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Banakou D.,Tech Event | Banakou D.,University of Barcelona | Groten R.,Tech Event | Groten R.,User Interface | And 4 more authors.
Proceedings of the National Academy of Sciences of the United States of America | Year: 2013

An illusory sensation of ownership over a surrogate limb or whole body can be induced through specific forms of multisensory stimulation, such as synchronous visuotactile tapping on the hidden real and visible rubber hand in the rubber hand illusion. Such methods have been used to induce ownership over a manikin and a virtual body that substitute the real body, as seen from first-person perspective, through a head-mounted display. However, the perceptual and behavioral consequences of such transformed body ownership have hardly been explored. In Exp. 1, immersive virtual reality was used to embody 30 adults as a 4-y-old child (condition C), and as an adult body scaled to the same height as the child (condition A), experienced from the first-person perspective, and with virtual and real body movements synchronized. The result was a strong body-ownership illusion equally for C and A. Moreover there was an overestimation of the sizes of objects compared with a nonembodied baseline, which was significantly greater for C compared with A. An implicit association test showed that C resulted in significantly faster reaction times for the classification of self with child-like compared with adult-like attributes. Exp. 2 with an additional 16 participants extinguished the ownership illusion by using visuomotor asynchrony, with all else equal. The size-estimation and implicit association test differences between C and A were also extinguished. We conclude that there are perceptual and probably behavioral correlates of body-ownership illusions that occur as a function of the type of body in which embodiment occurs. © PNAS 2013.

Spindler M.,User Interface
ITS 2012 - Proceedings of the ACM Conference on Interactive Tabletops and Surfaces | Year: 2012

One limiting factor of digital tabletops is that interaction is usually restricted to a single 2D surface. I propose to extend this interaction space to the 3D space above the table by using spatially aware handheld displays. Utilizing the spatial position and orientation of such tangible displays provides an additional dimension of interaction that allows users to interact with complex information spaces in a more direct and natural way. The simultaneous use of multiple tangible displays explicitly supports collaborative work. My research includes the identification of basic interaction principles, the design and implementation of a technical framework, and the development and evaluation of interactive systems demonstrating the benefits of tangible displays for different application domains. © 2012 Author.

Heimgartner R.,User Interface
International Journal of Human-Computer Interaction | Year: 2013

This article presents an approach covering cultural contexts in human-computer interaction (HCI) design using a model of culturally influenced HCI. Cultural influence on HCI is described using cultural variables for user interface design. Assumptions regarding the influence of culture on HCI, considering the path of the information processing and the interaction style between Chinese and German users are explained on the basis of cultural models. Subsequent indicators represent the relationship between culture and HCI (culturally imprinted by the user). Correlations adopted theoretically between cultural dimensions and variables for HCI design are investigated. These correlations represent first relevant constituents of a model for culturally influenced HCI. Considerations applying such a model and evidence for the proper application of the method are presented. The proposed analysis of the context of users in general is presented, and some challenges evolving from the intercultural HCI design process from local and indigenous perspectives are addressed. The descriptive intercultural model for HCI design serves to inspire HCI engineers in the requirement analysis phase as well as HCI designers in the design phase. Finally some implications for practitioners are shown, including HCI style scores, to prognosticate the effort and the expenditure for taking into account the cultural context in intercultural user interface design. © 2013 Copyright Taylor & Francis Group, LLC.

Agency: Cordis | Branch: FP7 | Program: CP | Phase: ICT-2007.7.2 | Award Amount: 3.73M | Year: 2008

VAALID project aims at creating new tools and methods that facilitate and streamline the process of creation, design, construction and deployment of technological solutions in the context of AAL assuring that they are accessible and usable for senior citizens. The main objective of the project is to develop a 3D-Immersive Simulation Platform for computer aided design and validation of User-Interaction subsystems that improve and optimise the accessibility features of Ambient Assisted Living services for the social inclusion and independent living. The results of the project will support the design of the Human Interaction aspects of an AAL solution in all the stages of a user centred design methodology, putting in practice the guidelines for the verification and validation of the accessibility and usability facets. The VAALID system will be a productivity tool that will be used across all the stages of the User Centre Design cycle. The simulation environment is composed by software and hardware components that constitute a physical ensemble that in conjunction allow the ICT designer to implement actual Virtual Reality and Augmented Reality scenarios of AAL. It will be used to verify interaction designs and validate the accessibility of the AAL products by means of immersing the users in 3D virtual spaces. The ICT designer will be able to evaluate the suitability of the proposed solutions with a significant reduction of the global design and development cost. The use of the VAALID tools will help the European industrial players, ICT companies specialized in Human Factors and User Interaction design, Research and Academia in streamlining their respective business with regard to products and services for the Independent Living and Inclusion, creating new market opportunities. Project result will be evaluated during 6 months in two pilot sites with up to 100 users. The initial conditions and framework for the effective exploitation of the results will be set up.

Plane is a new social app from Tim Allison, who previously founded Cupple, the relationship app acquired by YC alumni Pair (which since re-branded to Couple and was sold to Life360). Born out of Allison’s own frustrations, after he moved countries, Plane is pitching itself as a ‘social icebraker’, and lets anybody post a short location-based message — called a ‘Signal’ — to be read by other users in the same city. You can reply publicly to a Signal, which disappears after 24 hours, and optionally swap ‘social cards’ and exchange private messages. In other words, Plane mixes features from Twitter, Snapchat and Facebook, and also crosses over with something like Yik Yak, the location-based social app popular on university campuses. Allison tells me the idea was initially conceived to serve the needs of expats, but since being soft launched in Copenhagen two months ago is already resonating with a wider group of users. “We’ve found that the ‘expat’ group is increasingly hard to define,” he tells me. “People live, work and love all over the world and operate in all sorts of ways.” Plane is built on the premise that when travelling to a new city it’s hard to break the ice, unless you already have an established network. Instead you’re largely left with the option of signing up to a bunch of dating apps or joining a noisy Facebook or Meetup group. “I worked for 12 months commuting in and out of Switzerland every week and working on a large international campus,” explains Allison. “Whilst actually living in the city during the week it was really difficult to break the ice with new people and actually find out what was going on. I don’t want to use dating apps, most expat forums are quite old-fashioned and for a lot of people, ‘meetups’ can be quite daunting.” To that end, Plane focuses on the city you are in and lets you share Signals to a community of users around you. The intention was to do away with selfies or other profile photos — the app is almost exclusively text-based — and because public messages expire Allison says there is less pressure to compose the perfect Signal. “We’ve found users express themselves with a certain freedom and creativity you might not find on a more visual and permanent based network,” he adds. Of course, like any social app, Plane will need to scale quickly to benefit from much-needed network effects. Right now, a day after fully launching, the London stream is fairly barren. That said, the startup has already raised an undisclosed round of angel funding. I understand that Plane’s backers include Hampus Jakobsson, who previously founded The Astonishing Tribe (TAT), the mobile User Interface company that BlackBerry acquired in 2010.

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