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Investigating User Needs for Bio-sensing and Affective Wearables Late-Breaking Works: Designing Interactive Systems / Hassib, Mariam / Khamis, Mohamed / Schneegass, Stefan / Shirazi, Ali Sahami / Alt, Florian Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1415-1422
ACM Digital Library Link
Summary: Bio-sensing wearables are currently advancing to provide users with a lot of information about their physiological and affective states. However, relatively little is known about users' interest in acquiring, sharing and receiving this information and through which channels and modalities. To close this gap, we report on the results of an online survey (N=109) exploring principle aspects of the design space of wearables such as data types, contexts, feedback modalities and sharing behaviors. Results show that users are interested in obtaining physiological, emotional and cognitive data through modalities beyond traditional touchscreen output. Valence of the information, whether positive or negative affects the sharing behaviors.

Pick from here!: an interactive mobile cart using in-situ projection for order picking For the better workplace / Funk, Markus / Shirazi, Alireza Sahami / Mayer, Sven / Lischke, Lars / Schmidt, Albrecht Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.601-609
ACM Digital Library Link
Summary: Order Picking is not only one of the most important but also most mentally demanding and error-prone tasks in the industry. Both stationary and wearable systems have been introduced to facilitate this task. Existing stationary systems are not scalable because of the high cost and wearable systems have issues being accepted by the workers. In this paper, we introduce a mobile camera-projector cart called OrderPickAR, which combines the benefits of both stationary and mobile systems to support order picking through Augmented Reality. Our system dynamically projects in-situ picking information into the storage system and automatically detects when a picking task is done. In a lab study, we compare our system to existing approaches, i.e, Pick-by-Paper, Pick-by-Voice, and Pick-by-Vision. The results show that using the proposed system, order picking is almost twice as fast as other approaches, the error rate is decreased up to 9 times, and mental demands are reduced up to 50%.

Investigation of Material Properties for Thermal Imaging-Based Interaction Non-Rigid Interaction Surfaces / Abdelrahman, Yomna / Shirazi, Alireza Sahami / Henze, Niels / Schmidt, Albrecht Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.15-18
ACM Digital Library Link
Summary: Recent work demonstrated the exciting opportunities that thermal imaging offers for the development of interactive systems. It was shown that a thermal camera can sense when a user touches a surface, performs gestures in the camera's direct field of view and, in addition, performs gestures outside the camera's direct field of view through thermal reflection. In this paper, we investigate the material properties that should be considered for detecting interaction using thermal imaging considering both in- and outdoor settings. We conducted a study to analyze the recognition performance for different gestures and different surfaces. Using the results, we derive guidelines on material properties of surfaces for detecting on-surface as well as mid-air interaction using a thermal camera. We discuss the constrains that should be taken into account using thermal imaging as the sensing technology. Finally, we present a material space based on our findings. The space depicts surfaces and the required properties that enable the different interaction techniques.

Subjective and Objective Effects of Tablet's Pixel Density GUI Size, Resolution & Layout / Lischke, Lars / Mayer, Sven / Wolf, Katrin / Shirazi, Alireza Sahami / Henze, Niels Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2769-2772
ACM Digital Library Link
Summary: Pixel densities are increasing rapidly. We can observe this trend in particular for mobile devices like smartphones and tablets. Previous work revealed an effect of pixel density on subjective feedback and objective performance only for low resolution cathode ray tube screens. It is unclear if this effect persists for the four times higher pixel densities of current mobile devices. Therefore, we conducted a study to compare four pixel densities with 359, 180, 120, and 90 pixels per inch. While participants performed three tasks involving images, text and videos on a tablet, we measured perceived effort, perceived visual quality, task completion time, error rate, and body pose. Our results show that the effect of the pixel density highly depends on the content. We found that only for text, the four pixel densities have clearly different perceived media qualities. Pixel density seems to have a smaller effect on perceived media quality for images and videos and we found no effect on objective measures. Results show that text should be displayed in high resolution, while this is less important for images and videos.

