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Not at Home on the Range: Peer Production and the Urban/Rural Divide Social Media and Location Data / Johnson, Isaac L. / Lin, Yilun / Li, Toby Jia-Jun / Hall, Andrew / Halfaker, Aaron / Schöning, Johannes / Hecht, Brent Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.13-25
ACM Digital Library Link
Summary: Wikipedia articles about places, OpenStreetMap features, and other forms of peer-produced content have become critical sources of geographic knowledge for humans and intelligent technologies. In this paper, we explore the effectiveness of the peer production model across the rural/urban divide, a divide that has been shown to be an important factor in many online social systems. We find that in both Wikipedia and OpenStreetMap, peer-produced content about rural areas is of systematically lower quality, is less likely to have been produced by contributors who focus on the local area, and is more likely to have been generated by automated software agents (i.e. "bots"). We then codify the systemic challenges inherent to characterizing rural phenomena through peer production and discuss potential solutions.

The Geography and Importance of Localness in Geotagged Social Media Privacy -- Social and Geolocated / Johnson, Isaac L. / Sengupta, Subhasree / Schöning, Johannes / Hecht, Brent Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.515-526
ACM Digital Library Link
Summary: Geotagged tweets and other forms of social media volunteered geographic information (VGI) are becoming increasingly critical to many applications and scientific studies. An important assumption underlying much of this research is that social media VGI is "local", or that its geotags correspond closely with the general home locations of its contributors. We demonstrate through a study on three separate social media communities (Twitter, Flickr, Swarm) that this localness assumption holds in only about 75% of cases. In addition, we show that the geographic contours of localness follow important sociodemographic trends, with social media in, for instance, rural areas and older areas, being substantially less local in character (when controlling for other demographics). We demonstrate through a case study that failure to account for non-local social media VGI can lead to misrepresentative results in social media VGI-based studies. Finally, we compare the methods for determining localness, finding substantial disagreement in certain cases, and highlight new best practices for social media VGI-based studies and systems.

Helping Computers Understand Geographically-Bound Activity Restrictions Contextual Awareness / Soll, Marcus / Naumann, Philipp / Schöning, Johannes / Samsonov, Pavel / Hecht, Brent Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2442-2446
ACM Digital Library Link
Summary: The lack of certain types of geographic data prevents the development of location-aware technologies in a number of important domains. One such type of "unmapped" geographic data is space usage rules (SURs), which are defined as geographically-bound activity restrictions (e.g. "no dogs", "no smoking", "no fishing", "no skateboarding"). Researchers in the area of human-computer interaction have recently begun to develop techniques for the automated mapping of SURs with the aim of supporting activity planning systems (e.g. one-touch "Can I Smoke Here?" apps, SUR-aware vacation planning tools). In this paper, we present a novel SUR mapping technique -- SPtP -- that outperforms state-of-the-art approaches by 30% for one of the most important components of the SUR mapping pipeline: associating a point observation of a SUR (e.g. a 'no smoking' sign) with the corresponding polygon in which the SUR applies (e.g. the nearby park or the entire campus on which the sign is located). This paper also contributes a series of new SUR benchmark datasets to help further research in this area.

You Can Touch This: Eleven Years and 258218 Images of Objects alt.chi: See this, hear this, touch this, keep this / Runge, Nina / Schöning, Johannes / Malaka, Rainer / Frigo, Alberto Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.541-552
ACM Digital Library Link
Summary: Touch has become a central input modality for a wide variety of interactive devices, most of our mobile devices are operated using touch. In addition to interacting with digital artifacts, people touch and interact with many other objects in their daily lives. We provide a unique photo dataset containing all touched objects over the last 11 years. All photos were contributed by Alberto Frigo, who was involved early on in the "Quantified Self" movement. He takes photos of every object he touches with his dominant hand. We analyzed the 258,218 images with respect to the types objects, their distribution, and related activities.

