HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,227,732
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: C.UIST.15.1* Limit: papers Results: 72 Sorted by: Date  Comments?
Clear Limits Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 72 Jump to: 2015 |
Extreme Computational Photography Opening Keynote Address / Raskar, Ramesh Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.1
Keywords: femto photography, retinal imaging, 3D displays, lightfield
ACM Digital Library Link
Summary: The Camera Culture Group at the MIT Media Lab aims to create a new class of imaging platforms. This talk will discuss three tracks of research: femto photography, retinal imaging, and 3D displays. Femto Photography consists of femtosecond laser illumination, picosecond-accurate detectors and mathematical reconstruction techniques allowing researchers to visualize propagation of light. Direct recording of reflected or scattered light at such a frame rate with sufficient brightness is nearly impossible. Using an indirect 'stroboscopic' method that records millions of repeated measurements by careful scanning in time and viewpoints we can rearrange the data to create a 'movie' of a nanosecond long event. Femto photography and a new generation of nano-photography (using ToF cameras) allow powerful inference with computer vision in presence of scattering. EyeNetra is a mobile phone attachment that allows users to test their own eyesight. The device reveals corrective measures thus bringing vision to billions of people who would not have had access otherwise. Another project, eyeMITRA, is a mobile retinal imaging solution that brings retinal exams to the realm of routine care, by lowering the cost of the imaging device to a 10th of its current cost and integrating the device with image analysis software and predictive analytics. This provides early detection of Diabetic Retinopathy that can change the arc of growth of the world's largest cause of blindness. Finally the talk will describe novel lightfield cameras and lightfield displays that require a compressive optical architecture to deal with high bandwidth requirements of 4D signals.

GelTouch: Localized Tactile Feedback Through Thin, Programmable Gel Session 1A: Tactile Feedback / Miruchna, Viktor / Walter, Robert / Lindlbauer, David / Lehmann, Maren / von Klitzing, Regine / Müller, Jörg Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.3-10
ACM Digital Library Link
Summary: We present GelTouch, a gel-based layer that can selectively transition between soft and stiff to provide tactile multi-touch feedback. It is flexible, transparent when not activated, and contains no mechanical, electromagnetic, or hydraulic components, resulting in a compact form factor (a 2mm thin touchscreen layer for our prototype). The activated areas can be morphed freely and continuously, without being limited to fixed, predefined shapes. GelTouch consists of a poly(N-isopropylacrylamide) gel layer which alters its viscoelasticity when activated by applying heat (>32°C). We present three different activation techniques: 1) Indium Tin Oxide (ITO) as a heating element that enables tactile feedback through individually addressable taxels; 2) predefined tactile areas of engraved ITO, that can be layered and combined; 3) complex arrangements of resistance wire that create thin tactile edges. We present a tablet with 6x4 tactile areas, enabling a tactile numpad, slider, and thumbstick. We show that the gel is up to 25 times stiffer when activated and that users detect tactile features reliably (94.8%).

Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation Session 1A: Tactile Feedback / Lopes, Pedro / Ion, Alexandra / Baudisch, Patrick Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.11-19
ACM Digital Library Link
Summary: We present impacto, a device designed to render the haptic sensation of hitting or being hit in virtual reality. The key idea that allows the small and light impacto device to simulate a strong hit is that it decomposes the stimulus: it renders the tactile aspect of being hit by tapping the skin using a solenoid; it adds impact to the hit by thrusting the user's arm backwards using electrical muscle stimulation. The device is self-contained, wireless, and small enough for wearable use, thus leaves the user unencumbered and able to walk around freely in a virtual environment. The device is of generic shape, allowing it to also be worn on legs, so as to enhance the experience of kicking, or merged into props, such as a baseball bat. We demonstrate how to assemble multiple impacto units into a simple haptic suit. Participants of our study rated impact simulated using impacto's combination of solenoid hit and electrical muscle stimulation as more realistic than either technique in isolation.

