[1]
EyeSwipe: Dwell-free Text Entry Using Gaze Paths
Touchscreen Interactions
/
Kurauchi, Andrew
/
Feng, Wenxin
/
Joshi, Ajjen
/
Morimoto, Carlos
/
Betke, Margrit
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1952-1956
© Copyright 2016 ACM
Summary: Text entry using gaze-based interaction is a vital communication tool for
people with motor impairments. Most solutions require the user to fixate on a
key for a given dwell time to select it, thus limiting the typing speed. In
this paper we introduce EyeSwipe, a dwell-time-free gaze-typing method. With
EyeSwipe, the user gaze-types the first and last characters of a word using the
novel selection mechanism "reverse crossing." To gaze-type the characters in
the middle of the word, the user only needs to glance at the vicinity of the
respective keys. We compared the performance of EyeSwipe with that of a
dwell-time-based virtual keyboard. EyeSwipe afforded statistically
significantly higher typing rates and more comfortable interaction in
experiments with ten participants who reached 11.7 words per minute (wpm) after
30 min typing with EyeSwipe.
[2]
ITS Workshop DEXIS 2015: Visual Data Exploration on Interactive Surfaces
Workshops
/
Isenberg, Petra
/
Lee, Bongshin
/
Joshi, Alark
/
Isenberg, Tobias
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.491-494
© Copyright 2015 ACM
Summary: We focus on the use of interactive surfaces for visual data exploration. The
workshop topics are situated at the intersection of Interaction and
Visualization research, and we ask for contributions from members of one or
both communities. Our main goal is to call for the development of more
dedicated research on visualization systems for interactive surfaces ranging
from small screen smartphones to medium-size tables to large wall-size
displays. The workshop is meant to provide a space for visualization and
interaction researchers to meet, discuss, advance the state-of-the-art, and
refine research agendas.
[3]
Role of Conferences in Shaping the Field of HCI
Panels
/
Gulliksen, Jan
/
Barbosa, Simone Diniz Junqueira
/
Joshi, Anirudha
/
Lawson, Shaun
/
Palanque, Philippe
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.637-639
Keywords: Human-computer interaction; Conferences
© Copyright 2015 Springer International Publishing Switzerland
Summary: The panel will discuss the role various conferences have played in
developing the field of HCI in academic research and industrial practice. It is
composed of people who have experience in organising HCI conferences in
different parts of the world. It provides a platform to the participants to
think and reflect about what they are doing when attending a conference, what
their expectations are and how it impacts positively their knowledge, work and
career.
[4]
Other Times, Other Values: Leveraging Attribute History to Link User
Profiles across Online Social Networks
Session 8
/
Jain, Paridhi
/
Kumaraguru, Ponnurangam
/
Joshi, Anupam
Proceedings of the 2015 ACM Conference on Hypertext and Social Media
2015-09-01
p.247-255
© Copyright 2015 ACM
Summary: Profile linking is the ability to connect profiles of a user on different
social networks. Linked profiles can help companies like Disney to build
psychographics of potential customers and segment them for targeted marketing
in a cost-effective way. Existing methods link profiles by observing high
similarity between most recent (current) values of the attributes like name and
username. However, for a section of users observed to evolve their attributes
over time and choose dissimilar values across their profiles, these current
values have low similarity. Existing methods then falsely conclude that
profiles refer to different users. To reduce such false conclusions, we suggest
to gather rich history of values assigned to an attribute over time and compare
attribute histories to link user profiles across networks. We believe that
attribute history highlights user preferences for creating attribute values on
a social network. Co-existence of these preferences across profiles on
different social networks result in alike attribute histories that suggests
profiles potentially refer to a single user. Through a focused study on
username, we quantify the importance of username history for profile linking on
a dataset of real-world users with profiles on Twitter, Facebook, Instagram and
Tumblr. We show that username history correctly links 44% more profile pairs
with non-matching current values that are incorrectly unlinked by existing
methods. We further explore if factors such as longevity and availability of
username history on either profiles affect linking performance. To the best of
our knowledge, this is the first study that explores viability of using an
attribute history to link profiles on social networks.
