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[1] TableHop: An Actuated Fabric Display Using Transparent Electrodes Shape Changing Displays / Sahoo, Deepak Ranjan / Hornbæk, Kasper / Subramanian, Sriram Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3767-3780
ACM Digital Library Link
Summary: We present TableHop, a tabletop display that provides controlled self-actuated deformation and vibro-tactile feedback to an elastic fabric surface while retaining the ability for high-resolution visual projection. The surface is made of a highly stretchable pure spandex fabric that is electrostatically actuated using electrodes mounted on its top or underside. It uses transparent indium tin oxide electrodes and high-voltage modulation to create controlled surface deformations. Our setup actuates pixels and creates deformations in the fabric up to +/- 5 mm. Since the electrodes are transparent, the fabric surface functions as a diffuser for rear-projected visual images, and avoid occlusion by users or actuators. Users can touch and interact with the fabric to experience expressive interactions as with any fabric based shape-changing interface. By using frequency modulation in the high-voltage circuit, it can also create localized tactile sensations on the user's fingertip when touching the surface. We provide simulation and experimental results for the shape of the deformation and frequency of the vibration of the surface. These results can be used to build prototypes of different sizes and form-factors. We present a working prototype of TableHop that has 30x40 cm2 surface area and uses a grid of 3x3 transparent electrodes. It uses a maximum of 9.46 mW and can create tactile vibrations of up to 20 Hz. TableHop can be scaled to make large interactive surfaces and integrated with other objects and devices. TableHop will improve user interaction experience on 2.5D deformable displays.

[2] Mid-Air Haptics and Displays: Systems for Un-instrumented Mid-air Interactions Workshop Summaries / Subramanian, Sriram / Seah, Sue Ann / Shinoda, Hiroyuki / Hoggan, Eve / Corenthy, Loic Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3446-3452
ACM Digital Library Link
Summary: A fundamental shift is underway in how we interact with our computers and devices. Touchless sensing products are being launched across consumer electronics, home, automotive and healthcare industries. Recent advances in haptics and display technologies has meant that interaction designers can also provide users with tactile feedback in mid-air AND display visual elements wherever the user needs them without in anyway instrumenting the user. The overarching goal of this workshop is to bring together a group of researchers spanning across multiple facets of exploring interactions with mid-air systems to discuss, explore, and outline research challenges for this novel area. We are especially interested in exploring how novel display and haptic technology provide users with more compelling and immersive experiences without instrumenting them in anyway.

[3] Enhancing Interactivity with Transcranial Direct Current Stimulation Posters / Wan, Bo / Vi, Chi / Subramanian, Sriram / Plasencia, Diego Martinez Companion Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.2 p.41-44
ACM Digital Library Link
Summary: Transcranial Direct Current Stimulation (tDCS) is a non-invasive type of neural stimulation known for modulation of cortical excitability leading to positive effects on working memory and attention. The availability of low-cost and consumer grade tDCS devices has democratized access to such technology allowing us to explore its applicability to HCI. We review the relevant literature and identify potential avenues for exploration within the context of enhancing interactivity and use of tDCS in the context of HCI.

[4] Dynamir: Optical Manipulations Using Dynamic Mirror Brushes Session 3: Fingers, Handprints and Dynamic Mirrors / Berthaut, Florent / Sahoo, Deepak Ranjan / McIntosh, Jess / Das, Diptesh / Subramanian, Sriram Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.55-58
ACM Digital Library Link
Summary: Mirror surfaces are part of our everyday life. Among them, curved mirrors are used to enhance our perception of the physical space, e.g., convex mirrors are used to increase our field of view in the street, and concave mirrors are used to zoom in on parts our face in the bathroom. In this paper, we investigate the opportunities opened when these mirrors are made dynamic, so that their effects can be modulated to adapt to the environment or to a user's actions. We introduce the concept of dynamic mirror brushes that can be moved around a mirror surface. We describe how these brushes can be used for various optical manipulations of the physical space. We also present an implementation using a flexible mirror sheet and three scenarios that demonstrate some of the interaction opportunities.

