GaussMarbles: Spherical Magnetic Tangibles for Interacting with Portable
Physical Constraints
Everyday Objects as Interaction Surfaces
/
Kuo, Han-Chih
/
Liang, Rong-Hao
/
Lin, Long-Fei
/
Chen, Bing-Yu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4228-4232
© Copyright 2016 ACM
Summary: This work develops a system of spherical magnetic tangibles, GaussMarbles,
that exploits the unique affordances of spherical tangibles for interacting
with portable physical constraints. The proposed design of each magnetic sphere
includes a magnetic polyhedron in the center. The magnetic polyhedron provides
bi-polar magnetic fields, which are expanded in equal dihedral angles as robust
features for tracking, allowing an analog Hall-sensor grid to resolve the
near-surface 3D position accurately in real-time. Possible interactions between
the magnetic spheres and portable physical constraints in various levels of
embodiment were explored using several example applications.
FlexiBend: Enabling Interactivity of Multi-Part, Deformable Fabrications
Using Single Shape-Sensing Strip
Session 9B: Pens, Mice and Sensor Strips
/
Chien, Chin-yu
/
Liang, Rong-Hao
/
Lin, Long-Fei
/
Chan, Liwei
/
Chen, Bing-Yu
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.659-663
© Copyright 2015 ACM
Summary: This paper presents FlexiBend, an easily installable shape-sensing strip
that enables interactivity of multi-part, deformable fabrications. The flexible
sensor strip is composed of a dense linear array of strain gauges, therefore it
has shape sensing capability. After installation, FlexiBend can simultaneously
sense user inputs in different parts of a fabrication or even capture the
geometry of a deformable fabrication.
Human-Centric Images and Videos Analysis
Tutorials
/
Liu, Si
/
Ni, BingBing
/
Lin, Liang
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1331-1332
© Copyright 2015 ACM
Summary: This article summarizes the corresponding half-day tutorial at ACM
Multimedia 2015. This tutorial reviews recent progresses in human-centric
images and videos analysis: 1) fashion analysis: parsing, attribute prediction
and retrieval; 2) action analysis: discriminative feature selection, pooling
and fusion; 3) person verification: cross-domain person verification via
learning a generalized similarity measure, and bit-scalable deep hashing with
regularized similarity learning.
3D Human Activity Recognition with Reconfigurable Convolutional Neural
Networks
Action, Activity, and Event Recognition
/
Wang, Keze
/
Wang, Xiaolong
/
Lin, Liang
/
Wang, Meng
/
Zuo, Wangmeng
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.97-106
© Copyright 2014 ACM
Summary: Human activity understanding with 3D/depth sensors has received increasing
attention in multimedia processing and interactions. This work targets on
developing a novel deep model for automatic activity recognition from RGB-D
videos. We represent each human activity as an ensemble of cubic-like video
segments, and learn to discover the temporal structures for a category of
activities, i.e. how the activities to be decomposed in terms of
classification. Our model can be regarded as a structured deep architecture, as
it extends the convolutional neural networks (CNNs) by incorporating structure
alternatives. Specifically, we build the network consisting of 3D convolutions
and max-pooling operators over the video segments, and introduce the latent
variables in each convolutional layer manipulating the activation of neurons.
Our model thus advances existing approaches in two aspects: (i) it acts
directly on the raw inputs (grayscale-depth data) to conduct recognition
instead of relying on hand-crafted features, and (ii) the model structure can
be dynamically adjusted accounting for the temporal variations of human
activities, i.e. the network configuration is allowed to be partially activated
during inference. For model training, we propose an EM-type optimization method
that iteratively (i) discovers the latent structure by determining the
decomposed actions for each training example, and (ii) learns the network
parameters by using the back-propagation algorithm. Our approach is validated
in challenging scenarios, and outperforms state-of-the-art methods. A large
human activity database of RGB-D videos is presented in addition.
LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming
Multimedia Systems
/
Lin, Li
/
Liao, Xiaofei
/
Tan, Guang
/
Jin, Hai
/
Yang, Xiaobin
/
Zhang, Wei
/
Li, Bo
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.347-356
© Copyright 2014 ACM
Summary: In cloud gaming systems, the game program runs at servers in the cloud,
while clients access game services by sending input events to the servers and
receiving game scenes via video streaming. In this paradigm, servers are
responsible for all performance-intensive operations, and thus suffer from poor
scalability. An alternative paradigm is called graphics streaming, in which
graphics commands and data are offloaded to the clients for local rendering,
thereby mitigating the server's burden and allowing more concurrent game
sessions. Unfortunately, this approach is bandwidth consuming, due to large
amounts of graphic commands and geometry data. In this paper, we present
LiveRender, an open source gaming system that remedies the problem by
implementing a suite of bandwidth optimization techniques including intra-frame
compression, inter-frame compression, and caching, establishing what we call
compressed graphics streaming. Experiments results show that the new approach
is able to reduce bandwidth consumption by 52-73% compared to raw graphics
streaming, with no perceptible difference in video quality and reduced response
delay. Compared with the video streaming approach, LiveRender achieves a
traffic reduction of 40-90% with even improved video quality and substantially
smaller response delay, while enabling higher concurrency at the server.
