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Sökning: WFRF:(Boll Susanne)

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1.
  • El Ali, Abdallah, et al. (författare)
  • VapeTracker : Tracking vapor consumption to help e-cigarette users quit
  • 2016
  • Ingår i: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, United States : Association for Computing Machinery (ACM). ; , s. 2049-2056
  • Konferensbidrag (refereegranskat)abstract
    • Despite current controversy over e-cigarettes as a smoking cessation aid, we present early work based on a web survey (N=249) that shows that some e-cigarette users (46.2%) want to quit altogether, and that behavioral feedback that can be tracked can fulfill that purpose. Based on our survey findings, we designed VapeTracker, an early prototype that can attach to any e-cigarette device to track vaping activity. We discuss our future research on vaping cessation, addressing how to improve our VapeTracker prototype, ambient feedback mechanisms, and the future inclusion of behavior change models to support quitting e-cigarettes.
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2.
  • Fortmann, Jutta, et al. (författare)
  • Demo Hour
  • 2015
  • Ingår i: Interactions. - 1072-5520. ; 22:1, January + February 2015, s. 6-9
  • Tidskriftsartikel (refereegranskat)abstract
    • NordiCHI'14 conference attendees got hands-on experience with a number of great new interactive systems. Among the accepted poster, video, and demo submissions, we selected the following four prototypes to illustrate the high-quality design research displayed during the conference, which was held in Helsinki, Finland, October 26--30, 2014.
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3.
  • Häkkilä, Jonna, et al. (författare)
  • The role and impact of aesthetics in designing mobile devices
  • 2016
  • Ingår i: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450344135 ; , s. 1142-1145
  • Konferensbidrag (refereegranskat)abstract
    • This workshop addresses a topic, which has been relatively (and surprisingly) little considered among mobile HCI research -- aesthetics in design. Whereas research in the area is under represented, aesthetics is one of the key parameters in product design, and an important part of user experience. By understanding the role and impact of aesthetics, we can better understand user behavior and preferences, create better user interfaces, and improve our design processes. As mobile HCI is expanding in mass markets to new areas and form factors such as bracelets, glasses and smart clothing, the possibilities for designers are growing. In this workshop, we consider, e.g., user research, design research, prototypes and case studies related to aesthetics in designing mobile devices and interactions, and draw a research agenda for the future.
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4.
  • Kappes, Raphael, et al. (författare)
  • Safety4Bikes : Assistance Systems for Cycling Children to Increase Safety
  • 2019
  • Ingår i: Proceedings, 8th International Cycling SafetyConference, ICSC2019.
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is a popular urban mobility solution. However, cyclists are more vulnerable and relatively unprotected compared to other road users. In Germany, the number of accidents withcycling children increases dramatically from age 8 to 14. This is not least due to their insufficient cycling skills and understanding of traffic, which is a detriment to their safety. The project Safety4Bikes, which is funded by the German Federal Ministry of Education and Research(BMBF), grant no 16SV7669, aims at mitigating the risk of young cyclists by developing appropriate modular assistance systems that detect situational hazards and promote safe behaviour. Within the project, we are developing novel visual, tactile and acoustic signals integrated in bicycles and helmets to convey information for children in an understandable andnon-distracting way. Embedding the cyclist into the surrounding context, we develop andinvestigate sensor technologies, algorithms and routing strategies needed for identificationof the behaviour of cyclists on the road, traffic signs, safest routes and trajectory corrections.Additionally, we focus on the enhancements of Car2X communication to enable the exchange of information with other vehicles. The project follows a user centric approach inwhich the developed system components are continuously tested and adapted to the needsand characteristics of the target group. Answering the question of how the components willhave to interact with the user is an important part of the research. Therefore, we evaluate theefficacy of the designed interaction and recognition methods as well as sensors, algorithmsand routing strategies through laboratory experiments and bicycle simulators. With controlled test-track experiments on a test route, the components are further evaluated and optimised. 
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5.
