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Showing posts from October, 2011

Paper Reading #26 : Embodiment in Brain-Computer Interaction

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Reference Authors: Kenton O’Hara, Abigail Sellen, Richard Harper Affiliations : Microsoft Research, 7 J J Thomson Avenue Cambridge, UK Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada Summary Hypothesis The paper highlights the importance of considering the body in BCI and not simply what is going on in the head. They hypothesize that people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game and hence allows those action to be socially organised, understood and coordinated with others and through which social relationships can be played out. Contents The paper discusses findings from a real world study of a BCI-controlled game played as a social activity in the home. This study draws on the philosophical and analytic concerns found in CSCW where techniques for analysing the social in all its embodied forms are well developed. For...

Paper Reading #25 :TwitInfo: Aggregating and Visualizing Microblogs for Event Exploration

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Reference Authors: Adam Marcus, Michael S. Bernstein, Osama Badar, David R. Karger, Samuel Madden, Robert C. Miller Affiliation: MIT CSAIL,32 Vassar St., Cambridge MA Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis For people trying to understand events by querying services like Twitter, a chronological log of posts makes it very difficult to get a detailed understanding of an event.This paper presents TwitInfo, a system for visualizing and summarizing events on Twitter. Contents TwitInfo allows users to browse a large collection of tweets using a timeline-based display that highlights peaks of high tweet activity. A novel streaming algorithm automatically discovers these peaks and labels them meaningfully using text from the tweets. Users can drill down to subevents, and explore further via geolocation, sentiment, and popular URLs. They present an algorithm and an user interface as the TwitInfo system. An evaluation of the TwitInfo system revealed th...

Paper Reading #24: Gesture Avatar: A Technique for Operating Mobile User Interfaces Using Gestures

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Reference Authors and Affiliations Hao Lü, Computer Science and Engineering DUB Group, University of Washington Seattle, WA 98195 Yang Li, Google Research,1600 Amphitheatre Parkway Mountain View, CA 94043 Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper presents gesture avatar and hypothesizes the following about it performance. 1)Gesture Avatar will be slower than Shift on larger targets, but faster on small targets. 2) Gesture Avatar will have fewer errors than Shift. 3) Mobile situations such as walking will decrease the time performance and increase the error rate of Shift, but have little influence on Gesture Avatar. Contents The paper presents Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It is hypothesized to leverage the visibility of graphical user interfaces and the casual interaction of gestures. Due to the low precision of finger input, small u...

Paper Reading #23 :User-Defined Motion Gestures for Mobile Interaction

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Reference Authors and Affiliations: Jaime Ruiz,University of Waterloo Waterloo, ON, Canada Yang Li,Google Research Mountain View, CA, USA Edward Lank,University of Waterloo Waterloo, ON, Canada Presentation:CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper presents the results of a guessability study that elicits end-user motion gestures to invoke commands on a smartphone device.They demonstrate that consensus exists on parameters of movement and on mappings of motion gestures onto commands.It is used to develop a taxonomy for motion gestures and to specify an end-user inspired motion gesture set. Methods The authors elicited input from 20 participants asking them to design and perform a motion gesture with a smartphone device (a cause) that could be used to execute a task on the smartphone (an effect). Nineteen tasks were presented to the participants during the study . Participants used the think- aloud protocol and supplied subjective preference ratings f...

Paper Reading #22 :Mid-air Pan-and-Zoom on Wall-sized Displays

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Reference Authors : Mathieu Nancel, Julie Wagner, Emmanuel Pietriga, Olivier Chapuis, Wendy Mackay Affiliations: LRI - Univ Paris-Sud & CNRS,INRIA ,F-91405 Orsay, France Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada Summary Contents As complex tasks such as pan-zoom navigation have received little attention on large sized high resolution display,building upon empirical data gathered from studies of pan-and-zoom on desktop computers and studies of remote pointing, the paper identifies three key factors for the design of mid-air pan-and-zoom techniques;uni- vs. bi- manual interaction, linear vs. circular movements, and level of guidance to accomplish the gestures in mid-air. 32 LCDs each 30 inch diagonal were used to create the display and the software was ZVTM toolkit run on Mac OS X. Hypothesis The paper presents the following seven hypotheses Two- handed gestures will be faster than one-handed gestures because panning and zooming are complementary actions, integra...

Paper Reading #21 :Human Model Evaluation in Interactive Supervised Learning

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Reference Authors: Rebecca Fiebrink,Perry R. Cook( Department of Computer Science and Department of Music) and Daniel Trueman , Department of Music, Princeton University,Princeton, New Jersey, USA Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper presents study of the evaluation practices of end users interactively building supervised learning systems for real-world gesture analysis problems. The authors examine users’ model evaluation criteria, which spans over conventionally relevant criteria such as accuracy and cost, as well as novel criteria such as unexpectedness. Contents The researchers develop and test a software tool, called the Wekinator, that implements basic elements of supervised learning in a machine learning environment to recognize physical gestures and label them as a certain input. This application is particularly chosen because gesture modeling is one of the most common applications of machine learning and as well music nat...

