Human Computer Interactions (HCI) Research Papers (original) (raw)

Hand gesture recognition system received great attention in the recent few years because of its manifoldness applications and the ability to interact with machine efficiently through human computer interaction. In this paper a survey of... more

Hand gesture recognition system received great attention in the recent few years because of its manifoldness applications and the ability to interact with machine efficiently through human computer interaction. In this paper a survey of recent hand gesture recognition systems is presented. Key issues of hand gesture recognition system are presented with challenges of gesture system. Review methods of recent postures and gestures recognition system presented as well. Summary of research results of hand gesture methods, databases, and comparison between main gesture recognition phases are also given. Advantages
and drawbacks of the discussed systems are explained finally.

Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and... more

Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This course provides hands-on advice on how to write papers with clarity , substance, and style and how to structure reviews that are helpful and focused on enhancing someone's research. It is structured into two 80-minute units with a focus on writing and reviewing respectively.

INTRODUCTION The chapter is founded on the premise that current wearable technology design practices represent a reductionist view of human capacity. The democratization of technology into work, play, home, and mobile social networks in... more

INTRODUCTION
The chapter is founded on the premise that current wearable technology design practices represent a reductionist view of human capacity. The democratization of technology into work, play, home, and mobile social networks in recent years has seen traditional human–computer interaction (HCI) design methodology broadened through the integration of other methodologies and knowledge from the humanities such as social science, anthropology, and ethnography. The field of HCI is inherently interdisciplinary and its history is one of the inevitable disciplinary multiculturalisms spawned by the expansive impact of technological growth.
What questions should we be asking to engage a more critical design perspective? This chapter extends traditional functionalist approaches to design to engage cultural, experience-based, and techno-futurist approaches. Wearable technologies are therefore discussed in terms of their critical, political, ethical, and speculative potential, and case studies are presented to illustrate and exemplify the ideas promulgated.
The chapter is organized into three sections. The first section proposes the role of the designer to be one that includes a cultural approach to designing future scenarios—one that considers ethical and speculative implications of how our embodied materiality is affected by emerging technologies. What is the relationship of the self to the proliferating wearable technologies? How is our sense of self changing as new technologies mediate the space between our experience of self and the world? We develop a methodology that asks designers and technologists to build future scenarios and envision how our embodied materiality is affected by emerging technologies. Using a philosophical framework we explore design and its implications on the relationship of the self to the self and to social relationships. We then investigate how technologies such as Google Glasses and Quantified Self applications inform our relationship to our self and redefine our social interactions.
The second section discusses the self and the social politic of wearable technologies from macro to micro perspectives. Considering wider supply and production chains and regulatory systems whose existence shapes the production and meaning of wearables—both their material form and design, and the movement of gathered data from the body into wider dispersed networks of power. Moving from the micro (technology/body) to the macro (systems of production), we consider where control lies across these networks, at what unit of analysis, and what their impact could be on the wider world as they are dispersed.
The final section adopts a techno futurist approach proposing synaptic sculpture as a process for creative design that engages vibrant materiality and the interconnected body. The section describes the emergence of a new paradigm in terms of our augmented perspective—our perception of scale expanding our awareness and sensitivity across macro- and nanolevels. These new spheres of awareness become our normative environment—ones with an amplified awareness of the instability, fungability, and interconnectedness of things. This perspective promulgates the space of design to be in the interface as mediator of experience, rather than design of objects or products. We propose the need to develop a connoisseur of somesthetic qualities surrounding the design of wearables. This subverts the traditional fashion design methodology away from the trickle-down theory to one that can enhance a relationship between designer and user who can become coproducers and connects materiality to anthropology and the lived experience of the individual.

近年人因工程研究與教學,關於人與機器的關係,仍沿用Sanders與McCormick於1982年著作Human Fac-tors in Engineering and... more

We present a review of research related to the usability testing of mobile applications including participants with Down syndrome. The purpose is to identify good usability testing practices and possible guidelines for this process when... more

We present a review of research related to the usability testing of mobile applications including participants with Down syndrome. The purpose is to identify good usability testing practices and possible guidelines for this process when participants are people with this cognitive disability. These practices and guidelines should account for their specific impairments. We applied document analysis techniques to searches of scientific databases. The results were filtered considering how well they matched the research topic. We processed and reported the classified and summarized results. The main findings of this literature review is that mobile applications usability testing including people with Down syndrome is an issue that has not be comprehensively investigated. While there is some related research, this is incomplete, and there is no single proposal that takes on board all the issues that could be taken into account. Consequently, we propose to develop guidelines on the usability testing process involving participants with Down syndrome.