[5] Ghost Touch: Turning Surfaces into Interactive Tangible Canvases with Focused Ultrasound Session 6: Artistic Sand & Biking / Marzo, Asier / McGeehan, Richard / McIntosh, Jess / Seah, Sue Ann / Subramanian, Sriram Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.137-140
ACM Digital Library Link
Summary: Digital art technologies take advantage of the input, output and processing capabilities of modern computers. However, full digital systems lack the tangibility and expressiveness of their traditional counterparts. We present Ghost Touch, a system that remotely actuate the artistic medium with an ultrasound phased array. Ghost Touch transforms a normal surface into an interactive tangible canvas in which the users and the system collaborate in real-time to produce an artistic piece. Ghost Touch is able to detect traces and reproduce them, therefore enabling common digital operations such as copy, paste, save or load whilst maintaining the tangibility of the traditional medium. Ghost Touch has enhanced expressivity since it uses a novel algorithm to generate multiple ultrasound focal points with specific intensity levels. Different artistic effects can be performed on sand, milk&ink or liquid soap.

[6] Lifespan-based Partitioning of Index Structures for Time-travel Text Search Session 1D: Text Processing / Nandi, Animesh / Subramanian, Suriya / Lakshminarasimhan, Sriram / Deshpande, Prasad M. / Raghavan, Sriram Proceedings of the 2015 ACM Conference on Information and Knowledge Management 2015-10-19 p.123-132
ACM Digital Library Link
Summary: Time-travel text search over a temporally evolving document collection is useful in various applications. Supporting a wide range of query classes demanded by these applications require different index layouts optimized for their respective query access patterns. The problem we tackle is how to efficiently handle different query classes using the same index layout.
    Our approach is to use list intersections on single-attribute indexes of keywords and temporal attributes. Although joint predicate evaluation on single-attribute indexes is inefficient in general, we show that partitioning the index based on version lifespans coupled with exploiting the transaction-time ordering of record-identifiers, can significantly reduce the cost of list intersections.
    We empirically evaluate different index partitioning alternatives on top of open-source Lucene, and show that our approach is the only technique that can simultaneously support a wide range of query classes efficiently, have high indexing throughput in a real-time ingestion setting, and also have negligible extra storage costs.

[7] Continuous Tactile Feedback for Motor-Imagery Based Brain-Computer Interaction in a Multitasking Context Brain-Computer Interaction / Jeunet, Camille / Vi, Chi / Spelmezan, Daniel / N'Kaoua, Bernard / Lotte, Fabien / Subramanian, Sriram Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part I 2015-09-14 v.1 p.488-505
Keywords: Brain-Computer interaction; Tactile feedback; Multitasking
Link to Digital Content at Springer
Summary: Motor-Imagery based Brain Computer Interfaces (MI-BCIs) allow users to interact with computers by imagining limb movements. MI-BCIs are very promising for a wide range of applications as they offer a new and non-time locked modality of control. However, most MI-BCIs involve visual feedback to inform the user about the system's decisions, which makes them difficult to use when integrated with visual interactive tasks. This paper presents our design and evaluation of a tactile feedback glove for MI-BCIs, which provides a continuously updated tactile feedback. We first determined the best parameters for this tactile feedback and then tested it in a multitasking environment: at the same time users were performing the MI tasks, they were asked to count distracters. Our results suggest that, as compared to an equivalent visual feedback, the use of tactile feedback leads to a higher recognition accuracy of the MI-BCI tasks and fewer errors in counting distracters.

[8] Need for Touch in Human Space Exploration: Towards the Design of a Morphing Haptic Glove -- ExoSkin Tangible and Tactile Interaction / Seah, Sue Ann / Obrist, Marianna / Roudaut, Anne / Subramanian, Sriram Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.18-36
Keywords: Space; Touch; Haptic feedback; Haptic glove; User experience; Extra-vehicular activities; Haptic jamming; Field study; Technology probes
Link to Digital Content at Springer
Summary: The spacesuit, particularly the spacesuit glove, creates a barrier between astronauts and their environment. Motivated by the vision of facilitating full-body immersion for effortless space exploration, it is necessary to understand the sensory needs of astronauts during extra-vehicular activities (EVAs). In this paper, we present the outcomes from a two-week field study performed at the Mars Desert Research Station, a facility where crews carry out Mars-simulated missions. We used a combination of methods (a haptic logbook, technology probes, and interviews) to investigate user needs for haptic feedback in EVAs in order to inform the design of a haptic glove. Our results contradict the common belief that a haptic technology should always convey as much information as possible, but should rather offer a controllable transfer. Based on these findings, we identified two main design requirements to enhance haptic feedback through the glove: (i) transfer of the shape and pressure features of haptic information and (ii) control of the amount of haptic information. We present the implementation of these design requirements in the form of the concept and first prototype of ExoSkin. ExoSkin is a morphing haptic feedback layer that augments spacesuit gloves by controlling the transfer of haptic information from the outside world onto the astronauts' skin.

