| Interaction and user experiences with multimedia technologies: challenges and future topics | | BIBAK | Full-Text | 1-6 | |
| Ansgar Scherp; Frank Nack; Klara Nahrstedt; Masashi Inoue; Andreas Girgensohn; Andreas Henrich; Philipp Sandhaus; Sabine Thieme; Michelle Zhou | |||
| In this paper, we investigate future topics and challenges of interaction
and user experience in multimedia We bring together different perspectives from
overlapping fields of research such as multimedia, human-computer interaction,
information retrieval, networked multimedia, and creative arts. Based on
potential intersections, we define three application domains to be investigated
further, as they create high demand and good prospect for long-lasting
developments in the future. These application domains are: media working
environments, media enter-/edutainment, and social media engagement. Each
application domain is analyzed along five dimensions, namely: information
quality, presentation quality, ambience, interactivity, and user expectations.
Based on this analysis, we identify the most pressing research questions and
key challenges for each area. Finally, we advocate a user-centered approach to
tackle these challenges and questions in order to develop relevant multimedia
applications that best meet the users' expectations. Keywords: creative arts, human-computer interaction, information retrieval,
interaction, multimedia, networked multimedia, user experience | |||
| Broadcast yourself on YouTube: really? | | BIBAK | Full-Text | 7-10 | |
| Gijs Kruitbosch; Frank Nack | |||
| One essential reason for people to publish on the web is to express
themselves freely. YouTube facilitates this self-expression by allowing users
to upload video content they generated. This paper investigates to what extent
the videos on YouTube are self-generated content, instead of amalgamated
content that was mainly professionally authored in the first place. Results
show that most of the popular content on YouTube was professionally generated,
even though a random sample shows that there is plenty of user-generated
content available -- it just does not make the cut. As a result we propose that
YouTube is more of a social filter, allowing anyone to share content they find
interesting rather than a way for aspiring creative people to show their
creative abilities to the world. The outcome is a set of requirements which
describe better means for YouTube to support better authoring and presentation
of video, where the core research direction is focused on the
self-representation of humans in the realm of their creative possibilities on
one side as well as the stimulation of new insights on existing material to
stimulate new creative impulses. Keywords: search for video content, user-generated content, YouTube | |||
| Evoking gesture in interactive art | | BIBAK | Full-Text | 11-18 | |
| Ann J. Morrison; Peta Mitchell; Stephen Viller | |||
| In this paper, we describe an interactive artwork that uses large body
gestures as its primary interactive mode. The artist intends the work to
provoke active reflection in the audience by way of gesture and content. The
technology is not the focus, rather the aim is to provoke memory, to elicit
feelings of connective human experiences in a required-to-participate audience.
We find the work provokes a diverse and contradictory set of responses. The
methods used to understand this include qualitative methods common to
evaluating interactive art works, as well as in-depth discussions with the
artist herself. This paper is relevant to the Human-Centered Computing track
because in all stages of the design of the work -- as well as the evaluation --
the focus is on the human aspect; the computing is designed to enable
all-too-human responses. Keywords: art installation, artist perspective, bodily gesture, childhood, evaluation,
gesture, interaction, interaction design, ludic engagement, memory | |||
| Studying vision-based multiple-user interaction with in-home large displays | | BIBAK | Full-Text | 19-26 | |
| Wei You; Sidney Fels; Rodger Lea | |||
| Large displays at home such as TVs are becoming larger in size and more
interactive in functionality. When multiple co-located users share the screen
space of a large display, when, where and how to display their media contents
becomes an issue. This paper compares the use of automatic versus manual
methods for managing personal screen real-estate on large in-home displays. We
assume horizontally laid out "personal interaction spaces" as the user
interface for multiple users to manage their screen real-estate. In this case,
users need to sign in and out as well as have their personal spaces placed on
the display. We constructed a computer-vision based system that tracks the
identities and positions of multiple people in front of the display to support
the user studies that compare the use of tracker-based mechanisms versus manual
ones for managing the display. Our results suggest that the tracking system
shows promise for a) simplifying the user registration process in conjunction
with a manual sign-in/out process and b) effective tracker-based user-centric
placement of people's interaction space. Proper integration of manual methods
could improve the sense of control and ownership for users. Keywords: interactive large display, multi-user, screen real-estate management,
tracking | |||
| An image-centred "search and indexation system" based in user's data and perceived emotion | | BIBAK | Full-Text | 27-34 | |
| David Fonseca; Oscar García; Jaume Duran; Marc Pifarré; Eva Villegas | |||
| In recent years, we can find a lot of studies about the better way to
categorize the image in digital media for its later use more personalized and
efficient.
