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Showing papers in "ACM Transactions on Computer-Human Interaction in 2021"


Journal ArticleDOI
TL;DR: The authors identified four tensions in human-computer interaction research with marginalized people: exploitation, membership, disclosure, and allyship, and proposed an approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces.
Abstract: Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.

63 citations


Journal ArticleDOI
TL;DR: RubikAuth as discussed by the authors is an authentication scheme for VR where users authenticate quickly and secure by selecting digits from a virtual 3D cube that leverages coordinated 3D manipulation and pointing.
Abstract: There is a growing need for usable and secure authentication in immersive virtual reality (VR). Established concepts (e.g., 2D authentication schemes) are vulnerable to observation attacks, and most alternatives are relatively slow. We present RubikAuth, an authentication scheme for VR where users authenticate quickly and secure by selecting digits from a virtual 3D cube that leverages coordinated 3D manipulation and pointing. We report on results from three studies comparing how pointing using eye gaze, head pose, and controller tapping impact RubikAuth’s usability, memorability, and observation resistance under three realistic threat models. We found that entering a four-symbol RubikAuth password is fast: 1.69–3.5 s using controller tapping, 2.35–4.68 s using head pose and 2.39 –4.92 s using eye gaze, and highly resilient to observations: 96–99.55% of observation attacks were unsuccessful. RubikAuth also has a large theoretical password space: 45n for an n-symbols password. Our work underlines the importance of considering novel but realistic threat models beyond standard one-time attacks to fully assess the observation-resistance of authentication schemes. We conclude with an in-depth discussion of authentication systems for VR and outline five learned lessons for designing and evaluating authentication schemes.

44 citations


Journal ArticleDOI
TL;DR: In this article, a machine learning approach was used to detect the presence of post-semester depressive symptoms with an accuracy of 85.7% and change in symptom severity.
Abstract: We present a machine learning approach that uses data from smartphones and fitness trackers of 138 college students to identify students that experienced depressive symptoms at the end of the semester and students whose depressive symptoms worsened over the semester. Our novel approach is a feature extraction technique that allows us to select meaningful features indicative of depressive symptoms from longitudinal data. It allows us to detect the presence of post-semester depressive symptoms with an accuracy of 85.7% and change in symptom severity with an accuracy of 85.4%. It also predicts these outcomes with an accuracy of >80%, 11–15 weeks before the end of the semester, allowing ample time for pre-emptive interventions. Our work has significant implications for the detection of health outcomes using longitudinal behavioral data and limited ground truth. By detecting change and predicting symptoms several weeks before their onset, our work also has implications for preventing depression.

43 citations


Journal ArticleDOI
TL;DR: A review of 66 publications informed by disability studies and self-determination theory is presented in this paper, where the authors analyse which populations, research methods, kinds of play and overall purpose goals existing games address.
Abstract: Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit.

35 citations


Journal ArticleDOI
TL;DR: In this article, the authors investigate opportunities and challenges of running virtual reality (VR) studies remotely, and propose a framework for running VR studies in a cloud environment, allowing participants to participate in scientific research remotely.
Abstract: We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific stud...

30 citations


Journal ArticleDOI
TL;DR: This article takes a detailed look at the economic life of a “pericapitalist” community in the Brazilian Amazon region and argues for an increased sensibility towards these different relations to capitalism when considering design implications.
Abstract: It is sometimes argued that there is hardly a place in the world in the 21st century left untouched by global capitalism [111, 112]. Even so, some places remain at the periphery, participating in this system without being fully absorbed by it. In this article, we take a detailed look at the economic life of such a “pericapitalist” [161] community in the Brazilian Amazon region. We detail how the community increasingly participates in global systems and supply chains, yet also organizes economic life around local and traditional values. We pay special attention to the role of digital technologies in the community, including mobile phones and internet. The contribution of the article is as follows: firstly, it provides a detailed analysis of the material practices of a community at the edge. Secondly, it draws attention to the heterogeneous nature of responses to global capitalism, formed from the relationship between specific material practices, new technology, and elements of cultural identity. Thirdly, it argues for an increased sensibility towards these different relations to capitalism when considering design implications. We argue that close attention to material practice goes some way towards resolving those tensions and, further, provides for an appeal to a more pluralistic views of culture and development [61].