[9] Control of Non-Solid Diffusers by Electrostatic Charging Non-Rigid Interaction Surfaces / Sahoo, Deepak Ranjan / Plasencia, Diego Martinez / Subramanian, Sriram Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.11-14
ACM Digital Library Link
Summary: The form factors of displays using fog or water surface are limited by our ability to control the non-solid substances used as the diffuser. We propose a charging technique for polar aerosols (e.g., mist or fog) that allows control of the shape and trajectory of such non-solid diffusers using electric fields. We report experiments that allowed us to design a charging mechanism that produces charged fog aerosols with homogeneous electrical mobility. We illustrate our idea by demonstrating how electric fields can be used to control the shape of a fog display and the trajectory of a bubble display.

[10] LeviPath: Modular Acoustic Levitation for 3D Path Visualisations Interaction in 3D Space / Omirou, Themis / Marzo, Asier / Seah, Sue Ann / Subramanian, Sriram Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.309-312
ACM Digital Library Link
Summary: LeviPath is a modular system to levitate objects across 3D paths. It consists of two opposed arrays of transducers that create a standing wave capable of suspending objects in mid-air. To control the standing wave, the system employs a novel algorithm based on combining basic patterns of movement. Our approach allows the control of multiple beads simultaneously along different 3D paths. Due to the patterns and the use of only two opposed arrays, the system is modular and can scale its interaction space by joining several LeviPaths. In this paper, we describe the hardware architecture, the basic patterns of movement and how to combine them to produce 3D path visualisations.

[11] Emotions Mediated Through Mid-Air Haptics Feeling & Communicating Emotions / Obrist, Marianna / Subramanian, Sriram / Gatti, Elia / Long, Benjamin / Carter, Thomas Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2053-2062
ACM Digital Library Link
Summary: Touch is a powerful vehicle for communication between humans. The way we touch (how) embraces and mediates certain emotions such as anger, joy, fear, or love. While this phenomenon is well explored for human interaction, HCI research is only starting to uncover the fine granularity of sensory stimulation and responses in relation to certain emotions. Within this paper we present the findings from a study exploring the communication of emotions through a haptic system that uses tactile stimulation in mid-air. Here, haptic descriptions for specific emotions (e.g., happy, sad, excited, afraid) were created by one group of users to then be reviewed and validated by two other groups of users. We demonstrate the non-arbitrary mapping between emotions and haptic descriptions across three groups. This points to the huge potential for mediating emotions through mid-air haptics. We discuss specific design implications based on the spatial, directional, and haptic parameters of the created haptic descriptions and illustrate their design potential for HCI based on two design ideas.

[12] Opportunities and Challenges for Data Physicalization Natural User Interfaces for InfoVis / Jansen, Yvonne / Dragicevic, Pierre / Isenberg, Petra / Alexander, Jason / Karnik, Abhijit / Kildal, Johan / Subramanian, Sriram / Hornbæk, Kasper Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3227-3236
ACM Digital Library Link
Summary: Physical representations of data have existed for thousands of years. Yet it is now that advances in digital fabrication, actuated tangible interfaces, and shape-changing displays are spurring an emerging area of research that we call Data Physicalization. It aims to help people explore, understand, and communicate data using computer-supported physical data representations. We call these representations physicalizations, analogously to visualizations -- their purely visual counterpart. In this article, we go beyond the focused research questions addressed so far by delineating the research area, synthesizing its open challenges and laying out a research agenda.

