HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,546,858
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Funk_M* Results: 39 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 39 Jump to: 2016 | 15 | 14 | 13 | 12 | 10 | 09 | 08 | 05 | 85 |
[1] HeartPlotter: Visualizing Bio-data by Drawing on Paper Late-Breaking Works: Extending User Capabilities / Yu, Bin / Arents, Rogier / Funk, Mathias / Hu, Jun / Feijs, Loe M. G. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1794-1799
ACM Digital Library Link
Summary: This paper reintroduces pen plotting to interaction and visualization design through the project of HeartPlotter. The HeartPlotter collects the user's heartbeat data, maps the data into the pen movements, then presents the real-time variations in heart rate through its mechanical movements and sounds, and finally delivers the overall HRV information in a compact form as one drawing on paper. In this pilot study, we experimented with three basic mappings between data and visualizations by controlling the pen movement in speed, path and pen-down timing. The results show that the pen's speed could present changing heart rate data in real-time and the pen's path mainly affects the data visualization and the aesthetic of the plotted drawings. Finally, we discuss the possibility and limitations of the pen plotter used in information display and interaction design.

[2] LivingSurface: Biofeedback through Shape-changing Display Keep In Shape / Yu, Bin / Bongers, Nienke / van Asseldonk, Alissa / Hu, Jun / Funk, Mathias / Feijs, Loe Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.168-175
ACM Digital Library Link
Summary: In this paper we describe the concept, design and implementation of LivingSurface, an interactive wall-like surface as a shape-changing display of biofeedback. The surface changes its shape responding to an individual's physiological data, reflecting the internal bodily processes. The surface design basically consists of two layers: the pattern layer (front layer) and the actuating layer (back layer). The first is a complex paper-based structure with repetitive incisions created by laser cutting. The actuating layer serves as a medium transforming the force from servomotors, vibration motors or fans into an action on the pattern layer. The cutout patterns are stimulated to vibrate, swing, bulge, or rotate which is used to display physiological information in dynamic physical form. This work has been exhibited on Milan Design Week 2015; we collected and analyzed the feedback from the visitors during the exhibition and discuss the possibilities of the proposed surfaces as a shape-changing interface of biofeedback or an ambient display of information.

[3] Heart Calligraphy: an Abstract Portrait Inside the Body Art Exhibition / Yu, Bin / Arents, Rogier / Hu, Jun / Funk, Mathias / Feijs, Loe Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.675-680
ACM Digital Library Link
Summary: Heart Calligraphy is a biofeedback installation that creates abstract portraits of participants with their heartbeat data using a pen plotter. The real-time heart rate is mapped to the basic parameters of the pen's behaviors, namely speed, position, pressure and pen-down time. Due to the natural variability in heart rate, every portrait becomes personal and unique graphic, which reflects the natural biorhythm inside human body. The installation explores the role of the body as a channel through which physiology manifests itself in a form of beauty.

[4] Using In-Situ Projection to Support Cognitively Impaired Workers at the Workplace Accessibility and Work / Funk, Markus / Mayer, Sven / Schmidt, Albrecht Seventeenth International ACM SIGACCESS Conference on Computers and Accessibility 2015-10-26 p.185-192
ACM Digital Library Link
Summary: Today's working society tries to integrate more and more impaired workers into everyday working processes. One major scenario for integrating impaired workers is in the assembly of products. However, the tasks that are being assigned to cognitively impaired workers are easy tasks that consist of only a small number of assembly steps. For tasks with a higher number of steps, cognitively impaired workers need instructions to help them with assembly. Although supervisors provide general support and assist new workers while learning new assembly steps, sheltered work organizations often provide additional printed pictorial instructions that actively guide the workers. To further improve continuous instructions, we built a system that uses in-situ projection and a depth camera to provide context-sensitive instructions. To explore the effects of in-situ instructions, we compared them to state-of-the-art pictorial instructions in a user study with 15 cognitively impaired workers at a sheltered work organization. The results show that using in-situ instructions, cognitively impaired workers can assemble more complex products up to 3 times faster and with up to 50% less errors. Further, the workers liked the in-situ instructions provided by our assistive system and would use it for everyday assembly.

