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research-article
OpenEarable ExG: Open-Source Hardware for Ear-Based Biopotential Sensing Applications
While traditional earphones primarily offer private audio spaces, so-called "earables" emerged to offer a variety of sensing capabilities. Pioneering platforms like OpenEarable have introduced novel sensing platforms targeted at the ears, incorporating ...
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extended-abstract
mobiCHAI - 1st International Workshop on Mobile Cognition-Altering Technologies (CAT) using Human-Centered AI
- Passant ElAgroudy,
- Agnes Gruenerbl,
- Giulia Barbareschi,
- Jan Spilski,
- Kai Kunze,
- Thomas Lachmann,
- Paul Lukowicz
The quest for enhanced cognition has been a driving force behind human advancement, fostering innovation and personal fulfillment. Cognition Altering Technologies (CAT) holds immense promise in elevating the quality of life across diverse domains ...
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research-article
"Speech is Silver, Silence is Golden " Analyzing Micro-communication Strategies between Visually Impaired Runners and their Guides
Running and jogging are popular activities for many visually impaired individuals thanks to the relatively low entry barriers. Research in HCI and beyond has focused primarily on leveraging technology to enable visually impaired people to run ...
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research-article
Innermost Echoes: Integrating Real-Time Physiology into Live Music Performances
- Danny Hynds,
- George Chernyshov,
- Dingding Zheng,
- Aoi Uyama,
- Juling Li,
- Kozue Matsumoto,
- Michael Pogorzhelskiy,
- Kai Kunze,
- Jamie A Ward,
- Kouta Minamizawa
In this paper, we propose a method for utilizing musical artifacts and physiological data as a means for creating a new form of live music experience that is rooted in the physiology of the performers and audience members. By utilizing physiological data ...
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research-article
Exploring Digital Embodiment in Wheelchair Dance with Generative AI
In the era of blurring boundaries between technology and humans, the idea of posthumanism in the arts offers opportunities to overcome human natural limitations through the integration of artificial agents that can enhance performance and creativity. ...
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research-article
iOT device design for rapid detection of Alzheimer inducing P. gingivalis bacteria
Regular monitoring of cognitive health to detect early signs of decline is essential for the diagnosis of Alzheimer and other forms of dementia. However, cognitive testing is usually carried out in healthcare settings by physicians and other ...
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research-article
Soma Express Kit: Understanding the Somaesthetic Experience of People with Visual Impairment: Soma Express Kit
This paper introduces the concept of Soma Express Kit, a novel toolkit that capitalises on heightened somatosensory capacities of people with visual impairments (PVI). Rooted in somaesthetic interaction design, it aims to create collaborative ...
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short-paper
Ubicomp Tutorial - UbiCHAI - Experimental Methodologies for Cognitive Human Augmentation
A central research goal of Ubicomp has always been the development of systems and methods that seamlessly support humans in accomplishing complex tasks in everyday life. In the wake of rapid advances in artificial intelligence (AI), topics such as "Human-...
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research-article
Movement Quality Visualization for Wheelchair Dance
Wheelchair dance is an important form of disability art that is still subject to significant levels of ableism and art exclusion. Wheelchair dancers face challenges finding teachers and choreographers who can accommodate their needs, documenting and ...
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wip
First Bite/Chew: distinguish different types of food by first biting/chewing and the corresponding hand movement
- Junyu Chen,
- Xiongqi Wang,
- Juling Li,
- George Chernyshov,
- Yifei Huang,
- Kai Kunze,
- Jing Huang,
- Thad Starner,
- Qing Zhang
Imbalanced food intake contributes to various diseases, such as obesity, diabetes, high blood pressure, high cholesterol, heart disease, and type-2 diabetes. At the same time, food intake monitoring systems play a significant role in the treatment. Most ...
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wip
Detecting an Offset-Adjusted Similarity Score based on Duchenne Smiles
Detecting interpersonal synchrony in the wild through ubiquitous wearable sensing invites promising new social insights as well as the possibility of new interactions between humans-humans and humans-agents. We present the Offset-Adjusted SImilarity ...
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wip
Towards Embodying Emotions in Play with Neurodivergent Children using Haptic Technologies
As neurodivergent cases in children are steadily increasing, we are also seeing increased awareness regarding personalized neurological development and efforts towards social inclusion. Children struggling with these conditions should engage in ...
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research-article
“I am both here and there” Parallel Control of Multiple Robotic Avatars by Disabled Workers in a Café
- Giulia Barbareschi,
- Midori Kawaguchi,
- Hiroaki Kato,
- Masato Nagahiro,
- Kazuaki Takeuchi,
- Yoshifumi Shiiba,
- Shunichi Kasahara,
- Kai Kunze,
- Kouta Minamizawa
Robotic avatars can help disabled people extend their reach in interacting with the world. Technological advances make it possible for individuals to embody multiple avatars simultaneously. However, existing studies have been limited to laboratory ...
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demonstration
Phantom Undulations: Remote Physiological Sensing in Abstract Installation Works
- Danny Hynds,
- Dingding Zheng,
- Yilin Zhang,
- Hua Ma,
- Kirill Ragozin,
- George Chernyshov,
- Jamie A. Ward,
- Tatsuya Saito,
- Kai Kunze,
- Kouta Minamizawa
Phantom Undulations is a mixed-media work in which an artist’s physiological data is being used remotely to manipulate the sounds and visuals of an abstract artifact in a gallery setting. This work relies heavily on the concept of showing the artist’s ...
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poster
Towards Enhancing a Recorded Concert Experience in Virtual Reality by Visualizing the Physiological Data of the Audience
This work is a first attempt to visualize the social atmosphere of a audience in a VR experience using their recorded the physiological state, and then presents them to another group of audience members, aiming at a transformative perception from ...
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poster
First Bite/Chew: distinguish typical allergic food by two IMUs
- Juling Li,
- Xiongqi Wang,
- Junyu Chen,
- Thad Starner,
- George Chernyshov,
- Jing Huang,
- Yifei Huang,
- Kai Kunze,
- Qing Zhang
Eating or overtaking allergic foods may cause fatal symptoms or even death for people with food allergies. Most current food intake tracking methods are camera-based, on-body sensor-based, microphone based, and self-reported. However, challenges that ...
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research-article
Exploring the Design Space of Assistive Augmentation
- Suranga Chandima Nanayakkara,
- Masahiko Inami,
- Florian Mueller,
- Jochen Huber,
- Chitralekha Gupta,
- Christophe Jouffrais,
- Kai Kunze,
- Rakesh Patibanda,
- Samantha W T Chan,
- Moritz Alexander Messerschmidt
Assistive Augmentation, the intersection of human-computer interaction, assistive technologies and human augmentation, was broadly discussed at the CHI’14 workshop and subsequently published as an edited volume on Springer Cognitive Science and ...
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research-article
Affective Umbrella – A Wearable System to Visualize Heart and Electrodermal Activity, towards Emotion Regulation through Somaesthetic Appreciation
In this paper, we introduce Affective Umbrella, a novel system to record, analyze and visualize physiological data in real time via an umbrella handle. We implement a biofeedback loop design in the system that triggers visualization changes to reflect ...
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research-article
Linking Audience Physiology to Choreography
- Jiawen Han,
- George Chernyshov,
- Moe Sugawa,
- Dingding Zheng,
- Danny Hynds,
- Taichi Furukawa,
- Marcelo Padovani Macieira,
- Karola Marky,
- Kouta Minamizawa,
- Jamie A. Ward,
- Kai Kunze
The use of wearable sensor technology opens up exciting avenues for both art and HCI research, providing new ways to explore the invisible link between audience and performer. To be effective, such work requires close collaboration between performers and ...
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editorial
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other
Inner self drawing machine
- Qing Zhang,
- Fan Xie,
- Yifei Huang,
- Yun Suen Pai,
- George Chernyshov,
- Jing Huang,
- Xiongqi Wang,
- Jamie A Ward,
- Kai Kunze
Besides men and women, people can be neither man nor woman, fluid identity, transgender, and agender. Not only that, in terms of sexual orientation, besides heterosexuals, there are homosexuals, bisexuals, pansexuals, and asexuals as well. However, ...
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demonstration
Experience Visual Impairment via Optical See-through Smart Glasses
- Qing Zhang,
- Xiongqi Wang,
- Thad Starner,
- Yifei Huang,
- George Chernyshov,
- Giulia Barbareschi,
- Yun Suen Pai,
- Jing Huang,
- Junichi Yamaoka,
- Jamie Ward,
- Kai Kunze
As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines. Although several visual impairment simulation toolkits exist in both ...
