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Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for Smart Glasses Everyday Objects as Interaction Surfaces / Hsieh, Yi-Ta / Jylhä, Antti / Orso, Valeria / Gamberini, Luciano / Jacucci, Giulio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4203-4215
ACM Digital Library Link
Summary: Smart glasses suffer from obtrusive or cumbersome interaction techniques. Studies show that people are not willing to publicly use, for example, voice control or mid-air gestures in front of the face. Some techniques also hamper the high degree of freedom of the glasses. In this paper, we derive design principles for socially acceptable, yet versatile, interaction techniques for smart glasses based on a survey of related work. We propose an exemplary design, based on a haptic glove integrated with smart glasses, as an embodiment of the design principles. The design is further refined into three interaction scenarios: text entry, scrolling, and point-and-select. Through a user study conducted in a public space we show that the interaction technique is considered unobtrusive and socially acceptable. Furthermore, the performance of the technique in text entry is comparable to state-of-the-art techniques. We conclude by reflecting on the advantages of the proposed design.

A Wearable Multimodal Interface for Exploring Urban Points of Interest Oral Session 6: Mobile and Wearable / Jylhä, Antti / Hsieh, Yi-Ta / Orso, Valeria / Andolina, Salvatore / Gamberini, Luciano / Jacucci, Giulio Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.175-182
ACM Digital Library Link
Summary: Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require visual attention, which ideally should be on the surroundings. Non-visual techniques for navigating towards specific POIs typically lack support for free exploration of the city or more detailed guidance. To overcome these issues, we propose a multimodal, wearable system for alerting the user of nearby recommended POIs. The system, built around a tactile glove, provides audio-tactile cues when a new POI is in the vicinity, and more detailed information and guidance if the user expresses interest in this POI. We evaluated the system in a field study, comparing it to a visual baseline application. The encouraging results show that the glove-based system helps keep the attention on the surroundings and that its performance is on the same level as that of the baseline.

Does Trigger Location Matter? The Influence of Localization and Motivation on the Persuasiveness of Mobile Purchase Recommendations Empowering Individuals / Basten, Frank / Ham, Jaap / Midden, Cees / Gamberini, Luciano / Spagnolli, Anna Proceedings of the 2015 International Conference on Persuasive Technology 2015-06-03 p.121-132
Keywords: Persuasive technology; Fogg behavior model; Triggers; Motivation; Location-based; Virtual supermarket
Link to Digital Content at Springer
Summary: Thanks to the ubiquity of wireless network, location has become an easily available resource to exploit when sending purchase recommendations. We rely on Fogg's Behavior model (FBM; Fogg, 2009) and on previous research to study whether the appearance of such recommendations when the user spatially approaches a target item improves the recommendation persuasiveness. We created a virtual supermarket, where products images are displayed on posters and customers can scan products' QR codes with a tablet to buy them. The persuasiveness of triggers co-located or not with the target product was examined, in conditions of high vs. poor motivation to purchase that product. Confirming our hypotheses, triggers co-located with the target product lead to higher sales of that product. Furthermore, participants who received a co-located trigger that also contained a motivating message purchased more items than participants in other conditions. Therefore, setting triggers to appear at a specific location proximal to the target item can change behavior, especially for motivated subjects.

Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction / Barral, Oswald / Aranyi, Gabor / Kouider, Sid / Lindsay, Alan / Prins, Hielke / Ahmed, Imtiaj / Jacucci, Giulio / Negri, Paolo / Gamberini, Luciano / Pizzi, David / Cavazza, Marc Proceedings of the 2014 International Conference on Persuasive Technology 2014-05-21 p.1-12
Keywords: Covert persuasion; subliminal cueing; masked cues
Link to Digital Content at Springer
Summary: The capability of machines to covertly persuade humans is both exciting and ethically concerning. In the present study we aim to bring subliminal masked stimulus paradigms to realistic environments, through Virtual Environments. The goal is to test if such paradigms are applicable to realistic setups while identifying the major challenges when doing so. We designed a study in which the user performed a realistic selection task in a virtual kitchen. For trials below one-second reaction time, we report significant effect of subliminal cues on the selection behavior. We conclude the study with a discussion of the challenges of bringing subliminal cueing paradigms to realistic HCI setups. Ethical concerns when designing covertly persuasive systems are discussed as well.

