Feelbook: A Social Media App for Teens Designed to Foster Positive Online
Behavior and Prevent Cyberbullying
Late-Breaking Works: Collaborative Technologies
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Fan, Mingyue
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Yu, Liyue
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Bowler, Leanne
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1187-1192
© Copyright 2016 ACM
Summary: This project presents a prototype for a stand-alone social media application
designed for teenage users in order to prevent and mitigate mean and cruel
online behavior. The purpose of the app is to create a nurturing environment
where teenagers use a variety of features designed to help raise self-awareness
of their own online behavior, seek support when needed, and learn to control
and, when possible, correct aggressive behavior. The prototype is framed by
four design principles: design for reflection, design for empathy, design for
empowerment, and design for the whole. We conclude by outlining the next steps
in our project to develop an application that helps to improve the online
experiences of young people. This work has implications for the CHI community
because it applies software solutions to tackle a critical social problem that
can affect the health and well being of young people.
Exploring the Design Space of Tangible Systems Supported for Early Reading
Acquisition in Children with Dyslexia
Graduate Student Consortium
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Fan, Min
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Antle, Alissa N.
/
Cramer, Emily S.
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.689-692
© Copyright 2016 ACM
Summary: Tangible user interfaces have the potential to support children in learning
to read. This research explores the design space of school-based tangible
learning systems that support early reading acquisition in children,
particularly in children with reading difficulties. Informed by theories of the
causes and interventions for dyslexia and research on TUIs for learning, we
present the design of a tangible reading system that uses the dynamic colour
and tactile cues to help children with dyslexia to learn English letter-sound
correspondences. We then propose a case study design that investigates how this
system can support children with dyslexia aged 7-8 years old in learning
letter-sound correspondences in a school context. We conclude by discussing the
future work and potential contributions of this research.
Designing Tangibles for Children: One Day Hands-on Workshop
Studio-Workshops
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Antle, Alissa N.
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Warren, Jillian L.
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Matkin, Brendan B.
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Fan, Min
/
Cramer, Emily S.
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.749-752
© Copyright 2016 ACM
Summary:
This hands-on workshop introduces a foundation for designing tangibles for
children. Participants engage in a low-fidelity design challenge using the iPad
Osmo system. We focus on how designing tangibles for children is unique from
other design problems and processes. We walk participants through an outcome
driven design process using the award winning Developmentally Situated Design
(DSD) card set -- focusing on cognitive, emotional, physical, and social skills
specific to children at different ages. Small groups create solutions for the
same design challenge, but focus on the skills and abilities of a specific age
group. We facilitate a compare and contrast exercise of their solutions to help
synthesize the complexities of, and showcase skills for, designing
child-centric tangibles. While not necessary for participation, we encourage
participants who have them to bring iPads (v2 or higher) or iPad minis.
Participants are also encouraged to review the DSD II cards in advance,
available at www.antle.iat.sfu.ca/DSD.
SoQr: sonically quantifying the content level inside containers
Novel sensing techniques
/
Fan, Mingming
/
Truong, Khai N.
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.3-14
© Copyright 2015 ACM
Summary: In this paper, we present SoQr, a sensor that can be attached to an external
surface of a household item to estimate the amount of content inside it. The
sensor consists of a speaker and a microphone. It outputs a short duration sine
wave probing sound to excite a container and its content, and then records the
container's impulse response. SoQr then extracts Mean Mel-Frequency Cepstral
Coefficients from impulse response recordings of a container with different
content levels and learns a support vector machine classifier. Results from a
10-fold cross validation of the prediction models on 19 common household items
demonstrate that SoQr can correctly estimate the content level for these
products with an average overall F-Measure above 0.96. We then further
evaluated SoQr's robustness in different usage scenarios to gain an
understanding of how the system performs and specific challenges that might
arise when users interact with these products and the sensor.
Colouring the path from instruction to practice: perspectives on software
for struggling readers
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Cramer, Emily S.
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Antle, Alissa N.
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Fan, Min
Proceedings of ACM IDC'15: Interaction Design and Children
2015-06-21
p.331-334
© Copyright 2015 ACM
Summary: Mainstream paper and pencil interventions for Anglophone students with
dyslexia emphasize a strategy of analyzing syllables to compensate for
irregularities in English letter-sound correspondences. Classroom interventions
have developed effective scaffolds for supporting students in analyzing
syllables in instructional contexts. However, students typically fail to
transfer knowledge to practice contexts (i.e, reading without a tutor).
