Waffle: A Waterproof mmWave-based Human Sensing System inside Bathrooms with Running WaterZhang 等人开发 Waffle 防水毫米波传感系统,专门解决浴室有流水环境中的人体感知难题,实现全天候室内监测。2024XZXusheng Zhang et al.Human Pose & Activity RecognitionContext-Aware ComputingUbiComp
Designing a Multisensory VR Game Prototype for Older Adults - the Acceptability and Design ImplicationsSimultaneous declines in visual function (e.g., dynamic visual acuity), cognitive ability (e.g., cognitive control/multitasking), and physical function (e.g., balance) are major symptoms of aging. Integrating stimulation for those sensory channels into a game could be a suitable way for older adults to engage in long-term health interventions. However, existing game design has not considered the relationship and synergistic impact of multisensory channels of dynamic visual acuity, cognitive ability, and physical function for older adults. We therefore developed the first multisensory VR game system prototype based on cognitive psychology paradigms (e.g., multitasking and Go/No-Go tasks), full-body movement (limb movement), and dynamic visual acuity exercises (horizontal, vertical and forward-backward eye movements) in the VR system environment. We then conducted an experiment to measure the acceptability (in terms of e.g., cybersickness, mental workload, etc.) of our VR game for older adults. The young adults and a PC task were included for comparisons. Qualitative and quantitative results showed that older adults did not experience cybersickness in either sitting or standing postures during the VR gameplay; they well-accepted the workload of the VR game compared to the PC task. Our findings revealed that the design combination of three sensory channels shows synergistic benefits for older adults. Our game encourages older adults to engage in extensive body movement in sitting and standing postures, this is particularly important to people with disabilities who cannot stand. Design implications are provided for the future development and implementation of VR game design for older adults. Our work provides empirical support for the acceptability of multisensory VR systems in older adults, and contributes to the future design of VR games for older adults.2024XLXiaoxuan Li et al.Osaka UniversityVR Medical Training & RehabilitationFitness Tracking & Physical Activity MonitoringCHI
Variance and Distribution Models for Steering TasksSteering law reveals a linear relationship between the movement time MT and the index of difficulty ID in trajectory-based steering tasks. However, it does not relate the variance or distribution of MT to ID. In this paper, we propose and evaluate models that predict the variance and distribution of MT based on ID for steering tasks. We first propose a quadratic variance model which reveals that the variance of MT is quadratically related to ID with the linear coefficient being 0. Empirical evaluation on a new and a previously collected dataset show that the quadratic variance model accounts for between 78% and 97% of variance of observed MT variances; it outperforms other model candidates such as linear and constant models; adding the linear coefficient leads to no improvement on the model fitness. The variance model enables predicting the distribution of MT given ID: we can use the variance model to predict the variance (or scale) parameter and Steering law to predict the mean (or location) parameter of a distribution. We have evaluated six types of distributions for predicting the distribution of MT. Our investigation also shows that positively skewed distribution such as Gamma, Lognormal, Exponentially Modified Gaussian (ExGaussian), and Extreme value distributions outperformed the symmetric distribution such as Gaussian and truncated Gaussian distribution in predicting the MT distribution, and Gamma distribution performed slightly better than other positively skewed distributions. Overall, our research advances the MT prediction of steering tasks from a point estimate to variance and distribution estimates, which provides a more complete understanding of steering behavior and quantifies the uncertainty of MT prediction.2021MWMichael Wang et al.Force Feedback & Pseudo-Haptic WeightFull-Body Interaction & Embodied InputUIST
Exploring Text Revision with Backspace and Caret in Virtual RealityCurrent VR systems provide various text input methods that enable users to enter text efficiently with virtual keyboards. However, little attention has been paid to facilitate text revision during the VR text input process. We first summarized existing text revision solutions in current VR text input research and found that backspace is the only tool available for text revision with virtual keyboards with few mentioning designs for caret control. To systematically explore VR text revision designs, we presented a design space for VR text revision based on backspace and caret. With the proposed design space, we further analyzed the feasibility of the combined usage of backspace and caret by proposing and evaluating four VR text revision techniques. Outcomes of this research can provide a fundamental understanding of VR text revision solutions (with backspace and caret) and a comparable basis for evaluating future VR text revision techniques.2021YLYang Li et al.Kochi University of Technology, Kochi University of TechnologySocial & Collaborative VRCHI
Touchscreen Typing As Optimal Supervisory ControlTraditionally, touchscreen typing has been studied in terms of motor performance. However, recent research has exposed a decisive role of visual attention being shared between the keyboard and the text area. Strategies for this are known to adapt to the task, design, and user. In this paper, we propose a unifying account of touchscreen typing, regarding it as optimal supervisory control. Under this theory, rules for controlling visuo-motor resources are learned via exploration in pursuit of maximal typing performance. The paper outlines the control problem and explains how visual and motor limitations affect it. We then present a model, implemented via reinforcement learning, that simulates co-ordination of eye and finger movements. Comparison with human data affirms that the model creates realistic finger- and eye-movement patterns and shows human-like adaptation. We demonstrate the model's utility for interface development in evaluating touchscreen keyboard designs.2021JJJussi P. P. Jokinen et al.Aalto University, University of HelsinkiHand Gesture RecognitionEye Tracking & Gaze InteractionField StudiesCHI
