[1]
Augmented Winter Ski with AR HMD
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Fan, Kevin
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Seigneur, Jean-Marc
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Guislain, Jonathan
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Nanayakkara, Suranga
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Inami, Masahiko
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.34
© Copyright 2016 Authors
Summary: At time of writing, several affordable Head-Mounted Displays (HMD) are going
to be released to the mass market, most of them for Virtual Reality (VR with
Oculus Rift, Samsung Gear...) but also for indoor Augmented Reality (AR) with
Hololens. We have investigated how to adapt such HMD as Oculus Rift for an
outdoor AR ski slope. Rather than setting physical obstacles such as poles, our
system employs AR to render dynamic obstacles by different means. During the
demo, skiers will wear a video-see-through HMD while trying to ski on a real
ski slope where AR obstacles are rendered.
[2]
Electrosmog Visualization through Augmented Blurry Vision
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Fan, Kevin
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Seigneur, Jean-Marc
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Nanayakkara, Suranga
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Inami, Masahiko
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.35
© Copyright 2016 Authors
Summary: Electrosmog is the electromagnetic radiation emitted from wireless
technology such as Wi-Fi hotspots or cellular towers, and poses potential
hazard to human. Electrosmog is invisible, and we rely on detectors which show
level of electrosmog in a warning such as numbers. Our system is able to detect
electrosmog level from number of Wi-Fi networks, connected cellular towers and
strengths, and show in an intuitive representation by blurring the vision of
the users wearing a Head-Mounted Display (HMD). The HMD displays in real-time
the users' augmented surrounding environment with blurriness, as though the
electrosmog actually clouds the environment. For demonstration, participants
can walk in a video-see-through HMD and observe vision gradually blurred while
approaching our prepared dense wireless network.
[3]
FingerReader: A Wearable Device to Explore Printed Text on the Go
Accessibility at Home & on The Go
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Shilkrot, Roy
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Huber, Jochen
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Ee, Wong Meng
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Maes, Pattie
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Nanayakkara, Suranga Chandima
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2363-2372
© Copyright 2015 ACM
Summary: Accessing printed text in a mobile context is a major challenge for the
blind. A preliminary study with blind people reveals numerous difficulties with
existing state-of-the-art technologies including problems with alignment,
focus, accuracy, mobility and efficiency. In this paper, we present a
finger-worn device, FingerReader, that assists blind users with reading printed
text on the go. We introduce a novel computer vision algorithm for
local-sequential text scanning that enables reading single lines, blocks of
text or skimming the text with complementary, multimodal feedback. This system
is implemented in a small finger-worn form factor, that enables a more
manageable eyes-free operation with trivial setup. We offer findings from three
studies performed to determine the usability of the FingerReader.
[4]
zSense: Enabling Shallow Depth Gesture Recognition for Greater Input
Expressivity on Smart Wearables
Mid-Air Gestures and Interaction
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Withana, Anusha
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Peiris, Roshan
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Samarasekara, Nipuna
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Nanayakkara, Suranga
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3661-3670
© Copyright 2015 ACM
Summary: In this paper we present zSense, which provides greater input expressivity
for spatially limited devices such as smart wearables through a shallow depth
gesture recognition system using non-focused infrared sensors. To achieve this,
we introduce a novel Non-linear Spatial Sampling (NSS) technique that
significantly cuts down the number of required infrared sensors and emitters.
These can be arranged in many different configurations; for example, number of
sensor emitter units can be as minimal as one sensor and two emitters. We
implemented different configurations of zSense on smart wearables such as
smartwatches, smartglasses and smart rings. These configurations naturally fit
into the flat or curved surfaces of such devices, providing a wide scope of
zSense enabled application scenarios. Our evaluations reported over 94.8%
gesture recognition accuracy across all configurations.
[5]
RippleTouch: initial exploration of a wave resonant based full body haptic
interface
Haptics and Exoskeletons
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Withana, Anusha
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Koyama, Shunsuke
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Saakes, Daniel
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Minamizawa, Kouta
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Inami, Masahiko
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Nanayakkara, Suranga
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.61-68
© Copyright 2015 ACM
Summary: We propose RippleTouch, a low resolution haptic interface that is capable of
providing haptic stimulation to multiple areas of the body via a single point
of contact actuator. Concept is based on the low frequency acoustic wave
propagation properties of the human body. By stimulating the body with
different amplitude modulated frequencies at a single contact point, we were
able to dissipate the wave energy in a particular region of the body, creating
a haptic stimulation without direct contact. The RippleTouch system was
implemented on a regular chair, in which, four base range speakers were mounted
underneath the seat and driven by a simple stereo audio interface. The system
was evaluated to investigate the effect of frequency characteristics of the
amplitude modulation system. Results demonstrate that we can effectively create
haptic sensations at different parts of the body with a single contact point
(i.e. chair surface). We believe RippleTouch concept would serve as a scalable
solution for providing full-body haptic feedback in variety of situations
including entertainment, communication, public spaces and vehicular
applications.
