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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'12, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 13th International Conference of the NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Note:@ the interface between disciplines
Editors:Benjamin R. Cowan; Chris Bowers; Russell Beale; Chris Baber; Holger Regenbrecht; Christof Lutteroth; Mark McGuire
Location:Dunedin, New Zealand
Dates:2012-Jul-02 to 2012-Jul-03
Standard No:ISBN: 978-1-4503-1474-9; ACM DL: Table of Contents; hcibib: CHINZ12
Links:Conference Website
Summary:This year's CHINZ was held in Dunedin, and although it was very cold (according to our participants from Auckland) the conference was characterized by a lively and often fruitful exchange of ideas. In contrast to previous years, we had a demo session where participants could get some hands-on experience of 16 different projects from all over New Zealand. There was even a contribution from the A&M University in Texas, who presented a system for coordinating paratroopers (unfortunately a parachute was not included in the demo).
    Every paper went through a thorough reviewing process and received feedback from several reviewers (usually 3). 17 papers were submitted to the conference and 9 of them were accepted as long papers. Furthermore, we decided to accept 4 of them as short papers.
  1. Long and short papers
  2. Demo abstracts

Long and short papers

Picture the space: three concepts for management and presentation of personal digital photographs BIBAFull-Text 1-8
  Claudia Ott; Ralf Hebecker; Sarah Wakes
Increasing numbers of personal digital photographs are occupying our computers' hard drives and require more time and thought to be organized. However spare time is limited and the handling of digital photographs has to compete with other leisure activities. This paper presents three interaction concepts aimed at engaging people with their personal digital photographs through a favourable user experience during their leisure time. The placement of the system in the living space, the incorporation of a handheld controller and the development of ludic interface concepts are considered as promising approaches to improve the acceptance and enjoyability of products for photo management in the home environment. The interface concepts were developed as interactive prototypes and an empirical usability study assesses the experience of the interaction. As well as this conceptual contribution we reflect on the process and methods used for designing and evaluating the novel interface concepts.
Human-centred workplace: re-finding physical documents in an office environment BIBAFull-Text 9-16
  Amay Dighe; Annika Hinze
It is often difficult for bus y people to keep track of or re-find documents in their own workplace. They may try to remember the location of documents by context (that is by information associated with the object) or they may try to improve the chance of finding documents by placing them in a highly visible area. However, very few methods have been developed for finding a physical object's location in an office. Most of the existing methods require some kind of structured approach to be followed by the user.
   We created a "Human-Centred Workplace" system that does not require orderly users. The system generates and prints passive tags on documents and uses (web)cameras in the office to capture images and track changes in the documents' locations. This paper introduces the design and implementation of the system, explores its use in an office environment and gives a first-cut evaluation of our prototypical implementation.
Evaluation of a web-based telehealth system: a preliminary investigation with seniors in New Zealand BIBAFull-Text 17-24
  Jaspaljeet Singh Dhillon; Burkhard C. Wünsche; Christof Lutteroth
Home telehealth systems are gaining popularity among seniors, but they are mostly doctor centric, focused on managing diseases instead of preventing them, and do not take into account the social needs of the users. Increasing numbers of seniors going online opens up opportunities to address the shortcomings of current telehealth systems. We have developed a patient-centric, web-based telehealth system which uses Web 2.0 technologies to add social support and user defined content. In this study, we have evaluated the functionalities, usability and user interface of the functional prototype with eight seniors of age range 67 to 90 by using a multi-method approach involving individual walkthrough, system usability scale (SUS), protocol analysis and interviews. Overall, users were satisfied with the usability of the system and functionalities promoting exercises and supporting weight management were in most demand. The evaluation of our prototype demonstrates that combining telehealth functionalities with social component and user-generated content is a promising way to enable users to proactively manage and improve their health.
