HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,287,916
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: schmandt_c* Results: 48 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 48 Jump to: 2016 | 15 | 14 | 13 | 12 | 10 | 09 | 08 | 05 | 04 | 03 | 02 | 01 | 00 | 99 | 98 | 97 | 96 | 95 | 94 | 93 | 92 | 91 | 90 | 88 | 87 | 85 | 82 | 80 |
[1] Immersive Terrestrial Scuba Diving Using Virtual Reality Late-Breaking Works: Engineering of Interactive Systems / Jain, Dhruv / Sra, Misha / Guo, Jingru / Marques, Rodrigo / Wu, Raymond / Chiu, Justin / Schmandt, Chris Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1563-1569
ACM Digital Library Link
Summary: SCUBA diving as a sport has enabled people to explore the magnificent ocean diversity of beautiful corals, striking fish, and mysterious wrecks. However, only a small number of people are able to experience these wonders as diving is expensive, mentally and physically challenging, needs a large time investment, and requires access to large bodies of water. Most existing SCUBA diving simulations in VR are limited to visual and aural displays. We propose a virtual reality system, Amphibian that provides an immersive SCUBA diving experience through a convenient terrestrial simulator. Users lie on their torso on a motion platform with their outstretched arms and legs placed in a suspended harness. Users receive visual and aural feedback through the Oculus Rift head-mounted display and a pair of headphones. Additionally, we simulate buoyancy, drag, and temperature changes through various sensors. Preliminary deployment shows that the system has potential to offer a high degree of presence in VR.

[2] ChromoSkin: Towards Interactive Cosmetics Using Thermochromic Pigments Interactivity Demos / Kao, Hsin-Liu (Cindy) / Mohan, Manisha / Schmandt, Chris / Paradiso, Joseph A. / Vega, Katia Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3703-3706
ACM Digital Library Link
Summary: Makeup has been a body decoration process for self expression and transforming one's appearance. While the material composition and processes for creating makeup products have evolved, they still remain static and noninteractive. However, as our social contexts demand different representations of ourselves, we propose ChromoSkin, a dynamic color-changing makeup system which gives the wearer ability to seamlessly alter their appearance. As an initial exploration, we prototyped an interactive eye shadow tattoo composed of thermochromic pigments which are activated by electronics or ambient temperature conditions. We present the design and fabrication of these interactive cosmetics, and the challenges in creating skin interfaces that are seamless, dynamic, and fashionable.

[3] NailO: Fingernails as an Input Surface Using Random Body Parts for Input / Kao, Hsin-Liu (Cindy) / Dementyev, Artem / Paradiso, Joseph A. / Schmandt, Chris Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3015-3018
ACM Digital Library Link
Summary: We present NailO, a nail-mounted gestural input surface. Using capacitive sensing on printed electrodes, the interface can distinguish on-nail finger swipe gestures with high accuracy (>92%). NailO works in real-time: we miniaturized the system to fit on the fingernail, while wirelessly transmitting the sensor data to a mobile phone or PC. NailO allows one-handed and always-available input, while being unobtrusive and discrete. Inspired by commercial nail stickers, the device blends into the user's body, is customizable, fashionable and even removable. We show example applications of using the device as a remote controller when hands are busy and using the system to increase the input space of mobile phones.

[4] MugShots: A Mug Display for Front and Back Stage Social Interaction in the Workplace Paper Session 2: Focus on Interaction / Kao, Hsin-Liu (Cindy) / Schmandt, Chris Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.57-60
ACM Digital Library Link
Summary: We explore creating objects for expressive communication in the workspace. As an initial step, we created MugShots, a coffee mug with a wireless OLED display that switches between public and private social interaction modes. Targeted for the workplace, MugShots is an intimate communication device in the personal office space, yet alternates to become a social catalyst to trigger conversation when brought to public areas. We present a prototype of MugShots along with a 21-person study, providing initial discussions and insight on designing objects for communication.