Software has proven to be an effective medium for helping dyslexic students
practice basic literacy skills (phoneme awareness and letter knowledge).
However, at present, there are no systems specifically designed to support
dyslexic students in practicing syllable analysis. Correspondingly, there is a
lack of information about which design features would best support dyslexic
students in transferring syllable analysis skills from instructional
(classroom) to practice (software) contexts. In an attempt to address this gap,
we propose two guidelines for software supports of syllable-analysis in
dyslexia: 1. Design software that serves as a dual medium for instruction and
practice 2. Design scaffolds that serve as dual catalysts for learning and
transfer. We realize our guidelines in a prototype software system for syllable
analysis that uses colour-coding to direct attention to information during
learning and to retrieve learned information during practice.
PhonoBlocks: A Tangible System for Supporting Dyslexic Children Learning to
Read
Work-in-Progress: Poster Presentations
/
Antle, Alissa N.
/
Fan, Min
/
Cramer, Emily S.
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.533-538
© Copyright 2015 ACM
Summary: Dyslexia is defined as severe difficulty learning to read. It affects about
10% of the population in English speaking countries. Severe difficulty learning
to read is correlated with tremendous emotional, social and economic costs. In
this paper, we describe PhonoBlocks, a tangible user interface to a reading
system that uses dynamic colour cues embedded in 3D tangible letters to provide
additional decoding information and modalities. PhonoBlocks was developed to
support children, aged 5-8 years old, who are having difficulty learning to
decode English letter-sound pairs. We present the theoretical foundations as
rationale for our core design strategies and decisions. We discuss the
assumptions in our design rationale and describe how we will validate our
system working with a school for dyslexic children.
Tactile Letters: A Tangible Tabletop with Texture Cues Supporting Alphabetic
Learning for Dyslexic Children
Work-in-Progress: Poster/Demo Presentations
/
Fan, Min
/
Antle, Alissa N.
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.673-678
© Copyright 2015 ACM
Summary: Dyslexic children have great difficulty in learning to read. While research
in HCI suggests that tangible user interfaces (TUIs) have the potential to
support children learning to read, few studies have explored how to help
dyslexic children learn to read. Even fewer studies have specifically
investigated the design space of texture cues in TUIs in supporting learning to
read. In this paper, we present Tactile Letters, a multimodal tangible tabletop
with texture cues developed to support English letter-sound correspondence
learning for dyslexic children aged 5-6 years old. This prototype is used as a
research instrument to investigate the role of texture cues in a multimodal TUI
in alphabetic learning. We discuss the current knowledge gap, the theoretical
foundations that informed our core design strategy, and the subsequent design
decisions we made while developing Tactile Letters.
Exploring How a Co-dependent Tangible Tool Design Supports Collaboration in
a Tabletop Activity
Collaborative Systems
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Fan, Min
/
Antle, Alissa N.
/
Neustaedter, Carman
/
Wise, Alyssa F.
GROUP'14: International Conference on Supporting Group Work
2014-11-09
p.81-90
© Copyright 2014 ACM
Summary: Many studies suggest that tangibles and digital tabletops have potential to
support collaborative interaction. However, previous findings show that users
often work in parallel with such systems. One design strategy that may
encourage collaboration rather than parallel use involves creating a system
that responds to co-dependent access points in which more than one action is
required to create a successful system response. To better understand how
co-dependent access points support collaboration, we designed a comparative
study with 12 young adults using the same application with a co-dependent and
an independent access point design. We collected and analyzed categories of
both verbal and behavioural data in the two conditions. Our results show
support for the co-dependent strategy and suggest ways that the co-dependent
design can be used to support flexible collaboration on tangible tabletops for
young adults.
Public restroom detection on mobile phone via active probing
Contextual awareness on mobile devices
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Fan, Mingming
/
Adams, Alexander Travis
/
Truong, Khai N.
