[1]
Shop Together, Search Together: Collaborative E-commerce
Late-Breaking Works: Interaction in Specific Domains
/
Gao, Yanjun
/
Reddy, Madhu
/
Jansen, Bernard J.
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2081-2087
© Copyright 2016 ACM
Summary: We present research on the development of a collaborative searching system
for ecommerce shopping, based on domain specific requirements of retail
shopping. We describe the design rationale for the system development and
inclusion of collaborative search features, including search, chat, clipboard,
product suggestions, shared views, and shopping cart. Our research goal is to
understand whether collaborative searching tools are useful in supporting
actual collaborative shopping tasks. In addition to describing the system
development, we report findings from some preliminary user study. The findings
highlight that collaborative search systems for domain specific areas such as
online shopping can support collaborative searching, shared views, and group
communication to aid in the completion of collaborative tasks.
[2]
Assisting Food Journaling with Automatic Eating Detection
Late-Breaking Works: Usable, Useful, and Desirable
/
Ye, Xu
/
Chen, Guanling
/
Gao, Yang
/
Wang, Honghao
/
Cao, Yu
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3255-3262
© Copyright 2016 ACM
Summary: In this work we study the feasibility and usability of an assistive food
journaling system that sends users just-in-time reminders when unique hand
gestures during food consumption are detected using a smartwatch. Our study
shows that participants were able to sustain food logging throughout a 2-week
period with the help of our eating detection system, as the number of reminders
correlate well with the number of food logs. Despite the fact that participants
were required to wear the watch on their dominant hand, it was still quite
usable and did not interfere with their normal activities. Participant feedback
provided additional insights to inform future work to increase detection
accuracy, reduce detection delay, and allow for more dietary logging features
in the app.
[3]
The Virtual Dressing Room: A Usability and User Experience Study
Industrial and Military Applications
/
Holte, Michael B.
/
Gao, Yi
/
Brooks, Eva Petersson
VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed
Reality
2015-08-02
p.429-437
Keywords: Human-computer interaction; Usability; User experience; Virtual reality;
Augmented reality; Computer graphics; Computer vision; Pose estimation; Gesture
recognition; 3D imaging; 3D scanning and textile industry
© Copyright 2015 Springer International Publishing Switzerland
Summary: This paper presents the design and evaluation of a usability and user
experience test of a virtual dressing room. First, we motivate and introduce
our recent developed prototype of a virtual dressing room. Next, we present the
research and test design grounded in related usability and user experience
studies. We give a description of the experimental setup and the execution of
the designed usability and user experience test. To this end, we report
interesting results and discuss the results with respect to user-centered
design and development of a virtual dressing room.
[4]
Possible Strategies for Facilitating the Exchange of Tacit Knowledge in a
Team of Creative Professionals
Supporting Work and Collaboration
/
Frimodt-Møller, Søren R.
/
Borum, Nanna
/
Brooks, Eva Petersson
/
Gao, Yi
HIMI 2015: 17th International Conference on Human Interface and the
Management of Information, Symposium on Human Interface, Part II: Information
and Knowledge in Context
2015-08-02
v.2
p.467-475
Keywords: Digital tools; Creative work practices; Tacit knowledge; Workplace design
© Copyright 2015 Springer International Publishing Switzerland
Summary: This paper discusses strategies for improving how creative professionals
embrace new digital tools into their workflow, in context of the EU-funded
international research project IdeaGarden, which aims at developing tools and
scenarios that facilitate creative collaboration. In previous research by the
authors, a preference for analog tools over digital has been detected among
creative professionals. In a new series of interviews done at the same
workplace, it is shown that it is possible for a designer to build up tacit
knowledge of the field in which he works, for use in a digital environment.
Using examples from the interviews alongside examples from the literature on
tacit knowledge, we try to describe a path for further inquiry into the
challenge of facilitating the designer's shift from analog to digital tools via
facilitating the exchange of tacit knowledge between co-workers, especially via
making amendments to the physical arrangement of the workplace.