Tactile Animation by Direct Manipulation of Grid Displays Session 1A: Tactile Feedback / Schneider, Oliver S. / Israr, Ali / MacLean, Karon E. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.21-30
ACM Digital Library Link
Summary: Chairs, wearables, and handhelds have become popular sites for spatial tactile display. Visual animators, already expert in using time and space to portray motion, could readily transfer their skills to produce rich haptic sensations if given the right tools. We introduce the tactile animation object, a directly manipulated phantom tactile sensation. This abstraction has two key benefits: 1) efficient, creative, iterative control of spatiotemporal sensations, and 2) the potential to support a variety of tactile grids, including sparse displays. We present Mango, an editing tool for animators, including its rendering pipeline and perceptually-optimized interpolation algorithm for sparse vibrotactile grids. In our evaluation, professional animators found it easy to create a variety of vibrotactile patterns, with both experts and novices preferring the tactile animation object over controlling actuators individually.

Improving Haptic Feedback on Wearable Devices through Accelerometer Measurements Session 1A: Tactile Feedback / Blum, Jeffrey R. / Frissen, Ilja / Cooperstock, Jeremy R. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.31-36
ACM Digital Library Link
Summary: Many variables have been shown to impact whether a vibration stimulus will be perceived. We present a user study that takes into account not only previously investigated predictors such as vibration intensity and duration along with the age of the person receiving the stimulus, but also the amount of motion, as measured by an accelerometer, at the site of vibration immediately preceding the stimulus. This is a more specific measure than in previous studies showing an effect on perception due to gross conditions such as walking. We show that a logistic regression model including prior acceleration is significantly better at predicting vibration perception than a model including only vibration intensity, duration and participant age. In addition to the overall regression, we discuss individual participant differences and measures of classification performance for real-world applications. Our expectation is that haptic interface designers will be able to use such results to design better vibrations that are perceivable under the user's current activity conditions, without being annoyingly loud or jarring, eventually approaching "perceptually equivalent" feedback independent of motion.

cLuster: Smart Clustering of Free-Hand Sketches on Large Interactive Surfaces Session 1B: Large Displays, Large Movements / Perteneder, Florian / Bresler, Martin / Grossauer, Eva-Maria / Leong, Joanne / Haller, Michael Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.37-46
ACM Digital Library Link
Summary: Structuring and rearranging free-hand sketches on large interactive surfaces typically requires making multiple stroke selections. This can be both time-consuming and fatiguing in the absence of well-designed selection tools. Investigating the concept of automated clustering, we conducted a background study which highlighted the fact that people have varying perspectives on how elements in sketches can and should be grouped. In response to these diverse user expectations, we present cLuster, a flexible, domain-independent clustering approach for free-hand sketches. Our approach is designed to accept an initial user selection, which is then used to calculate a linear combination of pre-trained perspectives in real-time. The remaining elements are then clustered. An initial evaluation revealed that in many cases, only a few corrections were necessary to achieve the desired clustering results. Finally, we demonstrate the utility of our approach in a variety of application scenarios.

GravitySpot: Guiding Users in Front of Public Displays Using On-Screen Visual Cues Session 1B: Large Displays, Large Movements / Alt, Florian / Bulling, Andreas / Gravanis, Gino / Buschek, Daniel Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.47-56
ACM Digital Library Link
Summary: Users tend to position themselves in front of interactive public displays in such a way as to best perceive its content. Currently, this sweet spot is implicitly defined by display properties, content, the input modality, as well as space constraints in front of the display. We present GravitySpot -- an approach that makes sweet spots flexible by actively guiding users to arbitrary target positions in front of displays using visual cues. Such guidance is beneficial, for example, if a particular input technology only works at a specific distance or if users should be guided towards a non-crowded area of a large display. In two controlled lab studies (n=29) we evaluate different visual cues based on color, shape, and motion, as well as position-to-cue mapping functions. We show that both the visual cues and mapping functions allow for fine-grained control over positioning speed and accuracy. Findings are complemented by observations from a 3-month real-world deployment.