Fashion Parsing with Video Context
Multimedia Applications
/
Liu, Si
/
Liang, Xiaodan
/
Liu, Luoqi
/
Lu, Ke
/
Lin, Liang
/
Yan, Shuicheng
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.467-476
© Copyright 2014 ACM
Summary: In this paper, we explore how to utilize the video context to facilitate
fashion parsing. Instead of annotating a large amount of fashion images, we
present a general, affordable and scalable solution, which harnesses the rich
contexts in easily available fashion videos to boost any existing fashion
parser. First, we crawl a large unlabelled fashion video corpus with fashion
frames. Then for each fashion video, the cross-frame contexts are utilized for
human pose co-estimation, and then video co-parsing to obtain satisfactory
fashion parsing results for all frames. More specifically, Sift Flow and
super-pixel matching are used to build correspondences across frames, and these
correspondences then contextualize the pose estimations and fashion parsing in
individual frames. Finally, these parsed video frames are used as the reference
corpus for the non-parametric fashion parsing component of the whole solution.
Extensive experiments on two benchmark fashion datasets as well as a newly
collected challenging Fashion Icon (FI) dataset demonstrate the encouraging
performance gain from our general pipeline for fashion parsing.
Person Search in a Scene by Jointly Modeling People Commonness and Person
Uniqueness
Posters 2
/
Xu, Yuanlu
/
Ma, Bingpeng
/
Huang, Rui
/
Lin, Liang
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.937-940
© Copyright 2014 ACM
Summary: This paper presents a novel framework for a multimedia search task:
searching a person in a scene using human body appearance. Existing works
mostly focus on two independent problems related to this task, i.e., people
detection and person re-identification. However, a sequential combination of
these two components does not solve the person search problem seamlessly for
two reasons: 1) the errors in people detection are carried into person
re-identification unavoidably; 2) the setting of person re-identification is
different from that of person search which is essentially a verification
problem. To bridge this gap, we propose a unified framework which jointly
models the commonness of people (for detection) and the uniqueness of a person
(for identification). We demonstrate superior performance of our approach on
public benchmarks compared with the sequential combination of the
state-of-the-art detection and identification algorithms.
A Survey Applying the Concepts of Creation and Consumption to Common Tasks
and Assessing Preferred Device Usage Between Desktops and Tablets
Internet: I2/CS -- Usability and Usable Metrics
/
Guarrera-Schick, Theresa K.
/
Lin, Li
/
Fairbanks, Rollin J.
/
Bisantz, Ann M.
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.1481-1485
doi 10.1177/1541931214581309
© Copyright 2014 HFES
Summary: Tablets, although initially used as personal, entertainment devices, are
more frequently appearing in the work environment. It has been suggested, but
not empirically verified, that tablets are best suited for tasks where
information is 'consumed' whereas 'creation' tasks are better suited to desktop
or traditional computers. A survey was administered in order to better
understand how tasks may be classified as consumption or creation tasks, and to
determine if a relationship exists between this categorization and user
preference to complete a task with a tablet or a traditional computer.
Participants classified 57 tasks/applications according to consumption/creation
dimensions, and according to their preference to complete the task on a tablet
or desktop computer. Results indicate creation and consumption are not mutually
exclusive categories and that device preference is not directly related to
these categories. Results of this work may be used in the further design,
development and evaluation of applications across devices.
Probabilistic ensemble learning for Vietnamese word segmentation
Poster session (short papers)
/
Liu, Wuying
/
Lin, Li
Proceedings of the 2014 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2014-07-06
p.931-934
© Copyright 2014 ACM
Summary: Word segmentation is a challenging issue, and the corresponding algorithms
can be used in many applications of natural language processing. This paper
addresses the problem of Vietnamese word segmentation, proposes a probabilistic
ensemble learning (PEL) framework, and designs a novel PEL-based word
segmentation (PELWS) algorithm. Supported by the data structure of
syllable-syllable frequency index, the PELWS algorithm combines multiple weak
segmenters to form a strong segmenter within the PEL framework. The
experimental results show that the PELWS algorithm can achieve the
state-of-the-art performance in the Vietnamese word segmentation task.
