Finexus: Tracking Precise Motions of Multiple Fingertips Using Magnetic
Sensing
Tracking Fingers
/
Chen, Ke-Yu
/
Patel, Shwetak N.
/
Keller, Sean
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1504-1514
© Copyright 2016 ACM
Summary: With the resurgence of head-mounted displays for virtual reality, users need
new input devices that can accurately track their hands and fingers in motion.
We introduce Finexus, a multipoint tracking system using magnetic field
sensing. By instrumenting the fingertips with electromagnets, the system can
track fine fingertip movements in real time using only four magnetic sensors.
To keep the system robust to noise, we operate each electromagnet at a
different frequency and leverage bandpass filters to distinguish signals
attributed to individual sensing points. We develop a novel algorithm to
efficiently calculate the 3D positions of multiple electromagnets from
corresponding field strengths. In our evaluation, we report an average accuracy
of 1.33 mm, as compared to results from an optical tracker. Our real-time
implementation shows Finexus is applicable to a wide variety of human input
tasks, such as writing in the air.
Curiosity Killed the Cat, but Makes Crowdwork Better
Reward me! Motivating and Incentivising Crowdsourcing
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Law, Edith
/
Yin, Ming
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Goh, Joslin
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Chen, Kevin
/
Terry, Michael A.
/
Gajos, Krzysztof Z.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4098-4110
© Copyright 2016 ACM
Summary: Crowdsourcing systems are designed to elicit help from humans to accomplish
tasks that are still difficult for computers. How to motivate workers to stay
longer and/or perform better in crowdsourcing systems is a critical question
for designers. Previous work have explored different motivational frameworks,
both extrinsic and intrinsic. In this work, we examine the potential for
curiosity as a new type of intrinsic motivational driver to incentivize crowd
workers. We design crowdsourcing task interfaces that explicitly incorporate
mechanisms to induce curiosity and conduct a set of experiments on Amazon's
Mechanical Turk. Our experiment results show that curiosity interventions
improve worker retention without degrading performance, and the magnitude of
the effects are influenced by both personal characteristics of the worker and
the nature of the task.
AutoManner: An Automated Interface for Making Public Speakers Aware of Their
Mannerisms
IUI for Education and Training
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Tanveer, M. Iftekhar
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Zhao, Ru
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Chen, Kezhen
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Tiet, Zoe
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Hoque, Mohammed Ehsan
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.385-396
© Copyright 2016 ACM
Summary:
Many individuals exhibit unconscious body movements called mannerisms while
speaking. These repeated changes often distract the audience when not relevant
to the verbal context. We present an intelligent interface that can
automatically extract human gestures using Microsoft Kinect to make speakers
aware of their mannerisms. We use a sparsity-based algorithm, Shift Invariant
Sparse Coding, to automatically extract the patterns of body movements. These
patterns are displayed in an interface with subtle question and answer-based
feedback scheme that draws attention to the speaker's body language. Our formal
evaluation with 27 participants shows that the users became aware of their body
language after using the system. In addition, when independent observers
annotated the accuracy of the algorithm for every extracted pattern, we find
that the patterns extracted by our algorithm is significantly (p<0.001) more
accurate than just random selection. This represents a strong evidence that the
algorithm is able to extract human-interpretable body movement patterns. An
interactive demo of AutoManner is available at tinyurl.com/AutoManner.
AR-Arm: Augmented Visualization for Guiding Arm Movement in the First-Person
Perspective
/
Han, Ping-Hsuan
/
Chen, Kuan-Wen
/
Hsieh, Chen-Hsin
/
Huang, Yu-Jie
/
Hung, Yi-Ping
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.31
© Copyright 2016 Authors
Summary: In many activities, such as martial arts, physical exercise, and
physiotherapy, the users are asked to perform a sequence of body movements with
highly accurate arm positions. Sometimes, the movements are too complicated for
users to learn, even by imitating the action of the coach directly. This paper
presents a fully immersive augmented reality (AR) system, which provides
egocentric hints to guide the arm movement of the user via a video see-through
head-mounted display (HMD). By using this system, the user can perform the
exactitude of arm movement simply by moving his arms to follow and match the
virtual arms, rendered from coach's movement of database, in the first-person
view. To ensure the rendered virtual arms correctly aligned with the user's
real shoulders, a calibration method is proposed to estimate the length of the
user's arms and the positions of his head and shoulders in advance. In
addition, we apply the system to Tai-Chi-Chuan practicing, our preliminary
study has shown that the proposed egocentric hints can provide intuitive
guidance for users to follow the arm movement of the coach with exactitude.
