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Gamer Style: Performance Factors in Gamified Simulation Gamification / Gupta, Surabhi / Coles, Tim / Dumas, Cedric / McBride, Simon J. / Bradford, DanaKai Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2014-2025
ACM Digital Library Link
Summary: Serious games and gamified simulations are increasingly being used to aid instruction in technical disciplines including the medical field. Assessments of player performance are important in understanding user profiles in order to establish serious games as a reliable, consistent method for increasing skills and competence in all trainees. In this study we used questionnaires, game characteristic metrics and EEG analysis to explore players' performance in a bronchoscopy simulator. We found that players who performed better were younger, made fewer errors, were quicker and differed in spectral profile during game play. Our findings, while speculative, have implications for training regimes in which gamified simulations are employed. We make suggestions for game design and for tailoring training regimes to suit individual learning styles to enhance knowledge acquisition and retention.

EGDE, A Soft Keyboard for Fast Typing for the Visually Challenged Student Design Competition / Rajendran, Chandni / Parab, Chinmay / Gupta, Shreya Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.50-55
ACM Digital Library Link
Summary: EDGE is an accessible text-input overlay on touch screen phones that is designed specifically to enable speedier typing by users with vision impairment. The model uses the edges of the phone because all the tactile references available on a touch screen are concentrated along the edges. The characters are laid out along the edges in the same grouping as a 3x4 International Standard Key Pad, building on users' familiarity [1]. It can be initiated in the same manner as any keyboard service on a smart phone. However, it occupies the full extent of the screen as an overlay and can be dismissed by an on-screen gesture. The model has the ability to switch between single-tap and multi-tap mode and features that provide context awareness while typing. Along with text prediction as an added feature, EDGE could be a very effective text input method that visually impaired users will be able to use with confidence even without audio feedback.

Tackling User Research Challenges within the Finance Industry Case Study: User Research / Wehbe, Rina R. / Wahid, Shahtab / Gupta, Siddharth / Ishak, Edward W. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.796-803
ACM Digital Library Link
Summary: We present a case study illustrating how a user experience (UX) team performs user research in the finance industry. In particular, we focus on the impact of salespeople and financial professionals on how the research is conducted. Challenges stemming from this -- such as recruitment, time constraints, and conflicting expectations -- and potential ways to mitigate them are discussed. Our work contributes to an understanding of how to do research in time-sensitive, high pressure environments while also working with gatekeepers to accessing users.

SCEPTRE: A Pervasive, Non-Invasive, and Programmable Gesture Recognition Technology Wearable and Mobile IUI 1 / Paudyal, Prajwal / Banerjee, Ayan / Gupta, Sandeep K. S. Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.282-293
ACM Digital Library Link
Summary: Communication and collaboration between deaf people and hearing people is hindered by lack of a common language. Although there has been a lot of research in this domain, there is room for work towards a system that is ubiquitous, non-invasive, works in real-time and can be trained interactively by the user. Such a system will be powerful enough to translate gestures performed in real-time, while also being flexible enough to be fully personalized to be used as a platform for gesture based HCI. We propose SCEPTRE which utilizes two non-invasive wrist-worn devices to decipher gesture-based communication. The system uses a multi-tiered template based comparison system for classification on input data from accelerometer, gyroscope and electromyography (EMG) sensors. This work demonstrates that the system is very easily trained using just one to three training instances each for twenty randomly chosen signs from the American Sign Language (ASL) dictionary and also for user-generated custom gestures. The system is able to achieve an accuracy of 97.72% for ASL gestures.

MagnifiSense: inferring device interaction using wrist-worn passive magneto-inductive sensors Novel sensing techniques / Wang, Edward J. / Lee, Tien-Jui / Mariakakis, Alex / Goel, Mayank / Gupta, Sidhant / Patel, Shwetak N. Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.15-26
ACM Digital Library Link
Summary: The different electronic devices we use on a daily basis produce distinct electromagnetic radiation due to differences in their underlying electrical components. We present MagnifiSense, a low-power wearable system that uses three passive magneto-inductive sensors and a minimal ADC setup to identify the device a person is operating. MagnifiSense achieves this by analyzing near-field electromagnetic radiation from common components such as the motors, rectifiers, and modulators. We conducted a staged, in-the-wild evaluation where an instrumented participant used a set of devices in a variety of settings in the home such as cooking and outdoors such as commuting in a vehicle. MagnifiSense achieves a classification accuracy of 82.6% using a model-agnostic classifier and 94.0% using a model-specific classifier. In a 24-hour naturalistic deployment, MagnifiSense correctly identified 25 of the total 29 events, while achieving a low false positive rate of 0.65% during 20.5 hours of non-activity.