Learning with the Body: An Embodiment-Based Learning Strategy Enhances
Performance of Comprehending Fundamental Optics
/
Hung, I-Chun
/
Lin, Lung-I
/
Fang, Wei-Chieh
/
Chen, Nian-Shing
Interacting with Computers
2014-07
v.26
n.4
p.360-371
© Copyright 2014 Authors
Summary: Theories of embodied cognition argue that mental modal simulations in the
brain, body, environment and situated actions are composed of central
representations in cognition. Based on embodied cognition, body movements of
performing natural science experiments can provide learners with external
perceptions for better knowledge construction. At present, the way of using a
keyboard/mouse to conduct simulation exercises just reproduces physical
experimental procedures on a computer. However, it lacks for utilizing
environmental factors and bodily states as external information to help brain
constructing knowledge during the experiment simulation processes. For example,
learners interact with the multimedia content of fundamental optics simulation
exercises by using conventional controller-based methods such as moving a mouse
or pressing a hot key. Using a controller as a routine interaction device while
learners associate their external bodily perceptions with internal knowledge
schema does not benefit cognitive processing. To cope with this problem, an
embodiment-based learning strategy is designed to provide simulated practices
by learners' gestures so that they can interact with the digital content
directly. Through the learning system, fundamental optics knowledge can be
constructed using holistic schematization of mental modal simulations in the
brain, body, environment and situated actions. A total of 51 fifth-year
students were divided into 'embodiment-based learning group' and
'keyboard-mouse learning group' for a quasi-experiment to evaluate the
effectiveness of the proposed strategy. This study designed an embodiment-based
learning strategy to help learners perform optics simulation exercises and
improve their learning performance. The result shows that the embodiment-based
learning group outperformed the keyboard-mouse learning group on learning
performance. Besides, learners usually need to invest additional mental effort
before they overcome the run-in period to getting used to a new technology. No
significant difference in cognitive load between the two groups was found,
which implies the embodiment-based learning strategy is an effective learning
design.
Learning latent spatio-temporal compositional model for human action
recognition
Action and event recognition
/
Liang, Xiaodan
/
Lin, Liang
/
Cao, Liangliang
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.263-272
© Copyright 2013 ACM
Summary: Action recognition is an important problem in multimedia understanding. This
paper addresses this problem by building an expressive compositional action
model. We model one action instance in the video with an ensemble of
spatio-temporal compositions: a number of discrete temporal anchor frames, each
of which is further decomposed to a layout of deformable parts. In this way,
our model can identify a Spatio-Temporal And-Or Graph (STAOG) to represent the
latent structure of actions e.g. triple jumping, swinging and high jumping. The
STAOG model comprises four layers: (i) a batch of leaf-nodes in bottom for
detecting various action parts within video patches; (ii) the or-nodes over
bottom, i.e. switch variables to activate their children leaf-nodes for
structural variability; (iii) the and-nodes within an anchor frame for
verifying spatial composition; and (iv) the root-node at top for aggregating
scores over temporal anchor frames. Moreover, the contextual interactions are
defined between leaf-nodes in both spatial and temporal domains. For model
training, we develop a novel weakly supervised learning algorithm which
iteratively determines the structural configuration (e.g. the production of
leaf-nodes associated with the or-nodes) along with the optimization of
multi-layer parameters. By fully exploiting spatio-temporal compositions and
interactions, our approach handles well large intra-class action variance (e.g.
different views, individual appearances, spatio-temporal structures). The
experimental results on the challenging databases demonstrate superior
performance of our approach over other methods.
SkyWords: an engagement machine at Chicago City Hall
Video showcase presentations
/
Braun, Lauren
/
Rivera, Jaime
/
Mello, Jose
/
Hindi, Kareem
/
Lin, Lee
/
Patel, Keta
/
Mathew, Anijo
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2839-2840
© Copyright 2013 ACM
Summary: When governments make new policies they often have limited methods for
engaging the public and gathering opinions. As a result, policy-making is not
always inclusive and too often important decisions are made by just a few.
SkyWords is a site-specific installation or "civic engagement machine".
SkyWords leveraged technology, interaction design and the universal appeal of
play to give hundreds of people the opportunity to participate in government.
Focusing our vision: the process of redesigning adobe acrobat
Case studies
/
Lin, Liang-Cheng
/
Scull, Craig
/
Walsh, Daniel
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.629-644
© Copyright 2012 ACM
Summary: In this paper we describe the rationale, strategy, and approach of
redesigning Adobe Acrobat and Reader from 2008 to 2010. User research
techniques, methodologies, and a series of lessons learned during the
two-and-a-half-year development cycle are also summarized.
Core capabilities for practitioners in achieving e-business innovation
/
Lin, Li-Min
/
Hsia, Tzyh-Lih
Computers in Human Behavior
2011-09
v.27
n.5
p.1884-1891
Keywords: E-business
Keywords: E-business innovation
Keywords: IS innovation
Keywords: Dynamic capabilities
© Copyright 2011 Elsevier Ltd.
