HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,256,692
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Catala_A* Results: 13 Sorted by: Date  Comments?
Help Dates
Limit:   
MarkAirs: Around-Device Interactions with Tablets Using Fiducial Markers -- An Evaluation of Precision Tasks Late-Breaking Works: Novel Interactions / Garcia-Sanjuan, Fernando / Jaen, Javier / Fitzpatrick, Geraldine / Catala, Alejandro Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2474-2481
ACM Digital Library Link
Summary: This paper evaluates MarkAirs, an interaction technique that uses fiducial markers to perform mid-air interactions. MarkAirs offers several advantages: the proposed technique does not require any tracking external hardware other than the front camera of a mobile device; it is robust even when the markers are partially occluded; and it enables precise 2D manipulations (translation, rotation and scaling). An evaluation study points to the feasibility and precision of the proposed technique and the perceived usability and subjective workload impressions of the participants.

Airsteroids: Re-designing the Arcade Game Using MarkAirs Demos / Garcia-Sanjuan, Fernando / Jaen, Javier / Catala, Alejandro / Fitzpatrick, Geraldine Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.413-416
ACM Digital Library Link
Summary: This paper presents Airsteroids, a multi-player redesign of the classic arcade game Asteroids. The redesign makes use of handheld devices such as tablets and Smartphones and of MarkAirs, an around-device interaction (ADI) with fiducial markers that reduces occlusion on the screens and interference between users' interactions.

Around-Device Interactions: A Usability Study of Frame Markers in Acquisition Tasks Evaluation Methods/Usability Evaluation / Garcia-Sanjuan, Fernando / Catala, Alejandro / Fitzpatrick, Geraldine / Jaen, Javier Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II 2015-09-14 v.2 p.195-202
Keywords: Around-Device Interaction (ADI); Tablets; Fiducial markers; Frame markers; Multi-Display Environments (MDE); Usability study
Link to Digital Content at Springer
Summary: Digital tabletops present numerous benefits in face-to-face collaboration environments. However, their integration in real settings is complicated by cost and fixed location. In this respect, building table-like environments using several handheld devices such as tablets or smartphones provides a promising alternative but is limited to touch interaction only. We propose instead another kind of "around-device" interaction (ADI) technique using the built-in front camera of these devices and fiducial frame markers, which presents advantages including better awareness and less interference. This paper contributes a first step in exploring the potential of this interaction technique by conducting a usability test comparing several ergonomic factors that may have an effect on the very first operation of the interaction: the acquisition of the marker.

Text Entry on Tiny QWERTY Soft Keyboards How Fast Can you Type on your Phone? / Leiva, Luis A. / Sahami, Alireza / Catala, Alejandro / Henze, Niels / Schmidt, Albrecht Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.669-678
ACM Digital Library Link
Summary: The advent of wearables (e.g., smartwatches, smartglasses, and digital jewelry) anticipates the need for text entry methods on very small devices. We conduct fundamental research on this topic using 3 qwerty-based soft keyboards for 3 different screen sizes, motivated by the extensive training that users have with qwerty keyboards. In addition to ZoomBoard (a soft keyboard for diminutive screens), we propose a callout-based soft keyboard and ZShift, a novel extension of the Shift pointing technique. We conducted a comprehensive user study followed by extensive analyses on performance, usability, and short-term learning. Our results show that different small screen sizes demand different types of assistance. In general, manufacturers can benefit from these findings by selecting an appropriate qwerty soft keyboard for their devices. Ultimately, this work provides designers, researchers, and practitioners with new understanding of qwerty soft keyboard design space and its scalability for tiny touchscreens.

Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children Session 5: Children and Learning / Nacher, Vicente / Jaen, Javier / Catala, Alejandro Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.159-162
ACM Digital Library Link
Summary: Pre-kindergarten children are becoming frequent users of multi-touch technology and, according to previous studies they are able to perform several multi-touch gestures successfully. However, they do not use these devices supervised at all times. Consequently, interactive applications for pre-kindergarteners need to convey their underlying design intent and interactive principles with respect to touch interaction. In this paper, we present and evaluate two approaches to communicate three different touch gestures (tap, drag and scale up) to pre-kindergarten users. Our results show, firstly, that it is possible to effectively communicate them using visual cues and, secondly, that an animated semiotic approach is better than an iconic one.