Virtual Museum can present user experience in visualizing the real museum. This technology can give better communication and interaction with visitors. According to the preliminary study, most tourists have difficulty getting information... more

Virtual Museum can present user experience in visualizing the real museum. This technology can give better communication and interaction with visitors. According to the preliminary study, most tourists have difficulty getting information about Muzium Negara and the website of Muzium Negara which does not provide enough information about galleries and collections before, during and after visiting the museum. In this study, heuristic evaluation was conducted with six experts in evaluating Virtual Muzium Negara prototyping. Several comments from experts for improving the prototyping obtained. The findings show the experts’ comments are helpful in improving the prototype and the result of the Content Validity Index is acceptable. Hence, it is hoped that the Virtual Muzium Negara prototyping can give several information to tourist and this can encourage them to visit Muzium Negara.

This paper provides an evaluation of the SingleTapBraille keyboard, designed to assist people with no or low vision in using touchscreen smartphones. This application allows blind users to input characters based on braille patterns. To... more

This paper provides an evaluation of the SingleTapBraille keyboard, designed to assist people with no or low vision in using touchscreen smartphones. This application allows blind users to input characters based on braille patterns. To assess SingleTapBraille, this study compares its performance with that of the commonly used QWERTY keyboard. We conducted an evaluation study with 7 blind participants to examine the performance of both keyboards on Android platforms. Overall, participants were able to quickly adjust to SingleTapBraille and type on touchscreen devices using their knowledge of Braille patterns within fifteen to twenty minutes of introduction to the system. The SingleTapBraille keyboard was better than the QWERTY keyboard in terms of both speed and accuracy, indicating that SingleTapBraille represents an improvement over existing alternatives in making touchscreen keyboards more accessible for blind users. Based on the evaluation results and the feedback of our participants, we discuss the strengths and weaknesses of previous keyboards that have been used by participants, as well as those of SingleTapBraille. In doing so, we consider possible design improvements for the future development of accessible keyboards for blind users.

The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into... more

The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into account[1]. This study aims to propose a practical guidëUSATESTDOWN¨to measure and evaluate the usability of mobile applications focusing on Down syndrome users and their primary limitations. The study starts with an analysis of existing methodologies and tools to evaluate usability and integrates concepts related to inspection and inquiry methods into a proposal. The proposal includes the opinions of experts and representative users; their limitations, the applicability during the development process and the accessibility. This guide is based on the literature review and the author's experience in several workshops where persons with Down syndrome used mobile devices.

[Full paper available upon request] Video games have become increasingly popular, with first-person shooter game franchises like Call of Duty, Halo, and Mass Effect leading the pack. These video games have raised some serious concerns... more

[Full paper available upon request] Video games have become increasingly popular, with first-person shooter game franchises like Call of Duty, Halo, and Mass Effect leading the pack. These video games have raised some serious concerns about the welfare of children who play them, as research has shown that they increase aggressive thoughts and behaviors. This study focuses on how avatar customization and identification can reduce these adverse effects of violent video games while maintaining high levels of enjoyment. Results from both self-report and psychophysiological response (heart rate variability) indicate that individuals who are able to customize or create self-resembling avatars experience less aggressive thoughts and behaviors and more positive emotions and behaviors, like enjoyment, presence, and prosocial behaviors. Thus, avatar customization was shown to have a positive effect on users’ thoughts, feelings, and behaviors. Implications of this study are discussed, addressing impacts on future design both in violent video games and public health in other digital media.