[5]
OfficeHours: A System for Student Supervisor Matching through Reinforcement
Learning
Poster & Demo Session
/
Gao, Yuan
/
Ilves, Kalle
/
Glowacka, Dorota
Companion Proceedings of the 2015 International Conference on Intelligent
User Interfaces
2015-03-29
v.2
p.29-32
© Copyright 2015 ACM
Summary: We describe OfficeHours, a recommender system that assists students in
finding potential supervisors for their dissertation projects. OfficeHours is
an interactive recommender system that combines reinforcement learning
techniques with a novel interface that assists the student in formulating their
query and allows active engagement in directing their search. Students can
directly manipulate document features (keywords) extracted from scientific
articles written by faculty members to indicate their interests and
reinforcement learning is used to model the student's interests by allowing the
system to trade off between exploration and exploitation. The goal of system is
to give the student the opportunity to more effectively search for possible
project supervisors in a situation where the student may have difficulties
formulating their query or when very little information may be available on
faculty members' websites about their research interests.
[6]
Exploring Principles-of-Art Features For Image Emotion Recognition
Multimedia Art and Entertainment
/
Zhao, Sicheng
/
Gao, Yue
/
Jiang, Xiaolei
/
Yao, Hongxun
/
Chua, Tat-Seng
/
Sun, Xiaoshuai
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.47-56
© Copyright 2014 ACM
Summary: Emotions can be evoked in humans by images. Most previous works on image
emotion analysis mainly used the elements-of-art-based low-level visual
features. However, these features are vulnerable and not invariant to the
different arrangements of elements. In this paper, we investigate the concept
of principles-of-art and its influence on image emotions.
Principles-of-art-based emotion features (PAEF) are extracted to classify and
score image emotions for understanding the relationship between artistic
principles and emotions. PAEF are the unified combination of representation
features derived from different principles, including balance, emphasis,
harmony, variety, gradation, and movement. Experiments on the International
Affective Picture System (IAPS), a set of artistic photography and a set of
peer rated abstract paintings, demonstrate the superiority of PAEF for
affective image classification and regression (with about 5% improvement on
classification accuracy and 0.2 decrease in mean squared error), as compared to
the state-of-the-art approaches. We then utilize PAEF to analyze the emotions
of master paintings, with promising results.
[7]
Perception-Guided Multimodal Feature Fusion for Photo Aesthetics Assessment
Multimedia HCI and QoE
/
Zhang, Luming
/
Gao, Yue
/
Zhang, Chao
/
Zhang, Hanwang
/
Tian, Qi
/
Zimmermann, Roger
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.237-246
© Copyright 2014 ACM
Summary: Photo aesthetic quality evaluation is a challenging task in multimedia and
computer vision fields. Conventional approaches suffer from the following three
drawbacks: 1) the deemphasized role of semantic content that is many times more
important than low-level visual features in photo aesthetics; 2) the difficulty
to optimally fuse low-level and high-level visual cues in photo aesthetics
evaluation; and 3) the absence of a sequential viewing path in the existing
models, as humans perceive visually salient regions sequentially when viewing a
photo.
To solve these problems, we propose a new aesthetic descriptor that mimics
humans sequentially perceiving visually/semantically salient regions in a
photo. In particular, a weakly supervised learning paradigm is developed to
project the local aesthetic descriptors (graphlets in this work) into a
low-dimensional semantic space. Thereafter, each graphlet can be described by
multiple types of visual features, both at low-level and in high-level. Since
humans usually perceive only a few salient regions in a photo, a
sparsity-constrained graphlet ranking algorithm is proposed that seamlessly
integrates both the low-level and the high-level visual cues. Top-ranked
graphlets are those visually/semantically prominent graphlets in a photo. They
are sequentially linked into a path that simulates the process of humans
actively viewing. Finally, we learn a probabilistic aesthetic measure based on
such actively viewing paths (AVPs) from the training photos that are marked as
aesthetically pleasing by multiple users. Experimental results show that: 1)
the AVPs are 87.65% consistent with real human gaze shifting paths, as verified
by the eye-tracking data; and 2) our photo aesthetic measure outperforms many
of its competitors.
[8]
Decreasing sedentary behaviours in pre-adolescents using casual exergames at
school
Research paper presentations
/
Gao, Yue
/
Gerling, Kathrin M.
/
Mandryk, Regan L.
/
Stanley, Kevin G.
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.97-106
© Copyright 2014 ACM
Summary: There are risks to too much sedentary behaviour, regardless of a person's
level of physical activity, particularly for children. As exercise habits
instilled during childhood are strong predictors of healthy lifestyles later in
life, it is important that schools break up long sedentary periods with short
periods of physical activity. Casual exergames are an appealing option for
schools who wish to engage adolescents, and have been shown to provide exertion
levels at recommended values, even when played for only 10 minutes. In this
paper we describe a preliminary survey with teachers of a local school that
informed the deployment of a casual exergame with a group of pre-adolescent
students from the same school. We show that students preferred the game to
traditional exercise, that the game was able to generate appropriate levels of
exertion in pre-adolescents, and that students have a sophisticated
understanding of the role of exercise in their lives. Overall, we establish the
feasibility of casual exergames for combating sedentary behavior in preteen
classrooms.
[9]
Research on the Continuous Descent Approach (CDA) Operational Error of Pilot
Base on Cloud Model and Uncertainty Theory
Anthropometry, Design and Ergonomics
/
Gao, Yang
/
Hou, Yanchen
DHM 2014: 4th International Conference on Digital Human Modeling.
Applications in Health, Safety, Ergonomics and Risk Management
2014-06-22
p.91-100
Keywords: Continuous Descent Approach; Cloud model; required time of arrival;
operational error; uncertainty theory
© Copyright 2014 Springer International Publishing
Summary: Through the Cloud model and uncertainty theory research on Continuous
Descent Approach (CDA) procedures is a simple and rapid method. This paper
analyzed aircraft's required time of arrival (RTA) in CDA process with the
Cloud model, meanwhile the six operational errors of pilot were defined. From
uncertainty theory, the probability distribution of the CDA operational error
of pilot will be faintly determined. Although data for CDA operating experience
are sparse in China, further research will continue.
[10]
Application of Bayesian Networks in Consumer Service Industry and Healthcare
Advances in Healthcare
/
Zhang, Le
/
Gao, Yuan
/
Bidassie, Balmatee
/
Duffy, Vincent G.
DHM 2014: 4th International Conference on Digital Human Modeling.
Applications in Health, Safety, Ergonomics and Risk Management
2014-06-22
p.484-495
Keywords: Bayesian Networks; BayesiaLab; Traffic Volume; Mental Health
© Copyright 2014 Springer International Publishing
Summary: Bayesian networks are powerful in data mining and analyzing causal
relationships of an uncertain-reasoning problem. The implementation of Bayesian
networks in industry and healthcare diagnosis can facilitate the process of
locating causations in complex issues. This study conducted two case studies by
BayesiaLab in consumer service and healthcare domain. Case Study One used
unsupervised learning and supervised learning on the individual data set of
county road traffic volume in Indiana State and concluded that road type has
the most significant impact on daily vehicle miles traveled. In Case Study Two,
only supervised learning was used to observe the aggregated data of adverse
mental health effect on civilians, deployed veterans and nondeployed veterans
of different genders. Both types of veterans showed higher probability to have
adverse mental health compared to civilians. In conclusion, Bayesian networks
provided valid results to support prior research. Further research is needed to
investigate the differences between using individual data and aggregated data,
and to apply Bayesian networks in meta-analysis.
[11]
The Assistive Device Design for Macular Hole Surgery Postoperative Face-Down
Positioning
Health and Well-Being
/
Gao, Yi-Yang
/
Tsai, Cheng-I
/
Hsu, Ssu-Erh
/
Wang, Ming-Hsu
HCI International 2014: 16th International Conference on HCI: Posters'
Extended Abstracts, Part II
2014-06-22
v.5
p.401-406
Keywords: pneumatic retinopexy; universal design; rehabilitation tables
© Copyright 2014 Springer International Publishing
Summary: Doctors more often choose to apply pneumatic retinopexy therapy to retinal
detachment patients. Successful rate of pneumatic retinopexy depends on can
comply with requirement of supine posture. This study is focusing on design and
application of how the successful rate of surgery of pneumatic retinopexy can
be improved and on the user' s experience of this aid design. This study did
confirm that a recovery table helped reduce burden of necks and shoulders.
[12]
The Performance of Self in the Context of Shopping in a Virtual Dressing
Room System
Mobile and Ubiquitous Commerce
/
Gao, Yi
/
Brooks, Eva Petersson
/
Brooks, Anthony Lewis
HCIB 2014: 1st International Conference on HCI in Business
2014-06-22
p.307-315
Keywords: Virtual dressing room; mirroring; self-perception; self-recognition; shared
experience; hedonic shopping experience
© Copyright 2014 Springer International Publishing
Summary: This paper investigates the performance of self in a virtual dressing room
based on a camera-based system reflecting a full body mirrored image of the
self. The study was based on a qualitative research approach and a
user-centered design methodology. 22 participants participated in design
sessions, semi-structured interviews and a questionnaire investigation. The
results showed that the system facilitated self-recognition, self-perception,
and shared experience, which afforded an enriched experience of the performing
self.
[13]
Nuwa: enhancing the pregnancy experience for expectant parents
Student design competition
/
Gao, Yuan
/
Li, Xinying
/
Lin, Yu-Hsuan
/
Liu, Xin
/
Pang, Lin
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.257-262
© Copyright 2014 ACM
Summary: Pregnancy is a complicated and special process with many bodily changes,
discomforts, and possibilities of complications. Partners of expectant mothers
share a close relationship and often play an important role during pregnancy.
To support a better pregnancy experience, we present Nuwa, a system that
enhances self-awareness of health condition and also facilitates the
communication between expectant mothers and their partners. The system is based
on expectant mothers' health conditions. It provides a way for expectant
parents to track and understand the maternal health, and encourages the
partners to provide better support. Our study results support our design ideas
and argue for the feasibility and expandability of Nuwa in helping expectant
parents to have better experiences during pregnancy.
[14]
Pact: leveraging social networks for goal achievement
Works-in-progress
/
Porges, Zach
/
Calace, Nicole
/
Calhoun, Tré
/
Gao, Yundi (Lily)
/
Lin, Brian
/
Miao, Yulan (Lannie)
/
Noguchi, Toshihiro
/
Shulman, Ben
/
Wiener, Naomi
/
Cosley, Dan
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2125-2130
© Copyright 2014 ACM
Summary: Millions of individuals have goals but struggle to achieve them. Research
shows that writing down goals, sharing them with friends, and receiving
feedback can increase the likelihood that these goals are achieved. However,
there is limited research on technologies that support groups of friends
working together toward goals. We are designing Pact, a social application in
which groups of friends can collaborate toward goal achievement. We have made
novel design decisions involving persuasion and motivation due to our focus on
previously established strong social ties. Pact allows individuals to set
personally achievable goals, yet encourages both collaboration and competition
by allowing friends to compare measurable progress and hold each other
accountable.
[15]
A topic based document relevance ranking model
WWW 2014 posters
/
Gao, Yang
/
Xu, Yue
/
Li, Yuefeng
Companion Proceedings of the 2014 International Conference on the World Wide
Web
2014-04-07
v.2
p.271-272
© Copyright 2014 ACM
Summary: Topic modelling has been widely used in the fields of information retrieval,
text mining, machine learning, etc. In this paper, we propose a novel model,
Pattern Enhanced Topic Model (PETM), which makes improvements to topic
modelling by semantically representing topics with discriminative patterns, and
also makes innovative contributions to information filtering by utilising the
proposed PETM to determine document relevance based on topics distribution and
maximum matched patterns proposed in this paper. Extensive experiments are
conducted to evaluate the effectiveness of PETM by using the TREC data
collection Reuters Corpus Volume 1. The results show that the proposed model
significantly outperforms both state-of-the-art term-based models and
pattern-based models.
[16]
Attribute-augmented semantic hierarchy: towards bridging semantic gap and
intention gap in image retrieval
Best paper session
/
Zhang, Hanwang
/
Zha, Zheng-Jun
/
Yang, Yang
/
Yan, Shuicheng
/
Gao, Yue
/
Chua, Tat-Seng
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.33-42
© Copyright 2013 ACM
Summary: This paper presents a novel Attribute-augmented Semantic Hierarchy (A2 SH)
and demonstrates its effectiveness in bridging both the semantic and intention
gaps in Content-based Image Retrieval (CBIR). A2 SH organizes the semantic
concepts into multiple semantic levels and augments each concept with a set of
related attributes, which describe the multiple facets of the concept and act
as the intermediate bridge connecting the concept and low-level visual content.
A hierarchical semantic similarity function is learnt to characterize the
semantic similarities among images for retrieval. To better capture user search
intent, a hybrid feedback mechanism is developed, which collects hybrid
feedbacks on attributes and images. These feedbacks are then used to refine the
search results based on A2 SH. We develop a content-based image retrieval
system based on the proposed A2 SH. We conduct extensive experiments on a
large-scale data set of over one million Web images. Experimental results show
that the proposed A2 SH can characterize the semantic affinities among images
accurately and can shape user search intent precisely and quickly, leading to
more accurate search results as compared to state-of-the-art CBIR solutions.
[17]
Stereotime: a wireless 2D and 3D switchable video communication system
Demos
/
Yang, You
/
Liu, Qiong
/
Gao, Yue
/
Xiong, Binbin
/
Yu, Li
/
Luan, Huanbo
/
Ji, Rongrong
/
Tian, Qi
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.473-474
© Copyright 2013 ACM
Summary: Mobile 3D video communication, especially with 2D and 3D compatible, is a
new paradigm for both video communication and 3D video processing. Current
techniques face challenges in mobile devices when bundled constraints such as
computation resource and compatibility should be considered. In this work, we
present a wireless 2D and 3D switchable video communication to handle the
previous challenges, and name it as Stereotime. The methods of Zig-Zag fast
object segmentation, depth cues detection and merging, and texture-adaptive
view generation are used for 3D scene reconstruction. We show the
functionalities and compatibilities on 3D mobile devices in WiFi network
environment.
[18]
Browse with a social web directory
Short papers 1 -- social media IR
/
Huang, Hao
/
Gao, Yunjun
/
Chen, Lu
/
Li, Rui
/
Chiew, Kevin
/
He, Qinming
Proceedings of the 2013 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2013-07-28
p.865-868
© Copyright 2013 ACM
Summary: Browse with either web directories or social bookmarks is an important
complementation to search by keywords in web information retrieval. To improve
users' browse experiences and facilitate the web directory construction, in
this paper, we propose a novel browse system called Social Web Directory (SWD
for short) by integrating web directories and social bookmarks. In SWD, (1) web
pages are automatically categorized to a hierarchical structure to be retrieved
efficiently, and (2) the popular web pages, hottest tags, and expert users in
each category are ranked to help users find information more conveniently.
Extensive experimental results demonstrate the effectiveness of our SWD system.