Comparing eye and gesture pointing to drag items on large screens Poster / Kosunen, Ilkka / Jylha, Antti / Ahmed, Imtiaj / An, Chao / Chech, Luca / Gamberini, Luciano / Cavazza, Marc / Jacucci, Giulio Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.425-428
ACM Digital Library Link
Summary: Large screens are populating a variety of settings motivating research on appropriate interaction techniques. While gesture is popularized by depth cameras we contribute with a comparison study showing how eye pointing is a valuable substitute to gesture pointing in dragging tasks. We compare eye pointing combined with gesture selection to gesture pointing and selection. Results clearly show that eye pointing combined with a selection gesture allows more accurate and faster dragging.

Incorporating subliminal perception in synthetic environments Methodical Approaches to Prove the Effects of Subliminal Perception in Ubiquitous Computing Environments / Pizzi, David / Kosunen, Ilkka / Viganó, Cristina / Polli, Anna Maria / Ahmed, Imtiaj / Zanella, Daniele / Cavazza, Marc / Kouider, Sid / Freeman, Jonathan / Gamberini, Luciano / Jacucci, Giulio Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.1139-1144
Summary: Advanced interactive visualization such as in virtual environments and ubiquitous interaction paradigms pose new challenges and opportunities in considering real-time responses to subliminal cues. In this paper, we propose a synthetic reality platform that, combined with psychophysiological recordings, enables us to study in realtime the effects of various subliminal cues. We endeavor to integrate various aspects known to be relevant to implicit perception. The context is of consumer experience and choice of an artifact where the generation of subliminal perception through an intelligent 3D interface controls the spatio-temporal aspects of the information displayed and of the emergent narrative. One novel contribution of this work is the programmable nature of the interface that exploits known perceptive phenomena (e.g. masking, crowding and change blindness) to generate subliminal perception.

Tailoring Feedback to Users' Actions in a Persuasive Game for Household Electricity Conservation / Gamberini, Luciano / Spagnolli, Anna / Corradi, Nicola / Jacucci, Giulio / Tusa, Giovanni / Mikkola, Topi / Zamboni, Luca / Hoggan, Eve E. Proceedings of the 2012 International Conference on Persuasive Technology 2012-06-06 p.100-111
Keywords: Sustainability; feedback; adaptive; context aware; design; energy awareness; persuasive technology; smart advice
Link to Digital Content at Springer
Summary: Recent work has begun to focus on the use of games as a platform for energy awareness and eco-feedback research. While technical advancements (wireless sensors, fingerprinting) make timely and tailored feedback an objective within easy reach, we argue that taking into account the users' own personal consumption behavior and tailoring feedback accordingly is a key requirement and a harder challenge. We present a first attempt in this direction, EnergyLife, which is designed to support the users' actions and embeds contextualized feedback triggered by specific actions of the user, called 'smart advice'. We conclude by showing the results of a four-month trial with four households that returned promising results on the effectiveness and acceptance of this feature.

Virtual Meeting Analyzer: A Web application to visualize and analyze social networks emerging in group meetings / Privitera, Alessandro Giuseppe / Martino, Francesco / Gamberini, Luciano PsychNology Journal 2012 v.10 n.1 p.39-51
Keywords: Virtual Meeting Analyzer, Graph Theory, Social Network Analysis, Visualization
Link to PsychNology Article
Summary: The possibility to analyze the social network emerging from the relations between people participating in a meeting could improve the effectiveness and satisfaction of the communication that occurs during the meeting. However, it requires accurate recording of direction, source and addressee(s) of all verbal exchanges in a format that allows the application of algorithms to extract and visualize social network indices. Virtual Meeting Analyzer is a Web application developed to overcome any complexity in this process. By using a simple interface and an intuitive input modality, VMA allows users without any specific skill in Social Network Analysis or informatics to track social network relations in small meetings and extract indices either during or after the meeting. The application is divided into four modules: meeting creation, configuration, recording and temporal analysis. This paper describes VMA and the results of a test carried out to evaluate its ease of use.

