[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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 HFES
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.