  • Kimmel, Simon, et al. (författare)
  • Let’s Face It : Influence of Facial Expressions on Social Presence in Collaborative Virtual Reality
  • 2023
  • Ingår i: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. - New York, NY, United States : Association for Computing Machinery (ACM). ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • As the world becomes more interconnected, physical separation between people increases. Existing collaborative Virtual Reality (VR) applications, designed to bridge this distance, are not yet sufficient in providing a sense of social connection comparable to face-to-face interactions. Possible reasons are the limited multimodality of VR systems and the lack of non-verbal cues in VR avatars. We systematically investigated how facial expressions influence Social Presence in two collaborative VR tasks. We explored four types of facial expressions: eyes and mouth movements, their combination, and no expressions, for two types of explanations: verbal and graphical. To examine how these expressions influence Social Presence, we conducted a controlled VR experiment (N = 48), in which participants had to explain a specific term to their counterpart. Our results demonstrate that eye and mouth movements positively influence Social Presence in VR. Particularly, combining verbal explanations and eye movements induces the highest feeling of co-presence.
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6.
  • Löcken, Andreas, et al. (författare)
  • WeCARe : Workshop on Inclusive Communication between Automated Vehicles and Vulnerable Road Users
  • 2020
  • Ingår i: Extended Abstracts - 22nd International Conference on Human-Computer Interaction with Mobile Devices and Services: Expanding the Horizon of Mobile Interaction, MobileHCI 2020. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Automated vehicles are expected to become a part of the road traffic in the near future. This upcoming change raises concerns on how human road users, e.g., cyclists or pedestrians, would interact with them to ensure safe communication on the road. Previous work focused primarily on the scenario in which a young adult without impairments crosses a street in front of an automated vehicle. Several road user groups, such as children, seniors, or people with special needs, in roles of pedestrians and cyclists, are not considered in this scenario. On top of this, cultural differences are rarely considered. To ensure that future traffic is safe and accessible for all citizens, we aim to address inclusive communication between automated vehicles and vulnerable road users. In this workshop, we will discuss and exchange methods, tools, and scenarios applicable for inclusive communication, identify the most relevant research gaps, and connect people for future collaborations.
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7.
  • Matviienko, Andrii, et al. (författare)
  • Augmenting bicycles and helmets with multimodal warnings for children
  • 2018
  • Ingår i: MobileHCI 2018 - Beyond Mobile. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Child cyclists are often at greater risk for traffic accidents. This is in part due to the development of children's motor and perceptual-motor abilities. To facilitate road safety for children, we explore the use of multimodal warning signals to increase their awareness and prime action in critical situations. We developed a bicycle simulator instrumented with these signals and conducted two controlled experiments. We found that participants spent significantly more time perceiving visual than auditory or vibrotactile cues. Unimodal signals were the easiest to recognize and suitable for encoding directional cues. However, when priming stop actions, reaction time was shorter when all three modalities were used simultaneously. We discuss the implications of these outcomes with regard to design of safety systems for children and their perceptual-motor learning.
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8.
  • Matviienko, Andrii, et al. (författare)
  • Awarekit: Exploring a tangible interaction paradigm for digital calendars
  • 2017
  • Ingår i: CHI 2017 Extended Abstracts - Proceedings of the 2017 ACM SIGCHI Conference on Human Factors in Computing Systems: Explore, Innovate, Inspire. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1877-1884
  • Konferensbidrag (refereegranskat)abstract
    • Digital calendars are a conventional tool for planning meetings and providing information about the availability of others. In this paper, we explore an alternative tangible way of interaction with existing electronic calendaring systems. Our prototype, called AwareKit, is a tangible toolkit aimed at supplementing existing electronic calendar systems and exploits quick, fun and playful interaction. It integrates an attractive design and utilizes touch and rotation as interaction techniques to access different types of information. In this paper, we outline the design concept of AwareKit, its hardware implementation and the first usability feedback. The results of the pilot usability study showed that AwareKit is easy to use and facilitates intuitive and playful interaction.
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9.
  • Matviienko, Andrii, et al. (författare)
  • Comparing unimodal lane keeping cues for child cyclists
  • 2019
  • Ingår i: MUM 2019 - 18th International Conference on Mobile and Ubiquitous Multimedia, Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Child cyclists are at greater risk for car-to-cyclist accidents than adults. This is in part due to developmental differences in the motor and perceptual-motor abilities of children and adults, and missing cycling infrastructure. To address these issues, we examine unimodal and projection-based techniques to support children in maintaining a good lane position in the absence of bicycle lanes. We present safety-relevant information using unimodal cues: vibration on the handlebar, ambient light in a cycle helmet, projected heads-up display indicators, and on-road laser projection. As a first step, we interviewed twelve children about their cycling issues. We then conducted a lab experiment (N=25) in a bicycle simulator using the unimodal cues in the presence of a visual search task, followed by a controlled test-track experiment (N=15). We found that cycling performance with lane keeping cues was comparable to situations without them, however children found them helpful and expressed subjective preferences for the LED helmet and vibration on the handlebar.