[5]
Asean CHI Symposium: Crossing HCI for Development in Asia Pacific
Workshop Summaries
/
Sari, Eunice
/
Wadhwa, Bimlesh
/
Tedjasaputra, Adi
/
Ghazali, Masitah
/
Joshi, Anirudha
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2317-2320
© Copyright 2015 ACM
Summary: The Asia Pacific region is unique and diverse. Due to its characteristics,
defining what will work in the Asia Pacific region might be the hardest
challenge. Human Computer Interaction (HCI) can provide guidance on how
technology should be designed and adopted. On the other hand, there is a big
gap on the awareness and understanding on the importance of HCI to improve the
design and development of technology for living.
We welcome both academia and industry and provide an excellent opportunity
to exchange ideas and information on HCI. Under the big conference theme
"Crossings", this symposium aims to bring about cross exchange of information
and transfer of knowledge in this multidisciplinary environment and
multi-socio-economic aspects of research in HCI.
[6]
Effects of visuals, menu depths, and menu positions on IVR usage by non-tech
savvy users
Full Papers
/
Shrivastava, Abhishek
/
Joshi, Anirudha
Proceedings of the IndiaHCI 2014 International Conference on Human Computer
Interaction
2014-12-07
p.35-44
© Copyright 2014 ACM
Summary: We report findings of an experiment that investigates the effects of
augmenting IVRs with visuals while varying menu depths and menu positions on
the usage by non-tech savvy participants in rural India. For the experiment, we
designed four different versions of IVRs capable of informing market rates of
agricultural commodities to members of farming community, namely
audio-visual-shallow, audio-visual-deep, audio-only-shallow and
audio-only-deep. We asked each participant to find rates of four different
commodities, out of which two commodities appeared "early" in the menu, while
the other two appeared "late" in the menu. The results indicate that the use of
visuals in IVRs significantly increases the likelihood of successful completion
of the users' tasks even with variations in menu depth and menu position. The
experiment contributes by illustrating the possibility of realizing deep menu
depths in visually augmented IVRs. It is hoped that such integration would help
realizing non-conventional applications of IVRs in developing regions.
[7]
Text Entry in Indian Languages on Mobile: User Perspectives
Full Papers
/
Ghosh, Sanjay
/
Joshi, Anirudha
Proceedings of the IndiaHCI 2014 International Conference on Human Computer
Interaction
2014-12-07
p.55-63
© Copyright 2014 ACM
Summary: Recently several new solutions have emerged for text entry in Indic
languages out ongoing research in this area. The practical challenges for text
entry solutions for Indic language are completely different from those of
standard roman keyboard solutions. One of the primary challenge is the adoption
and practical usage of these by the potential users. In order to understand the
practical pain points, needs, expectations and usage patterns of the users, we
conducted a field user study. The scale of the study involved 50 participants
from the preferred user group who could type in 6 different Indic language
scripts. We also performed subjective evaluation of four different keyboards
that are relevant for Indian smart phone users in terms of user performance and
their preferences. Our observations and insights drawn from this study would go
into improvement suggestions and design recommendations for text entry
solutions for Indic languages.
[8]
Exploration of Usage Patterns for Multimodal Input Interactions
Full Papers
/
Ghosh, Sanjay
/
Joshi, Anirudha
Proceedings of the IndiaHCI 2014 International Conference on Human Computer
Interaction
2014-12-07
p.64-73
© Copyright 2014 ACM
Summary: This work attempts to study the usage patterns for multimodal input
interactions like, pattern of errors, user's modality preferences when dealing
with errors, their pattern of switching across modalities and their preferences
of input modalities. In order to study those aspects of user behavior, we
analyzed the usage data of the eighteen participants in our experiment which
involved usage of input modalities like keyboard, speech, touch and pen, as
multimodal input combinations. From the usage patterns of the participants, we
analyzed that the user's choice of modality for error recovery and overall
modality preferences differs for navigation and editing tasks. However, their
other usage patterns do not significantly differ based on the type of task at
hand. Our results showed that the majority of the errors while using the speech
input were due to system errors, while those for keyboard and touch were user
committed errors. Some of these findings would be useful in designing user
interactions with better multimodal input integration for various tasks.
