TL;DR: The brain's electrical signals enable people without muscle control to physically interact with the world through the use of their brains' electrical signals.
Abstract: The brain's electrical signals enable people without muscle control to physically interact with the world.
TL;DR: A new graphical user interface to the MOSFLM program has been developed to simplify the processing of macromolecular diffraction data and provides visual feedback on the progress of each stage.
Abstract: iMOSFLM is a graphical user interface to the diffraction data-integration program MOSFLM. It is designed to simplify data processing by dividing the process into a series of steps, which are normally carried out sequentially. Each step has its own display pane, allowing control over parameters that influence that step and providing graphical feedback to the user. Suitable values for integration parameters are set automatically, but additional menus provide a detailed level of control for experienced users. The image display and the interfaces to the different tasks (indexing, strategy calculation, cell refinement, integration and history) are described. The most important parameters for each step and the best way of assessing success or failure are discussed.
TL;DR: It was found that the effect size of human tutoring was much lower than previously thought, and the effect sizes of intelligent tutoring systems were nearly as effective as human tutors.
Abstract: This article is a review of experiments comparing the effectiveness of human tutoring, computer tutoring, and no tutoring. “No tutoring” refers to instruction that teaches the same content without tutoring. The computer tutoring systems were divided by their granularity of the user interface interaction into answer-based, step-based, and substep-based tutoring systems. Most intelligent tutoring systems have step-based or substep-based granularities of interaction, whereas most other tutoring systems (often called CAI, CBT, or CAL systems) have answer-based user interfaces. It is widely believed as the granularity of tutoring decreases, the effectiveness increases. In particular, when compared to No tutoring, the effect sizes of answer-based tutoring systems, intelligent tutoring systems, and adult human tutors are believed to be d = 0.3, 1.0, and 2.0 respectively. This review did not confirm these beliefs. Instead, it found that the effect size of human tutoring was much lower: d = 0.79. Moreover, the eff...
TL;DR: In this paper, a system for supporting collaborative activity in a network includes a storage component storing data related to the network and a model of the network; a processor that accesses the stored data and the model to process the data according to the model; and a user interface providing the user to define a set of arbitrary domains, relate the user-defined data to the domains, and view relationships between the user defined data and context data, and the domains.
Abstract: A system for supporting collaborative activity in a network includes a storage component storing data related to the network and a model of the network; a processor that accesses the stored data and the model to process the data according to the model, where the stored data relates to the collaborative activity including user-defined data created by interaction of a user and the model, and context data related to the user, where the user-defined data and the context data, as metadata, are stored in the storage component; and a user interface, provided by the processor, that presents the user-defined data, the context data, and the model in a form readable by the user, the interface permitting the user to define a set of arbitrary domains, relate the user-defined data to the domains, and view relationships between the user-defined data and the context data, and the domains.
TL;DR: In this paper, the authors discuss the use of portable devices (e.g., smartphones and tablet computers) in a variety of applications, such as shopping, text entry, sign language interpretation, and vision-based discovery.
Abstract: Arrangements involving portable devices (e.g., smartphones and tablet computers) are disclosed. One arrangement enables a content creator to select software with which that creator's content should be rendered—assuring continuity between artistic intention and delivery. Another utilizes a device camera to identify nearby subjects, and take actions based thereon. Others rely on near field chip (RFID) identification of objects, or on identification of audio streams (e.g., music, voice). Some technologies concern improvements to the user interfaces associated with such devices. Others involve use of these devices in connection with shopping, text entry, sign language interpretation, and vision-based discovery. Still other improvements are architectural in nature, e.g., relating to evidence-based state machines, and blackboard systems. Yet other technologies concern use of linked data in portable devices—some of which exploit GPU capabilities. Still other technologies concern computational photography. A great variety of other features and arrangements are also detailed.
TL;DR: The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience, which is generic and applicable to various subareas of HCI.
