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[1] Nuke 'Em Till They Go: Investigating Power User Attacks to Disparage Items in Collaborative Recommenders Short Papers / Seminario, Carlos E. / Wilson, David C. Proceedings of the 2015 ACM Conference on Recommender Systems 2015-09-16 p.293-296
ACM Digital Library Link
Summary: Recommender Systems (RSs) can be vulnerable to manipulation by malicious users who successfully bias recommendations for their own benefit or pleasure. These are known as attacks on RSs and are typically used to either promote ("push") or disparage ("nuke") targeted items contained within the recommender's user-item dataset. Our recent work with the Power User Attack (PUA) model, determined that attackers disguised as influential power users can mount successful (from the attacker's viewpoint) push attacks against user-based, item-based, and SVD-based recommenders. However, the success of push attack vectors may not be symmetric for nuke attacks, which target the opposite effect -- reducing the likelihood that target items appear in users' top-N lists. The asymmetry between push and nuke attacks is highlighted when evaluating these attacks using traditional robustness metrics such as Rank and Prediction Shift. This paper examines the PUA attack model in the context of nuke attacks, in order to investigate the differences between push and nuke attack orientations, as well as how they are evaluated. In this work we show that the PUA is able to mount successful nuke attacks against commonly-used recommender algorithms highlighting the "nuke vs. push" asymmetry in the results.

[2] Designing, Developing, and Validating an Adaptive Visual Search Training Platform Applications of Augmented Cognition / Hale, Kelly S. / Del Giudice, Katie / Flint, Jesse / Wilson, Darren P. / Muse, Katherine / Kudrick, Bonnie FAC 2015: 9th International Conference on Foundations of Augmented Cognition 2015-08-02 p.735-744
Link to Digital Content at Springer
Summary: Transportation Security Officers (TSOs) are at the forefront of our nation's security, and are tasked with screening every bag boarding a commercial aircraft within the United States. TSOs undergo extensive classroom and simulation-based visual search training to learn how to identify threats within X-ray imagery. Integration of eye tracking technology into simulation-based training could further enhance training by providing in-process measures of traditionally "unobservable" visual search performance. This paper outlines the research and development approach taken to create an innovative training solution for X-ray image threat detection and resolution utilizing advances in eye tracking measurement and training science that provides individualized performance feedback to optimize training effectiveness and efficiency.

[3] Chasing Our Science Fiction Future Keynote Address / Wilson, Daniel H. Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.1 p.245
ACM Digital Library Link
Summary: Engineers and researchers, particularly in the field of robotics and human-computer interaction, are often inspired by science fiction futures depicted in novels, on television, and in the movies. For example, Honda's Asimo humanoid robot is said to have been directly inspired by the Astroboy manga series.
    In turn, public perception of science is also shaped by science fiction. For better or worse, broad technological expectations of the future (aesthetic and otherwise) are largely set by exposure to science fiction in popular culture. These depictions have a direct impact on attitudes toward new technology.
    We review some common tropes of science fiction (including the idea of the "singularity" and killer robots) and examine why certain archetypes might persist while others fall by the wayside. From the perspective of a scientist-turned-sci-fi-author, we discuss factors that go into the creation of science fiction and how these factors may or may not correspond to the needs and wants of the actual science community.
    Exposure to science fiction influences scientists and the general public, both to build and adopt new technologies. The inextricable link between science and science fiction helps to determine how and when those futures arrive.

[4] Exploring the design space of multiple video interaction / Xia, Jinyue / Singh, Vikash / Wilson, David / Latulipe, Celine Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.276-285
ACM Digital Library Link
Summary: There are many task scenarios that require active engagement and analysis of video content. And many of these tasks, such as training for competitive athletics, rely on identifying, analyzing, and presenting relationships between separate videos, which is facilitated by simultaneous viewing. However, current online video interaction is designed with a focus on straightforward distribution and passive consumption of a single video only. Creating an online player that supports the playback of, and interaction with, two or more videos raises a myriad of design choices. In this paper, we contribute an exploration of the design space of multi-video interaction and present two different prototypes that can be viewed as probes into this interesting, under-served area of user experience.