[6]
FootNote: designing a cost effective plantar pressure monitoring system for
diabetic foot ulcer prevention
Posters & Demonstrations
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Yong, Kin Fuai
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Forero, Juan Pablo
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Foong, Shaohui
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Nanayakkara, Suranga
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.167-168
© Copyright 2015 ACM
Summary: Diabetic Food Ulcer (DFU) is one of the dangerous complications of Diabetes
Mellitus that is notoriously progressive and high in recurrence. Peripheral
neuropathy, or damage to nerves in the foot, is the culprit that leads to DFU.
Many research and commercial development has attempted to mitigate the
condition by establishing an artificial feedback through in-shoe
pressure-sensing solutions for patients. However these solutions suffer from
inherent issues of analog sensors, prohibitive price tags and inflexibility in
the choice of footwear. We approached these problems by designing a prototype
with fabric digital sensors. The data showed promising potential for assertion
frequency tracking and user activity recognition. Although the bigger challenge
lies ahead -- to correlate approximation by digital sensors to analog pressure
reading, we have demonstrated that an inexpensive, more versatile and flexible
solution based from digital sensors for DFU prevention is indeed feasible.
[7]
SHRUG: stroke haptic rehabilitation using gaming
Posters & Demonstrations
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Peiris, Roshan Lalintha
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Wijesinghe, Vikum
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Nanayakkara, Suranga
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.213-214
© Copyright 2015 ACM
Summary: This demonstration paper describes SHRUG, an interactive shoulder exerciser
for rehabilitation. Firstly, the system's interactive and responsive elements
provide just-in-time feedback to the patients and can also be used by the
therapists to observe and personalise the rehabilitation program. Secondly, it
has a gamified element, which is expected to engage and motivate the patient
throughout the rehabilitation process. With this demonstration, the
participants will be able to use the system and play the games introduced by
SHRUG and observe the feedback.
[8]
Feel & see the globe: a thermal, interactive installation
Posters & Demonstrations
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Huber, Jochen
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Malavipathirana, Hasantha
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Wang, Yikun
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Li, Xinyu
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Fu, Jody C.
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Maes, Pattie
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Nanayakkara, Suranga
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.215-216
© Copyright 2015 ACM
Summary: "Feel & See the Globe" is a thermal, interactive installation. The
central idea is to map temperature information in regions around the world from
prehistoric, modern to futuristic times onto a low fidelity display. The
display visually communicates global temperature rates and lets visitors
experience the temperature physically through a tangible, thermal artifact. A
pertinent educational aim is to inform and teach about global warming.
[9]
SparKubes: exploring the interplay between digital and physical spaces with
minimalistic interfaces
Physical -- virtual
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Ortega-Avila, Santiago
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Huber, Jochen
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Janaka, Nuwan
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Withana, Anusha
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Fernando, Piyum
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Nanayakkara, Suranga
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.204-207
© Copyright 2014 ACM
Summary: Tangible objects have seen an ongoing integration into real-world settings,
e.g. in the classroom. These objects allow for instance learners to explore
digital content in the physical space and leverage the physicality of the
interface for spatial interaction. In this paper, we present SparKubes, a set
of stand-alone tangible objects that are corded with simple behaviors and do
not require additional instrumentation or setup. This overcomes a variety of
issues such as setting up network connection and instrumentation of the
environment -- as long as a SparKube sees another, it "works". The contribution
of this paper is three-fold: we (1) present the implementation of a
minimalistic tangible platform as the basis for SparKube, (2) depict the design
space that covers a variety of interaction primitives and (3) show how these
primitives can be combined to create and manipulate SparKube interfaces in the
scope of two salient application scenarios: tangible widgets and the
manipulation of information flow.
[10]
I-Draw: towards a freehand drawing assistant
Physical -- virtual
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Fernando, Piyum
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Peiris, Roshan Lalintha
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Nanayakkara, Suranga
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.208-211
© Copyright 2014 ACM
Summary: In this paper we present I-Draw, a drawing tool to assist free hand drawings
on physical surfaces. We explore the interaction design space that combines the
digital capabilities with the traditional drawing process. I-Draw device has
been conceptualised in terms of its interactive philosophy, features and
affordances. We developed a proof-of-concept prototype of I-Draw and discuss
the future directions. We believe I-Draw would open new drawing possibilities
between physical and digital spaces.
[11]
EarPut: augmenting ear-worn devices for ear-based interaction
User experience
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Lissermann, Roman
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Huber, Jochen
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Hadjakos, Aristotelis
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Nanayakkara, Suranga
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Mühlhäuser, Max
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.300-307
© Copyright 2014 ACM
Summary: One of the pervasive challenges in mobile interaction is decreasing the
visual demand of interfaces towards eyes-free interaction. In this paper, we
focus on the unique affordances of the human ear to support one-handed and
eyes-free mobile interaction. We present EarPut, a novel interface concept and
hardware prototype, which unobtrusively augments a variety of accessories that
are worn behind the ear (e.g. headsets or glasses) to instrument the human ear
as an interactive surface. The contribution of this paper is three-fold. We
contribute (i) results from a controlled experiment with 27 participants,
providing empirical evidence that people are able to target salient regions on
their ear effectively and precisely, (ii) a first, systematically derived
design space for ear-based interaction and (iii) a set of proof of concept
EarPut applications that leverage on the design space and embrace mobile media
navigation, mobile gaming and smart home interaction.
[12]
SHRUG: stroke haptic rehabilitation using gaming
Persuasion and health
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Peiris, Roshan Lalintha
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Janaka, Nuwan
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De Silva, Deepthika
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Nanayakkara, Suranga
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.380-383
© Copyright 2014 ACM
Summary: In this paper we present SHRUG, an interactive shoulder rehabilitation
exerciser. With this work-in-progress system, we intend to (1) explore the
effectiveness of providing interactive and just-in-time feedback to the
patients and therapists; (2) explore the effect of adding a gaming element on
the motivation of the patients. The SHRUG prototype was developed in
collaboration with the rehabilitation therapists by augmenting their existing
exercising system. We present the implementation details of the system and some
of the initial reactions from the therapists on various aspects of the SHRUG
prototypes.
[13]
Toward context-aware just-in-time information: micro-activity recognition of
everyday objects
Gaze and object recognition
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Hettiarachchi, Anuruddha
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Premalal, Anuruddha
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Dias, Dileeka
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Nanayakkara, Suranga
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.422-425
© Copyright 2014 ACM
Summary: Transferring computational tasks from user-worn devices to everyday objects
allows users to freely focus on their regular non-computing tasks. Identifying
micro-activities (short-repetitive-activities that compose the macro-level
behavior) enables the understanding of subtle behavioral changes and providing
just-in-time information without explicit user input. In this paper, we propose
the concept of micro-activity recognition of augmented-everyday-objects and
evaluate the applicability of machine learning algorithms that are previously
used for macro-level activity recognition. We outline a few proof-of-concept
application scenarios that provide micro-activity-aware just-in-time
information.
[14]
PaperPixels: a toolkit to create paper-based displays
Design and use
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Peiris, Roshan Lalintha
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Nanayakkara, Suranga
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.498-504
© Copyright 2014 ACM
Summary: In this paper we present PaperPixels, a toolkit for creating subtle and
ambient animations on regular paper. This toolkit consists of two main
components: (1) a modularised plug and play type elements (PaperPixels
elements) that can be attached on the back of regular paper; (2) a GUI
(graphical user interface) that allows users to stage the animation in a time
line format. A user would simply draw on regular paper, attach PaperPixels
elements behind the regions that needs to be animated, and specify the sequence
of appearing and disappearing by arranging icons on a simple GUI. Observations
made during a workshop at a local maker faire showed the potential of
PaperPixels being integrated in many different applications such as animated
wallpapers, animated story books.
[15]
Workshop on assistive augmentation
Workshop summaries
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Huber, Jochen
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Rekimoto, Jun
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Inami, Masahiko
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Shilkrot, Roy
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Maes, Pattie
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Ee, Wong Meng
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Pullin, Graham
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Nanayakkara, Suranga Chandima
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.103-106
© Copyright 2014 ACM
Summary: Our senses are the dominant channel for perceiving the world around us, some
more central than the others, such as the sense of vision. Whether they have
impairments or not, people often find themselves at the edge of sensorial
capability and seek assistive or enhancing devices. We wish to put sensorial
ability and disability on a continuum of usability for certain technology,
rather than treat one or the other extreme as the focus.
The overarching topic of the workshop proposed here is the design and
development of assistive technology, user interfaces and interactions that
seamlessly integrate with a user's mind, body and behavior, providing an
enhanced perception. We call this "Assistive Augmentation".
