Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for
Smart Glasses
Everyday Objects as Interaction Surfaces
/
Hsieh, Yi-Ta
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Jylhä, Antti
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Orso, Valeria
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Gamberini, Luciano
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Jacucci, Giulio
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4203-4215
© Copyright 2016 ACM
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.
Pointing while Looking Elsewhere: Designing for Varying Degrees of Visual
Guidance during Manual Input
Eye Tracking Applications
/
Serim, Baris
/
Jacucci, Giulio
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5789-5800
© Copyright 2016 ACM
Summary: We propose using eye tracking to support interface use with decreased
reliance on visual guidance. While the design of most graphical user interfaces
take visual guidance during manual input for granted, eye tracking allows
distinguishing between the cases when the manual input is conducted with or
without guidance. We conceptualize the latter cases as input with uncertainty
that require separate handling. We describe the design space of input handling
by utilizing input resources available to the system, possible actions the
system can realize and various feedback techniques for informing the user. We
demonstrate the particular action mechanisms and feedback techniques through
three applications we developed for touch interaction on a large screen. We
conducted a two stage study of positional accuracy during target acquisition
with varying visual guidance, to determine the selection range around a touch
point due to positional uncertainty. We also conducted a qualitative evaluation
of example applications with participants to identify perceived utility and
hand eye coordination challenges while using interfaces with decreased visual
guidance.
RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System
IUI for Entertainment and Health
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Kosunen, Ilkka
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Salminen, Mikko
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Järvelä, Simo
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Ruonala, Antti
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Ravaja, Niklas
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Jacucci, Giulio
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.208-217
© Copyright 2016 ACM
Summary: Meditation in general and mindfulness in particular have been shown to be
useful techniques in the treatment of a plethora of ailments, yet they can be
challenging for novices. We present RelaWorld: a neuroadaptive virtual reality
meditation system that combines virtual reality with neurofeedback to provide a
tool that is easy for novices to use yet provides added value even for
experienced meditators. Using a head-mounted display, users can levitate in a
virtual world by doing meditation exercises. The system measures users' brain
activity in real time via EEG and calculates estimates for the level of
concentration and relaxation. These values are then mapped into the virtual
reality. In a user study of 43 subjects, we were able to show that the
RelaWorld system elicits deeper relaxation, feeling of presence and a deeper
level of meditation when compared to a similar setup without head-mounted
display or neurofeedback.
Beyond Relevance: Adapting Exploration/Exploitation in Information Retrieval
Information Retrieval and Search
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Athukorala, Kumaripaba
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Medlar, Alan
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Oulasvirta, Antti
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Jacucci, Giulio
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Glowacka, Dorota
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.359-369
© Copyright 2016 ACM
Summary: We present a novel adaptation technique for search engines to better support
information-seeking activities that include both lookup and exploratory tasks.
Building on previous findings, we describe (1) a classifier that recognizes
task type (lookup vs. exploratory) as a user is searching and (2) a
reinforcement learning based search engine that adapts accordingly the balance
of exploration/exploitation in ranking the documents. This allows supporting
both task types surreptitiously without changing the familiar list-based
interface. Search results include more diverse results when users are exploring
and more precise results for lookup tasks. Users found more useful results in
exploratory tasks when compared to a base-line system, which is specifically
tuned for lookup tasks.
T4Tags 2.0: A Tangible System for Supporting Users' Needs in the Domestic
Environment
Stuff That Works
/
Vianello, Andrea
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Florack, Yves
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Bellucci, Andrea
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Jacucci, Giulio
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.38-43
© Copyright 2016 ACM
Summary: The use of dedicated devices may insufficiently support the variety and
subtlety of domestic arrangements: they usually focus on specific aspects
(e.g., home automation, health, safety, etc.) and potentially become obsolete,
since they are unable to be recomposed and adapted to the needs of new
situations. Open-ended and repurposable technologies could better address
domestic users' needs. We present T4Tags 2.0, an open-ended toolkit for
programming tangible tokens that embed different sensing technologies and can
be attached to ordinary objects to create smart behaviors at home. We report
findings from a one-day workshop we carried out to explore opportunities of the
toolkit.
Personal Device as a Controller for Interactive Surfaces: Usability and
Utility of Different Connection Methods
Session 8: Back to the Future
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Vepsäläinen, Jouni
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Di Rienzo, Antonella
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Nelimarkka, Matti
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Ojala, Jouni A.