24 citations


Journal ArticleDOI
TL;DR: In this article, the combination of a simple nudge and information provision, termed a hybrid nudge, was shown to be at least as, and in some decision contexts even more effective in encouraging secure choices as the simple Nudge on its own.
Abstract: Nudging is a promising approach, in terms of influencing people to make advisable choices in a range of domains, including cybersecurity. However, the processes underlying the concept and the nudge’s effectiveness in different contexts, and in the long term, are still poorly understood. Our research thus first reviewed the nudge concept and differentiated it from other interventions before applying it to the cybersecurity area. We then carried out an empirical study to assess the effectiveness of three different nudge-related interventions on four types of cybersecurity-specific decisions. Our study demonstrated that the combination of a simple nudge and information provision, termed a “hybrid nudge,” was at least as, and in some decision contexts even more effective in encouraging secure choices as the simple nudge on its own. This indicates that the inclusion of information when deploying a nudge, thereby increasing the intervention’s transparency, does not necessarily diminish its effectiveness.A follow-up study explored the educational and long-term impact of our tested nudge interventions to encourage secure choices. The results indicate that the impact of the initial nudges, of all kinds, did not endure. We conclude by discussing our findings and their implications for research and practice.

23 citations


Journal ArticleDOI
TL;DR: In this article, the authors report on a somaesthetic design workshop and subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person e...
Abstract: We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person e...

19 citations



Journal ArticleDOI
TL;DR: In this article, the authors address the generation of novel technological solvable interactive systems using Human-Computer Interaction (HCI) research. But, they focus on new and existing interactive systems.
Abstract: Although Human–Computer Interaction research has developed various theories and frameworks for analyzing new and existing interactive systems, few address the generation of novel technological solu...

17 citations


Journal ArticleDOI
TL;DR: In this article, the authors investigate artificial agents using deep reinforcement learning to explore parameter spaces in partnership with users for sound design, and they describe a series of user-centred studies to probe the creative benefits of these agents and adapt their design to exploration.
Abstract: Software tools for generating digital sound often present users with high-dimensional, parametric interfaces, that may not facilitate exploration of diverse sound designs. In this article, we propose to investigate artificial agents using deep reinforcement learning to explore parameter spaces in partnership with users for sound design. We describe a series of user-centred studies to probe the creative benefits of these agents and adapting their design to exploration. Preliminary studies observing users’ exploration strategies with parametric interfaces and testing different agent exploration behaviours led to the design of a fully-functioning prototype, called Co-Explorer, that we evaluated in a workshop with professional sound designers. We found that the Co-Explorer enables a novel creative workflow centred on human–machine partnership, which has been positively received by practitioners. We also highlight varied user exploration behaviours throughout partnering with our system. Finally, we frame design guidelines for enabling such co-exploration workflow in creative digital applications.

Journal ArticleDOI
TL;DR: The Full Circle Framework as mentioned in this paper is an action research full stack development methodology that foregrounds reciprocity among researchers, communities, and sovereign Native nations as the axis for research purpose and progress.
Abstract: Researching and designing Internet infrastructure solutions in rural and tribal contexts requires reciprocal relationships between researchers and community partners. Methodologies must be meaningful amid local social textures of life. Achieving transdisciplinarity while relating research impacts to partner communities takes care work, particularly where technical capacity is scarce. The Full Circle Framework is an action research full stack development methodology that foregrounds reciprocity among researchers, communities, and sovereign Native nations as the axis for research purpose and progress. Applying the framework to deploy television white space infrastructure in sovereign Native nations in northern New Mexico reveals challenges for rural computing, including the need to design projects according to the pace of rural and tribal government workflows, cultivate care as a resource for overworked researchers and community partners, and co-create a demand for accurate government data around Internet infrastructures in Indian Country and through rural counties.

Journal ArticleDOI
TL;DR: Intermittent Control (IC) as mentioned in this paper is a framework for modeling human input movements in human-computer interaction (HCI) that differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large.
Abstract: We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human–Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to previous published work with continuous control models, based on the Kullback–Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.

Journal ArticleDOI
TL;DR: In this article, a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality is presented, with the aim of integrating eTextile craft practice across disciplinary boundaries.
Abstract: Tools, as extensions of hand and mind, prescribe defining properties for a practice. We anchor our tools research within a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality. While the field of eTextiles is expanding into new personal and ubiquitous applications, its tools as productive means, however, are rarely investigated. We fill this gap by both proposing and exploring new tools, aiming at an integrated eTextile craft practice across disciplinary boundaries. Results from a research through design process have been developed into research products and proposed to a wider community of novices and practitioners. Research insights from making, using and reflecting on our new tools show they not only guide habits of making, but also are formative to the understanding of eTextiles as a practice and a field. Their form and function matter for the skills, processes and users, ultimately prescribing the technologies that surround us.