[9]
Corpus of Marathi Word Frequencies from Touch-Screen Devices Using
Swarachakra Android Keyboard
Short Papers
/
Joshi, Anirudha
/
Dalvi, Girish
/
Joshi, Manjiri
Proceedings of the IndiaHCI 2014 International Conference on Human Computer
Interaction
2014-12-07
p.74-79
© Copyright 2014 ACM
Summary: We describe and publish online a corpus containing word frequencies of
Marathi texts that were actually typed by 27,474 users using the Android
version of the Swarachakra Marathi keyboard on their mobile devices between
August 2013 and September 2014. The corpus has 1,484,059 total words and
184,257 unique words. The paper also provides a preliminary analysis of the
word frequencies and some comparisons with two existing corpora. It also
provides a qualitative review of the nature of errors that users have made
while typing and some idiosyncrasies that they have exhibited. We hope and
expect that this corpus will be useful for future researchers, particularly
those involved in word completion and auto-correction of user errors.
[10]
Terminologies Used In Localized Mobile Application For Supply Chain
Management In Rural India
Short Papers
/
Emmadi, Nagraj
/
Joshi, Anirudha
/
Malsattar, Nirav
Proceedings of the IndiaHCI 2014 International Conference on Human Computer
Interaction
2014-12-07
p.80-85
© Copyright 2014 ACM
Summary: The mobile phone penetration in rural India is high and network prices are
low. Usage of smartphones in rural areas is rising. However, information
technology in general, and smartphones in particular are not being used for
business purposes. While there is scope for developing localised business
applications for rural India, there are very few Indian language business
application terminologies that are commonly understood. We designed and
developed an Android based business application in Hindi to manage logistics in
a rural enterprise involving wild apricot oil. After the application evaluation
with 11 rural users, we discovered that some terms worked well, while others do
not. We also investigated the reasons why this happens. The lessons learnt from
our study could be applied in contexts of other business applications in
similar contexts.
[11]
An Autoethnographic Study of HCI Effort Estimation in Outsourced Software
Development
Research Papers
/
Dighe, Shalaka
/
Joshi, Anirudha
Proceedings of IFIP HCSE 2014: International Conference on Human-Centered
Software Engineering
2014-09-16
p.19-35
© Copyright 2014 IFIP
Summary: A fair amount of literature has been published concerning the gaps between
HCI and software engineering. However, most of it tends to look at the effects
of these gaps rather than their causes. We argue that the use of
autoethnographic methods would help us in identifying the root causes of these
gaps and can bring us closer to finding potential solutions. In this paper, we
focus on issues associated with effort estimation for HCI activities in three
projects in three typical engagement models for outsourced software development
projects in a mainstream IT company in India, namely Fixed Price model, Mixed
model, and Time & Material model. We found that the HCI practitioner needs to
negotiate her position with several members of the team, both within the vendor
and client organisations. At times, a foot-in-the-door project turns out to be
a foot-in-the-mouth project. At other times, it leads to inefficiencies and
imbalance of work load. The autoethnographic approach led to reflexive thinking
by the HCI practitioner, helping her to develop a deeper understanding of all
aspects of a problem, and bringing her closer to potential solutions in some
cases. The paper also brings to light several aspects of autoethnography as a
method, which can influence effort estimation of HCI activities for future
projects.
[12]
CoVE: A Colony Visualization System for Animal Pedigrees
Visualization Methodologies
/
Cannon, Brady
/
Hiremath, Minoti
/
Jorcyk, Cheryl
/
Joshi, Alark
Proceedings of the 2014 International Symposium on Visual Information
Communication and Interaction
2014-08-05
p.9-18
© Copyright 2014 ACM
Summary: CoVE is a novel, scalable, interactive tool that can be used to visualize
and manage large colonies of laboratory animals. Effective management of large
colonies of animals with multiple individual attributes and complicated
breeding schemes represents a significant data management challenge in the
biological sciences. Currently available software either provides databases for
record keeping or generates basic pedigrees but not both. Thus, there is a
pressing need for an integrated colony management system that provides a
repository for the data and addresses the visualization challenge presented by
complex genealogical data. We present CoVE, a colony visualization tool that
provides an overview of the entire colony, clusters individuals based on
Gender, Litter or Genotype, and provides an individual view of any animal for
detailed examination. We demonstrate that CoVE provides an efficient way to
manage, generate and view complex pedigree of real world genealogical data from
animal colonies, annotated with details of individual attributes. It enables
interactive tracing of lineages and identification of censored subjects in
tumor studies.