[5] Attacking item-based recommender systems with power items Novel setups -- privacy & security / Seminario, Carlos E. / Wilson, David C. Proceedings of the 2014 ACM Conference on Recommender Systems 2014-10-06 p.57-64
ACM Digital Library Link
Summary: Recommender Systems (RS) are vulnerable to attack by malicious users who intend to bias the recommendations for their own benefit. Research in this area has developed attack models, detection methods, and mitigation schemes to understand and protect against such attacks. For Collaborative Filtering RSs, model-based approaches such as item-based and matrix-factorization were found to be more robust to many types of attack. Advice in designing for system robustness has thus been to employ model-based approaches. Our recent work with the Power User Attack (PUA), however, determined that attackers disguised as influential users can successfully attack (from the attacker's viewpoint) SVD-based recommenders, as well as user-based. But item-based systems remained robust to the PUA. In this paper we investigate a new, complementary attack model, the Power Item Attack (PIA), that uses influential items to successfully attack RSs. We show that the PIA is able to impact not only user-based and SVD-based recommenders but also the heretofore highly robust item-based approach, using a novel multi-target attack vector.

[6] Evil Twins: Modeling Power Users in Attacks on Recommender Systems Long Presentations / Wilson, David C. / Seminario, Carlos E. Proceedings of the 2014 Conference on User Modeling, Adaptation and Personalization 2014-07-07 p.231-242
Keywords: Recommender Systems; Power User; Attacks; Evaluation
Link to Digital Content at Springer
Summary: Attacks on Collaborative Filtering Recommender Systems (RS) can bias recommendations, potentially causing users to distrust results and the overall system. Attackers constantly innovate, and understanding the implications of novel attack vectors on system robustness is important for designers and operators. Foundational research on attacks in RSs studied attack user profiles based on straightforward models such as random or average ratings data. We are studying a novel category of attack based explicitly on measures of influence, in particular the potential impact of high-influence power users. This paper describes our approach to generate synthetic attack profiles that emulate influence characteristics of real power users, and it studies the impact of attack vectors that use synthetic power user profiles. We evaluate both the quality of synthetic power user profiles and the effectiveness of the attack, on both user-based and matrix-factorization-based recommender systems. Results show that synthetic user profiles that model real power users are an effective way of attacking collaborative recommender systems.

[7] Mitigating Cognitive Bias through the Use of Serious Games: Effects of Feedback / Dunbar, Norah E. / Jensen, Matthew L. / Miller, Claude H. / Bessarabova, Elena / Straub, Sara K. / Wilson, Scott N. / Elizondo, Javier / Burgoon, Judee K. / Valacich, Joseph S. / Adame, Bradley / Lee, Yu-Hao / Lane, Brianna / Piercy, Cameron / Wilson, David / King, Shawn / Vincent, Cindy / Scheutzler, Ryan Proceedings of the 2014 International Conference on Persuasive Technology 2014-05-21 p.92-105
Keywords: Cognitive bias; Confirmation bias; Feedback; Fundamental Attribution error; Serious Games
Link to Digital Content at Springer
Summary: A serious video game was created to teach players about cognitive bias and encourage mitigation of both confirmation bias and the fundamental attribution error. Multiplayer and single-player versions of the game were created to test the effect of different feedback sources on bias mitigation performance. A total of 626 participants were randomly assigned to play the single player/multiplayer game once or repeatedly. The results indicate the single player game was superior at reducing confirmation bias and that repeated plays and plays of longer duration were more effective at mitigating both biases than a control condition where participants watched a training video.

[8] A Picture is Worth a Thousand Words: Source Credibility Theory Applied to Logo and Website Design for Heightened Credibility and Consumer Trust / Lowry, Paul Benjamin / Wilson, David W. / Haig, William L. International Journal of Human-Computer Interaction 2014-01-02 v.30 n.1 p.63-93
Link to Article at Taylor & Francis
Summary: Websites are often the first or only interaction a consumer has with a firm in modern commerce. Because consumers tend to make decisions within the first few seconds of online interaction, the first impression given to users can greatly determine a website's success. Leveraging source credibility theory, a strategy is presented for building credibility derived from a user's initial impressions of a website, in online environments. The study demonstrates that logos designed to communicate traits of credibility (i.e., expertise and trustworthiness) can trigger positive credibility judgments about the firm's website and that this increase in perceived credibility results in greater trust and willingness to transact with the firm. In addition, the study demonstrates distinct effects on consumers' distrusting beliefs. The positive trust effects are magnified when the design of a website extends and complements the credibility-based logo design. This practice-supporting model further indicates how website designers can methodically design logos and websites that nonverbally communicate credibility information within the first few moments of a website interaction. [Supplemental materials are available for this article. Go to the publisher's online edition of the International Journal of Human-Computer Interaction to view the free supplemental file: Online Appendix A.]