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research-article
Seeing our Blind Spots: Smart Glasses-based Simulation to Increase Design Students’ Awareness of Visual Impairment
As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students.
Although several visual impairment ...
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research-article
“Nah, it’s just annoying!” A Deep Dive into User Perceptions of Two-Factor Authentication
- Karola Marky,
- Kirill Ragozin,
- George Chernyshov,
- Andrii Matviienko,
- Martin Schmitz,
- Max Mühlhäuser,
- Chloe Eghtebas,
- Kai Kunze
Two-factor authentication (2FA) is a recommended or imposed authentication mechanism for valuable online assets. However, 2FA mechanisms usually exhibit user experience issues that create user friction and even lead to poor acceptance, hampering the wider ...
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research-article
Frisson Waves: Exploring Automatic Detection, Triggering and Sharing of Aesthetic Chills in Music Performances
- Yan He,
- George Chernyshov,
- Jiawen Han,
- Dingding Zheng,
- Ragnar Thomsen,
- Danny Hynds,
- Muyu Liu,
- Yuehui Yang,
- Yulan Ju,
- Yun Suen Pai,
- Kouta Minamizawa,
- Kai Kunze,
- Jamie A. Ward
Frisson is the feeling and experience of physical reactions such as shivers, tingling skin, and goosebumps. Using entrainment through facilitating interpersonal transmissions of embodied sensations, we present "Frisson Waves" with the aim to enhance live ...
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abstract
ImageFlowing-Enhance Emotional Expression by Reproducing the Vital Signs of the Photographer
- Qianqian Mu,
- George Chernyshov,
- Ziyue Wang,
- Danny Hynds,
- Dingding Zheng,
- Kouta Minamizawa,
- Dunya Chen,
- Atsuro Ueki,
- Masa Inakage,
- Kai Kunze
ImageFlowing is a ‘living’ photograph that reproduces the biometric signs of the photographer. Viewers can feel how the photographer felt through photographer’s breathing, heartbeats and skin temperature. We extend a two-dimensional picture into a multi-...
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panel
What We Talk About When We Talk About Human-Computer Integration
- Nathan Arthur Semertzidis,
- Zoe Xiao Fang,
- Pedro Lopes,
- Kai Kunze,
- Paul Pangaro,
- Florian Floyd Mueller,
- Pattie Maes
In 2017, a CHI panel titled “Integration vs Powerful tools” debated whether our relationship with digital technology had begun to shift from interaction to integration. Today, Human-Computer integration developed into an emerging paradigm, rapidly ...
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extended-abstract
Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs
- Caglar Genc,
- Oguz 'Oz Buruk,
- Shiva Jabari,
- Lee Jones,
- Kirill Ragozin,
- Kate Hartman,
- Johanna Virkki,
- Kai Kunze,
- Oskar Juhlin,
- Jonna Häkkilä
Designing wearables is a complex task that includes many layers, such as wearability, interactivity, functionality, social and cultural considerations. For decades now, prototyping toolkits are proposed to aid diverse types of audiences in exploring ...
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wip
GazeSync: Eye Movement Transfer Using an Optical Eye Tracker and Monochrome Liquid Crystal Displays
Can we see the world through the eyes of somebody else? We present an early work to transfer eye gaze from one person to another. Imagine you can follow the eye gaze of an instructor while explaining a complex work step, or you can experience a painting ...
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wip
ThermalDrive - Towards Situation Awareness over Thermal Feedback in Automated Driving Scenarios
We present ThermalDrive, a thermal interface that provided situational awareness information using thermal feedback on the face of the driver. A prototype is built to simulate the autonomous driving and the thermal interface in virtual reality. We ...
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poster
Towards Applying Pneumatic Gel Muscles to Augment Plantar Flexor Muscle Stretching for Children with Cerebral Palsy
Many children in the world suffer from cerebral palsy (CP), which is the leading cause of children’s disabilities, affecting their body movement and muscle coordination [18]. At present, the rehabilitation training of children with cerebral palsy has ...
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poster
Towards Underwater Augmented Reality Interfaces to Improve the Navigation Experience
In this paper, we present initial work towards evaluating augmented reality interfaces to enhance underwater navigation. We propose a conceptual framework that combines real-time GPS coordinates fetched from an Aqua-Fi module with computer vision ...
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poster
Embodied Noise – Towards Augmenting the Dart-Throwing Practice over a Sleeve with Randomized Haptic Actuation
Effective training lives from a large degree of variation according to physiological research principles of deliberate practice. In this paper, we introduce a novel way of training by adding kinetic noise (randomized haptic vibrations) to the training ...
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short-paper
EyeMove - Towards Mobile Authentication using EOG Glasses
Existing approaches for mobile authentication are prone to shoulder-surfing and side-channel attacks. Using gazes for authentication has been demonstrated to be more resistant to these attacks. Yet, existing solutions rely on eye-tracking by the device’...
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wip
Emolleia – Wearable Kinetic Flower Display for Expressing Emotions
What we wear (our clothes and wearable accessories) can represent our mood at the moment. We developed Emolleia to explore how to make aesthetic wears more expressive to become a novel form of non-verbal communication to express our emotional feelings. ...
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wip
Ethereal Phenomena - Interactive Art, Meditation, and Breathing Biofeedback: From Mind and Body Wellness Towards Self-Transcendence
- Silvana Malaver Turbay,
- Igor Igorevich Segrovets,
- George Chernyshov,
- Jiawen Han,
- Christopher Changmok Kim,
- Kai Kunze
Ethereal Phenomena is an interactive installation in which a user meditates in front of a digital illustration based on Tibetan thangka art that reacts to the way they breathe. The biofeedback of the breath makes the artwork an extension of the user’s ...
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other
Ethereal Phenomena
- Silvana Malaver,
- Natalia Barragán Nieto,
- Igor Igorevich Segrovets,
- Carlos Rizzi,
- George Chernyshov,
- Christopher Changmok Kim,
- Kai Kunze
"Ethereal Phenomena" is an illustration based on Tibetan thangka art that reacts to the breath.
Breathing is the only visceral function of the body that we are able to control. It reflects and influences all aspects of our perception and emotion. It is ...
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poster
BridgedReality: A Toolkit Connecting Physical and Virtual Spaces through Live Holographic Point Cloud Interaction
The recent emergence of point cloud streaming technologies has spawned new ways to digitally perceive and manipulate live data of users and spaces. The graphical rendering limitations prevent state-of-the-art interaction techniques from achieving ...
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abstract
Frisson Waves: Sharing Frisson to Create Collective Empathetic Experiences for Music Performances
- Yan He,
- George Chernyshov,
- Dingding Zheng,
- Jiawen Han,
- Ragnar Thomsen,
- Danny Hynds,
- Yuehui Yang,
- Yun Suen Pai,
- Kai Kunze,
- Kouta Minamizawa
Frisson is a feeling and a mental experience of body reactions such as shivers, tingling skin, and goosebumps. However, this sensation is not shareable naturally with others and is rarely used in live performances. We propose Frisson Waves, a real-time ...
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research-article
Using Smart Eyewear to Sense Electrodermal Activity While Reading
In this paper, we present the use of smart eyewear as reading glasses and as non-intrusive sensing devices that can measure the electrodermal activity (EDA) of readers of fiction in real-time using electrodes on the forehead. EDA has seen extensive use ...
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poster
Poster: A Participatory Workshop to Design Vibrothermal Haptics of a Smart Fidget Surface for Remote Workers
In this paper, we describe our progress on designing a passive fidgeting material for remote work scenarios. We focus on vibrotactile feedback and present the insights of a remote workshop with 6 participants exploring materials with haptic feedback. ...
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research-article
Eyewear 2021 The Forth Workshop on Eyewear Computing – Augmenting Social Situations and Democratizing Tools
Head-worn sensing, especially embedded in augmented and virtual reality (AR/VR) head-mounted displays and smart glasses is currently increasingly moving away from niche applications and small-scale research prototypes to large-scale consumer adoption (...
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short-paper
Tunnel Vision – Dynamic Peripheral Vision Blocking Glasses for Reducing Motion Sickness Symptoms
Motion sickness affects roughly a third of all people. Narrowing the field of view (FOV) can help to reduce motion sickness symptoms. In this paper, we present Tunnel Vision, a type of smart glasses that can dynamically block a wearer’s peripheral ...