EVHomeShifter: evaluating intelligent techniques for using electrical vehicle batteries to shift when homes draw energy from the grid Smarter homes and vehicles / Brush, A. J. Bernheim / Krumm, John / Gupta, Sidhant / Patel, Shwetak Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.1077-1088
ACM Digital Library Link
Summary: Time of use tiered pricing schedules encourage shifting electricity demand from peak to off-peak hours. Charging times for electric vehicles (EV) can be shifted into overnight hours, which are usually off-peak. EVs can also be used as energy storage devices, available during certain peak hours to power a house with electricity stored during off-peak hours. Studies suggest both techniques are practical, but were based on simulated demand patterns or large commercial fleets. To investigate feasibility on a per home basis, we collected data from 15 EV homes using the Lab of Things sensing infrastructure. We evaluate a scheme that powers homes with their car battery during expensive electricity periods and then charges the battery during cheaper periods. We show an average potential savings of $10.91/month for shifting charging times, and an additional $13.58/month for powering the home from the EV, even accounting for the inefficiencies of electric conversion.

Identifying Successful Investors in the Startup Ecosystem Posters / Gupta, Srishti / Pienta, Robert / Tamersoy, Acar / Chau, Duen Horng / Basole, Rahul C. Companion Proceedings of the 2015 International Conference on the World Wide Web 2015-05-18 v.2 p.39-40
ACM Digital Library Link
Summary: Who can spot the next Google, Facebook, or Twitter? Who can discover the next billion-dollar startups? Measuring investor success is a challenging task, as investment strategies can vary widely. We propose InvestorRank, a novel method for identifying successful investors by analyzing how an investor's collaboration network change over time. InvestorRank captures the intuition that a successful investor achieves increasingly success in spotting great startups, or is able to keep doing so persistently. Our results show potential in discovering relatively unknown investors that may be the success stories of tomorrow.

Constructing Secure Audio CAPTCHAs by Exploiting Differences between Humans and Machines Enhanced Security with Passwords & CAPTCHAs / Meutzner, Hendrik / Gupta, Santosh / Kolossa, Dorothea Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2335-2338
ACM Digital Library Link
Summary: To prevent abuses of Internet services, CAPTCHAs are used to distinguish humans from programs where an audio-based scheme is beneficial to support visually impaired people. Previous studies show that most audio CAPTCHAs, albeit hard to solve for humans, are lacking security strength. In this work we propose an audio CAPTCHA that is far more robust against automated attacks than it is reported for current CAPTCHA schemes. The CAPTCHA exhibits a good trade-off between human usability and security. This is achieved by exploiting the fact that the human capabilities of language understanding and speech recognition are clearly superior compared to current machines. We evaluate the CAPTCHA security by using a state-of-the-art attack and assess the intelligibility by means of a large-scale listening experiment.

Forum77: An Analysis of an Online Health Forum Dedicated to Addiction Recovery Managing Chronic Illness through Collaboration / MacLean, Diana / Gupta, Sonal / Lembke, Anna / Manning, Christopher / Heer, Jeffrey Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.1511-1526
ACM Digital Library Link
Summary: Prescription drug abuse is a pressing public health issue, and people who misuse prescription drugs are turning to online forums for help. Are such forums effective? We analyze the process of opioid withdrawal, recovery and relapse on Forum77, MedHelp.org's online health forum for substance abuse recovery. Applying Prochashka's Transtheoretical Model for behavior change, we develop a taxonomy describing phases of addiction expressed by Forum77 members. We examine activity and linguistic features across the phases USING, WITHDRAWING and RECOVERING. We train statistical classifiers to identify addiction phase, relapse and whether a user was RECOVERING at the time of her last post. Applying our classifiers to 2,848 users, we find that while almost 50% relapse, the prognosis for ending in RECOVERING is favorable. Supplementing our results with users' own accounts of their experiences, we discuss Forum77's efficacy and shortcomings, and implications for future technologies.