Abstract: Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design. Personalization of user experience via affective and cognitive modeling, coupled with real-time adjustment of the content according to user needs and preferences are important steps toward effective and meaningful PCG. Games, Web 2.0, interface, and software design are among the most popular applications of automated content generation. The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience. This approach, which we call Experience-Driven Procedural Content Generation (EDPCG), is generic and applicable to various subareas of HCI. We employ games as an example indicative of rich HCI and complex affect elicitation, and demonstrate the approach's effectiveness via dissimilar successful studies.
TL;DR: An interactive hand shape recognition user interface for American Sign Language (ASL) allowing the signer to select between ambiguous detections and integrated with an English dictionary for efficient writing is presented.
Abstract: This article presents an interactive hand shape recognition user interface for American Sign Language (ASL) finger-spelling. The system makes use of a Microsoft Kinect device to collect appearance and depth images, and of the OpenNI+NITE framework for hand detection and tracking. Hand-shapes corresponding to letters of the alphabet are characterized using appearance and depth images and classified using random forests. We compare classification using appearance and depth images, and show a combination of both lead to best results, and validate on a dataset of four different users. This hand shape detection works in real-time and is integrated in an interactive user interface allowing the signer to select between ambiguous detections and integrated with an English dictionary for efficient writing.
TL;DR: In this article, the authors describe an interactive user interface for capturing a frame of image data having a representation of a feature and provide user-perceptible hints for guiding a user to alter positioning of the device to enhance a capability for identifying the linear features defining a candidate quadrilateral form in the image data.
Abstract: Devices, methods, and software are disclosed for an interactive user interface for capturing a frame of image data having a representation of a feature. In an illustrative embodiment, a device includes an imaging subsystem, one or more memory components, and one or more processors. The imaging subsystem is capable of providing image data representative of light incident on said imaging subsystem. The one or more memory components include at least a first memory component operatively capable of storing an input frame of the image data. The one or more processors may be enabled for performing various steps. One step may include receiving the image data from the first memory component. Another step may include attempting to identify linear features defining a candidate quadrilateral form in the image data. Another step may include providing user-perceptible hints for guiding a user to alter positioning of the device to enhance a capability for identifying the linear features defining a candidate quadrilateral form in the image data.
TL;DR: A review of the research in virtual assembly is provided and the potential to support integration of natural human motions into the computer aided assembly planning environment and results in reduced time and cost for product design are presented.
Abstract: Assembly planning and evaluation is an important component of the product design process in which details about how parts of a new product will be put together are formalized. A well designed assembly process should take into account various factors such as optimum assembly time and sequence, tooling and fixture requirements, ergonomics, operator safety, and accessibility, among others. Existing computer-based tools to support virtual assembly either concentrate solely on representation of the geometry of parts and fixtures and evaluation of clearances and tolerances or use simulated human mannequins to approximate human interaction in the assembly process. Virtual reality technology has the potential to support integration of natural human motions into the computer aided assembly planning environment (Ritchie et al. in Proc I MECH E Part B J Eng 213(5):461–474, 1999). This would allow evaluations of an assembler’s ability to manipulate and assemble parts and result in reduced time and cost for product design. This paper provides a review of the research in virtual assembly and categorizes the different approaches. Finally, critical requirements and directions for future research are presented.
TL;DR: In this article, the authors present a method for automatically determining whether a digital assistant application has been separately invoked by a user without regard to whether a user has separately invoked the application.
Abstract: The method includes automatically, without user input and without regard to whether a digital assistant application has been separately invoked by a user, determining that the electronic device is in a vehicle. In some implementations, determining that the electronic device is in a vehicle comprises detecting that the electronic device is in communication with the vehicle (e.g., via a wired or wireless communication techniques and/or protocols). The method also includes, responsive to the determining, invoking a listening mode of a virtual assistant implemented by the electronic device. In some implementations, the method also includes limiting the ability of a user to view visual output presented by the electronic device, provide typed input to the electronic device, and the like.