[13]
Usability Evaluations of an Interactive, Internet Enabled Human Centered
SanaViz Geovisualization Application
User Experience in Shopping and Business
/
Joshi, Ashish
/
Magdala, de Araujo Novaes
/
Josiane, Machiavelli
/
Sriram, Iyengar
/
Robert, Vogler
/
Craig, Johnson
/
Jiajie, Zhang
/
Chiehwen, Hsu Ed
HCIB 2014: 1st International Conference on HCI in Business
2014-06-22
p.723-734
Keywords: Geovisualization; Public health; telehealth; Human centered
© Copyright 2014 Springer International Publishing
Summary: The objective of our study was to evaluate usefulness and effectiveness of
Human Centered GeoVis prototype"The SanaViz" against a conventional GeoVis
application Instant Atlas. The SanaViz is an interactive, internet based
application aimed at facilitating visual exploration of public health data, and
in this context telehealth data from Brazil. A cross sectional, within-subject,
mixed methods study design was utilized. A convenient sample of 20 study
participants from diverse backgrounds was enrolled. The users were asked to
perform 5 tasks using both the GeoVis applications. Univariate analyses were
performed for continuous and categorical variables. Repeated measures of
analysis of variance was performed on the within-subject design to test for
significant differences between "the SanaViz" and Instant Atlas. All analysis
was performed using SAS v9.1. Results showed that "The SanaViz" required less
time, less assistance and fewer attempts and was reported as easier than
Instant Atlas.
[14]
Supporting treatment of people living with HIV / AIDS in resource limited
settings with IVRs
Personal health and wellbeing
/
Joshi, Anirudha
/
Rane, Mandar
/
Roy, Debjani
/
Emmadi, Nagraj
/
Srinivasan, Padma
/
Kumarasamy, N.
/
Pujari, Sanjay
/
Solomon, Davidson
/
Rodrigues, Rashmi
/
Saple, D. G.
/
Sen, Kamalika
/
Veldeman, Els
/
Rutten, Romain
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1595-1604
© Copyright 2014 ACM
Summary: We developed an interactive voice response (IVR) system called TAMA
(Treatment Advice by Mobile Alerts) that provides treatment support to people
living with HIV / AIDS (PLHA) in developing countries, who are on
antiretroviral therapy (ART). We deployed TAMA with 54 PLHA in 5 HIV clinics in
India for a period of 12 weeks. During the study, we gathered feedback about
TAMA's design and usage. Additionally, we conducted detailed qualitative
interviews and analysed usage logs. We found that TAMA was usable and viable in
the real life settings of PLHA and it had many desirable effects on their
treatment adherence. We developed insights that inform the design of TAMA and
some of these can be generalised to design of other long-term, frequent-use IVR
applications for users in developing countries in the healthcare domain and
beyond.
[15]
Diverse player experiences in the design of science games for bioinformatics
learning
Gaming and Social Media
/
Perry, Daniel
/
Lynch, Aaron
/
Joshi, Asmi
/
Hellman, Karin
/
Robinson, John J.
/
Oyadomari, Alyssa-Cyre
/
Richtarik, Melissa
/
Aragon, Cecilia R.
Proceedings of ChileCHI'13: Chilean Conference on Human-Computer Interaction
2013-11-11
p.104-109
© Copyright 2013 ACM
Summary: While a growing number of serious games have been developed around science
and engineering concepts, few are designed with an understanding of the
socio-emotional aspects of gameplay. Positive affect has been shown to increase
learning performance and retention. In this paper, we address enjoyment
generated during the design of a bioinformatics computer game. We provide
insights from a co-design process with high school students, and discuss the
results of an initial user study in a biology classroom. We identify three
areas of design focus for emotionally compelling science games that offer ways
to integrate diverse player experiences: serendipitous experiences,
emotion-laden ethics, and skill transfer. Our framework has design implications
for creating science-based learning games, as well as more broadly in the
design and implementation of other collaborative science learning environments.
