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Exploring the Use of Visual Annotations in a Remote Assistance Platform Late-Breaking Works: Collaborative Technologies / Rice, Mark / Chia, Shue Ching / Tay, Hong Huei / Wan, Marcus / Li, Liyuan / Ng, Jamie / Lim, Joo Hwee Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1295-1300
ACM Digital Library Link
Summary: In this paper, we report on the evaluation of a remote assistance platform (RAP) that is designed to enable an expert to remotely assist a field operator. A user study with 16 participants was conducted to evaluate its usability with two assembly tasks that varied in their complexity. As part of the assessment, we compared the interaction behavior of our platform with a commercial instant messaging application, which lacked the ability to augment or view video imagery. The results identified differences in the completion times between the two conditions, as we examined the use of visual augmentation, including recommendations to improve the platform.

Mobile and Sensor Integration for Increased Interactivity and Expandability in Mobile Gaming and Virtual Instruments Works in Progress / Suen, Rax Chun Lung / Chang, Klarissa T. T. / Wan, Maffee Peng-Hui / Chua, Wen Yong / Ng, Yeow Chuan Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.703-708
ACM Digital Library Link
Summary: AerialBeats is an interactive system that brings air drumming into reality. It comprises a set of drumsticks and feet bands equipped with motion sensors and a mobile application. AerialBeats brings a higher level of interactivity over standalone virtual drum mobile apps and digital drumsticks, yet retains the high ubiquity that is missing from physical drum sets. This creates a platform for learning, games and delivering entertaining performances. The integration of sensory hardware with mobile platform provides infinite possibilities for expansion interaction and customization surpassing physical instruments and mobile apps. In the larger context, this project seeks to 1) explore the benefits of bringing mobile interfaces into current standalone sensor equipment/toys and 2) utilize the addition of portable sensory hardware (e.g. wearables) to bring about a dimension to popular mobile gaming.

Representation Strategies Adopted by Participants in a Population Stereotype Hunt: A Case Study for Icon Design Case Studies: Observation & Interaction / Sengupta, Avijit / Chang, Klarissa T. T. / Wan, Maffee Peng-Hui / Chua, Wen Yong Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.759-764
ACM Digital Library Link
Summary: Population Stereotype tells interaction designers just one-half of the complete story. It informs them only about the level of general consensus regarding each representation generated by different participants. It does not provide answers to those questions, which ask how the representation is to be achieved. Identification of different representation strategies adopted by different participants can reveal the rest of the story. In the presence of more than one or no strong contenders (population stereotype), adoption of the right representation strategy can be really beneficial. As most of the representational strategies are complementary to each other, the combination of different representational strategies can lead towards a more representative icon development.

User-Accustomed Interaction: An Usability Approach for Designing Mobile Application for Novice and Expert Users / Chua, Wen Yong / Chang, Klarissa Ting-Ting / Wan, Maffee Peng-Hui / Wu, Yi Proceedings of the 2014 AIS SIGHCI Workshop on HCI Research in MIS 2014-12-14 p.17
aisel.aisnet.org/sighci2014/17
Summary: The development of smartphone applications is prevailing globally, including the underserved communities consisting of a huge group of novice users. In spite of the growing number of novice users, we hardly consider usability for users with varying expertise level when we evaluate performance and satisfaction with usage of mobile applications. In this study, we argue that it is not suitable to design one interface for all users of progressively varying communities. Based on theories in design science research, we propose a user-accustomed approach to adapt mobile applications that integrate three types of interaction elements, namely localization, structural navigation and illustration. In an investigation of the proposed approach on mobile application, we empirically proved the effects of user-accustomed interaction techniques on performance and satisfaction between novice and expert users. The findings provide significant theoretical and practical implications for design and implementation of user interfaces on mobile applications.

