- Research Article
15
- 10.11834/jig.230020
Human-computer interaction for virtual-real fusion
- Jan 01, 2023
- Journal of Image and Graphics
- Jianhua Tao + 5 more +5
Human-computer interaction for virtual-real fusion
The focus of Human Computer Interaction (HCI) is to generate an understanding of how people can best interact with computers, and then to design and build technologies and tools that facilitate that interaction. As a field, HCI draws on many disciplines and perspectives. The primary contributors have historically been psychology, computer science and human factors -- more recent entries include (among others) anthropology, communication, education, graphic and industrial design, linguistics, sociology, and systems science. The work being done in the HCI field is shifting rapidly in response to the influx of these new perspectives. A quick survey of the literature from the past ten years reveals some further trends, and even some unexpected paradoxes 1 . Much of the work reported focuses either on theory [8], or on practice [3], although in many cases, work moves from theory to implementation and evaluation [4]. Papers are usually either technology-based [7] or user-based [11], but there is also work that approaches HCI problems from both of these ends of the interaction spectrum [12].
Human-computer interaction for virtual-real fusion
Human-computer interaction for virtual-real fusion
<title>Mike"s Conker: a collaborative nonlinear knowledge elicitation repository for mobile HCI practitioners</title>
In the field of Human Computer Interaction (HCI), we use a variety of Knowledge Elicitation (KE) techniques to capture user cognitive issues e.g. via interviews, paper prototyping, card sorting, focus group debates and more. MIKE (Mobile Interactive Knowledge Elicitation) is an ongoing research direction to enhance the KE capabilities of HCI practitioners via mobile and electronic methods. MIKE tools are a suite of Mobile HCI software and hardware configurations for a variety of mobile platforms. With MIKE's CONKER we describe a Collaborative Non-linear Knowledge Elicitation Repository for HCI practitioners. Its intention is to provide a scalable infrastructure for supporting the management and collaborative retrieval of mobile based KE datasets. Some of its functional design requirements include HCI practitioner profiles management, managing experimental progress from dispersed mobile HCI teams, timetabling expenditures for time critical empirical capture and participant management, and enabling concurrent HCI specialists to compare elicited mobile data. Further expansion of the CONKER system will include incorporation of distributed psychometric analysis methods. CONKER is realized as a sourceforge-alike Web-Portal using state-of-the-art web-framework technologies. We describe several approaches to the capturing and management of HCI data and how CONKER makes this available to the HCI community.
Read moreScience Fiction—An Untapped Opportunity in HCI Research and Education
This work open up a conversation about the opportunities that Science Fiction offers to Human-Computer Interaction (HCI) and Design research. In doing so, first, it briefly challenges the term Design Fiction, an emerging concept with increasing popularity in HCI and Design research. Design Fictions are either, manifest design propositions, or intangible, imagined future interfaces, speculative interactions and would-be environments. Design Fictions as useful as they are, however, are not necessarily something new nor innovative in themselves. Speculative design and evaluation methods all have been staple methods of Computer Science research since the establishment of HCI as a discrete field sometime in the 1980s. Second, the paper proceeds to propose that the domain of Science Fiction could not only be useful, but rightly considered, as a legitimate field of creative inquire in HCI and Design education. By reframing the notion of Science Fiction from an ‘anecdotal gimmick’ toward an ‘area of study’ a novel, wide-ranging space for design inspiration, ingenuity and creativity opens up for conceptual exploration. We believe that such an elevation of Science Fiction as a serious research topic has strong potential to inform the Computer Science, HCI and Design research application and education endeavours of the future.KeywordsComputer science research and educationDesign FictionSpeculative future studiesPopular culture in scienceScience Fiction
Read moreDARK PATTERNS AND PEDAGOGY: EXPANDING SCHOLARSHIP AND CURRICULUM ON MANIPULATIVE MARKETING PRACTICES
This conference paper addresses gaps in scholarship and pedagogy surrounding the phenomenon of “dark patterns” in digital marketing and interface design by showcasing three curriculum-building projects. Dark patterns refer to a set of design strategies that co-opt the human-centred values advocated for in the fields of user experience (UX) design and human-computer interaction (HCI) to manipulate users into taking actions contrary to their personal interests. Recent dark patterns research has clustered within the fields of HCI, media studies, and game studies, with a focus on e-commerce and online gambling platforms. The presented projects put this established research into conversation with scholarship from business and marketing, science and technology studies, cognitive neuroscience, and disability studies to both create a more holistic definition of dark patterns and implement this expanded definition into university course curricula. These include $2 , focused on contextualizing dark patterns within historical market segmentation and merchandising strategies; $2 , on broadening the definition of dark patterns to include non-screen interfaces; and $2 , on analyzing how dark patterns have a disproportionate effect on individuals with certain cognitive disabilities. Collectively, these projects aimed to grant a greater historicity and social context to the phenomenon of dark patterns and introduce them as a utilizable pedagogical concept within the disciplines of communications, technology, and design. The findings of these projects are presented through the sharing of pedagogical materials, informal and formal feedback, and planned curriculum revisions.