Saving is fun: designing a persuasive game for power conservation Serious games / Gamberini, Luciano / Corradi, Nicola / Zamboni, Luca / Perotti, Michela / Cadenazzi, Camilla / Mandressi, Stefano / Jacucci, Giulio / Tusa, Giovanni / Spagnolli, Anna / Björkskog, Christoffer / Salo, Marja / Aman, Pirkka Proceedings of the 2011 International Conference on Advances in Computer Entertainment Technology 2011-11-08 p.16
ACM Digital Library Link
Summary: EnergyLife is a mobile game application that aims at increasing energy awareness and saving in the household; it centers around a feedback system with detailed, historical and real time information that is based on wireless power sensors data. The challenge is to provide through feedback knowledge and motivation for sustainable saving. A three-month field test in eight households was organized for EnergyLife. The test involved the automatic collection of access data to the application, and the administration of satisfaction questionnaires, interviews, and usability tasks in the tested families. The paper describes the results of the test and the ensuing re-design strategy, centered on better tailoring the application to the players' actions. The lessons learned can be useful to other persuasive games, since a good fit to the actions of the user is a precondition of effectiveness of any persuasive application.

Serious games in social intervention: designing technologies to promote safe and healthy behaviors Health and safety / Zamboni, Luca / Gamberini, Luciano / Spagnolli, Anna / Cipolletta, Sabrina / De Giuli, Gianni / Tion, Isabella Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 2011-09-13 p.139-142
ACM Digital Library Link
Summary: In this paper, we outline a specific application domain for serious games, i.e. the social intervention for the promotion of safe and healthy behavior in the nightlife. The potential of serious games in this domain are synthesized and a set of design guidelines, derived from interviewing stakeholders and operators, is provided.

"Your Team Cohesion is Low": A Systematic Study of the Effects of Social Network Feedback on Mediated Activity Social Computing in Business and the Enterprise / Gamberini, Luciano / Martino, Francesco / Spagnolli, Anna / Baù, Roberto / Ferron, Michela OCSC 2011: 4th International Conference on Online Communities and Social Computing 2011-07-09 p.172-181
Keywords: Social Network Analysis; Social Feedback; Computer Mediated Communication; Online Collaborative Games
Link to Digital Content at Springer
Summary: Collaborative mediated environments compete to provide visitors with social feedback, whose actual effects on visitors' behavior is poorly known. This study considers feedback based on Social Network Analysis (SNA) and assesses whether this feedback is able to affect user activity in an online collaborative game. The results show that SNA feedback is able to modify group activity beyond a mere novelty effect, especially on the dimensions of the behavior covered by the feedback itself. The results also point to the possible role of task type in accounting for the feedback effect on behavior.

Evaluating an automatic rotation feature in collaborative tabletop workspaces Works-in-progress / Schiavo, Gianluca / Jacucci, Giulio / Ilmonen, Tommi / Gamberini, Luciano Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1315-1320
ACM Digital Library Link
Summary: Tabletops are commonly used for collaboration but would benefit from features that help orient objects to individual users disposed around the display. We propose an approach of automatic orientation based on fingers and hand detection as a proxy to determine the position of the user. To contribute to the discussion of the relevance of automatic rotation, we present a comparison study of pairs of participants engaged in both loosely and tightly coupled tasks. We collected performance measures, questionnaires and analyze interactions from video recordings. The results show that automatic rotation is more suitable when the collaboration is loosely coupled. Conversely, in tightly coupled tasks performance are worse and user ratings low when automatic rotations are enabled. We conclude that features such as automatic orientation on tabletop are important and promising but that they need to be critically assessed with respect to their effects on collaboration in both tightly and loosely coupled tasks.

Smart meters: A users' view Pervasive Technologies for Energy Awareness / Kerrigan, Daniel J. / Gamberini, Luciano / Spagnolli, Anna / Jacucci, Giulio PsychNology Journal 2011 v.9 n.1 p.55-72
Keywords: smart meter, usability, interface
Link to PsychNology Article
Summary: Smart meters are assumed to support energy conservation thanks to the information provided to the energy utilities; however, given their pervasive presence in consumers' homes, they could also provide feedback to the consumers/users. The present paper considers a precondition to this latter possibility, namely that the meter interface be usable to lay consumers. The study involved 40 participants, who were videorecorded while performing a set of reading tasks with the smart meter installed in their house, with or without the help of the users' manual; they were also asked to fill in a questionnaire to evaluate the meter after the task series. The tasks allowed to test the meter's interface on a series of typical usability dimensions: effectiveness, efficiency, comprehensibility, memorability. The results of the analysis pinpoint the importance of some aspects of the interface which can guide the improvement of the meters' usability: they are related to the terminology used, the actionability of the information provided, the navigability of its information system and the self-explanatoriness of the data displayed.