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Savolainen, Petri
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Kuikkaniemi, Kai
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Tarkoma, Sasu
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Jacucci, Giulio
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.201-204
© Copyright 2015 ACM
Summary: The popularity of touch-screen-equipped smart phones has made them an
attractive choice for interacting with large display surfaces, especially in
public spaces. The challenge in using a personal mobile device for interaction
in such a setting lies in the usability of methods to initiate the interaction,
as the users may give up if the interaction is not immediately successful. For
this reason, a few commercial systems have already opted to use web-based
interaction instead of dedicated mobile applications. However, the usability of
different methods of initiating the web-based interaction has not been
extensively studied. In this paper we present the results of a laboratory
usability study with 20 participants, in which we studied how the users
experienced four different methods of initiating web-based interaction between
a smart phone and a large display surface. The compared initiation methods were
NFC, QR code, typing an URL and connecting to a WiFi access point.
Additionally, in order to study how the users experienced the quality of the
connection, the first three methods were used over 3G. Our results indicate
typing an URL to be the most usable method for initiating the connection
between the smart phone and the large display surface. The difference in
quality between the 3G and WiFi connections was deemed hardly noticeable by the
subjects. We acknowledge that our results are only preliminary, and the subject
needs to be studied in a more realistic setting to get a more comprehensive
picture.
Interaction Techniques for Wall-Sized Screens
Workshops
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Lischke, Lars
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Grüninger, Jürgen
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Klouche, Khalil
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Schmidt, Albrecht
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Slusallek, Philipp
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Jacucci, Giulio
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.501-504
© Copyright 2015 ACM
Summary: Large screen displays are part of many future visions, such as i-LAND that
describes the possible workspace of the future. Research showed that wall-sized
screens provide clear benefits for data exploration, collaboration and
organizing work in office environments. With the increase of computational
power and falling display prices wall-sized screens currently make the step out
of research labs and specific settings into office environments and private
life. Today, there is no standard set of interaction techniques for interacting
with wall-sized displays and it is even unclear if a single mode of input is
suitable for all potential applications. In this workshop, we will bring
together researchers from academia and industry who work on large screens.
Together, we will survey current research directions, review promising
interaction techniques, and identify the underlying fundamental research
challenges.
A Wearable Multimodal Interface for Exploring Urban Points of Interest
Oral Session 6: Mobile and Wearable
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Jylhä, Antti
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Hsieh, Yi-Ta
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Orso, Valeria
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Andolina, Salvatore
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Gamberini, Luciano
/
Jacucci, Giulio
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.175-182
© Copyright 2015 ACM
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.
Checksum gestures: continuous gestures as an out-of-band channel for secure
pairing
Secruity tricks
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Ahmed, Imtiaj
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Ye, Yina
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Bhattacharya, Sourav
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Asokan, N.
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Jacucci, Giulio
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Nurmi, Petteri
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Tarkoma, Sasu
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.391-401
© Copyright 2015 ACM
Summary: We propose the use of a single continuous gesture as a novel, intuitive, and
efficient mechanism to authenticate a secure communication channel. Our
approach builds on a novel algorithm for encoding (at least 20-bits)
authentication information as a single continuous gesture, referred to as a
checksum gesture. By asking the user to perform the generated gesture, a secure
channel can be authenticated. Results from a controlled user experiment (N = 13
participants, 1022 trials) demonstrate the feasibility of our technique,
showing over 90% success rate in establishing a secure communication channel
despite relying on complex gesture patterns. The authentication times of our
method are over three-folds faster than with previous gesture-based solutions.
The average execution time of a gesture is 5:7 seconds in our study, which is
comparable to the input time of conventional text input based PIN
authentication. Our approach is particularly well-suited for scenarios
involving wearable devices that lack conventional input capabilities, e.g.,
pairing a smartwatch with an interactive display.
SciNet: Interactive Intent Modeling for Information Discovery
Demonstrations
/
Ruotsalo, Tuukka
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Peltonen, Jaakko
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Eugster, Manuel J. A.