Assessment of stimuli for supporting speed reading on electronic devices Learning and Reading / Dingler, Tilman / Shirazi, Alireza Sahami / Kunze, Kai / Schmidt, Albrecht Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.117-124
ACM Digital Library Link
Summary: Technology has introduced multimedia to tailor information more broadly to our various senses, but by no means has the ability to consume information through reading lost its importance. To cope with the ever-growing amount of textual information to consume, different techniques have been proposed to increase reading efficiency: rapid serial visual presentation (RSVP) has been suggested to increase reading speed by effectively reducing the number of eye movements. Further, moving a pen, finger or the entire hand across text is a common technique among speed readers to help guide eye movements. We adopted these techniques for electronic devices by introducing stimuli on text that guide users' eye movements. In a series of two user studies we sped up users' reading speed to 150% of their normal rate and evaluated effects on text comprehension, mental load, eye movements and subjective perception. Results show that reading speed can be effectively increased by using such stimuli while keeping comprehension rates nearly stable. We observed initial strain on mental load which significantly decreased after a short while. Subjective feedback conveys that kinetic stimuli are better suited for long, complex text on larger displays, whereas RSVP was preferred for short text on small displays.

Understanding shortcut gestures on mobile touch devices Gesture interaction / Poppinga, Benjamin / Shirazi, Alireza Sahami / Henze, Niels / Heuten, Wilko / Boll, Susanne Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.173-182
ACM Digital Library Link
Summary: Touch gestures become steadily more important with the ongoing success of touch screen devices. Compared to traditional user interfaces, gestures have the potential to lower cognitive load and the need for visual attention. However, nowadays gestures are defined by designers and developers and it is questionable if these meet all user requirements. In this paper, we present two exploratory studies that investigate how users would use unistroke touch gestures for shortcut access to a mobile phone's key functionalities. We study the functions that users want to access, the preferred activators for gesture execution, and the shapes of the user-invented gestures. We found that most gestures trigger applications, letter-shaped gestures are preferred, and the gestures should be accessible from the lock screen, the wallpaper, and the notification bar. We conclude with a coherent, unambiguous set of gestures for the 20 most frequently accessed functions, which can inform the design of future gesture-controlled applications.

Large-scale assessment of mobile notifications Interruptions and distractions / Shirazi, Alireza Sahami / Henze, Niels / Dingler, Tilman / Pielot, Martin / Weber, Dominik / Schmidt, Albrecht Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3055-3064
ACM Digital Library Link
Summary: Notifications are a core feature of mobile phones. They inform users about a variety of events. Users may take immediate action or ignore them depending on the importance of a notification as well as their current context. The nature of notifications is manifold, applications use them both sparsely and frequently. In this paper we present the first large-scale analysis of mobile notifications with a focus on users' subjective perceptions. We derive a holistic picture of notifications on mobile phones by collecting close to 200 million notifications from more than 40,000 users. Using a data-driven approach, we break down what users like and dislike about notifications. Our results reveal differences in importance of notifications and how users value notifications from messaging apps as well as notifications that include information about people and events. Based on these results we derive a number of findings about the nature of notifications and guidelines to effectively use them.

Exploiting thermal reflection for interactive systems Novel mobile displays and devices / Shirazi, Alireza Sahami / Abdelrahman, Yomna / Henze, Niels / Schneegass, Stefan / Khalilbeigi, Mohammadreza / Schmidt, Albrecht Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3483-3492
ACM Digital Library Link
Summary: Thermal cameras have recently drawn the attention of HCI researchers as a new sensory system enabling novel interactive systems. They are robust to illumination changes and make it easy to separate human bodies from the image background. Far-infrared radiation, however, has another characteristic that distinguishes thermal cameras from their RGB or depth counterparts, namely thermal reflection. Common surfaces reflect thermal radiation differently than visual light and can be perfect thermal mirrors. In this paper, we show that through thermal reflection, thermal cameras can sense the space beyond their direct field-of-view. A thermal camera can sense areas besides and even behind its field-of-view through thermal reflection. We investigate how thermal reflection can increase the interaction space of projected surfaces using camera-projection systems. We moreover discuss the reflection characteristics of common surfaces in our vicinity in both the visual and thermal radiation bands. Using a proof-of-concept prototype, we demonstrate the increased interaction space for hand-held camera-projection system. Furthermore, we depict a number of promising application examples that can benefit from the thermal reflection characteristics of surfaces.

NatCut: an interactive tangible editor for physical object fabrication Works-in-progress / Schneegass, Stefan / Shirazi, Alireza Sahami / Döring, Tanja / Schmid, David / Schmidt, Albrecht Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1441-1446
ACM Digital Library Link
Summary: While physical prototyping and personal fabrication is currently getting increasingly popular, many of the tools used to design 3D objects are still complex and cumbersome to use. In this paper, we address this issue and present a novel tabletop-based tangible editor, called NatCut, that allows the quick and easy design of physical enclosures for interactive prototypes. To generate an enclosure with NatCut, the user first chooses a basic geometric shape for it on the tabletop surface. By simply placing electronic components on the displayed 2D layout for the enclosure, respective cut-outs and holes are generated. Further, a number of user interactions on the tabletop screen are supported to modify, personalize, and enrich the casing. The resulting 2D layout contains all joints needed to assemble the parts after laser cutting. We discuss the results of a user study in which we tested the approach.

What's on your mind?: mental task awareness using single electrode brain computer interfaces 8. Super Perception / Shirazi, Alireza Sahami / Hassib, Mariam / Henze, Niels / Schmidt, Albrecht / Kunze, Kai Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.43
ACM Digital Library Link
Summary: Recognizing and summarizing persons' activities have proven to be effective for increasing self-awareness and enable to improve habits. Reading improves one's language skills and periodic relaxing improves one's health. Recognizing these activities and conveying the time spent would enable to ensure that users read and relax for an adequate time. Most previous attempts in activity recognition deduce mental activities by requiring expensive/bulky hardware or by monitoring behavior from the outside. Not all mental activities can, however, be recognized from the outside. If a person is sleeping, relaxing, or intensively thinks about a problem can hardly be differentiated by observing carried-out reactions. In contrast, we use simple wearable off-the-shelf single electrode brain computer interfaces. These devices have the potential to directly recognize user's mental activities. Through a study with 20 participants, we collect data for five representative activities. We describe the dataset collected and derive potential features. Using a Bayesian classifier we show that reading and relaxing can be recognized with 97% and 79% accuracy. We discuss how sensory tasks associated with different brain lobes can be classified using a single dry electrode BCI.

Already up? using mobile phones to track & share sleep behavior / Shirazi, Alireza Sahami / Clawson, James / Hassanpour, Yashar / Tourian, Mohammad J. / Schmidt, Albrecht / Chi, Ed H. / Borazio, Marko / Van Laerhoven, Kristof International Journal of Human-Computer Studies 2013-09 v.71 n.9 p.878-888
Keywords: Sleep
Keywords: Alarm clock
Keywords: Social network
Keywords: Behavior
Keywords: Awareness
Keywords: Mobile phone
Link to Article at sciencedirect
Summary: Users share a lot of personal information with friends, family members, and colleagues via social networks. Surprisingly, some users choose to share their sleeping patterns, perhaps both for awareness as well as a sense of connection to others. Indeed, sharing basic sleep data, whether a person has gone to bed or waking up, informs others about not just one's sleeping routines but also indicates physical state, and reflects a sense of wellness. We present Somnometer, a social alarm clock for mobile phones that helps users to capture and share their sleep patterns. While the sleep rating is obtained from explicit user input, the sleep duration is estimated based on monitoring a user's interactions with the app. Observing that many individuals currently utilize their mobile phone as an alarm clock revealed behavioral patterns that we were able to leverage when designing the app. We assess whether it is possible to reliably monitor one's sleep duration using such apps. We further investigate whether providing users with the ability to track their sleep behavior over a long time period can empower them to engage in healthier sleep habits. We hypothesize that sharing sleep information with social networks impacts awareness and connectedness among friends. The result from a controlled study reveals that it is feasible to monitor a user's sleep duration based just on her interactions with an alarm clock app on the mobile phone. The results from both an in-the-wild study and a controlled experiment suggest that providing a way for users to track their sleep behaviors increased user awareness of sleep patterns and induced healthier habits. However, we also found that, given the current broadcast nature of existing social networks, users were concerned with sharing their sleep patterns indiscriminately.

Upright or sideways?: analysis of smartphone postures in the wild Studies / Shirazi, Alireza Sahami / Henze, Niels / Dingler, Tilman / Kunze, Kai / Schmidt, Albrecht Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.362-371
ACM Digital Library Link
Summary: In this paper, we investigate how smartphone applications, in particular web browsers, are used on mobile phones. Using a publicly available widget for smart phones, we recorded app usage and the phones' acceleration and orientation from 1,330 devices. Combining app usage and sensor data we derive the device's typical posture while different apps are used. Analyzing motion data shows that devices are moved more while messaging and navigation apps are used as opposed to browser and other common applications. The time distribution between landscape and portrait depicts that most of the landscape mode time is used for burst interaction (e.g., text entry), except for Media apps, which are mostly used in landscape mode. Additionally, we found that over 31% of our users use more than one web browser. Our analysis reveals that the duration of mobile browser sessions is longer by a factor of 1.5 when browsers are explicitly started through the system's launcher in comparison to being launched from within another app. Further, users switch back and forth between apps and web browsers, which suggest that a tight and smooth integration of web browsers with native apps can improve the overall usability. From our findings we derive design guidelines for app developers.

Insights into layout patterns of mobile user interfaces by an automatic analysis of android apps Empirical techniques / Shirazi, Alireza Sahami / Henze, Niels / Schmidt, Albrecht / Goldberg, Robin / Schmidt, Benjamin / Schmauder, Hansjörg ACM SIGCHI 2013 Symposium on Engineering Interactive Computing Systems 2013-06-24 p.275-284
ACM Digital Library Link
Summary: Mobile phones recently evolved into smartphones that provide a wide range of services. One aspect that differentiates smartphones from their predecessor is the app model. Users can easily install third party applications from central mobile application stores. In this paper we present a process to gain insights into mobile user interfaces on a large scale. Using the developed process we automatically disassemble and analyze the 400 most popular free Android applications. The results suggest that the complexity of the user interface differs between application categories. Further, we analyze interface layouts to determine the most frequent interface elements and identify combinations of interface widgets. The most common combination that consists of three nested elements covers 5.43% of all interface elements. It is more frequent than progress bars and checkboxes. The ten most frequent patterns together cover 21.13% of all interface elements. They are all more frequent than common widget including radio buttons and spinner. We argue that the combinations identified not only provide insights about current mobile interfaces, but also enable the development of new optimized widgets.

Utilizing contextual information for mobile communication PDA&Mobile / Knittel, Johannes / Shirazi, Alireza Sahami / Henze, Niels / Schmidt, Albrecht Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1371-1376
ACM Digital Library Link
Summary: Mobile phones enable us to be reachable by phone calls anywhere and anytime. However, it is not always appropriate to answer a phone call. Even a ringing or vibrating phone can be inappropriate in some situations. The information required to assess if a call is appropriate is split between the caller and the callee. Only the caller knows the importance of the call and only the callee knows her context. Sharing parts of this context with the potential caller would enable the caller to make a better decision. Based on previous work we conducted a survey to learn about the contextual information that users believe to be important for this decision. We derive context information that users will to share and consider relevant and helpful. Further, we present a mobile application that augments users' address book with contextual information that we aim to study in the large.

Interaction techniques for creating and exchanging content with public displays Papers: public displays / Alt, Florian / Shirazi, Alireza Sahami / Kubitza, Thomas / Schmidt, Albrecht Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1709-1718
ACM Digital Library Link
Summary: Falling hardware prices and ever more displays being connected to the Internet will lead to large public display networks, potentially forming a novel communication medium. We envision that such networks are not restricted to display owners and advertisers anymore, but allow also passersby (e.g., customers) to exchange content, similar to traditional public notice areas, such as bulletin boards. In this context it is crucial to understand emerging practices and provide easy and straight forward interaction techniques to be used for creating and exchanging content. In this paper, we present Digifieds, a digital public notice area we built to investigate and compare possible interaction techniques. Based on a lab study we show that using direct touch at the display as well as using the mobile phone as a complementing interaction technology are most suitable. Direct touch at the display closely resembles the interaction known from classic bulletin boards and provides the highest usability. Mobile phones preserve the users' privacy as they exchange (sensitive) data with the display and at the same time allow content to be created on-the-go or to be retrieved.

Increasing the user's attention on the web: using implicit interaction based on gaze behavior to tailor content Categorizing and adapting / Alt, Florian / Shirazi, Alireza Sahami / Schmidt, Albrecht / Mennenöh, Julian Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.544-553
ACM Digital Library Link
Summary: The World Wide Web has evolved into a widely used interactive application platform, providing information, products, and services. With eye trackers we envision that gaze information as an additional input channel can be used in the future to adapt and tailor web content (e.g., news, information, ads) towards the users' attention as they implicitly interact with web pages. We present a novel approach, which allows web content to be customized on-the-fly based on the user's gaze behavior (dwell time, duration of fixations, and number of fixations). Our system analyzes the gaze path on a page and uses this information to create adaptive content on subsequent pages. As a proof-of-concept we report on a case study with 12 participants. We presented them both randomly chosen content (baseline) as well as content chosen based on their gaze-behavior. We found a significant increase of attention towards the adapted content and evidence for changes in the user attitude based on the Elaboration Likelihood Model.