[16]
Technology adoption by 'emergent' users: the user-usage model
APCHI 2013: full papers
/
Devanuj, A
/
Joshi, Anirudha
Proceedings of the 2013 Asia Pacific Conference on Computer Human
Interaction
2013-09-24
p.28-38
© Copyright 2013 ACM
Summary: Information and Communication Technologies (ICTs) have a role to play in
human development. However, in order to be effective, they have to be adopted
and used by their potential users. While there is an extensive literature on
user modelling, there has been very little effort to model emergent users --
those who are less educated, economically disadvantaged, geographically
dispersed, and culturally heterogeneous. These users have not been adequately
addressed by the progress in ICT until recently. In order to design successful
ICT artefacts for the emergent users, one needs to know how the users adopt
them and progress in their usage. Based on contextual interviews, we propose a
two-dimensional model of technology adoption. One dimension characterises the
types of users on the basis of the factors affecting their predisposition
towards technology adoption, such as culture, capabilities and attitudes. Along
the other dimension, we map the progress of each user type in skillful usage of
a given ICT artefact over time. We also identify the triggers and barriers
encountered during this progress.
[17]
Exploration of multimodal input interaction based on goals
APCHI 2013: full papers
/
Ghosh, Sanjay
/
Joshi, Anirudha
Proceedings of the 2013 Asia Pacific Conference on Computer Human
Interaction
2013-09-24
p.83-92
© Copyright 2013 ACM
Summary: Today applications demand newer and newer ways through which humans can
interact with the system for effective and natural interaction. Each
interaction modality have unique features and supports different interaction
goals, which makes them logically appropriate for specific types of interaction
necessary for different applications. With several multimodal input
technologies now being available for users, a challenge is to design optimal
combinations of multiple modalities for specific tasks. Also, it is important
to understand that, how these modalities may coherently be used together in a
well-coordinated manner. This paper presents our initial research wherein we
did exploration with the objective of designing a scheme for identification of
optimal multimodal input interaction for various applications and use cases. We
identified the key interaction goals of few sample applications or usage
scenarios, and systematically compared those with the capabilities of the
modalities, in order to identify optimal multimodal combination for those
applications.
[18]
Combining smart phone and infrastructure sensors to improve security in
enterprise settings
Workshop: PUCAA: 1st international workshop on pervasive urban crowdsensing
architecture and applications
/
Kodeswaran, Palanivel
/
Chakraborty, Dipanjan
/
Sharma, Parikshit
/
Mukherjea, Sougata
/
Joshi, Anupam
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.1151-1158
© Copyright 2013 ACM
Summary: There is an increasing trend among employees to bring in their own personal
device to work, thereby making the enterprise more vulnerable to security
attacks such as data leakage from phones. Additionally, users are increasingly
running phone apps in a mixed-mode i.e. both for enterprise and personal
commitments. For example, phone cameras and microphones are used to record
business meetings, often resulting in the case that both employers and
employees become unaware of the existence of business data on the phone at a
later point in time. The lack of employer control over personal devices raises
enterprise data leakage threats, when an employee's phone is lost or stolen. In
this paper we describe a system that leverages sensors available on the phone
as well as on the enterprise infrastructure to identify business data resident
on the phone for further secure handling. Office spaces have traditionally been
instrumented with badge swipe readers, cameras, wifi access points etc. that
can be used to provide passive sensory data about employees. For example, badge
swipes can be used provide approximate location information of an employee
where as calendar entries provide information about their schedule and
activities. We propose a distributed architecture that leverages the context of
the user for speculatively identifying enterprise data from personal data. The
basic idea is to understand whether a user is engaged in enterprise or personal
work by inferring her context from a combination of phone and infrastructure
sensors. The contextual attributes in our system, such as location, can be
sourced from a plurality of sensors on the phone as well as on the
infrastructure. We exploit this diversity and propose a cost optimized
distributed rule execution framework that chooses the optimal set of predicates
to sense on the phone as well as on the infrastructure to reduce sensing cost.
Furthermore, the framework also chooses the appropriate site for rule
evaluation, either on the infrastructure or phone, to optimize for network
transfer cost incurred due to shipping of sensed predicates between the two
sites. Combined together, the above two optimizations reduce the battery drain
caused due to context inferencing on the phone.
