[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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2012 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
Copyright © 2008 Australian Computer Society
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
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
© Copyright 2005 ACM
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
© Copyright 2005 ACM
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
© Copyright 2005 ACM
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
© Copyright 2005 Lawrence Erlbaum Associates
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
© Copyright 2004 Springer-Verlag
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
© Copyright 2004 Springer-Verlag
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
© Copyright 2004 ACM
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
© Copyright 2003 ACM
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
© Copyright 2003 ACM
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
© Copyright 2002 ACM
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
© Copyright 2001 ACM
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
© Copyright 2000 ACM
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.