Swap: A Replacement-based Text Revision Technique for Mobile DevicesText revision is an important task to ensure the accuracy of text content. Revising text on mobile devices is cumbersome and time-consuming due to the imprecise caret control and the repetitive use of the backspace. We present Swap, a novel replacement-based technique to facilitate text revision on mobile devices. We conducted two user studies to validate the feasibility and the effectiveness of Swap compared to traditional text revision techniques. Results showed that Swap reduced efforts in caret control and repetitive backspace pressing during the text revision process. Most participants preferred to use the replacement-based technique rather than backspace and caret. They also commented that the new technique is easy to learn, and it makes text revision rapid and intuitive.2020YLYang Li et al.Kochi University of TechnologyContext-Aware ComputingPrototyping & User TestingCHI
How We Type: Eye and Finger Movement Strategies in Mobile TypingRelatively little is known about eye and finger movement in typing with mobile devices. Most prior studies of mobile typing rely on log data, while data on finger and eye movements in typing come from studies with physical keyboards. This paper presents new findings from a transcription task with mobile touchscreen devices. Movement strategies were found to emerge in response to sharing of visual attention: attention is needed for guiding finger movements and detecting typing errors. In contrast to typing on physical keyboards, visual attention is kept mostly on the virtual keyboard, and glances at the text display are associated with performance. When typing with two fingers, although users make more errors, they manage to detect and correct them more quickly. This explains part of the known superiority of two-thumb typing over one-finger typing. We release the extensive dataset on everyday typing on smartphones.2020XJXinhui Jiang et al.Kochi University of TechnologyEye Tracking & Gaze InteractionComputational Methods in HCICHI
An Analytic Model for Time Efficient Personal HierarchiesHierarchy structures such as file systems are widespread interfaces for item retrieval and selection tasks. Some hierarchies can be modified by end-users, such as application launchers on smartphones or pictures in a file folder. These modifiable hierarchies cannot benefit from an optimization made beforehand as their content, unknown during the design process, is constantly evolving. We hence propose an analytic model which designers can integrate in their system to recommend a range of local structure modifications (e.g., creating new folders) to end-users. Proposing a range of modifications gives flexibility to end-users regarding their own meaningful grouping and labeling choices to follow a recommendation. A first experiment confirms that the recommendations built on our model can lead to modified hierarchies resulting in faster theoretical selection times. A second experiment confirms that the theoretical selection times fit empirical selection times in different hierarchy visual layouts: linear, radial, and grid.2019WDWilliam Delamare et al.Kochi University of Technology & University of ManitobaUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Crossing-Based Selection with Virtual Reality Head-Mounted DisplaysThis paper presents the first investigation into using the goal-crossing paradigm for object selection with virtual reality (VR) head-mounted displays. Two experiments were carried out to evaluate ray-casting crossing tasks with target discs in 3D space and goal lines on 2D plane respectively in comparison to ray-casting pointing tasks. Five factors, i.e. task difficulty, the direction of movement constraint (collinear vs. orthogonal), the nature of the task (discrete vs. continuous), field of view of VR devices and target depth, were considered in both experiments. Our findings are: (1) crossing generally had shorter or no longer time, and higher or similar accuracy than pointing, indicating crossing can complement or substitute pointing; (2) crossing tasks can be well modelled with Fitts' Law; (3) crossing performance depended on target depth; (4) crossing target discs in 3D space differed from crossing goal lines on 2D plane in many aspects such as time and error performance, the effects of target depth and the parameters of Fitts' models. Based on these findings, we formulate a number of design recommendations for crossing-based interaction in VR.2019HTHuawei Tu et al.Nanjing University of Aeronautics and AstronauticsHand Gesture RecognitionImmersion & Presence ResearchCHI
Approaching Engagement towards Human-Engaged ComputingDebates regarding the nature and role of HCI research and practice have intensified in recent years, given the ever increasingly intertwined relations between humans and technologies. The framework of Human-Engaged Computing (HEC) was proposed and developed over a series of scholarly workshops to complement mainstream HCI models by leveraging synergy between humans and computers with its key notion of “engagement”. Previous workshop meetings found “engagement” to be a constructive and extendable notion through which to investigate synergized human-computer relationships, but many aspects concerning the core concept remain underexplored. This SIG aims to tackle the notion of engagement considered through discussions of four thematic threads. It will bring together HCI practitioners and researchers from different disciplines including Humanities, Design, Positive Psychology, Communication and Media Studies, Neuroscience, Philosophy and Eastern Studies, to share and discuss relevant knowledge and insights and identify new research opportunities and future directions.2018KNKavous Salehzadeh Niksirat et al.Kochi University of TechnologyTechnology Ethics & Critical HCIParticipatory DesignCHI
Designing Interactions for the Ageing PopulationsWe are experiencing two revolutions: ubiquitous digital technology and world-wide population aging: digital devices are becoming ubiquitous, and older people are becoming the largest demographic group. However, despite the recent increase in related CHI publication, older adults continue to be underrepresented in HCI research as well as commercially, further widening the digital divide they face and hampering their social participation. Therefore, the overarching aim of this workshop is to increase the momentum for such research within CHI and related fields such as gerontechnology. For this, we plan to create a space for discussing and sharing principles and strategies to design interactions and evaluate user interfaces for the aging population. We thus welcome contributions to empirical studies, theories, design and evaluation of user interfaces for older adults. Concretely, we aim to: map the state-of-art of senior-centred interaction research, build a multidisciplinary community of experts, and raise the profile of this research within SIGCHI.2018SSSayan Sarcar et al.Kochi University of TechnologyAging-Friendly Technology DesignUniversal & Inclusive DesignCHI