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PACMHCI - Engineering Interactive Computing Systems, June 2024: Editorial Introduction
Welcome to this issue of the Proceedings of the ACM on Human-Computer Interaction, bringing together contributions from the community on Engineering Interactive Computing Systems (EICS). The EICS track of the PACM-HCI is the primary venue for research ...
Prototyping a Zoomorphic Interactive Robot Companion with Emotion Recognition and Affective Voice Interaction for Elderly People
An aging society paired with a skilled labor shortage, particularly in European countries, requires a rethinking of deprecated structures. Intelligent assistive technologies, specifically socially assistive robots, addressing the gap between caretakers ...
Having Difficulty Understanding Manuals? Automatically Converting User Manuals into Instructional Videos
While users tend to perceive instructional videos as an experience rather than a lesson with a set of instructions, instructional videos are more effective and appealing than textual user manuals and eliminate the ambiguity in text-based descriptions. ...
AdaptiX - A Transitional XR Framework for Development and Evaluation of Shared Control Applications in Assistive Robotics
With the ongoing efforts to empower people with mobility impairments and the increase in technological acceptance by the general public, assistive technologies, such as collaborative robotic arms, are gaining popularity. Yet, their widespread success is ...
Extending Jupyter with Multi-Paradigm Editors
Computational notebooks like the Jupyter programming environment have been popular, particularly for developing data-driven applications. One of its main benefits is that it easily supports different programming languages with exchangeable kernels. Thus, ...
A Type System for Flexible User Interactions Handling
Engineering user interfaces involves the use of multiple user interactions. Developers may struggle with programming and using those user interactions because of a lack of flexibility that affects the current user interface programming approaches. First, ...
ViRgilites: Multilevel Feedforward for Multimodal Interaction in VR
Navigating the interaction landscape of Virtual Reality (VR) and Augmented Reality (AR) presents significant complexities due to the plethora of available input hardware and interaction modalities, compounded by spatially diverse visual interfaces. Such ...
Inline Visualization and Manipulation of Real-Time Hardware Log for Supporting Debugging of Embedded Programs
The advent of user-friendly embedded prototyping systems, exemplified by platforms like Arduino, has significantly democratized the creation of interactive devices that combine software programs with electronic hardware. This interconnection between ...
Does the Medium Matter? A Comparison of Augmented Reality Media in Instructing Novices to Perform Complex, Skill-Based Manual Tasks.
Past research comparing augmented reality (AR) media such as in-situ projection and head-mounted devices (HMD) has usually considered simple manual activities. It is unknown whether previously reported differences between different AR media also apply to ...
Integration of Extended Reality with a Cyber-Physical Factory Environment and its Digital Twins
- Marco Emporio,
- Ariel Caputo,
- Deborah Pintani,
- Dong Seon Cheng,
- Thomas De Marchi,
- Gianmaria Forte,
- Franco Fummi,
- Andrea Giachetti
In this paper, we present an example of complete integration of eXtended Reality technologies within a demonstration laboratory showcasing Industry 4.0/5.0 compliant machinery in realistic scenarios of use. We describe the design choices and the ...
TARPS: A Toolbox for Enhancing Privacy and Security for Collaborative AR
Modern AR applications collect a wide range of data to leverage context-specific functionalities. This includes data that might be private or security-critical (e.g., the camera view of a private home), calling for protective measures, especially in ...
End-User Development for Human-Robot Interaction: Results and Trends in an Emerging Field
This paper presents a comprehensive survey on End-User Development for Human-Robot Interaction, examining existing literature to validate findings and identify unexplored areas for future research. It explores the importance of End-User Development in ...
MARLUI: Multi-Agent Reinforcement Learning for Adaptive Point-and-Click UIs
As the number of selectable items increases, point-and-click interfaces rapidly become complex, leading to a decrease in usability. Adaptive user interfaces can reduce this complexity by automatically adjusting an interface to only display the most ...
Immersive Analytics: The Influence of Flow, Sense of Agency, and Presence on Performance and Satisfaction
Performance and user satisfaction are key quality indicators in immersive analytics. Performance in terms of, e.g., error rate can only be measured if a ground truth is known to evaluate whether a user action or analysis result is erroneous. Thus, an ...
Evaluation of Code Generation for Simulating Participant Behavior in Experience Sampling Method by Iterative In-Context Learning of a Large Language Model
The Experience Sampling Method (ESM) is commonly used to understand behaviors, thoughts, and feelings in the wild by collecting self-reports. Sustaining sufficient response rates, especially in long-running studies remains challenging. To avoid low ...
Significant Productivity Gains through Programming with Large Language Models
Large language models like GPT and Codex drastically alter many daily tasks, including programming, where they can rapidly generate code from natural language or informal specifications. Thus, they will change what it means to be a programmer and how ...
All in One Place: Ensuring Usable Access to Online Shopping Items for Blind Users
Perusing web data items such as shopping products is a core online user activity. To prevent information overload, the content associated with data items is typically dispersed across multiple webpage sections over multiple web pages. However, such ...
Design Goals for End-User Development of Robot-Assisted Physical Training Activities: A Participatory Design Study
Programming robots presents significant challenges, including high costs, extensive time commitments and steep learning curves, particularly for individuals lacking technical background in engineering. These barriers have been partially mitigated by the ...
A Systematic Process to Engineer Dependable Integration of Frame-based Input Devices in a Multimodal Input Chain: Application to Rehabilitation in Healthcare
Designing new input devices and associated interaction techniques is a key contribution in order to increase the bandwidth between users and interactive applications. In the field of Human-Computer Interaction, research and development services in ...
Supporting Mixed-Presence Awareness across Wall-Sized Displays Using a Tracking Pipeline based on Depth Cameras
One of the main benefits of large interactive surfaces (e.g. wall-sized displays) lies in their support for collocated collaboration by facilitating simultaneous interactions with the displays and high awareness of other group members' actions. In the ...
VR-based Competence Training at Scale: Teaching Clinical Skills in the Context of Virtual Brain Death Examination
- Pascal Kockwelp,
- Marcel Meyerheim,
- Dimitar Valkov,
- Marvin Mergen,
- Anna Junga,
- Antonio Krüger,
- Bernhard Marschall,
- Markus Holling,
- Benjamin Risse
Teaching medical practical and soft skills in clinical routines is increasingly difficult, and manikin or actor-based simulations have gained popularity in the last decades. These simulations, however, hardly scale with the demand, are commonly ...
User Interface Evaluation Through Implicit-Association Tests
The implicit-association test (IAT) is a method for measuring subconscious associations between concepts in memory. It is widely used in social psychology research for assessing associations that people may be unable or unwilling to articulate, including ...
Development and Usability Evaluation of Transitional Cross-Reality Interfaces
The concept of Transitional Cross-Reality Interfaces where a user can seamlessly transition across the Reality-Virtuality-Continuum dates back to the introduction of the Magic Book in 2001 but recently gained new research momentum since head-mounted ...