Mobile support for diagnosis of communicable diseases in remote locations BIBAFull-Text 25-28
  Manuel Cesario; Michael Lundon; Saturnino Luz; Masood Masoodian; Bill Rogers
Surveillance and diagnosis of new and emerging communicable diseases in remote regions, such as the Amazon, is a challenging task. These regions can be difficult to reach, are sparsely populated, and have limited medical and ICT infrastructure. Medical practitioners and community health agents who work in such regions often have very basic qualifications, and therefore have limited knowledge of new and emerging diseases. The increasing capabilities of mobile devices, such as tablets and smart phones, have made them a useful platform for delivery of medical services in remote locations. In this paper we introduce a system that could potentially support diagnosis of vector-borne diseases such as Bartonellosis and Leishmaniasis in areas where specialist healthcare is scarce. In particular, we focus on the image analysis and classification component of this system, which aims to reduce the chance of misdiagnosing these less common diseases as malaria.
Leveraging consumer sensing devices for telehealth BIBAFull-Text 29-35
  Jaspaljeet Singh Dhillon; Czarina Ramos; Burkhard C. Wünsche; Christof Lutteroth
Home telehealth applications are increasingly gaining in popularity among patients due their promise to use healthcare resources more effectively and hence to lower costs. Commercial telehealth systems usually employ patient stations and vital sign monitoring equipment in order to fulfill the need of medical professionals by enabling close monitoring of patients with severe chronic diseases. However, due their high cost, vendor lock-in, and doctor centric design, these systems are not suitable for general healthcare applications such as improving cardiac fitness, monitoring overall health, improving muscle strength and balance of elderly, or assisting with dieting programs. We argue that many of these goals can be supported in a cost effective manner by leveraging mainstream sensing devices such as game controllers and smartphones. Open-ended web-based telehealth systems can be integrated with such devices, in order to add a social component, collect health data unobtrusively, and provide feedback and health related information. In this paper, we systematically categorise and analyse consumer-level sensing devices in terms of their potential to extend the capability of telehealth systems. We show that the devices have immense potential as tools for therapy and rehabilitation activities, diagnosis, health monitoring and social support, and we reveal opportunities for professionals in computer vision, graphics and signal processing to participate in this trend.
.cyclic.: an interactive performance combining dance, graphics, music and Kinect-technology BIBAFull-Text 36-43
  Doris Jung; Marie Hermo Jensen; Simon Laing; Jeremy Mayall
This paper presents a case study of the dance piece, .cyclic., which uses dancer-controlled augmentation of the performance through graphics and music. The augmentation is controlled through dancer-3D-camera interaction employing Kinect-camera technology.
   This case study exemplifies how this technology can enrich dance performances, possible challenges that have to be faced on the way and points towards the potential that can be exploited in the future. This case study sets the first step to a prototype for the creation of a generic tool for dancer-controlled graphics and music augmented performances.
   The narrative underlying the piece centers on the cyclic nature of the topics of birth/growth/death/rebirth. Creation unfolds until it retracts back to the start. We build the performance around the motto: "Every beginning comes from some other beginning's end", Senecca.
Bimanual natural user interaction for 3D modelling application using stereo computer vision BIBAFull-Text 44-51
  Roy Sirui Yang; Alfonso Gastélum Strozzi; Anthony Lau; Christof Lutteroth; Yuk Hin Chan; Patrice Delmas
This paper presents a system that allows the user to perform 3D modelling and sculpting using postures and 3D movements of their hands. The system utilises the concept of a Natural User Interface using computer vision techniques. This enables the user to operate 3D modelling software. The system's bimanual control allows left hand postures to select control mode commands, while the right hand controls movements. To evaluate the real world performance of the concept of motion and hand-posture-based control in 3D modelling, a usability test with 10 people was conducted. Participants were asked to perform test tasks that involved moving an object in 3D space. These participants performed the tasks multiple times while being timed, both with the mouse and using the 3D hand tracking system. The results indicated that participants who used the hand tracking system completed the tasks more quickly than those who used the mouse. However, approximately half of the participants reported that they found it easier to use the mouse than the hand tracking system. Overall, the participants reported that they enjoyed using the system.