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research-article
Investigating Usability and User Experience of Individually Verifiable Internet Voting Schemes
Internet voting can afford more inclusive and inexpensive elections. The flip side is that the integrity of the election can be compromised by adversarial attacks and malfunctioning voting infrastructure. Individual verifiability aims to protect against ...
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poster
Affective Umbrella – Towards a Novel Sensor Integrated Multimedia Platform Using Electrodermal and Heart Activity in an Umbrella Handle
We present our first steps towards an umbrella-based novel multimedia platform using physiological data as an integrated feedback loop. In this paper, we demonstrate the viability of using an umbrella handle as a form factor to measure electrodermal ...
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poster
Exploring Collective Physiology Sharing as Social Cues to Support Engagement in Online Learning
Insufficient social cues between distributed learners in online learning could result in lack of engagement and social bonds. With the development of wearable sensing, sharing physiological data can be used to enhance mutual understanding and ...
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research-article
ThermoQuest - A Wearable Head Mounted Display to Augment Realities with Thermal Feedback
We present ThermoQuest, a self-contained wearable head-mounted display system for enhancing Virtual Reality experiences with temperature feedback. It’s constructed with commodity hardware elements, featuring 6 Peltier elements on the rim of the headset ...
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poster
JINSense: Repurposing Electrooculography Sensors on Smart Glass for Midair Gesture and Context Sensing
In this work, we explore a new sensing technique for smart eyewear equipped with Electrooculography (EOG) sensors. We repurpose the EOG sensors embedded in a JINS MEME smart eyewear, originally designed to detect eye movement, to detect midair hand ...
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poster
Haptic Empathy: Conveying Emotional Meaning through Vibrotactile Feedback
Touch plays an essential role in communicating emotions and intensifying interpersonal communication[4]. A lot of research focuses on how to create or improve haptic interfaces looking into challenges and possibilities that the haptic technology can ...
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extended-abstract
SIGHInt: Special Interest Group for Human-Computer Integration
- Nathan Arthur Semertzidis,
- Michaela Vranic-Peters,
- Xiao Fang,
- Xinyi Wang,
- Rakesh Patibanda,
- Josh Andres,
- Paul Strohmeier,
- Kai Kunze,
- Pedro Lopes,
- Fabio Zambetta,
- Florian Floyd Mueller
Human-Computer Integration (HInt) is a growing paradigm within HCI which seeks to understand how humans can, and already are, merging with computational machines. HInt’s recent inception and evolution has seen much discussion in a variety of symposiums, ...
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extended-abstract
Body As Starting Point 4: Inbodied Interaction Design for Health Ownership.
- m.c. schraefel,
- Josh Andrés,
- Aaron Tabor,
- Scott Bateman,
- Abby Wanyu Liu,
- Mike Jones,
- Kai Kunze,
- Elizabeth Murnane,
- Steeven Villa
This Fourth Body as a Starting Point workshop investigates how to design interactive health technologies that assist users in developing insourcing abilities and then assist users in letting go of the same technology—in other words, supporting a ...
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extended-abstract
Immersive Inclusivity at CHI: Design and Creation of Inclusive User Interactions Through Immersive Media
- Bektur Ryskeldiev,
- Yoichi Ochiai,
- Koki Kusano,
- Jie Li,
- Yamen Saraiji,
- Kai Kunze,
- Mark Billinghurst,
- Suranga Nanayakkara,
- Yusuke Sugano,
- Tatsuya Honda
Immersive media is becoming increasingly common in day-to-day scenarios: from extended reality systems to multimodal interfaces. Such ubiquity opens an opportunity for building more inclusive environments for users with disabilities (permanent, ...
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poster
Boiling Mind - A Dataset of Physiological Signals during an Exploratory Dance Performance
- Zhuoqi Fu,
- Jiawen Han,
- Dingding Zheng,
- Moe Sugawa,
- Taichi Furukawa,
- Chernyshov George,
- Hynds Danny,
- Padovani Marcelo,
- Marky Karola,
- Kouta Minamizawa,
- Jamie A Ward,
- Kai Kunze
The relationship between audience and performers is crucial to what makes live events so special. The aim of this work is to develop a new approach amplifying the link between audiences and performers. Specifically, we explore the use of wearable ...
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research-article
HemodynamicVR - Adapting the User’s Field Of View during Virtual Reality Locomotion Tasks to Reduce Cybersickness using Wearable Functional Near-Infrared Spectroscopy
We present HemodynamicVR, a virtual reality headset combined with functional near-infrared spectroscopy (fNIRS). We believe that sensing brain activity will enable novel interactions in virtual reality. In this paper, we assess a user’s cybersickness ...
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poster
Tranquillity at Home: Designing Plant-mediated Interaction for Fatigue Assessment
This paper presents a human-plant interaction system that helps observe daily mental fatigue levels by enabling the synchronisation of human eye blink data with plant health. We want to facilitate introspection on our subjective well-being by ...
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research-article
Boiling Mind: Amplifying the Audience-Performer Connection through Sonification and Visualization of Heart and Electrodermal Activities
- Moe Sugawa,
- Taichi Furukawa,
- George Chernyshov,
- Danny Hynds,
- Jiawen Han,
- Marcelo Padovani,
- Dingding Zheng,
- Karola Marky,
- Kai Kunze,
- Kouta Minamizawa
In stage performances, an invisible wall in front of the stage often weakens the connections between the audience and performers. To amplify this performative connection, we present the concept ”Boiling Mind”. Our design concept is based on streaming ...
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short-paper
FingerFlex: Shape Memory Alloy-based Actuation on Fingers for Kinesthetic Haptic Feedback
The tactile and kinesthetic sensation of pushing a button is usually lost when interacting with modern devices like touchscreens and/or virtual reality platforms. We present FingerFlex, a standalone glove wearable actuating the metacarpophalangeal ...
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research-article
Multiplex Vision: Understanding Information Transfer and F-Formation With Extended 2-Way FOV
Research in sociology shows that effective conversation relates to people’s spatial and orientational relationship, namely the proxemics (distance, eye contact, synchrony) and the F-formation (orientation and arrangement). In this work, we introduce ...
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research-article
Visuomotor Influence of Attached Robotic Neck Augmentation
The combination of eye and head movements plays a major part in our visual process. The neck provides mobility for the head motion and also limits the range of visual motion in space. In this paper, a robotic neck augmentation system is designed to ...
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research-article
”I don’t know how to protect myself”: Understanding Privacy Perceptions Resulting from the Presence of Bystanders in Smart Environments
IoT devices no longer affect single users only because others like visitors or family members - denoted as bystanders - might be in the device’s vicinity. Thus, data about bystanders can be collected by IoT devices and bystanders can observe what IoT ...
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poster
Bubble Visualization Overlay in Online Communication for Increased Speed Awareness and Better Turn Taking
In this paper, we explore the use of a real-time speech visualization overlay to help native English speakers (NES) reflect on their speech speed and allow them to understand how English as a Foreign Language speakers (EFLS) perceive their speech. Our ...
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poster
Pleasant Locomotion -- Towards Reducing Cybersickness using fNIRS during Walking Events in VR
Moving in virtual reality without causing cybersickness is still an unsolved and difficult problem, especially if the virtual space is much larger than the real space and the virtual reality environment asks for quick movements. Many methods to reduce ...
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poster
Sleepy watch: towards predicting daytime sleepiness based on body temperature
Daytime sleepiness, the difficulty to maintain an alert waking state during the day, is a serious problem causing vehicle accidents and adverse effects on well-being, health, and productivity. Our research aims at predicting daytime sleepiness using ...
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abstract
Sophroneo: Fear not. A VR Horror Game with Thermal Feedback and Physiological Signal Loop.
- Kirill Ragozin,
- George Chernyshov,
- Dingding Zheng,
- Danny Hynds,
- Jianing Zhao,
- Kouta Minamizawa,
- Kai Kunze
We present ”Sophroneo: Fear not”, a VR horror experience with thermal feedback interface. To emphasize the supernatural side of the experience we introduce several innovative approaches, such as long intense cold feedback, liminal audio and ...
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abstract
MazeRunVR: An Open Benchmark for VR Locomotion Performance, Preference and Sickness in the Wild
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR applications. Yet, to our knowledge, there are few studies conducted in-the-wild to understand performance metrics and general user preference for different ...