Tiltcasting: 3D Interaction on Large Displays using a Mobile Device Session 1B: Large Displays, Large Movements / Pietroszek, Krzysztof / Wallace, James R. / Lank, Edward Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.57-62
ACM Digital Library Link
Summary: We develop and formally evaluate a metaphor for smartphone interaction with 3D environments: Tiltcasting. Under the Tiltcasting metaphor, users interact within a rotatable 2D plane that is "cast" from their phone's interactive display into 3D space. Through an empirical validation, we show that Tiltcasting supports efficient pointing, interaction with occluded objects, disambiguation between nearby objects, and object selection and manipulation in fully addressable 3D space. Our technique out-performs existing target agnostic pointing implementations, and approaches the performance of physical pointing with an off-the-shelf smartphone.

Gunslinger: Subtle Arms-down Mid-air Interaction Session 1B: Large Displays, Large Movements / Liu, Mingyu / Nancel, Mathieu / Vogel, Daniel Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.63-71
ACM Digital Library Link
Summary: We describe Gunslinger, a mid-air interaction technique using barehand postures and gestures. Unlike past work, we explore a relaxed arms-down position with both hands interacting at the sides of the body. It features "hand-cursor" feedback to communicate recognized hand posture, command mode and tracking quality; and a simple, but flexible hand posture recognizer. Although Gunslinger is suitable for many usage contexts, we focus on integrating mid-air gestures with large display touch input. We show how the Gunslinger form factor enables an interaction language that is equivalent, coherent, and compatible with large display touch input. A four-part study evaluates Midas Touch, posture recognition feedback, pointing and clicking, and general usability.

Encore: 3D Printed Augmentation of Everyday Objects with Printed-Over, Affixed and Interlocked Attachments Session 2A: Fabrication 1 -- Augmentation / Chen, Xiang 'Anthony' / Coros, Stelian / Mankoff, Jennifer / Hudson, Scott E. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.73-82
ACM Digital Library Link
Summary: One powerful aspect of 3D printing is its ability to extend, repair, or more generally modify everyday objects. However, nearly all existing work implicitly assumes that whole objects are to be printed from scratch. Designing objects as extensions or enhancements of existing ones is a laborious process in most of today's 3D authoring tools. This paper presents a framework for 3D printing to augment existing objects that covers a wide range of attachment options. We illustrate the framework through three exemplar attachment techniques -- print-over, print-to-affix and print-through, implemented in Encore, a design tool that supports a set of analysis metrics relating to viability, durability and usability that are visualized for the user to explore design options and tradeoffs. Encore also generates 3D models for production, addressing issues such as support jigs and contact geometry between the attached part and the original object. Our validation helps to illustrate the strengths and weaknesses of each technique. For example, print-over is stronger than print-to-affix with adhesives, and all the techniques' strengths are affected by surface curvature.

Patching Physical Objects Session 2A: Fabrication 1 -- Augmentation / Teibrich, Alexander / Mueller, Stefanie / Guimbretière, François / Kovacs, Robert / Neubert, Stefan / Baudisch, Patrick Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.83-91
ACM Digital Library Link
Summary: Personal fabrication is currently a one-way process: Once an object has been fabricated with a 3D printer, it cannot be changed anymore; any change requires printing a new version from scratch. The problem is that this approach ignores the nature of design iteration, i.e. that in subsequent iterations large parts of an object stay the same and only small parts change. This makes fabricating from scratch feel unnecessary and wasteful.
    In this paper, we propose a different approach: instead of re-printing the entire object from scratch, we suggest patching the existing object to reflect the next design iteration. We built a system on top of a 3D printer that accomplishes this: Users mount the existing object into the 3D printer, then load both the original and the modified 3D model into our software, which in turn calculates how to patch the object. After identifying which parts to remove and what to add, our system locates the existing object in the printer using the system's built-in 3D scanner. After calibrating the orientation, a mill first removes the outdated geometry, then a print head prints the new geometry in place.
    Since only a fraction of the entire object is refabricated, our approach reduces material consumption and plastic waste (for our example objects by 82% and 93% respectively).