Cross-Surface: Challenges and Opportunities for 'bring your own device' in the wild Workshop Summaries / Houben, Steven / Marquardt, Nicolai / Vermeulen, Jo / Schöning, Johannes / Klokmose, Clemens / Reiterer, Harald / Korsgaard, Henrik / Schreiner, Mario Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3366-3372
ACM Digital Library Link
Summary: In this workshop, we will review and discuss challenges and opportunities for HCI in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We aim to bring together researchers and practitioners working on technical infra-structures for cross-surface computing, studies of cross-surface computing in particular domains as well as interaction challenges for introducing cross-surface computing in the wild, all with a particular focus on BYOD. Examples of application domains are: cultural institutions, work places, public libraries, schools and education.

NatureCHI: Unobtrusive User Experiences with Technology in Nature Workshop Summaries / Häkkilä, Jonna / Cheverst, Keith / Schöning, Johannes / Bidwell, Nicola J. / Robinson, Simon / Colley, Ashley Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3574-3580
ACM Digital Library Link
Summary: Being in nature is typically regarded to be calming, relaxing and purifying. When in nature, people often seek physical activity like hiking, or meditative, mindful or inspiring experiences remote from the urban everyday life. However, the modern lifestyle easily extends technology use to all sectors of our everyday life, and e.g. the rise of sports tracking technologies, mobile phone integrated cameras and omnipresent social media access have contributed to technologies also arriving into the use context of nature. Also maps and tourist guides are increasingly smart phone or tablet based services. This workshop addresses the challenges that are related to interacting with technology in nature. The viewpoints cover, but are not limited to interaction design and prototyping, social and cultural issues, user experiences that aim for unobtrusive interactions with the technology with nature as the use context.

No more Autobahn!: Scenic Route Generation Using Googles Street View Personalization / Runge, Nina / Samsonov, Pavel / Degraen, Donald / Schöning, Johannes Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.147-151
ACM Digital Library Link
Summary: Navigation systems allow drivers to find the shortest or fastest path between two or multiple locations mostly using time or distance as input parameters. Various researchers extended traditional route planning approaches by taking into account the user's preferences, such as enjoying a coastal view or alpine landscapes during a drive. Current approaches mainly rely on volunteered geographic information (VGI), such as point of interest (POI) data from OpenStreetMap, or social media data, such as geotagged photos from Flickr, to generate scenic routes. While these approaches use proximity, distribution or other spatial relationships of the data sets, they do not take into account the actual view on specific route segments. In this paper, we propose Autobahn: a system for generating scenic routes using Google Street View images to classify route segments based on their visual characteristics enhancing the driving experience. We show that this vision-based approach can complement other approaches for scenic route planning and introduce a personalized scenic route by aligning the characteristics of the route to the preferences of the user.

Cross-Surface: Workshop on Interacting with Multi-Device Ecologies in the Wild Workshops / Houben, Steven / Vermeulen, Jo / Klokmose, Clemens / Marquardt, Nicolai / Schöning, Johannes / Reiterer, Harald Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.485-489
ACM Digital Library Link
Summary: In this workshop, we will review and discuss opportunities, technical challenges and problems with cross-device interactions in interactive multi-surface and multi-device ecologies. We aim to bring together researchers and practitioners currently working on novel techniques for cross-surface interactions, focusing both on technical as well as interaction challenges for introducing these technologies into the wild, and highlighting opportunities for further research. The workshop will help to facilitate knowledge exchange on the inherent challenges of building robust and intuitive cross-surface interactions, identify application domains and enabling technologies for cross-surface interactions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions.

Augmenting Social Interactions: Realtime Behavioural Feedback using Social Signal Processing Techniques Matching & Facilitating Social Interactions / Damian, Ionut / Tan, Chiew Seng (Sean) / Baur, Tobias / Schöning, Johannes / Luyten, Kris / André, Elisabeth Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.565-574
ACM Digital Library Link
Summary: Nonverbal and unconscious behaviour is an important component of daily human-human interaction. This is especially true in situations such as public speaking, job interviews or information sensitive conversations, where researchers have shown that an increased awareness of one's behaviour can improve the outcome of the interaction. With wearable technology, such as Google Glass, we now have the opportunity to augment social interactions and provide realtime feedback on one's behaviour in an unobtrusive way. In this paper we present Logue, a system that provides realtime feedback on the presenters' openness, body energy and speech rate during public speaking. The system analyses the user's nonverbal behaviour using social signal processing techniques and gives visual feedback on a head-mounted display. We conducted two user studies with a staged and a real presentation scenario which yielded that Logue's feedback was perceived helpful and had a positive impact on the speaker's performance.