Stemming the Flow of Information in a Social Network News, Credibility, and Opinion Formation / Srinivasan, Balaji Vasan / Kumar, Akshay / Gupta, Shubham / Gupta, Khushi Proceedings of the 2014 International Conference on Social Informatics 2014-11-11 p.326-335
Keywords: social network; rumor source; rumor stemming; targeted influence
Link to Digital Content at Springer
Summary: Social media has changed the way people interact with each other and has contributed greatly towards bringing people together. It has become an ideal platform for people to share their opinions. However, due to the volatility of social networks, a negative campaign or a rumor can go viral resulting in severe impact to the community. In this paper, we aim to solve this problem of stemming the flow of a negative campaign in a network by observing only parts of the network. Given a negative campaign and information about the status of its spread through a few candidate nodes, our algorithm estimates the information flow in the network and based on this estimated flow, finds a set of nodes which would be instrumental in stemming the information flow. The proposed algorithm is tested on real-world networks and its effectiveness is compared against other existing works.

How heterogeneous community engage newcomers? The effect of community diversity on newcomers' perception of inclusion: An empirical study in social media service / Pan, Zhao / Lu, Yaobin / Gupta, Sumeet Computers in Human Behavior 2014-10 v.39 n.0 p.100-111
Keywords: Community diversity
Keywords: Perceived inclusion
Keywords: Social identification
Keywords: Perceived uniqueness
Keywords: Newcomers
Keywords: Engagement
Link to Article at sciencedirect
Summary: Online communities that provide social media services need to engage newcomers so as to not lose them to competitors. This study examines the role of community diversity (in terms of perceived visible dissimilarity, perceived informational dissimilarity and perceived value dissimilarity) in influencing perceived inclusion of newcomers in the online community and the influence of such perception on newcomers' engagement intention. The theoretical background on perceived inclusion is obtained from the optimal distinctiveness theory, which comprises of two dimensions, namely, social identification and perceived uniqueness. The results support the multiple roles of community diversity on a newcomer's perceived inclusion. The findings of this study contribute to a better understanding of the effect of community diversity on newcomers' engagement behavior, and provide recommendations on designing a personalized community diversity environment.

A self-calibrating approach to whole-home contactless power consumption sensing Sensing in the home / Aumi, Md Tanvir Islam / Gupta, Sidhant / Pickett, Cameron / Reynolds, Matt / Patel, Shwetak Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.361-371
ACM Digital Library Link
Summary: In this paper, we present a significant improvement over past work on non-contact end-user deployable sensor for real time whole home power consumption. The technique allows users to place a single device consisting of magnetic pickups on the outside of a power or breaker panel to infer whole home power consumption without the need for professional installation of current transformers (CTs). The new approach does not require precise placement on the breaker panel, a key requirement in previous approaches. This is enabled through a self-calibration technique using a neural network that dynamically learns the transfer function despite the placement of the sensor and the construction of the breaker panel itself. We also demonstrate the ability to actually infer true power using this technique, unlike past solutions that have only been able to capture apparent power. We have evaluated our technique in six homes and one industrial building, including one seven-day deployment. Our results show we can estimate true power consumption with an average accuracy of 95.0% during naturalistic energy use in the home.

Data mapping framework in a digital library with computational epidemiology datasets Other / Hasan, S. M. Shamimul / Gupta, Sandeep / Fox, Edward A. / Bisset, Keith / Marathe, Madhav V. JCDL'14: Proceedings of the 2014 ACM/IEEE-CS Joint Conference on Digital Libraries 2014-09-08 p.449-450
Keywords: Computational modeling
Keywords: Data models
Keywords: Diseases
Keywords: Libraries
Keywords: Resource description framework
Keywords: Sociology
Keywords: Statistics
Keywords: Digital library
Keywords: Epidemiology
Keywords: Simulation
dx.doi.org/10.1109/JCDL.2014.6970219
Summary: Computational epidemiology employs computer models and informatics tools to reason about the spatio-temporal spread of diseases. The diversity of models, data sources, data representations, and modalities that are collected, used, and modified motivate the development of a digital library (DL) framework to support computational epidemiology. The heterogeneous content includes metadata, text, tables, spreadsheets, experimental descriptions, and large result files. There is no accepted framework that allows unified access to such content. We propose a framework for a digital library system tailored to such datasets to support computational network epidemiology.