ReForm: Integrating Physical and Digital Design through Bidirectional Fabrication Session 2A: Fabrication 1 -- Augmentation / Weichel, Christian / Hardy, John / Alexander, Jason / Gellersen, Hans Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.93-102
ACM Digital Library Link
Summary: Digital fabrication machines such as 3D printers and laser-cutters allow users to produce physical objects based on virtual models. The creation process is currently unidirectional: once an object is fabricated it is separated from its originating virtual model. Consequently, users are tied into digital modeling tools, the virtual design must be completed before fabrication, and once fabricated, re-shaping the physical object no longer influences the digital model. To provide a more flexible design process that allows objects to iteratively evolve through both digital and physical input, we introduce bidirectional fabrication. To demonstrate the concept, we built ReForm, a system that integrates digital modeling with shape input, shape output, annotation for machine commands, and visual output. By continually synchronizing the physical object and digital model it supports object versioning to allow physical changes to be undone. Through application examples, we demonstrate the benefits of ReForm to the digital fabrication process.

Makers' Marks: Physical Markup for Designing and Fabricating Functional Objects Session 2A: Fabrication 1 -- Augmentation / Savage, Valkyrie / Follmer, Sean / Li, Jingyi / Hartmann, Björn Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.103-108
ACM Digital Library Link
Summary: To fabricate functional objects, designers create assemblies combining existing parts (e.g., mechanical hinges, electronic components) with custom-designed geometry (e.g., enclosures). Modeling complex assemblies is outside the reach of the growing number of novice "makers" with access to digital fabrication tools. We aim to allow makers to design and 3D print functional mechanical and electronic assemblies. Based on a formative exploration, we created Makers' Marks, a system based on physically authoring assemblies with sculpting materials and annotation stickers. Makers physically sculpt the shape of an object and attach stickers to place existing parts or high-level features (such as parting lines). Our tool extracts the 3D pose of these annotations from a scan of the design, then synthesizes the geometry needed to support integrating desired parts using a library of clearance and mounting constraints. The resulting designs can then be easily 3D printed and assembled. Our approach enables easy creation of complex objects such as TUIs, and leverages physical materials for tangible manipulation and understanding scale. We validate our tool through several design examples: a custom game controller, an animated toy figure, a friendly baby monitor, and a hinged box with integrated alarm.

Procedural Modeling Using Autoencoder Networks Session 2B: 3D & Augmented Reality / Yumer, Mehmet Ersin / Asente, Paul / Mech, Radomir / Kara, Levent Burak Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.109-118
ACM Digital Library Link
Summary: Procedural modeling systems allow users to create high quality content through parametric, conditional or stochastic rule sets. While such approaches create an abstraction layer by freeing the user from direct geometry editing, the nonlinear nature and the high number of parameters associated with such design spaces result in arduous modeling experiences for non-expert users. We propose a method to enable intuitive exploration of such high dimensional procedural modeling spaces within a lower dimensional space learned through autoencoder network training. Our method automatically generates a representative training dataset from the procedural modeling rule set based on shape similarity features. We then leverage the samples in this dataset to train an autoencoder neural network, while also structuring the learned lower dimensional space for continuous exploration with respect to shape features. We demonstrate the efficacy our method with user studies where designers create content with more than 10-fold faster speeds using our system compared to the classic procedural modeling interface.

SHOCam: A 3D Orbiting Algorithm Session 2B: 3D & Augmented Reality / Ortega, Michael / Stuerzlinger, Wolfgang / Scheurich, Doug Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.119-128
ACM Digital Library Link
Summary: In this paper we describe a new orbiting algorithm, called SHOCam, which enables simple, safe and visually attractive control of a camera moving around 3D objects. Compared with existing methods, SHOCam provides a more consistent mapping between the user's interaction and the path of the camera by substantially reducing variability in both camera motion and look direction. Also, we present a new orbiting method that prevents the camera from penetrating object(s), making the visual feedback -- and with it the user experience -- more pleasing and also less error prone. Finally, we present new solutions for orbiting around multiple objects and multi-scale environments.

