In this paper, we explore various safety hazards that can be caused by involuntary inputs while configuring IoT (Internet of Things) devices in Augmented Reality (AR) environment and propose design guidelines to advise such risks. As a first step, we designed a safeguard interface which sets pre-conditions to prevent accidental changes while allowing users to deliberately adjust the parameters to their desired values. We evaluated the usability and safety of our interface designed with mid-air touch and wrist-rotation gestures through a controlled user study. We also conducted an observational study in a realistic setting where users controlled home appliances using our interface in order to explore various safety related issues. The results have revealed that the proposed interface was preferred when the configurational changes can cause more critical or irreversible damage. Also, through the qualitative analysis, we categorized safety related issues and suggested design guidelines based on the results.
We present a pilot study that uses optical head-mounted displays (OHMD) as an augmented reality headset to view and define rules among various augmented objects in the environment. In the traditional augmented reality techniques on mobile devices, the users must hold the devices in their hands as a viewing window to the physical world. Instead, the OHMD are attached to the users' head, allowing them to view objects and related information by turning their heads and directly gazing at the objects. In a crowded urban environment surrounded by IoT devices, OHMD can reveal the presence and capability of the devices to users. Also, free movement of hands leave an opportunity to use them for interaction, e.g. via mid-air gestures. This paper describes an early prototype and a preliminary result from a pilot study to test feasibility of interacting with virtual objects that augment physical objects using OHMD. We found that basic interaction for building new rules among them were easy to learn and use, while fine-tuning of them using the conventional GUI components left rooms for improvement.
We present CloakingNote, a novel desktop interface for subtle writing. The main idea of CloakingNote is to misdirect observers' attention away from a real text by using a prominent decoy text. To assess the subtlety of CloakingNote, we conducted a subtlety test while varying the contrast ratio between the real text and its background. Our results demonstrated that the real text as well as the interface itself were subtle even when participants were aware that a writer might be engaged in suspicious activities. We also evaluated the feasibility of CloakingNote through a performance test and categorized the users' layout strategies.
We describe the design of the safeguard interface that helps users avoid unintentional input while using wrist rotation. When configuring the parameters of various devices, our interface helps reduce the chance of making accidental changes by delaying the result of input and allowing the users to make deliberate attempt to change the parameters to their desired value. We evaluated our methods with a set of user experience and found that our methods were more preferred when the end-results of configurational changes of the devices become more critical and can cause irreversible damage.
Most smartphones support multi-tasking with several means to switch between apps (e.g., a "recent apps" button or a "back" button). However, switching between apps is cumbersome when one has to do it frequently-for example, when notifications keep interrupting one's current task. We introduce Peek-a-View, a fully transparent flipping screen cover that can reduce task switching overhead by providing an additional virtual screen space for subtasks. We assessed its feasibility in handling notifications. Upon receiving a notification, users can peek into the content of the notification without actually switching apps by slightly lifting the cover. If necessary, users can completely flip the cover to switch to the app that fired the notification. Two user studies showed that flipping and peeking interaction provided improved performance and proved to be useful for tasks that involve subtasks.
We conducted a feasibility study on the use of a moving auditory cue for spatial acquisition for pedestrian navigation by comparing its performance with a static auditory cue, the use of which has been investigated in previous studies. To investigate the performance of human sound azimuthal localization, we designed and conducted a controlled experiment with 15 participants and found that performance was statistically significantly more accurate with an auditory source moving from the opposite direction over users' heads to the target direction than with a static sound. Based on this finding, we designed a bimodal pedestrian navigation system using both visual and auditory feedback. We evaluated the system by conducting a field study with four users and received overall positive feedback.
As large-screen smartphones are trending, they bring a new set of challenges such as acquiring unreachable screen targets using one hand. To understand users' touch behavior on large mobile touchscreens, we conducted an empirical experiment to discover their usage patterns of tilting devices toward their thumbs to touch screen regions. Exploiting this natural tilting behavior, we designed three novel mobile interaction techniques: TiltSlide, TiltReduction, and TiltCursor. We conducted a controlled experiment to compare our methods with other existing methods, and then evaluated them in real mobile phone scenarios such as sending an e-mail and web surfing. We constructed a design space for one-hand targeting interactions and proposed design considerations for one-hand targeting in real mobile phone circumstances.
