HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,646,485
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Sheridan_J* Results: 23 Sorted by: Date  Comments?
Help Dates
Limit:   
[1] Balancing exertion experiences Movement-based gameplay / Mueller, Florian / Vetere, Frank / Gibbs, Martin / Edge, Darren / Agamanolis, Stefan / Sheridan, Jennifer / Heer, Jeffrey Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1853-1862
ACM Digital Library Link
Summary: Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity can be too strenuous for one and not challenging enough for the other, compromising engagement and health benefits. Our system, Jogging over a Distance, uses heart rate data and spatialized sound to create an equitable, balanced experience between joggers of different fitness levels who are geographically distributed. We extend this prior work by analyzing the experience of 32 joggers to detail how specific design features facilitated, and hindered, an engaging and balanced exertion experience. With this knowledge, we derive four dimensions that describe a design space for balancing exertion experiences: Measurement, Adjustment, Presentation and Control. We also present six design tactics for creating balanced exertion experiences described by these dimensions. By aiding designers in supporting participants of different physical abilities, we hope to increase participation and engagement with physical activity and facilitate the many benefits it brings about.

[2] Digital art: evaluation, appreciation, critique (invited SIG) SIGs / England, David / Fantauzzacoffin, Jill / Bryan-Kinns, Nick / Latulipe, Celine / Candy, Linda / Sheridan, Jennifer Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1213-1216
ACM Digital Library Link
Summary: This SIG examines the vexed question of evaluation of Digital Art and how lessons on evaluation can be exchanged between the arts and mainstream HCI. We start by looking at critiques of standard approaches to evaluation in HCI. We then look at approaches, which have been developed in Digital Art to merge qualitative and quantitative methods. These investigations set the agenda for the SIG with the aim of uncovering the audience's knowledge and attempts at Digital Art evaluation, appreciation and critique. The chief outcome will be an exchange of experiences and proposals for ways forward for both the Digital Arts community and the broader CHI community.

[3] Conversing with a computer: the body language of the box Demo session / Sheridan, James Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.417-418
ACM Digital Library Link
Summary: This small performance looks at novel interactive ways for better understanding the attentive processes and there affects on things like perception. This is done via the user exploring an audio-visual environment that reacts to their attention in different ways. The users gaze and brainwaves (via EEG) are dynamically mapped to different visual and sonic objects based on the ways in which they pay attention. This allows them to setup and explore different feedback loops, which begin to resonate with each other allowing the users attentive patterns to be represented as a unique audio-visual structure.

[4] Demo hour Demo hour / Vetere, Frank / Gibbs, Martin R. / Edge, Darren / Agamanolis, Stefan / Sheridan, Jennifer G. / Leithinger, Daniel / Lakatos, Dávid / DeVincenzi, Anthony / Blackshaw, Matthew / Portocarrero, Edwina / Robert, David / Chung, Michelle / Follmer, Sean / Wang, Ye / Johansson, Lina / Ericson, Claes / Karlsson, David interactions 2011-11 v.18 n.6 p.8-9
ACM Digital Library Link

[5] Developing an open source exertion interface for two-handed 3D and 6DOF motion tracking and visualisation 3D and targeting / Sheridan, Jennifer G. Proceedings of the 25th BCS Conference on Human-Computer Interaction 2011-07-04 p.289-298
ACM Digital Library Link
Summary: Novel technologies offer the potential for tracking and visualizing whole body movement in new ways which opens up possibilities for creating new forms of interaction. We highlight the problems and opportunities for designing for and the visualising of six degree of freedom (6DOF) motion tracking for absolute, two-handed input using the Nintendo Wiimote as our baseline platform and a playground clapping game as our context. We present a new technique for combining linear movement, rotation and vision tracking for two-handed motion tracking and provide links to open source tools and applications for next generation 6DOF motion tracking and visualisation of exertion games.

