{"title":"OptoBridge: assisting skill acquisition in the remote experimental collaboration","authors":"Hongling Sun, Zhenliang Zhang, Yue Liu, H. Duh","doi":"10.1145/3010915.3010975","DOIUrl":"https://doi.org/10.1145/3010915.3010975","url":null,"abstract":"In this paper an experimental teaching platform named OptoBridge is presented which supports the sharing of the collaborative space for spatially distributed users to assist skill acquisition. The development of OptoBridge is based on augmented reality (AR) and integrates free-hand gesture interactions with the video mediated communication. The prototype is preliminarily applied in the optics field to promote skill execution in the case of the Michelson interferometer. OptoBridge enables the remote teacher to monitor the experimental scenario as well as the detailed optical phenomena through the transmitted video captured on the local side. Meanwhile the local learner equipped with the optical see-through head-mounted display (OSTHMD) can be indicated by virtual hands and augmented annotations controlled by the teacher's gestures and follow the guidance to get their skills practiced. The implementation of OptoBridge is also presented, aimed at providing a more engaging and efficient approach for remote skill teaching.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129238161","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":"Wine and interaction design","authors":"J. Paay, Toni Robertson, M. Brereton, Y. Rogers","doi":"10.1145/3010915.3011865","DOIUrl":"https://doi.org/10.1145/3010915.3011865","url":null,"abstract":"Wine and Interaction Design presents an interesting opportunity to the HCI community, as technology plays an increasing role in the many facets of wine production and consumption. People interact with technology in all phases of the wine lifecycle, including the grape growing process, harvesting the grapes, supporting the winemaking process, labelling the wine, wine selling, and wine serving. Inspired by the CHI 2012 workshop on Food and Interaction Design (Comber et al., 2012), this workshop will bring together HCI researchers and practitioners with an interest in the the role that interaction design and technology can play in wine production and consumption. The session will include discussions on issues and topics of interest raised in position papers contributed by participants. During a practical field visit the workshop will engage with local Tasmanian wine producers to understand and explore current wine-based practices using technology. The outcome of the workshop will be the identification of new opportunities for HCI researchers and practitioners to forge a synergy between technology and wine.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122234650","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 player engagement model for an augmented reality game: a case of pokémon go","authors":"A. Pyae, L. Potter","doi":"10.1145/3010915.3010960","DOIUrl":"https://doi.org/10.1145/3010915.3010960","url":null,"abstract":"In this paper, we discuss players' engagement in playing Augmented Reality (AR) games. We present four concepts in playing AR games including: 'Player', 'Play', 'Presence', and 'Place'. We discuss each concept based on the individual user scenario using a case study of Pokémon Go. Based on these concepts, we propose an engagement model for players in playing an AR game, followed by research questions formulated by this study. We also highlight safety issues for AR game players such as Pokémon Go in the real-world. Then, we formulate a research question about players' safety in playing this game. In our future work, we will conduct a user study to investigate the usability, user experience, and safety for players to play AR games in both real and virtual worlds.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116054375","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":"Mood-enhancing technology","authors":"G. Wadley","doi":"10.1145/3010915.3010954","DOIUrl":"https://doi.org/10.1145/3010915.3010954","url":null,"abstract":"Digital technologies can influence the moods of their users. In some cases this is the technology's principal purpose; in others it is a commercially advantageous side-effect. HCI has long recognized the importance of the emotional response to technology: this is fundamental to the concept of user experience. But people sometimes use digital technology to manipulate mood: a phenomenon which is less explored by HCI. This paper argues that mood-enhancement is a significant motive for innovation and adoption, and proposes that HCI look to other disciplines for insight into why users manipulate mood and with what consequences. Anthropological research into drug use, for example, has found that mood enhancement is an important component of social and organizational life. The paper concludes that contemporary technology is making this social function more ubiquitously available. The paper's contribution is theoretical: proposing a new lens for understanding some human-computer interactions.