FoveAR: Combining an Optically See-Through Near-Eye Display with Projector-Based Spatial Augmented Reality Session 2B: 3D & Augmented Reality / Benko, Hrvoje / Ofek, Eyal / Zheng, Feng / Wilson, Andrew D. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.129-135
ACM Digital Library Link
Summary: Optically see-through (OST) augmented reality glasses can overlay spatially-registered computer-generated content onto the real world. However, current optical designs and weight considerations limit their diagonal field of view to less than 40 degrees, making it difficult to create a sense of immersion or give the viewer an overview of the augmented reality space. We combine OST glasses with a projection-based spatial augmented reality display to achieve a novel display hybrid, called FoveAR, capable of greater than 100 degrees field of view, view dependent graphics, extended brightness and color, as well as interesting combinations of public and personal data display. We contribute details of our prototype implementation and an analysis of the interactive design space that our system enables. We also contribute four prototype experiences showcasing the capabilities of FoveAR as well as preliminary user feedback providing insights for enhancing future FoveAR experiences.

Projectibles: Optimizing Surface Color For Projection Session 2B: 3D & Augmented Reality / Jones, Brett R. / Sodhi, Rajinder / Budhiraja, Pulkit / Karsch, Kevin / Bailey, Brian / Forsyth, David Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.137-146
ACM Digital Library Link
Summary: Typically video projectors display images onto white screens, which can result in a washed out image. Projectibles algorithmically control the display surface color to increase the contrast and resolution. By combining a printed image with projected light, we can create animated, high resolution, high dynamic range visual experiences for video sequences. We present two algorithms for separating an input video sequence into a printed component and projected component, maximizing the combined contrast and resolution while minimizing any visual artifacts introduced from the decomposition. We present empirical measurements of real-world results of six example video sequences, subjective viewer feedback ratings, and we discuss the benefits and limitations of Projectibles. This is the first approach to combine a static display with a dynamic display for the display of video, and the first to optimize surface color for projection of video.

Tracko: Ad-hoc Mobile 3D Tracking Using Bluetooth Low Energy and Inaudible Signals for Cross-Device Interaction Session 3A: Sensing Techniques / Jin, Haojian / Holz, Christian / Hornbæk, Kasper Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.147-156
ACM Digital Library Link
Summary: While current mobile devices detect the presence of surrounding devices, they lack a truly spatial awareness to bring them into the user's natural 3D space. We present Tracko, a 3D tracking system between two or more commodity devices without added components or device synchronization. Tracko achieves this by fusing three signal types. 1) Tracko infers the presence of and rough distance to other devices from the strength of Bluetooth low energy signals. 2) Tracko exchanges a series of inaudible stereo sounds and derives a set of accurate distances between devices from the difference in their arrival times. A Kalman filter integrates both signal cues to place collocated devices in a shared 3D space, combining the robustness of Bluetooth with the accuracy of audio signals for relative 3D tracking. 3) Tracko incorporates inertial sensors to refine 3D estimates and support quick interactions. Tracko robustly tracks devices in 3D with a mean error of 6.5 cm within 0.5 m and a 15.3 cm error within 1 m, which validates Trackoffs suitability for cross-device interactions.