You Can't Smoke Here: Towards Support for Space Usage Rules in Location-aware Technologies Phones for more than Just Talking & Text / Samsonov, Pavel Andreevich / Tang, Xun / Schöning, Johannes / Kuhn, Werner / Hecht, Brent Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.971-974
ACM Digital Library Link
Summary: Recent work has identified the lack of space usage rule (SUR) data -- e.g. "no smoking", "no campfires" -- as an important limitation of online/mobile maps that presents risks to user safety and the environment. In order to address this limitation, a large-scale means of mapping SURs must be developed. In this paper, we introduce and motivate the problem of mapping space usage rules and take the first steps towards identifying solutions. We show how computer vision can be employed to identify SUR indicators in the environment (e.g. "No Smoking" signs) with reasonable accuracy and describe techniques that can assign each rule to the appropriate geographic feature.

Captchat: A Messaging Tool to Frustrate Ubiquitous Surveillance alt.chi: Mindfulness and Care / Dunphy, Paul / Schöning, Johannes / Nicholson, James / Olivier, Patrick Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.639-646
ACM Digital Library Link
Summary: There is currently a widespread uncertainty regarding the ability of citizens to control privacy online in the face of ubiquitous surveillance. This is a huge and complex societal problem. Despite the multi-faceted nature of the problem, we propose that HCI researchers can still make a positive contribution in this space through the design of technologies that support citizens to engage with issues of surveillance. In this paper we describe the design of a messaging application called Captchat. Captchat enables people to send everyday messages embedded into images, with the added ability to apply visual distortions to the message to resemble an online CAPTCHA. We propose the chief benefit would be that Captchat messages (with potentially "one-time" distortions) can increase the difficulty for algorithms to index private messages and necessitate the involvement of much more costly human labor in the surveillance process. We developed a prototype and conducted a user study; the results suggest that people were likely to create Captchat messages that were difficult to index for an OCR package but still easy to understand by humans, even without explicit instructions to interact 'securely' with the application. While more work is still required to understand the limitations of Captchat, we hope it can open discussion on how HCI researchers can respond to the challenges faced from ubiquitous surveillance.

WatchMe: A Novel Input Method Combining a Smartwatch and Bimanual Interaction WIP Theme: Ubicomp, Robots and Wearables / Van Vlaenderen, Wouter / Brulmans, Jens / Vermeulen, Jo / Schöning, Johannes Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2091-2095
ACM Digital Library Link
Summary: Smartwatches can facilitate several tasks that are performed on mobile devices. However, due to their limited size, touch interaction can be cumbersome. Although alternative input modalities such as speech input could be used, these can also introduce other issues regarding privacy or ease of use. Consequently, HCI researchers have been exploring novel input techniques for smartwatches. In this paper, we introduce WatchMe, a smartwatch application that uses the smartwatch camera and image processing techniques to allow for providing input on a drawing canvas composed of everyday objects and surfaces. We rely on a cloud OCR engine to retrieve text from captured images. Combining these characteristics, we illustrate some scenarios in which WatchMe could be used, such as a novel method for two-factor authentication.

A User Interface for Encoding Space Usage Rules Expressed in Natural Language WIP Theme: Users and UI Design / Samsonov, Pavel Andreevich / Schöning, Johannes / Hecht, Brent Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2211-2216
ACM Digital Library Link
Summary: Our interactions with the spaces around us are frequently defined by space usage rules (SURs) like "no smoking", "no dogs allowed", and "stay on the trail". These rules are important public health tools and help protect the environment, among other applications. However, despite their importance, no large-scale database of SURs currently exists. This prevents online/mobile maps from presenting these rules to users, as their traditional paper counterparts have been shown to do regularly. The lack of a SUR database also prevents developers from building novel SUR-based applications, e.g. mobile apps that inform users where they can smoke or walk their dog. In this paper, we present an in-development user interface to support the semi-automatic encoding of SURs expressed in natural language in documents such as laws, city ordinances, park rules, and institution FAQ pages. Our system will allow an untrained user to easily enter complex rules into a spatial data format compatible with OpenStreetMap.

