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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'06, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 7th ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction
Note:Design Centered HCI
Editors:Beryl Plimmer
Location:Christchurch, New Zealand
Dates:2006-Jul-06 to 2006-Jul-07
Publisher:ACM
Standard No:ISBN 1-59593-473-1; ACM DL: Table of Contents hcibib: CHINZ06
Papers:18
Pages:139
Links:Conference Home Page
Towards a visual notation for pipelining in a visual programming language for programming FPGAs BIBAFull-Text 1-9
  C. T. Johnston; D. G. Bailey; P. Lyons
VERTIPH is a visual language designed to aid in the development of image processing algorithms on FPGAs (Field Programmable Gate Arrays). We justify the use of a visual language for this purpose, and describe the key parts of VERTIPH. One aspect of importance is how to clearly and efficiently represent a pipeline of processors, and in particular distinguish a pipeline from the simpler serial or parallel structures. This paper develops a number of pipeline representations, discussing the rationale behind and limitations associated with each representation. The culmination of this development is the Sequential Pipeline with Detailed Bars, visually an efficient and unambiguous representation.
Four and twenty tern chicks plotted in a pie: a graphical interface for predicting chick ages with a confidence estimate BIBAFull-Text 11-16
  Paul Lyons; Geoffrey Jones
We present a computer interface that represents the age of chicks as dynamically-generated chromatic bands on a set of plots drawn on conventional Cartesian axes. The chromatic information allows us to increase the number of variables on the plot from two to three, so that the user can infer a chick's age from two easily obtained body measurements. The overall image contains a number of realisations of a non-linear multivariate hierarchical model of chick growth; the model is parametric, and each plot is produced by running the model with a different combination of parameters. Even with chromatic banding, the plots can be difficult to interpret because, when many plots overlap, later plots obscure earlier ones. To reveal the information hidden thereby, the interface incorporates a component that allows the user to generate a pie-chart showing all the ages that fall within a 95% confidence ellipse around any point on the plot.
Distance estimations in static images: does viewing distance matter? BIBAFull-Text 17-23
  Dayang Rohaya Awang Rambli; Roy S. Kalawsky
Previous research has examined the effect of display size on distance estimation in static images and demonstrated that display size affects participant's distance estimate task performance. Several other researches have also reported similar outcomes. Examination of the experimental setups of these early researchers suggests that other factors may also contribute to the effect. In this paper, we report our investigations that extend the earlier research by examining the contribution of other factor such as viewing distance and physiological cues. By fixing the viewing distance of the observer, our research indicates that viewing distance (and physiological cues) does influence distance estimation. The large magnitude of effect size for display size factor however suggested that display size still constitutes a major influence in distance estimation task.
Bare-hand 3D gesture input to interactive systems BIBAFull-Text 25-32
  Pushkar Dhawale; Masood Masoodian; Bill Rogers
Although the 2D desktop metaphor has been the dominating paradigm of user interfaces for over two decades, 3D models of interaction are becoming more feasible due to advances in computer output hardware and software technology. However, conventional input devices such as a mouse or track-pad generally restrict direct manipulation interaction to a 2D paradigm. More sophisticated 3D input devices such data-gloves have been available for some time, but these tend to be expensive or restrictive in their use. In this paper we describe a simple and inexpensive single camera-based video input system which allows 3D interaction with existing computer application using bare hands.
Where you point is where the robot is BIBAFull-Text 33-42
  Hokyoung Ryu; Woohun Lee
It is virtually envisioned that in the near future home-service robots will be assisting people in their daily lives. While a wide spectrum of utility of home-service robots has been proposed, i.e., cleaning, surveillance or go-and-fetch jobs, usability studies of the home-service robots have been less undertaken. This paper explores the usability issues, in particular, a map-based user interface for instructing home-service robots in the home environment. It focused on how the different map representation of the co-located environment would affect task performance of locating the home-service robots. The effectiveness of the map-based human-robot interface was thus analysed according to the dimensionality of the map, the location information of the elements in the co-located workspace. The experimental results showed that task performance was varied by the different map representation, providing a better understanding of what characteristics of the map representation were able to effectively support the human operator in instructing the home-service robots in the home environment.
