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- research-articleNovember 2024
V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians
ACM Transactions on Graphics (TOG), Volume 43, Issue 6Article No.: 187, Pages 1–13https://doi.org/10.1145/3687935Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth ...
- research-articleJune 2024
Performance-Aware Trust Modeling within a Human–Multi-Robot Collaboration Setting
ACM Transactions on Human-Robot Interaction (THRI), Volume 13, Issue 2Article No.: 29, Pages 1–23https://doi.org/10.1145/3660648In this study, a novel time-driven mathematical model for trust is developed considering human–multi-robot performance for a Human–Robot Collaboration (HRC) framework. For this purpose, a model is developed to quantify human performance considering the ...
- short-paperJune 2024
Conditional Face Image Manipulation Detection: Combining Algorithm and Human Examiner Decisions
- Mathias Ibsen,
- Robert Nichols,
- Christian Rathgeb,
- David J. Robertson,
- Josh P. Davis,
- Frøy Løvåsdal,
- Kiran Raja,
- Ryan E. Jenkins,
- Christoph Busch
IH&MMSec '24: Proceedings of the 2024 ACM Workshop on Information Hiding and Multimedia SecurityPages 41–46https://doi.org/10.1145/3658664.3659649It has been shown that digitally manipulated face images can pose a security threat to automated authentication systems (e.g., when such systems are used for border control). In such scenarios, a malicious actor can, in many countries, apply for an ...
- research-articleAugust 2023
Improvements (or not!) in the hand trajectory of stroke patients due to practice of a virtual game
- Pedro Passos,
- Ana Diniz,
- Aline Braga Galvão Silveira Fernandes,
- Jacilda Oliveira dos Passos,
- Lorenna Raquel Dantas de Macedo Borges,
- Tania Fernandes Campos
Adaptive Behavior - Animals, Animats, Software Agents, Robots, Adaptive Systems (SAGE-ADAP), Volume 31, Issue 4Pages 365–378https://doi.org/10.1177/10597123231163595Movement trajectories contain important spatio-temporal information to characterise human activities that require displacements (eg grasp an object). A trajectory (dis)similarity measure is highly relevant in trajectory data analysis. The main purpose of ...
- research-articleOctober 2022
Quantifying Touch: New Metrics for Characterizing What Happens During a Touch
ASSETS '22: Proceedings of the 24th International ACM SIGACCESS Conference on Computers and AccessibilityArticle No.: 33, Pages 1–13https://doi.org/10.1145/3517428.3544804Measures of human performance for touch-based systems have focused mainly on overall metrics like touch accuracy and target acquisition speed. But touches are not atomic—they unfold over time and space, especially for users with limited fine motor ...
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- research-articleJuly 2022
Image features influence reaction time: a learned probabilistic perceptual model for saccade latency
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 144, Pages 1–15https://doi.org/10.1145/3528223.3530055We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial ...
- keynoteJune 2022
Human-centered AI: ensuring human control while increasing automation
HUMAN '22: Proceedings of the 5th Workshop on Human Factors in HypertextArticle No.: 1, Pages 1–2https://doi.org/10.1145/3538882.3542790A new synthesis is emerging that integrates Artificial Intelligence (AI) technologies with Human-Computer Interaction to produce Human-Centered AI (HCAI). Advocates of this new synthesis seek to amplify, augment, and enhance human abilities, so as to ...
- panelSeptember 2021
Esports as a Driving Problem in Computer Graphics
SIGGRAPH '21: ACM SIGGRAPH 2021 PanelsArticle No.: 3, Pages 1–2https://doi.org/10.1145/3450617.3464499Esports is a growing worldwide phenomenon now rivaling traditional sports, with a deep dependence on real-time graphics technology. Despite this, the SIGGRAPH research community has largely ignored it. This panel brings together esports experts in ...
- research-articleOctober 2020
Performance over Random: A Robust Evaluation Protocol for Video Summarization Methods
MM '20: Proceedings of the 28th ACM International Conference on MultimediaPages 1056–1064https://doi.org/10.1145/3394171.3413632This paper proposes a new evaluation approach for video summarization algorithms. We start by studying the currently established evaluation protocol; this protocol, defined over the ground-truth annotations of the SumMe and TVSum datasets, quantifies ...