[5] MugShots: everyday objects as social catalysts Posters / Kao, Hsin-Liu Cindy / Schmandt, Chris Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.75-78
ACM Digital Library Link
Summary: We explore how everyday objects can serve as social catalysts to increase social interaction in the workplace. As an initial exploration, we created MugShots, a coffee mug with a wireless OLED display. Users can wirelessly transmit images onto the mug, revealing different self-identities though an everyday object, in turn triggering interest and conversation with others. We present a prototype of MugShots along with a 10 person pilot study to gauge the feasibility of this idea.

[6] Mime: compact, low power 3D gesture sensing for interaction with head mounted displays Sensing / Colaço, Andrea / Kirmani, Ahmed / Yang, Hye Soo / Gong, Nan-Wei / Schmandt, Chris / Goyal, Vivek K. Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.227-236
ACM Digital Library Link
Summary: We present Mime, a compact, low-power 3D sensor for unencumbered free-form, single-handed gestural interaction with head-mounted displays (HMDs). Mime introduces a real-time signal processing framework that combines a novel three-pixel time-of-flight (TOF) module with a standard RGB camera. The TOF module achieves accurate 3D hand localization and tracking, and it thus enables motion-controlled gestures. The joint processing of 3D information with RGB image data enables finer, shape-based gestural interaction.
    Our Mime hardware prototype achieves fast and precise 3D gestural control. Compared with state-of-the-art 3D sensors like TOF cameras, the Microsoft Kinect and the Leap Motion Controller, Mime offers several key advantages for mobile applications and HMD use cases: very small size, daylight insensitivity, and low power consumption. Mime is built using standard, low-cost optoelectronic components and promises to be an inexpensive technology that can either be a peripheral component or be embedded within the HMD unit. We demonstrate the utility of the Mime sensor for HMD interaction with a variety of application scenarios, including 3D spatial input using close-range gestures, gaming, on-the-move interaction, and operation in cluttered environments and in broad daylight conditions.

[7] Spotz: A Location-Based Approach to Self-awareness / Sra, Misha / Schmandt, Chris Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.216-221
Link to Digital Content at Springer
Summary: This paper introduces the location-based mobile application Spotz that explores the persuasive qualities of sharing location information visually to promote behavior change. Spotz encourages users to become self-aware of the kinds of places they visit which can have motivational properties deriving from social feedback. The app displays a continually evolving graphic of relatively sized circles depicting the number and type of places at which the users check-in, including the option to upload this visual to social media.

[8] Setting the stage for interaction: a tablet application to augment group discussion in a seminar class Mediating communication / Harry, Drew / Gordon, Eric / Schmandt, Chris Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.1071-1080
ACM Digital Library Link
Summary: We present a tablet-based system to collaboratively track discussion topics and ideas in a seminar-style discussion classroom. Each student uses his or her own tablet to share text ideas in a synchronized, visual environment. The system is designed to promote diverse participation and increase engagement. Our findings are based on observations of twelve class sessions and interviews with participating students. Instead of simply introducing an additional text-based communication channel into the classroom, we find that the system creates a new "stage" (in the Goffman sense) on which students could perform in ways that the main spoken stage could not support. This stage coexists with spoken communication, and augments how students attend to the material and each other. We conclude that spoken participation alone poses barriers for some participants and the addition of a non-oral, text-based stage can help establish equitable and engaging discussions in the class.

[9] iLight: information flashlight on objects using handheld projector Work-in-progress, April 12-13 / Kim, Sunjun / Chung, Jaewoo / Oh, Alice / Schmandt, Chris / Kim, Ig-Jae Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.3631-3636
Keywords: augmented reality, handheld projector, interactive object, object augmentation
ACM Digital Library Link
Summary: Handheld Projectors are novel display devices developed recently. In this paper we present iLight, Information flashLight, which is based on the ongoing research project Guiding Light [9] using a handheld projector. By using a handheld projector with a tiny camera attached on it, system can recognize objects and augment information directly on them. iLight also present a interaction methodology on handheld projector and a novel real-time interactive experiences among users.