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abstract
All in One! User Perceptions on Centralized IoT Privacy Settings
IoT devices deliver their functionality by accessing data. Users decide which data they are willing to share via privacy settings interfaces that are typically on the device, or in the app controlling it. Thus, users have to interact with each device or ...
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abstract
Collaborative Learning & Co-Creation in XR
In this SIG, we aim at gathering researchers and practitioners to reflect on using XR technologies to support collaborative learning and co-creation, and to foster a joint force by connecting the Learning and Education community and the XR community at ...
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abstract
Motor Memory in HCI
- Rakesh Patibanda,
- Nathan Arthur Semertzidis,
- Michaela Vranic-Peters,
- Joseph Nathan La Delfa,
- Josh Andres,
- Mehmet Aydin Baytaş,
- Anna Lisa Martin-Niedecken,
- Paul Strohmeier,
- Bruno Fruchard,
- Sang-won Leigh,
- Elisa D. Mekler,
- Suranga Nanayakkara,
- Josef Wiemeyer,
- Nadia Berthouze,
- Kai Kunze,
- Thanassis Rikakis,
- Aisling Kelliher,
- Kevin Warwick,
- Elise van den Hoven,
- Florian Floyd Mueller,
- Steve Mann
There is mounting evidence acknowledging that embodiment is foundational to cognition. In HCI, this understanding has been incorporated in concepts like embodied interaction, bodily play, and natural user-interfaces. However, while embodied cognition ...
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research-article
Next Steps for Human-Computer Integration
- Florian Floyd Mueller,
- Pedro Lopes,
- Paul Strohmeier,
- Wendy Ju,
- Caitlyn Seim,
- Martin Weigel,
- Suranga Nanayakkara,
- Marianna Obrist,
- Zhuying Li,
- Joseph Delfa,
- Jun Nishida,
- Elizabeth M. Gerber,
- Dag Svanaes,
- Jonathan Grudin,
- Stefan Greuter,
- Kai Kunze,
- Thomas Erickson,
- Steven Greenspan,
- Masahiko Inami,
- Joe Marshall,
- Harald Reiterer,
- Katrin Wolf,
- Jochen Meyer,
- Thecla Schiphorst,
- Dakuo Wang,
- Pattie Maes
Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing ...
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research-article
3D-Auth: Two-Factor Authentication with Personalized 3D-Printed Items
Two-factor authentication is a widely recommended security mechanism and already offered for different services. However, known methods and physical realizations exhibit considerable usability and customization issues. In this paper, we propose 3D-Auth, ...
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poster
Understanding Face Gestures with a User-Centered Approach Using Personal Computer Applications as an Example
While face gesture input has been proposed by researchers, the issue of practical gestures remains unsolved. We present the first comprehensive investigation of user-defined face gestures as an augmented input modality. Based on a focus group discussion,...
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research-article
OmniView: An Exploratory Study of 360 Degree Vision using Dynamic Distortion based on Direction of Interest
The possibility of providing humans with a 360 field of view (FOV) is an area that has fascinated researchers for some time. We introduce OmniView, an exploratory study to determine an optimized 360 FOV vision using dynamic distortion methods for ...
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research-article
GenVibe: Exploration of Interactive Generation of Personal Vibrotactile Patterns
Research about vibrotactile patterns is traditionally conducted with patterns handcrafted by experts which are then subsequently evaluated in general user studies. The current empirical approach to designing vibrotactile patterns mostly utilizes expert ...
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research-article
Eye-based Interaction Using Embedded Optical Sensors on an Eyewear Device for Facial Expression Recognition
Non-verbal information is essential to understand intentions and emotions and to facilitate social interaction between humans and between humans and computers. One reliable source of such information is the eyes. We investigated the eye-based ...
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research-article
Accelerating Skill Acquisition of Two-Handed Drumming using Pneumatic Artificial Muscles
While computers excel at augmenting user's cognitive abilities, only recently we started utilizing their full potential to enhance our physical abilities. More and more wearable force-feedback devices have been developed based on exoskeletons, ...
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research-article
AromaCue - A Scent Toolkit To Cope with Stress using the 4-7-8 Breathing Method
In this paper, we present AromaCue, an initial design for a scent-based toolkit to cope with stressful situations using scent conditioning. The AromaCue toolkit consists of two parts: a breath training device using multiple stimuli and a wearable scent-...
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research-article
Experimental Supplements from Mobile Tools for Cognitive Introspection Towards Cognitive Augmentation
In an increasingly interconnected world with more and more technology surrounding us, more and more people end up with psychological and mental health issues. Mobile Computing technologies is often introduced into society without knowing about impact ...
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abstract
PanoFlex: Adaptive Panoramic Vision to Accommodate 360° Field-of-View for Humans
We propose PanoFlex, an adaptive method for projecting panoramic vision using a dynamic distortion method based on eye gaze. We stream real-time video from a 360° camera and project the view on a plane to the user. The user controls the distortion of ...
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demonstration
EOG Glasses: an Eyewear Platform for Cognitive and Social Interaction Assessments in the Wild
In this work we present the smart eyewear demo setup consisting of the software platform for cognitive and social interaction assessments in the wild, with several application cases and a demonstration of activity recognition in real-time. The platform ...
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demonstration
Watch Spaces: A Spatial User Interface for Smart Watches
We present a platform to prototype spatial user interfaces for smart watches relative to the user's body. We show the general feasibility and present 2 applications. The first application scenario enable users "pin" applications in the air around them ...
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research-article
Private Reader: Using Eye Tracking to Improve Reading Privacy in Public Spaces
Reading in public spaces can often be tricky if we wish to keep the contents away from the prying eye. We propose Private Reader, an eye-tracking approach towards maintaining privacy while reading by rendering only the portion of text that is gazed by ...
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short-paper
Blink as you sync: uncovering eye and nod synchrony in conversation using wearable sensing
We tend to synchronize our movements to the person we are talking to during face-to-face conversation. Higher interpersonal synchrony is linked to greater empathy and more effortless interactions. This paper presents a first method and a corresponding ...
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research-article
Cognitive load assessment from facial temperature using smart eyewear
In this paper we present an approach to detection and estimation of the cognitive load[8, 9] by measuring temperature changes of the forehead and the nose bridge using smart eyewear. The presented system consists of a pair of glasses with four ...
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research-article
Electrodermal activity sensing using smart eyewear
In this paper we present a system prototype capable of assessing electrodermal activity (EDA), also referred to as galvanic skin response (GSR) in smart eyewear form-factor. EDA has a long history in psychological research and has been used for ground ...
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abstract
Eyewear 2019: third workshop on eyewear computing - focus: social interactions
Computing devices worn on the human body have a long history in academic and industrial research, most importantly in wearable computing, mobile eye tracking, and mobile mixed and augmented reality. As humans receive most of their sensory input via the ...
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poster
Smart eyewear enabled interactive pet toy for users with limited mobility
Smart eyewear that detects eye movements and head motions have been applied to studies on detecting oneâĂŹs mental state [5], engagement level in social interactions, and measuring concentration [4]. However, applications for these smart eyewear that ...
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demonstration
http://eyewear.pro: an open platform to record and analyze large scale data sets from smart eyewear
In this demo, we present the smart eyewear toolchain consisting of smart glasses prototypes and a software platform for cognitive and social interaction assessments in the wild, with several application cases and a demonstration of activity recognition ...
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demonstration
Dyslexic and private reader: an eye-tracking platform for reading interactions with applications to increase empathy and privacy
We present a demonstration based on a MobileHCI 2019 paper to use eye gaze to selectively render or obscure text. Obscuring is used to "simulate" a specific kind of dyslexia. Selectively render text is to give users a more private reading experience in ...
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poster
ShareHaptics: a modular haptic feedback system using shape memory alloy for mixed reality shared space applications
- Takuro Nakao,
- Stevanus Kevin Santana,
- Megumi Isogai,
- Shinya Shimizu,
- Hideaki Kimata,
- Kai Kunze,
- Yun Suen Pai
We present ShareHaptics, a novel modular system to provide tactile and pressure feedback in mixed reality applications using a novel actuator: shape memory alloy (SMA). We apply it to fingers, wrist and foot ankle. Although it can be used for haptic ...
