Exploring the Use of Visual Annotations in a Remote Assistance Platform
Late-Breaking Works: Collaborative Technologies
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Rice, Mark
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Chia, Shue Ching
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Tay, Hong Huei
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Wan, Marcus
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Li, Liyuan
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Ng, Jamie
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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
© Copyright 2016 ACM
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
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Suen, Rax Chun Lung
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Chang, Klarissa T. T.
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Wan, Maffee Peng-Hui
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Chua, Wen Yong
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Ng, Yeow Chuan
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.703-708
© Copyright 2015 ACM
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
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Sengupta, Avijit
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Chang, Klarissa T. T.
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Wan, Maffee Peng-Hui
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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
© Copyright 2015 ACM
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
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Chua, Wen Yong
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Chang, Klarissa Ting-Ting
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Wan, Maffee Peng-Hui
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Wu, Yi
Proceedings of the 2014 AIS SIGHCI Workshop on HCI Research in MIS
2014-12-14
p.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
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Suen, Rax C. L.
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Chang, Klarissa Ting-Ting
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Wan, Maffee Peng-Hui
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Wu, Yi
Proceedings of the 2014 AIS SIGHCI Workshop on HCI Research in MIS
2014-12-14
p.3
Interactive experiences designed for agricultural communities
Interactivity
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Suen, Rax Chun Lung
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Chang, Klarissa T. T.
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Wan, Maffee Peng-Hui
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Ng, Yeow Chuan
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Tan, Bernard C. Y.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.551-554
© Copyright 2014 ACM
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
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Rice, Mark
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Koh, Ranieri
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Lui, Quintessence
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He, Qixiang
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Wan, Marcus
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Yeo, Vanessa
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Ng, Jamie
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Tan, Wah Pheow
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1161-1166
© Copyright 2013 ACM
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
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Rice, Mark
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Tan, Wah Pheow
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Ong, Jeremy
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Yau, Lih Jie
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Wan, Marcus
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Ng, Jamie
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1081-1090
© Copyright 2013 ACM
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
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Rice, Mark
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Yau, Lih Jie
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Ong, Jeremy
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Wan, Marcus
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Ng, Jamie
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2333-2338
© Copyright 2012 ACM
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
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Li, Sheng
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Wan, Mingxi
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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
Copyright © 2007 Springer-Verlag
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.