Journal ArticleDOI
TL;DR: It is argued that the particularities of rurality are heightened by the experience of ‘islandness’, and the elements of rural islandness that can be used as an analytic tool for rural HCI and HCI more broadly are explored.
Abstract: This article contributes to research that aims to better understand and describe the rural context for rural computing. We argue that the particularities of rurality are heightened by the experience of ‘islandness’. We report on our experiences of engaging on one small island as islanders established community radio using a novel platform. Data comes from 12 semi-structured interviews with community members and ethnographic field notes assembled through eight researcher visits to the island. Transcripts and notes were analysed using thematic analysis. We discuss how rural islandness as a socio-cultural lens influenced technology appropriation and factors to support participation. We explore the elements of rural islandness that can be used as an analytic tool for rural HCI and HCI more broadly, through three main contributions of rural islandness that we believe have not yet been sufficiently explored in HCI. These are (1) separateness, (2) pushing things ahead, and (3) publics and rural pluralities.

Journal ArticleDOI
TL;DR: The research on novel co-design techniques to elicit children's embodied awareness were analysed in the context of a design workshop series with a local theatre school and indicate the benefits of techniques based on physical theatre practice that help children understand their body and space as mediators of ideas and meaning making processes.
Abstract: Research in Full-Body Interaction suggests the benefits of activities based on using embodied resources to strengthen the sensorimotor, cognitive and socio-emotional aspects of the user experience. However, scholars in this field have been often primarily concerned with the comprehension of and design for the user's mind. Little attention has been drawn on its connection to the bodily experience. The scarcity of adequate co-design methods with and for children to raise an awareness of their body during design risks of deriving interaction design decisions only from the perspective of adult designers. In this article, we present our research on novel co-design techniques to elicit children's embodied awareness. These techniques were analysed in the context of a design workshop series with a local theatre school. For the analysis, we used the Think4EmCoDe research framework, a tool to foreground key aspects of an embodied co-design technique for children. Results indicate the benefits of techniques based on physical theatre practice that (1) help children understand their body and space as mediators of ideas and meaning making processes; (2) allow them to incorporate the specific features of Full-Body Interaction in their co-design.

Journal ArticleDOI
TL;DR: In this paper, a 16-month full-scale media architecture design project is considered, and the authors focus on seven of its component events and use design-space schemas to shed light on the dynamics of the design space with respect to informing and filtering.
Abstract: Building on the concept “prototypes that filter the design space,” we establish how other kinds of design artifacts and activities (e.g., sketching, tests, concept posters, metaphors, design tools) are equally critical in filtering the design space. We also suggest a parallel term, “informing the design space,” to define how design artifacts and activities expand the design space. We focus on a 16-month, full-scale media architecture design project and zero in on seven of its component events, and use design-space schemas to shed light on the dynamics of the design space with respect to informing and filtering the design space. Our concluding contribution is to propose design-space thinking as a sub-discipline of design research. We argue that this research perspective serves to address the creative aspects of the design process, the generative potential of design-space thinking, and the tools that support design-space thinking and research.

Journal ArticleDOI
TL;DR: In this article, a categorization of individually verifiable Internet voting schemes based on voter interactions is established, and a voting scheme is evaluated in a user study with a total of 100 participants.
Abstract: Internet voting can afford more inclusive and inexpensive elections. The flip side is that the integrity of the election can be compromised by adversarial attacks and malfunctioning voting infrastructure. Individual verifiability aims to protect against such risks by letting voters verify that their votes are correctly registered in the electronic ballot box. Therefore, voters need to carry out additional tasks making human factors crucial for security. In this article, we establish a categorization of individually verifiable Internet voting schemes based on voter interactions. For each category in our proposed categorization, we evaluate a voting scheme in a user study with a total of 100 participants. In our study, we assessed usability, user experience, trust, and further qualitative data to gain deeper insights into voting schemes. Based on our results, we conclude with recommendations for developers and policymakers to inform the choices and design of individually verifiable Internet voting schemes.

Journal ArticleDOI
TL;DR: In this article, the emergence in human-computer interaction (HCI) of researching contemplative practices, authentic descriptions of first-person lived experience informing design are few, and most researchers in HCI are focused on the firstperson experience.
Abstract: With the emergence in human–computer interaction (HCI) of researching contemplative practices, authentic descriptions of first-person lived experience informing design are few. Most researchers in ...

