e-Seesaw: A Tangible, Ludic, Parent-child, Awareness System
Late-Breaking Works: Games & Playful Interaction
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Sun, Yingze
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Aylett, Matthew P.
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Vazquez-Alvarez, Yolanda
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1821-1827
© Copyright 2016 ACM
Summary: In modern China, the pace of life is becoming faster and working pressure is
increasing often leading to pressure on families and family interaction. 23
pairs of working parents and their children were asked what they saw as their
main communication challenges and how they currently used communication
technology to stay in touch. The mobile phone was the dominant form of
communication despite being poorly rated by children as a way of enhancing a
sense of connection and love. Parents and children were presented with a series
of design probes to investigate how current communication technology might be
supported or enhanced with a tangible and playful awareness system. One of the
designs, the e-Seesaw, was selected and evaluated in a lab and home setting.
Participant reaction was positive with the design provoking a novel perspective
on remote parent-child interaction allowing even very young children to both
initiate and control communication.
Interactive Radio: A New Platform for Calm Computing
WIP Theme: Ubicomp, Robots and Wearables
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Aylett, Matthew P.
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Vazquez-Alvarez, Yolanda
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Baillie, Lynne
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2085-2090
© Copyright 2015 ACM
Summary: Interactive radio is proposed as a platform for Weiser's calm computing
vision. An evaluation of CereProc's MyMyRadio is presented as a case study to
highlight the potential and challenges of an interactive radio approach: the
difficulty of transitioning between passive and active modes of interaction,
and the challenge of designing such services. The evaluation showed: 1) A
higher workload for MyMyRadio for active tasks compared to default applications
(e.g. Facebook app); 2) No significant difference in workload for passive tasks
(e.g. listening to audio rendered RSS updates vs Browser app); 3) A higher
workload when listening to music within MyMyRadio vs iTunes; and 4) A
preference for RSS feed content compared to content from social media. We
conclude by discussing the potential of interactive radio as a platform for
pervasive eyes-free services.
Face-Based Automatic Personality Perception
Posters 3
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Al Moubayed, Noura
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Vazquez-Alvarez, Yolanda
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McKay, Alex
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Vinciarelli, Alessandro
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.1153-1156
© Copyright 2014 ACM
Summary: Automatic Personality Perception is the task of automatically predicting the
personality traits people attribute to others. This work presents experiments
where such a task is performed by mapping facial appearance into the Big-Five
personality traits, namely Openness, Conscientiousness, Extraversion,
Agreeableness and Neuroticism. The experiments are performed over the pictures
of the FERET corpus, originally collected for biometrics purposes, for a total
of 829 individuals. The results show that it is possible to automatically
predict whether a person is perceived to be above or below median with an
accuracy close to 70 percent (depending on the trait).
None of a CHInd: relationship counselling for HCI and speech technology
alt.chi: limits and futures
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Aylett, Matthew P.
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Kristensson, Per Ola
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Whittaker, Steve
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Vazquez-Alvarez, Yolanda
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.749-760
© Copyright 2014 ACM
Summary: It's an old story. A relationship built on promises turns to bitterness and
recriminations. But speech technology has changed: Yes, we know we hurt you, we
know things didn't turn out the way we hoped, but can't we put the past behind
us? We need you, we need design. And you? You need us. How can you fulfill a
dream of pervasive technology without us? So let's look at what went wrong.
Let's see how we can fix this thing. For the sake of little Siri, she needs a
family. She needs to grow into more than a piece of PR, and maybe, if we could
only work out our differences, just maybe, think of the magic we might make
together.
Multilevel auditory displays for mobile eyes-free location-based interaction
Works-in-progress
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Vazquez-Alvarez, Yolanda
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Aylett, Matthew P.
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Brewster, Stephen A.
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von Jungenfeld, Rocio
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Virolainen, Antti
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1567-1572
© Copyright 2014 ACM
Summary: This paper explores the use of multilevel auditory displays to enable
eyes-free mobile interaction with location-based information in a conceptual
art exhibition space. Multilevel auditory displays enable user interaction with
concentrated areas of information. However, it is necessary to consider how to
present the auditory streams without overloading the user. We present an
initial study in which a top-level exocentric sonification layer was used to
advertise information present in a gallery-like space. Then, in a secondary
interactive layer, three different conditions were evaluated that varied in the
presentation (sequential versus simultaneous) and spatialisation
(non-spatialised versus egocentric spatialisation) of multiple auditory
sources. Results show that 1) participants spent significantly more time
interacting with spatialised displays, 2) there was no evidence that a switch
from an exocentric to an egocentric display increased workload or lowered
satisfaction, and 3) there was no evidence that simultaneous presentation of
spatialised Earcons in the secondary display increased workload.
Shaking the dead: multimodal location based experiences for un-stewarded
archaeological sites
Location-based interaction
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McGookin, David
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Vazquez-Alvarez, Yolanda
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Brewster, Stephen
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Bergstrom-Lehtovirta, Joanna
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.199-208
© Copyright 2012 ACM
Summary: We consider how visits to un-stewarded historical and archaeological sites
-- those that are unstaffed and have few visible archaeological remains -- can
be augmented with multimodal interaction to create more engaging experiences.