Read moreDesign of gesture recognition system for dynamic user interface
With the escalating role of computers in educational system, human computer interaction, is becoming gradually more important part of it. The general believe is that with the progress in computing speed, communication technologies, and display techniques the existing HCI techniques may become a constraint in the effectual utilization of the existing information flow. The development of user interfaces influences the changes in the Human-Computer Interaction (HCI). Human hand gestures have been a mode of non verbal interaction widely used. The vocabulary of hand gesture communication has many variations. It ranges from simple action of using our finger to point at and using hands to move objects around for more complex expressions for the feelings and communicating with others. Also the hand gestures play a prominent role in teaching considering the explanations and exemplifications being highly dependent on hand gestures. Naturalistic and intuitiveness of the hand gesture has been an immense motivating aspect for the researchers in the field of Human Computer Interaction to put their efforts to research and develop the more promising means of interaction involving human and computers. The pursuance for the Human Computer Interaction research is moved by the central dogma of removing the complex and cumbersome interaction devices and replacing them with more obvious and expressive means of interaction which easily comes to the users with least cognitive burden like hand gestures. This paper designs a simple, natural system for gestural interaction between the user and computer for providing a dynamic user interface. The gesture recognition system uses image processing techniques for detection, segmentation, tracking and recognition of hand gestures for converting it to a meaningful command. This hand gesture recognition system has been proposed, designed and developed with the intensions to make it a substitute for mouse while making dynamic user interface between human and machine. Hence instead of making effort to develop a new vocabulary of hand gesture we have matched control instruction set of mouse to subset of most discriminating hand gestures, so that we get a robust interface. The interface being proposed here can be substantially applied towards different applications like image browser, games etc.
Read moreDesign Anthropology: A Distinct Style of Knowing
This chapter argues that design anthropology is coming of age as a separate (sub)discipline with its own concepts, methods, research practices, and practitioners, in short its own distinct style and practice of knowledge production. Design is a pervasive aspect of modern society with a large number of practitioners and a great range of subfields, such as industrial design, architecture, systems design, human-computer interaction design, service design, and strategic design and innovation. Design is a pervasive aspect of modern society with a large number of practitioners and a great range of subfields, such as industrial design, architecture, systems design, human-computer interaction design, service design, and strategic design and innovation. As the field of human-computer interaction design has expanded its scope beyond workplace studies and system development, the turn to values and experiences has occurred more generally within the field of human-computer interaction. The chapter also presents an overview on the key concepts discussed in this book.