The large and growing number of image banks, Web pages, and search engines where we can find billions of images, is the principal reason to study the subjective relationship between the user and the image to increase the usability of interfaces where we can look, index or find images. The main objective of this work is to make a new customized interface to categorize and search images in function of statistic and subjective user data. With this system we increase the "usability" and the successful results in the task of searching and indexing photographic images in function of the user, because like we will see, there is a subjective component in the task of searching images: the origin, age, sex, or simply the user experience with the media. A secondary objective is to find the optimum relationship that has to exist among the technical characteristics of the image (like colour, compression, or resolution), the distance from the screen of the visualization and the size of it, to achieve that all the emotional information of the image it remains reflected in the user. Keywords: cultural differences, emotional usability, image compression, image
indexation, semantic relationships, web 2.0 | |||
| Enriched human-centered multimedia computing through inspirations from disabilities and deficit-centered computing solutions | | BIBAK | Full-Text | 35-42 | |
| Sethuraman Panchanthan; Narayanan C. Krishnan; Sreekar Krishna; Troy McDaniel; Vineeth Nallure Balasubramanian | |||
| The paradigm of human-centered multimedia computing (HCMC) has emerged
recently as a result of the increasing emphasis on integrating the concept of
human-centeredness in various aspects of multimedia computing. While many
theories have been proposed to advance this paradigm, it is our belief that a
complete understanding of the issues surrounding HCMC requires capturing a
complementary (yet enriching) perspective through inspirations drawn from
studying human disabilities and deficits. In this paper, we present the need
for understanding human deficiencies in sensory, neural, and cognitive
sensing/actuations which could reveal innate components of human interaction
that benefits researchers, designers and developers of new multimedia
solutions. We illustrate how technologies that were started with assistive and
rehabilitative goals have broader impacts to the general population. More
importantly, this opens up new research issues that would otherwise not have
been seen when the focus is only on the 'able' population. The study and
understanding of the disabilities and deficits leads to a better understanding
of human requirements in any human machine interaction which is important in
advancing the vision and core principles of HCMC. Keywords: assistive technology, human centered computing, human centered multimedia
computing, rehabilitative technology | |||
| Quality-driven human-centered approach for service provisioning in ambient environment | | BIBAK | Full-Text | 43-48 | |
| M. Anwar Hossain; Abdulmotaleb El Saddik | |||
| In this paper, we emphasize the importance of taking quality issues into
account when designing an ambient intelligence system. In particular, we state
that the multiple dimensions of quality such as quality of information, quality
of service and quality of experience influence the selection of heterogeneous
services in an ambient service provisioning scenario. We also show how these
quality dimensions are related/in-contrast to each other and how they
contribute to the design of a human-centered service provisioning framework,
which aims to capture the current context of humans and spontaneously provide
services in their ambient environment. Keywords: ambient environment, context, human-centered computing, quality, service
provisioning | |||
| Effect of screen configuration and interaction devices in shared display groupware | | BIBAK | Full-Text | 49-56 | |
| Andriy Pavlovych; Wolfgang Stuerzlinger | |||
| Interactive tabletop and wall surfaces support collaboration and
interactivity in novel ways. Apart from keyboards and mice, such systems can
also incorporate other input devices, namely laser pointers, marker pens with
screen location sensors, or touch-sensitive surfaces. Similarly, instead of a
vertically positioned desktop monitor, collaborative setups typically use much
larger displays, which are oriented either vertically (wall) or horizontally
(tabletop), or combine both kinds of surfaces.