Use of Gesture Sensing to Capture Music Chords and Beats as Inputs for Concise Music Search / Suen, Rax C. L. / Chang, Klarissa Ting-Ting / Wan, Maffee Peng-Hui / Wu, Yi Proceedings of the 2014 AIS SIGHCI Workshop on HCI Research in MIS 2014-12-14 p.3
aisel.aisnet.org/sighci2014/3

Interactive experiences designed for agricultural communities Interactivity / Suen, Rax Chun Lung / Chang, Klarissa T. T. / Wan, Maffee Peng-Hui / Ng, Yeow Chuan / Tan, Bernard C. Y. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.551-554
ACM Digital Library Link
Summary: With the rapid development of technology, smartphone and Internet adoption in the rural areas will continue to increase in the coming years. These technologies can easily support multimedia elements and are strong platforms to deliver added value. However, constraints faced by the rural population, including low literacy level and lack of exposure to electronic devices must be considered in order to develop suitable solutions. This paper introduces VillageTree, a unique suite of intelligent pest management solutions with the integration of analytical capabilities with simplicity in usability, to meet the needs of agricultural communities in developed and developing countries.

Comparing avatar game representation preferences across three age groups Gesture / Rice, Mark / Koh, Ranieri / Lui, Quintessence / He, Qixiang / Wan, Marcus / Yeo, Vanessa / Ng, Jamie / Tan, Wah Pheow Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1161-1166
ACM Digital Library Link
Summary: Avatar representation is an important interaction component of game design. In a game study of 36 mixed-age participants (teenagers, younger adults and older adults), we investigated three distinct types of avatars to differentiate user preferences and interests, primarily to determine if age affected the rating of these modalities. The results identified significant differences in the perceived attractiveness, homophily, engagement and expressiveness of the avatar representations across the three age groups, particularly in relation to the older adults. Moreover, we identified subjective variations in player's preferences towards the movement and customization of the avatar features designed. The implications of this work are briefly discussed.

The dynamics of younger and older adult's paired behavior when playing an interactive silhouette game Papers: technologies for life 2 / Rice, Mark / Tan, Wah Pheow / Ong, Jeremy / Yau, Lih Jie / Wan, Marcus / Ng, Jamie Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1081-1090
ACM Digital Library Link
Summary: In this paper, we report on the findings of an acute trial in which we evaluate the design of a novel gesture-based game. 60 younger and older players, divided into three separate group-types: (i) Young-Young, (ii) Old-Old, and (iii) Young-Old, took part in the study. The primary aim of this work was to evaluate the communicative and cooperative behavior of same-age and mixed-age pairs, with secondary interests in their perceived ease-of-use of the game. A mixed-method approach was used, comprising of direct observations, a post-game questionnaire and paired interviews. Our results identified noticeable differences between the group-types, with the Young-Old showing more physical cooperation, as compared to the same-age groups. The work elaborates on how the young and old differ in expectations and perceived interaction, and concludes with some recommendations for future research.

Intergenerational gameplay: evaluating social interaction between younger and older players Work-in-progress / Rice, Mark / Yau, Lih Jie / Ong, Jeremy / Wan, Marcus / Ng, Jamie Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2333-2338
ACM Digital Library Citation
Summary: In this paper, we compared the digital gameplay of three user groups comprising of younger and older adults. Players were paired together with the game objective of cooperatively nurturing and maintaining a set of virtual garden plants using a novel form of silhouette interaction. Questionnaire and observations revealed marked differences in the communicative behavior of the age groups, with higher verbal communication amongst the older pairs, but lower gameplay competency. Variations were identified in the paired interaction of the younger and older players, highlighting the challenge of designing games to encourage intergenerational bonding.