TL;DR: A user study shows participants were able to complete psychomotor aspects of the assembly task significantly faster and with significantly greater accuracy than when using 3D-graphics-based assistance presented on a stationary LCD.
Abstract: Procedural tasks are common to many domains, ranging from maintenance and repair, to medicine, to the arts. We describe and evaluate a prototype augmented reality (AR) user interface designed to assist users in the relatively under-explored psychomotor phase of procedural tasks. In this phase, the user begins physical manipulations, and thus alters aspects of the underlying task environment. Our prototype tracks the user and multiple components in a typical maintenance assembly task, and provides dynamic, prescriptive, overlaid instructions on a see-through head-worn display in response to the user's ongoing activity. A user study shows participants were able to complete psychomotor aspects of the assembly task significantly faster and with significantly greater accuracy than when using 3D-graphics-based assistance presented on a stationary LCD. Qualitative questionnaire results indicate that participants overwhelmingly preferred the AR condition, and ranked it as more intuitive than the LCD condition.
TL;DR: This talk takes a look back at recent proposals and studies that consider the social web, determines interesting patterns and aims to understand the impact on methods and techniques for user modeling and adaptation.
Abstract: The social web is having a clear impact in our field of user modeling and adaptation. ‘Links’ and ‘Likes’ as well as ‘Followers’ and ‘Friends’ are part of a large source of data that is generated by users themselves, often for different purposes, and that provides an unprecedented potential for systems to understand their users and to adapt based on that understanding. As we can see from researchers and projects in a number of relevant fields, data on various manifestations of what users do socially on the web brings new opportunities. Exciting ideas are generated and first explorations show promising results. In this talk we take a look back at recent proposals and studies that consider the social web. We determine interesting patterns and we aim to understand the impact on methods and techniques for user modeling and adaptation. At the same time, the social web brings even more challenges. We look forward by identifying challenges that can drive our research. From technical challenges to explore the different social web sources to social challenges to understand how users behave when this potential is unlocked.
TL;DR: In this article, the authors present a system that allows one hand operation of computing devices including intuitive gestures that do not require the users focused attention to accomplish, such as a tap, squeeze, swipe, or twist.
Abstract: Methods and systems implement touch sensors or force sensitive materials disposed on the case of a computing device in order to enable user input gestures to be performed on portions of the device case. The force sensitive elements may generate an electrical signal in response to a gesture, such as a tap, squeeze, swipe or twist. The properties of the generated electrical signal may be compared to various reference templates to recognize particular input gestures. The force sensitive elements may operate in conjunction with more traditional input methods, such as touch-screen display and electromechanical buttons. By enabling user input gestures on the case of computing devices, the various aspects permit one hand operation of the devices including intuitive gestures that do not require the users focused attention to accomplish. Thus the various aspects may enable users to utilize their computing devices in situations not suitable to conventional user input technologies.
TL;DR: In this paper, the design consists of the feature of ornamentation of a display screen shown in solid lines in the drawing, and is based on the idea of the display screen as a tree.
Abstract: The design consists of the feature of ornamentation of a Display Screen shown in solid lines in the drawing.
TL;DR: In this paper, a system comprising a user interface configured to receive text input by a user, a text prediction engine comprising a plurality of language models and configured to generate concurrently text predictions using the plurality of languages models, and further configured to provide text predictions to the user interface for display and user selection is presented.
Abstract: The present invention provides a system comprising a user interface configured to receive text input by a user, a text prediction engine comprising a plurality of language models and configured to receive the input text from the user interface and to generate concurrently text predictions using the plurality of language models, and wherein the text prediction engine is further configured to provide text predictions to the user interface for display and user selection. An analogous method and an interface for use with the system and method are also provided.
TL;DR: This paper argues that it is not feasible to design one interface that appeals to all users of an increasingly global audience, and proposes to design culturally adaptive systems, which automatically generate personalized interfaces that correspond to cultural preferences.