Improving Pre-Kindergarten Touch Performance Session 5: Children and Learning / Nacher, Vicente / Jaen, Javier / Catala, Alejandro / Navarro, Elena / Gonzalez, Pascual Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.163-166
ACM Digital Library Link
Summary: Multi-touch technology provides users with a more intuitive way of interaction. However, pre-kindergarten children, a growing group of potential users, have problems with some basic gestures according to previous studies. This is particularly the case of the double tap and long pressed gestures, which have some issues related to spurious entry events and time-constrained interactions, respectively. In this paper, we empirically test specific strategies to deal with these issues by evaluating off-the-shelf implementations of these gestures against alternative implementations that follow these guidelines. The study shows that the implementation of these design guidelines has a positive effect on success rates of these two gestures, being feasible their inclusion in future multi-touch applications targeted at pre-kindergarten children.

BoD taps: an improved back-of-device authentication technique on smartphones Devices and interaction design / Leiva, Luis A. / Català, Alejandro Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.63-66
ACM Digital Library Link
Summary: Previous work in the literature has shown that back-of-device (BoD) authentication is significantly more secure than standard front-facing approaches. However, the only BoD method available to date (Bod Shapes) is difficult to perform, especially with one hand. In this paper we propose Bod Taps, a novel approach that simplifies BoD authentication while improving its usage. A controlled evaluation with 12 users revealed that Bod Taps and Bod Shapes perform equally good at unlocking the device, but Bod Taps allows users to enter passwords about twice faster than Bod Shapes. Moreover, Bod Taps is perceived as being more usable and less frustrating than Bod Shapes, either using one or two hands.

Back-of-device authentication with bod taps and bod shapes Demonstrations / Catala, Alejandro / Leiva, Luis A. Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.425
ACM Digital Library Link
Summary: This demonstration accompanies a paper accepted at MobileHCI'14. Back-of-device (BoD) authentication has shown to be significantly more secure than standard front-facing approaches, being BoD Shapes the most representative method found in the literature. With the aim of getting a better understanding and improving its usage, we developed BoD Taps as a novel alternative. Our experiments revealed that BoD Taps and BoD Shapes perform equally good at unlocking the device, but BoD Taps allows users to enter passwords about twice faster. Moreover, BoD Taps was perceived as being more usable and less frustrating than BoD Shapes. This demonstration showcases both authentication methods in action, aimed at comparing and discussing their features and potential improvements.

Mood Boards as a Universal Tool for Investigating Emotional Experience Emotional and Persuasion Design / Chang, Huang-Ming / Díaz, Marta / Catalá, Andreu / Chen, Wei / Rauterberg, Matthias DUXU 2014: Third International Conference on Design, User Experience, and Usability, Part IV: User Experience Design Practice 2014-06-22 v.4 p.220-231
Keywords: mood boards; emotion; evaluation tool; user experience
Link to Digital Content at Springer
Summary: Emotion is an essential part of user experience. While researchers are striving for new research tools for evaluate emotional experiences in design, designers have been using experience-based tools for studying emotions in practice, such as mood boards. Mood boards were developed for communicating emotional qualities between designers and clients, but have not yet been considered as an evaluation tool for investigating emotional experience. In this study we examined whether design students and non-design students have similar criteria in evaluating these mood boards. The results showed that the inter-rater reliability among all participants were considerably high, which suggested that mood boards are potential to be used as an evaluation tool for research on emotion.

Experience the World with Archetypal Symbols: A New Form of Aesthetics Design and Evaluation of Smart and Intelligent Environments / Chang, Huang-Ming / Ivonin, Leonid / Diaz, Marta / Catala, Andreu / Chen, Wei / Rauterberg, Matthias DAPI 2013: 1st International Conference on Distributed, Ambient, and Pervasive Interactions 2013-07-21 p.205-214
Keywords: Human Experience; Symbols; Phenomenology; Archetypes
Link to Digital Content at Springer
Summary: According to the theories of symbolic interactionism, phenomenology of perception and archetypes, we argue that symbols play the key role in translating the information from the physical world to the human experience, and archetypes are the universal knowledge of cognition that generates the background of human experience (the life-world). Therefore, we propose a conceptual framework that depicts how people experience the world with symbols, and how archetypes relate the deepest level of human experience. This framework indicates a new direction of research on memory and emotion, and also suggests that archetypal symbolism can be a new resource of aesthetic experience design.

Exploring tabletops as an effective tool to foster creativity traits Intangibles / Catala, Alejandro / Jaen, Javier / van Dijk, Betsy / Jordà, Sergi Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.143-150
ACM Digital Library Link
Summary: Creativity is a relevant characteristic for people's development as it facilitates the generation of new ideas and innovation processes. Although technology has played an important role on creativity stimulation, it still needs to be explored for a better understanding and support in the context of information and communication technologies. In this paper a basic creativity assessment model is presented and an empirical study has been conducted whose aim is to get insight into whether an interactive surface as base technology for collaborative creative tasks is promising in terms of both collaboration and creativity traits. In the study two tabletop-based platforms (a digitally-augmented, and a physical-only without computer mediation) were involved to solve a problem consisting of creating Rube-Goldberg machines. From these experiments, we have observed that in terms of creativity traits, interactive surfaces seem promising as groups working in the digital platform showed significantly more performance in fluency of thinking, were more motivated, and novelty was found near to significance. Also some issues related to collaboration and interaction were analyzed. In particular, the co-operation, the retrial fine adjustment, and the dominance showed that the properties of an interactive surface tabletop suits better for facilitating the sharing of objects and participation in conditions of co-operation by co-located participants.