[9] When power users attack: assessing impacts in collaborative recommender systems Poster session / Wilson, David C. / Seminario, Carlos E. Proceedings of the 2013 ACM Conference on Recommender Systems 2013-10-12 p.427-430
ACM Digital Library Link
Summary: Power users, in a Collaborative Filtering (CF) Recommender System (RS) context, are those who can exert considerable influence over the recommendation outcomes presented to other users. RS operators encourage the existence of power user communities and leverage them to help fellow users make informed purchase decisions. Thus, RS research in this area has focused on power user identification and utilization to address challenges such as rating sparsity for new items or users. But, as ever, there remains the potential for corruption of power. Alongside accuracy and efficiency measures, RS robustness to manipulation or 'attack' has been studied using injection of false user profiles. Our research is investigating the impact on RS predictions and top-N recommendation lists when simulated power users provide biased ratings for new items. In this study, we introduce the notion of a 'Power User Attack' for RS robustness analysis, as well as a novel use of social networking degree centrality concepts for identifying RS power users. Initial results show that power users identified using in-degree centrality, compared to other techniques, can be more influential as reflected by accuracy and robustness impacts before and after power user attacks.

[10] Ambient recommendations in the pop-up shop Public displays / Garcia-Perate, Gonzalo / Dalton, Nicholas / Conroy-Dalton, Ruth / Wilson, Duncan Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.773-776
ACM Digital Library Link
Summary: In this paper we present the design and first-stage analysis of a purposely built, smart, pop-up wine shop. Our shop learns from visitors' choices and recommends wine using collaborative filtering and ambient feedback displays integrated into its furniture. Our ambient recommender system was tested in a controlled laboratory environment. We report on the qualitative feedback and between subjects study, testing the influence the system had in wine choice behavior. Participants reported the system helpful, and results from our empirical analysis suggest it influenced buying behavior.

[11] Streamlining user interaction in tag-based conversational navigation of knowledge resource libraries Posters / Xia, Jinyue / Wilson, David C. JCDL'13: Proceedings of the 2013 ACM/IEEE-CS Joint Conference on Digital Libraries 2013-07-22 p.423-424
ACM Digital Library Link
Summary: This paper presents an approach for helping users more quickly discover relevant information resources in a tag based system, where each resource is associated with a number of descriptive meta-data tags. Our approach builds an adaptive conversational decision-tree structure to minimize the number of interactive cues required to help a user navigate to resources of interest. Initial experiments demonstrate the potential of the approach, with shallower decision trees supporting better overall interaction performance.

[12] What Is Age's Affect in Collaborative Learning Environments? Age-Related Issues / Jordine, Kieran / Wilson, Dale-Marie / Sakpal, Raghavi UAHCI 2013: 7th International Conference on Universal Access in Human-Computer Interaction, Part II: User and Context Diversity 2013-07-21 v.2 p.96-103
Link to Digital Content at Springer
Summary: In educational environments, the learners' affective state is the subject of continuous research that seeks to create the most effective learning environment. This state has been shown to have a direct correlation on the learners' motivation and engagement, subsequently affecting their success or failure. This is consistent for both physical and virtual educational settings. In intelligent tutoring systems, embodied pedagogical agents have been used for the many benefits they provide including their affective influence. The agents are designed based on specific criterion including competency, gender, ethnicity or behavioural tendencies, to optimise their effect on a targeted audience. We developed a web-based collaborative learning application that supports simultaneous learner-to-virtual agent and learner-to-learner interactions. We conducted a study that investigated the influence of virtual agents' physical characteristics (attributes), specifically age, on learners' experience and its' influence on learning outcome. The results revealed that the age of virtual agents is an important factor that must be considered in virtual tutor design.