Journal ArticleDOI
TL;DR: In this paper, a tactile around-the-head display is used to provide precise micro-navigation instructions for people with visual impairments. But their system is only a little less precise than the usual shoulder wobbling during normal walking and an order of magnitude more precise than previous tactile navigation systems.
Abstract: Tactile patterns are a means to convey navigation instructions to pedestrians and are especially helpful for people with visual impairments. This article presents a concept to provide precise micro-navigation instructions through a tactile around-the-head display. Our system presents four tactile patterns for fundamental navigation instructions in conjunction with continuous directional guidance. We followed an iterative, user-centric approach to design the patterns for the fundamental navigation instructions, combined them with a continuous directional guidance stimulus, and tested our system with 13 sighted (blindfolded) and 2 blind participants in an obstacle course, including stairs. We optimized the patterns and validated the final prototype with another five blind participants in a follow-up study. The system steered our participants successfully with a 5.7 cm average absolute deviation from the optimal path. Our guidance is only a little less precise than the usual shoulder wobbling during normal walking and an order of magnitude more precise than previous tactile navigation systems. Our system allows various new use cases of micro-navigation for people with visual impairments, e.g., preventing collisions on a sidewalk or as an anti-veering tool. It also has applications in other areas, such as personnel working in low-vision environments (e.g., firefighters).

Journal ArticleDOI
TL;DR: In this paper, the authors introduce diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study, and present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work.
Abstract: Researchers in Human–Computer Interaction (HCI) have long developed technologies for older adults. Recently, researchers are engaging in critical reflections of these approaches. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas.

Journal ArticleDOI
TL;DR: In this paper, the authors present a five-month mixed-methods ethnographic study in a special education school to explore the facilitators and barriers experienced by those using technology, with children who have little or no functional speech.
Abstract: Current mechanisms for adopting and supporting high-tech augmentative and alternative communication (AAC) within special-education appear limited in their success, despite recognition of the potential benefits they represent for young emerging communicators. Prior research in this field has been restricted to discrete survey or interview methodologies. We present a five-month mixed-methods ethnographic study in a special-education school to explore the facilitators and barriers experienced by those using technology, with children who have little or no functional speech, to stimulate communication and language comprehension. Our analysis supports the outcomes of earlier studies, but also furnishes novel insights into the scale and urgency of addressing the problem—with implications for user-centred design within this community. We highlight infrastructure, policy, and recruitment deficits, and propose a two-fold solution: (i) an increase in engagement with this population through the provision of enhanced, user-centred support; and (ii) induction of the cross-disciplinary role of Assistive Technologist, to serve as mediator between teacher, aided communicator, and their assistive technology. This work represents a contribution towards establishing more effective operational, interactional, and pedagogical support for learners using high-tech communication devices.

Journal ArticleDOI
TL;DR: Machete as discussed by the authors uses traditional continuous dynamic programming with a novel dissimilarity measure to align incoming data with gesture class templates in real time, which is computationally efficient, accurate, device-agnostic, and works with a single training sample.
Abstract: We present Machete, a straightforward segmenter one can use to isolate custom gestures in continuous input. Machete uses traditional continuous dynamic programming with a novel dissimilarity measure to align incoming data with gesture class templates in real time. Advantages of Machete over alternative techniques is that our segmenter is computationally efficient, accurate, device-agnostic, and works with a single training sample. We demonstrate Machete’s effectiveness through an extensive evaluation using four new high-activity datasets that combine puppeteering, direct manipulation, and gestures. We find that Machete outperforms three alternative techniques in segmentation accuracy and latency, making Machete the most performant segmenter. We further show that when combined with a custom gesture recognizer, Machete is the only option that achieves both high recognition accuracy and low latency in a video game application.

Journal ArticleDOI
TL;DR: In this paper, formative and summative HCI methods are adapted for programming languages to make them more suitable for programming language design, and they integrated these methods into a new process, PLIERS, for designing programming languages in a user-centered way.
Abstract: Programming language design requires making many usability-related design decisions. However, existing HCI methods can be impractical to apply to programming languages: languages have high iteration costs, programmers require significant learning time, and user performance has high variance. To address these problems, we adapted both formative and summative HCI methods to make them more suitable for programming language design. We integrated these methods into a new process, PLIERS, for designing programming languages in a user-centered way. We assessed PLIERS by using it to design two new programming languages. Glacier extends Java to enable programmers to express immutability properties effectively and easily. Obsidian is a language for blockchains that includes verification of critical safety properties. Empirical studies showed that the PLIERS process resulted in languages that could be used effectively by many programmers and revealed additional opportunities for language improvement.