EnergyLife: pervasive energy awareness for households Demo presentations / Björkskog, Christoffer A. / Jacucci, Giulio / Gamberini, Luciano / Nieminen, Tatu / Mikkola, Topi / Torstensson, Carin / Bertoncini, Massimo Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.361-362
Keywords: domestic systems, energy awareness, interaction design, mobile interaction, serious games
ACM Digital Library Link
Summary: We present Energy Life a system utilizing wireless sensors, mobile and ambient interfaces that turn energy consumers into active players. Energy Life participants play through different levels collecting scores in savings and through advice tip reading and quizzes. We describe principles, logic of the game, implementation and user interfaces providing rationale for design choices. Key principles embodied in Energy Life are: situated and combined feedback including knowledge and consumption information, intuitiveness and non-intrusiveness by utilizing an always at hand solution on a touch enabled smart phone and lighting as an ambient interface, sustained interaction and engagement by using a applied game that connects players within and between households.

Improving social game engagement on Facebook through enhanced socio-contextual information Using your social network / Kirman, Ben / Lawson, Shaun / Linehan, Conor / Martino, Francesco / Gamberini, Luciano / Gaggioli, Andrea Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.1753-1756
Keywords: mediated interaction, social context, social gaming, social network analysis, social visualisations
ACM Digital Library Link
Summary: In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments.

Mobile implementation of a web 3D carousel with touch input Demos & experiences / Björkskog, Christoffer / Jacucci, Giulio / Lorentin, Bruno / Gamberini, Luciano Proceedings of the 11th Conference on Human-computer interaction with mobile devices and services 2009-09-15 p.48
Keywords: 3D interface, CSS3, HCI, Javascript, MultiTouch interaction, W3C, WebKit, XHTML, carousel, iPhone, mobile device
ACM Digital Library Link
Summary: Mobile devices such as the iPhone provide state of the art interaction capabilities also for web browser applications. Our mobile development is targeted to a Energy Awareness application that provides playful access to detailed and realtime information on energy consumption of appliances of a household. Using the available Safari Browser that adopts W3C web standards we demonstrate the implementation of a 3D carousel giving access to cards on a web page where each card gives access to information on one appliance. The carousel can be browsed using the multitouch capability of the iPhone. We describe the programming approach and discuss the lesson learned in developing the touch interaction with the carousel.

Presence in the age of social networks: augmenting mediated environments with feedback on group activity Mediated Presence: Virtual Reality, Mixed Environments and Social Networks / Martino, Francesco / Baù, Roberto / Spagnolli, Anna / Gamberini, Luciano Virtual Reality 2009-09 v.13 n.3 p.183-194
Keywords: Social network analysis; Feedback; Social presence; Behavioral engagement; Multiplayer game; Augmented communication
Link to Digital Content at Springer
Summary: The present study aimed at increasing behavioral engagement in groups of networked people by providing feedback on the group activity. Each participant logged into an on-line virtual environment for four subsequent treasure-hunting sessions along with other nine players. During the game, all players communicated dyadically through textual chats, and searched for the treasures in the virtual environment. In two conditions, the participants received a visual feedback depicting the communication activity with the group based on social network analysis indices (i.e. 'centrality' or 'reciprocity'). Feedback was not provided in the third condition. The underlying assumption was that if the group activity becomes more visible to the individual user through the feedback, then the behavioral engagement with the group increases. The resulting behavioral engagement was measured with two techniques, one based on the amount of messages exchanged and one based on self-reported measures. The results show that feedback improved the exchange of messages with respect to the control condition and that this effect was only partially captured by self-reported measures.