Bridging waiting times on web pages Multiplexing / Alt, Florian / Shirazi, Alireza Sahami / Schmidt, Albrecht / Atterer, Richard Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.305-308
ACM Digital Library Link
Summary: High-speed Internet connectivity makes browsing a convenient task. However, there are many situations in which surfing the web is still slow due to limited bandwidth, slow servers, or complex queries. As a result, loading web pages can take several seconds, making (mobile) browsing cumbersome. We present an approach which makes use of the time spent on waiting for the next page, by bridging the wait with extra cached or preloaded content. We show how the content (e.g., news, Twitter) can be adapted to the user's interests and to the context of use, hence making mobile surfing more comfortable. We compare two approaches: in time-multiplex mode, the entire screen displays bridging content until the loading is finished. In space-multiplex mode, content is displayed alongside the requested content while it loads. We use an HTTP proxy to intercept requests and add JavaScript code, which allows the bridging content from websites of our choice to be inserted. The approach was evaluated with 15 participants, assessing suitable content and usability.

Assessing the vulnerability of magnetic gestural authentication to video-based shoulder surfing attacks I did that! being in control / Shirazi, Alireza Sahami / Moghadam, Peyman / Ketabdar, Hamed / Schmidt, Albrecht Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2045-2048
ACM Digital Library Link
Summary: Secure user authentication on mobile phones is crucial, as they store highly sensitive information. Common approaches to authenticate a user on a mobile phone are based either on entering a PIN, a password, or drawing a pattern. However, these authentication methods are vulnerable to the shoulder surfing attack. The risk of this attack has increased since means for recording high-resolution videos are cheaply and widely accessible. If the attacker can videotape the authentication process, PINs, passwords, and patterns do not even provide the most basic level of security. In this project, we assessed the vulnerability of a magnetic gestural authentication method to the video-based shoulder surfing attack. We chose a scenario that is favourable to the attack-er. In a real world environment, we videotaped the interactions of four users performing magnetic signatures on a phone, in the presence of HD cameras from four different angles. We then recruited 22 participants and asked them to watch the videos and try to forge the signatures. The results revealed that with a certain threshold, i.e, th=1.67, none of the forging attacks was successful, whereas at this level all eligible login attempts were successfully recognized. The qualitative feedback also indicated that users found the magnetic gestural signature authentication method to be more secure than PIN-based and 2D signature methods.

Digifieds: insights into deploying digital public notice areas in the wild / Alt, Florian / Kubitza, Thomas / Bial, Dominik / Zaidan, Firas / Ortel, Markus / Zurmaar, Björn / Lewen, Tim / Shirazi, Alireza Sahami / Schmidt, Albrecht Proceedings of the 2011 International Conference on Mobile and Ubiquitous Multimedia 2011-12-07 p.165-174
ACM Digital Library Link
Summary: Traditional public notice areas (PNAs) are nowadays a popular means to publicly exchange information and reach people of a local community. The high usability led to a wide-spread use in stores, cafes, supermarkets, and public institutions. With public displays permeating public spaces and with display providers and owners being willing to share parts of their display space we envision traditional PNAs to be complemented or even replaced by their digital counterparts in the future, hence contributing to making public displays a novel communication medium. In this paper we report on the design and development of Digifieds (derived from digital classified), a digital public notice area. We deployed and evaluated Digifieds in an urban environment in the context of the UbiChallenge 2011 in Oulu, Finland over the course of 6 months. The deployment allowed the users' view to be studied with regard to the envisioned content, preferred interaction techniques, as well as privacy concerns, and to compare them against traditional PNAs.

WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games / Schleicher, Robert / Shirazi, Alireza Sahami / Rohs, Michael / Kratz, Sven / Schmidt, Albrecht International Journal of Mobile Human Computer Interaction 2011-10 v.3 n.4 p.18-35
Keywords: Mobile Applications, Mobile Social Networking, Opinion Sharing, Real-Time Feedback, Sports
www.igi-global.com/article/worldcupinion-experiences-android-app-real/58923
Summary: Mobile devices are increasingly used in social networking applications and research. So far, there is little work on real-time emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television (TV) shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as Social TV. Such systems typically include set-top boxes for supporting the collaboration. In this work the authors investigated whether mobile phones can be used as an additional channel for sharing opinions, emotional responses, and TV-related experiences in real-time. To gain insight into this area, an Android app was developed for giving real-time feedback during soccer games and to create ad hoc fan groups. This paper presents results on rating activity during games and discusses experiences with deploying this app over four weeks during soccer World Cup. In doing so, challenges and opportunities faced are highlighted and an outlook on future work in this area is given.