[10] Going my way: a user-aware route planner Enhancing reality / Chung, Jaewoo / Schmandt, Chris Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1899-1902
Keywords: context awareness, direction, gps, location awareness, mobile computing, navigation, personal landmarks, personalized information
ACM Digital Library Link
Summary: Going My Way is a mobile user-aware route planner. The system collects GPS data of a user's everyday locations and provides directions from an automatically selected set of landmarks that are close to the destination, informed by the user's usual travel patterns. In this paper, we present a brief description of the system, the results of a preliminary experiment in memory and recognition of landmarks, in addition to the results of a user evaluation of the system.

[11] Globetoddler: designing for remote interaction between preschoolers and their traveling parents Works in progress / Modlitba, Paulina L. / Schmandt, Christopher Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.3057-3062
ACM Digital Library Link
Summary: In recent decades, families in the Western world have become more geographically distributed, making it more difficult for family members to achieve and maintain a feeling of connectedness. Different time zones and contexts and a limited awareness of the other family members' availability and mood are some of many factors that make "being together" more challenging when physically apart. Besides, when it comes to preschool children, existing communication technologies, such as phones and computers, may not even be an option. As a result, many families simply accept the fact that being apart leads to fragmented, or even non-existent, interaction. In this paper we describe initial work on a tangible system, Globetoddler, which aims to make remote interaction between preschool children and their traveling parents easy and enjoyable. The paper describes the process of defining design principles for this system, as well as the content and implications of these principles.

[12] AreWeThereYet?: a temporally aware media player Contributed papers: novel interaction / Adcock, Matt / Chung, Jaewoo / Schmandt, Chris Proceedings of AUIC'08, Australasian User Interface Conference 2008 p.29-32
ACM Digital Library Link
crpit.com/confpapers/CRPITV76Adcock.pdf
Summary: In this paper we describe the design and implementation of the AreWeThereYet? (AWTY) Player -- a (digital) audio player that composes a program of audio media that is extremely likely to fit within the user's available listening time. AWTY uses time compression and track selection techniques to help the listener make more efficient use of their time. More importantly, it possesses an awareness of the listener's temporal context. It forms an estimate of the available listening time and uses this prediction to compose a playlist of a suitable length. We hope that this research prototype will inspire others to further investigate the ways in which temporally aware computing might be employed.