SCQAM: a scalable structured code quality assessment method for industrial software Software Quality / Gupta, Shrinath / Singh, Himanshu Kumar / Venkatasubramanyam, Radhika D. / Uppili, Umesh Proceedings of the 2014 International Conference on Program Comprehension 2014-06-02 p.244-252
ACM Digital Library Link
Summary: Siemens, Corporate Technology, Development Center, Asia Australia (CT DC AA) has been developing and maintaining several software projects for the Industry, Energy, Healthcare, and Infrastructure & Cities sectors of Siemens. The critical nature of these projects necessitates a high level of software code quality. As part of the code quality program at CT DC AA the strategy is to have a scalable method towards identification of issues affecting code quality of projects across the organization. Traditionally, code quality experts in Siemens used EMISQ method to assess code quality. EMISQ requires about three person months (two experts for six weeks) for 50-100 kLoC, making it effort intensive and time consuming. Thus, scaling this assessment method to include the hundreds of projects in CT DC AA poses many challenges. To address this, we have developed a lightweight assessment method called SCQAM (Structured Code Quality Assessment Method). SCQAM is an expert-based method wherein manual assessment of code quality by experts is directed by the systematic application of code analysis tools. In this paper, we describe the SCQAM method, experiences in applying it to projects in CT DC AA, challenges faced and initiatives taken to enable fixing of systemic issues reported by assessments. The insights from our SCQAM experience can provide useful pointers to other organizations and practitioners interested in assessment and improvement of software code quality.

A semiautomated method for classifying program analysis rules into a quality model Software Quality / Gupta, Shrinath / Singh, Himanshu Kumar Proceedings of the 2014 International Conference on Program Comprehension 2014-06-02 p.266-270
ACM Digital Library Link
Summary: Most of the software code quality assessment and monitoring methods uses Quality Model (QM) as an aid to capture quality requirements of the software. An important aspect concerning use of QM is classification of Program Analysis (PA) rules into QM according to their relevance to quality attributes such as maintainability, reliability etc. Currently such classification is performed manually by experts and most of the PA tools (such as FxCop for C#, FindBugs for Java, PC-Lint for C/C++) support hundreds of PA rules. Hence performing classification manually can be very effort intensive and time consuming and can lead to concerns like subjectivity and inconsistency. Hence we propose a light weight semiautomated method to expedite classification and make classification activity less effort intensive. Proposed classifier is based on natural language processing (NLP) techniques and uses a keyword matching algorithm. We have computed precision and recall for such a classifier. We have also shown results from applying technique on classifying rules from FxCop, PC-Lint, and FindBugs into the EMISQ QM. We believe that proposed approach will significantly help in reducing the time required to perform classification and hence also to incorporate newer PA tools and rules into QM based methods.

PuppetX: a framework for gestural interactions with user constructed playthings Tangibles / Gupta, Saikat / Jang, Sujin / Ramani, Karthik Proceedings of the 2014 International Conference on Advanced Visual Interfaces 2014-05-27 p.73-80
ACM Digital Library Link
Summary: We present PuppetX, a framework for both constructing playthings and playing with them using spatial body and hand gestures. This framework allows users to construct various playthings similar to puppets with modular components representing basic geometric shapes. It is topologically-aware, i.e. depending on its configuration; PuppetX automatically determines its own topological construct. Once the plaything is made the users can interact with them naturally via body and hand gestures as detected by depth-sensing cameras. This gives users the freedom to create playthings using our components and the ability to control them using full body interactions. Our framework creates affordances for a new variety of gestural interactions with physically constructed objects. As its by-product, a virtual 3D model is created, which can be animated as a proxy to the physical construct. Our algorithms can recognize hand and body gestures in various configurations of the playthings. Through our work, we push the boundaries of interaction with user-constructed objects using large gestures involving the whole body or fine gestures involving the fingers. We discuss the results of a study to understand how users interact with the playthings and conclude with a demonstration of the abilities of gestural interactions with PuppetX by exploring a variety of interaction scenarios.