[5] DroneNavigator: Using Drones for Navigating Visually Impaired Persons Poster Session 1 / Avila, Mauro / Funk, Markus / Henze, Niels Seventeenth International ACM SIGACCESS Conference on Computers and Accessibility 2015-10-26 p.327-328
ACM Digital Library Link
Summary: Even after decades of research about navigation support for visually impaired people, moving independently still remains a major challenge. Previous work in HCI explored a large number of navigation aids, including auditory and tactile guidance systems. In this poster we propose a novel approach to guide visually impaired people. We use small lightweight drones that can be perceived through the distinct sound and the airflow they naturally produce. We describe the interaction concept we envision, first insights from proof-of-concept tests with a visually impaired participant, and provide an overview of potential application scenarios.

[6] Breathe with Touch: A Tactile Interface for Breathing Assistance System HCI in Healthcare / Yu, Bin / Feijs, Loe / Funk, Mathias / Hu, Jun Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III 2015-09-14 v.3 p.45-52
Keywords: Tactile interface; Biofeedback; Breathing assistance; Relaxation
Link to Digital Content at Springer
Summary: Breathing techniques have been widely used as an aid in stress-reduction and relaxation exercises. Most breathing assistance systems present breathing guidance in visual or auditory forms. In this study, we explored a tactile interface of a breathing assistance system by using a shape-changing airbag. We hypothesized that it would help users perform the breathing exercise more effectively and enhance their relaxing experience. The feasibility of the tactile interface was evaluated from three aspects: stress reduction, breathing training and interface usability. The results showed that for most participants, the overall heart rate variability were improved after breathing training. Moreover, "Breathe with Touch" brought users better satisfaction during the exercise. We discuss these results and future design implications for designing tactile interfaces for breathing guidance.

[7] 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%.

[8] Comparing projected in-situ feedback at the manual assembly workplace with impaired workers Usability and HCI issues / Funk, Markus / Bächler, Andreas / Bächler, Liane / Korn, Oliver / Krieger, Christoph / Heidenreich, Thomas / Schmidt, Albrecht Proceedings of the 2015 International Conference on PErvasive Technologies Related to Assistive Environments 2015-07-01 p.1
ACM Digital Library Link
Summary: With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.

[9] Design approaches for the gamification of production environments: a study focusing on acceptance Usability and HCI issues / Korn, Oliver / Funk, Markus / Schmidt, Albrecht Proceedings of the 2015 International Conference on PErvasive Technologies Related to Assistive Environments 2015-07-01 p.6
ACM Digital Library Link
Summary: Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.
    In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.
    The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.

[10] Social Media as ad hoc Design Collaboration Tools Design methods and collaboration Tools / Alcántara, Jesús Muñoz / Markopoulos, Panos / Funk, Mathias Proceedings of the 2015 Annual European Conference on Cognitive Ergonomics 2015-07-01 p.8
ACM Digital Library Link
Summary: This paper explores the extent to which existing online collaboration tools support the demands encountered during the early stages of the creative design process. Results from a web survey among design communities and the interviews with 9 designers suggest that Facebook is the most used platform to collaborate with other designers. A qualitative analysis of the data collected reveals that existing tools do not properly support the social processes that define the design process. Furthermore, the design process is affected by the huge amount of information and the inability to filter out and connect the different information provided by the collection of tools. We conclude with a discussion of the results and challenges for future collaboration tools.

[11] Towards a gamification of industrial production: a comparative study in sheltered work environments Playful interaction / Korn, Oliver / Funk, Markus / Schmidt, Albrecht ACM SIGCHI 2015 Symposium on Engineering Interactive Computing Systems 2015-06-23 p.84-93
ACM Digital Library Link
Summary: Using video game elements to improve user experience and user engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.
    After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.
    Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems' effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.