[13] EDITED BOOK HCI Remixed: Reflections on Works that have Influenced the HCI Community / Erickson, Thomas / McDonald, David W. 2008 p.337 Cambridge, Massachusetts MIT Press
ISBN: 0-262-05088-9, 978-0-262-05088-3
Section I - Big Ideas
	1. My Vision Isn't My Vision: Making a Career Out of Getting Back to Where I Started
		+ Buxton, William
	2. Deeply Intertwingled: The Unexpected Legacy of Ted Nelson's Computer Lib/Dream Machines
		+ Russell, Daniel M.
	3. Man-Computer Symbiosis
		+ Baecker, Ronald M.
	4. Drawing on SketchPad: Reflections on Computer Science and HCI
		+ Konstan, Joseph A.
	5. The Mouse, the Demo and the Big Idea
		+ Ju, Wendy
Section II - Influential Systems
	6. A Creative Programming Environment
		+ Lieberman, Henry
	7. Fundamentals in HCI: Learning the Value of Consistency and User Models
		+ Bly, Sara
	8. It is still a Star
		+ Bødker, Susanne
	9. The Disappearing Computer
		+ Streitz, Norbert A.
	10. It Really Is All About Location!
		+ Dey, Anind K.
Section III - Large Groups, Loosely Joined
	11. Network Nation: Human Communication via Computer
		+ Kiesler, Sara
	12. On the Diffusion of Innovations in HCI
		+ Fisher, Danyel
	13. From Smart to Ordinary
		+ Brown, Barry
	14. Knowing the Particulars
		+ Erickson, Thomas
	15. Back to Samba School: Revisiting Seymour Papert's Ideas on Community, Culture, Computers and Learning
		+ Bruckman, Amy
	16. The Work to Make Software Work
		+ Grinter, Rebecca E.
Section IV - Groups in the Wild
	17. McGrath and the Behaviors of Groups (BOGs)
		+ Grudin, Jonathan
	18. Observing Collaboration: Group-Centered Design
		+ Greenberg, Saul
	19. Infrastructure and its Effect on the Interface
		+ Edwards, W. Keith
	20. Taking Articulation Work in CSCW Seriously
		+ Fitzpatrick, Geraldine
	21. Let's Shack Up: Getting Serious about GIM
		+ McDonald, David W.
	22. A CSCW Sampler
		+ Palen, Leysia
	23. Video, Toys, and Beyond Being There
		+ Smith, Brian K
Section V - Reflective Practitioners
	24. A Simulated Listening Typewriter: John Gould plays Wizard of Oz
		+ Schmandt, Chris
	25. Seeing the Hole In Space
		+ Harrison, Steve
	26. Edward Tufte's 1+1=3
		+ Jenson, Scott
	27. Typographic Space: A Fusion of Design and Technology
		+ Forlizzi, Jodi
	28. Making Sense of Sense Making
		+ Whittaker, Steve
	29. Does Voice Coordination Have to be 'Rocket Science'?
		+ Aoki, Paul M.
	30. Decomposing a Design Space
		+ Resnick, Paul
Section VI - There's More to Design
	31. Discovering America
		+ Winograd, Terry
	32. Interaction Design Considered as a Craft
		+ Löwgren, Jonas
	33. Designing 'Up' in the Software Industry
		+ Cherny, Lynn
	34. Revisiting an Ethnocritical Approach to HCI: Verbal Privilege and Translation
		+ Muller, Michael J.
	35. Some Experience! Some Evolution!
		+ Cockton, Gilbert
	36. Mumford Re-Visited
		+ Dray, Susan M.
Section VII - Tacking and Jibbing
	37. Learning from Learning from Notes
		+ Olson, Judith S.
	38. A Site for SOAR Eyes: (Re)placing Cognition
		+ Churchill, Elizabeth F.
	39. You Can Go Home Again: Revisiting a Study of Domestic Computing
		+ Woodruff, Allison
	40. From Gaia to HCI: On Multi-disciplinary Design and Co-adaptation
		+ Mackay, Wendy E.
	41. Fun at Work: Managing HCI with the Peopleware Perspective
		+ Thomas, John C.
	42. Learning from Engineering Research
		+ Newman, William
	43. Interaction is the Future of Computing
		+ Beaudouin-Lafon, Michel
Section VIII - Seeking Common Ground
	44. A Source of Stimulation: Gibson's Account of the Environment
		+ Gaver, William
	45. When the External Entered HCI: Designing Effective Representations
		+ Rogers, Yvonne
	46. The Essential Role of Mental Models in HCI: Card, Moran and Newell
		+ Ehrlich, Kate
	47. A Most Fitting Law
		+ Olson, Gary M.
	48. Reflections on Card, English, and Burr
		+ MacKenzie, I. Scott
	49. The Contribution of the Language-Action Perspective to a New Foundation for Design
		+ De Michelis, Giorgio
	50. Following Procedures: A Detective Story
		+ Henderson, Austin
	51. Play, Flex, and Slop: Sociality and Intentionality
		+ Dourish, Paul

