Tangible sliders are successfully used as they do not need visual attention. However, users need to balance between opposite concerns: size and precision of the slider. We propose a resizable tangible slider to balance between these concerns. Users can resize the on-screen representation of the slider by resizing the tangible slider. Our aim is to benefit from both tangibility and flexible control, and balance between precision and minimum size. We measured the pointing performance of our prototype. We also assess the potential drawback (additional articulatory task for deformation) by evaluating the impact on precision of the additional articulatory task for deformation: for pursuing a target, we show that our resizable prototype supports better precision than its small counterpart as long as users do not need to resize it more often than around every 9 seconds.(more...)
This talk introduces Integrated Development Environments (IDEs) for creating interactive media content. The IDEs aim to improve programming experience by using graphical representations such as photos and videos. Moreover, recent work is designed to help not only programmers but also designers (thus named Integrated Design Environment), liberating the programmer's way of content authoring to more people.(more...)
Even though considered a rapid prototyping tool, 3D printers are very slow. Many objects require several hours of printing time or even have to print overnight. One could argue that the way 3D printers are currently operated is very similar to the batch processing of punched cards in the early days of computing: all input parameters are pre-defined in the 3D modeling stage, the 3D printer then simply executes the instructions without human intervention.
If we look at the history of computing, increasingly faster processing times allowed us to move away from batch processing and enabled completely new interaction paradigms: while slow batch processing required carefully thinking ahead, command line input allowed for tighter feedback loops, and direct manipulation finally enabled even novice users to quickly iterate towards a solution.
In this talk, I argue that by speeding up personal fabrication technology, we will be able to interactively shape physical matter in real-time in the same way as today’s fast computers allow us to interactively manipulate information. As a first step towards this goal, I will present my CHI/UIST publications on faster fabrication (e.g. WirePrint [UIST’14], Platener [CHI’15]) and new interaction paradigms for interactive manipulation of matter (e.g. constructable [UIST’12], LaserOrigami [CHI’13]).
All welcome, no registration required.
Organised by the Bristol Interactions and Graphics group (http://big.cs.bris.ac.uk)(more...)
The emergence of online social networks has made available an enormous amount of data containing users’ opinions about the most varied subjects (e.g., products or services, political parties, etc), yet in varied forms, ranging from simple text snippets as in Twitter to images and even motion (e.g., YouTube). In this scenario, Opinion mining/Sentiment Analysis emerges as a means to determine the users’ opinions polarity, classifying them as positive or negative. As an outcome, it is possible to determine the average approval/rejection of an entity (a product, a service, a company or even of elections candidates) based on the opinion of several users. Note that this analysis can also focus on users’ moods, feelings or emotions, and yet on how people influence each other in virtual online communities.
Sentiment Analysis (SA) has been traditionally based on text. However, in recent years, this area has expanded to multimodal SA (text, images and/or videos), still a very challenging issue. In this talk I will introduce basic concepts and applications of textual SA (my research area), briefly discussing some works on multimodal SA.(more...)
Interactive devices such as mobile phones play an important, but often needlessly obtrusive role in everyday life. This can be prevented when people could interact with these devices without focused attention. This talk will address ‘peripheral interaction design’: interaction design which can effortlessly be used as part of people’s everyday routines without inappropriately attracting attention. I will present a number of peripheral interaction design examples which were developed at the Industrial Design department at the Eindhoven University of Technology in the Netherlands.(more...)