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research-article
Superhuman sports --- a testing ground for augmenting our senses
This article reviews recent developments in superhuman sports with regard to extending the human body and augmenting the playing field, and gives an outlook on future research directions.
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research-article
Continuous Alertness Assessments: Using EOG Glasses to Unobtrusively Monitor Fatigue Levels In-The-Wild
As the day progresses, cognitive functions are subject to fluctuations. While the circadian process results in diurnal peaks and drops, the homeostatic process manifests itself in a steady decline of alertness across the day. Awareness of these changes ...
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research-article
Sentiment Pen: Recognizing Emotional Context Based on Handwriting Features
In this paper, we discuss the assessment of the emotional state of the user from digitized handwriting for implicit human-computer interaction. The proposed concept exemplifies how a digital system could recognize the emotional context of the ...
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short-paper
Haptic Collar: Vibrotactile Feedback around the Neck for Guidance Applications
In this paper, we present a Haptic Collar prototype, a neck worn band with vibrotactile actuators for eyes-free haptic navigation. We evaluate the system for guidance applications on over 11 users, analyzing 4 different tactile patterns regarding ...
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abstract
Virtual gaze: exploring use of gaze as rich interaction method with virtual agent in interactive virtual reality content
Nonverbal cues, especially eye gaze, plays an important role in our daily communication, not just as an indicator of interest, but also as a method to convey information to another party. In this work, we propose a simulation of human eye gaze in ...
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abstract
VRTe do: the way of the virtual hand
We are presenting a Virtual Reality training system for Karate kata based on motion capture and Virtual Reality technologies. The system is built as a game, in which the player needs to learn and repeat different kata to progress and reach the next ...
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abstract
Hand motion prediction for just-in-time thermo-haptic feedback
This paper presents two innovative design solutions for thermal feedback displays in virtual environments. First solution is aiming to eliminate or decrease the time delay between the user action and onset of the thermal feedback using Machine Learning ...
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demonstration
AURA: Urban Personal Projection to Initiate the Communication
- Miyo Okada,
- Laura Lugaresi,
- Dingding Zheng,
- Roshan Peiris,
- Katrin Wolf,
- Cristian Norlin,
- Mikael Anneroth,
- Kai Kunze,
- Masa Inakage
We present a concept of AURA, an urban personal projection to initiate the communication. In this work, we focus on how to break the ice with strangers through technology in urban public space. The Aura, as an enliven spiritual pet, floats around user's ...
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demonstration
Artificial Motion Guidance: an Intuitive Device based on Pneumatic Gel Muscle (PGM)
We present a wearable soft exoskeleton sleeve based on PGM. The sleeve consists of 4 PGMs is controlled by a computing system and can actuate 4 different movements (hand extension, flexion, pronation and supination). Depending on how strong the ...
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research-article
MetaArms: Body Remapping Using Feet-Controlled Artificial Arms
We introduce MetaArms, wearable anthropomorphic robotic arms and hands with six degrees of freedom operated by the user's legs and feet. Our overall research goal is to re-imagine what our bodies can do with the aid of wearable robotics using a body-...
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abstract
EyeWear 2018: Second Workshop on EyeWear Computing
Virtual/augmented reality headsets, smart sensing glasses and similar "Smart Eyewear" have recently emerged as commercial products and can provide an interesting research platform for a range of research fields, including human-computer interaction, ...
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poster
Urban Wanderer: Towards Reconnecting with Our Physical Surroundings
This paper describes our effort to reconnect people to their surroundings in an urban setting, making them aware of the immediate environment. We present an initial exploration, as well as a first prototype to support urban wandering. Our first insights ...
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poster
Piece: Towards Personalized Music Video Annotations Based on the User's Physiological Data
Our overall goal of our is to provide a personalized method to categorize and find media content of interest based for individual users, especially focusing on implicit feedback (facial expressions, posture and other reactions). This paper presents an ...
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demonstration
UbiTrain: Leveraging the Physical and Virtual Environment for Ubiquitous Sports Training
Training for any kind of sports not only requires dedication, but also the correct way of obtaining the necessary information. To maximize training, we delve into the understanding of bridging between spectating and practice by bridging the virtual and ...
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poster
Mapping Natural Facial Expressions Using Unsupervised Learning and Optical Sensors on Smart Eyewear
Our communication highly depends on nonverbal clues, especially on facial expressions. This paper presents the mapping of spontaneous facial expressions in daily conversation using the optical sensors on smart eyewear and unsupervised learning method(...
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poster
Flair: Towards a Therapeutic Serious Game for Social Anxiety Disorder
In this paper we present Flair, an interactive fiction game that is intended to serve as a psycho-educational material for the therapeutic treatment of Social Anxiety Disorder (SAD). Along with the game design approach, explanation of the inclusion of ...
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research-article
Shape memory alloy wire actuators for soft, wearable haptic devices
This paper presents a new approach to implement wearable haptic devices using Shape Memory Alloy (SMA) wires. The proposed concept allows building silent, soft, flexible and lightweight wearable devices, capable of producing the sense of pressure on the ...
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research-article
Pinchmove: improved accuracy of user mobility for near-field navigation in virtual environments
Navigation and mobility mechanics for virtual environments aim to be realistic or fun, but rarely prioritize the accuracy of movement. We propose PinchMove, a highly accurate navigation mechanic utilizing pinch gestures and manipulation of the viewport ...
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poster
Make-a-face: a hands-free, non-intrusive device for tongue/mouth/cheek input using EMG
Current devices aim to be more hands-free by providing users with the means to interact with them using other forms of input, such as voice which can be intrusive. We propose Make-a-Face; a wearable device that allows the user to use tongue, mouth, or ...
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research-article
Dubhap: a sensory substitution based superhuman sport
Presenting DubHap. A new Superhuman Sport based on the augmentation of human senses. The core idea of the game is to have players perform the activities in a virtual environment that can be sensed, perceived and interacted with only when the player's ...
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research-article
Bubble jumper: enhancing the traditional japanese sport sumo with physical augmentation
This paper introduces Bubble Jumper, a super human sport enhancing your jump and enlarge your bodies circumference (grith) simulating an augmented sumo wrestler. We focus on the experience of superhuman strength in the legs and giving you the feeling of ...
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abstract
Anyorbit: orbital navigation in virtual environments with eye-tracking
Gaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous ...
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abstract
Anyorbit: orbital navigation in virtual environments with eye-tracking
Gaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous ...
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abstract
VR Reading UIs: Assessing Text Parameters for Reading in VR
Virtual Reality (VR) devices have increasingly sparked both commercial and academic interest. While applications range from immersive games to real-world simulations, little attention has been given to the display of text in virtual environments. Since ...
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poster
Muscle-Wire Glove: Pressure-Based Haptic Interface
This work follows a novel approach to information presentation through haptics using muscle-wire. The muscle-wire is extremely lightweight, silent and does not require complex circuitry. Its property to shrink in length when an electric current is ...
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demonstration
Unconstrained Neck: Omnidirectional Observation from an Extra Robotic Neck
Humans are born with physiological limitations in terms of the sensory and motor abilities. Due to the narrow range of motion of the neck and the small visual field of the eyes, the human visual sense is limited in terms of the spatial range. We address ...
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demonstration
Automated Data Gathering and Training Tool for Personalized "Itchy Nose"
In "Itchy Nose" we proposed a sensing technique for detecting finger movements on the nose for supporting subtle and discreet interaction. It uses the electrooculography sensors embedded in the frame of a pair of eyeglasses for data gathering and uses ...
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poster
Towards Enhancing Emotional Responses to Media using Auto-Calibrating Electric Muscle Stimulation (EMS)
We evaluate the use of Electric Muscle Stimulation (EMS) as a method of amplifying emotional responses to multimedia content. This paper presents an auto-calibration method to stimulate two facial expressions using EMS. We focus on two expressions: ...
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research-article
Wordometer Systems for Everyday Life
We present in this paper a detailed comparison of different algorithms and devices to determine the number of words read in everyday life. We call our system the “Wordometer”. We used three kinds of eye tracking systems in our experiment: mobile video-...
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research-article
Evaluation of Facial Expression Recognition by a Smart Eyewear for Facial Direction Changes, Repeatability, and Positional Drift
This article presents a novel smart eyewear that recognizes the wearer’s facial expressions in daily scenarios. Our device uses embedded photo-reflective sensors and machine learning to recognize the wearer’s facial expressions. Our approach focuses on ...