[14] MetaSpace: Full-body Tracking for Immersive Multiperson Virtual Reality Demonstrations / Sra, Misha / Schmandt, Chris Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2005-11-08 v.2 p.47-48
ACM Digital Library Link
Summary: Most current virtual reality (VR) interactions are mediated by hand-held input devices or hand gestures and they usually display only a partial representation of the user in the synthetic environment. We believe, representing the user as a full avatar that is controlled by natural movements of the person in the real world will lead to a greater sense of presence in VR. Possible applications exist in various domains such as entertainment, therapy, travel, real estate, education, social interaction and professional assistance. In this demo, we present MetaSpace, a virtual reality system that allows co-located users to explore a VR world together by walking around in physical space. Each user's body is represented by an avatar that is dynamically controlled by their body movements. We achieve this by tracking each user's body with a Kinect device such that their physical movements are mirrored in the virtual world. Users can see their own avatar and the other person's avatar allowing them to perceive and act intuitively in the virtual environment.

[15] Physical embodiments for mobile communication agents Physical interfaces / Marti, Stefan / Schmandt, Chris Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005-10-23 p.231-240
ACM Digital Library Link
Summary: This paper describes a physically embodied and animated user interface to an interactive call handling agent, consisting of a small wireless animatronic device in the form of a squirrel, bunny, or parrot. A software tool creates movement primitives, composes these primitives into complex behaviors, and triggers these behaviors dynamically at state changes in the conversational agent's finite state machine. Gaze and gestural cues from the animatronics alert both the user and co-located third parties of incoming phone calls, and data suggests that such alerting is less intrusive than conventional telephones.

[16] Giving the caller the finger: collaborative responsibility for cellphone interruptions Late breaking results: short papers / Marti, Stefan / Schmandt, Chris Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.2 p.1633-1636
ACM Digital Library Link
Summary: We present a system in which a cell phone decides whether to ring by accepting votes from the others in a conversation with the called party. When a call comes in, the phone first determines who is in the conversation by using a decentralized network of autonomous body-worn sensor nodes. It then vibrates all participants' wireless finger rings. Although the alerted people do not know if it is their own cellphones that are about to interrupt, each of them has the possibility to veto the call anonymously by touching his/her finger ring. If no one vetoes, the phone rings. A user study showed significantly more vetoes during a collaborative group-focused setting than during a less group oriented setting. Our system is a component of a larger research project in context-aware computer-mediated call control.

[17] Active Messenger: E-Mail Filtering and Delivery in a Heterogeneous Network / Schmandt, Chris / Marti, Stefan Human-Computer Interaction 2005 v.20 n.1/2 p.163-194
www.leaonline.com/doi/abs/10.1207/s15327051hci2001%262_6
Summary: Active Messenger (AM) is a software agent that dynamically filters and routes e-mail to a variety of wired and wireless delivery channels, monitoring a message's progress through various channels over time. Its goal is to ensure that desired messages always reach the subscriber, while decreasing message volume when the user is less reachable through location awareness. AM acts as a proxy, hiding the identity of the multiple device addresses at which the subscriber may be found and caches channels to guarantee seamless information delivery in a heterogeneous network. Our previous experience with mobile messaging influenced the initial requirements and design of AM. We describe the operation and evolution of AM to meet changing user needs, and how our own communication patterns and expectations have changed as we relied increasingly on mobile delivery.

[18] WatchMe: Communication and Awareness Between Members of a Closely-Knit Group / Marmasse, Natalia / Schmandt, Chris / Spectre, David Proceedings of the 2004 International Conference on Ubiquitous Computing 2004-09-07 p.214-231
Link to Digital Content at Springer
Summary: WatchMe is a personal communicator with context awareness in a wristwatch form; it is meant to keep intimate friends and family always connected via awareness cues and text, voice instant message, or synchronous voice connectivity. Sensors worn with the watch track location (via GPS), acceleration, and speech activity; this is classified and conveyed to the other party, where it appears in iconic form on the watch face. When a remote person with whom this information is shared examines it, their face appears on the watch of the person being checked on. The working prototype was used as the focus of interviews to gauge the desirability of such a device.