Computer-human interaction issues when integrating qualitative spatial reasoning into geographic information systems BIBAFull-Text 43-51
  Carl P. L. Schultz; Hans W. Guesgen; Robert Amor
To allow the immense volume of spatial data currently available to be used effectively, people need intelligent query tools that are simple and intuitive. Standard query tools have a number of serious usability limitations, as they often rely solely on numerical approaches when dealing with spatial information. The qualitative reasoning community has addressed this issue, by providing powerful formalisms based on the way that humans deal with spatial information, however, integrating these methods into numerical systems raises a number of new Computer-Human Interaction (CHI) problems. This paper addresses three key CHI challenges when combining qualitative and numerical methods: (1) managing the subjective, ambiguous nature of qualitative terms, (2) providing a powerful, yet simple query system, and (3) effectively visualising a complex, fuzzy qualitative query solution. A qualitative GIS called TreeSap is presented, which demonstrates that, with the use of CHI principles, query tools can be both powerful and accessible to non-expert users.
RCA: experiences with an IDE annotation tool BIBAFull-Text 53-60
  Richard Priest; Beryl Plimmer
Ink annotation is a common method for recording feedback on a paper document. However, reviewing code on paper is difficult due to its non-linear nature. This project extends existing research ideas to develop a digital ink annotation tool within an Integrated Development Environment (IDE). The aim is to provide code reviewers with an effective tool for directly commenting on code within the IDE. We describe scenarios where ink annotation would provide benefits, along with requirements and our implementation of the Rich Code Annotation Tool (RCA).
A resource support toolkit (R-IDE): supporting the DECIDE framework BIBAFull-Text 61-66
  Elizabeth Kemp; D. T. Setungamudalige
A central activity involved in the user-centred design process is usability evaluation. Cost-effective evaluation tools to fully support usability evaluations however, are still limited. The aim of this work is to introduce a web-based, resource-supported, interactive evaluation toolkit called R-IDE, which guides evaluation planners through the various activities involved in planning and conducting usability evaluations. The IDE stages of the DECIDE framework provide the basis for the design of this toolkit, which currently supports two evaluation methods: heuristic evaluation for websites and standard questionnaires. This paper describes the design, development, evaluation and future potential of this toolkit.
Graphical user interfaces as documents BIBAFull-Text 67-74
  Dirk Draheim; Christof Lutteroth; Gerald Weber
The representation of GUIs as documents is a technological trend that has been present for some years, but is only now about to significantly change the way in which most user interfaces are developed. This paper examines this change, explains the reasons behind it and the concepts involved. It compares the old fashioned way of programming user interfaces as code units with the document-based paradigm, explaining why the latter is preferable. Furthermore, it discusses how the document-based paradigm can be extended to a very comprehensive and well defined customization approach for GUIs, the document-oriented approach, which supports the paradigms of end-user development and robust content.
Towards a "personal cost" model for end-user development BIBAFull-Text 75-82
  Roderick A. Farmer; Baden Hughes
Software cost estimation techniques are used to provide a useful measure of the complexities, efforts, and costs involved in system development. Despite three decades of research on software cost estimation, the research community has yet to provide a viable model for End-User Development (EUD) environments. This is both surprising and significant as EUD has been estimated to account for somewhere between 80-95% of all personal software development activities worldwide. As EUD is predominantly idiosyncratic, self-determined and opportunistic, existing cost estimation techniques are either inappropriate, overly complex or insufficient. In response, we present a novel "personal cost" estimation model for EUD. This model reflects key features of non-professional programming, and provides a qualitative evaluation of personal cost as motivation, and hence, likely project success.
Focussing on a standard pattern form: the development and evaluation of MUIP BIBAFull-Text 83-90
  Junhua Deng; Elizabeth Kemp; Elisabeth G. Todd
A framework for the tool, MUIP (Management of User Interface Patterns), has been developed based on the relevant literature and a survey of existing pattern tools. The framework supports the following features: pattern authoring, manipulating forces, browsing patterns, searching patterns, versioning and customising patterns, relating patterns, manipulating collections and importing or exporting patterns. Patterns are described using the standard pattern form (PLML). An enhanced version of PLML, called PLML vl.2, has been developed so that pattern contents can be organised more effectively. Guided by this framework, a specification of a comprehensive pattern management system for manipulating dissimilar pattern collections was developed and a prototype implemented accordingly. A formal evaluation confirmed the usefulness of the prototype.
