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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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.