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- research-articleMay 2022
The impact of the physical and social embodiment of voice user interfaces on user distraction
International Journal of Human-Computer Studies (IJHC), Volume 161, Issue Chttps://doi.org/10.1016/j.ijhcs.2022.102784Highlights- Comparing distraction in a cognitive task across voice-only, physical embodied, and social embodied voice user interfaces (VUI).
- Social embodied VUI caused most distraction but was also most liked.
- Voice-only VUI caused the least ...
The concept of calm technology envisions that interaction with technology should consume minimal resources and cause as few distractions as possible. The main goal of our study was to compare different forms of embodiment of Voice User Interfaces ...
- research-articleApril 2022
There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum
- Matthias Hoppe,
- Andrea Baumann,
- Patrick Chofor Tamunjoh,
- Tonja-Katrin Machulla,
- Paweł W. Woźniak,
- Albrecht Schmidt,
- Robin Welsch
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 360, Pages 1–13https://doi.org/10.1145/3491102.3517447Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally, FPP and TPP perspectives are seen as distinct concepts. Yet, Virtual Reality (VR) allows for flexibility ...
- research-articleApril 2022Honorable Mention
Hand Interfaces: Using Hands to Imitate Objects in AR/VR for Expressive Interactions
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 429, Pages 1–16https://doi.org/10.1145/3491102.3501898Augmented reality (AR) and virtual reality (VR) technologies create exciting new opportunities for people to interact with computing resources and information. Less exciting is the need for holding hand controllers, which limits applications that demand ...
- research-articleApril 2022
Cyborgs, Human Augmentation, Cybernetics, and JIZAI Body
- Masahiko Inami,
- Daisuke Uriu,
- Zendai Kashino,
- Shigeo Yoshida,
- Hiroto Saito,
- Azumi Maekawa,
- Michiteru Kitazaki
AHs '22: Proceedings of the Augmented Humans International Conference 2022Pages 230–242https://doi.org/10.1145/3519391.3519401We propose a concept called “JIZAI Body” that allows each person to live the way they wish to live in society. One who acquires a JIZAI Body can (simultaneously) control (or delegate control) of their natural body and extensions of it, both in physical ...
- research-articleMarch 2022
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion
AbstractThe feeling of ownership of a virtual body has been a topic of interest in recent years. In order to observe the mechanisms involved in the perception of the body illusion and its manipulation, the use of virtual reality (VR) has been essential. ...
- abstractDecember 2021
Parallel Ping-Pong: Demonstrating Parallel Interaction through Multiple Bodies by a Single User
- Kazuma Takada,
- Midori Kawaguchi,
- Yukiya Nakanishi,
- Akira Uehara,
- Mark Armstrong,
- Adrien Verhulst,
- Kouta Minamizawa,
- Shunichi Kasahara
SA '21: SIGGRAPH Asia 2021 Emerging TechnologiesArticle No.: 12, Pages 1–2https://doi.org/10.1145/3476122.3484836We explore a “Parallel Interaction”, where a user controls several bodies concurrently. To demonstrate this type of interaction we developed “Parallel Ping-Pong”. The user plays ping-pong by controlling 2 robot arms with a Virtual Reality (VR) ...
- research-articleDecember 2021
Reconstructing maps from text
Cognitive Systems Research (COGSR), Volume 70, Issue CPages 101–108https://doi.org/10.1016/j.cogsys.2021.07.007AbstractPrevious research has demonstrated that Distributional Semantic Models (DSMs) are capable of reconstructing maps from news corpora (Louwerse & Zwaan, 2009) and novels (Louwerse & Benesh, 2012). The capacity for reproducing maps is ...
- research-articleDecember 2021
Playing videogames is associated with reduced awareness of bodily sensations
AbstractInteroception, or the process of receiving, accessing and appraising internal bodily signals, is critical for health and well-being. However, people can sometimes become unaware of bodily sensations, for instance when they experience ...
Highlights- Playing videogames is associated with reduced awareness of bodily sensations.
- ...
- ArticleNovember 2021
Chemical Neural Networks and Synthetic Cell Biotechnology: Preludes to Chemical AI
Computational Intelligence Methods for Bioinformatics and BiostatisticsPages 1–12https://doi.org/10.1007/978-3-031-20837-9_1AbstractSynthetic Biology and Artificial Intelligence are two relevant fields in modern science. Together with Robotics, they have either practical scopes, or can be used for modeling organisms’ features and behaviors. The recent Synthetic Biology ...