[13] Marionette: a Multi-Finger Tilt Feedback Device for Curvatures and Haptic Images Perception WIP Theme: Gesture and Multimodal / Krusteva, Diana / Sahoo, Deepak / Marzo, Asier / Subramanian, Sriram / Coyle, David Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1229-1234
ACM Digital Library Link
Summary: Marionette is a haptic device designed to explore touch perception limits between real and device induced shapes. Its novelty resides in the support for 2D exploration over a flat surface and multi-finger capabilities. Marionette is able to apply inclination to four fingers with two degrees of freedom while the user moves the device as if it were a mouse. The device is aimed at enabling a new set of haptic user studies. Preliminary results suggest that the limit of curvature perception in 2D curves is mainly determined by the inclination information while touching with both one and four fingers. Additionally, Marionette supports haptic images such as maps, time changing functions and haptically enhanced telepresence.

[14] Spending Time with Money: From Shared Values to Social Connectivity Social Dynamics and My Phone / Ferreira, Jennifer / Perry, Mark / Subramanian, Sriram Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.1222-1234
ACM Digital Library Link
Summary: There is a rapidly growing momentum driving the development of mobile payment systems for co-present interactions, using near-field communication on smartphones and contactless payment systems. The design (and marketing) imperative for this is to enable faster, simpler, effortless and secure transactions, yet our evidence shows that this focus on reducing transactional friction may ignore other important features around making payments. We draw from empirical data to consider user interactions around financial exchanges made on mobile phones. Our findings examine how the practices around making payments support people in making connections, to other people, to their communities, to the places they move through, to their environment, and to what they consume. While these social and community bonds shape the kinds of interactions that become possible, they also shape how users feel about, and act on, the values that they hold with their co-users. We draw implications for future payment systems that make use of community connections, build trust, leverage transactional latency, and generate opportunities for rich social interactions.

[15] Through the combining glass Augmented reality I / Plasencia, Diego Martinez / Berthaut, Florent / Karnik, Abhijit / Subramanian, Sriram Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.341-350
ACM Digital Library Link
Summary: Reflective optical combiners like beam splitters and two way mirrors are used in AR to overlap digital contents on the users' hands or bodies. Augmentations are usually unidirectional, either reflecting virtual contents on the user's body (Situated Augmented Reality) or augmenting user's reflections with digital contents (AR mirrors). But many other novel possibilities remain unexplored. For example, users' hands, reflected inside a museum AR cabinet, can allow visitors to interact with the artifacts exhibited. Projecting on the user's hands as their reflection cuts through the objects can be used to reveal objects' internals. Augmentations from both sides are blended by the combiner, so they are consistently seen by any number of users, independently of their location or, even, the side of the combiner through which they are looking. This paper explores the potential of optical combiners to merge the space in front and behind them. We present this design space, identify novel augmentations/interaction opportunities and explore the design space using three prototypes.

[16] Identifying suitable projection parameters and display configurations for mobile true-3D displays 3D / Serrano, Marcos / Hildebrandt, Dale / Subramanian, Sriram / Irani, Pourang Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.135-143
ACM Digital Library Link
Summary: We present a two-part exploration on mobile true-3D displays, i.e. displaying volumetric 3D content in mid-air. We first identify and study the parameters of a mobile true-3D projection, in terms of the projection's distance to the phone, angle to the phone, display volume and position within the display. We identify suitable parameters and constraints, which we propose as requirements for developing mobile true-3D systems. We build on the first outcomes to explore methods for coordinating the display configurations of the mobile true-3D setup. We explore the resulting design space through two applications: 3D map navigation and 3D interior design. We discuss the implications of our results for the future design of mobile true-3D displays.

[17] Portallax: bringing 3D displays capabilities to handhelds 3D / Plasencia, Diego Martinez / Karnik, Abhijit / Muñoz, Jonatan Martinez / Subramanian, Sriram Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.145-154
ACM Digital Library Link
Summary: We present Portallax, a clip-on technology to retrofit mobile devices with 3D display capabilities. Available technologies (e.g. Nintendo 3DS or LG Optimus) and clip-on solutions (e.g. 3DeeSlide and Grilli3D) force users to have a fixed head and device positions. This is contradictory to the nature of a mobile scenario, and limits the usage of interaction techniques such as tilting the device to control a game. Portallax uses an actuated parallax barrier and face tracking to realign the barrier's position to the user's position. This allows us to provide stereo, motion parallax and perspective correction cues in 60 degrees in front of the device. Our optimized design of the barrier minimizes colour distortion, maximizes resolution and produces bigger view-zones, which support 81% of adults' interpupillary distances and allow eye tracking implemented with the front camera. We present a reference implementation, evaluate its key features and provide example applications illustrating the potential of Portallax.