Who are the Devils Wearing Prada in New York City?
Session: Multimedia Grand Challenge
/
Chen, KuanTing
/
Chen, Kezhen
/
Cong, Peizhong
/
Hsu, Winston H.
/
Luo, Jiebo
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.177-180
© Copyright 2015 ACM
Summary: Fashion is a perpetual topic in human social life, and the mass has the
penchant to emulate what large city residents and celebrities wear. Undeniably,
New York City is such a bellwether large city with all kinds of fashion
leadership. Consequently, to study what the fashion trends are during this
year, it is very helpful to learn the fashion trends of New York City.
Discovering fashion trends in New York City could boost many applications such
as clothing recommendation and advertising. Does the fashion trend in the New
York Fashion Show actually influence the clothing styles on the public? To
answer this question, we design a novel system that consists of three major
components: (1) constructing a large dataset from the New York Fashion Shows
and New York street chic in order to understand the likely clothing fashion
trends in New York, (2) utilizing a learning-based approach to discover fashion
attributes as the representative characteristics of fashion trends, and (3)
comparing the analysis results from the New York Fashion Shows and street-chic
images to verify whether the fashion shows have actual influence on the people
in New York City. Through the preliminary experiments over a large clothing
dataset, we demonstrate the effectiveness of our proposed system, and obtain
useful insights on fashion trends and fashion influence.
Smart Beholder: An Open-Source Smart Lens for Mobile Photography
Session 6: Telepresence, Virtual, and Augmented Reality
/
Huang, Chun-Ying
/
Hsu, Chih-Fan
/
Tsai, Tsung-Han
/
Fan, Ching-Ling
/
Hsu, Cheng-Hsin
/
Chen, Kuan-Ta
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.351-360
© Copyright 2015 ACM
Summary:
Smart lenses are detachable lenses connected to mobile devices via wireless
networks, which are not constrained by the small form factor of mobile devices,
and have potential to deliver better photo (video) quality. However, the
viewfinder previews of smart lenses on mobile devices are difficult to
optimize, due to the strict resource constraints on smart lenses and
fluctuating wireless network conditions. In this paper, we design, implement,
and evaluate an open-source smart lens, called Smart Beholder. It achieves
three design goals: (i) cost effectiveness, (ii) low interaction latency, and
(iii) high preview quality by: (i) selecting an embedded system board that is
just powerful enough, (ii) minimizing per-component latency, and (iii)
dynamically adapting the video coding parameters to maximizing Quality of
Experience (QoE), respectively. Several optimization techniques, such as
anti-drifting mechanism for video frames and QoE-driven resolution/frame rate
adaptation algorithm, are proposed in this paper. Our measurement study shows
that Smart Beholder outperforms Altek Cubic and Sony QX100 in terms of lower
bitrate, lower latency, slightly higher frame rate, and better preview quality.
We also demonstrate that sys adapts to network dynamics. Smart Beholder has
been made public at www.smartbeholder.org as an experimental platform
for researchers and developers to optimize smart lenses and other embedded
real-time video streaming systems.
DeepCamera: A Unified Framework for Recognizing Places-of-Interest based on
Deep ConvNets
Short Papers: Knowledge Management
/
Peng, Pai
/
Chen, Hongxiang
/
Shou, Lidan
/
Chen, Ke
/
Chen, Gang
/
Xu, Chang
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1891-1894
© Copyright 2015 ACM
Summary: In this work, we present a novel project called DeepCamera (DC) for
recognizing places-of-interest (POI) with smartphones. Our framework is based
on deep convolutional neural networks (ConvNets) which are currently
state-of-the-art solutions to vision recognition tasks such as our mission. We
propose a novel ConvNet by introducing a new layer called "spatial layer" which
captures spatial knowledge from a geographic view. As a result, both spatial
and visual knowledge contribute to generating a hybrid probability distribution
over all possible POI candidates. Furthermore, we compress multiple trained
deep ConvNets into one single shallow net called "shNet" which achieves
competitive performance with ensemble methods. Our preliminary experiments
conducted on real-world dataset have shown promising POI recognition results.
Remembrance: Making Player Character's Inner World Playable
Student Game Design Competition
/
Chen, Kenneth
/
Guevara, Caroline
/
Burch, Ethan
/
Zhu, Jichen
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.759-762
© Copyright 2015 ACM
Summary: Remembrance is an experimental puzzle platformer game we developed to
explore new ways to make the character's inner world (e.g., memories, emotions,
and imagination) playable. In this game, we used the landscape as a metaphor of
the player character's inner world and gave the player the ability to transform
the landscape through a core mechanic we call terraforming.
Acceptance of ICTs by Older Adults: A Review of Recent Studies
ICT Use and Acceptance
/
Ma, Qi
/
Chen, Ke
/
Chan, Alan Hoi Shou
/
Teh, Pei-Lee
ITAP 2015: First International Conference on Human Aspects of IT for the
Aged Population, Part I: Design for Aging
2015-08-02
v.1
p.239-249
Keywords: Review; Older adults; Information communication technologies (ICTs);
Technology acceptance
© Copyright 2015 Springer International Publishing Switzerland
Summary: Objectives: Issues surrounding aging and information communication
technologies (ICTs) are of critical importance. This study aims to identify the
determinants of the acceptance of ICTs innovations by older adults, and discuss
the research gap in the gerontechnology literature.
Methods: Research articles were selected from four multi-disciplinary
databases (SCOPUS, ProQuest, EBSCOHOST, Science Direct) from 2004 to 2015.
Articles were filtered by "Older than 55", "healthy", "acceptance", "ICTs",
etc. Finally, a total of 29 papers including qualitative, quantitative and
mixed-method research are used in this study.
Results: The majority of these studies indicated that older adults have a
positive attitude towards using ICTs. The findings summarized ICTs-related
technologies in five basic domains: Intelligent monitoring, Health care
delivery, Online services, Social communication, and Internet & Computer.
The review gathered and classified important acceptance factors into six
themes: Perceived Benefits of Use, Subjective Norm, Perceived Behavior Control,
Perceived Usability, Affections, and Socio-demographic Mediators.
GRWM: in the bathroom
Interactions gallery (demonstrations)
/
Chen, Ko-Le
Proceedings of the 2015 British Human Computer Interaction Conference
2015-07-13
p.314
© Copyright 2015 Authors
Summary: Academic research findings are disseminated globally through formal
publications in journals and conferences. In this process, knowledge is
regularly abstracted and consolidated according to well-established formats
with the intention to maintain consistency across a diverse range of work.
Today, not only do researchers accumulate more data than before, they are also
spoiled with data storage options. These storage technologies are in turn
affecting the materialities of knowledge. Perhaps in the near future, academic
authors will be principally concerned with file formats, compatibility, and how
storage and access to their research affects the way it is read. In response I
would like to propose a video essay [1] as a conceptual tool to facilitate
discourse on the future of dissemination in the research community.
The video essay aims to mimic the technical and aesthetic qualities of a
YouTube video genre -- Get Ready With Me (GRWM). YouTube is the video library
of our time, including an expanding range of research films. GRWM: In the
bathroom is a collaboration with a fellow researcher and creates a female
persona in a fictionalized situation where she is confronted with the idea of
herself being distributed as research knowledge, thus engaging the viewer in a
discussion about research subjects and their relation to knowledge
dissemination.
Identifying Regrettable Messages from Tweets
Posters
/
Zhou, Lu
/
Wang, Wenbo
/
Chen, Keke
Companion Proceedings of the 2015 International Conference on the World Wide
Web
2015-05-18
v.2
p.145-146
© Copyright 2015 ACM
Summary: Inappropriate tweets may cause severe damages on the authors' reputation or
privacy. However, many users do not realize the potential damages when
publishing such tweets. Published tweets have lasting effects that may not be
completely eliminated by simple deletion, because other users may have read
them or third-party tweet analysis platforms have cached them. In this paper,
we study the problem of identifying regrettable tweets from normal individual
users, with the ultimate goal of reducing the occurrences of regrettable
tweets. We explore the contents of a set of tweets deleted by sample normal
users to understand the regrettable tweets. With a set of features describing
the identifiable reasons, we can develop classifiers to effectively distinguish
such regrettable tweets from normal tweets.
Remote Paper Prototype Testing
Rethinking Evaluation for Today's HCI
/
Chen, Kevin
/
Zhang, Haoqi
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.77-80
© Copyright 2015 ACM
Summary: To test paper prototypes of mobile applications, we have been experimenting
with remote paper prototype testing as an approach and tool for enabling a
designer to wizard a paper prototype from afar while a user tests the prototype
out of the lab. This paper presents a system for remote paper prototype testing
that consists of (1) a video camera placed over a paper prototype, which
streams a live audio-visual feed via Google Hangouts to a tester, and (2)
Google Glass on the tester, which streams a live audio-visual-data feed to the
facilitator and wizard. Results from a pilot study found that remote paper
prototype testing helped designers gain valuable insights through use in
realistic scenarios.
Toward the New Item Problem: Context-Enhanced Event Recommendation in
Event-Based Social Networks
Recommender Systems
/
Wang, Zhenhua
/
He, Ping
/
Shou, Lidan
/
Chen, Ke
/
Wu, Sai
/
Chen, Gang
Proceedings of ECIR 2015, the 2015 European Conference on Information
Retrieval
2015-03-29
p.333-338
Keywords: Event recommendation; event-based social network; new item problem; learning
to rank
© Copyright 2015 Springer International Publishing Switzerland
Summary: Increasing popularity of event-based social networks (EBSNs) calls for the
developments in event recommendation techniques. However, events are uniquely
different from conventional recommended items because every event to be
recommended is a new item. Traditional recommendation methods such as
collaborative filtering techniques, which rely on users' rating histories, are
not suitable for this problem. In this paper, we propose a novel
context-enhanced event recommendation method, which exploits the rich context
in EBSNs by unifying content, social and geographical information. Experiments
on a real-world dataset show promising results of the proposed method.
A Probabilistic Concept Annotation for IT Service Desk Tickets
Boaster Session
/
Jan, Ea-Ee
/
Chen, Kuan-Yu
/
Ide, Tsuyoshi
Proceedings of the 2014 International Workshop on Exploiting Semantic
Annotations in Information Retrieval
2014-11-07
p.21-23
© Copyright 2014 ACM
Summary: Ticket annotation and search has become an important research subject in the
IT service desk delivery. Millions of tickets are created yearly to address
business users' IT related problems. In IT service desk management, it is
critical to first capture the pain points for a group of tickets to determine
root cause; secondly, to obtain the respective distributions in order to layout
the priority of addressing these pain points. An advanced ticket analytics
system utilizes a combination of topic modeling and clustering to address the
above issues and the integration of these features into information
architecture will allow for a wider distribution of this technology and
progress to a remarkable financial impact for IT industry. Topic modeling has
been used to extract topics from given documents; each topic is represented by
unigram distributions. However, it is not clear how to interpret the results.
Due to the inadequacy to render top concepts, in this paper, we propose a
probabilistic framework, which integrates topic models, POS tags, query
expansion and so on, for the practical challenge. The rigorously empirical
experiments demonstrate the consistent and utility performance of the proposed
method on real datasets.
Screencast in the Wild: Performance and Limitations
Posters 1
/
Hsu, Chih-Fan
/
Chen, De-Yu
/
Huang, Chun-Ying
/
Hsu, Cheng-Hsin
/
Chen, Kuan-Ta
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.813-816
© Copyright 2014 ACM
Summary: Displays without associated computing devices are increasingly more popular,
and the binding between computing devices and displays is no longer one-to-one
but more dynamic and adaptive. Screencast technologies enable such dynamic
binding over ad hoc one-hop networks or Wi-Fi access points. In this paper, we
design and conduct the first detailed measurement study on the performance of
state-of-the-art screencast technologies. By varying the user demands and
network conditions, we find that Splashtop and Miracast outperform other
screencast technologies under typical setups. Our experiments also show that
the screencast technologies either: (i) do not dynamically adjust bitrate or
(ii) employ a suboptimal adaptation strategy. The developers of future
screencast technologies are suggested to pay more attentions on the bitrate
adaptation strategy, e.g., by leveraging cross-layer optimization paradigm.
Influence of altered visual feedback on neck movement for a virtual reality
rehabilitative system
Health Care: HC6 -- Surgical Performance and Simulation Training
/
Chen, Karen B.
/
Ponto, Kevin
/
Sesto, Mary E.
/
Radwin, Robert G.
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.693-697
doi 10.1177/1541931214581162
© Copyright 2014 HFES
Summary: This paper investigates altering visual feedback during neck movement
through control-display (C-D) gain for a head-mounted display, for the purpose
of determining the just noticeable difference (JND) for encouraging individuals
with kinesiophobia (i.e. fear avoidance of movement due to chronic pain) to
effectively perform therapeutic neck exercises. The JND was defined as .25
probability of detecting a difference from unity C-D gain (gain=1). A
target-aiming task with two consecutive neck moves per trial was presented; one
neck move had varying C-D gain and the other had unity gain. The VR system was
able to influence neck moves without changing locations of the target.
Participants indicated whether the two neck movements were the same or
different. Logistic regression revealed that the JND gains were 0.903 (lower
bound) and 1.159 (upper bound) as the participants could not discriminate a
55° turn, ranging from 49.7° to 63.7°. This preliminary study shows
that immersive VR with altered visual feedback influenced movement. The
feasibility for rehabilitation of individuals with kinesiophobia will next be
assessed.
SideSwipe: detecting in-air gestures around mobile devices using actual GSM
signal
Touch & gesture
/
Zhao, Chen
/
Chen, Ke-Yu
/
Aumi, Md Tanvir Islam
/
Patel, Shwetak
/
Reynolds, Matthew S.
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.527-534
© Copyright 2014 ACM
Summary: Current smartphone inputs are limited to physical buttons, touchscreens,
cameras or built-in sensors. These approaches either require a dedicated
surface or line-of-sight for interaction. We introduce SideSwipe, a novel
system that enables in-air gestures both above and around a mobile device. Our
system leverages the actual GSM signal to detect hand gestures around the
device. We developed an algorithm to convert the discrete and bursty GSM pulses
to a continuous wave that can be used for gesture recognition. Specifically,
when a user waves their hand near the phone, the hand movement disturbs the
signal propagation between the phone's transmitter and added receiving
antennas. Our system captures this variation and uses it for gesture
recognition. To evaluate our system, we conduct a study with 10 participants
and present robust gesture recognition with an average accuracy of 87.2% across
14 hand gestures.
AirLink: sharing files between multiple devices using in-air gestures
Input & interaction
/
Chen, Ke-Yu
/
Ashbrook, Daniel
/
Goel, Mayank
/
Lee, Sung-Hyuck
/
Patel, Shwetak
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.565-569
© Copyright 2014 ACM
Summary: We introduce AirLink, a novel technique for sharing files between multiple
devices. By waving a hand from one device towards another, users can directly
transfer files between them. The system utilizes the devices' built-in speakers
and microphones to enable easy file sharing between phones, tablets and
laptops. We evaluate our system in an 11-participant study with 96.8% accuracy,
showing the feasibility of using AirLink in a multiple-device environment. We
also implemented a real-time system and demonstrate the capability of AirLink
in various applications.