Summary: The rapid advance of information technology and its penetration into the
core elements of the business model and organizational structures is enabling
profound and significant organizational changes. In such a dynamic environment,
firms must be able to continually evolve their capabilities to facilitate
electronic business (e-business) innovation. Yet, current research pays little
attention to the core capabilities that contribute to e-business innovation in
general. This research seeks to identify the core capabilities that are
necessary for achieving e-business innovation. We propose a tri-core model of
e-business innovation adopted from Swanson (1994), which knits together three
cores: business technology, the business model and the value network. We use
this model initially to specify the functional areas of the capabilities. Based
on data collected through an intensive literature review and an exploratory
Delphi study, thirteen essential capabilities were considered as the keys to
e-business innovation exploitation and exploration. Firms can facilitate their
e-business solutions over time through the successful development of these
capabilities. These findings provide great insights for practitioners and
scholars alike to better understand the core capabilities for achieving
e-business innovation. It can also help practitioners form a template of the
requisite in-house management for identifying knowledge gaps and developing
action plans.
HRI pioneers workshop 2011
Tutorials & workshops
/
Kollar, Thomas
/
Weiss, Astrid
/
Monast, Jason
/
Austermann, Anja
/
Lu, David
/
Patel, Mitesh
/
Gribovskaya, Elena
/
Datta, Chandan
/
Kelley, Richard
/
Osawa, Hirotaka
/
Lin, Lanny
Proceedings of the 6th International Conference on Human-Robot Interaction
2011-03-06
p.9-10
© Copyright 2011 ACM
Summary: The 2011 HRI Pioneers Workshop will be conducted in conjunction with the
2011 ACM/IEEE International Conference on Human-Robot Interaction (HRI). The
2011 HRI Pioneers Workshop will provide a forum for graduate students and
postdocs to learn about the current state of HRI, to present their work and to
network with one another and with select senior researchers in a setting that
is less formal and more interactive than the main conference. Workshop
participants will discuss important issues and open challenges in the field,
encouraging the formation of collaborative relationships across disciplines and
geographic boundaries.
Factors affecting selection of information sources: a study of Ramkhamhaeng
University Regional Campuses graduate students
Posters
/
Angchun, Peemasak
/
Turner, Philip
/
Lin, Lin
/
Alemneh, Daniel
Proceedings of the 2011 iConference
2011-02-08
p.638-639
© Copyright 2011 ACM
Summary: Regional students succeed in their studies when they can easily access
information through convenient sources. Therefore, the researcher will
investigate factors affecting regional students' selection of information
sources to meet their information needs, as well as investigate these regional
students' satisfaction with Ramkhamhaeng University (RU) Regional Library
Services and their satisfaction with the perceived quality of information
retrieved from other information sources. The researcher applies The Principle
of Least Effort for this study. This principle governs and predicts the choices
of these regional students' selection of information channel qualities (i.e.
convenience, ease of use, familiarity, availability, accessibility, and
proximity of libraries to home or work), whereas Simon's Satisficing Theory
explains the selection and use of the information retrieved without considering
whether the information is optimal. Furthermore, the researcher will determine
to what extent information channel qualities affect how often students use
information sources. This means that the most convenient, easier to use, and
familiar the information channel qualities are, the most information sources
will be selected and used. The researcher will gather the data with a survey
method. The population is composed of approximately 3,000 graduate students who
will enroll in classes in the spring of 2011 at RU Regional Campuses (RURCs).
The researcher will employ a stratified random sampling technique to select a
sample from the population that is divided into separate groups (strata) by
geographical locations (South, North, Central, and Northeast). The total sample
size of this study is 353 representatives of these graduate students. The
researcher will analyze data by using the Statistics Package for Social Science
(SPSS) program for Windows The researcher will use both descriptive and
inferential statistics. The descriptive statistics consist of frequency,
percentage rate, arithmetic mean, and standard deviation. The inferential
statistics will be evaluated using a multiple regression method. The researcher
will discuss the results from this study and compare them with previous
research. The researcher expects the finding to provide practical advice to
librarians to improve their services and to provide suggestions for
administrators of RU's library systems for improving the information sources
and the quality of information retrieved. The researcher will provide a new
model of information-seeking behavior to contribute new knowledge of library
services to the Thai community in the field of library and information science.
This study will help stakeholders provide new technologies, such as Web portal
to library services, in order to allow equal access to information of students
at each RURCs.
Evaluating Emergency Department Information Technology Using a
Simulation-based Approach
COGNITIVE ENGINEERING AND DECISION MAKING
/
Pennathur, Priyadarshini R.
/
Cao, Dapeng
/
Sui, Zheng
/
Bisantz, Ann M.