Journal ArticleDOI
TL;DR: In this article, the authors capture the interactions between older adult couples where one or both have memory concerns, as they make decisions on how to safeguard their online activities using a Safety Setting probe.
Abstract: Designing technologies that support the cybersecurity of older adults with memory concerns involves wrestling with an uncomfortable paradox between surveillance and independence and the close collaboration of couples. This research captures the interactions between older adult couples where one or both have memory concerns—a primary feature of cognitive decline—as they make decisions on how to safeguard their online activities using a Safety Setting probe we designed, and over the course of several informal interviews and a diary study. Throughout, couples demonstrated a collaborative mentality to which we apply a frame of citizenship in opensource collaboration, specifically (a) histories of participation, (b) lower barriers to participation, and (c) maintaining ongoing contribution. In this metaphor of collaborative enterprise, one partner (or member of the couple) may be the service provider and the other may be the participant, but at varying moments, they may switch roles while still maintaining a collaborative focus on preserving shared assets and freedom on the internet. We conclude with a discussion of what this service provider-contributor mentality means for empowerment through citizenship, and implications for vulnerable populations’ cybersecurity.

Journal ArticleDOI
TL;DR: In this article, the authors report findings from a 2-year, in-the-wild study of 8-13 year olds on a custom multiplayer Minecraft server and suggest an alternative vision of youth's capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing player behavior while challenging current norms around adult control and surveillance of youth activity.
Abstract: Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-methods research, we report findings from a 2-year, in-the-wild study of 8–13 year olds on a custom multiplayer Minecraft server. The two-part study focuses on the design of youth-centered models of community governance drawn from evidence-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping player behavior while also supporting youth interest in Minecraft-like online environments. More broadly, the findings suggest an alternative vision of youth’s capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing player behavior while challenging current norms around adult control and surveillance of youth activity.

Journal ArticleDOI
TL;DR: This paper found that autistic children will continue engaging in the activity behaviourally, but may start to pay less visual attention over time to activity-relevant locations when the robot is less predictable.
Abstract: Predictability is important to autistic individuals, and robots have been suggested to meet this need as they can be programmed to be predictable, as well as elicit social interaction. The effectiveness of robot-assisted interventions designed for social skill learning presumably depends on the interplay between robot predictability, engagement in learning, and the individual differences between different autistic children. To better understand this interplay, we report on a study where 24 autistic children participated in a robot-assisted intervention. We manipulated the variance in the robot’s behaviour as a way to vary predictability, and measured the children’s behavioural engagement, visual attention, as well as their individual factors. We found that the children will continue engaging in the activity behaviourally, but may start to pay less visual attention over time to activity-relevant locations when the robot is less predictable. Instead, they increasingly start to look away from the activity. Ultimately, this could negatively influence learning, in particular for tasks with a visual component. Furthermore, severity of autistic features and expressive language ability had a significant impact on behavioural engagement. We consider our results as preliminary evidence that robot predictability is an important factor for keeping children in a state where learning can occur.

Journal ArticleDOI
TL;DR: GAVIN as discussed by the authors is a gaze-assisted voice note-taking application, which enables readers to seamlessly take voice notes on digital documents by implicitly anchoring them to text passages, and demonstrates the feasibility of using gaze as a resource for implicit anchoring of voice notes, enabling the design of systems that allow users to record voice notes with minimal effort and high accuracy.
Abstract: Annotation is an effective reading strategy people often undertake while interacting with digital text. It involves highlighting pieces of text and making notes about them. Annotating while reading in a desktop environment is considered trivial but, in a mobile setting where people read while hand-holding devices, the task of highlighting and typing notes on a mobile display is challenging. In this article, we introduce GAVIN, a gaze-assisted voice note-taking application, which enables readers to seamlessly take voice notes on digital documents by implicitly anchoring them to text passages. We first conducted a contextual enquiry focusing on participants’ note-taking practices on digital documents. Using these findings, we propose a method which leverages eye-tracking and machine learning techniques to annotate voice notes with reference text passages. To evaluate our approach, we recruited 32 participants performing voice note-taking. Following, we trained a classifier on the data collected to predict text passage where participants made voice notes. Lastly, we employed the classifier to built GAVIN and conducted a user study to demonstrate the feasibility of the system. This research demonstrates the feasibility of using gaze as a resource for implicit anchoring of voice notes, enabling the design of systems that allow users to record voice notes with minimal effort and high accuracy.


Journal ArticleDOI
TL;DR: In this article, the effects of cognitive styles on teams engaged in collaborative gaming activities were investigated in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a fielddependent-independent (FD-I) cognitive-style-elicitation instrument.
Abstract: In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay.