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[1] Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences VR & Feedback / Azmandian, Mahdi / Hancock, Mark / Benko, Hrvoje / Ofek, Eyal / Wilson, Andrew D. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1968-1979
ACM Digital Library Link
Summary: Manipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We propose a solution that overcomes this limitation by hacking human perception. We have created a framework for repurposing passive haptics, called haptic retargeting, that leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: world manipulation, body manipulation and a hybrid technique which combines both world and body manipulation. Our study results indicate that all our haptic retargeting techniques improve the sense of presence when compared to typical wand-based 3D control of virtual objects. Furthermore, our hybrid haptic retargeting achieved the highest satisfaction and presence scores while limiting the visible side-effects during interaction.

[2] Haptic Retargeting Video Showcase: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience Video Showcase Presentations / Azmandian, Mahdi / Hancock, Mark / Benko, Hrvoje / Ofek, Eyal / Wilson, Andrew D. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3
ACM Digital Library Link
Summary: Manipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body warping. This video accompanies our CHI paper.

[3] A Demonstration of Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experience Interactivity Demos / Azmandian, Mahdi / Hancock, Mark / Benko, Hrvoje / Ofek, Eyal / Wilson, Andrew D. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3647-3650
ACM Digital Library Link
Summary: Manipulating a virtual object with appropriate passive haptic cues provides a satisfying sense of presence in virtual reality. However, scaling such experiences to support multiple virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple virtual objects. We introduce three approaches for dynamically aligning physical and virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body manipulation. This demonstration accompanies our CHI 2016 paper.

[4] "Callout Bubble Saved My Life": Workspace Awareness Support in BYOD Classrooms Session 4: Let's Get Practical / Chang, Y.-L. Betty / Fong, Cresencia / Tse, Edward / Hancock, Mark / Scott, Stacey D. Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.73-82
ACM Digital Library Link
Summary: Co-located students working in a bring-your-own-device (BYOD) classroom have limited awareness of their peers' work. We investigated the design of an awareness cue for students aged 6 to 17, in a large web-based canvas shared among tablets and laptops. By incorporating teacher and student feedback in an iterative design process, the project's goal was to support workspace awareness needs on touch devices, as well as to ensure age-appropriateness and technical feasibility. Specifically, we aimed to balance awareness, distraction, and clutter. We designed an awareness cue for students, a Callout Bubble, which is displayed near the object being manipulated by a peer, and fades away over time. A study of 71 students and 4 teachers revealed that, with our awareness cue design, students' awareness of their peers' actions in the shared canvas was significantly correlated with increased task focus and decreased frustration levels when peer conflicts arose. We also found that students understood the awareness information conveyed and were able to self-monitor and coordinate within the group.

[5] "Beam Me 'Round, Scotty!": Studying Asymmetry and Interdependence in a Prototype Cooperative Game Student Game Design Competition / Harris, John / Hancock, Mark / Scott, Stacey D. Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.775-778
ACM Digital Library Link
Summary: In "Beam Me 'Round, Scotty!", pairs of players engage with asymmetric gameplay mechanics and interfaces (e.g. leading vs. support, action vs. strategy, gamepad vs. mouse interaction) in a cooperative adventure to escape a hostile alien world. "Beam Me 'Round, Scotty!" presents a multi-faceted play experience designed to bridge differences in player skills, styles, and interests. By introducing deliberate interdependence through asymmetry, different types of players can come together and have fun overcoming obstacles, defeating enemies, and escaping the alien planet via their unique contributions.

[6] Stability of a Type of Cross-Cultural Emotion Modeling in Social Media Cognition, Perception and Emotion Measurement / Hancock, Monte / Sessions, Chad / Lo, Chloe / Rajwani, Shakeel / Kresses, Elijah / Bleasdale, Cheryl / Strohschein, Dan FAC 2015: 9th International Conference on Foundations of Augmented Cognition 2015-08-02 p.410-417
Link to Digital Content at Springer
Summary: Humankind has thousands of years of experience in assessing the emotional context of face-to-face interaction. Written communication has been refined over centuries, and imme-diate voice communication over decades. However, online communication, which tends to be asynchronous and largely empty of conventional social cues, is still emerging as a cultural and cognitive venue. In this paper we present the earliest results of applying our field-theory of "emotional context" to the problem of the cross-cultural online emotion modeling:
    Can a field-theoretic model developed using data from one culture be applied to online interaction in another?
    We also present the results of a small empirical study focusing on the methods we used to visualize and model the "emotional context" of a social media corpus.

[7] Field-Theoretic Modeling Method for Emotional Context in Social Media: Theory and Case Study Cognition, Perception and Emotion Measurement / Hancock, Monte / Rajwani, Shakeel / Lo, Chloe / Sood, Suraj / Kresses, Elijah / Bleasdale, Cheryl / Dunkel, Nathan / Do, Elise / Rees, Gareth / Steirs, Jared / Romero, Christopher / Strohschein, Dan / Powell, Keith / French, Rob / Fedosenko, Nicholas / Casimir, Chris FAC 2015: 9th International Conference on Foundations of Augmented Cognition 2015-08-02 p.418-425
Link to Digital Content at Springer
Summary: Just as masses and charges give rise to gravitational and electric fields, the online behaviors of individuals engaged in online social discourse give rise to an "emotional context" that conditions, and is conditioned by, these behaviors. Using Information Geometry and Unsupervised Learning, we have formulated a mathematical field theory for modeling online emotional context. This theory has been used to create a soft-ware application, Sirius15, that infers, characterizes, and visualizes the field structure ("emotional context") arising from this discourse. A mathematical approach is presented to social media modeling that enables automated characterization and analysis of the emotional context associated with social media interactions. The results of a small, preliminary case study carried out by our team are presented.

[8] Gendered or neutral?: considering the language of HCI Understanding people and ourselves / Bradley, Adam / MacArthur, Cayley / Hancock, Mark / Carpendale, Sheelagh Proceedings of the 2015 Conference on Graphics Interface 2015-06-03 p.163-170
ACM Digital Library Link
Summary: In this paper, we present a Mechanical Turk study that explores how the most common words that have been used to refer to people in recent HCI literature are received by non-experts. The top five CHI 2014 people words are: user, participant, person, designer, and researcher. We asked participants to think about one of these words for ten seconds and then to draw an image of it. After the drawing was done we asked simple demographic questions about both the participant and the created image. Our results show that while generally our participants did perceive most of these words as predominately male, there were two notable exceptions. Women appear to perceive the terms "person" and "participant" as gender neutral. That is, they were just as likely to draw a person or a participant as male or female. So while these two words are not exactly gender neutral in that men largely perceived them as male, at least women did not appear to feel excluded by these terms. We offer an increased understanding of the perception of HCI's people words and discuss the challenges this poses to our community in striving toward gender inclusiveness.

[9] EnviroPulse: Providing Feedback about the Expected Affective Valence of the Environment Feeling & Communicating Emotions / Valtchanov, Deltcho / Hancock, Mark Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2073-2082
ACM Digital Library Link
Summary: Interacting with nature is beneficial to a person's mental-state, but it can sometimes be difficult to find environments that will induce positive affect (e.g., when planning a run). In this paper, we describe EnviroPulse -- a system for automatically determining and communicating the expected affective valence (EAV) of environments to individuals. We describe a prototype that allows this to be used in real-time on a smartphone, but EnviroPulse could easily be incorporated into GPS systems, mapping services, or image-based systems. Our work differs from existing work in affective computing in that, rather than detecting a user's affect directly, we automatically determine the EAV of the environment through visual analysis. We present results that suggest our system can determine the EAV of environments. We also introduce real-time affective visual feedback of the calculated EAV of the images, and present results from an informal study suggesting that real-time visual feedback can be used for induction of affect.

[10] "Local Remote" Collaboration: Applying Remote Group Awareness Techniques to Co-located Settings Workshops / Scott, Stacey D. / Graham, T. C. Nicholas / Wallace, James R. / Hancock, Mark / Nacenta, Miguel Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-03-14 v.2 p.319-324
ACM Digital Library Link
Summary: Co-located environments have long been considered ideal for many types of group work, such as planning, decision-making, and design, since they provide a rich communication environment (e.g. delay-free voice communication, face-to-face interaction, eye gaze, and non-verbal communication), as well as promote awareness and coordination through the use of shared artifacts. However, the recent move towards multi-device ecologies in co-located settings, such as the use of multiple personal devices (e.g., laptops, tablets) or multiple personal devices in conjunction with larger, shared displays, such as digital walls or tabletops, can interfere with these common co-located communication and collaboration strategies, as various group members mentally and/or physical shift their focus to their personal devices rather than to their collaborators or to any physically shared artifacts. Group communications and coordination can easily breakdown in these scenarios as the lack of a physically shared group focus of attention can limit awareness of other's activities and task progress. In this workshop, researchers and practitioners will explore design techniques that can be used to address this issue, and improve group awareness in these co-located multi-device ecologies. This will be accomplished through group presentations, brainstorming sessions, and small-group breakout sessions.

[11] Exploring Narrative Gestures on Digital Surfaces Session 1: Gestures / Mostafapour, Mehrnaz / Hancock, Mark Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.5-14
ACM Digital Library Link
Summary: A significant amount of research on digital tables has traditionally investigated the use of hands and fingers to control 2D and 3D artifacts, has even investigated people's expectations when interacting with these devices. However, people often use their hands and body to communicate and express ideas to others. In this work, we explore narrative gestures on a digital table for the purpose of telling stories. We present the results of an observational study of people illustrating stories on a digital table with virtual figurines, and in both a physical sandbox and water with physical figurines. Our results show that the narrative gestures people use to tell stories with objects are highly varied and, in some cases, fundamentally different from the gestures designers and researchers have suggested for controlling digital con-tent. In contrast to smooth, predetermined drags for movement and rotation, people use jiggling, repeated lifting, and bimanual actions to express rich, simultaneous, and independent actions by multiple characters in a story. Based on these results, we suggest that future storytelling designs consider the importance of touch actions for narration, in-place manipulations, the (possibly non-linear) path of a drag, allowing expression through manipulations, and two-handed simultaneous manipulation of multiple objects.

[12] Supporting Situation Awareness in Collaborative Tabletop Systems with Automation Session 6: Space, Activities and Workplace / Chang, Y.-L. Betty / Scott, Stacey D. / Hancock, Mark Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.185-194
ACM Digital Library Link
Summary: Human operators collaborating to complete complex tasks, such as a team of emergency response operators, need to maintain a high level of situation awareness to appropriately and quickly respond to critical changes. Even though automation can help manage complex tasks and rapidly update information, it may create confusion that negatively impacts operators' situation awareness, and result in sub-optimal decisions. To improve situation awareness in co-located environments on digital tabletop computers, we developed an interactive event timeline that enables exploration of historical system events, using a collaborative digital board game as a case study. We conducted a user study to examine two factors, placement of timelines for multiple users and location of awareness feedback, to understand their impact on situation awareness. The study revealed that interaction with the timeline was correlated with improved situation awareness, and that displaying feedback both on the game board and timeline was the most preferred.

[13] Overcoming Interaction Barriers in Large Public Displays Using Personal Devices Posters / Cheung, Victor / Watson, Diane / Vermeulen, Jo / Hancock, Mark / Scott, Stacey Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.375-380
ACM Digital Library Link
Summary: This work presents a design space in which personal devices are used as a means to facilitate "socially safe", ad-hoc interaction with large public displays. Unlike most existing work that focuses on facilitating content placement and transfer, this approach aims at minimizing the effort required to initiate, sustain, and withdraw from interaction with a large public display, and to communicate these capabilities to passersby. We identify barriers hindering this process, and offer advice on overcoming them based on existing work and our own experiences with these displays. We illustrate how this design concept can be applied, and motivate applications in other domains.

[14] "beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative games Works-in-progress / Harris, John / Hancock, Mark / Scott, Stacey Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.417-418
ACM Digital Library Link
Summary: In this paper, we explore interdependence through asymmetry as a possible game design tool for enriching player experience. We describe a prototype game we developed called "Beam Me 'Round, Scotty!" which alternately tightly or loosely couples the cooperation of two heterogeneous groups of players in an action-oriented science fiction survival game. Future studies will examine the effects of interdependence on player experience and explore whether deliberately symbiotic player relationships can serve as a shortcut to enhanced socialization between players.

[15] Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia Works-in-progress / Watson, Diane / Valtchanov, Deltcho / Hancock, Mark / Mandryk, Regan Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.451-452
ACM Digital Library Link
Summary: Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey memorabilia to inform a set of design guidelines for creating games and playful interfaces that support collectors. Our interviews highlighted the importance of narrative, organization, and authenticity to collection, and identified the need to support emergent behaviour. Our work provides an example of gameful design principles that could motivate collectors to digitize and share their collections.

[16] Mining and Modeling the Phenomenology of Situational Awareness Machine Learning for Augmented Cognition / Hancock, Monte / Higley, Michael FAC 2014: 8th International Conference on Foundations of Augmented Cognition: Advancing Human Performance and Decision-Making through Adaptive Systems 2014-06-22 p.125-135
Keywords: situational awareness; decision support; coincidental correctness; context error
Link to Digital Content at Springer
Summary: One expert has said "Most simply put, situational awareness (SA) is knowing what is going on around you." [1] "Knowing" is not just having a checklist of facts. Functionally, SA is about possessing information of sufficient scope and accuracy to support decision making that facilitates effective action. Augmented Cognition research shows that presenting too much data, even of high quality, can be as harmful to effective cognition as presenting little or no data [2]. Research has shows that in 35% of aviation errors in SA, all needed information was present, but not attended to by decision makers. [3] This work presents a formal but simple mathematical SA Model, and describes the application of data mining and modeling to SA errors resulting from inattention to the most salient facts. The model is applied to two data sets to demonstrate a general approach to automating the detection and diagnosis of SA errors.

[17] Quantitative measurement of virtual vs. physical object embodiment through kinesthetic figural after effects Multitouch interaction / Alzayat, Ayman / Hancock, Mark / Nacenta, Miguel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2903-2912
ACM Digital Library Link
Summary: Over the past decade, multi-touch surfaces have become commonplace, with many researchers and practitioners describing the benefits of their natural, physical-like interactions. We present a pair of studies that empirically investigates the psychophysical effects of direct interaction with both physical and virtual artefacts. We use the phenomenon of Kinesthetic Figural After Effects-a change in understanding of the physical size of an object after a period of exposure to an object of different size. Our studies show that, while this effect is robustly reproducible when using physical artefacts, this same effect does not manifest when manipulating virtual artefacts on a direct, multi-touch tabletop display. We contribute quantitative evidence suggesting a psychophysical difference in our response to physical vs. virtual objects, and discuss future research directions to explore measurable phenomena to evaluate the presence of physical-like changes from virtual on-screen objects.

[18] Perceptual grouping: selection assistance for digital sketching Pen and touch / Lindlbauer, David / Haller, Michael / Hancock, Mark / Scott, Stacey D. / Stuerzlinger, Wolfgang Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.51-60
ACM Digital Library Link
Summary: Modifying a digital sketch may require multiple selections before a particular editing tool can be applied. Especially on large interactive surfaces, such interactions can be fatiguing. Accordingly, we propose a method, called Suggero, to facilitate the selection process of digital ink. Suggero identifies groups of perceptually related drawing objects. These "perceptual groups" are used to suggest possible extensions in response to a person's initial selection. Two studies were conducted. First, a background study investigated participant's expectations of such a selection assistance tool. Then, an empirical study compared the effectiveness of Suggero with an existing manual technique. The results revealed that Suggero required fewer pen interactions and less pen movement, suggesting that Suggero minimizes fatigue during digital sketching.

[19] Deconstructing the touch experience Touch fundamentals / Watson, Diane / Hancock, Mark / Mandryk, Regan L. / Birk, Max Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.199-208
ACM Digital Library Link
Summary: In this paper, we evaluate the performance and experience differences between direct touch and mouse input on horizontal and vertical surfaces using a simple application and several validated scales. We find that, not only are both speed and accuracy improved when using the multi-touch display over a mouse, but that participants were happier and more engaged. They also felt more competent, in control, related to other people, and immersed. Surprisingly, these results cannot be explained by the intuitiveness of the controller, and the benefits of touch did not come at the expense of perceived workload. Our work shows the added value of considering experience in addition to traditional measures of performance, and demonstrates an effective and efficient method for gathering experience during inter-action with surface applications. We conclude by discussing how an understanding of this experience can help in designing touch applications.

[20] Improving awareness of automated actions using an interactive event timeline Poster / Chang, Y.-L. Betty / Mengual, Mylène / Parfett, Brian / Graham, T. C. Nicholas / Hancock, Mark / Scott, Stacey D. Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.353-356
ACM Digital Library Link
Summary: Digital tabletops provide an opportunity for automating complex tasks in collaborative domains involving planning and decision-making, such as strategic simulation in command and control. However, when automation leads to modification of the system's state, users may fail to understand how or why the state has changed, resulting in lower situation awareness and incorrect or suboptimal decisions. We present the design of an interactive event timeline that aims to improve situation awareness in tabletop systems that use automation. Our timeline enables exploration and analysis of automated system actions in a collaborative environment. We discuss two factors in the design of the timeline: the ownership of the timeline in multi-user situations and the location of the detailed visual feedback resulting from interaction with the timeline. We use a collaborative digital tabletop board game to illustrate this design concept.