- abstractApril 2020
3rd Body As Starting Point Workshop: Exploring Themes for Inbodied Interaction Research and Design
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–8https://doi.org/10.1145/3334480.3375170Inbodied Interaction focuses on understanding how the state of the body's internal processes affects human performance, with a goal of aligning interactive technology to support all aspects of human performance - cognitive, social, physical. In this ...
- courseApril 2020
Inbodied Interaction 101: A Human Physiology-to-Neurology Informed Approach to HCI Research and Design
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–4https://doi.org/10.1145/3334480.3375049Inbodied Interaction (II) aligns interaction design strategies with how the body's internal processes function optimally. The purpose of this course is to provide an introduction to II by (i) overviewing these internal neuro-, physio-, chemic0- systems, (...
- research-articleApril 2020Honorable Mention
AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376244A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to ...
- abstractMay 2019
in5: a Model for Inbodied Interaction
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW1818, Pages 1–6https://doi.org/10.1145/3290607.3312977The human body is a complex system itself composed of complex systems; its state influences all aspects of our health, wellbeing including our cognitive to physical performance. In HCI most of us are not well versed in how this complex system works. The ...
- research-articleMay 2019
Text Entry Throughput: Towards Unifying Speed and Accuracy in a Single Performance Metric
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 636, Pages 1–13https://doi.org/10.1145/3290605.3300866Human-computer input performance inherently involves speed-accuracy tradeoffs---the faster users act, the more inaccurate those actions are. Therefore, comparing speeds and accuracies separately can result in ambiguous outcomes: Does a fast but ...
- research-articleJanuary 2019
On Human Predictions with Explanations and Predictions of Machine Learning Models: A Case Study on Deception Detection
FAT* '19: Proceedings of the Conference on Fairness, Accountability, and TransparencyPages 29–38https://doi.org/10.1145/3287560.3287590Humans are the final decision makers in critical tasks that involve ethical and legal concerns, ranging from recidivism prediction, to medical diagnosis, to fighting against fake news. Although machine learning models can sometimes achieve impressive ...
- research-articleDecember 2018
Pointing to targets with difference between motor and visual widths
OzCHI '18: Proceedings of the 30th Australian Conference on Computer-Human InteractionPages 374–383https://doi.org/10.1145/3292147.3292150In GUIs, there are clickable objects that have a difference between the motor and visual widths. For example, when looking at an item on a navigation bar, users think that the text length (the visual width) means the motor width. However, when a cursor ...
- research-articleSeptember 2018
User performance by the difference between motor and visual widths for small target pointing
NordiCHI '18: Proceedings of the 10th Nordic Conference on Human-Computer InteractionPages 161–169https://doi.org/10.1145/3240167.3240171We investigate user performance by the difference between motor and visual widths when pointing to small targets. In recent desktop GUIs, the visual shapes of targets tend to be smaller than the motor width. For example, the motor width of a window ...
- research-articleSeptember 2018
GATO: predicting human performance with multistroke and multitouch gesture input
MobileHCI '18: Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and ServicesArticle No.: 32, Pages 1–11https://doi.org/10.1145/3229434.3229478We introduce GATO, a human performance analysis technique grounded in the Kinematic Theory that delivers accurate predictions for the expected user production time of stroke gestures of all kinds: unistrokes, multistrokes, multitouch, or combinations ...
- research-articleApril 2018
KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: 239, Pages 1–12https://doi.org/10.1145/3173574.3173813We introduce KeyTime, a new technique and accompanying software for predicting the production times of users' stroke gestures articulated on touchscreens. KeyTime employs the principles and concepts of the Kinematic Theory, such as lognormal modeling of ...
- abstractApril 2018
Living Labs: Measuring Human Experience in the Built Environment
- Syed Shabih Hasan,
- Anja Jamrozik,
- Carolina Campanella,
- Sara Aristizabal,
- Rongpeng Zhang,
- Nicholas Clements
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: W31, Pages 1–8https://doi.org/10.1145/3170427.3170627The built environment affects the behaviors and experience of its occupants. Recent technological advances have made it possible to simultaneously quantify features of indoor and outdoor built environments and people's reactions and behaviors within ...