/
Lin, Li
/
Fairbanks, Rollin J.
/
Guarrera, Theresa K.
/
Brown, Jennifer L.
/
Perry, Shawna J.
/
Wears, Robert L.
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.207-211
© Copyright 2009 Human Factors and Ergonomics Society
Summary: Manual status boards, which are used in many emergency departments to track
patient and ED status information, are being replaced with electronic patient
tracking systems. Such technology transitions can be challenging for the users
and can produce undesirable consequences if the new technologies are not
properly designed and tested. Understanding the impact of technologies such as
electronic patient tracking systems before implementation in a real ED can help
avert adverse safety consequences and promote user adoption. However, it is
challenging to test technologies in real-world domains such as an ED, due to
time pressures and safety critical tasks. A more feasible alternative is to
employ simulation in a lab-based environment. This paper describes research
measuring situation awareness and workload during user interaction with a
simulated electronic patient tracking system. The impact of technology design
on situation awareness and workload, and insights on design improvement are
discussed.
Screening Enhancements: Why dont they enhance performance
COGNITIVE ENGINEERING AND DECISION MAKING: CE8 - Improving Visual Search and
Identification in Complex Systems
/
Ghylin, K. M.
/
Schwaninger, A.
/
Drury, C. G.
/
Redford, J.
/
Lin, L.
/
Batta, R.
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.353-357
© Copyright 2008 HFES
Summary: Data obtained utilizing image enhancements in a carry-on bag x-ray screening
task were analyzed to determine whether and how image enhancements affect
performance. To complement earlier studies of experienced screeners, sixty-six
novices to the screening task used six different overall enhancements. Results
indicated a significant worsening of performance, A', between Original images
and Negative images, but no performance differences for the other enhancements,
similar to effects found for experienced screeners. There was little overall
performance learning taking place on the task. More detailed analysis by
splitting response times into search and non-search components revealed little
more enhancement effect, but a reduction in False Alarm response time as the
task progressed. It appears that the locus of lack of positive effects of
enhancements is not just a function of familiarity with the current screen
view.
WISA: a novel web image semantic analysis system
Posters group 3: multimedia and domain specific IR
/
Xu, Hongtao
/
Zhou, Xiangdong
/
Lin, Lan
Proceedings of the 31st Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2008-07-20
p.777-778
© Copyright 2008 ACM
Summary: We present a novel Web Image Semantic Analysis (WISA) system, which explores
the problem of adaptively modeling the distributions of the semantic labels of
the web image on its surrounding text. To deal with this problem, we employ a
new piecewise penalty weighted regression model to learn the weights of the
contributions of the different parts of the surrounding text to the semantic
labels of images. Experimental results on a real web image data set show that
it can improve the performance of web image semantic annotation significantly.
Question classification with semantic tree kernel
Posters group 4: theory and IR models
/
Pan, Yan
/
Tang, Yong
/
Lin, Luxin
/
Luo, Yemin
Proceedings of the 31st Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2008-07-20
p.837-838
© Copyright 2008 ACM
Summary: Question Classification plays an important role in most Question Answering
systems. In this paper, we exploit semantic features in Support Vector Machines
(SVMs) for Question Classification. We propose a semantic tree kernel to
incorporate semantic similarity information. A diverse set of semantic features
is evaluated. Experimental results show that SVMs with semantic features,
especially semantic classes, can significantly outperform the state-of-the-art
systems.
Temporal Effects in a Security Inspection Task: Breakdown of Performance
Components
AEROSPACE SYSTEMS: Safety and Training
/
Ghylin, K. M.
/
Drury, C. G.
/
Batta, R.
/
Lin, L.
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.93-97
© Copyright 2007 HFES
Summary: Data from certified screeners performing an x-ray inspection task for 4
hours, or 1000 images, were analyzed to identify the nature of the vigilance
decrement. The expected vigilance decrement was found, with performance
measured by probability of detection (PoD) and probability of false alarm
[P(FA)] decreasing from hour 1 to hour 4. Correlations between PoD and P(FA)
indicate that sensitivity between hours remained the same, however a shift in
criterion (Beta) occurred. Significant decreases in both detection and stopping
time were found from the first hour to the second, third, and fourth hour.
Evidence of changes in the search component of the time per item was found to
account for part of the vigilance decrement. As the task continued,
participants spent less time actively searching the image, as opposed to other
activities. Evidence is provided for truncation of active search as security
inspection continues.
Human Factors Contributes to Queuing Theory: Parkinson's Law and Security
Screening
GENERAL SESSION: Human Factors in Complex Operational Environments
/
Marin, Clara V.
/
Drury, Colin G.
/
Batta, Rajan
/
Lin, Li
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.602-606
© Copyright 2007 HFES
Summary: It is the thesis of this paper that queuing theory should take into account
not just the behavior of customers in queues, but also the behavior of servers.