Designing Effective Feedback of Electricity Consumption for Mobile User Interfaces Gaze control for work and play / Jacucci, Giulio / Spagnolli, Anna / Gamberini, Luciano / Chalambalakis, Alessandro / Björksog, Christoffer / Bertoncini, Massimo / Torstensson, Carin / Monti, Pasquale Psychnology 2009 v.7 n.3 p.265-289
Keywords: energy awareness, feedback, mobile interface, breakdown analysis
13
Summary: This paper illustrates the approach of Energy Life, a pervasive household sensoring and feedbacking system aimed at improving the energy conservation practices of the inhabitants. The concept of EnergyLife takes into account state-of-the-art knowledge of what makes a feedback intervention effective, which -- at this stage of its development -- can be synthesized into two main features. First, knowledge and action are to be synergically addressed by visualizing electricity consumption on the one side, and providing conservation tips on the other. Second, the design should be centered on the users and undergo iterative usability tests. A more detailed description of the literature-based requirements informing the design of EnergyLife is offered at the beginning of the paper. The way in which they are embodied in the features of the mobile interface, epitomized by its intuitive 3D carousel, is then described. Finally, the rationale and results of the first usability evaluation are reported, describing the responses to a satisfaction questionnaire and the types of breakdowns that occurred during the users' interaction with the device. These results will guide the next development phase and the release of a new prototype.

Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments Part 2: Interacting and Navigating in Virtual and Augmented Environments / Rey, Beatriz / Lozano, José Antonio / Raya, Mariano Alcañiz / Gamberini, Luciano / Calvet, Merche / Kerrigan, Daniel / Martino, Francesco ICVR 2007: 2nd International Conference on Virtual Reality 2007-07-22 p.348-357
Keywords: User Interface Events; Navigation in Virtual Environments; Virtual Reality Ergonomics
Link to Digital Content at Springer
Summary: Navigation is a fundamental task in virtual environments. Some of the metaphors that are used to determine where users want to be placed at each moment are based on physical locomotion. Usually, these techniques require the use of several sensors and complex algorithms. In this paper, we present Super-Feet, a wireless navigation system controlled by natural movements without requiring invasive methods or devices. It uses a low-cost infra-red system to detect the instantaneous position of both feet and this information is translated into a walking and rotation velocity in the environment. Preliminary results show that Super-Feet navigation is more accurate but slower than joypad based navigation systems.

VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs Abuse Effects Part 4: Health, Cultural, Educational and Entertainment Applications / Gamberini, Luciano / Breda, Luca / Grassi, Alessandro ICVR 2007: 2nd International Conference on Virtual Reality 2007-07-22 p.633-641
Link to Digital Content at Springer
Summary: Videodope is an interactive digital environment that is meant to show the short-, medium- and long-run effects of psychoactive substances on the human organism. Its purpose is to increase the users' knowledge of these effects, which is often based on misconceptions and legends, and to provide a feedback on their level of information, with preventive purposes. These kind of educational games have the advantage of being more persistent, ubiquitous, informative, anonymous and multi-medial than a normal lecture. However, they have to be perceived as credible and plausible to the user in order to be persuasive, especially since the target is constituted of young people familiar both with the technology and with the subject. In this paper, we will describe the process of designing and evaluating the videogame in the field, as well as the insights provided by the participants who took part to the evaluation.

Unveiling the Structure: Effects of Social Feedback on Communication Activity in Online Multiplayer Videogames Part II: Knowledge, Collaboration, Learning and Local On-Line Communities / Gamberini, Luciano / Martino, Francesco / Scarpetta, Fabiola / Spoto, Andrea / Spagnolli, Anna OCSC 2007: 2nd International Conference on Online Communities and Social Computing 2007-07-22 p.334-341
Keywords: social network analysis; feedback; augmented communication; cooperative online game
Link to Digital Content at Springer
Summary: Feedback intervention in computer-mediated situations can be interpreted as a way to augment communication. According to this idea, this study investigates the effect of providing a group with a Social Network Analysis-based feedback on communication in an on-line game where players talk to each other via textual chat. Three different situations across two different sessions were compared: an Informed Group with a correct feedback, a not-Informed Group with no feedback and a mis-Informed group with an incorrect feedback. Results show that giving correct information increases the related dimensions of communication, while the absence of feedback and the incorrect feedback were not accompanied by any significant modification.

