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.
Lost lab of professor millennium: creating a pervasive adventure with
augmented reality-based guidance
Locative media
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Kuikkaniemi, Kai
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Lucero, Andrés
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Orso, Valeria
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Jacucci, Giulio
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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.
The role played by the concept of presence in validating the efficacy of a
cybertherapy treatment: a literature review
Validating Cyber-Interventions
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Spagnolli, Anna
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Bracken, Cheryl Campanella
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Orso, Valeria
Virtual Reality
2014-03
v.18
n.1
p.13-36
Keywords: Presence; Cybertherapy; Validation
Copyright © 2014 Springer
Summary: The present paper considers the existing research in cybertherapy, which is
a psychological therapy carried out with the use of a mediated environment, and
examines the way in which the users' sense of presence in the mediated
environment can be of relevance for the validation of the intervention. With
this purpose, a collection of 41 papers reporting the measurement of presence
in the context of a cybertherapy treatment has been identified and examined.
The general relevance of presence in cybertherapy and the measurement
techniques adopted in the studies collected here are described and discussed.
The way in which presence corresponds to establishing internal validity,
convergent or predictive validity and external validity of a treatment is
examined. In conclusion, a checklist to apply when planning a validation study
is proposed, to improve the way in which presence is used.