Emotion recognition using facial and audio features Emotion recognition in the wild challenge and workshop / Krishna, Tarun / Rai, Ayush / Bansal, Shubham / Khandelwal, Shubham / Gupta, Shubham / Goel, Dushyant Proceedings of the 2013 International Conference on Multimodal Interaction 2013-12-09 p.557-564
ACM Digital Library Link
Summary: Human Computer Interaction is an upcoming scientific field which aims at inter-communication between humans and computers. A major element of this field is Human Emotion Recognition. The most expressive way humans display emotions is through facial expressions. Traditionally, emotion recognition has been performed on laboratory controlled data. While undoubtedly worthwhile at the time, such lab controlled data poorly represents the environment and conditions faced in real-world situations. With the increase in the number of video clips online, it is worthwhile to explore the performance of emotion recognition methods that work 'in the wild'. This work mainly focuses on automatic emotion recognition in a wild video sample. In this task, we have worked on the problem of human emotion recognition using a combination of video features and audio features. The technique that we have utilized for emotion detection involves a blend of Optical flow, Gabor Filtering, few other facial features and audio features. Training and Classification is performed using Support Vector Machine-Hidden Markov Model (HMM). The unique thing about our methodology is that it produces better results for some particular class of emotions as compared to the baseline score in the case of wild emotion dataset with an overall accuracy of 20.51% on the test set.

Flexible and dynamic compromises for effective recommendations Poster session: IR track / Gupta, Saurabh / Chakraborti, Sutanu Proceedings of the 2013 ACM Conference on Information and Knowledge Management 2013-10-27 p.1909-1912
ACM Digital Library Link
Summary: Conversational Recommendation mimics the kind of dialog that takes between a customer and a shopkeeper involving multiple interactions where the user can give feedback at every interaction as opposed to Single Shot Retrieval, which corresponds to a scheme where the system retrieves a set of items in response to a user query in a single interaction. Compromise refers to a particular user preference which the recommender system failed to satisfy. But in the context of conversational systems, where the user's preferences keep on evolving as she interacts with the system, what constitutes as a compromise for her also keeps on changing. Typically, in Single Shot retrieval, the notion of compromise is characterized by the assignment of a particular feature to a particular dominance group such as MIB (higher value is better) or LIB (lower value is better) and this assignment remains true for all the users who use the system.
    In this paper, we propose a way to realize the notion of compromise in a conversational setting. Our approach, Flexi-Comp, introduces the notion of dynamically assigning a feature to two dominance groups simultaneously which is then used to redefine the notion of compromise. We show experimentally that a utility function based on this notion of compromise outperforms the existing conversational recommenders in terms of recommendation efficiency.

Knowledge sharing in information system development teams: examining the impact of shared mental model from a social capital theory perspective Article / Xiang, Chunjie / Lu, Yaobin / Gupta, Sumeet Behaviour and Information Technology 2013-10-01 v.32 n.10 p.1024-1040
Link to Article at Taylor & Francis
Summary: Shared mental model (SMM), a concept from psychology, is defined as a common thinking style developed when individuals perform similar tasks in a cohesive manner. In this article, we investigate the relationship between the three dimensions of social capital and SMM. We also examine whether SMM mediates the impact of social capital on knowledge sharing (KS) behaviour in information system development (ISD) teams. Social capital is defined as the resource of social relationships owned by individuals. It is useful for explaining human behaviour in social networks. The data collected represent 492 ISD professionals in 118 teams from 18 middle-sized enterprises. The results of this study indicate that social capital theory is useful for explaining the antecedents of SMM, and SMM is positively related to KS and team performance. This research also emphasises the importance of developing SMM in a team.

Glassbeam search: big data analytics & object oriented UX framework APCHI 2013: industrial case studies / Mahapatra, Jyotirmaya / Rathore, Porus / Gupta, Swati / Sridharamurthy, Pramod Proceedings of the 2013 Asia Pacific Conference on Computer Human Interaction 2013-09-24 p.237-241
ACM Digital Library Link
Summary: Glassbeam Support is a cloud based Machine log data analytics and search application. It allows Data centers, Networking servers, OEMs and IT Enterprises to quickly search for data sources and insights related to any machine.
    Due to the complexity of data within log files, the existing interface supported a lot of features, which were not aligned to actual user behavior. This made the product complex and various features were left unexplored. The existing system presented itself with inefficient navigation and performance latency issues. Glassbeam required a complete re-design of 'Search', which could be intuitive and scalable to different kinds of log files across domains.
    To achieve this, an 'Object Oriented' user experience design framework was used where a 'Central Object' around which the entire application and functionalities could be aligned.
    The redesigned application reduced the time to narrow down to problems and troubleshoot issues in minutes instead of days. The overall usability of the system was enhanced and it supported a broader number of use cases. It empowered enterprises with end-to-end log data analytics, support their support, RnD and Sales forecasting activities.