[13] Improvising consciousness Dimensions of creative work / Anstey, Josephine / Coletta, Neil / Pape, Dave / Hatten, Courtney / Kim, Min Young / Burhans, Debra / Wilson, Devin Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.24-31
ACM Digital Library Link
Summary: Improvising Consciousness is an experimental work of intermedia performance: a cognitive science fiction which addresses questions of situated consciousness, pre- & post-human identity, and creativity. The core of the Improvising Consciousness project is a performative lecture on the history and future of the human mind. The lecture is typically accompanied by participatory activities, these have included: work-shopping of alter-egos; improvisation in a multiple personality melodrama; an interactive visual short story; play sessions with a mixed-reality alien intelligence; and a physical game dealing with pre-historic cognition. The creative team include researchers in interactive drama, virtual and mixed reality, visual novels, AI, robotics and performance. They are members of a group which has a track record of producing innovative syntheses of computer-based technology and live performance.

[14] Improvising consciousness: the Davian Turn Art, music & creativity / Anstey, Josephine / Pape, Dave / Wilson, Devin Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.406-407
ACM Digital Library Link
Summary: Improvising Consciousness: The Davian Turn is an experimental work of intermedia performance: a cognitive science fiction which addresses questions of situated consciousness, pre- & post-human identity, and creativity. The core of Improvising Consciousness: The Davian Turn project is a performative lecture by Jennifer Årnstay, Professor of Material and Analogical Eco-Cognition visiting from an unspecified time and place. The lecture purports to be a scholarly account of the history and future of the human mind. With incredible technical sophistry, Professor Årnstay and her team have fabricated a habitat for a real life extraterrestrial alien intelligence. After the lecture and questions, attendees are invited to plumb the depths of this alien mind by playing the mysterious Davian Bead Game. The creative team are members of The Intermedia Performance Studio which has a track record of producing innovative syntheses of computer-based technology and live performance.

[15] Fighting for my space: coping mechanisms for SNS boundary regulation Uses of media & creation of web experiences / Wisniewski, Pamela / Lipford, Heather / Wilson, David Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.609-618
ACM Digital Library Link
Summary: Sharing information online via social network sites (SNSs) is at an all-time high, yet research shows that users often exhibit a marked dissatisfaction in using such sites. A compelling explanation for this dichotomy is that users are struggling against their SNS environment in an effort to achieve their preferred levels of privacy for regulating social interactions. Our research investigates users' SNS boundary regulation behavior. This paper presents results from a qualitative interview-based study to identify "coping mechanisms" that users devise outside explicit boundary-regulation interface features in order to manage interpersonal boundaries. Our categorization of such mechanisms provides insight into interaction design issues and opportunities for new SNS features.

[16] Temporal integration of interactive technology in dance: creative process impacts Affect / Latulipe, Celine / Wilson, David / Huskey, Sybil / Gonzalez, Berto / Word, Melissa Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.107-116
ACM Digital Library Link
Summary: Interdisciplinary projects bridging technology and the arts face challenges across many dimensions. In this paper, we reflect on the issue of temporal constraints on integrations of interactive technology within dance production. We describe lessons learned and illustrate practical impacts on stakeholders, creative process and outcomes from over three years of experience in developing dance productions at our university. Specifically, we reflect on perceptions of how the timing of the technology integrations impacted the creativity of the stakeholders involved. We separate results that are idiosyncratic to our project and highlight those that we expect are more generally applicable to other art and technology projects. Finally, we provide a set of temporal integration considerations that others can use to assess when it is best to integrate technology into an arts project.

[17] SoundPainter Art performances / Latulipe, Celine / Wilson, David / Gonzalez, Berto / Harris, Adam / Carroll, Erin / Huskey, Sybil / Word, Melissa / Beasley, Robert / Nifong, Nathan Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.439-440
ACM Digital Library Link
Summary: SoundPainter is an interactive dance performance that features a triad of dancers, musicians and projected visuals, where each of these three elements reacts to one another through improvisation, algorithmic representations of sound and vision-based technology.