The Effects of the False Vocal Fold Gaps in a Model of the Larynx on Pressures Distributions and Flows Part I: Shape and Movement Modeling and Anthropometry / Li, Sheng / Wan, Mingxi / Wang, Supin DHM 2007: 1st International Conference on Digital Human Modeling 2007-07-22 p.147-156
Keywords: Speech production; false vocal folds; model; pressure distributions
Link to Digital Content at Springer
Summary: Human phonation does not merely depend upon the vibration of the vocal folds. The false vocal fold (FVF), as an important laryngeal constriction, has also been found by more and more research both in clinically and computer simulations that it plays an important role during phonation and contributes significantly to the aerodynamics and sound generation processes of human voice production. Among many parameters which are used to determine and describe the geometry of the false vocal folds, the false vocal fold gap (GFVF), which means the minimal distance between the two false vocal folds, is regarded as an important and dominant parameter. Therefore, this study explores the effects of the FVF gaps on the intralaryngeal pressure distributions, laryngeal resistance and flows using both three-dimensional Plexiglas model and commercially available computational fluid dynamics code.
    Three glottal angles, divergent 40°, uniform 0°, and convergent -40°were used for this study to explore the effects of FVF gaps, as they represent the basic glottal shapes typically expected in phonation, the angle values also were typically expected for most phonation in modal Register. A wide variety of FVF gaps (GFVF) were parameterized with 12 different values: 0.02, 0.04, 0.06, 0.08, 0.09, 0.1, 0.11, 0.12, 0.16, 0.2, 0.4, 0.6 cm to represent important geometries often appearing within phonatory vibratory cycles. These gaps were used for each glottal angle. The specific design of the FVFs followed prior literature. The minimal glottal diameter (Dg) was constantly at 0.06 cm in this study for each FVF gaps, and the translaryngeal pressure were held constant at 8 cm H2O. A nonvibrating laryngeal airway Plexiglas model, which had linear dimensions 1.732 times of a normal male larynx, was used in this study. In order to measure pressures inside the Plexiglas model, twelve cylindrical ducts were made on the midline of the laryngeal wall of the model. The diameter of each duct was 0.07 cm human size (0.12 cm in the model), so that the connector of an Entran EPE-551 pressure transducer could fit snugly into the holes. The distance between the centers of each hole was 0.14 cm human size. FLUENT (Fluent, Inc., Lebanon, NH), a commercially available computational fluid dynamics code was also used to obtain estimates of the normal wall pressures along the laryngeal surfaces (including the surfaces of vocal folds, ventricles, and false vocal folds) as a function of the FVF gaps and the glottal angles. The code is based on the control-volume technique and was used to solve the Navier-Stokes equations for constant shapes (not for vibrating vocal folds), laminar, incompressible airflow physics occurring inside the symmetric laryngeal geometries. The flow field was assumed to be symmetric across the midline of the glottis in this study, and therefore only the half flow field was modeled.
    The results suggest that (1) the intralaryngeal pressure was lowest and the flow was highest (least flow resistance) when the FVF gap was 1.5-2 times of Dg, the intralaryngeal pressures decreased and flows increased as smaller FVF gaps increased, and the intralaryngeal pressures increased and flows decreased as larger FVF gaps increased, indicating that the least pressure drop for any given flow (that is, the least flow resistance) was found to correspond to the 1.5-2 times of Dg for different glottal angle. Suggesting that the 1.5-2 times of Dg might be the optimal gap for pressure, and efficient phonation may involve laryngeal shaping of this condition. Therefore, the positioning and existing structure of the FVFs can aid in phonation by reducing energy losses and increasing airflow in the larynx when positioned appropriately; (2) both the pressure and flow were unaffected when the FVF gaps larger than 0.4 cm; (3) the divergent glottal angle gave lower pressure and greater flow than the convergent and uniform glottal angle as no FVF conditions; (4) the present of the FVF decreased the effects of the glottal angle on both the intralaryngeal pressure and flow to some extent, and the smaller the FVF gaps, the smaller this effect. Perhaps more important, (5) the present of the FVF also moving the separation points downstream, straitening the glottal jet for a longer distance, decreasing overall laryngeal resistance, and reducing the energy dissipation, suggesting that the FVF would be of importance to efficient voice production; (6) the empirical pressure distributions were supported by computational results. The results suggest that the intralaryngeal pressure distributions and the laryngeal flow resistance are highly affected by the presence of the FVFs, and the FVFs can aid in phonation when by reducing energy losses positioned appropriately. Therefore, the results might be helpful not only in maintaining healthy vocal habits, but also in exploring surgical and rehabilitative intervention of related voice problem. The results also suggest that they may be incorporated in the phonatory models (physical or computational) for better understanding of vocal mechanics.