in Interactive TV: Personalize, Share, and Invent Interfaces (121-139)
+ Vatavu, Radu-Daniel
== Understanding the Context: Data Gathering, Requirements and Evaluation Methodologies ==
Content for Mobile Television: Issues Regarding a New Mass Medium Within Today's ICT Environment (143-163)
+ Schuurman, Dimitri
+ De Marez, Lieven
+ Evens, Tom
Different Attitudes Concerning the Usage of Live Mobile TV and Mobile Video (165-193)
+ Miyauchi, Koji
+ Sugahara, Taro
+ Oda, Hiromi
User Experience Evaluation in the Mobile Context (195-204)
+ Obrist, Marianna
+ Meschtscherjakov, Alexander
+ Tscheligi, Manfred
== Context and Sociability in Mobile Interactive Multimedia Systems ==
Social Properties of Mobile Video (207-233)
+ Mitchell, April Slayden
+ O'Hara, Kenton
+ Vorbau, Alex
m-YouTube Mobile UI: Video Selection Based on Social Influence (235-241)
+ Marcus, Aaron
+ Perez, Angel
Scenarios of Use for Sociable Mobile TV (243-254)
+ Chorianopoulos, Konstantinos
"What Are You Viewing?" Exploring the Pervasive Social TV Experience (255-290)
+ Schatz, Raimund
+ Baillie, Lynne
+ Fröhlich, Peter
+ Egger, Sebastian
+ Grechenig, Thomas
== Advanced Interaction Modalities with Mobile Digital Content ==
m-LoCoS UI: A Universal Visible Language for Global Mobile Communication (293-304)
+ Marcus, Aaron
The Future of Mobile TV: When Mobile TV Meets the Internet and Social Networking (305-326)
+ Montpetit, Marie-José
+ Klym, Natalie
+ Blain, Emmanuel
From One to Many Boxes: Mobile Devices as Primary and Secondary Screens (327-348)
+ Cesar, Pablo
+ Knoche, Hendrik
+ Bulterman, Dick C. A.
Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs (349-368)
+ Pimentel, Maria da Graça C.
+ Cattelan, Renan G.
+ Melo, Erick L.
+ Freitas, Giliard B.
+ et al
Conclusion (The Mobile Future) (369-372)
+ Marcus, Aaron
+ Sala, Riccardo
+ Roibás, Anxo Cereijo
[13]
Exploring Cross-Device Web Use on PCs and Mobile Devices
Mobile Computing 1
/
Kane, Shaun K.
/
Karlson, Amy K.
/
Meyers, Brian
/
Johns, Paul
/
Jacobs, Andy
/
Smith, Greg
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.1
p.722-735
Keywords: Mobile web; cross-device user experience; activity logging; experience
sampling method
© Copyright 2009 IFIP
Summary: In this paper, we explore whether sharing a user's web browsing activity
across their computing devices can make it easier to find and access web sites
on a mobile device. We first surveyed 175 smartphone users about their web use
across multiple devices. We found that users shared web information between
devices, but generally used cumbersome manual methods to do so. In a second
study, we tracked the web sites visited by 14 participants on their PC and
mobile phone, and used experience-sampling surveys to determine whether sharing
sites across devices would be useful. We found that participants visited many
of the same sites on both their mobile device and PC, and that participants
were interested in viewing additional sites from their PC on their mobile
device. Our results suggest that automatically sharing web activity information
between devices has potential to improve the usability of the mobile web.
[14]
Working Overtime: Patterns of Smartphone and PC Usage in the Day of an
Information Worker
The Importance of Context
/
Karlson, Amy K.
/
Meyers, Brian
/
Jacobs, Andy
/
Johns, Paul
/
Kane, Shaun K.
Proceedings of Pervasive 2009: International Conference on Pervasive
Computing
2009-05-11
p.398-405
Keywords: Mobile information work; multiple devices; cross-device interfaces
© Copyright 2009 Springer-Verlag
Summary: Research has demonstrated that information workers often manage several
different computing devices in an effort to balance convenience, mobility,
input efficiency, and content readability throughout their day. The high
portability of the mobile phone has made it an increasingly valuable member of
this ecosystem of devices. To understand how future technologies might better
support productivity tasks as people transition between devices, we examined
the mobile phone and PC usage patterns of sixteen information workers across
several weeks. Our data logs, together with follow-up interview feedback from
four of the participants, confirm that the phone is highly leveraged for
digital information needs beyond calls and SMS, but suggest that these users do
not currently traverse the device boundary within a given task.
[15]
A preliminary system for recognizing boredom
HRI late-breaking abstracts
/
Jacobs, Allison M.
/
Fransen, Benjamin
/
McCurry, J. Malcolm
/
Heckel, Frederick W. P.
/
Wagner, Alan R.
/
Trafton, J. Gregory
Proceedings of the 4th ACM/IEEE International Conference on Human-Robot
Interaction
2009-03-09
p.299-300
Keywords: human-robot interaction
© Copyright 2009 ACM
Summary: A 3D optical flow tracking system was used to track participants as they
watched a series of boring videos. The video stream of the participants was
rated for boredom events. Ratings and head position data were combined to
predict boredom events.
[16]
Using Social Metadata in Email Triage: Lessons from the Field
Part I: Communication and Collaboration
/
Fisher, Danyel
/
Brush, A. J. Bernheim
/
Hogan, Bernie
/
Smith, Marc A.
/
Jacobs, Andy
HIMI 2007: Human Interface and the Management of Information, Symposium on
Human Interface, Part II: Interacting in Information Environments
2007-07-22
v.2
p.13-22
Keywords: Email overflow; email triage; social metadata; social sorting
Copyright © 2007 Springer-Verlag
Summary: Email archives are full of social information, including how messages are
addressed and frequency of contact between senders and receivers. To study the
use of this rich metadata for email management, particularly email triage, we
deployed SNARF, a prototype tool which uses social metadata to organize
received email by correspondent, sort received email by past interactions, and
filter email into multiple views. We discuss the lessons from a seven month
deployment, including the value of organizing by personally addressed mail, the
unexpected value of SNARF for email awareness, challenges with handling
workflow, and ways to use social metadata in applications.
[17]
Digital Family Portraits: Supporting Peace of Mind for Extended Family
Members
Home on the Range
/
Mynatt, Elizabeth D.
/
Rowan, Jim
/
Craighill, Sarah
/
Jacobs, Annie
Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems
2001-03-31
p.333-340
Keywords: aging, awareness, home, light-weight interaction, ubiquitous computing,
visualization
© Copyright 2001 ACM
Summary: A growing social problem in the U.S., and elsewhere, is supporting older
adults who want to continue living independently, as opposed to moving to an
institutional care setting. One key part of this complex problem is providing
awareness of senior adults day-to-day activities, promoting peace of mind for
extended family members. In this paper, we introduce the concept of a digital
family portrait that provides qualitative visualizations of a family members
daily life. Leveraging a familiar household object, the picture frame, our
design populates the frame with iconic imagery summarizing 28 days. In a final
implementation, the digital family portrait would gather information from
sensors in the home.