[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
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 Taylor and 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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 HFES
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
Copyright © 2011 Springer-Verlag
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 Human Factors and Ergonomics Society
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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.