Abstract: When we investigate the usability and aesthetics of user interfaces, we rarely take into account that what users perceive as beautiful and usable strongly depends on their cultural background In this paper, we argue that it is not feasible to design one interface that appeals to all users of an increasingly global audience Instead, we propose to design culturally adaptive systems, which automatically generate personalized interfaces that correspond to cultural preferences In an evaluation of one such system, we demonstrate that a majority of international participants preferred their personalized versions over a nonadapted interface of the same Website Results show that users were 22p faster using the culturally adapted interface, needed fewer clicks, and made fewer errors, in line with subjective results demonstrating that they found the adapted version significantly easier to use Our findings show that interfaces that adapt to cultural preferences can immensely increase the user experience
TL;DR: JMP as mentioned in this paper is a statistical software environment that enables scientists, engineers, and business analysts to make discoveries through data exploration, and it supports custom design, an innovative approach to the statistical design of experiments, but whether your results come from designed experiments or from an observational study, they provide analytical tools that put graphs up front.
Abstract: JMP is a statistical software environment that enables scientists, engineers, and business analysts to make discoveries through data exploration. One powerful method for beginning the process of discovery employs statistically designed experiments. A well-designed experiment ensures that the resulting data have large information content. We support this method with custom design, an innovative approach to the statistical design of experiments. But whether your results come from designed experiments or from an observational study, we provide analytical tools that put graphs up front. JMP's graphical user interface (GUI) makes these plots interactive and dynamically linked to each other and to the data. Moreover, in the design of JMP's user interface the priority was to make a smooth and natural workflow for data analysis. Notice how the data exploration flows in the following case study that investigates the relationship between life expectancy and health-care spending for 166 countries. WIREs Comp Stat 2011 3 188–194 DOI: 10.1002/wics.162
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TL;DR: This paper proposes FindU, the first privacy-preserving personal profile matching schemes for mobile social networks, and proposes novel protocols that realize two of the user privacy levels, which can also be personalized by the users.
Abstract: Making new connections according to personal preferences is a crucial service in mobile social networking, where the initiating user can find matching users within physical proximity of him/her. In existing systems for such services, usually all the users directly publish their complete profiles for others to search. However, in many applications, the users' personal profiles may contain sensitive information that they do not want to make public. In this paper, we propose FindU, the first privacy-preserving personal profile matching schemes for mobile social networks. In FindU, an initiating user can find from a group of users the one whose profile best matches with his/her; to limit the risk of privacy exposure, only necessary and minimal information about the private attributes of the participating users is exchanged. Several increasing levels of user privacy are defined, with decreasing amounts of exchanged profile information. Leveraging secure multi-party computation (SMC) techniques, we propose novel protocols that realize two of the user privacy levels, which can also be personalized by the users. We provide thorough security analysis and performance evaluation on our schemes, and show their advantages in both security and efficiency over state-of-the-art schemes.
TL;DR: The authors integrated crowds into a declarative workflow engine called Qurk to reduce the burden on workflow designers and used humans to compare items for sorting and joining data, two of the most common operations in DBMSs.
Abstract: Crowdsourcing markets like Amazon's Mechanical Turk (MTurk) make it possible to task people with small jobs, such as labeling images or looking up phone numbers, via a programmatic interface. MTurk tasks for processing datasets with humans are currently designed with significant reimplementation of common workflows and ad-hoc selection of parameters such as price to pay per task. We describe how we have integrated crowds into a declarative workflow engine called Qurk to reduce the burden on workflow designers. In this paper, we focus on how to use humans to compare items for sorting and joining data, two of the most common operations in DBMSs. We describe our basic query interface and the user interface of the tasks we post to MTurk. We also propose a number of optimizations, including task batching, replacing pairwise comparisons with numerical ratings, and pre-filtering tables before joining them, which dramatically reduce the overall cost of running sorts and joins on the crowd. In an experiment joining two sets of images, we reduce the overall cost from $67 in a naive implementation to about $3, without substantially affecting accuracy or latency. In an end-to-end experiment, we reduced cost by a factor of 14.5.
