Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for
Smart Glasses
Everyday Objects as Interaction Surfaces
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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.
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
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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.
Design challenges in motivating change for sustainable urban mobility
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Gabrielli, Silvia
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Forbes, Paula
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Jylhä, Antti
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Wells, Simon
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Sirén, Miika
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Hemminki, Samuli
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Nurmi, Petteri
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Maimone, Rosa
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Masthoff, Judith
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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.
How carat affects user behavior: implications for mobile battery awareness
applications
Battery life and energy harvesting
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Athukorala, Kumaripaba
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Lagerspetz, Eemil
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von Kügelgen, Maria
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Jylhä, Antti
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Oliner, Adam J.
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Tarkoma, Sasu
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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.
BubblesDial: exploring large display content graphs on small devices
Visualization techniques
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Bergstrom-Lehtovirta, Joanna
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Eklund, Tommy
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Jylhä, Antti
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Kuikkaniemi, Kai
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An, Chao
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Jacucci, Giulio
Proceedings of the 2013 International Conference on Mobile and Ubiquitous
Multimedia
2013-12-02
p.1
© Copyright 2013 ACM
Summary: Large interfaces are fixed to a certain use context, for example to a
physical smart space. Mobile counterparts of public interfaces can allow user
to continue interacting with the content also when leaving the space. However,
wall applications make use of a large display surface and fitting the same user
interface to the constraints of a mobile screen is challenging. Starting with
Bubble Wall -- an information exploration application for multitouch walls --
we developed interfaces for browsing the same content graphs on mobile devices.
A comparison study in exploration and navigation tasks was conducted with two
mobile interfaces reproducing the large screen interactions: BubbleSpace with a
more faithful redesign and BubblesDial reducing the interactions for better fit
to a small screen. The BubblesDial scored significantly better in usability and
performance evaluation, especially when priming with use of the Bubble Wall. We
also present implications for the redesign of these large content graph
interactions for mobile use.
Comparing eye and gesture pointing to drag items on large screens
Poster
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Kosunen, Ilkka
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Jylha, Antti
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Ahmed, Imtiaj
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An, Chao
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Chech, Luca
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Gamberini, Luciano
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Cavazza, Marc
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Jacucci, Giulio
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.425-428
© Copyright 2013 ACM
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.
MatkaHupi: a persuasive mobile application for sustainable mobility
Poster, demo, & video presentations
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Jylhä, Antti
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Nurmi, Petteri
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Sirén, Miika
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Hemminki, Samuli
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Jacucci, Giulio
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.227-230
© Copyright 2013 ACM
Summary: With the advances in smartphone technologies, sustainable mobility has
become an active research topic in the field of ubiquitous computing. We
present a persuasive mobile application that automatically tracks the
transportation modes and CO2 emissions of the trips of the user and utilizes
this information to present a set of actionable mobility challenges to the
user. A longitudinal pilot experiment with the system showed that subjects
perceived the concept of challenges as positive, with constructive findings to
inform further development of the application especially related to
personalized challenges.
SiMPE: 8th workshop on speech and sound in mobile and pervasive environments
Workshops
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Nanavati, Amit A.
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Rajput, Nitendra
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Srivastava, Saurabh
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Erkut, Cumhur
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Jylhä, Antti
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Rudnicky, Alexander I.
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Serafin, Stefania
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Turunen, Markku
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.626-629
© Copyright 2013 ACM
Summary: The SiMPE workshop series started in 2006 with the goal of enabling speech
processing on mobile and embedded devices. The SiMPE 2012 workshop extended the
notion of audio to non-speech "Sounds" and thus the expansion became "Speech
and Sound". SiMPE 2010 and 2011 brought together researchers from the speech
and the HCI communities. Speech User interaction in cars was a focus area in
2009. Multimodality got more attention in SiMPE 2008. In SiMPE 2007, the focus
was on developing regions.
With SiMPE 2013, the 8th in the series, we continue to explore the area of
speech along with sound. Akin to language processing and text-to-speech
synthesis in the voice-driven interaction loop, sensors can track continuous
human activities such as singing, walking, or shaking the mobile phone, and
non-speech audio can facilitate continuous interaction. The technologies
underlying speech processing and sound processing are quite different and these
communities have been working mostly independent of each other. And yet, for
multimodal interactions on the mobile, it is perhaps natural to ask whether and
how speech and sound can be mixed and used more effectively and naturally.