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10.
  • Matviienko, Andrii, et al. (författare)
  • CubeLendar : Design of a tangible interactive event awareness cube
  • 2016
  • Ingår i: CHI EA 2016: #chi4good - Extended Abstracts, 34th Annual CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 2601-2608
  • Konferensbidrag (refereegranskat)abstract
    • CubeLendar is an interactive calendar in the form of a cube, which provides an overview of the events, weather, time, and date. It is a computer device that integrates an attractive design and exploits rotation as an interaction technique to access different types of information presented on each side of the cube. CubeLendar is aimed to notify about calendar events via light and represent potential situations for spontaneous communication with remote co-workers. Moreover, due to its appealing design CubeLendar nicely integrates into the office environment as a pleasant enhancement. In this paper, we outline the design concept of CubeLendar, hardware design, and first usability feedback. In our future research we aim to extend the feedback modalities for our CubeLendar prototype and build a network of such awareness devices to facilitate spontaneous communication in spatially distributed groups.
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11.
  • Matviienko, Andrii, et al. (författare)
  • Deriving design guidelines for ambient light systems
  • 2015
  • Ingår i: MUM 2015 - Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 268-277
  • Konferensbidrag (refereegranskat)abstract
    • Recent interest in the development of ambient light systems has initialized a new research area, where the number of ambient light systems is expected to increase in the next years. To support the development of future ambient light systems, we need clear, explicit, and structured design guidelines. In this paper we present an evaluation of light patterns in a controlled laboratory study with two complementary parts. In the first part, our aim was to reveal and analyze light patterns that encode different types of everyday information. In the second part, we verified the results from the first part by asking another group of participants about their understanding of information encoded with light. Together, our results allowed us to establish light patterns and guidelines for building new ambient light systems and applications in the future.
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12.
  • Matviienko, Andrii, et al. (författare)
  • Designing metaphor-based ambient tangible artifacts to support workspace awareness
  • 2018
  • Ingår i: I-COM. - : Walter de Gruyter GmbH. - 1618-162X .- 2196-6826. ; 17:3, s. 219-235
  • Tidskriftsartikel (refereegranskat)abstract
    • Current asynchronous (e. g., email) or synchronous (e. g., video-conferencing) communication methods in the workspace can be obtrusive and fail to mimic spontaneous interpersonal communication. This can cause difculties in forming close relationships among working colleagues. To examine this problem, we conducted a needs assessment study consisting of an online survey, a focus group, and a co-design session to gather a set of system requirements and metaphors as a base for future system designs. Based on the results, we designed two metaphor-based ambient tangible systems to support awareness among working colleagues: AwareCups and AwareHouse. Furthermore, we evaluated these systems in a short feld study with 22 participants and found that both systems are highly intuitive and easy to use. We discuss the solution space for metaphor-based tangible awareness systems and the effects of the outcomes on the potential increase of awareness among colleagues.
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13.
  • Matviienko, Andrii, et al. (författare)
  • Interactive Technology for Cycling—ideate, make–remote, together
  • 2021
  • Ingår i: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-4
  • Konferensbidrag (refereegranskat)abstract
    • Cycling is absolutely in trend, not only for health reasons but also as a major contribution to future sustainable mobility. The purpose of this workshop is to discuss and explore the design space and interaction methods for technological augmentation of bicycles. The workshop will achieve this goal through invited talks, demos, brainstorming sessions and prototyping activities. The workshop various cycling tours to promote outdoor discussions about development of new technologies and research direction by exploring the design space of different cycling areas. The workshop is connected to a SIGCHI summer school on HCI & Cycling, which will take place before the conference. We expect that in addition to open submissions to the workshop, the participants of the summer school will submit their results and design space explorations to the workshop.
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14.
  • Matviienko, Andrii, et al. (författare)
  • NaviBike : Comparing Unimodal Navigation Cues for Child Cyclists
  • 2019
  • Ingår i: CHI '19. - New York, NY, USA : ACM. ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
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15.
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16.