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research-article
Armswing: using arm swings for accessible and immersive navigation in AR/VR spaces
Navigating in a natural way in augmented reality (AR) and virtual reality (VR) spaces is a large challenge. To this end, we present ArmSwingVR, a locomotion solution for AR/VR spaces that preserves immersion, while being low profile compared to current ...
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extended-abstract
EMS icons: conveying information by analogy to enhance communication through electrical muscle stimulation
Electrical Muscle Stimulation (EMS) has recently received an increased amount of attention from the HCI community. It has been used to remote control users for navigation and instrument playing, but also as a method to convey haptic feedback in VR, for ...
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extended-abstract
Quantified reading and learning for sharing experiences
- Koichi Kise,
- Olivier Augereau,
- Yuzuko Utsumi,
- Masakazu Iwamura,
- Kai Kunze,
- Shoya Ishimaru,
- Andreas Dengel
This paper presents two topics. The first is an overview of our recently started project called "experiential supplement", which is to transfer human experiences by recording and processing them to be acceptable by others. The second is sensing ...
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extended-abstract
Towards reading trackers in the wild: detecting reading activities by EOG glasses and deep neural networks
Reading in real life occurs in a variety of settings. One may read while commuting to work, waiting in a queue or lying on the sofa relaxing. However, most of current activity recognition work focuses on reading in fully controlled experiments. This ...
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extended-abstract
Towards interactive mindfulness training using breathing based feedback
Although regular meditation practice is linked to numerous mental health and cognitive benefits, it is often difficult for beginners to maintain focus during practice and persevere with the activity over time. To tackle this issue, we externalised the ...
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research-article
WAHM - 4th workshop on ubiquitous technologies to augment the human mind: sharing experiences
A recurring science fiction theme is the downloading of abilities from another human to one's own mind. Emerging technologies beyond simple audio/video recordings such as: 360° videos, tactile recorders and odor recorders are promising tools to enable ...
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demonstration
atmoSphere: mindfulness over haptic-audio cross modal correspondence
We explore cross-modal correspondence between haptic and audio output for meditation support. To this end, we implement atmoSphere, a haptic ball to prototype several haptic/audio designs. AtmoSphere consists of a sphere shaped device which provides ...
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research-article
Wearable aura: an interactive projection on personal space to enhance communication
This study focuses on how technology can encourage and ease awkwardness-free communications between people in real-world scenarios. We propose a device, The Wearable Aura, able to project a personalized animation onto one's Personal Distance zone. This ...
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research-article
Nene: an interactive pet device
In the past decades, it has become widely accepted that pets have a positive effect on humans, which leaded to multiple studies on the effects of Human-Animal Interaction (HAI)[4][3]. However, there are many occasions where pet owners have to leave ...
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research-article
face2faceVR: using AR to assist VR in ubiquitous environment usage
As virtual reality (VR) usage becomes more popular, one of the issues, among others, which still prevents VR from being used in a more ubiquitous manner is spatial awareness, unlike augmented reality (AR). Generally, there are two forms of such an ...
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research-article
Facial temperature sensing on smart eyewear for affective computing
We present a system for tracking positive cognitive and emotional states for affective computing, which uses contactless temperature sensors on eye glasses to monitor changes in facial temperature. First user tests show promising results for identifying ...
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research-article
Itchy nose: discreet gesture interaction using EOG sensors in smart eyewear
- Juyoung Lee,
- Hui-Shyong Yeo,
- Murtaza Dhuliawala,
- Jedidiah Akano,
- Junichi Shimizu,
- Thad Starner,
- Aaron Quigley,
- Woontack Woo,
- Kai Kunze
We propose a sensing technique for detecting finger movements on the nose, using EOG sensors embedded in the frame of a pair of eyeglasses. Eyeglasses wearers can use their fingers to exert different types of movement on the nose, such as flicking, ...
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poster
CleaVR: collaborative layout evaluation and assessment in virtual reality
- Yun Suen Pai,
- Benjamin I. Outram,
- Benjamin Tag,
- Megumi Isogai,
- Daisuke Ochi,
- Hideaki Kimata,
- Kai Kunze
Layout planning is a process often used in architectural interior design, for factory production plans, and so on. We present CleaVR, a system that provides the user with an immersive virtual reality system that accurately visualizes the layout plan in ...
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poster
GazeSphere: navigating 360-degree-video environments in VR using head rotation and eye gaze
Viewing 360-degree-images and videos through head-mounted displays (HMDs) currently lacks a compelling interface to transition between them. We propose GazeSphere; a navigation system that provides a seamless transition between 360-degree-video ...
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abstract
atmoSphere: designing cross-modal music experiences using spatial audio with haptic feedback
We use cross-Modal correspondence -the interaction between two or more sensory modalities- to create an engaging user experience. We present atmoSphere, a system that provides users immersive music experiences using spatial audio and haptic feedback. We ...
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abstract
Facial Thermography for Attention Tracking on Smart Eyewear: An Initial Study
We are describing the first step towards the development of an unobtrusive open eyewear system for attention tracking in daily life situations. We are logging thermographic data from infrared imaging and electrooculographic readings from off-the-shelf ...
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abstract
IN360: A 360-Degree-Video Platform to Change Students Preconceived Notions on Their Career
To motivate primary school students in Indonesia to learn more, career inspiration sessions are usually held by communities of professionals. However, these activities face limitations such as time, distance and physical infrastructure. We propose IN360,...
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abstract
Workshop on Amplification and Augmentation of Human Perception
Technical capabilities increase steadily while human evolution is slow. Technical sensors improve while human senses remain largely the same. Many tasks are becoming much easier when our perception is augmented with additional information. In this ...
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wip
Eyewear to Make Me Smile: Can Electric Muscle Stimulation increase Happiness?
This paper suggests a demonstration to make users smile using electr ical muscle stimulation (EMS). We present our first insights in how to use an unobtr usive EMS setup to stimulate smiles and showed first findings from our entr y in this year's ...
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research-article
Ambient Rhythm: Melodic Sonification of Status Information for IoT-enabled Devices
In this paper we explore how to embed status information of IoT-enabled devices in the acoustic atmosphere using melodic ambient sounds while limiting obtrusiveness for the user. The user can use arbitrary sound samples to represent the devices he wants ...
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short-paper
Smooth eye movement interaction using EOG glasses
- Murtaza Dhuliawala,
- Juyoung Lee,
- Junichi Shimizu,
- Andreas Bulling,
- Kai Kunze,
- Thad Starner,
- Woontack Woo
Orbits combines a visual display and an eye motion sensor to allow a user to select between options by tracking a cursor with the eyes as the cursor travels in a circular path around each option. Using an off-the-shelf Jins MEME pair of eyeglasses, we ...
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poster
Transparent Reality: Using Eye Gaze Focus Depth as Interaction Modality
We present a novel, eye gaze based interaction technique, using focus depth as an input modality for virtual reality (VR) applications. We also show custom hardware prototype implementation. Comparing the focus depth based interaction to a scroll wheel ...
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abstract
AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital Motion
Emerging media technologies such as 3D film and head-mounted displays (HMDs) call for new types of spatial interaction. Here we describe and evaluate AnyOrbit: a novel orbital navigation technique that enables flexible and intuitive 3D spatial ...
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short-paper
Wearable ambient sound display: embedding information in personal music
In this paper we explore how to embed information into users' music playlists while limiting the obtrusiveness to the user. We focus on continuous over time information rather than discrete information (e.g. "monitoring traffic flow" versus "new email ...
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extended-abstract
EyeWear 2016: first workshop on eyeWear computing
Smart glasses, head-worn eye trackers, egocentric vision devices, and similar "smart eyewear" have recently emerged as interesting research platforms for a range of research fields, including human-computer interaction, ubiquitous computing, computer ...
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poster
Personalized record of the city wander with a wearable device: a pilot study
In this paper, we proposed personalized guided walking holidays in the city with wearable devices, which aim to provide a personalized service based on one's interest [Figure 1]. We firstly hypothesize that one's heart rate rises when he/she sees ...
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poster
Run with me: designing storytelling tools for runners
In this paper we explore storytelling tools for runners. We believe sharing third person 360-degree live-streams and stories while running can be a motivational factor to get people more active. To this end, we conducted a couple of initial user tests, ...
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poster
Eye blink as an input modality for a responsive adaptable video system
We propose a unique system that allows real-time adaption of video settings to a viewer's physical state. A custom made program toggles between videos according to the average eye blink frequency of each viewer. The physical data is harnessed with J!NS ...