[21] Gamifying behaviour that leads to learning / Watson, Diane / Hancock, Mark / Mandryk, Regan L. Gamification'13: International Conference on Gameful Design, Research, and Applications 2013-10-02 p.87-90
ACM Digital Library Link
Summary: Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not contribute directly to grades. As a result many students do not complete these activities and this may lead to a lower understanding of the material and a lower overall grade in the class. In this paper we present the prototype of a casual game, Reading Garden, which encourages self-study through casual gameplay.

[22] Canyon: providing location awareness of multiple moving objects in a detail view on large displays Papers: spatial interfaces / Ion, Alexandra / Chang, Y.-L. Betty / Haller, Michael / Hancock, Mark / Scott, Stacey D. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.3149-3158
ACM Digital Library Link
Summary: Overview+Detail interfaces can be used to examine the details of complex data while retaining the data's overall context. Dynamic data introduce challenges for these interfaces, however, as moving objects may exit the detail view, as well as a person's field of view if they are working at a large interactive surface. To address this "off-view" problem, we propose a new information visualization technique, called Canyon. This technique attaches a small view of an off-view object, including some surrounding context, to the external boundary of the detail view. The area between the detail view and the region containing the off-view object is virtually "folded" to conserve space. A comparison study was conducted contrasting the benefits and limitations of Canyon to an established technique, called Wedge. Canyon was more accurate across a number of tasks, especially more complex tasks, and was comparably efficient.

[23] Comparing elicited gestures to designer-created gestures for selection above a multitouch surface Interacting in 3D / Pyryeskin, Dmitry / Hancock, Mark / Hoey, Jesse Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.1-10
ACM Digital Library Link
Summary: Many new technologies are emerging that make it possible to extend interaction into the three-dimensional space directly above or in front of a multitouch surface. Such techniques allow people to control these devices by performing hand gestures in the air. In this paper, we present a method of extending interactions into the space above a multitouch surface using only a standard diffused surface illumination (DSI) device, without any additional sensors. Then we focus on interaction techniques for activating graphical widgets located in this above-surface space. We have conducted a study to elicit gestures for above-table widget activation. A follow-up study was conducted to evaluate and compare these gestures based on their performance. Our results showed that there was no clear agreement on what gestures should be used to select objects in mid-air, and that performance was better when using gestures that were chosen less frequently, but predicted to be better by the designers, as opposed to those most frequently suggested by participants.

[24] Investigating menu discoverability on a digital tabletop in a public setting Surfaces in the wild / Seto, Mindy / Scott, Stacey / Hancock, Mark Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.71-80
ACM Digital Library Link
Summary: A common challenge to the design of digital tabletops for public settings is how to effectively invite and guide passersby -- who often have no prior experience with such technology -- to interact using unfamiliar interaction methods and interfaces. We characterize such enticement from the system interface as the system's discoverability. A particular challenge to modern surface interfaces is the discoverability of system functionality: does the system require gestures? are there system menus? if so, how are they invoked? This research focuses on the discoverability of system menus on digital tabletops designed for public settings. An observational study of menu invocation methods in a museum setting is reported. Study findings suggest that discernible and recognizable interface elements, such as buttons, supported by the use of animation, can effectively attract and guide the discovery of menus. Design recommendations for improving menu discoverability are also presented.

[25] Investigating Collaborative Behaviors on Interactive Tabletop Displays in Complex Task Environments Posters: POS4 -- Posters 4 / Yuan, Xiaochen / Shum, Joseph / Langer, Kimberly / Hancock, Mark / Histon, Jonathan Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.1789-1793
doi 10.1177/1071181312561360
Link to HFES Digital Content
Summary: A two-player, collaborative digital tabletop testbed has been developed in order to study collaborative behaviors of human operators in complex task environments such as Air Traffic Control. The game provides a means of examining interaction techniques designed to foster collaboration, and support natural communication strategies between operators in these complex environments. This paper describes key requirements for the testbed and how those requirements were met in a first version of the testbed. Finally, lessons learned from initial evaluations of its application to studying handoffs and coordination between players on an interactive tabletop display in a simulated ATC environment is presented.
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