TL;DR: In this article I explore how the authors might develop a more humancentered approach to computing for the 21st century, centered on the exploration of new forms of living with and through technologies that give primacy to human actors, their values, and their activities.
Abstract: us to rethink our whole value frame concerning means and ends, and the place of technology within this frame. The ambit of HCI has expanded enormously since the field’s emergence in the early 1980s. Computing has changed significantly; mobile and ubiquitous communication networks span the globe, and technology has been integrated into all aspects of our daily lives. Computing is not simply for calculating, but rather is a medium through which we collaborate and interact with other people. The focus of HCI is not so much on human-computer interaction as it is on human activities mediated by computing [1]. Just as the original meaning of ACM (Association for Computing Machinery) has become dated, perhaps so too has the original meaning of HCI (humancomputer interaction). It is time for us to rethink how we approach issues of people and technology. In this article I explore how we might develop a more humancentered approach to computing. for the 21st century, centered on the exploration of new forms of living with and through technologies that give primacy to human actors, their values, and their activities. The area of concern is much broader than the simple “fit” between people and technology to improve productivity (as in the classic human factors mold); it encompasses a much more challenging territory that includes the goals and activities of people, their values, and the tools and environments that help shape their everyday lives. We have evermore sophisticated and complex technologies available to us in the home, at work, and on the go, yet in many cases, rather than augmenting our choices and capabilities, this plethora of new widgets and systems seems to confuse us—or even worse, disable us. (Surely there is something out of control when a term such as “IT disability” can be taken seriously in national research programs.) Solutions do not reside simply in ergonomic corrections to the interface, but instead require Some years ago, HCI researcher Panu Korhonen of Nokia outlined to me how HCI is changing, as follows: In the early days the Nokia HCI people were told “Please evaluate our user interface, and make it easy to use.” That gave way to “Please help us design this user interface so that it is easy to use.” That, in turn, led to a request: “Please help us find what the users really need so that we know how to design this user interface.” And now, the engineers are pleading with us: “Look at this area of
TL;DR: The paper presents a framework for integrating BIM and games, and a sample experiment of real-time, interactive, and photorealistic walkthrough with a virtual user model to demonstrate the use and the potentials of the framework.
TL;DR: In this article, a personal wireless navigation system is presented for empowering a merchant-paid search on mobile devices, where a user interface (UI) and look and feel of the system is enhanced so that users do not simply want to use the product, but covet it.
Abstract: A personal wireless navigation system operable on wireless phone devices provides a platform for empowering a merchant-paid search. Performance of a navigation functionality in a personal wireless navigation system is higher and more comparable and competitive with portable navigation devices and in-car navigation systems, and the search capability is comparable and competitive with the most popular web search engines. A user interface (UI) and look and feel of the personal wireless navigation system is provided which is enhanced so that users do not simply want to use the product—they covet it. The personal wireless navigation system may be constructed such that a subset of it with fewer features and functions can be productized, marketed and deployed to users.
TL;DR: In this article, a speech input can be converted to text data and the text data can be combined with the non-speech input for presentation to a user by using a user interface.
Abstract: Systems, methods, and computer readable media providing a speech input interface. The interface can receive speech input and non-speech input from a user through a user interface. The speech input can be converted to text data and the text data can be combined with the non-speech input for presentation to a user.
TL;DR: In this article, a first processor-based device (PBD), such as a personal computer functioning as a host and containing digital media files, may share a selected file with a second PBD.
Abstract: A first processor-based device (PBD), such as a personal computer functioning as a host and containing digital media files, may share a selected file with a second PBD. Media file-sharing may be facilitated by an automated technique including graphical user interfaces (GUIs). In one embodiment, when a device user wishes to transfer a file to another device, the user hovers the file over a particular desktop icon and drops it, causing it to be automatically transmitted to a corresponding destination. Optionally, in response to hovering, a software program automatically generates a GUI indicating potential destinations. The user then selects a destination, and the system automatically transfers the file to that destination. In another embodiment, media sharing can be initiated from a digital appliance, such as a digital picture frame, and a file can be sent to another PBD, such as another digital picture frame via an intermediary PBD.
