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Feelbook: A Social Media App for Teens Designed to Foster Positive Online Behavior and Prevent Cyberbullying Late-Breaking Works: Collaborative Technologies / Fan, Mingyue / Yu, Liyue / Bowler, Leanne Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1187-1192
ACM Digital Library Link
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 / Fan, Min / Antle, Alissa N. / Cramer, Emily S. Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.689-692
ACM Digital Library Link
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 / Antle, Alissa N. / Warren, Jillian L. / Matkin, Brendan B. / Fan, Min / Cramer, Emily S. Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.749-752
ACM Digital Library Link
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
ACM Digital Library Link
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 / Cramer, Emily S. / Antle, Alissa N. / Fan, Min Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.331-334
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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 / Fan, Min / Antle, Alissa N. / Neustaedter, Carman / Wise, Alyssa F. GROUP'14: International Conference on Supporting Group Work 2014-11-09 p.81-90
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
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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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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