[12] TUIs in the Large: Using Paper Tangibles with Mobile Devices WIP Theme: Mobile Interactions / Wolf, Katrin / Schneegass, Stefan / Henze, Niels / Weber, Dominik / Schwind, Valentin / Knierim, Pascal / Mayer, Sven / Dingler, Tilman / Abdelrahman, Yomna / Kubitza, Thomas / Funk, Markus / Mebus, Anja / Schmidt, Albrecht Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1579-1584
ACM Digital Library Link
Summary: Tangible user interfaces (TUIs) have been proposed to interact with digital information through physical objects. However being investigated since decades, TUIs still play a marginal role compared to other UI paradigms. This is at least partially because TUIs often involve complex hardware elements, which make prototyping and production in quantities difficult and expensive. In this paper we present our work towards paper TUIs (pTUIs) -- easily makeable interactive TUIs using laser-cut paper, brass fasteners, metal bands, mirror foils, and touch screen devices as platform. Through three examples we highlight the flexibility of the approach. We rebuilt the seminal work URP to show that pTUIs can replicate existing TUIs in DIY manufacturing. We implemented tangible Pong being controlled by paper rackets to show that pTUIs can be used in highly interactive systems. Finally, we manufactured an interactive Christmas card and distributed it to 300 recipients by mail to show that pTUIs can be used as apparatus to explore how pTUIs are used outside the lab in real life.

[13] Interactive Storytelling in a Mixed Reality Environment: The Effects of Interactivity on User Experiences Digital Games and Interactive Entertainment / Nakevska, Marija / van der Sanden, Anika / Funk, Mathias / Hu, Jun / Rauterberg, Matthias Proceedings of the 2014 International Conference on Entertainment Computing 2014-10-01 p.52-59
Keywords: interactive storytelling; mixed reality; immersiveness
Link to Digital Content at Springer
Summary: Interactive storytelling in a mixed reality environment merges digital and physical information and features. It usually uses an augmentation of the real-world and physically-based interaction to create an immersive experience that corresponds to the dramatic storyline of the interactive narrative influenced by the actions of the user. Immersiveness is a crucial aspect of such an installation, and can be influenced by multiple factors such as video, sounds, interaction and, finally, the density of all combined stimuli. We used one of the stages from our interactive ALICE installation to investigate immersiveness and its contributing factors in a between-group design with a special focus on the effects of interactivity, and the feedback and feedforward stimuli of the environment on the users' experiences. The study was carried out with 41 participants and the results showed that immersiveness not necessarily depends on the modality of stimuli, but instead on their time-density.

[14] Designing Interactive Public Art Installations: New Material Therefore New Challenges Interactive Art, Performance and Novel Interactions / Hu, Jun / Funk, Mathias / Zhang, Yu / Wang, Feng Proceedings of the 2014 International Conference on Entertainment Computing 2014-10-01 p.199-206
Link to Digital Content at Springer
Summary: The new materials in public art installations give the birth to interactivity and participation, which in turn, introduces new challenges, not only in the creative design process, but also in how to involve the participants in this process and in evaluating the targeted experience such as such as social connectedness and inclusion. Six design cases are presented, as examples for interactive and participatory forms of these installations. The design techniques and the user experience evaluation methods overlap in these cases and many of these techniques and methods have been found to be useful in our practice.

[15] Eco-feedback for non-consumption Posters / Lim, Veranika / Janmaat, Joes / Jense, Arvid / Funk, Mathias Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.99-102
ACM Digital Library Link
Summary: Eco-feedback is a strategy to increase awareness of resource use and to encourage conservation. We applied eco-feedback on household food waste with the prospective to increase awareness and explore its impact on food related decision-making. In this paper we present a prototype of an eco-feedback system for food waste, which was deployed in a student house. In preliminary findings, participants indicated positive effects on dealing with leftovers, food preparation and reflection about food waste issues, when eco-feedback was deployed. Findings are used for the next design iteration of the concept and, for more concluding results, in a larger-scale evaluation.

[16] Experio: a Design for Novel Audience Participation in Club Settings Papers: Collaborative Music Making / van Hout, Bastiaan / Giacolini, Luca / Hengeveld, Bart / Funk, Mathias / Frens, Joep NIME 2014: New Interfaces for Musical Expression 2014-06-30 p.18
sched.co/RIkZqT
Summary: When looking at modern music club settings, especially in the area of electronic music, music is consumed in a unidirectional way -- from DJ or producer to the audience -- with little direct means to influence and participate. In this paper we challenge this phenomenon and aim for a new bond between the audience and the DJ through the creation of an interactive dance concept: Experio. Experio allows for multiple audience participants influencing the musical performance through dance, facilitated by a musical moderator using a tailored interface. This co-creation of electronic music on both novice and expert levels is a new participatory live performance approach, which is evaluated on the basis of thousands of visitors who interacted with Experio during several international exhibitions.