[19]
Mapping queries to questions: towards understanding users' information needs
Short papers 2 -- queries and query analysis
/
Gao, Yunjun
/
Chen, Lu
/
Li, Rui
/
Chen, Gang
Proceedings of the 2013 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2013-07-28
p.977-980
© Copyright 2013 ACM
Summary: In this paper, for the first time, we study the problem of mapping keyword
queries to questions on community-based question answering (CQA) sites. Mapping
general web queries to questions enables search engines not only to discover
explicit and specific information needs (questions) behind keywords queries,
but also to find high quality information (answers) for answering keyword
queries. In order to map queries to questions, we propose a ranking algorithm
containing three steps: Candidate Question Selection, Candidate Question
Ranking, and Candidate Question Grouping. Preliminary experimental results
using 60 queries from search logs of a commercial engine show that the
presented approach can efficiently find the questions which capture user's
information needs explicitly.
[20]
Commodity query by snapping
Short papers 2 -- queries and query analysis
/
Huang, Hao
/
Gao, Yunjun
/
Chiew, Kevin
/
He, Qinming
/
Chen, Lu
Proceedings of the 2013 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2013-07-28
p.985-988
© Copyright 2013 ACM
Summary: Commodity information such as prices and public reviews is always the
concern of consumers. Helping them conveniently acquire these information as an
instant reference is often of practical significance for their purchase
activities. Nowadays, Web 2.0, linked data clouds, and the pervasiveness of
smart hand held devices have created opportunities for this demand, i.e., users
could just snap a photo of any commodity that is of interest at anytime and
anywhere, and retrieve the relevant information via their Internet-linked
mobile devices. Nonetheless, compared with the traditional keyword-based
information retrieval, extracting the hidden information related to the
commodities in photos is a much more complicated and challenging task,
involving techniques such as pattern recognition, knowledge base construction,
semantic comprehension, and statistic deduction. In this paper, we propose a
framework to address this issue by leveraging on various techniques, and
evaluate the effectiveness and efficiency of this framework with experiments on
a prototype.
[21]
Semi-supervised Remote Sensing Image Segmentation Using Dynamic Region
Merging
Computational Vision in HCI
/
He, Ning
/
Lu, Ke
/
Wang, Yixue
/
Gao, Yue
HCI International 2013: 15th International Conference on HCI, Part V:
Towards Intelligent and Implicit Interaction
2013-07-21
v.5
p.153-162
Keywords: Semi-supervised; Remote Sensing Image; Image segmentation; Dynamic region
merging
© Copyright 2013 Springer-Verlag
Summary: This paper introduces a remote sensing image segmentation approach by using
semi-supervised and dynamic region merging. In remote sensing images, the
spatial relationship among pixels has been shown to be sparsely represented by
a linear combination of a few training samples from a structured dictionary.
The sparse vector is recovered by solving a sparsity-constrained optimization
problem, and it can directly determine the class label of the test sample.
Through a graph-based technique, unlabeled samples are actively selected based
on the entropy of the corresponding class label. With an initially segmented
image based semi-supervised, in which the many regions to be merged for a
meaningful segmentation. By taking the region merging as a labeling problem,
image segmentation is performed by iteratively merging the regions according to
a statistical test. Experiments on two datasets are used to evaluate the
performance of the proposed method. Comparisons with the state-of-the-art
methods demonstrate that the proposed method can effectively investigate the
spatial relationship among pixels and achieve better remote sensing image
segmentation results.
[22]
Designing Ludic Engagement in an Interactive Virtual Dressing Room System --
A Comparative Study
Emotional and Persuasion Design
/
Gao, Yi
/
Brooks, Eva Petersson
DUXU 2013: 2nd International Conference on Design, User Experience, and
Usability, Part III: User Experience in Novel Technological Environments
2013-07-21
v.3
p.504-512
Keywords: Ludic activities; motivation; goal oriented; ludic engagement; virtual
dressing room
© Copyright 2013 Springer-Verlag
Summary: The phenomenon of creating virtual dressing room (VDR) environments has
currently been widely recognized. Most of the existing VDR systems are of a
goal-oriented, rather than open-ended, nature. This study is comparative and
investigated two VDR solutions: LazyLazy and a new VDR user interface (UI). The
systems were tested by 426 participants. The study applies a qualitative
approach including video observations, questionnaires and interviews. The
comparison targeted an investigation of the users' experience and behaviour
when interacting with the two VDR systems. The results showed that ludic
activities can be enhanced without interfering with goal-oriented desires of
the user.