Haptic and AR interface for paratrooper coordination BIBAFull-Text 52-55
  Danielle Cummings; George Lucchese; Manoj Prasad; Chris Aikens; Jimmy Ho; Tracy Hammond
Applications that use geolocation data are becoming a common addition to GPS-enabled devices. In terms of mobile computing, there is extensive research in progress to create human-computer interfaces that integrate seamlessly with the user's tasks. When viewing location-based data in a real-world environment, a natural interaction would be to allow the user to see relevant information based on his or her location within an environment. In this paper, we discuss the use of a multi-modal interface that uses haptic feedback and augmented reality to deliver navigation information to paratroopers in the field. This interface was developed for GeoTrooper, a location-based tracking system that visualizes GPS data broadcast by mobile beacons.
Crossing the game threshold: a system for teaching basic programming constructs BIBAFull-Text 56-63
  Kohl Bromwich; Masood Masoodian; Bill Rogers
Teaching elementary programming is a difficult and often frustrating process. Many students fail to grasp the basic concepts and drop out of their programmes of study. Although visual languages with some form of game element have been explored as a solution to this problem, evidence on the success of these is at best mixed, without much empirical evaluation to support various claims that are made by their developers. In this paper we argue for and present a more limited programming game system for teaching basic programming constructs to beginner programmers at junior high school level. We also present an evaluation of this game which shows that students participating in this study enjoyed playing the game and succeeded in advancing through progressively more challenging stages of the game, which rely on understanding the underlying programming constructs.
Extracting game-play metric data from audio/video processing: a practical solution for game studies research BIBAFull-Text 64-71
  Raphaël Marczak; Gareth Schott; Jasper van Vught
Today videogame classification works to a set of guidelines initially designed for, and more conducive to linear mediums (film, television and literature). As a result, digital games receive an age restriction rating based on both their depiction of harmful content and its prospective impact on players. Not accounting for the medium"s interactive qualities means that envisaging the player''s experience and the nature and impact of interactions between players and game texts remains a largely inferential practice and an exercise in caution. Given the medium''s interactive nature, we argue that classification processes would be supported by research that provides empirical accounts of the interactive experience of games. In order to take into account the unique experiential properties of games, a mixed methodological approach located at an intersection between humanities, social sciences and computer science is being employed in a large-scale study of player experiences. This paper presents one of the earliest challenges for this study: the capacity to gather game-play metric data from game texts that are selected by participants as an ongoing process throughout the course of the study. With no real advance knowledge of game choices, access to source code or game developers, a pragmatic solution was required to capture player interactions with game texts. This paper presents the beginnings of a method of gathering game-play metrics through utilizing audio and video processing and its required synchronization with other forms of data output.
Constraint solving for beautiful user interfaces: how solving strategies support layout aesthetics BIBAFull-Text 72-79
  Clemens Zeidler; Christof Lutteroth; Gerald Weber
Layout managers provide an automatic way to place controls in a graphical user interface (GUI). With the wide distribution of fully GUI-enabled smartphones, as well as very large or even multiple personal desktop monitors, the logical size of commonly used GUIs has become highly variable. A layout manager can cope with different size requirements and rearrange controls depending on the new layout size. However, there has been no research on how the distribution of additional or lacking space, to all controls in the layout, effects aesthetics.
   Much of the previous research focuses on discrete changes to layout. This includes changing the layout elements [15], or swapping around layout elements [7]. In this paper we focus strictly on the optimization of resizing of GUI components, and in this area we focus on rather subtle changes. This paper describes and compares strategies to distribute available space in a visual appealing way. All strategies are modeled with a constraint-based layout manager, since such a layout manager can be used to describe a wide range of layouts. Some aesthetic problems of constraint based layout managers have been identified and solutions have been provided.
   In a user evaluation three solving strategies, equal distribution, weighted distribution and a minimal deviation, have been compared. As a result, the minimal deviation approach seems to be a good strategy for large and small layout sizes. The minimal deviation and the equal distribution strategy is best at large layout sizes while the weighted distribution approach seems to perform better at small layout sizes. Furthermore, the evaluation shows that layouts with a high degree of symmetry are clearly preferred by the users.