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122510753","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":"Emotive media: a review of emotional interfaces and media in human-computer-interaction","authors":"A. Lugmayr","doi":"10.1145/3010915.3010982","DOIUrl":"https://doi.org/10.1145/3010915.3010982","url":null,"abstract":"Emotive Media -- thus media environments and interfaces responding and understanding human bio-feedback data can be considered as a new paradigm in the wider field of human-computer-interaction. The emergence of consumer priced bio-feedback devices, such as brain interfaces, biometric sensors, or health monitoring lead the pathway to new possibilities in human-computer interaction, and the creation of consumer experiences. The goal of this paper is to define categories for emotive media, present application scenarios, and introduce emotive media as a paradigm in human-computer-interaction.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122806669","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":"Session details: Augmented and virtual reality","authors":"","doi":"10.1145/3254129","DOIUrl":"https://doi.org/10.1145/3254129","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124860774","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}
Bhuvaneswari Sarupuri, Gun A. Lee, M. Billinghurst
{"title":"Using augmented reality to assist forklift operation","authors":"Bhuvaneswari Sarupuri, Gun A. Lee, M. Billinghurst","doi":"10.1145/3010915.3010952","DOIUrl":"https://doi.org/10.1145/3010915.3010952","url":null,"abstract":"Operating forklifts in warehouses is becoming an increasingly difficult task due to higher shelves and narrower aisles. In this paper we explore how Augmented Reality (AR) can aid forklift operators in performing their pallet racking and pick up tasks by superimposing virtual depth cues over the real world camera view. We developed a prototype interface, and evaluated it using a remote controlled toy forklift and a motion tracking. We measured the participant's performance on representative pallet handling tasks, finding a significant difference in the performance of participants using AR depth cues. The results show that AR could offer a novel, simple and efficient solution for the problems faced by forklift operators while performing pallet handling.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128739540","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}
Atima Tharatipyakul, Hyowon Lee, Shengdong Zhao, Richard C. Davis
{"title":"Supporting the comparison of alternative stories","authors":"Atima Tharatipyakul, Hyowon Lee, Shengdong Zhao, Richard C. Davis","doi":"10.1145/3010915.3010963","DOIUrl":"https://doi.org/10.1145/3010915.3010963","url":null,"abstract":"In media production, a team typically works with multiple alternative storylines or variations before selecting the best one for production. However, current media production tools do not support decision making through the comparison of alternative storylines. Using the conventional form of storyboards found in animation, commercial, and movie studios as a basis, we propose a novel user interaction feature that facilitates effective comparison amongst alternative storylines or variations. We review existing storyboarding practices, and then present our interaction strategy, which was informed by interviews of people in the industry. The fully-implemented system went through a series of usability tests with both professional and non-professional users. We discuss how our design can help the users with diverse backgrounds at different stages of story development in comparing the alternatives. Such a tool may be useful in other domain areas where temporal comparison of alternative solutions is beneficial.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127224646","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":"Session details: Young and old","authors":"","doi":"10.1145/3254135","DOIUrl":"https://doi.org/10.1145/3254135","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116686645","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}
Yousef Kowsar, Masud Moshtaghi, Eduardo Velloso, L. Kulik, C. Leckie
{"title":"Detecting unseen anomalies in weight training exercises","authors":"Yousef Kowsar, Masud Moshtaghi, Eduardo Velloso, L. Kulik, C. Leckie","doi":"10.1145/3010915.3010941","DOIUrl":"https://doi.org/10.1145/3010915.3010941","url":null,"abstract":"In weight training, correct exercise execution is crucial for maximizing its effectiveness and for preventing injuries. However, given the complexity of these movements, it is a challenge for trainees to know whether they are performing the exercise correctly. Considering the fact that wrong moves may result in life long injuries, it is important to design systems that can detect incorrect performances automatically. In this paper, we present a workflow to detect performance anomalies from only observations of the correct performance of an exercise by the trainee. We evaluated our algorithm on a benchmark data set for the biceps curl exercise, and also evaluated our system with a publicly available dataset, and showed that our method detects unseen anomalies in weight lifting exercises with 98 percent accuracy.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"26 13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125679966","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}