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Glowacka, Dorota
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Reijonen, Aki
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Jacucci, Giulio
/
Myllymäki, Petri
/
Kaski, Samuel
Proceedings of the 2015 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2015-08-09
p.1043-1044
© Copyright 2015 ACM
Summary: Current search engines offer limited assistance for exploration and
information discovery in complex search tasks. Instead, users are distracted by
the need to focus their cognitive efforts on finding navigation cues, rather
than selecting relevant information. Interactive intent modeling enhances the
human information exploration capacity through computational modeling,
visualized for interaction. Interactive intent modeling has been shown to
increase task-level information seeking performance by up to 100%. In this
demonstration, we showcase SciNet, a system implementing interactive intent
modeling on top of a scientific article database of over 60 million documents.
User Model in a Box: Cross-System User Model Transfer for Resolving Cold
Start Problems
Long Presentations
/
Wongchokprasitti, Chirayu
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Peltonen, Jaakko
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Ruotsalo, Tuukka
/
Bandyopadhyay, Payel
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Jacucci, Giulio
/
Brusilovsky, Peter
Proceedings of the 2015 Conference on User Modeling, Adaptation and
Personalization
2015-06-29
p.289-301
Keywords: Cross-system user modeling; Recommender systems
© Copyright 2015 Springer International Publishing Switzerland
Summary: Recommender systems face difficulty in cold-start scenarios where a new user
has provided only few ratings. Improving cold-start performance is of great
interest. At the same time, the growing number of adaptive systems makes it
ever more likely that a new user in one system has already been a user in
another system in related domains. To what extent can a user model built by one
adaptive system help address a cold start problem in another system? We compare
methods of cross-system user model transfer across two large real-life systems:
we transfer user models built for information seeking of scientific articles in
the SciNet exploratory search system, operating over tens of millions of
articles, to perform cold-start recommendation of scientific talks in the CoMeT
talk management system, operating over hundreds of talks. Our user study
focuses on transfer of novel explicit open user models curated by the user
during information seeking. Results show strong improvement in cold-start talk
recommendation by transferring open user models, and also reveal why explicit
open models work better in cross-domain context than traditional hidden
implicit models.
InspirationWall: Supporting Idea Generation Through Automatic Information
Exploration
Paper Session 3: Finding (2 papers 2 notes)
/
Andolina, Salvatore
/
Klouche, Khalil
/
Cabral, Diogo
/
Ruotsalo, Tuukka
/
Jacucci, Giulio
Proceedings of the 2015 ACM Conference on Creativity and Cognition
2015-06-22
p.103-106
© Copyright 2015 ACM
Summary: Collaborative idea generation leverages social interactions and knowledge
sharing to spark diverse associations and produce creative ideas. Information
exploration systems expand the current context by suggesting novel but related
concepts. In this paper we introduce InspirationWall, an unobtrusive display
that leverages speech recognition and information exploration to enhance an
ongoing idea generation session with automatically retrieved concepts that
relate to the conversation. We evaluated the system in six idea generation
sessions of 20 minutes with small groups of two people. Preliminary results
suggest that InspirationWall contrasts the decay of idea productivity over time
and can thus represent an effective way to enhance idea generation activities.
Designing for Exploratory Search on Touch Devices
Interaction Techniques for Tables & Walls
/
Klouche, Khalil
/
Ruotsalo, Tuukka
/
Cabral, Diogo
/
Andolina, Salvatore
/
Bellucci, Andrea
/
Jacucci, Giulio
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.4189-4198
© Copyright 2015 ACM
Summary: Exploratory search confront users with challenges in expressing search
intents as the current search interfaces require investigating result listings
to identify search directions, iterative typing, and reformulating queries. We
present the design of Exploration Wall, a touch-based search user interface
that allows incremental exploration and sense-making of large information
spaces by combining entity search, flexible use of result entities as query
parameters, and spatial configuration of search streams that are visualized for
interaction. Entities can be flexibly reused to modify and create new search
streams, and manipulated to inspect their relationships with other entities.
Data comprising of task-based experiments comparing Exploration Wall with
conventional search user interface indicate that Exploration Wall achieves
significantly improved recall for exploratory search tasks while preserving
precision. Subjective feedback supports our design choices and indicates
improved user satisfaction and engagement. Our findings can help to design user
interfaces that can effectively support exploratory search on touch devices.