Rhythmic walking interactions with auditory feedback: an exploratory study
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Jylhä, Antti
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Serafin, Stefania
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Erkut, Cumhur
Proceedings of the 2012 Audio Mostly Conference: A Conference on Interaction
with Sound
2012-09-26
p.68-75
© Copyright 2012 ACM
Summary: Walking is a natural rhythmic activity that has become of interest as a
means of interacting with software systems such as computer games. Therefore,
designing multimodal walking interactions calls for further examination. This
exploratory study presents a system capable of different kinds of interactions
based on varying the temporal characteristics of the output, using the sound of
human walking as the input. The system either provides a direct synthesis of a
walking sound based on the detected amplitude envelope of the user's footstep
sounds, or provides a continuous synthetic walking sound as a stimulus for the
walking human, either with a fixed tempo or a tempo adapting to the human gait.
In a pilot experiment, the different interaction modes are studied with respect
to their effect on the walking tempo and the experience of the subjects. The
results tentatively outline different user profiles in interacting with such a
system.
Auditory feedback in an interactive rhythmic tutoring system
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Jylhä, Antti
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Erkut, Cumhur
Proceedings of the 2011 Audio Mostly Conference: A Conference on Interaction
with Sound
2011-09-07
p.109-115
© Copyright 2011 ACM
Summary: We present the recent developments in the design of audio-visual feedback in
iPalmas, the interactive Flamenco rhythm tutor. Based on evaluation of the
original implementation, we have re-designed the interface to better support
the user in learning and performing rhythmic patterns. The system measures the
performance parameters of the user and provides auditory feedback on the
performance with different sounds corresponding to different performance
attributes. The design of these sounds is informed by several attributes
derived from the evaluation. We propose informative, non-intrusive. and
archetypal sounds to be used in the system.
A Structured Design and Evaluation Model with Application to Rhythmic
Interaction Displays
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Erkut, Cumhur
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Jylhä, Antti
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Discioglu, Reha
NIME 2011: New Interfaces for Musical Expression
2011-05-30
p.477-480
Keywords: Rhythmic interaction, multimodal displays, sonification, UML
© Copyright 2011 Authors
Summary: We present a generic, structured model for design and evaluation of musical
interfaces. This model is development oriented, and it is based on the
fundamental function of the musical interfaces, i.e., to coordinate the human
action and perception for musical expression, subject to human capabilities and
skills. To illustrate the particulars of this model and present it in
operation, we consider the previous design and evaluation phase of iPalmas, our
testbed for exploring rhythmic interaction. Our findings inform the current
design phase of iPalmas visual and auditory displays, where we build on what
has resonated with the test users, and explore further possibilities based on
the evaluation results.
Simulation of rhythmic learning: a case study
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Jylhä, Antti
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Erkut, Cumhur
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Pesonen, Matti
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Ekman, Inger
Proceedings of the 2010 Audio Mostly Conference: A Conference on Interaction
with Sound
2010-09-15
p.20
© Copyright 2010 ACM
Summary: Simulation of human interaction with computational systems can inform their
design and provide means for designing new, intelligent systems capturing some
of the essence of human behavior. We describe a system simulating a situation,
where a virtual tutor is teaching rhythms to a human learner. In this
simulation, we virtualize the human behavior related to the learning of new
rhythms. We inform the design of the system based on an experiment, in which a
virtual tutor taught Flamenco hand clapping patterns to human subjects. Based
on the findings on interaction with the system and learning of the patterns, we
are simulating this learning situation with a virtual learning clapper. We also
discuss the future work to be undertaken for more realistic, agent-based
simulation of rhythmic interaction.
A hand clap interface for sonic interaction with the computer
Interactivity: touch & feel
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Jylhä, Antti
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Erkut, Cumhur
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.3175-3180
Keywords: audio interfaces, hand clapping, human-computer interaction, sonic
interaction design
© Copyright 2009 ACM
Summary: We present a hand clapping interface for sonic interaction with the
computer. The current implementation has been built on the Pure Data (PD)
software. The interface makes use of the cyclic nature of hand clapping and
recognition of the clap type, and enables interactive control over different
applications. Three prototype applications for the interface are presented: a
virtual crowd of clappers, controlling the tempo of music, and a simple
sampler. Preliminary tests indicate that rather than having total control via
the interface, the user negotiates with the computer to control the tempo.