- research-articleNovember 2021
Bidirectional interaction between visual and motor generative models using Predictive Coding and Active Inference
Neural Networks (NENE), Volume 143, Issue CPages 638–656https://doi.org/10.1016/j.neunet.2021.07.016AbstractIn this work, we build upon the Active Inference (AIF) and Predictive Coding (PC) frameworks to propose a neural architecture comprising a generative model for sensory prediction, and a distinct generative model for motor trajectories. ...
- extended-abstractOctober 2021
arttech: Performance and Embodiment in Technology for Resilience and Mental Health
CSCW '21 Companion: Companion Publication of the 2021 Conference on Computer Supported Cooperative Work and Social ComputingPages 310–314https://doi.org/10.1145/3462204.3481728This workshop explores socially expressive technology design using collaborative principles of theater, dance and music. Building on shared roots of making something together, technologies (including virtual agents, physical devices, storytelling ...
- Work in ProgressOctober 2021
Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer’s Toolkit.
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in PlayPages 37–42https://doi.org/10.1145/3450337.3483474In an age where circumstance makes the need and plausibility of digital cultural mediation a reality, it becomes necessary to consider the effects such mediation has on pedagogical process. It is our purpose through work with The Plavana Project, to ...
- research-articleOctober 2021
Expanding Our Conceptions of Embodied and Affective Information Interactions with Queer Theory
Proceedings of the Association for Information Science and Technology (PRA2), Volume 58, Issue 1Pages 582–586https://doi.org/10.1002/pra2.503AbstractEmbodiment and affect are understudied in information science work to date. Literature that engages with embodied information interactions typically focuses on physical bodies, while work on affect largely centers people's emotional experiences ...
- ArticleSeptember 2021
Modeling Multimodal Interactions and Feedback for Embodied Geovisualization
AbstractModern wearable devices, especially those aimed at enabling Augmented and Virtual Reality, permit an increasing number of ways to translate data about us and our surroundings into sensory impressions. This is especially useful for geospatial data –...
- ArticleAugust 2021
Cooking in the Dark: Exploring Spatial Audio as MR Assistive Technology for the Visually Impaired
- Renan Guarese,
- Franklin Bastidas,
- João Becker,
- Mariane Giambastiani,
- Yhonatan Iquiapaza,
- Lennon Macedo,
- Luciana Nedel,
- Anderson Maciel,
- Fabio Zambetta,
- Ron van Schyndel
AbstractIn the context of raising awareness to assistive technologies, we propose a gaming experience that allows users to embody having a visual impairment. By occluding the user’s vision and providing spatialized audio and passive haptic feedback, ...
- research-articleAugust 2021
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment
AbstractVirtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized ...
- abstractAugust 2021
Bystanding: The Feingold Syndrome: Step outside your shoes: exploring the Bystander Effect through Virtual Reality
SIGGRAPH '21: ACM SIGGRAPH 2021 Immersive PavilionArticle No.: 3, Pages 1–2https://doi.org/10.1145/3450615.3464539‘Bystanding: The Feingold Syndrome’ is an immersive interactive VR docufiction exploring the drowning and rescue of Israeli rowing champion Jasmine Feingold. In 2009, Feingold lost consciousness and capsized while rowing in Tel Aviv's Ha'Yarkon River. ...
- research-articleJuly 2021
An Evaluation of Visual Embodiment for Voice Assistants on Smart Displays
CUI '21: Proceedings of the 3rd Conference on Conversational User InterfacesArticle No.: 16, Pages 1–11https://doi.org/10.1145/3469595.3469611Smart displays augment the concept of a smart home speaker with a touchscreen. Although the visual modality is added in this device variant, the virtual agent is still only represented through auditory output and remains invisible in most current ...
- ArticleJuly 2021
The Role of Embodiment and Simulation in Evaluating HCI: Theory and Framework
Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Body, Motion and BehaviorPages 288–303https://doi.org/10.1007/978-3-030-77817-0_21AbstractIn this paper, we argue that embodiment can play an important role in the evaluation of systems developed for Human Computer Interaction. To this end, we describe a simulation platform for building Embodied Human Computer Interactions (EHCI). This ...