[6] Designing sports: a framework for exertion games Cats, dogs, sports, games & books / Mueller, Florian 'Floyd' / Edge, Darren / Vetere, Frank / Gibbs, Martin R. / Agamanolis, Stefan / Bongers, Bert / Sheridan, Jennifer G. Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2651-2660
ACM Digital Library Link
Summary: Exertion games require investing physical effort. The fact that such games can support physical health is tempered by our limited understanding of how to design for engaging exertion experiences. This paper introduces the Exertion Framework as a way to think and talk about Exertion Games, both for their formative design and summative analysis. Our Exertion Framework is based on the ways in which we can conceive of the body investing in game-directed exertion, supported by four perspectives on the body (the Responding Body, Moving Body, Sensing Body and Relating Body) and three perspectives on gaming (rules, play and context). The paper illustrates how this framework was derived from prior systems and theory, and presents a case study of how it has been used to inspire novel exertion interactions.

[7] Digital arts and interaction (invited) SIG / England, David / Edmonds, Ernest / Sheridan, Jennifer G. / Pobiner, Scott / Bryan-Kinns, Nick / Wright, Peter / Twidale, Michael / Diana, Carla Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.609-612
ACM Digital Library Link
Summary: This SIG proposal, sponsored by the CHI Design Community, looks at the intersection and cross-fertilization between HCI, and Digital and Performance Arts. We consider how the exploration of engaging and meaningful artistic experience can further push the boundaries of HCI research and practice and how tool use and models of evaluation can be explored to assist the development of creative enterprises. We consider how artists' early experiments with technology can inform mainstream design thinking, and how theories and practice in aesthetics can feed into User Experience.

[8] Graffito: crowd-based performative interaction at festivals Interactivity special performances / Sheridan, Jennifer / Bryan-Kinns, Nick / Reeves, Stuart / Marshall, Joe / Lane, Giles Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1129-1134
ACM Digital Library Link
Summary: Crowd-based events are generating new forms of crowd-based performative interaction. Nightclubs and festivals are at the cutting edge of crowd-based interaction with ubiquitous computing. The social capital of crowd-based interaction is not well understood and is usually limited to one-off events. Our intention is to explore the possibility for generating a lifelong contextual footprint of crowd-based performative interaction. In this paper, we present and discuss two case studies of designing applications for crowd-based performative interaction at two large-scale festivals and reflect on their implications for design.

[9] Jogging over a distance between Europe and Australia Feet or TOE CHI / Mueller, Florian / Vetere, Frank / Gibbs, Martin R. / Edge, Darren / Agamanolis, Stefan / Sheridan, Jennifer G. Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010-10-03 p.189-198
Keywords: audio, exergame, exergaming, exertion interface, heart rate, mobile phone, physiological data, running, spatialization, sports, whole-body interaction
ACM Digital Library Link
Summary: Exertion activities, such as jogging, require users to invest intense physical effort and are associated with physical and social health benefits. Despite the benefits, our understanding of exertion activities is limited, especially when it comes to social experiences. In order to begin understanding how to design for technologically augmented social exertion experiences, we present "Jogging over a Distance", a system in which spatialized audio based on heart rate allowed runners as far apart as Europe and Australia to run together. Our analysis revealed how certain aspects of the design facilitated a social experience, and consequently we describe a framework for designing augmented exertion activities. We make recommendations as to how designers could use this framework to aid the development of future social systems that aim to utilize the benefits of exertion.

[10] When clapping data speaks to Wii: physical creativity and performative interaction in playground games and songs Physical & urban HCI / Sheridan, Jennifer G. Proceedings of the HCI'10 Conference on People and Computers XXIV 2010-09-06 v.9 p.299-308
ACM Digital Library Citation
Summary: In this paper, we explore how exertion interfaces can promote physical creativity and the role that this might play in performative interaction. In particular, we are interested in exploring how to design and develop devices and applications which use physical interaction, or exertion, to promote performative interaction or the witting transitions between observing, participating and performing. Using the Nintendo Wii as an exertion interface, we are updating, analysing and representing a small selection of clapping games found in the Opie Collection of Children's Games and Songs in the British Library and emerging from ethnographic studies of playgrounds in London and Sheffield, UK. We describe the Physics of clapping and associated technical issues, the design of a low-fi, open source exertion interface and the analysis of a participant study. We suggest guidelines for designing for physical creativity, namely kinesthetic literacy, performative interaction and believability, and conclude with a discussion of future considerations.