IntentStreams: Smart Parallel Search Streams for Branching Exploratory
Search
Personalization / Adaptation / Recommendation / Sentiment
/
Andolina, Salvatore
/
Klouche, Khalil
/
Peltonen, Jaakko
/
Hoque, Mohammad
/
Ruotsalo, Tuukka
/
Cabral, Diogo
/
Klami, Arto
/
Glowacka, Dorota
/
Floréen, Patrik
/
Jacucci, Giulio
Proceedings of the 2015 International Conference on Intelligent User
Interfaces
2015-03-29
v.1
p.300-305
© Copyright 2015 ACM
Summary: The user's understanding of information needs and the information available
in the data collection can evolve during an exploratory search session. Search
systems tailored for well-defined narrow search tasks may be suboptimal for
exploratory search where the user can sequentially refine the expressions of
her information needs and explore alternative search directions. A major
challenge for exploratory search systems design is how to support such behavior
and expose the user to relevant yet novel information that can be difficult to
discover by using conventional query formulation techniques. We introduce
IntentStreams, a system for exploratory search that provides interactive query
refinement mechanisms and parallel visualization of search streams. The system
models each search stream via an intent model allowing rapid user feedback. The
user interface allows swift initiation of alternative and parallel search
streams by direct manipulation that does not require typing. A study with 13
participants shows that IntentStreams provides better support for branching
behavior compared to a conventional search system.
Exploring Peripheral Physiology as a Predictor of Perceived Relevance in
Information Retrieval
Affect / Health
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Barral, Oswald
/
Eugster, Manuel J. A.
/
Ruotsalo, Tuukka
/
Spapé, Michiel M.
/
Kosunen, Ilkka
/
Ravaja, Niklas
/
Kaski, Samuel
/
Jacucci, Giulio
Proceedings of the 2015 International Conference on Intelligent User
Interfaces
2015-03-29
v.1
p.389-399
© Copyright 2015 ACM
Summary: Peripheral physiological signals, as obtained using electrodermal activity
and facial electromyography over the corrugator supercilii muscle, are explored
as indicators of perceived relevance in information retrieval tasks. An
experiment with 40 participants is reported, in which these physiological
signals are recorded while participants perform information retrieval tasks.
Appropriate feature engineering is defined, and the feature space is explored.
The results indicate that features in the window of 4 to 6 seconds after the
relevance judgment for electrodermal activity, and from 1 second before to 2
seconds after the relevance judgment for corrugator supercilii activity, are
associated with the users' perceived relevance of information items. A
classifier verified the predictive power of the features and showed up to 14%
improvement predicting relevance. Our research can help the design of
intelligent user interfaces for information retrieval that can detect the
user's perceived relevance from physiological signals and complement or replace
conventional relevance feedback.
Design challenges in motivating change for sustainable urban mobility
/
Gabrielli, Silvia
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Forbes, Paula
/
Jylhä, Antti
/
Wells, Simon
/
Sirén, Miika
/
Hemminki, Samuli
/
Nurmi, Petteri
/
Maimone, Rosa
/
Masthoff, Judith
/
Jacucci, Giulio
Computers in Human Behavior
2014-12
v.41
n.0
p.416-423
Keywords: Persuasive sustainability
Keywords: User studies
Keywords: Behavior change
Keywords: Social media
Keywords: Urban mobility interventions
© Copyright 2014 Elsevier Ltd.
Summary: In recent years, the design and deployment of persuasive interventions for
inducing sustainable urban mobility behaviors has become a very active research
field, leveraging on the pervasive usage of social media and mobile apps by
citizens in their daily life. Several challenges in designing and assessing
motivational features for effective and long-lasting behavior change in this
area have also been identified, such as the focus of most solutions on
targeting and prescribing individual (versus collective) mobility choices, as
well as a general lack of large-scale evaluations on the impact of these
solutions on citizens' life. This paper reports lessons learnt from three
parallel and complementary user studies, where motivational features for
sustainable urban mobility, including social influence strategies delivered
through social media, were prototyped, tested and refined. By reflecting on our
results and design experiences so far, we aim to provide better guidance for
future development of more effective solutions supporting citizens' adoption of
sustainable mobility behaviors in urban settings.