[18] Perception of ultrasonic haptic feedback on the hand: localisation and apparent motion Touch and stylus interaction / Wilson, Graham / Carter, Thomas / Subramanian, Sriram / Brewster, Stephen A. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1133-1142
ACM Digital Library Link
Summary: Ultrasonic haptic feedback is a promising means of providing tactile sensations in mid-air without encumbering the user with an actuator. However, controlled and rigorous HCI research is needed to understand the basic characteristics of perception of this new feedback medium, and so how best to utilise ultrasonic haptics in an interface. This paper describes two experiments conducted into two fundamental aspects of ultrasonic haptic perception: 1) localisation of a static point and 2) the perception of motion. Understanding these would provide insight into 1) the spatial resolution of an ultrasonic interface and 2) what forms of feedback give the most convincing illusion of movement. Results show an average localisation error of 8.5mm, with higher error along the longitudinal axis. Convincing sensations of motion were produced when travelling longer distances, using longer stimulus durations and stimulating multiple points along the trajectory. Guidelines for feedback design are given.

[19] Is my phone alive?: a large-scale study of shape change in handheld devices using videos Shape-changing interfaces / Pedersen, Esben W. / Subramanian, Sriram / Hornbæk, Kasper Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2579-2588
ACM Digital Library Link
Summary: Shape-changing handheld devices are emerging as research prototypes, but it is unclear how users perceive them and which experiences they engender. The little data we have on user experience is from single prototypes, only covering a small part of the possibilities in shape change. We produce 51 videos of a shape-changing handheld device by systematically varying seven parameters of shape change. In a crowd-sourced study, 187 participants watched the videos and described their experiences using rating scales and free text. We find significant and large differences among parameters of shape change. Shapes that have previously been used for notifications were rated the least urgent; the degree of shape change was found to impact experience more than type of shape change. The experience of shape change was surprisingly complex: hedonic quality were inversely related to urgency, and some shapes were perceived as ugly, yet useful. We discuss how to advance models of shape change and improve research on the experience of shape change.

[20] Changibles: analyzing and designing shape changing constructive assembly Shape-changing interfaces / Roudaut, Anne / Reed, Rebecca / Hao, Tianbo / Subramanian, Sriram Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2593-2596
ACM Digital Library Link
Summary: Advances in shape changing assemblies have been made in reconfiguration algorithms, hardware designs and interaction techniques. However no tools exist for guiding designers in building those modular devices and especially for choosing the shape of the units. The task becomes even more complex when the units themselves can change their shapes to animate the entire assembly. In this paper, we contribute with the first analysis tool which helps the designer to both choose the right subset of forms for the units and to create an assembly with maximum accuracy from the set of given objects. We introduce the concept of Changibles that are interactive wireless units that can reshape themselves and be attached together to create an animated assembly. We present a use case to demonstrate the use of our tool, with an instantiation of six Changibles that are used to construct a pulsing heart assembly.

[21] Temporal, affective, and embodied characteristics of taste experiences: a framework for design Sensory experiences: smell and taste / Obrist, Marianna / Comber, Rob / Subramanian, Sriram / Piqueras-Fiszman, Betina / Velasco, Carlos / Spence, Charles Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2853-2862
ACM Digital Library Link
Summary: We present rich descriptions of taste experience through an analysis of the diachronic and synchronic experiences of each of the five basic taste qualities: sweet, sour, salt, bitter, and umami. Our findings, based on a combination of user experience evaluation techniques highlight three main themes: temporality, affective reactions, and embodiment. We present the taste characteristics as a framework for design and discuss each taste in order to elucidate the design qualities of individual taste experiences. These findings add a semantic understanding of taste experiences, their temporality enhanced through descriptions of the affective reactions and embodiment that the five basic tastes elicit. These findings are discussed on the basis of established psychological and behavioral phenomena, highlighting the potential for taste-enhanced design.