[11] Interactional Sound and Music: Listening to CSCW, Sonification, and Sound Art / Bryan-Kinns, Nick / Fencott, Robin / Metatla, Oussama / Nabavian, Shahin / Sheridan, Jennifer G. NIME 2010: New Interfaces for Musical Expression 2010-06-15 p.403-406
www.nime.org/proceedings/2010/nime2010_403.pdf

[12] Whole body interaction 2010 Workshops / England, David / Sheridan, Jennifer G. / Crane, Beth Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4465-4468
Keywords: motion capture, multi-modal, physicality, whole body interaction
ACM Digital Library Link
Summary: In this workshop we explore the notation of whole body interaction. We bring together different disciplines to create a new research direction for study of this emerging form of interaction.

[13] Action and representation in tangible systems: implications for design of learning interactions Learning through physical interaction / Price, Sara / Sheridan, Jennifer G. / Falcão, Taciana Pontual Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2010-01-24 p.145-152
Keywords: action, design, interaction, learning opportunities, tangible systems
ACM Digital Library Link
Summary: In tangible learning systems, the facility to promote physically active engagement highlights the need to understand how different designs impact on action and interaction, and the subsequent implications for learning. This paper draws on studies involving two tangible learning systems to analyse the effect of design choices on the kinds of (inter)actions engendered and how they create, shape and constrain different learning opportunities. Main findings suggest the need to promote and allow for different kinds of opportunities for conceptual reflection within the collective physical interaction; the importance of balancing collective representations and individual action-effect links; and the need to enhance appropriate awareness when dealing with several loci of attention.

[14] DIY design process for interactive surfaces / Sheridan, Jennifer G. / Tompkin, James / Maciel, Abel / Roussos, George Proceedings of the HCI'09 Conference on People and Computers XXIII 2009-09-01 p.485-493
Keywords: TUIO, design, diffusion, fiducial, infrared, interactive surface, multi-touch, tabletop
ACM Digital Library Link
Summary: This paper charts the design and build of two interactive tabletops that use infrared (IR) illumination techniques. One table implements fiducial tracking, whilst the other implements multi-touch tracking. Trade-offs in both designs are discussed to highlight key considerations when building an interactive table. Using three key dimensions from lessons learned, we conduct a comparative analysis of both approaches. Finally, we propose a DIY Design Process to assist designers in building their own interactive table.

[15] Design and adoption of social collaboration software within businesses Special interest groups / Blackwell, Jason / Sheridan, John / Instone, Keith / Schwartz, David R. / Kogan, Sandra Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.2 p.2759-2762
Keywords: social collaboration, social computing
ACM Digital Library Link
Summary: Social networking and collaboration sites are having a large impact on people's personal lives. These same applications, similar functions and related experiences are being adopted within businesses. This special interest group will address the issues around social collaboration software in the business setting. What is the value for the business and its users? How do you measure success? What strategic design and user experience issues are key for successful adoption? What roles do user experience professionals play in this type of social system?

[16] The effect of representation location on interaction in a tangible learning environment New perspectives and theories on tangibility / Price, Sara / Falcão, Taciana Pontual / Sheridan, Jennifer G. / Roussos, George Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 2009-02-18 p.85-92
Keywords: children, learning, representation, tangible interface
ACM Digital Library Link
Summary: Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital-based table-top representation. The implications of these findings for learning are discussed.