A comparative usability study of a tag-based interface in the mobile banking context BIBAFull-Text 80-83
  Rajinesh Ravendran; Ian MacColl; Michael Docherty
This paper presents a comparative study to evaluate the usability of a tag-based interface alongside the present 'conventional' interface in the Australian mobile banking context. The tag-based interface is based on user-assigned tags to banking resources with support for different types of customization. And the conventional interface is based on standard HTML objects such as select boxes, lists, tables and etc, with limited customization. A total of 20 banking users evaluated both interfaces based on a set of tasks and completed a post-test usability questionnaire. Efficiency, effectiveness, and user satisfaction were considered to evaluate the usability of the interfaces. Results of the evaluation show improved usability in terms of user satisfaction with the tag-based interface compared to the conventional interface. This outcome is more apparent among participants without prior mobile banking experience. Therefore, there is a potential for the tag-based interface to improve user satisfaction of mobile banking and also positively affect the adoption and acceptance of mobile banking, particularly in Australia.
Avatars at a meeting BIBAFull-Text 84-87
  Safurah Binti Abdul Jalil; Brabbyn Osburn; Jingwen Huang; Mike Barley; Marin Markovich; Robert Amor
The development of remote avatars has recently generated increased research and commercial interest. Current approaches utilize simple remote-user-guided screens to represent the remote participant. Though humanoid robotic systems are significantly more expensive this work investigates the added benefit from utilizing such a robot. Two recent projects examined the potential of humanoid robotic systems to operate as a remote avatar within a meeting context and their impact on meeting dynamics and interactions. These projects identified the utility of human-like gestures as a significant benefit of humanoid robots within such a setting as well as a range of disruptive impacts due to the operational mode of humanoid robots.

Demo abstracts

Vision based indoor scene localization via smart phone BIBAFull-Text 88
  Nabeel Khan; Brendan McCane; Steven Mills
Scene localization without GPS in indoor environments is a challenging problem. Robust indoor scene localization is particularly useful for visually impaired people and robots during navigation. We present a prototype Android application which is intended to perform indoor localization and convey location information to a blind person. The application is in its early stages and we are looking to extend its functionality in the future.
TheraMem: physical rehabilitation with augmented reflection technology BIBAFull-Text 89
  Holger T. Regenbrecht; Simon Hoermann
Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced post stroke. Our TheraMem system provides an augmented reality game environment that contributes to this increasingly rich area of research. We present a prototype system which "fools the brain" by visually amplifying users' hand movements -- small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we produced early qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation.
Power wheel chair simulation as an assessment tool BIBAFull-Text 90
  Holger T. Regenbrecht; Jonny M. Collins; Abdulaziz Alshaer
We present a first version of a 3D power wheel chair (PWC) simulator to be used to assess whether a person is able to drive a real PWC. The project is in its very early stage but might lead to a comprehensive virtual assessment suite in the future.
The trade aid computer kiosk: inclusive and human centred design technology at the point of sale BIBAFull-Text 91
  Jason Taylor
We present a computer kiosk for learning in the retail space connecting producers and consumers through Fair Trade. The project has explored reactions to simple, inclusive technology focusing on the human narrative within not for profit trade and empathic human centered design toward all stakeholders.
TagNBank: tag-based interaction in mobile banking BIBAFull-Text 92
  Rajinesh Ravendran; Ian MacColl; Michael Docherty
Tags assigned by users in online and mobile banking are suitable to facilitate customization. This is especially useful and desirable in the mobile context as mobile devices are considered more personal than computers. Also, smaller screen sizes and increased risk of mistyping in the mobile context present a need for a simpler and easy-to-use interaction style.
Healthcare4Life: a ubiquitous patient-centric telehealth system BIBAFull-Text 93
  Jaspaljeet Singh Dhillon; Burkhard C. Wünsche; Christof Lutteroth
Telehealth is a promising technology for improving the quality of care of seniors while using healthcare resources more effectively. Major obstacles to a more widespread use are the high initial costs and a vendor specific design, which makes it difficult and expensive to add new functionalities. Many existing systems are designed to manage diseases rather than prevent them and do not address the social and psychological needs of the patient. The increasing numbers of seniors going online to look for health related information indicates that Internet is the right medium to deliver health-related services to patients. We present Healthcare4Life, a novel patient-centric, web-based telehealth system developed using Web 2.0 technologies which allow integration of third party health applications and provides social support to its users.