Although there is a large body of literature on research into colour in human-computer interaction, the overwhelming majority of the literature emphasises the cognition by computer users. However, colour is also important in this... more

Although there is a large body of literature on research into colour in human-computer interaction, the overwhelming majority of the literature emphasises the cognition by computer users. However, colour is also important in this interaction when users manually type data into a computer. This paper investigates the effect of colour combinations on manual data typing. To this end, three experiments were conducted where the subjects were requested to read several texts with different colour combinations and re-type them in the same screen. Typing accuracy and speed is measured as the dependent variable across different colour combinations. Three experiments were conducted as such. In the first experiment, display and input windows were close to each other and in the second one they were located in the opposite ends of the screen. The third experiment was a subset of the first one with reversed foreground and background colours. It was found that different colour combinations had varying effects on data typing performance and proximity of the display and input windows was not a significant factor for typing accuracy in a 17-inch screen. The effect of reversing the foreground and background colours was inconclusive with the colour combinations used.

This article identifies the problem domain of human computer interactions in relation to understanding new media. It explores the existing literature in the field, and is an attempt to identify what new media is, what its... more

This article identifies the problem domain of human computer interactions in relation to understanding new
media. It explores the existing literature in the field, and is an attempt to identify what new media is, what its
characteristics are and how it is related to older media. The crucial aspects of this article focus on notions of new
media, such as hypermedia and immediacy, the traditional cognitive models of human computer interactions, the
phenomenological approach to human computer interactions and existing developments in the field of computer
semiotics. As such, this article offers a map of the research territory. Keywords: human computer interactions, new media, semiotics, hypermedia

Copyright © 2014 ISSR Journals. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is... more

Copyright © 2014 ISSR Journals. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. ABSTRACT: Ubiquitous Computing is new computer paradigm with seamless integration of hundreds and thousands of self-communicating small scale computers and intelligent devices into the user environment and daily life activities. Ubiquitous computing has high prospects for human life along with certain challenges across computer science, system design, system engineering, system modeling and in Human Computer Interactions (HCI) design. In case of Human Computer Interactions (HCI) there are certain requirements and challenges for ubiquitous computing like minimum user attention in order to enable them to focus on tasks rather than technology. Traditional Human computer Interaction models in the form command line, menu driven or Graphical User...

The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into... more

The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into account[1]. This study aims to propose a practical guidëUSATESTDOWN¨to measure and evaluate the usability of mobile applications focusing on Down syndrome users and their primary limitations. The study starts with an analysis of existing methodologies and tools to evaluate usability and integrates concepts related to inspection and inquiry methods into a proposal. The proposal includes the opinions of experts and representative users; their limitations, the applicability during the development process and the accessibility. This guide is based on the literature review and the author's experience in several workshops where persons with Down syndrome used mobile devices.

Virtual Museum can present user experience in visualizing the real museum. This technology can give better communication and interaction with visitors. According to the preliminary study, most tourists have difficulty getting information... more

Virtual Museum can present user experience in visualizing the real museum. This technology can give better communication and interaction with visitors. According to the preliminary study, most tourists have difficulty getting information about Muzium Negara and the website of Muzium Negara which does not provide enough information about galleries and collections before, during and after visiting the museum. In this study, heuristic evaluation was conducted with six experts in evaluating Virtual Muzium Negara prototyping. Several comments from experts for improving the prototyping obtained. The findings show the experts' comments are helpful in improving the prototype and the result of the Content Validity Index is acceptable. Hence, it is hoped that the Virtual Muzium Negara prototyping can give several information to tourist and this can encourage them to visit Muzium Negara.

is to bring together professionals, academics and students who are interested in the advancement of research and practical applications of human-technology & human-computer interaction. Five parallel tracks will be held, covering... more

is to bring together professionals, academics and students who are interested in the advancement of research and practical applications of human-technology & human-computer interaction. Five parallel tracks will be held, covering different aspects of Computer-Human Interaction, including Interaction Design, Human Factors, Entertainment, Cognition, Perception, User-Friendly Software and Systems, Pervasive Technologies and Interactive Devices. Papers describing original work on advanced methods, prototypes, systems, tools and techniques as well as general survey papers indicating future directions are encouraged. Accepted papers will be presented at the conference by one of the authors and published in the Proceedings of CHIRA, which will be placed on at least one Digital Library and sent for indexation by the major international indexes. CONFERENCE AREAS Each of these topic areas is expanded below but the sub-topics list is not exhaustive. Papers may address one or more of the listed sub-topics, although authors should not feel limited by them. Unlisted but related sub-topics are also acceptable, provided they fit in one of the following main topic areas: