{"title":"Development and Evaluation of a Mask-type Display Transforming the Wearer's Impression","authors":"Ryoga Kumazaki, A. Inoue","doi":"10.1145/3369457.3369533","DOIUrl":"https://doi.org/10.1145/3369457.3369533","url":null,"abstract":"The facial expression that arises from our emotion takes an important role in face-to-face communication. Some might not be good at making an appropriate facial expression according to the situation. In this paper, we propose a mask-type display that can transform the wearer's visual impression. The display shows a computer-generated mouth. This virtual mouth is always synchronized with the shape of the wearer's actual mouth in real-time. The wearer can reflect four emotions on the virtual mouth no matter what shape of the mouth the wearer makes. The experimental results suggested that the virtual mouth with joy or anger had some effect on the wearer's impression in face-to-face communication.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130141605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kyohei Hakka, Toshiya Isomoto, B. Shizuki, Shin Takahashi
{"title":"Bounded Swipe: Swipe Gesture Inside a Target","authors":"Kyohei Hakka, Toshiya Isomoto, B. Shizuki, Shin Takahashi","doi":"10.1145/3369457.3369485","DOIUrl":"https://doi.org/10.1145/3369457.3369485","url":null,"abstract":"Touch input has the problem that the input vocabulary is limited. In this paper, we propose the bounded swipe as a new touch gesture for solving this problem. In the bounded swipe, which extends the commonly used swipe action, the start and end points are inside a target. To test the feasibility of this gesture, we first investigated whether a bounded swipe is ever performed accidentally when a user swipes normally on a target; in 99.2% of swipes performed, the end point of the swipe was outside the target. Under the bounded swipe, the success rate was 96.7%. Therefore, the bounded swipe is a touch gesture that does not conflict with the conventional swipe.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129715990","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HCI in the Garden: Current Trends and Future Directions","authors":"Shannon Rodgers, Bernd Ploderer, M. Brereton","doi":"10.1145/3369457.3369498","DOIUrl":"https://doi.org/10.1145/3369457.3369498","url":null,"abstract":"Multiple research areas within HCI have examined opportunities for the design and evaluation of interactive technologies for the garden. In this paper we present a mapping review of HCI papers on the topic of gardening to map out themes that span across these research areas and to identify gaps and opportunities for future research. A review of 28 papers has highlighted the following themes: discovery in the garden, connecting through gardening, bringing the garden inside, coordinating gardens, sustainability through gardening and learning new gardening skills. Based on the review, we present opportunities for future research to 1) design for specific user groups, including older adults; 2) connect gardeners to the world from their gardens (i.e., technologies for gardeners to share their discoveries with the world); and to 3) explore activities beyond gardening, e.g., playing, relaxing, admiring nature and citizen science.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127602044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Junya Nakanishi, Itaru Kuramoto, Jun Baba, Kohei Ogawa, Y. Yoshikawa, H. Ishiguro
{"title":"Soliloquising Social Robot in a Hotel Room","authors":"Junya Nakanishi, Itaru Kuramoto, Jun Baba, Kohei Ogawa, Y. Yoshikawa, H. Ishiguro","doi":"10.1145/3369457.3370913","DOIUrl":"https://doi.org/10.1145/3369457.3370913","url":null,"abstract":"This study examines the possible services a social robot can provide in a hotel room. This area of research falls under the relatively unexplored domain of social robot services. This paper proposes and tests the proactive services rendered by a soliloquising social robot that has three core functions: responding to a customer's request, soliloquising about the hotel service, and proactively expressing goodwill (e.g. greetings and farewells), according to the context. We expect that, through its proactive interaction (in this case, soliloquising and expressing goodwill), a soliloquising social robot can become an essential room companion for customers. Rather than being a mere tool, the soliloquising robot can relieve a customer's feeling of loneliness and provide him or her some interpersonal warmth. However, the proactive social robot may appear to be intrusive. Thus, a field experiment was conducted at a hotel on the expectations and risks associated with using such a robot. The results reveal that although social robots can make potential room companions in hotels, it is necessary to resolve a few issues to enable them gain wider acceptance.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127060856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Wheelchair Simulator Using Limited-Motion Patterns and Vection-Inducing Movies","authors":"Akihiro Miyata, K. Motooka, Kenro Go","doi":"10.1145/3369457.3369543","DOIUrl":"https://doi.org/10.1145/3369457.3369543","url":null,"abstract":"Virtual reality (VR)-based wheelchair simulators have been used for rehabilitation and training, since a VR-based approach is more feasible than constructing physical courses for wheelchairs. However, existing VR-based wheelchair simulators have difficulty providing both visual and motion feedback at low cost. To address this issue, we propose a VR-based wheelchair simulator using a combination of motions attainable by an electric-powered wheelchair and vection-inducing movies displayed on a head-mounted display. This approach enables the user to have a richer simulation experience, because the scenes of the movie change as if the wheelchair performs motions that are not actually performable. Also, this system can be implemented only consumer products so as to keep cost low. We developed a proof of concept and conducted precise evaluation tasks, confirming that our approach can provide a richer experience for barrier simulations.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127948330","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Filip Bircanin, Bernd Ploderer, Laurianne Sitbon, A. Bayor, M. Brereton