Learning from insects?: towards supporting reflective exploration of unfamiliar areas of interest BIBAFull-Text 91-97
  Christopher P. Lueg; Christoph Göth; Nicola J. Bidwell
First experiences with a mobile information system aimed at supporting reflective exploration suggest that the device's visualization of past activities and, in particular, the routes taken helps participants orientate themselves and plan the next steps of their explorative activity. Drawing from insect navigation research we provide a preliminary explanation of some intriguing behavioral observations made during deploying mExplore as a technology probe. We also speculate about using mobile information systems to help visitors conduct "learning flights" and thus help them better understand the environment they are exploring by helping them recognize the varying visual impressions of landmarks from different perspectives. This work thus links in a unique way work on mobile information systems in tourism and other information-oriented areas to insect navigation research and (human-oriented) research into landmark salience and its use in ego-centric navigation.
Digital backpacking in the museum with a SmartCard BIBAFull-Text 99-107
  Eva Hornecker; Matthias Stifter
This paper reports on the evaluation of a digitally-augmented exhibition on the history of modern media and our experiences with the methodic approach employed. As a central element of this exhibition visitors can buy a smartcard that enables them to store collected or self-created data in a 'digital backpack', which can be accessed via internet as a personalized souvenir. We have evaluated the exhibition, visitors' perceptions and usage of the card using a multi-method strategy complementing quantitative data-analysis with qualitative, ethnographic methods. This paper focuses on visitors' use and the perceived utility of the smartcard, and our experiences with using automatically generated data from interaction logfiles for analyzing visitor behavior, and with the multi-method strategy.
Exploring the user experience through collage BIBAFull-Text 109-115
  Dana McKay; Sally Jo Cunningham; Kirsten Thomson
We explore the use of collage in requirements elicitation, as a tool to support potential end-users in expressing their impressions, understanding, and emotions regarding a system.
Depth cues for augmented reality stakeout BIBAFull-Text 117-124
  Volkert Jurgens; Andy Cockburn; Mark Billinghurst
We present the results of a study that compares a range of depth cues for an augmented reality (AR) stakeout application. AR stakeout is the process of placing a real pole on a virtual marker on the ground. Such an application is for example relevant for construction work or surveying. In AR stakeout, interaction takes place at a distance of about 2m from the eye; a distance that has been neglected by AR depth perception research. We compared the performance of six different AR depth cue conditions at two different accuracy requirements. Subjective preferences were strongly in favour of "cast circle", a depth cue introduced in this paper, while there was no significant difference in performance between the conditions. An analysis of the movement patterns indicated that the participants' targeting strategy relied on kinesthetic rather than visual feedback. These movement patterns provide a vantage point for future strategies of targeting support.
Virtual and augmented reality as spatial ability training tools BIBAFull-Text 125-132
  Andreas Dünser; Karin Steinbügl; Hannes Kaufmann; Judith Glück
Virtual reality (VR) and augmented reality (AR -- overlaying virtual objects onto the real world) offer interesting and wide spread possibilities to study different components of human behaviour and cognitive processes. One aspect of human cognition that has been frequently studied using VR technology is spatial ability. Research ranges from training studies that investigate whether and/or how spatial ability can be improved by using these new technologies to studies that focus on specific aspects of spatial ability for which VR is an efficient investigational tool. In this paper we first review studies that used VR technologies to study different aspects of spatial ability. Then results and findings will be presented from one of the first large-scale studies (215 students) that investigated the potential of an AR application to train spatial ability.
A study on different affordances of communication media BIBAFull-Text 133-135
  Hokyoung Ryu
This paper intends to review different affordances of two media on mobile phones, i.e., voice calls vs. text messages. The two empirical studies of mobile media use showed that Habermas' theory could partially explain this aspect.
Accounting for user familiarity in user interfaces BIBAFull-Text 137-138
  Christiaan A. D'H Gough; Richard Green; Mark Billinghurst
Previous work discussed a model of cognitive distance with the novel concepts of "tech bias", "velocity" and "inertia". This paper presents a revised version of the model of human factors involved, and describes a pilot study that suggests the model presented allows for a very high degree of confidence in predicting the effect a user's familiarity with a problem domain and specific implementation will have on their perception of the directness of the user interface.