  • Matviienko, Andrii, et al. (författare)
  • Reminding child cyclists about safety gestures
  • 2020
  • Ingår i: Proceedings - Pervasive Displays 2020: 9th ACM International Symposium on Pervasive Displays, PerDis 2020. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-7
  • Konferensbidrag (refereegranskat)abstract
    • Cycling safety gestures, such as hand signals and shoulder checks, are an essential part of safe manoeuvring on the road. Child cyclists, in particular, might have difficulties performing safety gestures on the road or even forget about them, given the lack of cycling experience, road distractions and differences in motor and perceptual-motor abilities compared with adults. To support them, we designed two methods to remind about safety gestures while cycling. The first method employs an icon-based reminder in heads-up display (HUD) glasses and the second combines vibration on the handlebar and ambient light in the helmet. We investigated the performance of both methods in a controlled test-track experiment with 18 children using a mid-size tricycle, augmented with a set of sensors to recognize children's behavior in real time. We found that both systems are successful in reminding children about safety gestures and have their unique advantages and disadvantages.
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17.
  • Matviienko, Andrii, et al. (författare)
  • Towards new ambient light systems : A close look at existing encodings of ambient light systems
  • 2015
  • Ingår i: IxD&A. - : Scuola Iad. - 1826-9745 .- 2283-2998. ; 26:1, s. 10-24
  • Tidskriftsartikel (refereegranskat)abstract
    • Ambient systems provide information in the periphery of a user's attention. Their aim is to present information as unobtrusively as possible to avoid interrupting primary tasks (e.g. writing or reading). In recent years, light has been used to create ambient systems to display information. Examples of ambient light systems range from simple notification systems such as displaying messages or calendar event reminders, to more complex systems such as focusing on conveying information regarding health activity tracking. However, for ambient light systems, there is a broad design space that lacks guidelines on when to make use of light displays and how to design them. In this paper we provide a systematic overview of existing ambient light systems over four identified information classes derived from 72 existing ambient light systems. The most prominent encoding parameters among the surveyed ambient light systems are color, brightness, and their combination. By analyzing existing ambient light systems, we provide a first step towards developing guidelines for designing future ambient light systems.
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18.
  • Wallbaum, Torben, et al. (författare)
  • A real-time distributed toolkit to ease children’s exploration of IOT
  • 2020
  • Ingår i: Proceedings of the 11th Nordic Conference on Human-Computer Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-9
  • Konferensbidrag (refereegranskat)abstract
    • Children are increasingly exposed to everyday objects with embedded computing and wireless capabilities. However, understanding how these devices collect data, communicate information to other devices, and interpret program instructions is not typically taught to children. Moreover, programming these devices still requires considerable knowledge particularly for primary school children. In this paper, we showcase a distributed toolkit of various sensors and output modules, each with wireless capability, that can independently or in concert work together. This is enabled by a programming environment with a real-time interpreter that can connect and update the state of the modules on-the-fly. We tested the system with 32 primary school children in an after-school study and found that the majority of children knew how to couple sensors to different output modalities to solve various devised scenarios. For some children, the toolkit was also used to build IoT games or fulfill personal tasks.
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19.
  • Wallbaum, Torben, et al. (författare)
  • Challenges For Designing Tangible Systems
  • 2017
  • Ingår i: Proceedings 3rd European Tangible Interaction Studio, ETIS 2017. - : CEUR-WS. ; , s. 21-23
  • Konferensbidrag (refereegranskat)abstract
    • Since the introduction of tangible systems and tangible interaction a lot of work has been done in this area. The focus for most of these works was on a success of tangible interaction and few papers discuss when tangible systems fail. In this paper, we aim to understand what we can learn from the failures of tangible systems. We discuss the challenges raised during the design of tangible systems and present a list of research questions for future exploration.
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20.
  • Wallbaum, Torben, et al. (författare)
  • Supporting communication between grandparents and grandchildren through tangible storytelling systems
  • 2018
  • Ingår i: CHI 2018 - Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems: Engage with CHI. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Grandparents and grandchildren that live apart often rely on communication technologies, such as messengers, video conferencing, and phone calls for maintaining relationships. While some of these systems are challenging for grandparents, others are less engaging for children. To facilitate communication, we developed StoryBox, a tangible device that allows sharing photos, tangible artifacts, and audio recordings of everyday life. We conducted a preliminary study with two families to identify design issues, and further refine the prototype. Subsequently, we conducted a field study with four families for up to four weeks to better understand real-world use and examine inter-generational connectedness. We found that StoryBox was accessible, simple, and helped bridge the technological gap between grandparents and grandchildren. Children communicated asynchronously in a playful and idiosyncratic manner, and grandparents shared past family memories. We provide insights on how to ease communication between different generations, engage them in sharing activities, and strengthen family relationships.
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