Picture the space: three concepts for management and presentation of personal digital photographs BIBAFull-Text 94
  Claudia Ott; Ralf Hebecker; Sarah Wakes
Increasing numbers of personal digital photographs are occupying our computers' hard drives and require more time and thought to be organized. However spare time is limited and the handling of digital photographs has to compete with other leisure activities. The placement of the system in the living space, the incorporation of a handheld controller and the development of ludic interface concepts are considered as promising approaches to improve the acceptance and enjoyability of products for photo management in the home environment. Three interface concepts were developed as interactive prototypes and an empirical usability study assessed the experience of the interaction.
Bimanual natural user interaction for 3D modelling application using stereo computer vision BIBAFull-Text 95
  Roy Sirui Yang; Anthony Lau; Yuk Hin Chan; Alfonso Gastélum Strozzi; Christof Lutteroth; Patrice Delmas
We demonstrate a system that allows the user to perform 3D modelling and sculpting using postures and 3D movements of their hands. The system utilises the concept of a Natural User Interface using computer vision techniques. This enables the user to operate 3D modelling software. The system's bimanual control allows left hand postures to select control mode commands, while the right hand controls movements.
Otago InForm: online evaluation request system BIBAFull-Text 96
  Adon Moskal; Jo Cramond
Evaluation questionnaires can be an invaluable resource for teachers, allowing them to gauge student understanding of a course or the effectiveness of a particular approach to teaching. Questionnaire feedback can be used for a wide range of purposes -- including departmental reviews, staff confirmation and promotion processes, and performance appraisal -- and as such, staff members must be able to tailor questionnaires to satisfy their specific requirements. Until recently, the process for ordering a student evaluation form at the University of Otago has been almost exclusively paper-based, requiring staff to fill in request forms by hand and reference various supplementary documents to indicate their preferred set of evaluation questions. Despite the fact that it has become well-established over the past ten years, such a system is unnecessarily complex for academic staff and difficult to administer. Following the recommendations of a review panel, evaluation administration staff decided that the implementation of an online request system would result in easier and more accurate ordering of student evaluations. Aiming for widespread adoption of the new system, a user-centred design approach was used to translate the existing process into the digital realm, simplifying tasks where possible while maintaining staff expectations of how the system should work.
CityViewAR outdoor AR visualization BIBAFull-Text 97
  Gun Lee; Mark Billinghurst
This demonstration shows CityViewAR, a mobile outdoor Augmented Reality (AR) application for providing AR information visualization on a city scale. The CityViewAR application was developed to provide geographical information about the city of Christchurch, which was hit by several major earthquakes in 2010 and 2011. The application provides information about destroyed buildings and historical sites that were affected by the earthquakes. The geo-located content is provided in a number of formats including 2D map views, AR visualization of 3D models of buildings on-site, immersive panorama photographs, and list views.
Interactive AR exposure therapy BIBAFull-Text 98
  Sam Corbett-Davies; Andreas Dünser; Adrian Clark
In this demonstration we show an Augmented Reality (AR) system we are developing for exposure treatment. AR has great potential for phobia treatment because virtual fear stimuli can be shown in the real world and the client can see their own body and interact naturally with the stimuli. However, advanced natural interactivity has so far not been fully implemented in AR based exposure therapy systems. Our AR exposure treatment system has a better integration of the real environment and the user into the system, and recognizes natural user actions as system input. Using the Microsoft Kinect device, we create a model of the therapy environment and the user's body. This information is used in conjunction with a physics simulation engine to create a virtual spider that reacts to the real environment in a realistic manner. The virtual spider can walk up, around, or behind real objects and can be carried, prodded and occluded by the user. We describe the system and present the iterative development of our framework including an improved gesture library for improved interactivity.