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demonstration
The wordometer 2.0: estimating the number of words you read in real life using commercial EOG glasses
On the basis of the motivation to increase daily reading volumes, this paper introduces an implementation of "Wordometer 2.0," which counts the number of read words in a day. While word count estimation using eye tracking glasses or medical EOG (...
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demonstration
Smart glasses with a peripheral vision display
We present a demonstration of an initial peripheral vision glasses prototype. We can display patterns in the peripheral vision of the user. A simple use case is to show notifications. Up to 8 different notification types can be distinguished. We also ...
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demonstration
Solar system: smooth pursuit interactions using EOG glasses
- Junichi Shimizu,
- Juyoung Lee,
- Murtaza Dhuliawala,
- Andreas Bulling,
- Thad Starner,
- Woontack Woo,
- Kai Kunze
Solar System implements smooth pursuit eye movement interactions on commercial smart glasses using electrooculography. The system requires no calibration and little to no training. We present a prototype implementation, describe initial user tests and ...
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research-article
WAHM 2016: 3rd workshop on ubiquitous technologies for augmenting the human mind
- Tilman Dingler,
- Kai Kunze,
- Evangelos Niforatos,
- Cathal Gurrin,
- Ioannis Giannopolos,
- Andreas Dengel,
- Koichi Kise
In recent years there has been a growing interest in augmenting human cognition (attention, engagement, memory, learning, etc.) through ubiquitous technologies. With the ongoing research and development of near-constant capture devices, unlimited ...
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extended-abstract
Estimation of english skill with a mobile eye tracker
Learning a foreign language such as English is an important task for many people. The process of learning takes time and it is important to have a simple way to evaluate the progress of the skill. We propose a method to evaluate the reader's English ...
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extended-abstract
Smart glasses with peripheral vision display
This paper describes our initial prototypes for peripheral vision glasses. This device enables implicit and explicit interactions utilizing peripheral vision. A simple use case is to show notifications. Up to 8 different notification types can be ...
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extended-abstract
Reading interventions: tracking reading state and designing interventions
The quantified-self movement has brought us a multitude of tracking devices mostly focused on physical activities. But healthy user habits go beyond the physical realm, such as cognitive activities, learning and reading. For installing healthy reading ...
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poster
GazeSim: simulating foveated rendering using depth in eye gaze for VR
We present a novel technique of implementing customized hardware that uses eye gaze focus depth as an input modality for virtual reality applications. By utilizing eye tracking technology, our system can detect the point in depth the viewer focusses on, ...
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abstract
In the Eye of the Beholder: The Impact of Frame Rate on Human Eye Blink
We introduce a study investigating the impact of high frame rate videos on viewer's eye blink frequency. A series of videos with varying combinations of motion complexities and frame rates were shown to participants, while their eye blinks were counted ...
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abstract
Empathy Glasses
In this paper, we describe Empathy Glasses, a head worn prototype designed to create an empathic connection between remote collaborators. The main novelty of our system is that it is the first to combine the following technologies together: (1) wearable ...
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abstract
Embodied Reading: A Multisensory Experience.
Reading fiction is a silent activity, where readers come to know imaginary worlds and characters from the book's pages. However, we perceive the natural world with more than our eyes, and literature should be no different. Thus, an embodied reading ...
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forum
Eyewear computers for human-computer interaction
Envisioning, designing, and implementing the user interface require a comprehensive understanding of interaction technologies. In this forum we scout trends and discuss new technologies with the potential to influence interaction design. --- Albrecht ...
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short-paper
Smart glasses with a peripheral vision display
This paper describes a design for smart glasses with a peripheral vision display. We show that users are able to perceive information from our device. We explore different animation patterns. The recognition rates for over 8 patterns are over 80 %. We ...
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research-article
Facial Expression Recognition in Daily Life by Embedded Photo Reflective Sensors on Smart Eyewear
This paper presents a novel smart eyewear that uses embedded photo reflective sensors and machine learning to recognize a wearer's facial expressions in daily life. We leverage the skin deformation when wearers change their facial expressions. With ...
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forum
Demo hour
- Hayeon Jeong,
- Daniel Saakes,
- Uichin Lee,
- Augusto Esteves,
- Eduardo Velloso,
- Andreas Bulling,
- Katsutoshi Masai,
- Yuta Sugiura,
- Masa Ogata,
- Kai Kunze,
- Masahiko Inami,
- Maki Sugimoto,
- Anura Rathnayake,
- Tilak Dias
Demos at UBICOMP 2015 provided researchers with an opportunity to present their latest cutting-edge research, but also early implementations, prototypes, work-in-progress systems, and commercial products. At UBICOMP, demos offer a chance for authors to ...
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short-paper
Collective eyewear
This paper outlines the prospects of collective eye wear, aggregating sensor signals from large deployments of smart eye glasses. Collective eye wear can be used as large application platform to enable crowd sensing. Interesting applications area are ...
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research-article
2nd workshop on ubiquitous technologies to augment the human mind: towards the knowledge log
Lifelogging technologies, the use of sensing technologies to analyze and record one's lives, is on the rise. Products from industry and research in academia currently focus on using the collected data to support health and fitness. Given these trends, ...
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research-article
Multimodal literacy: storytelling across senses
This paper describes a novel framework for literature that presents the reader with a multimodal experience (visual, haptic and auditory). We present an initial prototype, extending an iPad with a surface vibration transducer for haptic feedback to ...
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short-paper
Enhanced tradition: combining tech and traditional clothing
We present the concept of the "Enhanced Tradition", combining electronics with traditional Japanese clothes; our initial prototype integrates a smart phone display in an obi (traditional sash). We overcome the common problem of where to put the phone ...
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demonstration
MEME: eye wear computing to explore human behavior
In this demonstration, we focus on eye wear to assist people, sensing their physical, social and mental activities. Detecting and quantifying our behavior can raise awareness towards unhealthy practices. We use J!NS MEME prototypes, smart glasses with ...
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demonstration
AffectiveWear: towards recognizing affect in real life
- Katsutoshi Masai,
- Yuta Sugiura,
- Katsuhiro Suzuki,
- Sho Shimamura,
- Kai Kunze,
- Masa Ogata,
- Masahiko Inami,
- Maki Sugimoto
We present a novel wearable facial recognition system "AffectiveWear". This device can recognize 7 facial expressions (neutral, disgust, angry, smile, laugh, sad, and surprise). It looks like a normal eyewear; you can wear anytime, anywhere. We made 2 ...
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demonstration
An augmented e-reader for multimodal literacy
We present an initial prototype to extend a reading tablet for haptic feedback -with a surface vibration transducer. This, in order to transform literature into a multimodal reading experience. In this augmented literature, the text provides its reader ...
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poster
Towards performance feedback through tactile displays to improve learning archery
In this paper, we explore a specific case of sensory augmentation through substitution techniques. We present an early tactile display prototype designed for novice archers to provide real time feedback on their performance. We evalute the protoype over ...
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poster
Silhouette interactions: using the hand shadow as interaction modality
We present the concept of Silhouette Interactions, using the shadow of our hand as an extension of our body to interact with our physical environment. We apply Silhouette Interactions to the application case of home appliance control, show 2 user ...
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research-article
Quantifying reading habits: counting how many words you read
- Kai Kunze,
- Katsutoshi Masai,
- Masahiko Inami,
- Ömer Sacakli,
- Marcus Liwicki,
- Andreas Dengel,
- Shoya Ishimaru,
- Koichi Kise
Reading is a very common learning activity, a lot of people perform it everyday even while standing in the subway or waiting in the doctors office. However, we know little about our everyday reading habits, quantifying them enables us to get more ...
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poster
AffectiveWear: toward recognizing facial expression
- Katsutoshi Masai,
- Yuta Sugiura,
- Masa Ogata,
- Katsuhiro Suzuki,
- Fumihiko Nakamura,
- Sho Shimamura,
- Kai Kunze,
- Masahiko Inami,
- Maki Sugimoto
Facial expression is a powerful way for us to exchange information nonverbally. They can give us insights into how people feel and think. There are a number of works related to facial expression detection in computer vision. However, most works focus on ...