Read moreVirtual reality (VR) technologies in education of industrial design
Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multi-disciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.Keywords: industrial design, interactive technologies, modelling and visualization, environmental and human interaction, virtual reality
Read moreVirtual reality (VR) technologies in education of industrial design
Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multi-disciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.Keywords: industrial design, interactive technologies, modelling and visualization, environmental and human interaction, virtual reality
Read moreAdaptation of Heuristic Evaluation for Mobile Applications and the Impact of Context of Use
The aim of this programme of research was to build upon prior work regarding the heuristic evaluation of mobile applications in two important areas. A mixed methods approach was taken to address the research questions using questionnaires, semi-structured interviews, document analysis and statistical analyses. The first contribution of this programme of research was to adapt traditional usability heuristics, so they could be used to more effectively evaluate the usability of mobile applications. The resulting set of mobile application usability heuristics uncovered the highest number of usability issues in absolute terms, as well as the most critical issues within a well-known travel mobile application when compared to two other sets of usability heuristics. In addition, the set of mobile application usability heuristics defined within this programme of research was ranked as the most useful set by participants knowledgeable in the field of human-computer interaction when compared to two other sets of usability heuristics. The second contribution of this programme of research was to extend the set of mobile application heuristics allowing human-computer interaction researchers and practitioners to more effectively consider the potential impact of context of use on the usability of mobile applications. This addressed a gap in the literature as few effective methods existed for this purpose. The protocol was deemed easy to use, easy to understand and easy to learn by participants knowledgeable in the field of human-computer interaction. The beneficiaries of this programme of research are human-computer interaction researchers and practitioners, as well as mobile application users.
Read moreProceedings of the 12th international conference on Human computer interaction with mobile devices and services
It is our great pleasure to welcome you to Mobile HCI2010, the 12th International Conference on Human-Computer Interaction with Mobile Devices and Services, and to Lisboa, Portugal. For the first time MobileHCI takes place in Portugal and is organised by the University of Lisboa, with the collaboration of the New University of Lisboa and the research centres LaSIGE and CITI, and in cooperation with ACM SIGCHI and ACM SIGMOBILE. Starting in 1998 in Glasgow, MobileHCI is now on its 12th edition and it is the leading conference in the field of Human Computer Interaction with Mobile Devices and Services. The MobileHCI series provides a forum for academics and practitioners to discuss the challenges and potential solutions for effective interaction with mobile systems and services. It covers the design, evaluation and application of techniques and approaches for mobile and wearable computing devices and services. MobileHCI 2010 call for papers attracted many researchers and practitioners in the area receiving a total of 111 full papers and 114 short papers. Through a very thorough review process, we were able to accept 26 full papers and 20 short papers in a very competitive process. The acceptance rate for full papers was 23.4% and for short papers was 17.5%. In addition to the full and short papers, MobileHCI 2010 includes other submission categories that promote different types of interactions among the participants (workshops, panels, industrial case studies, a design competition, future innovations, posters, demos and experiences, and a doctoral consortium). This year, the programme includes three notable invited speakers, Patrick Baudish from the Hasso Plattner Institute, Josh Ulm from Vodafone UK, and Scott Jenson from Google USA, with mixed industry and academic backgrounds sharing their innovative work and experiences with the conference participants. The Programme Committee was fundamental in reaching the final high quality programme. As a new approach, the rigorous review process included Associate Chairs and Programme Committee members. Each paper was reviewed by at least three PC members (most of the papers by four or five) and was assigned to an Associate Chair that moderated online discussions to reach a final set of reviews for each paper. The Programme Chair and the Associate Chairs met in Lisboa in March 2010 to make the final decisions for the conference. In total, more than 1100 reviews were generated over the several categories of the programme.
Read moreHCI and UX in Indonesia
The last decade has witnessed the development of academic research and professional work in the field of Human-computer interaction (HCI) and User Experience (UX) design in Indonesia. The pervasive adoption of mobile technology, the Internet and social technologies in the Indonesian society has highlighted the personal interaction and usability problems in the everyday life of Indonesians. This work-in-progress is intended to serve as a reference for the growing HCI and UX community in Indonesia. This paper represents a first attempt at describing the history of HCI and UX in Indonesia, the research and practice that contribute to its development in the present state, and a reflection of its future. A reflective discussion then concludes what defines the HCI and UX community in Indonesia, including what lies ahead in its future.
Read morePrinciples applicable to the production of CALL-ware: learning from the field of Human Computer Interaction (HCI)
To transform pedagogically sound classroom tasks into effective CALL-ware, it is advantageous to have an approach that takes into account the general principles applicable to all human computer interaction (HCI). This paper outlines an attempt at such an approach. Teacher-designed, pedagogically sound software often fails in terms of usability, while highly usable, professionally made software is often based on ideas that are not in accord with those of a particular curriculum or teacher. The approach outlined below may assist in the process of transforming pedagogic materials and practices already successfully used in the classroom into easily usable software.