Servers may change their behavior in response to queue length, which has
implications for service quality as well as for customer waiting time.
Parkinson's Law would be one explanation of any speed-up effect as queue length
increases. We provide empirical evidence for this assertion in one queuing
situation with high visibility and high error consequence: security screening
at an airport.
UI toolkit for non-designers in the enterprise applications industry
Experience report
/
Lin, Liang-Cheng
/
Lee, Wai On
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.2
p.1795-1804
© Copyright 2007 ACM
Summary: This report describes a user interface (UI) toolkit used for prototyping by
non-designers. The toolkit enables the development of standardized UI
wireframes and click-through prototypes that comply with User Experience UI
style guides and design specifications.
Empirical evaluation of the revised end user computing acceptance model
/
Wu, Jen-Her
/
Chen, Yung-Cheng
/
Lin, Li-Min
Computers in Human Behavior
2007-01
v.23
n.1
p.162-174
Keywords: End user computing
Keywords: Technology acceptance model
Keywords: Computer self-efficiency
Keywords: Network externalities
Keywords: Computer enjoyment
Keywords: Task-technology fit
© Copyright 2007 Elsevier Ltd.
Summary: This paper proposed a revised technology acceptance model for measuring end
user computing (EUC) acceptance. An empirical study was conducted to collect
data. This data was empirically used to test the proposed research model. The
structural equation modeling technique was used to evaluate the causal model
and confirmatory factor analysis was performed to examine the reliability and
validity of the measurement model. The results demonstrate that the model
explains 56% of the variance. This finding contributes to an expanded
understanding of the factors that promote EUC acceptance. The implication of
this work to both researchers and practitioners is discussed.
EDITED BOOK
The human-computer interaction handbook: fundamentals, evolving
technologies, and emerging applications
/
Jacko, Julie A.
/
Sears, Andrew
2003
p.1277
Lawrence Erlbaum Associates
I. The Evolution of Human-Computer Interaction: From Memex to Bluetooth and Beyond
www.isrc.umbc.edu/HCIHandbook/Intro.html
+ Pew, Richard W.
II. HUMANS IN HCI (Mary Czerwinski)
1. Perceptual-Motor Interaction: Some Implications for HCI
www.isrc.umbc.edu/HCIHandbook/Chapter_1.html
+ Chua, Romeo
+ Weeks, Daniel J.
+ Goodman, David
2. Human Information Processing: An overview for Human-Computer Interaction
www.isrc.umbc.edu/HCIHandbook/Chapter_2.html
+ Proctor, Robert W.
+ Vu, Kim-Phuong L.
3. Mental Models
www.isrc.umbc.edu/HCIHandbook/Chapter_3.html
+ van der Veer, Gerrit C.
+ Melguizo, Maria del Carmen Puerta
4. Emotion in Human-Computer Interaction
www.isrc.umbc.edu/HCIHandbook/Chapter_4.html
+ Brave, Scott
+ Nass, Cliff
5. Cognitive Architecture
www.isrc.umbc.edu/HCIHandbook/Chapter_5.html
+ Byrne, Michael D.
6. Modeling Humans in HCI
www.isrc.umbc.edu/HCIHandbook/Chapter_6.html
+ Yoshikawa, Hidekazu
III. COMPUTERS IN HCI (Rob Jacob)
7. Input Technologies and Techniques
www.isrc.umbc.edu/HCIHandbook/Chapter_7.html
+ Hinckley, Ken
8. Conversational Interface Technologies
www.isrc.umbc.edu/HCIHandbook/Chapter_8.html
+ Karat, Clare-Marie
+ Vergo, John
+ Nahamoo, David
9. Visual Displays
www.isrc.umbc.edu/HCIHandbook/Chapter_9.html
+ Luczak, Holger
+ Roetting, Matthias
+ Oehme, Olaf
10. Haptic Interfaces
www.isrc.umbc.edu/HCIHandbook/Chapter_10.html
+ Iwata, Hiroo
11. Non-speech Auditory Output
www.isrc.umbc.edu/HCIHandbook/Chapter_11.html
+ Brewster, Stephen
IV. HUMAN-COMPUTER INTERACTION
IV.A. Interaction Fundamentals (Julie Jacko)
12. Multimedia User Interface Design
www.isrc.umbc.edu/HCIHandbook/Chapter_12.html
+ Sutcliffe, Alistair
13. Visual Design Principles for Usable Interfaces
www.isrc.umbc.edu/HCIHandbook/Chapter_13.html
+ Watzman, Suzanne
14. Multimodal Interfaces
www.isrc.umbc.edu/HCIHandbook/Chapter_14.html
+ Oviatt, Sharon
15. Adaptive Interfaces and Agents
www.isrc.umbc.edu/HCIHandbook/Chapter_15.html
+ Jameson, Anthony
16. Network-Based Interaction
www.isrc.umbc.edu/HCIHandbook/Chapter_16.html
+ Dix, Alan
17. Motivating, Influencing, and Persuading Users
www.isrc.umbc.edu/HCIHandbook/Chapter_17.html
+ Fogg, BJ
18. Human Error Identification in Human Computer Interaction
www.isrc.umbc.edu/HCIHandbook/Chapter_18.html
+ Stanton, Neville A.