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abstract
AffectiveWear: toward recognizing facial expression
- Katsutoshi Masai,
- Yuta Sugiura,
- Masa Ogata,
- Katsuhiro Suzuki,
- Fumihiko Nakamura,
- Sho Shimamura,
- Kai Kunze,
- Masahiko Inami,
- Maki Sugimoto
Facial expression is a powerful way for us to exchange information nonverbally. They can give us insights into how people feel and think. There are a number of works related to facial expression detection in computer vision. However, most works focus on ...
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abstract
MEME: smart glasses to promote healthy habits for knowledge workers
- Kai Kunze,
- Kazutaka Inoue,
- Katsutoshi Masai,
- Yuji Uema,
- Sean Shao-An Tsai,
- Shoya Ishimaru,
- Katsuma Tanaka,
- Koichi Kise,
- Masahiko Inami
As people use computing devices more and more -not only desktops and laptops but also smart phones and tablets- related health risks also increase. Two of the most common and severe issues related to computer work are (1) the computer vision syndrome (...
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wip
Towards Extraction of Subjective Reading Incomprehension: Analysis of Eye Gaze Features
One way to optimize learning processes is to clearly inform the learner about problematic areas. Recent work on gazebased CHI showed that a reader's language skill can be inferred by gaze analysis. However, only few approaches have been proposed to ...
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extended-abstract
Smart Eyewear for Interaction and Activity Recognition
vice class with a lot of possibilities for user interac- tion design and unobtrusive activity tracking. In this paper we show applications using an early prototype of J!NS MEME, smart glasses with integrated electrodes to detect eye movements (...
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short-paper
How much do you read?: counting the number of words a user reads using electrooculography
We read to acquire knowledge. Reading is a common activity performed in transit and while sitting, for example during commuting to work or at home on the couch. Although reading is associated with high vocabulary skills and even with increased critical ...
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research-article
The augmented narrative: toward estimating reader engagement
- Kai Kunze,
- Susana Sanchez,
- Tilman Dingler,
- Olivier Augereau,
- Koichi Kise,
- Masahiko Inami,
- Terada Tsutomu
We present the concept of bio-feedback driven computing to design a responsive narrative, which acts according to the readers experience. We explore on how to detect engagement and give our evaluation on the usefulness of different sensor modalities. We ...
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research-article
Assessment of stimuli for supporting speed reading on electronic devices
Technology has introduced multimedia to tailor information more broadly to our various senses, but by no means has the ability to consume information through reading lost its importance. To cope with the ever-growing amount of textual information to ...
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research-article
Position paper: brain teasers - toward wearable computing that engages our mind
The emerging field of cognitive activity recognition -- real life tracking of mental states -- can give us new possibilities to enhance our minds.
In this paper, we outline the use of wearable computing to engage the user's mind. We argue that the more ...
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research-article
WAHM 2014: workshop on ubiquitous technologies for augmenting the human mind
Ubiquitous sensing will soon allow us to record any moment of our lives. These moments can be restored and used to create radically new ways of aiding human memory. The goal with memory aids is: recalling what matters. This implies retrieving relevant ...
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research-article
Shiny: an activity logging platform for Google Glass
We describe an activity logging platform for Google Glass based on our previous work. We introduce new multi-modal methods for quick non-disturbing interactions for activity logging control and real time ground truth labeling, consisting of swipe ...
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research-article
Smarter eyewear: using commercial EOG glasses for activity recognition
Smart eyewear computing is a relatively new subcategory in ubiquitous computing research, which has enormous potential. In this paper we present a first evaluation of soon commercially available Electrooculography (EOG) glasses (J!NS MEME) for the use ...
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research-article
Implicit gaze based annotations to support second language learning
This paper explores if implicit gaze based annotations can support reading comprehension tasks of second language learners. We show how to use eye tracking to add implicit annotations to the text the user reads and we start by annotating physical ...
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research-article
Memory specs: an annotation system on Google Glass using document image retrieval
We present a system working on a wearable computer that can annotate and retrieve annotations for signs, posters, public displays etc. The only limitation of the system: the annotated objects need to contain at least 3-5 lines of text with fixed layout. ...
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research-article
Wearable computing for older adults: initial insights into head-mounted display usage
With recent interest in industry, wearable computers with head-mounted displays are about to become mainstream. As it is typical for novel technologies, development is directed towards early adopters. This typically excludes special target groups such ...
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research-article
What's on your mind?: mental task awareness using single electrode brain computer interfaces
Recognizing and summarizing persons' activities have proven to be effective for increasing self-awareness and enable to improve habits. Reading improves one's language skills and periodic relaxing improves one's health. Recognizing these activities and ...
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research-article
Haven't we met before?: a realistic memory assistance system to remind you of the person in front of you
This paper presents a perceived real-time system for memory augmentation. We propose a realistic approach to realize a memory assistance system, focusing on retrieving the person in front of you. The proposed system is capable of fully automatic ...
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research-article
In the blink of an eye: combining head motion and eye blink frequency for activity recognition with Google Glass
- Shoya Ishimaru,
- Kai Kunze,
- Koichi Kise,
- Jens Weppner,
- Andreas Dengel,
- Paul Lukowicz,
- Andreas Bulling
We demonstrate how information about eye blink frequency and head motion patterns derived from Google Glass sensors can be used to distinguish different types of high level activities. While it is well known that eye blink frequency is correlated with ...
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research-article
On the tip of my tongue: a non-invasive pressure-based tongue interface
Mobile and wearable devices became pervasive in daily life. The dominant input techniques for mobile and wearable technology are touch and speech. Both approaches are not appropriate in all settings. Therefore, we propose a novel interface that is ...
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research-article
Tracking how we read: activity recognition for cognitive tasks
Using activity recognition for cognitive tasks can provide new insights about reading and learning habits.
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poster
My reading life: towards utilizing eyetracking on unmodified tablets and phones
As reading is an integral part of our knowledge lives, we should know more about our reading activities. This paper introduces a reading application for smart phone and tablets that aims at giving user more quantified information about their reading ...
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poster
Annotate me: supporting active reading using real-time document image retrieval on mobile devices
We present a novel system to support active reading. Utilizing a mobile device the user can add digital annotations to physical documents like papers and posters. We present first prototype implementations of the mobile phone interface with and without ...
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poster
Activity recognition and nutrition monitoring in every day situations with a textile capacitive neckband
- Jingyuan Cheng,
- Bo Zhou,
- Kai Kunze,
- Carl Christian Rheinländer,
- Sebastian Wille,
- Norbert Wehn,
- Jens Weppner,
- Paul Lukowicz
We build on previous work [5] that demonstrated, in simple isolated experiments, how head and neck related events (e.g. swallowing, head motion) can be detected using an unobtrusive, textile capacitive sensor integrated in a collar like neckband. We have ...
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research-article
I know what you are reading: recognition of document types using mobile eye tracking
Reading is a ubiquitous activity that many people even perform in transit, such as while on the bus or while walking. Tracking reading enables us to gain more insights about expertise level and potential knowledge of users -- towards a reading log ...
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research-article
Upright or sideways?: analysis of smartphone postures in the wild
In this paper, we investigate how smartphone applications, in particular web browsers, are used on mobile phones. Using a publicly available widget for smart phones, we recorded app usage and the phones' acceleration and orientation from 1,330 devices. ...
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research-article
Real-life activity recognition: recognizing reading activities
How can we extract high level information about human actions and complex real world situations from heterogeneous ensembles of simple, often unreliable sensors embedded in commodity devices?
We focus on how to use body-worn devices for activity ...
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poster
Towards inferring language expertise using eye tracking
We present initial work towards recognizing reading activities. This paper describes our efforts detect the English skill level of a user and infer which words are difficult for them to understand. We present an initial study of 5 students and show our ...
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research-article
Who are you?: A wearable face recognition system to support human memory
Have you ever experienced that you cannot remember the name of a person you meet again? To circumvent such an awkward situation, it would be great if you had had a system that tells you the name of the person in secret. In this paper, we propose a ...
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demonstration
Integrated tool chain for recording and handling large, multimodal context recognition data sets
The demo will present a tool chain for recording, monitoring, labeling, and manipulation of complex multimodal data sets for activity recognition. The tool chain is comprehensive (going from logging, through labeling, monitoring to post processing and ...
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research-article
Dealing with sensor displacement in motion-based onbody activity recognition systems
We present a set of heuristics that significantly increase the robustness of motion sensor-based activity recognition with respect to sensor displacement. In this paper placement refers to the position within a single body part (e.g, lower arm). We show ...