Unexpected journeys with the HOBBIT: the design and evaluation of an asocial hiking app Horror, vampires, magic, & hobbits / Posti, Maaret / Schöning, Johannes / Häkkilä, Jonna Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.637-646
ACM Digital Library Link
Summary: In the age of mobile communications and social media, users are connected to interact with other people, and often obliged to be socially active as technology drives to connect us. In this paper, we harness the technology for the opposite use: helping people to avoid company instead of encouraging interaction. We have developed the concept of an asocial hiking application (app), in which users can generate routes that avoid meeting other people. We developed the concept based on user feedback data derived from an online survey (n=157) and two focus groups, and created a tool that generates solitary hiking routes based on OpenStreetMap data and additional information from the web. In addition, to make the application react to dynamic changes in the environment, we developed a mobile application prototype that scans Wi-Fi signals to detect other hikers nearby and warn of their approach. The prototype was tested and evaluated with 8 hikers in-the-wild. In addition to the concept design and the functional prototype, we present findings on people's, especially hikers, need for solitude, and introduce user feedback from each stage of the prototype design process as well as design recommendations for an asocial navigation application.

Informing online and mobile map design with the collective wisdom of cartographers Communities / Schöning, Johannes / Hecht, Brent / Kuhn, Werner Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.765-774
ACM Digital Library Link
Summary: Despite the large and growing prominence of online and mobile maps, they have not been broadly and systematically examined with a lens informed by traditional cartography. Using an approach rooted in cartographic theory and a unique dataset of 382 publicly-displayed local maps, we identify the collective wisdom of hundreds of cartographers with respect to a number of cartographic design decisions. We compare our findings to the approaches taken in popular online and mobile map platforms and develop suggestions for incorporating the collective wisdom of cartographers into these systems. Our suggestions include the adoption of location-aware cartography, in which cartographic approaches are intelligently varied based on the type of location being viewed. We provide mockup designs of online and mobile maps that implement our suggestions and discuss means by which the surprising gap between online and mobile maps and traditional cartography may be bridged.

The office smartwatch: development and design of a smartwatch app to digitally augment interactions in an office environment Provocations and work-in-progress (P-WiP) / Bernaerts, Yannick / Druwé, Matthias / Steensels, Sebastiaan / Vermeulen, Jo / Schöning, Johannes Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.41-44
ACM Digital Library Link
Summary: In office spaces, knowledge workers interact both with each other and with various analog and digital devices in the office. We think that the office environment opens up an interesting space to utilize smartwatches to support and digitally augment interactions. In this paper, we describe the design and development of a smartwatch application to digitally augment interactions that are commonly performed in an office environment. For example, our application allows one to physically and virtually lock and unlock doors, to acquire room information and to send virtual knocks with an app running on the watch.

Investigating the effects of using biofeedback as visual stress indicator during video-mediated collaboration Stress / Tan, Chiew Seng Sean / Schöning, Johannes / Luyten, Kris / Coninx, Karin Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.71-80
ACM Digital Library Link
Summary: During remote video-mediated assistance, instructors often guide workers through problems and instruct them to perform unfamiliar or complex operations. However, the workers' performance might deteriorate due to stress. We argue that informing biofeedback to the instructor, can improve communication and lead to lower stress. This paper presents a thorough investigation on mental workload and stress perceived by twenty participants, paired up in an instructor-worker scenario, performing remote video-mediated tasks. The interface conditions differ in task, facial and biofeedback communication. Two self-report measures are used to assess mental workload and stress. Results show that pairs reported lower mental workload and stress when instructors are using the biofeedback as compared to using interfaces with facial view. Significant correlations were found on task performance with reducing stress (i.e. increased task engagement and decreased worry) for instructors and declining mental workload (i.e. increased performance) for workers. Our findings provide insights to advance video-mediated interfaces for remote collaborative work.