Lost lab of professor millennium: creating a pervasive adventure with
augmented reality-based guidance
Locative media
/
Kuikkaniemi, Kai
/
Lucero, Andrés
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Orso, Valeria
/
Jacucci, Giulio
/
Turpeinen, Marko
Proceedings of the 2014 International Conference on Advances in Computer
Entertainment Technology
2014-11-11
p.1
© Copyright 2014 Authors
Summary: This paper presents a pervasive adventure production called Lost Lab of
Professor Millennium that experimented with different kinds of interaction
techniques evaluating how they affected the adventure experience. The paper
further reflects on the practical organization of the production targeted for
schools and students between 12 and 15 years of age. Groups of up to four
teenagers navigated through thirteen different kinds of pervasive computing
experiences in checkpoints sharing a device providing augmented reality (AR)
(MapLens) on a physical map and an adaptive marker-based AR guidance. Based on
a Professor who lost her technologies, the story of the adventure provided a
unifying narrative also through her fish Linus guiding groups through a variety
of tasks in the checkpoints. The production was evaluated with direct
observations, different kinds of video recordings, interviews and
questionnaires. The evaluation revealed how groups shared the devices and
performed collaborative interactions with the devices. The production received
positive feedback from all stakeholders, but in terms of feasibility had some
drawbacks. The evaluation indicated that the marker-based AR guidance
techniques is practical, reliable and easy-to-use, and can be also used as a
storytelling or story enhancing technique.
A Field Trial of an Anonymous Backchannel Among Primary School Pupils
Synchronous Systems
/
Nelimarkka, Matti
/
Kuikkaniemi, Kai
/
Jacucci, Giulio
GROUP'14: International Conference on Supporting Group Work
2014-11-09
p.238-242
© Copyright 2014 ACM
Summary: Backchannels are tools that allow participants to discuss during a
performance, such as lecture or presentation, without interrupting it. They are
used in higher education and conferences to facilitate audience participation.
This study examines backchannels in a Finnish primary school with a class of
12-13-year-old pupils. Backchannels can allow anonymous participation and this
feature has been found practical in higher education. In this study, we
observed that primary school pupils posted relevant messages at the same level
as reported prior studies conducted in higher education. The pupils also
appreciated the anonymity as it provided additional safety for self-expression.
Narrow or Broad?: Estimating Subjective Specificity in Exploratory Search
IR Session 7: Exploratory Search
/
Athukorala, Kumaripaba
/
Oulasvirta, Antti
/
Glowacka, Dorota
/
Vreeken, Jilles
/
Jacucci, Giulio
Proceedings of the 2014 ACM Conference on Information and Knowledge
Management
2014-11-03
p.819-828
© Copyright 2014 ACM
Summary: Supporting exploratory search is a very challenging problem, not least
because of the dynamic nature of the exercise: both the knowledge and interests
of the user are subject to constant change. Moreover, whether the results for a
query are informative is strongly subjective. What is informative to one user,
is too specific for the other; specificity differs between users depending on
their intent and accumulated knowledge about the domain.
We propose a formal model -- motivated by Information Foraging Theory -- for
predicting the subjective specificity of search results based on simple
observables such as result-clicks. Through two studies including both
controlled and free-form exploratory search we show our model allows us to
differentiate between levels of subjective result specificity with regard to
the current information need of the user.
Predicting term-relevance from brain signals
Session 5a: brains!!!
/
Eugster, Manuel J.A.
/
Ruotsalo, Tuukka
/
Spapé, Michiel M.
/
Kosunen, Ilkka
/
Barral, Oswald
/
Ravaja, Niklas
/
Jacucci, Giulio
/
Kaski, Samuel
Proceedings of the 2014 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2014-07-06
p.425-434
© Copyright 2014 ACM
Summary: Term-Relevance Prediction from Brain Signals (TRPB) is proposed to
automatically detect relevance of text information directly from brain signals.
An experiment with forty participants was conducted to record neural activity
of participants while providing relevance judgments to text stimuli for a given
topic. High-precision scientific equipment was used to quantify neural activity
across 32 electroencephalography (EEG) channels. A classifier based on a
multi-view EEG feature representation showed improvement up to 17% in relevance
prediction based on brain signals alone. Relevance was also associated with
brain activity with significant changes in certain brain areas. Consequently,
TRPB is based on changes identified in specific brain areas and does not
require user-specific training or calibration. Hence, relevance predictions can
be conducted for unseen content and unseen participants. As an application of
TRPB we demonstrate a high-precision variant of the classifier that constructs
sets of relevant terms for a given unknown topic of interest. Our research
shows that detecting relevance from brain signals is possible and allows the
acquisition of relevance judgments without a need to observe any other user
interaction. This suggests that TRPB could be used in combination or as an
alternative for conventional implicit feedback signals, such as dwell time or
click-through activity.