It is important to estimate oil reserve in order to decide the feasibility of developing oil reservoirs. Using reservoir simulators such as Eclipse and STARS requires data generation and format conversion by manually editing data using tools like spreadsheets or text editors for complex set of simulations. This study introduce and describe a process of designing a visualization/analysis tool to be used to assist reservoir simulators with domain experts from petroleum engineering background. 핵심어: Design Study, Information Visualization, Data Analysis, Reservoir Simulation 본 논문은 2013년도 정부(교육과학기술부)의 재원으로 한국연구재단의 지원을 받아 수행된 연구임(No. 2011-0030813) *주저자 : 서울대학교 컴퓨터공학부 박사과정 e-mail: kyle@hcil.snu.ac.kr **공동저자 : 서울대학교 컴퓨터공학부 석사과정 e-mail: yhkim@hcil.snu.ac.kr ***교신저자 : 서울대학교 컴퓨터공학부 부교수; e-mail: jseo@snu.ac.kr
In this paper, we explain the effect of lateral chromatic aberration (LCA) when reading information displayed on the screen and how it leads to misinterpretation of charts and values represented. Although the effect can be observed from natural scenes, we focus on LCA on modern display devices. We inform the readers of the significance of issues to those using corrective lenses, especially the high diopter eyeglasses. First, we explain the basics of LCA. Then, we present a user study to observe the effect on users' judgment when reading charts on display devices. We also introduce a prototype software-based correction method with promising results. Lastly, we suggest guidelines for information visualization designers to avoid such issues.
Internet memes became what defines a current generation of Internet culture. The term Internet meme has often been used to explain the phenomena that invite netizens to voluntarily participate in the creation and spread of a culture through cultural genes (i.e., memes). We broaden the understanding of Internet memes with a case study of “Gangnam Style,” one of the most widely spread and shared Internet memes in recent years. After gathering 335 memes of “Gangnam Style” from various social media, we analyzed their level of variation based on how they adopted each component of the original source. We identified four features of creative practices on digital artifacts that could be helpful to understand the way Internet memes evolve through social media and useful to develop creativity support tools in the future.
Tabletop displays often serve as workbenches by allowing users to interact with them using touch capability. This work presents PhoneCog, a device authentication method on interactive tabletops with minimalistic hardware settings by utilizing a color sequence pattern recognition technique for device identification. Users may place their smartphones on a surface, which authenticate and authorize the devices to access various services such as sharing images, and downloading apps. The method is built only with the tabletop displays and does not require any additional hardware such as a depth-camera. We also present an in-field case study where users utilized the device to share various contents among each other in various regions in China where the fast network connection is not readily available.
While remote conference systems have been extensively studied and developed in the past with various user scenarios, many people still rely on simple tools like messengers or video chats that deliver only visual and auditory information of each remote participant as their primary methods of real time remote communication on their computers and tablets. With the simple tools, people still perform variety of tasks. This paper analyzes the tasks performed in remote conference tools running on general purpose PCs or tablets, and categorizes them into different types based on their characteristics. We performed a controlled user experiment to discover behavioral differences observed from each type of the tasks using eye trackers. The study revealed that users showed different behavioral patterns for different task types in both subjective reporting and the eye gaze data. Based on the results, we also provide a general guideline for the screen configuration of a remote conference tool.
People use plethora of interactive remote conference tools for various tasks ranging from collaborative works to entertainment needs. The tasks are often distinguishable in terms of their types and users' usage patterns. We present a preliminary user study designed to explore the different usage patterns derived by performing different types of tasks. In this study, 18 people used an interactive remote conference tool for three types of tasks; Collaborative Creation, Cooperative Problem Solving, and Competitive Game Play with different screen configurations. We analyzed usage patterns using an eye-tracker as well as the result from post experimental questionnaire. We found that different tasks resulted in different gaze patterns. We also present an interesting finding on how users mistakenly report the use of the tool by contrasting the result with the questionnaire and eye-tracking log.
Among the multifarious tag-clouding techniques, Wordle stands out to the community by providing an aesthetic layout, eliciting the emergence of the participatory culture and usage of tag-clouding in the artistic creations. In this paper, we introduce ManiWordle, a Wordle-based visualization tool that revamps interactions with the layout by supporting custom manipulations. ManiWordle allows people to manipulate typography, color, and composition not only for the layout as a whole, but also for the individual words, enabling them to have better control over the layout result. We first describe our design rationale along with the interaction techniques for tweaking the layout. We then present the results both from the preliminary usability study and from the comparative study between ManiWordle and Wordle. The results suggest that ManiWordle provides higher user satisfaction and an efficient method of creating the desired "art work," harnessing the power behind the ever-increasing popularity of Wordle.