Proceedings of the 2014 International Symposium on Wearable Computers
2014-09-13
v.1
p.27-34
© Copyright 2014 ACM
Summary: Although there are clear benefits to automatic image capture services by
wearable devices, image capture sometimes happens in sensitive spaces where
camera use is not appropriate. In this paper, we tackle this problem by
focusing on detecting when the user of a wearable device is located in a
specific type of private space -- the public restroom -- so that the image
capture can be disabled. We present an infrastructure-independent method that
uses just the microphone and the speaker on a commodity mobile phone. Our
method actively probes the environment by playing a 0.1 seconds sine wave sweep
sound and then analyzes the impulse response (IR) by extracting MFCCs features.
These features are then used to train an SVM model. Our evaluation results show
that we can train a general restroom model which is able to recognize new
restrooms. We demonstrate that this approach works on different phone hardware.
Furthermore, the volume levels, occupancy and presence of other sounds do not
affect recognition in significant ways. We discuss three types of errors that
the prediction model has and evaluate two proposed smoothing algorithms for
improving recognition.
Emergent dialogue: eliciting values during children's collaboration with a
tabletop game for change
Interacting together
/
Antle, Alissa N.
/
Warren, Jillian L.
/
May, Aaron
/
Fan, Min
/
Wise, Alyssa F.
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.37-46
© Copyright 2014 ACM
Summary: Games for Change (G4C) is a movement and community of practice dedicated to
using digital games for social change. However, a common model of persuasion
built into most G4C, called Information Deficit, assumes that supporting
children to learn facts will result in behavior change around social issues.
There is little evidence that this approach works. We propose a model of game
play, called Emergent Dialogue, which encourages children to discuss their
values during interaction with factual information in a G4C. We summarize a set
of guidelines based on our Emergent Dialogue model and apply them to the design
of Youtopia, a tangible, tabletop learning game about sustainability. Our goal
was to create a game that provided opportunities for children to express and
discuss their values around sustainable development tradeoffs during game play.
We evaluate our design using video, survey and questionnaire data. Our results
provide evidence that our model and design guidelines are effective for
supporting value-based dialogue during collaborative game play.
Plagiarism detection for multithreaded software based on thread-aware
software birthmarks
Novel Development Tooling
/
Tian, Zhenzhou
/
Zheng, Qinghua
/
Liu, Ting
/
Fan, Ming
/
Zhang, Xiaodong
/
Yang, Zijiang
Proceedings of the 2014 International Conference on Program Comprehension
2014-06-02
p.304-313
© Copyright 2014 ACM
Summary: The availability of inexpensive multicore hardware presents a turning point
in software development. In order to benefit from the continued exponential
throughput advances in new processors, the software applications must be
multithreaded programs. As multithreaded programs become increasingly popular,
plagiarism of multithreaded programs starts to plague the software industry.
Although there has been tremendous progress on software plagiarism detection
technology, existing dynamic approaches remain optimized for sequential
programs and cannot be applied to multithreaded programs without significant
redesign. This paper fills the gap by presenting two dynamic birthmark based
approaches. The first approach extracts key instructions while the second
approach extracts system calls. Both approaches consider the effect of thread
scheduling on computing software birthmarks. We have implemented a prototype
based on the Pin instrumentation framework. Our empirical study shows that the
proposed approaches can effectively detect plagiarism of multithread programs
and exhibit strong resilience to various semantic-preserving code obfuscations.
Multi-perspective multi-layer interaction on mobile device
Adjunct 4: posters
/
Khademi, Maryam
/
Fan, Mingming
/
Hondori, Hossein Mousavi
/
Lopes, Cristina Videira
Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.2
p.65-66
© Copyright 2013 ACM
Summary: We propose a novel multi-perspective multi-layer interaction using a mobile
device, which provides an immersive experience of 3D navigation through an
object. The mobile device serves as a window, through which the user can
observe the object in detail from various perspectives by orienting the device
differently. Various layers of the object can also be shown while users move
the device away and toward themselves. Our approach is real-time, completely
mobile (running on Android) and does not depend on external sensor/displays
(e.g., camera and projector).
Youtopia: a collaborative, tangible, multi-touch, sustainability learning
activity
Demos
/
Antle, Alissa N.
/
Wise, Alyssa F.
/
Hall, Amanda
/
Nowroozi, Saba
/
Tan, Perry
/
Warren, Jillian
/
Eckersley, Rachael
/
Fan, Michelle
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.565-568
© Copyright 2013 ACM
Summary: Youtopia is a hybrid tangible and multi-touch land use planning activity for
elementary school aged children. It was implemented on a Microsoft Pixelsense
digital tabletop. The main method of interaction is through physical stamp
objects that children use to "stamp" different land use types onto an
interactive map. Youtopia was developed to investigate issues surrounding how
to design and evaluate children's collaborative learning applications using
digital tabletops. In particular we are looking at how the interface design
supports in depth discussion and negotiation between pairs of children around
issues in sustainable development. Our primary concern is to investigate
questions about codependent access points, which may enable positive
interdependence among children. Codependent access points are characteristics
that enable two or more children to participate and interact together. In
Youtopia these implemented through sequences of stamps that are required for
successful interaction, which can be assigned to children (codependent mode) or
remain unassigned (independent mode).
From health-persona to societal health
WOW'13 technical presentations
/
Jain, Ramesh
/
Jalali, Laleh
/
Fan, Mingming
Companion Proceedings of the 2013 International Conference on the World Wide
Web
2013-05-13
v.2
p.1329-1334
© Copyright 2013 ACM
Summary: In this position paper, we propose an approach for Web Observatories that
builds on using social media, personal data, and sensors to build Persona for
an individual, but also use this data and the concept of Focused Micro Blogs
(FMB) for situation detection, helping individual using situation action rules,
and finally gaining insights for obtaining insights about society. We
demonstrate this in a concrete use case of fitness and health care related
sensors for building health persona and using this for understanding societal
health issues.
Augmenting gesture recognition with erlang-cox models to identify
neurological disorders in premature babies
Pediatric informatics
/
Fan, Mingming
/
Gravem, Dana
/
Cooper, Dan M.
/
Patterson, Donald J.
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.411-420
© Copyright 2012 ACM
Summary: In this paper we demonstrate a Markov model based technique for recognizing
gestures from accelerometers that explicitly represents duration. We do this by
embedding an Erlang-Cox state transition model, which has been shown to
accurately represent the first three moments of a general distribution, within
a Dynamic Bayesian Network (DBN). The transition probabilities in the DBN can
be learned via Expectation-Maximization or by using closed-form solutions. We
test this modeling technique on 10 hours of data collected from accelerometers
worn by babies pre-categorized as high-risk in the Newborn Intensive Care Unit
(NICU) at UCI. We show that by treating instantaneous machine learning
classification values as observations and explicitly modeling duration, we
improve the recognition of Cramped Synchronized General Movements, a motion
highly correlated with an eventual diagnosis of Cerebral Palsy.
Surprise Grabber: a co-located tangible social game using phone hand gesture
Interactive presentations
/
Fan, Mingming
/
Li, Xin
/
Zhong, Yu
/
Tian, Li
/
Shi, Yuanchun
/
Wang, Hao
Proceedings of ACM CSCW'11 Conference on Computer-Supported Cooperative Work
2011-03-19
p.625-628
© Copyright 2011 ACM
Summary: Social network games (SNGs) are among the most popular games recently.
Different from the asynchronous and online based SNGs, we present Surprise
Grabber to see how tangible gesture interface could benefit the synchronous
co-located social game. In Surprise Grabber, users control a virtual grabber's
moving in 3D game to catch the gifts by using their camera phone. An efficient
code running on the phone detects hand motion, delivers results to Serve PC and
provides feedbacks in real time. Distinguished from online SNGS, all players
stand together in front of a public display. The results of the pilot user
studies showed that: 1) Gesture interface was easy to catch up and made the
game more immersive; 2) Occasionally inaccuracy in hand motion detection made
the game more competitive instead of frustrating players; 3) Players'
performances were obviously influenced by the social atmosphere; 4) In most
cases, players' performances became better or worse at the same time.
Back-to-Back: A Novel Approach for Real Time 3D Hand Gesture Interaction
INTER: Interfaces II
/
Fan, Mingming
/
Shi, Yuanchun
Proceedings of the 2011 International Conference on Advances in
Computer-Human Interactions
2011-02-23
p.101-105
Keywords: Double Cameras, Hand Gesture, 3D Interaction, Natural User Interface, Real
Time Interaction
Copyright © IARIA, 2011
Summary: In this paper, we present Back-to-Back, a novel real time hand gesture
interface for 3D interaction based on double cameras. Back-to-Back dexterously
makes use of the geometric complement of two back-to-back cameras. Held in
hand, Back-to-Back could deduce hand's 3D motion in real time. The basic idea
is to extract good corner points from the image sequences captured by two
cameras separately and track them while moving. By comparing the motions of two
groups of points, the hand's translation and rotation could be deduced
accurately as well as other motion parameters. Back-to-Back is a prototype for
gestural interaction on mobile devices equipped with two cameras. To further
demonstrate its usability, we then analyze the requirements of 3D navigation
task and design a strategy to navigate in 3D Space naturally by using
Back-to-Back.
The satellite cursor: achieving MAGIC pointing without gaze tracking using
multiple cursors
Space and time
/
Yu, Chun
/
Shi, Yuanchun
/
Balakrishnan, Ravin
/
Meng, Xiangliang
/
Suo, Yue
/
Fan, Mingming
/
Qin, Yongqiang
Proceedings of the 2010 ACM Symposium on User Interface Software and
Technology
2010-10-03
p.163-172
Keywords: magic pointing, multiple cursor, reducing a
© Copyright 2010 ACM
Summary: We present the satellite cursor -- a novel technique that uses multiple
cursors to improve pointing performance by reducing input movement. The
satellite cursor associates every target with a separate cursor in its vicinity
for pointing, which realizes the MAGIC (manual and gaze input cascade) pointing
method without gaze tracking. We discuss the problem of visual clutter caused
by multiple cursors and propose several designs to mitigate it. Two controlled
experiments were conducted to evaluate satellite cursor performance in a simple
reciprocal pointing task and a complex task with multiple targets of varying
layout densities. Results show the satellite cursor can save significant mouse
movement and consequently pointing time, especially for sparse target layouts,
and that satellite cursor performance can be accurately modeled by Fitts' Law.
Pull and Push: Proximity-Aware User Interface for Navigating in 3D Space
Using a Handheld Camera
In-Vehicle Interaction and Environment Navigation
/
Fan, Mingming
/
Shi, Yuanchun
HCI International 2009: 13th International Conference on Human-Computer
Interaction, Part III: Ambient, Ubiquitous and Intelligent Interaction
2009-07-19
v.3
p.133-140
Copyright © 2009 Springer-Verlag
Summary: In the 3D object controlling or virtual space wandering tasks, it is
necessary to provide the efficient zoom operation. The common method is using
the combination of the mouse and keyboard. This method requires users familiar
with the operation which needs much time to practice. This paper presents two
methods to recognize the zoom operation by sensing users' pull and push
movement. People only need to hold a camera in hand and when they pull or push
hands, our approach will sense the proximity and translate it into the zoom
operation in the tasks. By user studies, we have compared different methods'
correct rate and analyzed the factors which will affect the approach's
performance. The results show that our methods are real-time and high accurate.
Hand's 3D movement detection with one handheld camera
Posters
/
Fan, Mingming
/
Zhang, Liang
/
Shi, Yuanchun
Proceedings of the 2008 ACM Symposium on Virtual Reality Software and
Technology
2008-10-27
p.255-256
Keywords: 3D movement, classifiers, features points, handheld camera, virtual
interaction
© Copyright 2008 ACM
Summary: This paper presents a scheme to create a real-time and reliable method for
recognizing vision-based hand's 3D movement and to use the movement parameters
for controlling 3D objects. The algorithm for 3D movement detection is totally
based on analyzing feature points from the only camera in user's hand. As the
algorithm is based on frames captured from one camera in untrained environment,
it's difficult to distinguish similar movements on optical flow images,
especially between shifting and rotating. A novel differentiation algorithm by
voting from some weak classifiers is used. The algorithm provides a method of
direct mapping user's hand movement to object control. We design an application
of controlling a virtual 3D cube's movement and estimate the accuracy of the
algorithm. And the experiments' result presents that the 3D movement detection
algorithm is efficient and robust enough for real-time interaction.
Managing icon abundance on eBay
Late breaking posters
/
Fan, Maureen
/
Ko, Kathleen
Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems
2004-04-24
v.2
p.1555
© Copyright 2004 ACM