EM-Sense: Touch Recognition of Uninstrumented, Electrical and Electromechanical Objects Session 3A: Sensing Techniques / Laput, Gierad / Yang, Chouchang / Xiao, Robert / Sample, Alanson / Harrison, Chris Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.157-166
ACM Digital Library Link
Summary: Most everyday electrical and electromechanical objects emit small amounts of electromagnetic (EM) noise during regular operation. When a user makes physical contact with such an object, this EM signal propagates through the user, owing to the conductivity of the human body. By modifying a small, low-cost, software-defined radio, we can detect and classify these signals in real-time, enabling robust on-touch object detection. Unlike prior work, our approach requires no instrumentation of objects or the environment; our sensor is self-contained and can be worn unobtrusively on the body. We call our technique EM-Sense and built a proof-of-concept smartwatch implementation. Our studies show that discrimination between dozens of objects is feasible, independent of wearer, time and local environment.

Tomo: Wearable, Low-Cost Electrical Impedance Tomography for Hand Gesture Recognition Session 3A: Sensing Techniques / Zhang, Yang / Harrison, Chris Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.167-173
ACM Digital Library Link
Summary: We present Tomo, a wearable, low-cost system using Electrical Impedance Tomography (EIT) to recover the interior impedance geometry of a user's arm. This is achieved by measuring the cross-sectional impedances between all pairs of eight electrodes resting on a user's skin. Our approach is sufficiently compact and low-powered that we integrated the technology into a prototype wrist- and armband, which can monitor and classify gestures in real-time. We conducted a user study that evaluated two gesture sets, one focused on gross hand gestures and another using thumb-to-finger pinches. Our wrist location achieved 97% and 87% accuracies on these gesture sets respectively, while our arm location achieved 93% and 81%. We ultimately envision this technique being integrated into future smartwatches, allowing hand gestures and direct touch manipulation to work synergistically to support interactive tasks on small screens.

Corona: Positioning Adjacent Device with Asymmetric Bluetooth Low Energy RSSI Distributions Session 3A: Sensing Techniques / Jin, Haojian / Xu, Cheng / Lyons, Kent Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.175-179
ACM Digital Library Link
Summary: We introduce Corona, a novel spatial sensing technique that implicitly locates adjacent mobile devices in the same plane by examining asymmetric Bluetooth Low Energy RSSI distributions. The underlying phenomenon is that the off-center BLE antenna and asymmetric radio frequency topology create a characteristic Bluetooth RSSI distribution around the device. By comparing the real-time RSSI readings against a RSSI distribution model, each device can derive the relative position of the other adjacent device. Our experiments using an iPhone and iPad Mini show that Corona yields position estimation at 50% accuracy within a 2cm range, or 85% for the best two candidates. We developed an application to combine Corona with accelerometer readings to mitigate ambiguity and enable cross-device interactions on adjacent devices.

SceneSkim: Searching and Browsing Movies Using Synchronized Captions, Scripts and Plot Summaries Session 3B: Intelligent Information Interfaces / Pavel, Amy / Goldman, Dan B. / Hartmann, Björn / Agrawala, Maneesh Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.181-190
ACM Digital Library Link
Summary: Searching for scenes in movies is a time-consuming but crucial task for film studies scholars, film professionals, and new media artists. In pilot interviews we have found that such users search for a wide variety of clips -- e.g., actions, props, dialogue phrases, character performances, locations -- and they return to particular scenes they have seen in the past. Today, these users find relevant clips by watching the entire movie, scrubbing the video timeline, or navigating via DVD chapter menus. Increasingly, users can also index films through transcripts -- however, dialogue often lacks visual context, character names, and high level event descriptions. We introduce SceneSkim, a tool for searching and browsing movies using synchronized captions, scripts and plot summaries. Our interface integrates information from such sources to allow expressive search at several levels of granularity: Captions provide access to accurate dialogue, scripts describe shot-by-shot actions and settings, and plot summaries contain high-level event descriptions. We propose new algorithms for finding word-level caption to script alignments, parsing text scripts, and aligning plot summaries to scripts. Film studies graduate students evaluating SceneSkim expressed enthusiasm about the usability of the proposed system for their research and teaching.

