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AUIC Tables of Contents: 00010203040506070809101112131415

Proceedings of AUIC'14, Australasian User Interface Conference

Fullname:Proceedings of the 15th Australasian User Interface Conference -- Volume 150
Editors:Burkhard C. Wunsche; Stefan Marks
Location:Auckland, New Zealand
Dates:2014-Jan-22 to 2014-Jan-23
Standard No:hcibib: AUIC14; ISBN: 978-1-921770-33-3 ISSN: 1445-1336
Links:Online Proceedings | Conference Website
  1. Interfaces
  2. Virtual and Augmented Reality
  3. User Interaction and Usability
  4. Posters


Math Tutor: An Interactive Android-Based Numeracy Application for Primary Education BIBAKHTMLPDF 3-10
  Z. Masood; R. Hoda
With growing exposure of children to handheld and mobile devices, there is an increasing interest in exploring the use of mobile technology for educational purposes. In particular, touch-based devices seem to promise great potential in this domain. In this paper, we present Math Tutor -- an Android-based application designed to help children learn and practice early numeracy addition and subtraction (take away) as well as help teachers monitor and review children's progress, with support for English and Maori languages. We describe the design and development process, features of the application, and the results of a usability evaluation. This project takes a step towards creating interactive platforms required for educating the upcoming generation of digital natives.
Keywords: Interactive software applications, primary education, numeracy, child-computer interaction, Android, Maori
Assessing the impact of a Clinical Audiology Simulator on first year students BIBAHTMLPDF 11-20
  A. Heitz; A. Dunser; C. Bartneck; J. Grady; C. Moran
Virtual Patients (VPs) have been successful in health education to promote and foster communication. Additionally, computer simulations offer the advantage of being standardized, repeatable, and do not require as much resources as role-play simulations. The research presented in this paper offers to explore the impact of a Clinical Audiology Simulator (CAS) using virtual patients technology on first year audiology students of the University of Canterbury. We look at the CAS's effects on students' perceived level of learning, confidence, and ability to conduct adequate Pure tone audiometry as well as Clinical history taking procedures. These studies showed positive results on students' perceived level of learning, and history taking skills when using the CAS as an additional training tool. We present the findings and lessons learned from these studies as well as our plans for future experiments and software implementations. VPs have the potential to offer audiology trainees more opportunities to practice and access to a wider range of pathologies as they would with their course's traditional practical sessions.
Towards a 3D Sketch-Based Modelling API BIBAHTMLPDF 21-28
  Y. Zeng; Z. Song; B. C. Wunsche
Sketch-based applications are rapidly gaining popularity in 3D modelling because of the intuitive pen-and-paper metaphor. Even inexperienced users with little computer graphics and digital design background can use them to create 3D models rapidly. However, the development of sketch-based applications is usually difficult and time consuming. In this paper, we present a framework for simplifying the development of sketch-based 3D modelling applications. The framework integrates existing techniques for 3D sketch processing with a processing pipeline for sketch input, a state-machine for defining processing parameters and modes, and a customised event handler. The modular design means that the functionality of the framework can be easily extended in the future. Experimental results suggest that the framework is easy to use and the implemented functionalities work correctly.

Virtual and Augmented Reality

Ephemeral Interaction Using Everyday Objects BIBAKHTMLPDF 29-38
  J. A. Walsh; S. V. Itzstein; B. H. Thomas
The ability for Tangible User Interfaces to enable the intuitive control of existing systems and adapt to individual users' usage scenarios remains an area of development. Previous research in customizable tangible interfaces has focused primarily on the offline creation by the original system developer, instead of offering extensibility to the end user. This paper presents our system to support the ad-hoc creation of 'disposable' UIs using both projected controls and physical objects. To support these controls, a software based patch panel enables data to be mapped to external systems, and from external systems back to the system itself. Using a projector, depth camera and 6DOF tracking system, users can create and map tangible/touch-based ad-hoc user controls to existing system functionality. This allows users to both quickly create new inputs for existing functionality, as well as create new arbitrary input devices from completely passive components.
Keywords: user interfaces, ephemeral, tangible, projected, extensible customizable, reconfigurable
Spatial Augmented Reality User Interface Techniques for Room Size Modelling Tasks BIBAHTMLPDF 39-46
  M. R. Marner; B. H. Thomas
This paper present results of our investigations into using spatial augmented reality to improve kitchen design and other interior architecture tasks. We have developed user interface techniques for room sized modelling tasks, including cabinet layout, viewing and modifying preset designs, and modifying materials and surface finishes. These techniques are based on Physical-Virtual Tools, which consist of physical input devices augmented with projected information. These tools and techniques address key user interface issues for spatial augmented reality systems, and we discuss how they can be generalised for other applications. The techniques have been developed in the context of a demonstration application, BuildMyKitchen. BuildMyKitchen allows architects to design kitchen cabinets and layouts, and work with clients on the design, in an interactive spatial augmented reality environment.
Image Warping for Enhancing Consumer Applications of Head-mounted Displays BIBAHTMLPDF 47-56
  E. M. Peek; B. C. Wunsche; C. Lutteroth
Head-mounted displays (HMDs) are highly immersive display devices which are increasingly targeted towards consumer-level video games, E-learning, training and other forms of digital entertainment. Despite the hardware now being available, quality factors -- particularly latency -- are still issues in large part due to consumer graphics hardware being tailored for throughput instead of latency, and the expectation of a nausea-free experience even on weak hardware. In this paper we discuss the benefits and disadvantages of using image warping as a means to improve frame rate and latency in the context of consumer applications. As part of this, we suggest two appropriate algorithms for performing the image warping. These methods are compatible with other latency reduction strategies such as predictive tracking, and require minimal changes to conventional 3D rendering processes. In addition, they are implemented purely in software and are therefore suitable for use on existing consumer PCs and HMDs. Initial evaluations indicate that artefacts from both warping algorithms are minimally visible for typical environments.