The workshop aims to establish conversation and idea exchange with
researchers and practitioners at the junction of human-computer interfaces,
assistive technology and human augmentation. The workshop will serve as a hub
for the emerging community of assistive augmentation researchers.
[16]
A wearable text-reading device for the visually-impaired
Video showcase presentations
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Shilkrot, Roy
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Huber, Jochen
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Liu, Connie
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Maes, Pattie
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Nanayakkara, Suranga Chandima
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.193-194
© Copyright 2014 ACM
Summary: Visually impaired people report numerous difficulties with accessing printed
text using existing technology, including problems with alignment, focus,
accuracy, mobility and efficiency. We present a finger worn device, which
contains a camera, vibration motors and a microcontroller, that assists the
visually impaired with effectively and efficiently reading paper-printed text
in a manageable operation with little setup. We introduce a novel,
local-sequential manner for scanning text which enables reading single lines,
blocks of text or skimming the text for important sections while providing
real-time auditory and tactile feedback.
[17]
FingerReader: a wearable device to support text reading on the go
Works-in-progress
/
Shilkrot, Roy
/
Huber, Jochen
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Liu, Connie
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Maes, Pattie
/
Nanayakkara, Suranga Chandima
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2359-2364
© Copyright 2014 ACM
Summary: Visually impaired people report numerous difficulties with accessing printed
text using existing technology, including problems with alignment, focus,
accuracy, mobility and efficiency. We present a finger worn device that assists
the visually impaired with effectively and efficiently reading paper-printed
text. We introduce a novel, local-sequential manner for scanning text which
enables reading single lines, blocks of text or skimming the text for important
sections while providing real-time auditory and tactile feedback. The design is
motivated by preliminary studies with visually impaired people, and it is
small-scale and mobile, which enables a more manageable operation with little
setup.
[18]
SpiderVision: extending the human field of view for augmented awareness
8. Super Perception
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Fan, Kevin
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Huber, Jochen
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Nanayakkara, Suranga
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Inami, Masahiko
Proceedings of the 2014 Augmented Human International Conference
2014-03-07
p.47
© Copyright 2014 ACM
Summary: We present SpiderVision, a wearable device that extends the human field of
view to augment a user's awareness of things happening behind one's back.
SpiderVision leverages a front and back camera to enable users to focus on the
front view while employing intelligent interface techniques to cue the user
about activity in the back view. The extended back view is only blended in when
the scene captured by the back camera is analyzed to be dynamically changing,
e.g. due to object movement. We explore factors that affect the blended
extension, such as view abstraction and blending area. We contribute results of
a user study that explore 1) whether users can perceive the extended field of
view effectively, and 2) whether the extended field of view is considered a
distraction. Quantitative analysis of the users' performance and qualitative
observations of how users perceive the visual augmentation are described.
[19]
SmartFinger: connecting devices, objects and people seamlessly
Ubiquitous computing
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Ransiri, Shanaka
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Peiris, Roshan Lalintha
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Yeo, Kian Peen
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Nanayakkara, Suranga
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.359-362
© Copyright 2013 ACM
Summary: In this paper, we demonstrate a method to create a seamless information
media 'channel' between the physical and digital worlds. Our prototype,
SmartFinger, aims to achieve this goal with a finger-worn camera, which
continuously captures images for the extraction of information from our
surroundings. With this metaphorical channel, we have created a software
architecture which allows users to capture and interact with various entities
in our surroundings. The interaction design space of SmartFinger is discussed
in terms of smart-connection, smart-sharing and smart-extraction of
information. We believe this work will create numerous possibilities for future
explorations.
[20]
SpeechPlay: composing and sharing expressive speech through visually
augmented text
Audio and speech
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Yeo, Kian Peen
/
Nanayakkara, Suranga
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.565-568
© Copyright 2013 ACM
Summary: SpeechPlay allows users to create and share expressive synthetic voices in a
fun and interactive manner. It promotes a new level of self-expression and
public communication by adding expressiveness to a plain text. Control of
prosody information in synthesized speech output is based on the visual
appearance of the text, which can be manipulated with touch gestures. Users
could create/modify contents using their mobile phone (SpeechPlay Mobile
application) and publish/share their work on a large screen (SpeechPlay
Surface). Initial user reactions suggest that the correlation between the
visual appearance of a text phrase and the resulting audio was intuitive. While
it is possible to make the speech output more expressive, users could easily
distort the naturalness of the voice in a fun manner. This could also be a
useful tool for music composers and for training new musicians.