[23]
What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?
/
Gao, Yuan
/
Bianchi-Berthouze, Nadia
/
Meng, Hongying
ACM Transactions on Computer-Human Interaction
2012-12
v.19
n.4
p.31
© Copyright 2012 ACM
Summary: The increasing number of people playing games on touch-screen mobile phones
raises the question of whether touch behaviors reflect players' emotional
states. This prospect would not only be a valuable evaluation indicator for
game designers, but also for real-time personalization of the game experience.
Psychology studies on acted touch behavior show the existence of discriminative
affective profiles. In this article, finger-stroke features during gameplay on
an iPod were extracted and their discriminative power analyzed. Machine
learning algorithms were used to build systems for automatically discriminating
between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels
of arousal and two levels of valence. Accuracy reached between 69% and 77% for
the four emotional states, and higher results (~89%) were obtained for
discriminating between two levels of arousal and two levels of valence. We
conclude by discussing the factors relevant to the generalization of the
results to applications other than games.
[24]
The acute cognitive benefits of casual exergame play
Movement-based gameplay
/
Gao, Yue
/
Mandryk, Regan
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1863-1872
© Copyright 2012 ACM
Summary: Acute cognitive benefits, such as temporary improvements in concentration,
can result from as few as ten minutes of exercise; however, most people do not
take exercise breaks throughout the day. To motivate people to receive the
cognitive benefits of exercising in short bursts multiple times per day, we
designed an engaging casual exergame. To determine whether there are cognitive
benefits after playing our game, we conducted two studies to compare playing
ten minutes of our casual exergame to a sedentary version of the game or
exercise on a treadmill. We found acute cognitive benefits of the casual
exergame over the sedentary version (but not treadmill exercise), demonstrated
by significantly improved performance on two cognitive tests that require focus
and concentration. Significant improvements were also found in participants'
affective states after playing the casual exergame. Finally, our casual
exergame produces similar exertion levels to treadmill exercise, but is
perceived as more fun.
[25]
Periodic transfers in mobile applications: network-wide origin, impact, and
optimization
Mobile Web Performance
/
Qian, Feng
/
Wang, Zhaoguang
/
Gao, Yudong
/
Huang, Junxian
/
Gerber, Alexandre
/
Mao, Zhuoqing
/
Sen, Subhabrata
/
Spatscheck, Oliver
Proceedings of the 2012 International Conference on the World Wide Web
2012-04-16
v.1
p.51-60
© Copyright 2012 ACM
Summary: Cellular networks employ a specific radio resource management policy
distinguishing them from wired and Wi-Fi networks. A lack of awareness of this
important mechanism potentially leads to resource-inefficient mobile
applications. We perform the first network-wide, large-scale investigation of a
particular type of application traffic pattern called periodic transfers where
a handset periodically exchanges some data with a remote server every t
seconds. Using packet traces containing 1.5 billion packets collected from a
commercial cellular carrier, we found that periodic transfers are very
prevalent in today's smartphone traffic. However, they are extremely
resource-inefficient for both the network and end-user devices even though they
predominantly generate very little traffic. This somewhat counter-intuitive
behavior is a direct consequence of the adverse interaction between such
periodic transfer patterns and the cellular network radio resource management
policy. For example, for popular smartphone applications such as Facebook,
periodic transfers account for only 1.7% of the overall traffic volume but
contribute to 30% of the total handset radio energy consumption. We found
periodic transfers are generated for various reasons such as keep-alive,
polling, and user behavior measurements. We further investigate the potential
of various traffic shaping and resource control algorithms. Depending on their
traffic patterns, applications exhibit disparate responses to optimization
strategies. Jointly using several strategies with moderate aggressiveness can
eliminate almost all energy impact of periodic transfers for popular
applications such as Facebook and Pandora.