We developed and evaluated a mobile application that allowed multimodal
exploration of a rural Roman fort. Sixteen primary school children used the
application to explore the fort. Issues, including the influence of visual
remains, were identified and compared with findings from a second study with
eight users at a separate site. From these, we determined key design
implications around the importance of physical space, group work and
interaction with the auditory data.
The effect of clothing on thermal feedback perception
Poster session
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Halvey, Martin
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Wilson, Graham
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Vazquez-Alvarez, Yolanda
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Brewster, Stephen A.
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Hughes, Stephen A.
Proceedings of the 2011 International Conference on Multimodal Interfaces
2011-11-14
p.217-220
© Copyright 2011 ACM
Summary: Thermal feedback is a new area of research in HCI. To date, studies
investigating thermal feedback for interaction have focused on virtual reality,
abstract uses of thermal output or on use in highly controlled lab settings.
This paper is one of the first to look at how environmental factors, in our
case clothing, might affect user perception of thermal feedback and therefore
usability of thermal feedback. We present a study into how well users perceive
hot and cold stimuli on the hand, thigh and waist. Evaluations were carried out
with cotton and nylon between the thermal stimulators and the skin. Results
showed that the presence of clothing requires higher intensity thermal changes
for detection but that these changes are more comfortable than direct
stimulation on skin.
"Can we work this out?": an evaluation of remote collaborative interaction
in a mobile shared environment
Interacting off-screen, on-site and remote
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Trendafilov, Dari
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Vazquez-Alvarez, Yolanda
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Lemmelä, Saija
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Murray-Smith, Roderick
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.499-502
© Copyright 2011 ACM
Summary: We describe a novel dynamic method for collaborative virtual environments
designed for mobile devices and evaluated in a mobile context. Participants
interacted in pairs remotely and through touch while walking in three different
feedback conditions: 1) visual, 2) audio-tactile, 3) spatial audio-tactile.
Results showed the visual baseline system provided higher shared awareness,
efficiency and a strong learning effect. However, and although very
challenging, the eyes-free systems still offered the ability to build joint
awareness in remote collaborative environments, particularly the spatial audio
one. These results help us better understand the potential of different
feedback mechanisms in the design of future mobile collaborative environments.
Eyes-free multitasking: the effect of cognitive load on mobile spatial audio
interfaces
Mobile issues
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Vazquez-Alvarez, Yolanda
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Brewster, Stephen A.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2173-2176
© Copyright 2011 ACM
Summary: As mobile devices increase in functionality, users perform more tasks when
on the move. Spatial audio interfaces offer a solution for eyes-free
interaction. However, such interfaces face a number of challenges when
supporting multiple and simultaneous tasks, namely: 1) interference amongst
multiple audio streams, and 2) the constraints of cognitive load. We present a
comparative study of spatial audio techniques evaluated in a divided- and
selective-attention task. A podcast was used for high cognitive load
(divided-attention) and classical music for low cognitive load
(selective-attention), while interacting with an audio menu. Results showed
that spatial audio techniques were preferred when cognitive load was kept low,
while a baseline technique using an interruptible single audio stream was
significantly less preferred. Conversely, when cognitive load was increased the
preferences reversed. Thus, given an appropriate task structure, spatial
techniques offer a means of designing effective audio interfaces to support
eyes-free mobile multitasking.
Designing spatial audio interfaces for mobile devices: supporting
multitasking and context information
Doctoral consortium
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Vazquez-Alvarez, Yolanda
Proceedings of 12th Conference on Human-computer interaction with mobile
devices and services
2010-09-07
p.481-482
Keywords: 3D audio, audio interfaces, context information, mobile devices,
multitasking
© Copyright 2010 ACM
Summary: Audio interfaces are becoming more important due to the increasing
functionality of today's mobile devices. As a result, more complex audio-driven
eyes-free interactions are required when mobile. The aim of my work is to
evaluate 3D audio techniques used to implement auditory displays that support
multitasking and access to context information in interactive mobile
environments.
Investigating background & foreground interactions using spatial audio
cues
Spotlight on work in progress session 1
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Vazquez-Alvarez, Yolanda
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Brewster, Stephen
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.3823-3828
Keywords: 3d audio, audio cues, background and foreground interactions, evaluation,
multiple audio streams
© Copyright 2009 ACM
Summary: Audio is a key feedback mechanism in eyes-free and mobile computer
interaction. Spatial audio, which allows us to localize a sound source in a 3D
space, can offer a means of altering focus between audio streams as well as
increasing the richness and differentiation of audio cues. However, the
implementation of spatial audio on mobile phones is a recent development.
Therefore, a calibration of this new technology is a requirement for any
further spatial audio research. In this paper we report an evaluation of the
spatial audio capabilities supported on a Nokia N95 8GB mobile phone.
Participants were able to significantly discriminate between five audio sources
on the frontal horizontal plane. Results also highlighted possible subject
variation caused by earedness and handedness. We then introduce the concept of
audio minimization and describe work in progress using the Nokia N95's 3D audio
capability to implement and evaluate audio minimization in an eyes-free mobile
environment.