{"title":"Challenges and Opportunities in Using Augmentative and Alternative Communication (AAC) Technologies: Design Considerations for Adults with Severe Disabilities","authors":"Filip Bircanin, Bernd Ploderer, Laurianne Sitbon, A. Bayor, M. Brereton","doi":"10.1145/3369457.3369473","DOIUrl":"https://doi.org/10.1145/3369457.3369473","url":null,"abstract":"There is a growing body of research that demonstrates the value of augmentative and alternative communication (AAC) technologies for children and adults with complex communication needs. Despite these advancements, we have found that adults with severe intellectual disabilities and their families still face many challenges when learning about and using traditional AAC technologies. The majority of adult individuals with severe disabilities in our study have prior experiences with using various AAC devices, yet a high rate of abandonment is noted. Under such circumstances and in order to support more effective design and increased use of AAC, it is important to look beyond the interaction with dedicated AAC devices, and gain a better understanding of AAC use, practices and care support. In a six-month study that comprised participating in speech therapy sessions and working together with families, support workers and adults with severe disabilities, we lay out the foundations for a design framework that needs to consider a) current AAC cultural status b) modelling of AAC use c) creation of AAC user-friendly environments and d) personalization of AAC dedicated devices and the potential for AAC tangible (mid-tech) alternatives. We conclude with implications for design.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116237219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The combination of cognitive-behavioural therapy with virtual reality for the treatment of post-natal depression","authors":"G. Stamou, A. García-Palacios, C. Botella","doi":"10.1145/3369457.3369541","DOIUrl":"https://doi.org/10.1145/3369457.3369541","url":null,"abstract":"Cognitive-behavioural therapy (CBT) is an effective treatment for post-natal depression (PND), a depressive disorder experienced in the post-partum period. Virtual reality (VR) has never been used for the treatment of PND. This pilot study investigated the feasibility of combining CBT and VR for the treatment of PND. It tests the entire treatment protocol, including the VR system. The results show that the combination of CBT and VR is feasible. The study identifies limitations and technical difficulties. It provides recommendations for the better implementation of VR within the treatment protocol based on the participants' feedback.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126174459","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. B. Hansen, Christian Dindler, Kim Halskov, O. Iversen, Claus Bossen, Ditte Amund Basballe, B. Schouten
{"title":"How Participatory Design Works: Mechanisms and Effects","authors":"N. B. Hansen, Christian Dindler, Kim Halskov, O. Iversen, Claus Bossen, Ditte Amund Basballe, B. Schouten","doi":"10.1145/3369457.3369460","DOIUrl":"https://doi.org/10.1145/3369457.3369460","url":null,"abstract":"We argue that the distinguishing features of Participatory Design are not the participatory activities as such but the mechanisms used, the effects produced and the way in which these are sustained. We use program theory to illuminate how participatory design works and how it may be understood as more than a collection of methods or a matter of configuring user participation. Program theory operates by formulating the causal relations between the planned inputs, the process and the effects in terms of output, outcome and impact. While participatory design might appear similar to co-design or user-centered design on the level of design activities, PD differs in terms of the mechanisms employed and how effects and their sustainment are conceived. Looking at participatory design through the lens of program theory highlights how particular mechanisms work towards not only the designed product but also towards generating gains and lasting effects for participants.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131192279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing a User-Centered Interactive Data-Storytelling Framework","authors":"Yangjinbo Zhang, A. Lugmayr","doi":"10.1145/3369457.3369507","DOIUrl":"https://doi.org/10.1145/3369457.3369507","url":null,"abstract":"Big Data research, and the development of sophisticating data mining methods requires besides algorithm research, also finding better ways to convey information contained in data sources to the end-user. Through improving data visualization methods, we are able to create visual presentations of data sources allowing users to gain a deeper understanding of data. For several millennia, stories where the major medium to communicate complex messages between humans. Within this research work we attempt to converge both, storytelling and data visualization through the development of an interactive data storytelling framework. Our goal is to communicate knowledge contained in data to a general audience and utilize Australia's energy consumption data as an exemplary case for visualizing aspects as energy consumption and production. We describe the essential elements and theories contributing to this framework, and give special attention to user-centered design aspects. We identify end-user requirements, and illustrate the practical application of the overall framework through a prototype implementation.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134575000","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Apathetic Villagers and the Trolls Who Love Them: Player Amorality in Online Multiplayer Games","authors":"Lucy A. Sparrow, M. Gibbs, M. Arnold","doi":"10.1145/3369457.3369514","DOIUrl":"https://doi.org/10.1145/3369457.3369514","url":null,"abstract":"Players are sometimes understood to hold an 'amoral' stance in games, morally disengaging from game content and in-game player behaviours because 'it's just a game'. This amorality is often seen as problematic and in need of refuting or amendment, particularly if we wish to encourage more ethical play online. However, few studies have approached a theory of player amorality from the player's perspective in multiplayer games. This study aims to address this gap by conducting 20 in-depth interviews with a wide range of multiplayer game-players, exploring players' ethical views towards problematic or disruptive in-game behaviours. Preliminary results show that while players do exhibit a certain amorality regarding in-game actions, players express, justify and explain this amorality in a variety of considered ways that go beyond notions of 'it's just a game' and the 'sociopathic griefer', and step outside the framework of moral disengagement. This paper puts forward a preliminary framework of player amorality termed 'Apathetic Villager Theory', encapsulated by six key attitudes/themes that highlight the nuances involved in the (un)ethical standpoints of a range of players. It is hoped that this framework will be useful in approaching and responding to player amorality in a way that gives due recognition of the various voices and understandings involved in multiplayer digital gameplay.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125123067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}