In this paper we describe an empirical study that investigates how technical system constraints can affect group performance in high pace collaborative tasks. For this, we compare various input and output modalities in a system that consists of several interactive tabletop and wall surface(s). We observed that the performance of a group of people scaled almost linearly with the number of participants on an almost perfectly parallel task. We also found that mice were significantly faster than laser pointers, but only by 21%. Also, interaction on walls was significantly faster than on the tabletop, by 51%. Keywords: cscw, interactive walls, laser pointers, tabletops | |||
| Architecting ambient intelligence systems | | BIBAK | Full-Text | 57-60 | |
| Hari Kalva; Borko Furht | |||
| Ambient Intelligence (AmI) systems refer to ubiquitous computing with focus
on human experiences. The AmI ideas are based on the premise that if
environment around individuals can be personalized for the current needs of an
individual, then the lives can be more productive and enjoyable. New and
existing technologies will be used to personalize spaces and experiences in AmI
environments. The goal of AmI is to make computing and technology transparent
and invisible to the individual. AmI is characterized by unobtrusive and mostly
invisible technologies working together, anticipating the needs, and
personalizing the environment and experiences for individuals. This paper
presents new ideas in developing AmI infrastructure for deploying AmI services.
The proposed system architecture is based on characterizing the roles and
rights of individuals in the current environment and designing components and
services that respond to these roles. The generalized architecture can be used
to adapt physical as well as virtual spaces to fit individual preferences. A
general architecture is necessary to move AmI from a collection of "cool
gadgets" to an ambient and aware service focused on personalization for
individuals. Keywords: ambient intelligence, architecture, personalization, service composition | |||
| Presentation tools for high-resolution and multiple displays | | BIBAK | Full-Text | 61-68 | |
| Joel Lanir; Kellogg S. Booth | |||
| Presentation software was originally developed as a way to design overhead
transparencies to be used as visual aids in talks. While much of the software
has since then changed, the basic design using the slide metaphor still follows
the original purpose and does not accommodate the different needs and uses
presentation software has today. We describe our experiences and design process
in developing MultiPresenter -- a presentation system that works on multiple
displays designed to promote audiences' learning. Our human-centered approach
includes observing instructors use of traditional visual aids such as
whiteboards and blackboards as well as newer aids such as computer-generated
slide presentations, interviews with instructors during the requirement
gathering phase, and multiple iterations of design and testing during the
implementation phase. We describe our current and future plans for evaluating
and extending our system. Evaluations focus on the deployment of MultiPresenter
in actual classrooms to gain valuable feedback from both instructors and
students on our design decisions and on the effects that our system has on
learning. Keywords: human-centered design, multiscreen and high-resolution displays,
presentation tools, visual aids | |||
| Exploring a human centered approach to managing visual privacy concerns during collaboration | | BIBAK | Full-Text | 69-76 | |
| Kirstie Hawkey | |||
| Human Centered Computing (HCC) systems should be socially aware and HCC
applications should act according to the social context in which they are
deployed. This paper examines a human centered approach to managing visual
privacy during collaboration around a personal computer. We propose an
intelligent system that takes into account the current social context of the
user. Prior research has found that visual privacy can be a concern when traces
of prior activities (i.e. web browsing history) that are inappropriate for the
current social viewing context are displayed. Investigations of privacy
management approaches have found that the burden of manually classifying traces
of prior activity is high. The approach presented here is based on a conceptual
model of incidental information privacy in web browsers developed previously.
In this paper, we introduce a predictive model of privacy concerns, both for
the general case and within the context of two specific viewer types. Our
results suggest that an intelligent user interface approach is feasible and
that adaptations may be combined with more explicit approaches to reduce users'
burden of managing their visual privacy. Keywords: adaptive user interface, incidental information privacy, usable security and
privacy, user modeling, visual privacy, web browser | |||