ARMicroMachines: natural interaction with augmented reality scenes BIBAFull-Text 99
  Thammathip Piumsomboon; Adrian Clark
As augmented reality (AR) applications become more common, users are expecting increasingly sophisticated experiences combining impressive visuals, interaction, and awareness of the environment. Existing technology capable of understanding user interaction and the environment is often expensive, restrictive, or non-intuitive. However the newly released Microsoft Kinect provides researchers with a low cost and widely available real time depth sensor. In this paper, we investigate using the Kinect as a means to give AR applications an understanding of the three dimensional environment they are operating in, and support new ways for the user to interact with virtual content in a natural and intuitive way. This is demonstrated using the ARMicroMachines game, an AR game that involves racing virtual cars in the real world with natural interaction between the real and virtual objects and support for free-hand gesture input.
GeoBoids: mobile AR for exergaming BIBAFull-Text 100
  Robert Lindeman; Gun Lee
We have designed a mobile Augmented Reality (AR) game which incorporates video see-through and spatialized audio AR techniques and encourages player movement in the real world. In the game, called GeoBoids, the player is surrounded by flocks of virtual creatures that are visible and hearable through mobile AR application. The goal is for the player to run to the location of a GeoBoid swarm in the real world, capture all the creatures there, then run to the next swarm and repeat, before time runs out, encouraging the player to exercise during game play. The most novel elements of the game are the use of audio input and output for interacting with the creatures. The interface design of the game includes AR visualization, spatialized audio, touch gestures and whistle interaction.
Interaction methods for mobile augmented reality BIBAFull-Text 101
  Huidong Bai; Gun Lee
In recent years mobile phone based Augmented Reality (AR) has become very popular. The current generation of smart phones has cameras, GPS and compass sensors, and significant CPU and GPU power, making them idea for mobile AR applications. Interaction concepts for handheld mobile AR often focus on device-centric interaction methods based around the screen touch. However, users may not be able to easily interact with virtual objects in mobile AR scenes if they are holding the handheld device with one hand and touching it with the other, while trying to maintain visual tracking of an AR marker. In this demonstration we show two novel interaction methods for handheld mobile AR; (1) freeze view touch and (2) zooming interaction. Freeze view touch allows people to manipulate virtual content on a frozen view of the AR scene, while zooming interaction uses an automatic zooming method to allow people to easily manipulate virtual content without the need to move close to it.
GeoTrooper: a mobile location-aware system for team coordination BIBAFull-Text 102
  Danielle Cummings; George Lucchese; Manoj Prasad; Chris Aikens; Jimmy Ho; Tracy Hammond
Navigation and assembly are critical tasks for Soldiers in battlefield situations. Soldiers must locate equipment, supplies and teammates quickly and quietly in order to ensure the success of their mission. This task can be extremely difficult and take a significant amount of time without guidance or extensive experience. To facilitate the re-assembly and coordination of airborne paratrooper teams, we have developed a location-aware system that uses an ad-hoc Wi-Fi network in order to broadcast and receive GPS coordinates of equipment and/or rendezvous points. The system consists of beacons, ruggedized computers placed at assembly points that broadcast their position over Wi-Fi, and receivers, handheld Android devices which orient the user towards the beacons and/or any predetermined coordinates.
The Auckland layout editor: an improved GUI layout specification process BIBAFull-Text 103
  Clemens Zeidler; Christof Lutteroth; Gerald Weber; Wolfgang Stürzlinger
Constraint-based layout managers are more powerful than the common grid, grid-bag, and group layout managers. However, they are also more complex and come with potential problems such as over-constrained specifications and overlap in a GUI. Current GUI builders have little support for layout constraints, and it is not clear how such constraints can be made easily accessible to GUI designers.
   We will demonstrate a GUI builder -- the Auckland Layout Editor (ALE) -- that addresses these challenges, by allowing GUI designers to specify constraint-based layouts using only simple mouse operations. ALE guarantees that all operations lead to sound specifications, making sure that the layout is solvable and non-overlapping. To achieve the latter, we propose an algorithm that automatically generates the missing constraints that are necessary to keep a layout non-overlapping. Today's applications need to run on multiple devices with different screen sizes. For this a layout must have a good appearance at different sizes. To aid the designer in creating a layout with good resizing behavior, we propose a novel automatic layout preview, which displays the layout at its minimal and at an enlarged size chosen to visualize layout problems directly.