HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,256,620
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: jacobs_a* Results: 17 Sorted by: Date  Comments?
Help Dates
Limit:   
[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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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
Link to Digital Content at Springer
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 / 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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ISBN: 978-1-84882-700-4 (print), 978-1-84882-701-1 (online)
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Broken Link to ACM Digital Library
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.