[17] Demos NIME 2014: New Interfaces for Musical Expression 2014-06-30 p.48
sched.co/RIdyjx
CollideFx: A Physics-Based Audio Effects Processor
	+ Gnegy, Chet
Evaluating the Perceived Similarity Between Audio-Visual Features Using Corpus-Based Concatenative Synthesis
	+ Tsiros, Augoustinos
Experio: a Design for Novel Audience Participation in Club Settings
	+ van Hout, Bastiaan
	+ Giacolini, Luca
	+ Hengeveld, Bart
	+ Funk, Mathias
	+ Frens, Joep
Rhythm Apparatus on Overhead
	+ Faubel, Christian
SPINE: A TUI Toolkit and Physical Computing Hybrid
	+ Hadjakos, Aristotelis
	+ Waloschek, Simon
Striso, A Compact Expressive Instrument Based On A New Isomorphic Note Layout
	+ van der Torren, Piers Titus
The Composing Hand: Musical Creation with Leap Motion and the BigBang Rubette
	+ Tormoen, Daniel
	+ Thalmann, Florian
	+ Mazzola, Guerino
The Owl Programmable Stage Effects Pedal: Revising The Concept Of The On-Stage Computer For Live Music Performance
	+ Webster, Thomas
	+ LeNost, Guillaume
	+ Klang, Martin
Visualizing Song Structure on Timecode Vinyls
	+ Heller, Florian
	+ Borchers, Jan

[18] Design for Social Interaction in Public Spaces Social Aspects and Implications of Cross-Cultural Design / Hu, Jun / Frens, Joep / Funk, Mathias / Wang, Feng / Zhang, Yu CCD 2014: 6th International Conference on Cross-Cultural Design 2014-06-22 p.287-298
Link to Digital Content at Springer
Summary: The merge of the Web of People and the Internet of Things leads to a shift from technology-push product or system oriented design to data-driven service centric design. The growth and development of social computing have dramatically increased the complexity but also offer new opportunities and solutions in the societal context. We look into the challenges in designing for social interaction in public spaces, in particular in cities and professional environments. With several examples in designing interactive public installations, we present the design techniques and practices used in these examples, as well as the evaluation methods that have been found to be useful in evaluating the user experience such as social connectedness and inclusion.

[19] Scripting Interactive Art Installations in Public Spaces Design Theories, Methods and Tools / Zhang, Yu / Frens, Joep / Funk, Mathias / Hu, Jun / Rauterberg, Matthias HCI International 2014: 16th International Conference on HCI, Part I: Theories, Methods, and Tools 2014-06-22 v.1 p.157-166
Keywords: Interactive Art Installations; Public Spaces; Script; Traditional Dynamic Art Forms
Link to Digital Content at Springer
Summary: Traditional dynamic arts have much to offer and it is time to explore how the elements and techniques from stage performances could contribute to interaction design. We try to apply performance techniques and elements from dynamic art forms in the design process of interactive art installations for public spaces. Currently we try not to identify new technologies; instead we investigate how the installation would blossom when approached from a performance art perspective that essentially includes the users as well as a broader physical or social context. This paper introduces the role and function of script in the field of interactive art installation in public spaces. Script inspired from traditional dynamic art forms opens up new design opportunities. This paper discusses these opportunities, followed by an example how this approach can be applied in the design of a public art installation.

[20] Beat my bass, pluck my drum Provocations and work-in-progress (P-WiP) / Hengeveld, Bart / Funk, Mathias / Doing, Vleer Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.49-52
ACM Digital Library Link
Summary: Beating a bass, plucking a drum -- new systems of instruments make it possible. In this paper we describe recent research into networked musical instruments for group improvisation; instruments that reciprocally influence each other's behaviour, making, contrary to what we are used to, the interaction with them unpredictable, unstable, out of control, but highly interesting and exciting for both musician and the audience. This research will not only result in different ways of musical expression, but also teach us lessons about how to design open systems. We describe our theoretical starting points, the set-up of our research case, as well as one example design: a two-stringed synthesizer controller and an augmented percussive instrument that influence each other's tonal characteristics. With these instruments collaboration is a must. There is no 'i' in network.