[18] Human Performance in Cybersecurity: A Research Agenda Internet: I2 - Mobile Devices and Cybersecurity / Boyce, Michael W. / Duma, Katherine Muse / Hettinger, Lawrence J. / Malone, Thomas B. / Wilson, Darren P. / Lockett-Reynolds, Janae Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting 2011-09-19 p.1115-1119
doi: 10.1177/1071181311551233
Link to HFES Digital Content
Summary: This paper provides an overview of critical areas of human performance research required to support the development and deployment of effective cybersecurity systems. These areas include usability and security compliance, mitigation of human error and risk reduction, enhancement of situation awareness, and development of effective visualization tools and techniques. We describe the nature of the research and development efforts required to support effective human-centered design of cybersecurity systems and make specific recommendations for near-term work in this area.

[19] Can Culture Translate to the Virtual World? Part III / Cultural, Cross-Cultural and Aesthetic Issues in HCI / Sakpal, Raghavi / Wilson, Dale-Marie HCI International 2011: 14th International Conference on HCI - Posters' Extended Abstracts, Part I 2011-07-09 v.5 p.242-246
Keywords: Culture; Cultural Competence; Transcultural Nursing; Virtual Humans
Link to Digital Content at Springer
Summary: The United States consists of a diverse population of ethnic groups. Catering health care to such a culturally diverse population can be difficult for health care professionals. Culture plays a complex role in the development of health and human service delivery programs. Cultural Competence has emerged as an important issue to improve quality and eradicate racial/ethical disparities in health care. The Nursing Standards of proficiency for nursing education emphasize that nurses should be able to acknowledge patients cultural practices and take cultural influences into account when providing nursing care. A major challenge facing the nursing profession is educating and assisting nurses in providing culturally relevant care. To tackle this issue we have created virtual humans that will represent different cultures. These virtual humans will serve as educational tool that allow nurses to understand and handle patients from different cultures. Our first culturally-specific virtual human is a young Indian girl. In this paper we will discuss the architecture to create a culturally specific virtual patient.

[20] Voice interfaced vehicle user help Speech and sound / Alvarez, Ignacio / Martin, Aqueasha / Dunbar, Jerone / Taiber, Joachim / Wilson, Dale-Marie / Gilbert, Juan E. AutomnotiveUI 2010: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2010-11-11 p.42-49
ACM Digital Library Link
Summary: Manuals were designed to provide support and information about the usage and maintenance of the vehicle. In many cases user's manuals are the driver's only guidance. However, lack of clarity and efficiency of manuals lead to user dissatisfaction. In vehicles this problem is even more crucial given that driving a motor vehicle is, for many people, the most complex and potentially dangerous task they will perform during their lifetime. In this paper we present a voice interfaced driver manual that can potentially fix the deficiencies of its alternatives. In addition we aim to provide a case for the integration of such technology in a vehicle to reduce driver distraction, increase driver satisfaction, and manual usability, while also benefiting Original Equipment Manufacturers (OEMs) in lowering costs and reducing the documentation process.

[21] Exploring the design space in technology-augmented dance Media showcase session 1 / Latulipe, Celine / Wilson, David / Huskey, Sybil / Word, Melissa / Carroll, Arthur / Carroll, Erin / Gonzalez, Berto / Singh, Vikash / Wirth, Mike / Lottridge, Danielle Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.2995-3000
Keywords: 3D accelerometers, embodied interaction, gyroscopic mouse, interactive dance
ACM Digital Library Link
Summary: In this paper we describe the process and technology behind a dance performance, "Bodies/Antibodies," that will be presented at CHI 2010. This performance is part of an ongoing Dance.
    Draw project at the University of North Carolina at Charlotte, which investigates lightweight methods for integrating dance motion with interactive visualizations and enhancing audience interaction with dance.

[22] Face-off in the magic circle: getting players to look at each other, not the screen Creative showcase / Wilson, Douglas / Dimovska, Dajana / Selvig, Sebbe / Jarnfelt, Patrick Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology 2009-10-29 p.462
ACM Digital Library Link
Summary: This game prototype, entitled Face-off in the Magic Circle, demonstrates an underused and engaging application of physical interfaces for digital games. The game pairs a gestural interface together with a minimally graphical game in order to coax players into looking at each other, rather than at the screen. By combining the face-to-face interactions of traditional, non-digital games with the computational power and multimedia capabilities of videogame consoles, we hope to illuminate promising opportunities for adding new depth to console gameplay.