Read moreSituated play in open-ended interactive art environments
The fields of Human Computer Interaction (HCI) and art are increasingly intersecting, with HCI evaluations of interactive art works and artwork that borrows technology and repurposes it for interactive environments. This intersection indicates the need for a common-ground language and set of methods that can mediate between the two disciplinary bodies of knowledge and recognise the strengths of both. In this thesis I observe the situated, embodied and playful interaction that participants engage in with open-ended interactive artworks and devise 1) a robust, evolving methodology and 2) a common sense language that mediates between HCI and critical art practice. The evolving methodology integrates the artist’s intent into the focus of the questionnaires and face-to-face interviews, and implements a standard ethnomethodologically informed approach to ethnography as the method to observe the naturally occurring embodied action and interaction of the participants as they interact with the open-ended work. For the language, the work in this thesis builds a set of sensitising terms from the existing literature to act as guides and to direct focus of the observation. Through the grounded application of these guides, I then devise a common-sense language for multiple uses. The contribution of this thesis is threefold. First, it provides a methodological model for the evaluation of open-ended interactive artwork. The strength of this method is that it treats each work individually and recognises the importance of the artist intent and the traditions from which the work derives. In addition, the model applies rigorous ethnomethodologically informed methods to observe the naturally occurring actions of participants as they interact with the works. Second, the thesis contributes a set of sensitising guides and a common-sense language for 1) participants to use to describe their experience; 2) for researchers to use to code, analyse, report and discuss their findings; and 3) for inter-disciplinary researchers to use as a common-ground language. The language is useful to describe situated instances of play and modes of participation that participants naturally use in interacting with open-ended interactive works that require participants bodily interact with the work. Third, the thesis builds an understanding of open-ended free- play non-narrative environments and the affordances these environments enable. The thesis builds foundational work to add situated play as a useful construct to add to the literature on embodied and situated interaction.
Read moreConducting Research at the Intersection of HCI and Health: Building and Supporting Teams with Diverse Expertise to Increase Public Health Impact.
Research at the intersection of human-computer interaction (HCI) and health is increasingly done by collaborative cross-disciplinary teams. The need for cross-disciplinary teams arises from the interdisciplinary nature of the work itself-with the need for expertise in a health discipline, experimental design, statistics, and computer science, in addition to HCI. This work can also increase innovation, transfer of knowledge across fields, and have a higher impact on communities. To succeed at a collaborative project, researchers must effectively form and maintain a team that has the right expertise, integrate research perspectives and work practices, align individual and team goals, and secure funding to support the research. However, successfully operating as a team has been challenging for HCI researchers, and can be limited due to a lack of training, shared vocabularies, lack of institutional incentives, support from funding agencies, and more; which significantly inhibits their impact. This workshop aims to draw on the wealth of individual experiences in health project team collaboration across the CHI community and beyond. By bringing together different stakeholders involved in HCI health research, together, we will identify needs experienced during interdisciplinary HCI and health collaborations. We will identify existing practices and success stories for supporting team collaboration and increasing HCI capacity in health research. We aim for participants to leave our workshop with a toolbox of methods to tackle future team challenges, a community of peers who can strive for more effective teamwork, and feeling positioned to make the health impact they wish to see through their work.
Read moreDiagnostic advertisements: The phantom disabilities created by social media surveillance
This theoretical essay builds on existing literature to draw out the consequences of dehumanizing and disseminating autism discourses within the field of human-computer interaction (HCI). Focusing mainly on narratives in HCI that frame autistic people as or like machines, we explore how dominant constructions of autism in HCI work to normalize the field’s complicity in violent autism intervention paradigms, despite HCI researchers’ well-meaning intentions. We work towards developing crip-cyborgs as an alternative framework for understanding autistic people (as opposed to computers or robots) and suggest crip technoscience as a framework for research based on this alternative understanding. In doing so, we hope to enroll misguided but well-intentioned researchers in dismantling anti-autistic ableism, both in and beyond HCI.
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