[19]
Empirical Evaluation of Multimodal Input Interactions
Interacting with Information
/
Ghosh, Sanjay
/
Joshi, Anirudha
/
Tripathi, Sanjay
HIMI 2013: Human Interface and the Management of Information, Part I:
Information and Interaction Design
2013-07-21
v.1
p.37-47
Keywords: Multimodal interaction; modality combinations; usability testing
© Copyright 2013 Springer-Verlag
Summary: With variety of interaction technologies like speech, pen, touch, hand or
body gestures, eye gaze, etc., being now available for users, it is a challenge
to design optimal and effective multimodal combinations for specific tasks. For
designing that, it is important to understand how these modalities can be
combined and used in a coordinated manner. We performed an experimental
evaluation of combinations of different multimodal inputs, such as keyboard,
speech and touch with pen etc, in an attempt to investigate, which combinations
are efficient for diverse needs of the users. In our study, multimodal
combination of three modalities was found to be more effective in terms of
performance, accuracy and user experience than that of two modalities. Further,
we also inferred the roles that each of the modalities play in a multimodal
combination to achieve the usability goals.
[20]
Faking Sandy: characterizing and identifying fake images on Twitter during
Hurricane Sandy
PSOM'13 technical presentations
/
Gupta, Aditi
/
Lamba, Hemank
/
Kumaraguru, Ponnurangam
/
Joshi, Anupam
Companion Proceedings of the 2013 International Conference on the World Wide
Web
2013-05-13
v.2
p.729-736
© Copyright 2013 ACM
Summary: In today's world, online social media plays a vital role during real world
events, especially crisis events. There are both positive and negative effects
of social media coverage of events, it can be used by authorities for effective
disaster management or by malicious entities to spread rumors and fake news.
The aim of this paper, is to highlight the role of Twitter, during Hurricane
Sandy (2012) to spread fake images about the disaster. We identified 10,350
unique tweets containing fake images that were circulated on Twitter, during
Hurricane Sandy. We performed a characterization analysis, to understand the
temporal, social reputation and influence patterns for the spread of fake
images. Eighty six percent of tweets spreading the fake images were retweets,
hence very few were original tweets. Our results showed that top thirty users
out of 10,215 users (0.3%) resulted in 90% of the retweets of fake images; also
network links such as follower relationships of Twitter, contributed very less
(only 11%) to the spread of these fake photos URLs. Next, we used
classification models, to distinguish fake images from real images of Hurricane
Sandy. Best results were obtained from Decision Tree classifier, we got 97%
accuracy in predicting fake images from real. Also, tweet based features were
very effective in distinguishing fake images tweets from real, while the
performance of user based features was very poor. Our results, showed that,
automated techniques can be used in identifying real images from fake images
posted on Twitter.
[21]
@i seek 'fb.me': identifying users across multiple online social networks
WOLE'13 technical presentations
/
Jain, Paridhi
/
Kumaraguru, Ponnurangam
/
Joshi, Anupam
Companion Proceedings of the 2013 International Conference on the World Wide
Web
2013-05-13
v.2
p.1259-1268
© Copyright 2013 ACM
Summary: An online user joins multiple social networks in order to enjoy different
services. On each joined social network, she creates an identity and
constitutes its three major dimensions namely profile, content and connection
network. She largely governs her identity formulation on any social network and
therefore can manipulate multiple aspects of it. With no global identifier to
mark her presence uniquely in the online domain, her online identities remain
unlinked, isolated and difficult to search. Literature has proposed identity
search methods on the basis of profile attributes, but has left the other
identity dimensions e.g. content and network, unexplored. In this work, we
introduce two novel identity search algorithms based on content and network
attributes and improve on traditional identity search algorithm based on
profile attributes of a user. We apply proposed identity search algorithms to
find a user's identity on Facebook, given her identity on Twitter. We report
that a combination of proposed identity search algorithms found Facebook
identity for 39% of Twitter users searched while traditional method based on
profile attributes found Facebook identity for only 27.4%. Each proposed
identity search algorithm access publicly accessible attributes of a user on
any social network. We deploy an identity resolution system, Finding Nemo,
which uses proposed identity search methods to find a Twitter user's identity
on Facebook. We conclude that inclusion of more than one identity search
algorithm, each exploiting distinct dimensional attributes of an identity,
helps in improving the accuracy of an identity resolution process.