Interactive Sand Art Drawing Using Kinect
Visualization Methodologies
/
Chen, Kai-Min
/
Wong, Sai-Keung
Proceedings of the 2014 International Symposium on Visual Information
Communication and Interaction
2014-08-05
p.78-87
© Copyright 2014 ACM
Summary: In this paper, we present an interactive sand art drawing system using
Kinect. Our system adopts a vision-based bare hand detection method which
effectively detects the hand position and recognizes the hand gestures. Then,
the corresponding sand manipulation actions are performed. Our system supports
the common sand drawing functions, such as sand erosion, sand spilling, and
sand leaking. To use hands to draw virtual sand on a drawing plane, we design
four key gestures which enable drawing manipulation actions for sand. The basic
idea is that the gesture of one hand controls the drawing action. The motion
and gesture of the other hand controls the drawing position. Our preliminary
experimental results show that our system enables sand drawing with bare hands
using Kinect. A user study indicates our system is useful to sand art drawing.
Fairness-Aware Loan Recommendation for Microfinance Services
SocialCom Track 1: Social Networks, Media and Services
/
Lee, Eric L.
/
Lou, Jing-Kai
/
Chen, Wei-Ming
/
Chen, Yen-Chi
/
Lin, Shou-De
/
Chiang, Yen-Sheng
/
Chen, Kuan-Ta
Proceedings of the 2014 ASE International Conference on Social Computing
2014-08-04
p.3
© Copyright 2014 ACM
Summary: Up to date, more than 15 billion US dollars have been invested in
microfinance that benefited more than 160 million people in developing
countries. The Kiva organization is one of the successful examples that use a
decentralized matching process to match lenders and borrowers. Interested
lenders from around the world can look for cases among thousands of applicants
they found promising to lend the money to. But how can loan borrowers and
lenders be successfully matched up in a microfinance platform like Kiva? We
argue that a sophisticate recommender not only pairs up loan lenders and
borrowers in accordance to their preferences, but should also help to diversify
the distribution of donations to reduce the inequality of loans is highly
demanded, as altruism, like any resource, can be congestible.
In this paper, we propose a fairness-aware recommendation system based on
one-class collaborative-filtering techniques for charity and micro-loan
platform such as Kiva.org. Our experiments on real dataset indicates that the
proposed method can largely improve the loan distribution fairness while
retaining the accuracy of recommendations.
The knowing camera 2: recognizing and annotating places-of-interest in
smartphone photos
Session 8a: picture this
/
Peng, Pai
/
Shou, Lidan
/
Chen, Ke
/
Chen, Gang
/
Wu, Sai
Proceedings of the 2014 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2014-07-06
p.707-716
© Copyright 2014 ACM
Summary: This paper presents a project called Knowing Camera for real-time
recognizing and annotating places-of-interest (POI) in smartphone photos, with
the availability of online geotagged images of such places. We propose a
"Spatial+Visual" (S+V) framework which consists of a probabilistic
field-of-view model in the spatial phase and sparse coding similarity metric in
the visual phase to recognize phone-captured POIs. Moreover, we put forward an
offline Collaborative Salient Area (COSTAR) mining algorithm to detect common
visual features (called Costars) among the noisy photos geotagged on each POI,
thus to clean the geotagged image database. The mining result can be utilized
to annotate the region-of-interest on the query image during the online query
processing. Besides, this mining procedure further improves the efficiency and
accuracy of the S+V framework. Our experiments in the real-world and Oxford 5K
datasets show promising recognition and annotation performances of the proposed
approach, and that the proposed COSTAR mining technique outperforms
state-of-the-art approach.
Probabilistic text modeling with orthogonalized topics
Poster session (short papers)
/
Yao, Enpeng
/
Zheng, Guoqing
/
Jin, Ou
/
Bao, Shenghua
/
Chen, Kailong
/
Su, Zhong
/
Yu, Yong
Proceedings of the 2014 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2014-07-06
p.907-910
© Copyright 2014 ACM
Summary: Topic models have been widely used for text analysis. Previous topic models
have enjoyed great success in mining the latent topic structure of text
documents. With many efforts made on endowing the resulting document-topic
distributions with different motivations, however, none of these models have
paid any attention on the resulting topic-word distributions. Since topic-word
distribution also plays an important role in the modeling performance, topic
models which emphasize only the resulting document-topic representations but
pay less attention to the topic-term distributions are limited. In this paper,
we propose the Orthogonalized Topic Model (OTM) which imposes an orthogonality
constraint on the topic-term distributions. We also propose a novel model
fitting algorithm based on the generalized Expectation-Maximization algorithm
and the Newthon-Raphson method. Quantitative evaluation of text classification
demonstrates that OTM outperforms other baseline models and indicates the
important role played by topic orthogonalizing.