Paddle: highly deformable mobile devices with physical controls Shape-changing interfaces / Ramakers, Raf / Schöning, Johannes / Luyten, Kris Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2569-2578
ACM Digital Library Link
Summary: We present the concept of highly deformable mobile devices that can be transformed into various special-purpose controls in order to bring physical controls to mobile devices. Physical controls have the advantage of exploiting people's innate abilities for manipulating physical objects in the real world. We designed and implemented a prototype, called Paddle, to demonstrate our concept. Additionally, we explore the interaction techniques enabled by this concept and conduct an in-depth study to evaluate our transformable physical controls. Our findings show that these physical controls provide several benefits over traditional touch interaction techniques commonly used on mobile devices.

Paddle: highly deformable mobile devices with physical controls Video showcase presentations / Ramakers, Raf / Schöning, Johannes / Luyten, Kris Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.191-192
ACM Digital Library Link
Summary: Paddle is a highly deformable mobile device that leverages engineering principles from the design of the Rubik's Magic, a folding plate puzzle. The various transformations supported by Paddle bridges the gap between differently sized mobile devices available nowadays, such as phones, armbands, tablets and game controllers. Besides this, Paddle can be transformed to different physical controls in only a few steps, such as peeking options, a ring to scroll through lists and a book-like form factor to leaf through pages. These special-purpose physical controls have the advantage of providing clear physical affordances and exploiting people's innate abilities for manipulating objects in the real world. We investigated the benefits of these interaction techniques in detail in [1]. In contrast to traditional touch screens, physical controls are usually less flexible and therefore less suitable for mobile settings. Paddle, shows how mobile devices can be designed to bring physical controls to mobile devices and thus combine the flexibility of touch screens with the physical qualities that real world controls provide. Our current prototype is tracked with an optical tracking system and uses a projector to provide visual output. In the future, we envision devices similar to Paddle that are entirely self-contained, using tiny integrated displays.

CHI 2039: speculative research visions alt.chi: limits and futures / Baumer, Eric P. S. / Ahn, June / Bie, Mei / Bonsignore, Elizabeth M. / Börütecene, Ahmet / Buruk, Oguz Turan / Clegg, Tamara / Druin, Allison / Echtler, Florian / Gruen, Dan / Guha, Mona Leigh / Hordatt, Chelsea / Krüger, Antonio / Maidenbaum, Shachar / Malu, Meethu / McNally, Brenna / Muller, Michael / Norooz, Leyla / Norton, Juliet / Ozcan, Oguzhan / Patterson, Donald J. / Riener, Andreas / Ross, Steven I. / Rust, Karen / Schöning, Johannes / Silberman, M. Six / Tomlinson, Bill / Yip, Jason Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.761-770
ACM Digital Library Link
Summary: This paper presents a curated collection of fictional abstracts for papers that could appear in the proceedings of the 2039 CHI Conference. It provides an opportunity to consider the various visions guiding work in HCI, the futures toward which we (believe we) are working, and how research in the field might relate with broader social, political, and cultural changes over the next quarter century.

Investigating mobile stereoscopic 3D touchscreen interaction Interface and interaction technologies / Colley, Ashley / Häkkilä, Jonna / Schöning, Johannes / Posti, Maaret Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.105-114
ACM Digital Library Link
Summary: 3D output is no longer limited to large screens in cinemas or living rooms. Nowadays more and more mobile devices are equipped with autostereoscopic 3D (S3D) touchscreens. As a consequence interaction with 3D content now also happens whilst users are on the move. In this paper we carried out a user study with 27 participants to assess how mobile interaction, i.e. whilst walking, with mobile S3D devices, differs from interaction with 2D mobile touchscreens. We investigate the difference in touch accuracy between 2D touchscreens and mobile S3D touchscreens and evaluate the minimum touch target size for mobile S3D touchscreens. The contributions of this paper are twofold: Firstly, we found the increase in minimum touch target size caused by walking was larger for a mobile S3D UI than for a 2D UI. Secondly, we present touch target sizes and aspect ratios required for reliable user interaction in each case. Additionally we examined differences in the angle at which users held the mobile S3D device compared to a 2D mobile device. We found that mobile S3D caused users to hold the device at a different angle when walking, compared to the 2D case. This first study of its kind provides valuable information to developers of the next generation of UIs and applications for mobile S3D displays and devices.