[21] Feeding a monster or doing good? Mining Industrial Design Student Feedback at Large / Funk, Mathias / van Diggelen, Migchiel Proceedings of the 2014 Workshop on Interaction Design in Educational Environments 2014-06-09 p.59-63
ACM Digital Library Link
Summary: In this paper, we describe work in progress, a study of a large database of written university teacher feedback given to Industrial Design students throughout the semester, over several years. This large corpus is captured technically in a database, but conceptually organized into several feedback moments per semester, which will be analyzed using a newly developed framework targeting Industrial Design education at the university level. Essential aspects of this paper focus on the translation of related work in the area of feedback mechanisms for higher education into a tailored framework for feedback in the area of Industrial Design, and the translation of the existing corpus of data into indicators of feedback quality and how feedback is received and further on used by students in their learning process. Outcomes will be used to further investigate how the quality of feedback evolves and to develop better tools for feedback. With this paper we aim at opening the discussion about our intended process and methodology, as well as inspiration for aspects we have missed so far.

[22] Context-aware assistive systems at the workplace: analyzing the effects of projection and gamification Usability and HCI issues / Korn, Oliver / Funk, Markus / Abele, Stephan / Hörz, Thomas / Schmidt, Albrecht Proceedings of the 2014 International Conference on PErvasive Technologies Related to Assistive Environments 2014-05-27 p.37
ACM Digital Library Link
Summary: Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result production workers still have to rely on their skills and expertise. While un-impaired workers may cope well with this situation, elderly or impaired persons in production environments need context-sensitive assistance.
    The contribution of the research presented here is three-fold: (1) We provide a framework for context-aware assistive systems in production environments. These systems are based on motion recognition and use projection and elements from game design (gamification) to augment work. (2) Based on this framework we describe a prototype with respect to both the physical and the software implementation. (3) We present the results of a study with impaired workers and quantifying the effects of the augmentations on work speed and quality.

[23] An augmented workplace for enabling user-defined tangibles Works-in-progress / Funk, Markus / Korn, Oliver / Schmidt, Albrecht Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1285-1290
ACM Digital Library Link
Summary: In this work, we introduce a novel setup for an augmented workplace, which allows for defining and interacting with user-defined tangibles. State-of-the-art tangible user interface systems equip both the underlying surface and the tangible control with sensors or markers. At the workplace, having one unique tangible for each available action results in confusion. Furthermore, tangible controls mix with regular objects and induce a messy desk. Therefore, we introduce the concept of user-defined tangibles, which enable a spontaneous binding between physical objects and digital functions. With user-defined tangibles the need for specially designed tangible controls disappears and each physical object on the augmented workplace can be turned into a tangible control. We introduce a prototypical system and outline an interaction concept.

[24] Using a touch-sensitive wristband for text entry on smart watches Works-in-progress / Funk, Markus / Sahami, Alireza / Henze, Niels / Schmidt, Albrecht Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2305-2310
ACM Digital Library Link
Summary: The ongoing miniaturization of computing devices enabled smart watches with capabilities almost on par with smart phones. Due to immanent size restrictions smart watches require specifically designed input and output techniques. In particular, entering text is often needed when interacting with computers but the watches' small size excludes common input techniques. In this paper we propose a text entry technique using a touch sensitive wristband. Using the wristband requires no screen space besides displaying the current character and might enable cheaper devices. In an experiment we compare a linear keyboard and a multitap keyboard layout. We show that users type faster and make fewer errors using multitap. We argue that the inexpensive sensors enable the integration in low cost wearable watches that require text entry occasionally.

[25] Social recipe recommendation to reduce food waste Works-in-progress / Yalvaç, Fulya / Lim, Veranika / Hu, Jun / Funk, Mathias / Rauterberg, Matthias Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2431-2436
ACM Digital Library Link
Summary: Little attention has been given to food waste prevention in households by changing consumers' behaviors. In this paper, we present a social recipe recommender which is a mobile application being developed to reduce food waste in households by recommending recipes to a group of connected people. The application will allow the logging of food and waste related daily practices and will persuade a group of users to share their food by recommending recipes based on available ingredients within this group. The method of data collection, persuasion and the experiments are described through this paper.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 39 Jump to: 2016 | 15 | 14 | 13 | 12 | 10 | 09 | 08 | 05 | 85 |