[21]
StickEar: making everyday objects respond to sound
Sensing
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Yeo, Kian Peen
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Nanayakkara, Suranga
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Ransiri, Shanaka
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.221-226
© Copyright 2013 ACM
Summary: This paper presents StickEar, a system consisting of a network of
distributed 'Sticker-like' sound-based sensor nodes to propose a means of
enabling sound-based interactions on everyday objects. StickEar encapsulates
wireless sensor network technology into a form factor that is intuitive to
reuse and redeploy. Each StickEar sensor node consists of a miniature sized
microphone and speaker to provide sound-based input/output capabilities. We
provide a discussion of interaction design space and hardware design space of
StickEar that cuts across domains such as remote sound monitoring, remote
triggering of sound, autonomous response to sound events, and controlling of
digital devices using sound. We implemented three applications to demonstrate
the unique interaction capabilities of StickEar.
[22]
StickEar: augmenting objects and places wherever whenever
Music and audio
/
Yeo, Kian Peen
/
Nanayakkara, Suranga
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.751-756
© Copyright 2013 ACM
Summary: Sticky notes provide a means of anchoring visual information on physical
objects while having the versatility of being redeployable and reusable.
StickEar encapsulate sensor network technology in the form factor of a sticky
note that has a tangible user interface, offering the affordances of
redeployablilty and reusability. It features a distributed set of
network-enabled sound-based sensor nodes. StickEar is a multi-function
input/output device that enables sound-based interactions for applications such
as remote sound monitoring, remote triggering of sound, autonomous response to
sound events, and controlling of digital devices using sound. In addition,
multiple StickEars can interact with each other to perform novel input and
output tasks. We believe this work would provide non-expert users with an
intuitive and seamless method of interacting with the environment and its
artifacts though sound.
[23]
StickEar: augmenting objects and places wherever whenever
Video showcase presentations
/
Yeo, Kian Peen
/
Nanayakkara, Suranga Chandima
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2893-2894
© Copyright 2013 ACM
Summary: Sticky notes provide a means of anchoring visual information on physical
objects while having the versatility of being redeployable and reusable.
StickEar encapsulate sensor network technology in the form factor of a sticky
note that has a tangible user interface, offering the affordances of
redeployablilty and reusability. It features a distributed set of
network-enabled sound-based sensor nodes. StickEar is a multi-function
input/output device that enables sound-based interactions for applications such
as remote sound monitoring, remote triggering of sound, autonomous response to
sound events, and controlling of digital devices using sound. In addition,
multiple StickEars can interact with each other to perform novel input and
output tasks. We believe this work would provide non-expert users with an
intuitive and seamless method of interacting with the environment and its
artifacts though sound.
[24]
FingerDraw: more than a digital paintbrush
/
Hettiarachchi, Anuruddha
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Nanayakkara, Suranga
/
Yeo, Kian Peen
/
Shilkrot, Roy
/
Maes, Pattie
Proceedings of the 2013 Augmented Human International Conference
2013-03-07
p.1-4
© Copyright 2013 ACM
Summary: Research in cognitive science shows that engaging in visual arts has great
benefits for children particularly when it allows them to bond with nature [7].
In this paper, we introduce FingerDraw, a novel drawing interface that aims to
keep children connected to the physical environment by letting them use their
surroundings as templates and color palette. The FingerDraw system consists of
(1) a finger-worn input device [13] which allows children to upload visual
contents such as shapes, colors and textures that exist in the real world; (2)
a tablet with touch interface that serves as a digital canvas for drawing. In
addition to real-time drawing activities, children can also collect a palette
of colors and textures in the input device and later feed them into the drawing
interface. Initial reactions from a case study indicated that the system could
keep a child engaged with their surroundings for hours to draw using the wide
range of shapes, colors and patterns found in the natural environment.
[25]
SmartFinger: an augmented finger as a seamless 'channel' between digital and
physical objects
/
Ransiri, Shanaka
/
Nanayakkara, Suranga
Proceedings of the 2013 Augmented Human International Conference
2013-03-07
p.5-8
© Copyright 2013 ACM
Summary: Connecting devices in the digital domain for exchanging data is an essential
task in everyday life. Additionally, our physical surrounding is full of
valuable visual information. However, existing approaches for transferring
digital content and extracting information from physical objects require
separate equipment. SmartFinger aims to create a seamless 'channel' between
digital devices and physical surrounding by using a finger-worn vision based
system. It is an always available and intuitive interface for 'grasping' and
semantically analyzing visual content from physical objects as well as sharing
media between digital devices. We hope that SmartFinger will lead to seamless
digital information 'channel' among all entities with a semblance in the
physical and digital worlds.