19. Design of Computer Workstations
www.isrc.umbc.edu/HCIHandbook/Chapter_19.html
+ Smith, Michael J.
+ Carayon, Pascale
+ Cohen, William J.
IV. B. Designing Interfaces For Diverse Users (Gregg Vanderheiden)
20. Genderizing HCI
www.isrc.umbc.edu/HCIHandbook/Chapter_20.html
+ Cassell, Justine
21. Designing Computer Systems for Older Adults
www.isrc.umbc.edu/HCIHandbook/Chapter_21.html
+ Czaja, Sara J.
+ Lee, Chin Chin
22. HCI for Kids
www.isrc.umbc.edu/HCIHandbook/Chapter_22.html
+ Bruckman, Amy
+ Bandlow, Alisa
23. Global / Intercultural User-Interface Design
www.isrc.umbc.edu/HCIHandbook/Chapter_23.html
+ Marcus, Aaron
24. Information Technology for Cognitive Support
www.isrc.umbc.edu/HCIHandbook/Chapter_24.html
+ Newell, Alan F.
+ Carmichael, Alex
+ Gregor, Peter
+ Alm, Norman
25. Physical Disabilities and Computing Technologies: An Analysis of Impairments
www.isrc.umbc.edu/HCIHandbook/Chapter_25.html
+ Sears, Andrew
+ Young, Mark
26. Perceptual Impairments and Computing Technologies
www.isrc.umbc.edu/HCIHandbook/Chapter_26.html
+ Jacko, Julie A.
+ Vitense, Holly
+ Scott, Ingrid
IV.C. Interaction Issues for Special Applications (Jenny Preece)
27. Documentation: Not yet implemented but coming soon!
www.isrc.umbc.edu/HCIHandbook/Chapter_27.html
+ Mehlenbacher, Brad
28. Information Visualization
www.isrc.umbc.edu/HCIHandbook/Chapter_28.html
+ Card, Stuart
29. Groupware and Computer Supported Cooperative Work
www.isrc.umbc.edu/HCIHandbook/Chapter_29.html
+ Olson, Gary M.
+ Olson, Judith S.
30. Online Communities: Sociability and Usability
www.isrc.umbc.edu/HCIHandbook/Chapter_30.html
+ Preece, Jenny
+ Maloney-Krichmar, Diane
31. Virtual Environments
www.isrc.umbc.edu/HCIHandbook/Chapter_31.html
+ Stanney, Kay M.
32. User-Centered Interdisciplinary Design of Wearable Computers
www.isrc.umbc.edu/HCIHandbook/Chapter_32.html
+ Siewiorek, Daniel P.
+ Smailagic, Asim
33. A Cognitive Systems Engineering Approach to the Design of Decision Support Systems
www.isrc.umbc.edu/HCIHandbook/Chapter_33.html
+ Smith, Philip J.
+ Geddes, Norman D.
34. Computer-Based Tutoring Systems: A Behavioral Approach
www.isrc.umbc.edu/HCIHandbook/Chapter_34.html
+ Emurian, Henry H.
+ Durham, Ashley G.
35. Conversational Speech Interfaces
www.isrc.umbc.edu/HCIHandbook/Chapter_35.html
+ Lai, Jennifer
+ Yankelovich, Nicole
36. The World-Wide Web
www.isrc.umbc.edu/HCIHandbook/Chapter_36.html
+ Lazar, Jonathan
37. Information Appliances
www.isrc.umbc.edu/HCIHandbook/Chapter_37.html
+ Sharpe, W. P.
+ Stenton, S. P.
V. APPLICATION DOMAINS (Arnold M. Lund)
38. E-Commerce Interface Design
www.isrc.umbc.edu/HCIHandbook/Chapter_38.html
+ Vergo, John
+ Noronha, Sunil
+ Kramer, Joseph
+ Lenchner, Jon
+ Cofino, Thomas A.
39. The Evolution of HCI during the Telecommunications Revolution
www.isrc.umbc.edu/HCIHandbook/Chapter_39.html
+ Israelski, Edmond
+ Lund, Arnold M.