The path is the reward: considering social networks to contribute to the pleasure of urban strolling Social computing / Traunmueller, Martin / Schieck, Ava Fatah gen. / Schöning, Johannes / Brumby, Duncan P. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.919-924
ACM Digital Library Link
Summary: Most (mobile) online map services focus on providing their users the most efficient route to their target location. In this paper we investigate the relationship between the physical and digital urban navigation to improve wayfinding for pedestrians by enhancing their experiences when strolling through a city. With our application "Space Recommender System" we describe a new wayfinding approach by implementing common digital online methods of commenting and recommender systems into the physical world, using voting data from social network services. Initial findings highlight the general importance of the walking experience to the public and suggest that implementing social media based recommendations in route finding algorithms enhance the pleasure of urban strolling. The initial user tests of the system in a real world context together with collected feedback and the observations throughout the design process stimulate the discussions of wider issues and highlight its potential for future novel wayfinding applications.

Geographic human-computer interaction Workshop summaries / Hecht, Brent / Schöning, Johannes / Haklay, Muki / Capra, Licia / Mashhadi, Afra J. / Terveen, Loren / Kwan, Mei-Po Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3163-3166
ACM Digital Library Link
Summary: Geography is playing an increasingly important role in areas of HCI ranging from social computing to natural user interfaces. At the same time, research in geography has focused more and more on technology-mediated interaction with spatiotemporal phenomena. Despite the growing popularity of this geographic human-computer interaction (GeoHCI) in both fields, there have been few opportunities for GeoHCI knowledge sharing, knowledge creation or community building in either discipline, let alone between them. The goal of this workshop is thus two-fold. First, we will seek to sum up the state of GeoHCI knowledge and address GeoHCI core issues by inviting prominent researchers in the space to share and discuss the most important high-level findings from their work. Second, through our interdisciplinary organizing committee, we will recruit participants from both fields, with the goal of laying the groundwork for a community that works across intra- and interdisciplinary boundaries.

Bro-cam: Improving Game Experience with Empathic Feedback Using Posture Tracking / Tan, Chiew Seng Sean / Schöning, Johannes / Schneider-Barnes, Jan / Luyten, Kris / Coninx, Karin Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.222-233
Link to Digital Content at Springer
Summary: In todays videogames user feedback is often provided through raw statistics and scoreboards. We envision that incorporating empathic feedback matching the player's current mood will improve the overall gaming experience. In this paper we present Bro-cam, a novel system that provides empathic feedback to the player based on their body postures. Different body postures of the players are used as an indicator for their openness. From their level of openness, Bro-cam profiles the players into different personality types ranging from introvert to extrovert. Empathic feedback is then automatically generated and matched to their preferences for certain humoristic feedback statements. We use a depth camera to track the player's body postures and movements during the game and analyze these to provide customized feedback. We conducted a user study involving 32 players to investigate their subjective assessment on the empathic game feedback. Semi-structured interviews reveal that participants were positive about the empathic feedback and Bro-cam significantly improves their game experience.

Informing intelligent user interfaces by inferring affective states from body postures in ubiquitous computing environments Emotion and user modeling / Tan, Chiew Seng Sean / Schöning, Johannes / Luyten, Kris / Coninx, Karin Proceedings of the 2013 International Conference on Intelligent User Interfaces 2013-03-19 v.1 p.235-246
ACM Digital Library Link
Summary: Intelligent User Interfaces can benefit from having knowledge on the user's emotion. However, current implementations to detect affective states, are often constraining the user's freedom of movement by instrumenting her with sensors. This prevents affective computing from being deployed in naturalistic and ubiquitous computing contexts. In this paper, we present a novel system called mASqUE, which uses a set of association rules to infer someone's affective state from their body postures. This is done without any user instrumentation and using off-the-shelf and non-expensive commodity hardware: a depth camera tracks the body posture of the users and their postures are also used as an indicator of their openness. By combining the posture information with physiological sensors measurements we were able to mine a set of association rules relating postures to affective states. We demonstrate the possibility of inferring affective states from body postures in ubiquitous computing environments and our study also provides insights how this opens up new possibilities for IUI to access the affective states of users from body postures in a nonintrusive way.
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