Paper Reading #20: The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only ANOVA Procedures

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Reference Authors and Affiliations: Leah Findlater,Jacob O. Wobbrock ,The Information School DUB Group University of Washington Seattle, WA 98195 USA Darren Gergle, School of Communication Northwestern University Evanston, IL 60208 USA James J. Higgins,Department of Statistics Kansas State University Manhattan, KS 66506 USA Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis: The paper present the Aligned Rank Transform (ART) for nonparametric factorial data analysis in HCI. They propose a preprocessing step that “aligns” data before applying averaged ranks, after which point, common ANOVA procedures can be used, making the ART accessible to anyone familiar with the F-test. They hypothesize that researchers only familiar with ANOVA can use, interpret, and report results from the ART. Contents Conover and Iman’s Rank Transform (RT) uses the parametric F-test on the ranks, resulting in a nonparametric factorial procedu...

Paper Reading #19 : Reflexivity in Digital Anthropology

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Reference Author: Jennifer A. Rode Affiliation: iSchool, Drexel University,3141 Chestnut St. Philadelphia PA, 19104 Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper overviews key aspects of use and contribution of digital anthropology in HCI, as well as in the anthropological approach. It relates these practices to participatory design and the socio-technical gap, and the ways ethnography can address them. Contents /Methods The paper illustrates how Anthropological Ethnographic’s reflexivity contributes to design and theory in HCI. First, It describes three forms of anthropological writing. Second, It explains key elements of those technique. Finally, It discusses where ethnography is used in the design process in CHI so that It can highlight how Digital (Anthropological) Ethnography can contribute. The paper discusses the following three methods of anthropology commonly used in HCI. Realist :The realist account strives for the authenticit...

Paper Reading #18 :Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction

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Reference Authors: Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk Affiliation :Department of Computer Science, University of Saskatchewan, Saskatoon, Saskatchewan, Canada Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis Taking into consideration that p rior work on physiological game interaction has focused only on dynamically adapting games using physiological sensors, the authors in this paper hypothesize a classification of direct and indirect physiological sensor input to augment traditional game control. Contents The paper starts with the challenge of integrating the physiological interaction in gaming environment where traditional controls provide better functionality and interface. They came with idea of augmenting the traditional controls rather than replacing them. To investigate direct and indirect physiological control, they developed a single-player 2D side-scrolling shooter game that used standard controller mappin...

Paper Reading #17 : Privacy Risks Emerging from the Adoption of Innocuous Wearable Sensors in the Mobile Environment

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Reference Authors and Affiliations Andrew Raij, University of South Florida Animikh Ghosh, SETLabs, Infosys Santosh Kumar, University of Memphis Mani Srivastava, University of California Los Angeles Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper does a study to assess how concerned people are about disclosure of a variety of behaviors and contexts that are embedded in wearable sensor data. They hypothesize that these concerns are mediated by temporal and physical context associated with the data and the participant’s personal stake in the data. Content The three different goals for the project were were 1)Assess the privacy concerns of real people regarding disclosure of continuously collected physiological, behavioral, and psychological data 2)Use the proposed privacy framework and examine how restrictions and abstractions applied to various behaviors and contexts change concern levels. 3)Assess how reidentification ...

Paper Reading #15 : Madgets: Actuating Widgets on Interactive Tabletops

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Reference Authors: Malte Weiss, Florian Schwarz, Simon Jakubowski, Jan Borchers Affiliation: RWTH Aachen University 52056 Aachen, Germany Presentation: UIST’10, October 3–6, 2010, New York, New York, USA Summary Hypothesis The paper presents a system for the actuation of tangible magnetic widgets (Madgets) on interactive tabletops. It combines electromagnetic actuation with fiber optic tracking to move and operate physical controls. The presented mechanism is hypothesized to support actuating complex tangibles that consist of multiple parts. They as well make use of new actuation dimensions, such as height, force feedback, and power transfer. Contents Madgets are low-cost, easy to prototype, and do not require any built- in electronics or power source for actuation or tracking. Unlike previous works controls for this system are translucent tangible general-purpose widgets, such as sliders, knobs, and buttons, with attached magnets that can be actuated usi...

Paper Reading #14: TeslaTouch: Electrovibration for Touch Surfaces

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Reference Authors and Affiliations: Olivier Bau, Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA and In|Situ|, INRIA Saclay, Building 490, Université Paris-Sud, 91405 Orsay, France Ivan Poupyrev,Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA Ali Israr, Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA Chris Harrison,Human-Computer Interaction Institute Carnegie Mellon University and Disney Research, Pittsburgh ,PA Presentation:UIST’10, October 3–6, 2010, New York, New York, USA. Summary Hypothesis In this paper, authors hypothesize an alternative approach for creating tactile interfaces for touch surfaces that does not use any form of mechanical actuation. Instead, the proposed technique exploits the principle of electrovibration, which allows user to create a broad range of tactile sensations by controlling electrostatic friction between an instrumented touch surface and the user’s finger...