40. Government Roles in HCI
www.isrc.umbc.edu/HCIHandbook/Chapter_40.html
+ Scholtz, Jean
41. Human Computer Interaction in Health Care
www.isrc.umbc.edu/HCIHandbook/Chapter_41.html
+ Sainfort, Francois
+ Jacko, Julie
+ Booske, Bridget C.
42. A Framework for Understanding the Development of Educational Software
www.isrc.umbc.edu/HCIHandbook/Chapter_42.html
+ Quintana, Chris
+ Krajcik, Joseph
+ Soloway, Elliot
+ Norris, Cathleen
43. Understanding Entertainment: Story and Gameplay are One
www.isrc.umbc.edu/HCIHandbook/Chapter_43.html
+ Schell, Jesse
44. Motor Vehicle Driver Interfaces
www.isrc.umbc.edu/HCIHandbook/Chapter_44.html
+ Green, Paul
45. Human Computer Interaction in Aerospace
www.isrc.umbc.edu/HCIHandbook/Chapter_45.html
+ Pritchett, Amy R.
46. User-centered design in games
www.isrc.umbc.edu/HCIHandbook/Chapter_46.html
+ Pagulayan, Randy J.
+ Keeker, Kevin
+ Wixon, Dennis
+ Romero, Ramon L.
+ Fuller, Thomas
VI. THE DEVELOPMENT PROCESS
VII.A. Requirements Specification (Michael J. Muller)
47. Requirements Specification within the Usability Engineering Lifecycle
www.isrc.umbc.edu/HCIHandbook/Chapter_47.html
+ Mayhew, Deborah
48. Task Analysis
www.isrc.umbc.edu/HCIHandbook/Chapter_48.html
+ Redish, Janice (Ginny)
+ Wixon, Dennis
49. Contextual Design
www.isrc.umbc.edu/HCIHandbook/Chapter_49.html
+ Holtzblatt, Karen
50. The Ethnographic Approach to Design
www.isrc.umbc.edu/HCIHandbook/Chapter_50.html
+ Blomberg, Jeanette
+ Burrell, Mark
+ Guest, Greg
VII.B. Design and Development (Tom Stewart)
51. Guidelines, Standards, and Style Guides
www.isrc.umbc.edu/HCIHandbook/Chapter_51.html
+ Stewart, Tom
+ Travis, David
52. Prototyping tools and techniques
www.isrc.umbc.edu/HCIHandbook/Chapter_52.html
+ Beaudouin-Lafon, Michel
+ Mackay, Wendy
53. Scenario-based Design
www.isrc.umbc.edu/HCIHandbook/Chapter_53.html
+ Rosson, Mary Beth
+ Carroll, John M.
54. Participatory Design: The Third Space in HCI
www.isrc.umbc.edu/HCIHandbook/Chapter_54.html
+ Muller, Michael J.
55. Unified User Interface Development
www.isrc.umbc.edu/HCIHandbook/Chapter_55.html
+ Stephanidis, C.
+ Savidis, A.
VII.C. Testing and Evaluation (Andrew Sears)
56. User-based Evaluations
www.isrc.umbc.edu/HCIHandbook/Chapter_56.html
+ Dumas, Joseph S.
57. Inspection-based Evaluations
www.isrc.umbc.edu/HCIHandbook/Chapter_57.html
+ Cockton, Gilbert
+ Lavery, Darryn
+ Woolrych, Alan
58. Model-based Evaluation
www.isrc.umbc.edu/HCIHandbook/Chapter_58.html
+ Kieras, David
59. Beyond Task Completion: Evaluation of Affective Components of Use
www.isrc.umbc.edu/HCIHandbook/Chapter_59.html
+ Karat, John
VII. MANAGING HCI AND EMERGING ISSUES (HANS-JOERG BULLINGER AND JURGEN ZIEGLER)
60. Technology Transfer
www.isrc.umbc.edu/HCIHandbook/Chapter_60.html
+ Schofield, Kevin
61. Human values, Ethics, and Design
www.isrc.umbc.edu/HCIHandbook/Chapter_61.html
+ Friedman, Batya
+ Kahn, Peter H., Jr.
62. Cost Justification
www.isrc.umbc.edu/HCIHandbook/Chapter_62.html
+ Bias, Randolph G.
+ Mayhew, Deborah J.
+ Upmanyu, Dilip
63. The Evolving Role of Security, Privacy and Trust in a Digitized World
www.isrc.umbc.edu/HCIHandbook/Chapter_63.html
+ Diller, Steve
+ Lin, Lynn
+ Tashjian, Vania
64. Achieving compatibility in HCI design and evaluation
www.isrc.umbc.edu/HCIHandbook/Chapter_64.html
+ Karwowski, Waldemar
VIII. Perspectives on HCI
www.isrc.umbc.edu/HCIHandbook/Future.html
+ Salvendy, Gavriel