TL;DR: In this article, the tactile image data is processed to create a plurality of numerical values responsive to data generated from the user touch interface, which are then applied to a principle component analysis operation to produce a reduced-dimensionality data vector which is applied to the classifier, which provides likelihoods that an execution gesture is from a collection of pre-defined gestures, and a decision test is used to produce an output indicating a gesture outcome useful in user interface applications.
Abstract: A method for classification recognition of gestures and gesture primitives in a touch-based user interface. In an implementation the method comprises receiving tactile image data responsive to data generated from user touch of a user touch interface comprising a sensor array. The tactile image data is processed to create a plurality of numerical values responsive to data generated from the user touch interface. These numerical values are applied to a principle component analysis operation to produce a reduced-dimensionality data vector which is applied to a classifier having a plurality of classifier outputs interpretable as probabilities. The classifier outputs provide likelihoods that an execution gesture is from a collection of pre-defined gestures, and a decision test is used to produce a decision output indicating a gesture outcome useful in user interface applications. The arrangement can recognize single finger “6D” actions of roll, pitch, yaw, left-right, forward-back, and variations in applied pressure.
TL;DR: This paper identifies and discusses results showing technologies that mitigate the observed problems such as specialized interfaces, and adaptive systems, and innovative techniques and technologies designed to enhance operator performance and reduce potential performance degradations identified in the literature.
Abstract: The purpose of this paper is to review research pertaining to the limitations and advantages of supervisory control for unmanned systems. We identify and discuss results showing technologies that mitigate the observed problems such as specialized interfaces, and adaptive systems. In the report, we first present an overview of definitions and important terms of supervisory control and human-agent teaming. We then discuss human performance issues in supervisory control of multiple robots with regard to operator multitasking performance, trust in automation, situation awareness, and operator workload. In the following sections, we review research findings for specific areas of supervisory control of multiple ground robots, aerial robots, and heterogeneous robots (using different types of robots in the same mission). In the last section, we review innovative techniques and technologies designed to enhance operator performance and reduce potential performance degradations identified in the literature.
TL;DR: In this paper, an agent server is coupled to the user interface, and the agent server manages the operation of the network system in response to interaction by the user, and a service wrapper is associated with the service to mediate interaction between the service and the agents.
Abstract: In one aspect, a network system includes a user interface which allows a user to interact with the network system. An agent server is coupled to the user interface. The agent server manages the operation of the network system. Furthermore, the agent server in conjunction with the user interface is operable to create or modify an agent in response to interaction by the user. In another aspect, a network system includes an agent server which manages the operation of the network system. An agent is operable to utilize a service within the network system. A service wrapper, associated with the service, cooperates with the agent server to mediate interaction between the service and the agent.
TL;DR: The design and implementation of a novel object-oriented framework that allows for rapid development of complex image analysis algorithms with many reusable components and the ability to easily add graphical user interface controls is presented.
Abstract: Developing both graphical and command-line user interfaces for neuroimaging algorithms requires considerable effort. Neuroimaging algorithms can meet their potential only if they can be easily and frequently used by their intended users. Deployment of a large suite of such algorithms on multiple platforms requires consistency of user interface controls, consistent results across various platforms and thorough testing. We present the design and implementation of a novel object-oriented framework that allows for rapid development of complex image analysis algorithms with many reusable components and the ability to easily add graphical user interface controls. Our framework also allows for simplified yet robust nightly testing of the algorithms to ensure stability and cross platform interoperability. All of the functionality is encapsulated into a software object requiring no separate source code for user interfaces, testing or deployment. This formulation makes our framework ideal for developing novel, stable and easy-to-use algorithms for medical image analysis and computer assisted interventions. The framework has been both deployed at Yale and released for public use in the open source multi-platform image analysis software—BioImage Suite (bioimagesuite.org).