Capture-Time Feedback for Recording Scripted Narration Session 3B: Intelligent Information Interfaces / Rubin, Steve / Berthouzoz, Floraine / Mysore, Gautham J. / Agrawala, Maneesh Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.191-199
ACM Digital Library Link
Summary: Well-performed audio narrations are a hallmark of captivating podcasts, explainer videos, radio stories, and movie trailers. To record these narrations, professional voiceover actors follow guidelines that describe how to use low-level vocal components -- volume, pitch, timbre, and tempo -- to deliver performances that emphasize important words while maintaining variety, flow and diction. Yet, these techniques are not well-known outside the professional voiceover community, especially among hobbyist producers looking to create their own narrations. We present Narration Coach, an interface that assists novice users in recording scripted narrations. As a user records her narration, our system synchronizes the takes to her script, provides text feedback about how well she is meeting the expert voiceover guidelines, and resynthesizes her recordings to help her hear how she can speak better.

Improving Automated Email Tagging with Implicit Feedback Session 3B: Intelligent Information Interfaces / Sorower, Mohammad S. / Slater, Michael / Dietterich, Thomas G. Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.201-211
ACM Digital Library Link
Summary: Tagging email is an important tactic for managing information overload. Machine learning methods can help the user with this task by predicting tags for incoming email messages. The natural user interface displays the predicted tags on the email message, and the user doesn't need to do anything unless those predictions are wrong (in which case, the user can delete the incorrect tags and add the missing tags). From a machine learning perspective, this means that the learning algorithm never receives confirmation that its predictions are correct -- it only receives feedback when it makes a mistake. This can lead to slower learning, particularly when the predictions were not very confident, and hence, the learning algorithm would benefit from positive feedback. One could assume that if the user never changes any tag, then the predictions are correct, but users sometimes forget to correct the tags, presumably because they are focused on the content of the email messages and fail to notice incorrect and missing tags. The aim of this paper is to determine whether implicit feedback can provide useful additional training examples to the email prediction subsystem of TaskTracer, known as EP2 (Email Predictor 2). Our hypothesis is that the more time a user spends working on an email message, the more likely it is that the user will notice tag errors and correct them. If no corrections are made, then perhaps it is safe for the learning system to treat the predicted tags as being correct and train accordingly. This paper proposes three algorithms (and two baselines) for incorporating implicit feedback into the EP2 tag predictor. These algorithms are then evaluated using email interaction and tag correction events collected from 14 user-study participants as they performed email-directed tasks while using TaskTracer EP2. The results show that implicit feedback produces important increases in training feedback, and hence, significant reductions in subsequent prediction errors despite the fact that the implicit feedback is not perfect. We conclude that implicit feedback mechanisms can provide a useful performance boost for email tagging systems.

Codo: Fundraising with Conditional Donations Session 3B: Intelligent Information Interfaces / Beltran, Juan Felipe / Siddique, Aysha / Abouzied, Azza / Chen, Jay Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.213-222
ACM Digital Library Link
Summary: Crowdfunding websites like Kickstarter and Indiegogo offer project organizers the ability to market, fund, and build a community around their campaign. While offering support and flexibility for organizers, crowdfunding sites provide very little control to donors. In this paper, we investigate the idea of empowering donors by allowing them to specify conditions for their crowdfunding contributions. We introduce a crowdfunding system, Codo, that allows donors to specify conditional donations. Codo allow donors to contribute to a campaign but hold off on their contribution until certain specific conditions are met (e.g. specific members or groups contribute a certain amount). We begin with a micro study to assess several specific conditional donations based on their comprehensibility and usage likelihood. Based on this study, we formalize conditional donations into a general grammar that captures a broad set of useful conditions. We demonstrate the feasibility of resolving conditions in our grammar by elegantly transforming conditional donations into a system of linear inequalities that are efficiently resolved using off-the-shelf linear program solvers. Finally, we designed a user-friendly crowdfunding interface that supports conditional donations for an actual fund raising campaign and assess the potential of conditional donations through this campaign. We find preliminary evidence that roughly 1 in 3 donors make conditional donations and that conditional donors donate more compared to direct donors.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 72 Jump to: 2015 |