[17] Mind-modulated music in the mind attention interface Visualization / Swift, Ben / Sheridan, James / Zhen, Yang / Gardner, Henry J. Proceedings of OZCHI'07, the CHISIG Annual Conference on Human-Computer Interaction 2007-11-28 p.83-86
ACM Digital Library Link
Summary: A recent study of electroencephalogram (EEG) activity associated with musical cognition has suggested a correlate for the amount of active musical processing taking place in the brains of musicians. Using a version of this measure, we have built a new brain computer interface which harnesses the "natural" brain activity of musicians to mold and modulate music as it is being composed and played. This computer music instrument is part of a system, the Mind Attention Interface, which provides an interface to a virtual reality theatre using measures of a participant's EEG, eye-gaze and head position. The theatre itself, and its spatialised sound system, closes a feedback loop through the mind of the participant.

[18] Encouraging Witting Participation and Performance in Digital Live Art Creative and Aesthetic Experiences / Sheridan, Jennifer G. / Bryan-Kinns, Nick / Bayliss, Alice Proceedings of the HCI'07 Conference on People and Computers XXI 2007-09-03 v.1 p.2
www.bcs.org/upload/pdf/ewic_hc07_lppaper2.pdf
www.bcs.org/server.php
Summary: We describe a framework for characterizing people's behavior with Digital Live Art. Our framework considers people's wittingness, technical skill, and interpretive abilities in relation to the performance frame.
    Three key categories of behavior with respect to the performance frame are proposed: performing, participating, and spectating. We exemplify the use of our framework by characterizing people's interaction with a DLA -- iPoi. This DLA is based on the ancient Maori art form of poi and employs a wireless, peer-to-peer exertion interface. The design goal of iPoi is to draw people into the performance frame and support transitions from audience to participant and on to performer. We reflect on iPoi in a public performance and outline its key design features.

[19] Designing for the opportunities and risks of staging digital experiences in public settings Games and performances / Benford, Steve / Crabtree, Andy / Reeves, Stuart / Sheridan, Jennifer / Dix, Alan / Flintham, Martin / Drozd, Adam Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.1 p.427-436
ACM Digital Library Link
Summary: Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.

[20] Exploring bluetooth based mobile phone interaction with the hermes photo display Designing mobile interaction / Cheverst, Keith / Dix, Alan / Fitton, Daniel / Kray, Chris / Rouncefield, Mark / Sas, Corina / Saslis-Lagoudakis, George / Sheridan, Jennifer G. Proceedings of 7th Conference on Human-computer interaction with mobile devices and services 2005-09-19 p.47-54
ACM Digital Library Link
Summary: One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today's mobile phones, little exploration seems to have taken place in this area -- despite its apparent significant potential. This paper describe the findings of an exploratory study involving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community.

[21] Sweep and point and shoot: phonecam-based interactions for large public displays Late breaking results: short papers / Ballagas, Rafael / Rohs, Michael / Sheridan, Jennifer G. Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.2 p.1200-1203
ACM Digital Library Link
Summary: This paper focuses on enabling interactions with large public displays using the most ubiquitous personal computing device, the mobile phone. Two new interaction techniques are introduced that use the embedded camera on mobile phones as an enabling technology. The "Point & Shoot" technique allows users to select objects using visual codes to set up an absolute coordinate system on the display surface instead of tagging individual objects on the screen. The "Sweep" technique enables users to use the phone like an optical mouse with multiple degrees of freedom and allows interaction without having to point the camera at the display. Prototypes of these interactions have been implemented and evaluated using modern mobile phone technologies. This proof of concept provides a performance baseline and gives valuable insights to guide future research and development. These techniques are intended to inspire and enable new classes of large public display applications.

[22] Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas / Sheridan, J. G. / Dix, A. / Lock, S. / Bayliss, A. Proceedings of the HCI'04 Conference on People and Computers XVIII 2004-09-06 p.3-18
[23] PICK - A Scenario-based Approach to Sensor Selection for Interactive Applications Human factors and ergonomics / Sheridan, J. / Allanson, J. Proceedings of the Tenth International Conference on Human-Computer Interaction 2003-06-22 v.1 p.706-710