Color Imagery of Skin Tone and Eyeglass Frames
The Design of Everyday Things
/
Chen, Kuen-Meau
/
Lin, Ying-Sin
/
Chou, Hsueh-Cheng
HCI International 2014: 16th International Conference on HCI: Posters'
Extended Abstracts, Part I
2014-06-22
v.4
p.112-117
Keywords: Glasses design; colour imagery
© Copyright 2014 Springer International Publishing
Summary: This study aimed to explore the colour imagery of skin tone and eyeglass
frames, and whether this affects the preferences of consumers. Glasses are a
focal point on the face and we wished to understand whether the frame colour
along with skin tone affects the entire facial image. Many businesses provide
suggestions on choosing frames that complement one's skin tone, but what is the
basis of these recommendations? We conducted a questionnaire survey and
analysed the results using two-way ANOVA and regression analysis. Results were
as follows: (1) skin tone significantly influences preference; (2) the colour
of eyeglass frames significantly influences preference; (3) the interaction of
skin tone and frame colour does not significantly affect preference; (4)
consumers with lighter skin tone tend to prefer black frames; (5) elegant,
simple, fresh imagery significantly and positively influences preference. Our
results showed that when consumers are choosing glasses, the colour
relationship between skin tone and glasses frames does not significantly
influence their decisions; however, when it comes to choosing the frames,
consumers place more emphasis on their skin tone or colour preferences.
Gestures: The Reformer of the User's Mental Model in Mobile HCI
Design for Novel Interaction Techniques and Realities
/
Lei, Tian
/
Xiong, Luyao
/
Chen, Kun
/
Liu, Xu
/
Cao, Yin
/
Zhang, Qi
/
Liu, Dongyuan
/
Guo, Sisi
DUXU 2014: Third International Conference on Design, User Experience, and
Usability, Part II: User Experience Design for Diverse Interaction Platforms
and Environments
2014-06-22
v.2
p.586-597
Keywords: spatial consistency; direction of gesture; user experience; mobile usability
© Copyright 2014 Springer International Publishing
Summary: This paper, by making a usability testing of four Chinese mainstream apps,
finds that the mental model's spatial consistency can directly affect the
mobile performance. Meanwhile, it also finds that in the touch-screen
environment, the concept of direction is ignored by the app users when they
construct mental models. Further experimental studies show that: 1) mental
model's spatial consistency and Gestalt can influence the gesture's direction,
and the Gestalt's impact on it is stronger than that of mental models; 2) in
performance the subjects have ignored the time's growth caused by the
misdirected gestures, and the completion time is no longer an evaluation
criteria for the satisfaction; 3) information type significantly affects
completion time, and the hints produced by the continuity of the information
content do not influence the direction of gesture; 4) the difference of
interaction devices is actually the reason that a user notices the direction or
not.
Promoting in-depth reading experience and acceptance: design and assessment
of Tablet reading interfaces
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Huang, Kuo-Liang
/
Chen, Kuo-Hsiang
/
Ho, Chun-Heng
Behaviour and Information Technology
2014-06-03
v.33
n.6
p.606-618
© Copyright 2014 Taylor and Francis
Summary: This study employs an interface design on a Tablet to facilitate in-depth
reading for learners and allow them to apply better strategies and skills when
reading; thereby cultivating their positive attitude towards reading and
improving their willingness to use Tablets. Using human-centred design, we
first investigated the Tablet functions within learner wants and needs based on
their reading experiences, analysed each function and its correlation to
reading satisfaction, and obtained a basis for evaluation. We next employed the
10 functions demonstrating the highest importance to complete a prototyping
design. Finally, based on the technology acceptance model, we employed
experimental methods to verify the prototype using the post-test-only control
group design. The results of the study indicate that for perceived usefulness,
perceived ease of use, reading and using attitudes, and behaviour intentions,
the average scores for the improved Tablet were significantly higher
(p<0.05) than those for the original version.