[23] A Vision for Human Systems Integration in the U. S. Department of Homeland Security SYSTEM DEVELOPMENT / Wilson, Darren P. / Malone, Thomas B. / Lockett-Reynolds, Janae / Wilson, Elizabeth L. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.1839-1843
Link to HFES Digital Content
Summary: In the complex, technology-based, manpower-limited homeland security systems of the 21st century, a critical element of mission success is human performance, or the ability of the human operator, maintainer, manager, or public users to perform well under all operating conditions. The United States Department of Homeland Security (DHS) was formed just more than five years ago. The Human Factors / Behavior Sciences Division (HFD) was created 2 years ago within the DHS Science and Technology (S&T) directorate. HFD has since established the Human Systems Research and Engineering (HSRE) program and has given that program the responsibility for developing an approach for incorporating Human Systems Integration (HSI) into DHS research, development, and acquisitions. The 22 organizations that make up DHS were joined together under a headquarters organization that is still working on the logistics of operating as a unified agency (General Accountability Office, 2007). The integration of the various research, development, systems engineering, and acquisition processes of those legacy component organizations is ongoing and provides an opportunity to lay a foundation for successful HSI. Fundamental to the system life cycle of a given DHS program is the incorporation of user requirements and public perception input (Department of Homeland Security, 2008).
    Although similar to the Department of Defense (DoD) in the research and development of technology to enhance the safety and security of the nation (Department of Defense, 2008), the mission space of the DHS differs greatly in that the technologies developed and deployed by DHS are used within the United States and affect all citizens. The users of DHS technology represent a far more diverse population in terms of skills, anthropometry, age, training quantity and quality, intelligence, and readiness, than those in the military user community. Not only are the users and affected communities as diverse as the nation, but programs throughout the federal government have been phased out due to negative public outcry and media attention. Therefore, it is imperative for DHS to not only produce usable technologies, but also to comprehend the barriers and obstacles associated with technology acceptability, usability, supportability, reliability, affordability, safety, and survivability as these factors relate to the development of technology and systems. The HSRE program implements HSI in the DHS technology development process, and the integrated HSI analysis, design and test activities serve as the mechanism for addressing user requirements, and ensuring the design of the technology meets user needs. This paper describes a vision for the implementation of HSI in the Department of Homeland Security, focusing on both engineering and research efforts and strategies to accomplish goals in those areas.

[24] Grounding geovisualization interface design: a study of interactive map use Spotlight on work in progress session 1 / Wisniewski, Pamela Karr / Pala, Okan / Lipford, Heather Richter / Wilson, David C. Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.2 p.3757-3762
Keywords: geovisualization, interaction, maps
ACM Digital Library Link
Summary: Building the most effective tools to support user-centered geographic visualization faces a significant challenge: not enough is known about how people interact with maps. Map use research has often focused on higher order use goals or cognitive interpretations of static map representations. In order to address the problem of understanding foundational user-map interaction behavior, we are studying user interactions in complex geovisualizations, with an initial focus on analysis tasks. This paper describes an exploratory user study to examine general interaction issues with complex map visualizations. Our results highlight the need for map tools to improve interactivity and support basic analysis tasks to aid users in decision making.

[25] HINTeractions: facilitating informal knowledge exchange in physical and social space New perspectives and theories on tangibility / Garcia-Perate, Gonzalo / Agarwal, Pragya / Wilson, Duncan Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 2009-02-18 p.119-122
Keywords: ambient displays, ambient information systems, collective intelligence, social interactions, spatial knowledge
ACM Digital Library Link
Summary: In this paper, we propose a novel way to harness the informal knowledge that emerges from the actions of people in space. We present the development of an ambient intelligence system that gathers and displays information about people's interactions with public places. The system is designed as a flexible extension to urban furniture that can be deployed in diverse social settings. Data is collected from the interaction of individuals and groups with the system, and is then presented back to the users. To better explain this process, we introduce the term HINT eractions. The term alludes to the knowledge that emerges as we interact with the world around us.
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