[19] An Audio-Based Personal Memory Aid / Vemuri, Sunil / Schmandt, Chris / Bender, Walter / Tellex, Stefanie / Lassey, Brad Proceedings of the 2004 International Conference on Ubiquitous Computing 2004-09-07 p.400-417
Link to Digital Content at Springer
Summary: We are developing a wearable device that attempts to alleviate some everyday memory problems. The "memory prosthesis" records audio and contextual information from conversations and provides a suite of retrieval tools (on both the wearable and a personal computer) to help users access forgotten memories in a timely fashion. This paper describes the wearable device, the personal-computer-based retrieval tool, and their supporting technologies. Anecdotal observations based on real-world use and quantitative results based on a controlled memory-retrieval task are reported. Finally, some social, legal, and design challenges of ubiquitous recording and remembering via a personal audio archive are discussed.

[20] Improving speech playback using time-compression and speech recognition / Vemuri, Sunil / DeCamp, Philip / Bender, Walter / Schmandt, Chris Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.1 p.295-302
ACM Digital Library Link
Summary: Despite the ready availability of digital recording technology and the continually decreasing cost of digital storage, browsing audio recordings remains a tedious task. This paper presents evidence in support of a system designed to assist with information comprehension and retrieval tasks from a large collection of recorded speech. Two techniques are employed to assist users with these tasks. First, a speech recognizer creates necessarily error-laden transcripts of the recorded speech. Second, audio playback is time-compressed using the SOLAFS technique. When used together, subjects are able to perform comprehension tasks with more speed and accuracy.

[21] TalkBack: a conversational answering machine / Lakshmipathy, Vidya / Schmandt, Chris / Marmasse, Natalia Proceedings of the 2003 ACM Symposium on User Interface Software and Technology 2003-11-02 p.41-50
ACM Digital Library Link
Summary: Current asynchronous voice messaging interfaces, like voicemail, fail to take advantage of our conversational skills. TalkBack restores conversational turn-taking to voicemail retrieval by dividing voice messages into smaller sections based on the most significant silent and filled pauses and pausing after each to record a response. The responses are composed into a reply, alternating with snippets of the original message for context. TalkBack is built into a digital picture frame; the recipient touches a picture of the caller to hear each segment of the message in turn. The minimal interface models synchronous interaction and facilitates asynchronous voice messaging. TalkBack can also present a voice-annotated slide show which it receives over the Internet.

[22] Safe & sound: a wireless leash Short talks-Specialized section: trust, security & safety / Marmasse, Natalia / Schmandt, Chris Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems 2003-04-05 v.2 p.726-727
ACM Digital Library Link
Summary: Safe & Sound uses location-aware mobile phones to create a "virtual leash"; a secure zone beyond which a child may not travel. If the child leaves this zone, both child and parent receive audible alerts, and the parent can communicate with the child by voice over the phone. The peer-to-peer transmission of location, and the accepted role of responsibility by care-givers, reduce the privacy concerns which often arise with location-aware systems.

[23] Mediated voice communication via mobile IP Speech and ambiguous input / Schmandt, Chris / Kim, Jang / Lee, Kwan / Vallejo, Gerardo / Ackerman, Mark Proceedings of the 2002 ACM Symposium on User Interface Software and Technology 2002-10-27 p.141-150
ACM Digital Library Link
Summary: Impromptu is a mobile audio device which uses wireless Internet Protocol (IP) to access novel computer-mediated voice communication channels. These channels show the richness of IP-based communication as compared to conventional mobile telephony, adding audio processing and storage in the network, and flexible, user-centered call control protocols. These channels may be synchronous, asynchronous, or event-triggered, or even change modes as a function of other user activity. The demands of these modes plus the need to navigate with an entirely non-visual user interface are met with a number of audio-oriented user interaction techniques.