Domestic appropriations of tokens to the web
Domestic life
/
Lee, Jung-Joo
/
Lindley, Siân
/
Ylirisku, Salu
/
Regan, Tim
/
Nurminen, Markus
/
Jacucci, Giulio
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.53-62
© Copyright 2014 ACM
Summary: We present findings from a study of Tokens of Search, a system comprising
physical RFID "tokens" that point to web content, and a wooden tray fixed to a
small screen, which can be used to access that content. Three families lived
with the system for a month, as an exploration of how tokens might be used as
resources for practical action. Our findings highlight existing web practices
and their individual and collective nuances; tokens were employed in the
creation of short-term collections and long-lasting mementos, their physicality
giving bookmarking a visibility that could be used to attract attention, serve
as reminders, and make observable progress through tasks. However, while all
families saw the potential for shared use, only one used it this way in
earnest. We reflect on design choices that were expected to encourage
collaboration, and the need to support key users such as parents when
establishing joint practices.
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
© Copyright 2014 Springer International Publishing
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.
How carat affects user behavior: implications for mobile battery awareness
applications
Battery life and energy harvesting
/
Athukorala, Kumaripaba
/
Lagerspetz, Eemil
/
von Kügelgen, Maria
/
Jylhä, Antti
/
Oliner, Adam J.
/
Tarkoma, Sasu
/
Jacucci, Giulio
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1029-1038
© Copyright 2014 ACM
Summary: Mobile devices have limited battery life, and numerous battery management
applications are available that aim to improve it. This paper examines a
large-scale mobile battery awareness application, called Carat, to see how it
changes user behavior with long-term use. We conducted a survey of current
Carat Android users and analyzed their interaction logs. The results show that
long-term Carat users save more battery, charge their devices less often, learn
to manage their battery with less help from Carat, have a better understanding
of how Carat works, and may enjoy competing against other users. Based on these
findings, we propose a set of guidelines for mobile battery awareness
applications: battery awareness applications should make the reasoning behind
their recommendations understandable to the user, be tailored to retain
long-term users, take the audience into account when formulating feedback, and
distinguish third-party and system applications.
Intentradar: search user interface that anticipates user's search intents
Interactivity
/
Ruotsalo, Tuukka
/
Peltonen, Jaakko
/
Eugster, Manuel J. A.
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Glowacka, Dorota
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Reijonen, Aki
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Jacucci, Giulio
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Myllymäki, Petri
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Kaski, Samuel
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.455-458
© Copyright 2014 ACM
Summary: We introduce IntentRadar, an interactive search user interface that
anticipates user's search intents by estimating them from user interaction. The
estimated intents are represented as keywords and visualized on a radial layout
that organizes the keywords as directions in the information space. IntentRadar
assists users to direct their search by allowing to target relevance feedback
on keywords by manipulating the position of the keywords on the radar. The
system then learns and visualizes improved estimates of intents and retrieves
documents corresponding to the present search intent estimate. IntentRadar has
been shown to significantly improve users' task performance and the quality of
retrieved information without compromising task execution time.
Designing for presenters at public walk-up-and-use displays
Public encounters
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Kuikkaniemi, Kai
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Lehtinen, Vilma
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Nelimarkka, Matti
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Vilkki, Max
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Ojala, Jouni
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Jacucci, Giulio
Proceedings of the 2014 International Conference on Tangible and Embedded
Interaction
2014-02-16
p.225-232
© Copyright 2014 ACM
Summary: Interactive walk-up-and-use displays are spreading in a variety of settings
where stand presentation situations are common. We contribute by characterizing
a presentation situation and investigating specific design implications for
presenters in this situation. We also introduce interface system that utilizes
physics-modeled spherical content widgets for information browsing. The system
includes dedicated features we developed to support presenters in content
production and visualization. To investigate stand presentations and their
support, we organized a field trial at an exhibition, collecting observational
data from video analysis, interviews with presenters, and questionnaires from
the audience and presenters. The field study confirms the importance of the
presentation use case for public walk-up-and-use screens and points to
dedicated design implications for simultaneous support for presenters and
visitors, management of presentation territories, and personalization.