Printed Program (pdf) - CHI 2012 - Association for Computing ...
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EyeRing: An Eye on a Finger<br />
Suranga Nanayakkara, Singapore University of Technology and<br />
Design, Singapore<br />
Roy Shilkrot, Pattie Maes, Massachusetts Institute of Technology, USA<br />
Finger-worn devices are a greatly underutilized <strong>for</strong>m of interaction<br />
with the surrounding world. By putting a camera on a finger we<br />
show that many visual analysis applications, <strong>for</strong> visually impaired<br />
people as well as the sighted, prove seamless and easy. We<br />
present EyeRing, a ring mounted camera, to enable applications<br />
such as identifying currency and navigating, as well as helping<br />
sighted people to tour an unknown city or intuitively translate<br />
signage. The ring apparatus is autonomous, however our system<br />
also includes a mobile phone or computation device to which it<br />
connects wirelessly, and an earpiece <strong>for</strong> in<strong>for</strong>mation retrieval.<br />
Finally, we will discuss how different finger worn sensors may be<br />
extended and applied to other domains.<br />
Fast and Frugal Shopping Challenge<br />
Khaled Bachour, The Open University, UK<br />
Jon Bird, UCL, UK<br />
Vaiva Kalnikaite, Interactables, UK<br />
Yvonne Rogers, University College London, UK<br />
Nicolas Villar, Microsoft Research, UK<br />
Stefan Kreitmayer, The Open University, UK<br />
There are a number of mobile shopping aids and recommender<br />
systems available, but none can be easily used <strong>for</strong> a weekly shop at a<br />
local supermarket. We present a minimal, mobile and fully functional<br />
lambent display that clips onto any shopping trolley handle,<br />
intended to nudge people when choosing what to buy. It provides<br />
salient in<strong>for</strong>mation about the food miles <strong>for</strong> various scanned food<br />
items represented by varying lengths of lit LEDs on the handle and a<br />
changing emoticon comparing the average miles of all the products<br />
in the trolley against a social norm. A fast and frugal shopping<br />
challenge is presented, in the style of a humorous reality TV show,<br />
where the pros and cons of using various devices to help make<br />
purchase decisions are demonstrated by shoppers in a grocery store.<br />
Ferro Tale: Electromagnetic Animation Interface<br />
Nan Zhao, Xiang Cao, Microsoft Research Asia, China<br />
Jaturont Jamigranont, Massachusetts College of Art and Design,<br />
USA<br />
In this video we demonstrate the idea and the prototypeof an<br />
electromagnetic animation interface, ferro tale.Ferromagnetic<br />
particles, such as iron filings, have veryfascinating characteristics.<br />
There<strong>for</strong>e they are widely usedin art, education and as toys.<br />
Besides their potential toenable visual and tactile feedback and to<br />
be used as amedium <strong>for</strong> high resolution tangible input, peoples<br />
naturaldesire to engage and explore the behavior of this<br />
materialmakes them interesting <strong>for</strong> HCI.Inspired by the<br />
expressiveness of sand drawing, we want toexplore ways to use an<br />
electromagnetic array, camerafeedback, computer vision, and<br />
ferromagnetic particles toproduce animations. The currently used<br />
magneticactuation device consists of a 3 by 3 coil array. Even<br />
withsuch a small number of actuators, we are abledemonstrate<br />
several animation examples.<br />
Haptic Lotus - A Theatre Experience <strong>for</strong> Blind and<br />
Sighted Audiences<br />
Janet van der Linden, The Open University, UK<br />
Terry Braun, Braunarts, UK<br />
Yvonne Rogers, University College London, UK<br />
Maria Oshodi, Extant, UK<br />
Adam Spiers, Bristol Robotics Laboratory, UK<br />
David McGoran, University of the West of England, UK<br />
Rafael Cronin, Indiana University, USA<br />
Paul O’Dowd, Bristol Robotics Laboratory, UK<br />
Videos<br />
How can new technologies be designed to facilitate comparable<br />
cultural experiences that are accessible by both blind and sighted<br />
audiences? An immersive theatre experience was designed to<br />
raise awareness and question perceptions of ‘blindness’, through<br />
enabling both sighted and blind members to experience a similar<br />
reality. We designed the Haptic Lotus, a novel device that changes<br />
its <strong>for</strong>m in response to the audience’s journey through the dark.<br />
The device was deliberately designed to be suggestive rather than<br />
directive to encourage enactive exploration <strong>for</strong> both sighted and<br />
blind people. During a week of public per<strong>for</strong>mances in Battersea<br />
Arts Centre in London 150 sighted and blind people took part.<br />
People were seen actively probing the dark space around them<br />
and <strong>for</strong> many the Haptic Lotus provided a strong sense of<br />
reassurance in the dark.During a week of public per<strong>for</strong>mances in<br />
Battersea Arts Centre in London 150 sighted and blind people<br />
took part. People were seen actively probing the dark space<br />
around them and <strong>for</strong> many the Haptic Lotus provided a strong<br />
sense of reassurance in the dark.<br />
Looking Glass: A Field Study on Noticing Interactivity<br />
of a Shop Window<br />
Jörg Müller, Robert Walter, Gilles Bailly, Michael Nischt,<br />
Technische Universität, Germany<br />
Florian Alt, University of Stuttgart, Germany<br />
In this paper we present our findings from a lab and a field study<br />
investigating how passers-by notice the interactivity of public<br />
displays. We designed an interactive installation that uses visual<br />
feedback to the incidental movements of passers-by to<br />
communicate its interactivity. In the field study, three displays were<br />
installed during three weeks in shop windows, and data about 502<br />
interaction sessions were collected. Our observations show: (1)<br />
Significantly more passers-by interact when immediately showing<br />
the mirrored user image (+90%) or silhouette (+47%) compared to<br />
a traditional attract sequence with call-to-action. (2) Passers-by<br />
often notice inter- activity late and have to walk back to interact<br />
(the landing effect). (3) If somebody is already interacting, others<br />
begin interaction behind the ones already interacting, <strong>for</strong>ming<br />
multiple rows (the honeypot effect).<br />
<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 117