User Interaction and Usability

Spatial Play Effects in a Tangible Game with an F-Formation of Multiple Players BIBAHTMLPDF 57-66
  M. Jungmann; R. Cox; G. Fitzpatrick
Drawing on Kendon's F-formation framework of social interaction, we analysed the game-space activity of collocated players engaged in a tangible multiplayer game. Game input from groups of 3 players interacting competitively in a natural spatial arrangement via balance-boards requiring whole-body movements was logged and analysed quantitatively. The spatial analysis of a range of players' activities in game-space revealed synergistic effects combining perceptual-motor factors with game-strategy behaviour which were reflected in preferred game-board playing regions. The findings illustrate the importance for HCI designers of considering interactions between human spatial behaviour, physical space and virtual game-space as games become increasingly embodied and social.
Refining Personal and Social Presence in Virtual Meetings BIBAKHTMLPDF 67-76
  J. Dean; M. Apperley; B. Rogers
Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of 'being there'. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinect™) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant's faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts.
Keywords: virtual meeting, motion sensor, Kinect, avatar
Involving Geographically Distributed Users in the Design of an Interactive System BIBAHTMLPDF 77-86
  S. Luz; M. Masoodian
We report the process of designing an interactive system for use in disease surveillance and patient case management at remote communities in the Amazon region. The design aimed at coordinating and supporting the tasks of a distributed community of users in the region, and involved collaboration of designers and developers located in three continents, working on a common research project. In spite of this high degree of geographical distribution, both of users and designers, a participatory design approach was pursued. The challenges faced by this project as regards securing end-user involvement, eliciting requirements, generating and validating design ideas, and iterating the design process are discussed. A prototype which embodies the experience gained in applying these methods in this particular setting is also described.


Depth Perception in View-Dependent Near-Field Spatial AR BIBAHTMLPDF 87-88
  M. Broecker; R. T. Smith; B. H. Thomas
View-dependent rendering techniques are an important tool in Spatial Augmented Reality. These allow the addition of more detail and the depiction of purely virtual geometry inside the shape of physical props. This paper investigates the impact of different depth cues onto the depth perception of users.
Designing an Educational Tabletop Software for Children with Autism BIBAHTMLPDF 89-90
  V. Picardo; S. Metson; R. Hoda; R. Amor; A. Arnold-Saritepe; R. Sharp; A Brand D.
Discrete Trial Training (DTT) is an intervention method used by behaviour analysts for teaching skills to children with Autism Spectrum Disorder (ASD) around a table using physical materials and artefacts. Traditional DTT suffers from these main challenges: inconsistency due to human limitations; need for focusing the child's attention on the trial at hand; and disruptions on account of in-session data recording and analysis by the analysts while delivering the training. Developed in collaboration with HCI and behaviour analysis experts, our proposed solution is an interactive, tabletop software application that provides the consistency and integrity that DTT aims to achieve, while engaging the child's attention on the interactive interface, and seamlessly collecting and analysing in-session data in the background. Upcoming usability evaluations of the prototype promise to provide insight into the potential effectiveness of our prototype.
Effects of 3D Display Technologies on Spatial Memory BIBAHTMLPDF 91-92
  M. Mehrabi; C. Lutteroth; B. C. Wunsche
Spatial memory has been recognized as an important factor in efficient human-computer interaction. However, most previous studies are limited to very simple depth cues and 2D displays. We present a study investigating the effects of head-coupled perspective, stereoscopy and simple landmarks on spatial memory by measuring performance and accuracy in a memory game. Our results indicate that head-coupled perspective affects spatial memory positively and should be investigated further. The polarized stereoscopic display and the landmarks used in this study had a significant negative effect, suggesting that they should be used with care. Users' perceived efficiency of a 3D display technology turned out to be a bad indicator of its actual efficiency.
Scribbler -- Drawing Models in a Creative and Collaborative Environment: from Hand-Drawn Sketches to Domain Specific Models BIBAHTMLPDF 93-94
  M. Vogel; T. Warnecke; C. Bartelt; A. Rausch
In the early phases, software engineers use whiteboards and flip charts to create and discuss their ideas and later they transform manually the hand drawn pictures into machine readable models. During this transformation important sketch information, like the history of origin or some elements, will be lost. To solve this problem, we present a new approach using digital whiteboards to elaborate in a creative and collaborative environment hand drawn pictures and transform them into domain specific models and vice versa. This poster outlines the process of the automatic transformation from sketch models to models based on well-defined notations and vice versa in the early creative phases of software development.
Casual Mobile Screen Sharing BIBAKHTMLPDF 95-96
  J. Suppers; M. Apperley
The concept of casual screen sharing is that multiple users can cast screen images from their personal hand-held devices on to a large shared local screen. It has applications in personal and business domains where documents or images need to be discussed in a shared environment. The 'casual' qualifier implies that the overheads of this sharing should be minimal. Implementation of casual screen sharing poses two general problems: sending content from multiple devices with minimal or no authentication/authorisation, and displaying this content on the larger screen. This paper proposes a solution and describes the development of a prototype, CasualShare.
Keywords: screen-sharing, public display, casual sharing