AirWave: non-contact haptic feedback using air vortex rings Novel interfaces / Gupta, Sidhant / Morris, Dan / Patel, Shwetak N. / Tan, Desney Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.419-428
ACM Digital Library Link
Summary: Input modalities such as speech and gesture allow users to interact with computers without holding or touching a physical device, thus enabling at-a-distance interaction. It remains an open problem, however, to incorporate haptic feedback into such interaction. In this work, we explore the use of air vortex rings for this purpose. Unlike standard jets of air, which are turbulent and dissipate quickly, vortex rings can be focused to travel several meters and impart perceptible feedback. In this paper, we review vortex formation theory and explore specific design parameters that allow us to generate vortices capable of imparting haptic feedback. Applying this theory, we developed a prototype system called AirWave. We show through objective measurements that AirWave can achieve spatial resolution of less than 10 cm at a distance of 2.5 meters. We further demonstrate through a user study that this can be used to direct tactile stimuli to different regions of the human body.

DopLink: using the Doppler effect for multi-device interaction Mobile devices / Aumi, Md Tanvir Islam / Gupta, Sidhant / Goel, Mayank / Larson, Eric / Patel, Shwetak Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.583-586
ACM Digital Library Link
Summary: Mobile and embedded electronics are pervasive in today's environment. As such, it is necessary to have a natural and intuitive way for users to indicate the intent to connect to these devices from a distance. We present DopLink, an ultrasonic-based device selection approach. It utilizes the already embedded audio hardware in smart devices to determine if a particular device is being pointed at by another device (i.e., the user waves their mobile phone at a target in a pointing motion). We evaluate the accuracy of DopLink in a controlled user study, showing that, within 3 meters, it has an average accuracy of 95% for device selection and 97% for finding relative device position. Finally, we show three applications of DopLink: rapid device pairing, home automation, and multi-display synchronization.

DysWebxia 2.0!: more accessible text for people with dyslexia The Paciello group challenge / Rello, Luz / Bayarri, Clara / Gòrriz, Azuki / Baeza-Yates, Ricardo / Gupta, Saurabh / Kanvinde, Gaurang / Saggion, Horacio / Bott, Stefan / Carlini, Roberto / Topac, Vasile Proceedings of the 2013 International Cross-Disciplinary Conference on Web Accessibility (W4A) 2013-05-13 p.25
ACM Digital Library Link
Summary: Even if dyslexia is neurological in origin, certain text modifications could make texts more accessible for people with dyslexia. We introduce DysWebxia 2.0, a model that integrates our findings from research conducted with this target group. It alters content and presentation of the text to make it more readable. We also present the current integrations of DysWebxia in different reading software applications.

uTouch: sensing touch gestures on unmodified LCDs Papers: haptics / Chen, Ke-Yu / Cohn, Gabe A. / Gupta, Sidhant / Patel, Shwetak N. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.2581-2584
ACM Digital Library Link
Summary: Current solutions for enabling touch interaction on existing non-touch LCD screens require adding additional sensors to the interaction surface. We present uTouch, a system that detects and classifies touches and hovers without any modification to the display, and without adding any sensors to the user. Our approach utilizes existing signals in an LCD that are amplified when a user brings their hand near or touches the LCD's front panel. These signals are coupled onto the power lines, where they appear as electromagnetic interference (EMI) which can be sensed using a single device connected elsewhere on the power line infrastructure. We validate our approach with an 11 user, 8 LCD study, and demonstrate a real-time system.

Dynamic Spatial Positioning: Physical Collaboration around Interactive Table by Children in India Tabletop Computing / Jamil, Izdihar / O'Hara, Kenton / Perry, Mark / Karnik, Abhijit / Marshall, Mark T. / Jha, Swathi / Gupta, Sanjay / Subramanian, Sriram Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4 2013 v.4 p.141-158
Keywords: Interaction techniques; tabletop; spatial formation; dynamic spatial position; collaborative learning; children and India
Link to Digital Content at Springer
Summary: We present a study of how children demonstrate physicality during collaboration around interactive tables at school. Our results show that children tend to dynamically position themselves around the tabletop area to effect particular social outcomes. These movements around the tabletop allow them to enact coordination strategies in their social interactions with each other to manage their learning and task-based activities. Our analysis indicates the importance of understanding physical strategies and behaviours when designing and deploying interactive tables in classrooms. We discuss how the design of tabletops in school can embrace the extensibility of this technology, providing access for children to shape their own collaboration strategies during learning.
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