Shared virtual environment (SVE): a framework for developing social games Posters / Juan, M. Carmen / Alcañiz, Mariano / Gamberini, Luciano / Zaragoza, Irene / Martino, F. Proceedings of the 2007 International Conference on Advances in Computer Entertainment Technology 2007-06-13 p.258-259
ACM Digital Library Link
Summary: The communication channels are changing. More and more, face to face communication is being replaced by computer mediated communication. Using mediated communication, the non-verbal communication cues that are available in face to face communication are not. PASION is a European project where mediated communication is augmented. In this paper we present the Shared Virtual Environment (SVE), the framework to be used for the development of two types of applications (social gaming and collaborative work) where augmentation will be studied. The first version of SVE has been used for the development of the first version of a pervasive game for treasure hunting, Bluenet.

Embedded Persuasive Strategies to Obtain Visitors' Data: Comparing Reward and Reciprocity in an Amateur, Knowledge-Based Website New Insights Into Web Persuasion / Gamberini, Luciano / Petrucci, Giovanni / Spoto, Andrea / Spagnolli, Anna Proceedings of the 2007 International Conference on Persuasive Technology 2007-04-26 p.187-198
Keywords: reciprocity; reward; persuasion; personal information; social proof; websites
Link to Digital Content at Springer
Summary: This study compares the relative effectiveness of two different persuasive strategies embedded in the rationale of a website. The visitor is asked for his/her contact information either prior to or after having access to the guidelines for managing multimedia files offered by the site. Asking for personal data prior to access represents a reward strategy for obtaining such data. In contrast, asking for personal data after access represents a reciprocity strategy. In addition, the mediating effect of website features displaying "social proof" (such as visits counter) is explored. The analysis of the amount and type of contact information provided shows that a persuasive strategy based on reciprocity is more effective than one based on reward. Also, the presence of social proof features seems counterproductive when using a reciprocity strategy, while it seems to improve the visitors' compliance with the request when using a reward strategy. The results are discussed in terms of adequacy of the persuasive strategy to the specific website genre.

Searching for Information on PDA in a Naturalistic Environment with or without Music / Zucchi, Andrea / Gamberini, Luciano Psychnology 2007 v.5 n.2 p.207-222
Keywords: PDA, Searching for information, Background music, Noise, Irrelevant speech, Information processing, Arousal.
www.psychnology.org/383.php
Summary: The present paper investigates the effects of different kinds of music on information searching in a crowded cafeteria. Our experiment employs four texts that differ in length only, not in content or syntactic complexity. Each text is loaded on a web page and displayed on a PDA. We ask to participants 20 questions about each text and then compare their accuracy and performance time. Participants carry out their task in three different background conditions: normal environmental noise, earphones with classical symphonic music or earphones with modern Italian songs. We assume that classical symphonic music improves information searching by isolating the participant from the noise and background chitchatting of the cafeteria, while modern Italian music compromises performance, because processing the lyrics interferes with the task. In line with our expectations, classical music significantly improves information searching, but contrary to our hypotheses, Italian music improves performance, although not in a significant way. We conclude that in a situation with background noise, listening to classical music increases the speed of information searching with respect to a condition without music.

Multimodal spatial reference in mediated environments: users' preferences and the pragmatics of pointing and talking Work-in-progress / Spagnolli, Anna / Gamberini, Luciano Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1349-1354
ACM Digital Library Link
Summary: This paper describes the current results and future developments of a project on multimodal spatial reference in mediated environments. The database consists of video-recorded sessions, with 120 participants in three experimental designs, contrasting types of pointing (No Pointing, Natural Pointing, Mediated Pointing), types of co-presence (Mediated versus Natural) and type of task (Locative versus Descriptive). The project investigates which verbal and non-verbal resources participants prefer to use in the different conditions, and which integration strategies they adopt. The goal, relevant to people interested in communication with/through technologies, or in multimodal communication in general, is to clarify the pragmatic meaning of the different resources. So far, the analysis of the data has focused on the verbal resources; further analysis will focus on the pointing strategies, and their integration with verbal spatial reference.
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