[24] The Audio Notebook: Paper and Pen Interaction with Structured Speech Sensable Navigation Search / Stifelman, Lisa / Arons, Barry / Schmandt, Chris Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems 2001-03-31 p.182-189
Keywords: acoustic structuring, audio, paper, pen interaction, speech, speech as data, speech interfaces, user structuring
Broken Link to ACM Digital Library
Summary: This paper addresses the problem that a listener experiences when attempting to capture information presented during a lecture, meeting, or interview. Listeners must divide their attention between the talker and their notetaking activity. We propose a new device-the Audio Notebook-for taking notes and interacting with a speech recording. The Audio Notebook is a combination of a digital audio recorder and paper notebook, all in one device. Audio recordings are structured using two techniques: user structuring based on notetaking activity, and acoustic structuring based on a talker's changes in pitch, pausing, and energy. A field study showed that the interaction techniques enabled a range of usage styles, from detailed review to high speed skimming. The study motivated the addition of phrase detection and topic suggestions to improve access to the audio recordings. Through these audio interaction techniques, the Audio Notebook defines a new approach for navigation in the audio domain.

[25] Nomadic Radio: Speech and Audio Interaction for Contextual Messaging in Nomadic Environments / Sawhney, Nitin / Schmandt, Chris ACM Transactions on Computer-Human Interaction 2000 v.7 n.3 p.353-383
Keywords: Hardware -- Input/Output and Data Communications -- Input/Output Devices (B.4.2): Voice; Software -- Software Engineering -- Design Tools and Techniques (D.2.2): Modules and interfaces; Software -- Software Engineering -- Design Tools and Techniques (D.2.2): User interfaces; Information Systems -- Models and Principles -- User/Machine Systems (H.1.2): Human factors; Information Systems -Models and Principles -- User/Machine Systems (H.1.2): Human information processing; Information Systems -- Information Systems Applications -- Communications Applications (H.4.3): Electronic mail; Information Systems -Information Interfaces and Presentation -- Multimedia Information Systems (H.5.1): Audio input/output; Information Systems -- Information Interfaces and Presentation -- Multimedia Information Systems (H.5.1): Evaluation/methodology; Information Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2): Evaluation/methodology; Information Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2): Input devices and strategies; Information Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2): Interaction styles; Information Systems -- Information Interfaces and Presentation -- User Interfaces (H.5.2): Theory and methods; Information Systems -- Information Interfaces and Presentation -- Group and Organization Interfaces (H.5.3): Asynchronous interaction;
Keywords: Design, Human Factors, adaptive interfaces, contextual interfaces, interruptions, nonspeech audio, notifications, passive awareness, spatial listening, speech interaction, wearable computing
Broken Link to ACM Digital Library
Summary: Mobile workers need seamless access to communication and information services while on the move. However, current solutions overwhelm users with intrusive interfaces and ambiguous notifications. This article discusses the interaction techniques developed for Nomadic Radio, a wearable computing platform for managing voice and text-based messages in a nomadic environment. Nomadic Radio employs an auditory user interface, which synchronizes speech recognition, speech synthesis, nonspeech audio, and spatial presentation of digital audio, for navigating among messages as well as asynchronous notification of newly arrived messages. Emphasis is placed on an auditory modality as Nomadic Radio is designed to be used while performing other tasks in a user's everyday environment; a range of auditory cues provides peripheral awareness of incoming messages. Notification is adaptive and context sensitive; messages are presented as more or less obtrusive based on importance inferred from content filtering, whether the user is engaged in conversation and his or her own recent responses to prior messages. Auditory notifications are dynamically scaled from ambient sound through recorded voice cues up to message summaries. Iterative design and a preliminary user evaluation suggest that audio is an appropriate medium for mobile messaging, but that care must be taken to minimally intrude on the wearer's social and physical environment.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 48 Jump to: 2016 | 15 | 14 | 13 | 12 | 10 | 09 | 08 | 05 | 04 | 03 | 02 | 01 | 00 | 99 | 98 | 97 | 96 | 95 | 94 | 93 | 92 | 91 | 90 | 88 | 87 | 85 | 82 | 80 |