Real-time nonverbal opinion sharing through mobile phones during sports events Watching together / Shirazi, Alireza Sahami / Rohs, Michael / Schleicher, Robert / Kratz, Sven / Müller, Alexander / Schmidt, Albrecht Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.307-310
ACM Digital Library Link
Summary: Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event.

Enabling micro-entertainment in vehicles based on context information Supporting the driver / Alt, Florian / Kern, Dagmar / Schulte, Fabian / Pfleging, Bastian / Shirazi, Alireza Sahami / Schmidt, Albrecht AutomnotiveUI 2010: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2010-11-11 p.117-124
ACM Digital Library Link
Summary: People spend a significant amount of time in their cars (US: 86 minutes/day, Europe: 43 minutes/day) while commuting, shopping, or traveling. Hence, the variety of entertainment in the car increases, and many vehicles are already equipped with displays, allowing for watching news, videos, accessing the Internet, or playing games. At the same time, the urbanization caused a massive increase of traffic volume, which led to people spending an ever-increasing amount of their time in front of red traffic lights. An observation of the prevailing forms of entertainment in the car reveals that content such as text, videos, or games are often a mere adaptation of content produced for television, public displays, PCs, or mobile phones and do not adapt to the situation in the car. In this paper we report on a web survey assessing which forms of entertainment and which types of content are considered to be useful for in-car entertainment by drivers. We then introduce an algorithm, which is capable of learning standing times in front of traffic lights based on GPS information only. This, on one hand, allows for providing content of appropriate length, on the other hand, for directing the attention of the driver back to-wards the street at the right time. Finally, we present a prototype implementation and a qualitative evaluation.

Location-based crowdsourcing: extending crowdsourcing to the real world Full papers / Alt, Florian / Shirazi, Alireza Sahami / Schmidt, Albrecht / Kramer, Urs / Nawaz, Zahid Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010-10-16 p.13-22
Keywords: context, crowdsourcing, location, mobile phone
ACM Digital Library Link
Summary: The WWW and the mobile phone have become an essential means for sharing implicitly and explicitly generated information and a communication platform for many people. With the increasing ubiquity of location sensing included in mobile devices we investigate the arising opportunities for mobile crowdsourcing making use of the real world context. In this paper we assess how the idea of user-generated content, web-based crowdsourcing, and mobile electronic coordination can be combined to extend crowdsourcing beyond the digital domain and link it to tasks in the real world. To explore our concept we implemented a crowd-sourcing platform that integrates location as a parameter for distributing tasks to workers. In the paper we describe the concept and design of the platform and discuss the results of two user studies. Overall the findings show that integrating tasks in the physical world is useful and feasible. We observed that (1) mobile workers prefer to pull tasks rather than getting them pushed, (2) requests for pictures were the most favored tasks, and (3) users tended to solve tasks mainly in close proximity to their homes. Based on this, we discuss issues that should be considered during designing mobile crowdsourcing applications.

WEtransport: a context-based ride sharing platform Posters / Shirazi, Alireza Sahami / Kubitza, Thomas / Alt, Florian / Pfleging, Bastian / Schmidt, Albrecht Proceedings of the 2010 International Conference on Ubiquitous Computing 2010-09-26 p.425-426
Keywords: car pooling, collective transportation, mobile phone, ride sharing, ticket sharing
ACM Digital Library Link
Summary: In densely populated urban areas high amounts of traffic pose a major problem, which affects the environment, economy, and our lives. From a user's perspective, the main issues include delays due to traffic jams, lack of parking space and high costs due to increasing fuel prices (e.g., if commuting long distances). Collective transportation (CT), e.g., public transport systems, provides a partly solution to these issues. Yet, CT does not support door-to-door transportation hence reducing convenience; it might be limited in off-peak hours, and it is still a cost factor when traveling long distances. A solution to these issues is ride sharing, an evolving form of CT making alternative transportation more affordable. In this paper we present a modular, context-aware ride sharing platform. We aim at enhancing convenience, reliability, and affordability of different forms of ride sharing by means of context data. Addition-ally our approach supports an easy server- and client-side expansion due to the modular platform structure.

Creating Meaningful Melodies from Text Messages / Alt, Florian / Shirazi, Alireza S. / Legien, Stefan / Schmidt, Albrecht / Mennenöh, Julian NIME 2010: New Interfaces for Musical Expression 2010-06-15 p.63-68
www.nime.org/proceedings/2010/nime2010_063.pdf
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