[22] SensaBubble: a chrono-sensory mid-air display of sight and smell Sensory experiences: smell and taste / Seah, Sue Ann / Plasencia, Diego Martinez / Bennett, Peter D. / Karnik, Abhijit / Otrocol, Vlad Stefan / Knibbe, Jarrod / Cockburn, Andy / Subramanian, Sriram Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2863-2872
ACM Digital Library Link
Summary: We present SensaBubble, a chrono-sensory mid-air display system that generates scented bubbles to deliver information to the user via a number of sensory modalities. The system reliably produces single bubbles of specific sizes along a directed path. Each bubble produced by SensaBubble is filled with fog containing a scent relevant to the notification. The chrono-sensory aspect of SensaBubble means that information is presented both temporally and multimodally. Temporal information is enabled through two forms of persistence: firstly, a visual display projected onto the bubble which only endures until it bursts; secondly, a scent released upon the bursting of the bubble slowly disperses and leaves a longer-lasting perceptible trace of the event. We report details of SensaBubble's design and implementation, as well as results of technical and user evaluations. We then discuss and demonstrate how SensaBubble can be adapted for use in a wide range of application contexts -- from an ambient peripheral display for persistent alerts, to an engaging display for gaming or education.

[23] MisTable: reach-through personal screens for tabletops Novel mobile displays and devices / Plasencia, Diego Martinez / Joyce, Edward / Subramanian, Sriram Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3493-3502
ACM Digital Library Link
Summary: We present MisTable, a tabletop system that combines a conventional horizontal interactive surface with personal screens between the user and the tabletop surface. These personal screens, built using fog, are both see-through and reach-through. Being see-through provides direct line of sight of the personal screen and the elements behind it on the tabletop. Being reach-through allows the user to switch from interacting with the personal screen to reaching through it to interact with the tabletop or the space above it. The personal screen allows a range of customisations and novel interactions such as presenting 2D personal contents on the screen, 3D contents above the tabletop or augmenting and relighting tangible objects differently for each user. Besides, having a personal screen for each user allows us to customize the view of each of them according to their identity or preferences. Finally, the personal screens preserve all well-established tabletop interaction techniques like touch and tangible interactions. We explore the challenges in building such a reach-through system through a proof-of-concept implementation and discuss the possibilities afforded by the system.

[24] Error related negativity in observing interactive tasks Brain computer interfaces / Vi, Chi Thanh / Jamil, Izdihar / Coyle, David / Subramanian, Sriram Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3787-3796
ACM Digital Library Link
Summary: Error Related Negativity is triggered when a user either makes a mistake or the application behaves differently from their expectation. It can also appear while observing another user making a mistake. This paper investigates ERN in collaborative settings where observing another user (the executer) perform a task is typical and then explores its applicability to HCI. We first show that ERN can be detected on signals captured by commodity EEG headsets like an Emotiv headset when observing another person perform a typical multiple-choice reaction time task. We then investigate the anticipation effects by detecting ERN in the time interval when an executer is reaching towards an answer. We show that we can detect this signal with both a clinical EEG device and with an Emotiv headset. Our results show that online single trial detection is possible using both headsets during tasks that are typical of collaborative interactive applications. However there is a trade-off between the detection speed and the quality/prices of the headsets. Based on the results, we discuss and present several HCI scenarios for use of ERN in observing tasks and collaborative settings.

[25] D-FLIP: Dynamic and Flexible Interactive PhotoShow Short Presentations / Vi, Chi Thanh / Takashima, Kazuki / Yokoyama, Hitomi / Liu, Gengdai / Itoh, Yuichi / Subramanian, Sriram / Kitamura, Yoshifumi Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.415-427
Keywords: Dynamic PhotoShow; Emergent Computing; EEG
Link to Digital Content at Springer
Summary: We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A variety of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses an approach based on combinatorial optimization and emergent computation, where geometric parameters such as location, size, and photo angle are considered to be functions of time; dynamically determined by local relationships among adjacent photos at every time instance. As a consequence, the global layout of all photos is automatically varied. We first present examples of photograph behaviors that demonstrate the algorithm and then investigate users' task engagement using EEG in the context of story preparation and telling. The result shows that D-FLIP requires less task engagement and mental efforts in order to support storytelling.
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