[22]
A Comparison of List vs. Hierarchical UIs on Mobile Phones for Non-literate
Users
Interface Layout and Data Entry
/
Medhi, Indrani
/
Toyama, Kentaro
/
Joshi, Anirudha
/
Athavankar, Uday
/
Cutrell, Edward
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2
2013
v.2
p.497-504
Keywords: Non-literate users; list design; hierarchy; mobile phone
© Copyright 2013 IFIP
Summary: Previous research has shown that low-literate users have difficulty using
hierarchical information architectures and that a list design showing all items
at once on a PC screen works best for search tasks. However, the limited screen
space on phones makes it impossible to show more than a few items at once on a
single screen. Does a hierarchical UI work better on a phone? In this study, we
compared the performance of non-literate users from Bangalore, India, on a
search task using a hierarchical UI (four levels deep) and a multi-page list
that had forty items across seven pages of a touch-screen phone. Our results
show that participants using the multi-page list perform better both in terms
of time taken and percent correct even when the list UI design requires them to
browse through multiple pages of items on the phone.
[23]
Schema-free structured querying of DBpedia data
Databases short paper session
/
Han, Lushan
/
Finin, Tim
/
Joshi, Anupam
Proceedings of the 2012 ACM Conference on Information and Knowledge
Management
2012-10-29
p.2090-2093
© Copyright 2012 ACM
Summary: We need better ways to query large linked data collections such as DBpedia.
Using the SPARQL query language requires not only mastering its syntax but also
understanding the RDF data model, large ontology vocabularies and URIs for
denoting entities. Natural language interface systems address the problem, but
are still subjects of research. We describe a compromise in which non-experts
specify a graphical query "skeleton" and annotate it with freely chosen words,
phrases and entity names. The combination reduces ambiguity and allows the
generation of an interpretation that can be translated into SPARQL. Key
research contributions are the robust methods that combine statistical
association and semantic similarity to map user terms to the most appropriate
classes and properties in the underlying ontology.
[24]
Visualizing disease incidence in the context of socioeconomic factors
Applications
/
Shenson, Jared
/
Joshi, Alark
Proceedings of the 2012 International Symposium on Visual Information
Communication and Interaction
2012-09-27
p.29-38
© Copyright 2012 ACM
Summary: Certain biological factors such as genetics, physical fitness, and lifestyle
have been shown to influence an individual's risk of acquiring disease. But are
there are other socioeconomic factors that influence disease incidence as well?
In this paper, we introduce a visualization tool called Disease Trends that
explores the associations and possible correlations between specific economic
(personal income per capita), educational (percentage of adult population with
a four year college degree), and environmental (air pollution level) factors
with diabetes prevalence and cancer incidence rates across counties throughout
the United States. It is structured as an interactive geographical
visualization that displays disease incidence data as an interactive choropleth
map and connects it with coordinated views of the socioeconomic variables for
each county as the user scrolls over it. Additionally, the ability to compare
and contrast counties as well as to interactively specify a region for
comparison allows further examination of the data. This results in an
informative overview of disease incidence trends that allows users to spot
areas of interest and potentially pursue these areas further with more
scientific research.
[25]
DisCo: a co-design online tool for asynchronous distributed child and adult
design partners
Full Papers
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Walsh, Greg
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Druin, Allison
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Guha, Mona Leigh
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Bonsignore, Elizabeth
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Foss, Elizabeth
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Yip, Jason C.
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Golub, Evan
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Clegg, Tamara
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Brown, Quincy
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Brewer, Robin
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Joshi, Asmi
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Brown, Richelle
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.11-19
© Copyright 2012 ACM
Summary: Face-to-face design with child and adult design partners is not always
possible due to distant geographical locations or time differences. Yet we
believe that the designs of children in areas not co-located with system
builders, or who live in locations not easily accessed, are just as important
and valid as children who are easily accessible especially when designing for a
multinational audience. This paper reports on the prototype design process of
DisCo, a computer-based design tool that enables intergenerational co-designers
to collaborate online and asynchronously while being geographically
distributed. DisCo contains tools that enable the designers to iterate,
annotate, and communicate from within the tool. This tool was used to
facilitate distributed co-design. We learned that children were less forgiving
of their inability to draw on the computer than on paper, and they formed
small, intergenerational design teams at their own locations when the
technology did not work as they expected.