A semantic model for reactive entities to support collaborative game design Game design / Catalá, Alejandro / Jaen, Javier Proceedings of the 2008 Conference on Future Play 2008-11-03 p.216-219
Keywords: education, learning, semantic events, serious games design
ACM Digital Library Link
Summary: Commercial games for learning purposes have been widely used with relative success. However, very often game content hardly fits to the curriculum content, players lack direct communication, and the focus is only on learning by playing. In this paper we argue that a more interesting approach for learning is to involve players in the design process of the game in a way in which the rules governing the game, the participating virtual entities and the design of the game environment are defined and created by the players themselves. In this respect, keeping in mind that learning environments need to be spaces for discussion, experimentation and reflection, we discuss in this paper one of the many issues that have to be addressed to provide tools for learners to create in a collaborative way their own games. Particularly, we discuss how reactive entities that respond to events that are defined during the creation process can be modeled in a collaborative way. We propose a conceptual model for supporting such a tool for the creation of interactive and reactive environments.

EDITED BOOK Playful User Interfaces: Interfaces that Invite Social and Physical Interaction Gaming Media and Social Effects / Nijholt, Anton p.352 Springer Singapore
ISBN: 978-981-4560-95-5 (print), 978-981-4560-96-2 (online)
Link to Digital Content at Springer
Playful Interfaces: Introduction and History (1-21)
	+ Nijholt, Anton
== Public and Mobile Entertainment ==
Public Systems Supporting Noninstrumented Body-Based Interaction (25-45)
	+ Grammenos, Dimitris
	+ Drossis, Giannis
	+ Zabulis, Xenophon
Playing with the Environment (47-69)
	+ Centieiro, Pedro
	+ Romão, Teresa
	+ Dias, A. Eduardo
Designing Mobile and Ubiquitous Games and Playful Interactions (71-95)
	+ Coulton, Paul
== Indoor and Outdoor Playgrounds ==
Interactive Playgrounds for Children (99-118)
	+ Poppe, Ronald
	+ van Delden, Robby
	+ Moreno, Alejandro
	+ Reidsma, Dennis
Designing Interactive Outdoor Games for Children (119-140)
	+ Soute, Iris
	+ Markopoulos, Panos
Smart Ball and a New Dynamic Form of Entertainment (141-160)
	+ Kodama, Sachiko
	+ Sato, Toshiki
	+ Koike, Hideki
== Games for Change, Personalization, and Teaching ==
Games for Change: Looking at Models of Persuasion Through the Lens of Design (163-184)
	+ Antle, Alissa N.
	+ Tanenbaum, Joshua
	+ Macaranas, Anna
	+ Robinson, John
Individual and Collaborative Personalization in a Science Museum (185-208)
	+ van Dijk, Betsy
	+ Lingnau, Andreas
	+ Vissers, Geert
	+ Kockelkorn, Hub
NoProblem! A Collaborative Interface for Teaching Conversation Skills to Children with High Functioning Autism Spectrum Disorder (209-224)
	+ Zancanaro, Massimo
	+ Giusti, Leonardo
	+ Bauminger-Zviely, Nirit
	+ Eden, Sigal
	+ Gal, Eynat
	+ Weiss, Patrice L.
== Health and Sports ==
Designing for Social and Physical Interaction in Exertion Games (227-251)
	+ Mueller, Florian 'Floyd'
	+ Gibbs, Martin R.
	+ Vetere, Frank
Designing Games to Discourage Sedentary Behaviour (253-274)
	+ Mandryk, Regan L.
	+ Gerling, Kathrin M.
	+ Stanley, Kevin G.
== Learning by Creating ==
Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games (277-292)
	+ Lee, Eunkyoung
	+ Kafai, Yasmin B.
	+ Vasudevan, Veena
	+ Davis, Richard Lee
Playful Creativity: Playing to Create Games on Surfaces (293-315)
	+ Catala, Alejandro
	+ Jaen, Javier
	+ Pons, Patricia
	+ Garcia-Sanjuan, Fernando
Bifocal Modeling: Promoting Authentic Scientific Inquiry Through Exploring and Comparing Real and Ideal Systems Linked in Real-Time (317-352)
	+ Blikstein, Paulo