跳至内容

2015

A Tabletop-Centric Smart Space for Emergency Response
(IEEE Pervasive Computing '15) Jie Liu, Yongqiang Qin, Qiang Yang, Chun Yu, and Yuanchun Shi
Abstract
This article describes the design and implementation of a smart space for emergency response based on five system design guidelines. A large-scale interactive tabletop with dedicated software serves as the center for collaboration. Information on the tabletop and peripheral devices can be shared via a user interface sharing technique. The authors deployed their smart space in a forest fire simulation and evaluated team performance in comparison with a control group. Analysis of the results reveals that this smart space can significantly improve team performance as well as team cognition. This article is part of a special issue on smart spaces.

2014

FOCUS: enhancing children's engagement in reading by using contextual BCI training sessions
(CHI '14) Jin Huang, Chun Yu, Yuntao Wang, Yuhang Zhao, Siqi Liu, Chou Mo, Jie Liu, Lie Zhang, Yuanchun Shi
Abstract
Reading is an important aspect of a child's development. Reading outcome is heavily dependent on the level of engagement while reading. In this paper, we present FOCUS, an EEG-augmented reading system which monitors a child's engagement level in real time, and provides contextual BCI training sessions to improve a child's reading engagement. A laboratory experiment was conducted to assess the validity of the system. Results showed that FOCUS could significantly improve engagement in terms of both EEG-based measurement and teachers' subjective measure on the reading outcome.
TangramTheatre: Presenting Children's Creation on Multimodal Tabletops
(CHI EA '14) Zhun Qu,Chun Yu,Yue Shi,Jin Huang,Li Tian,Yuanchun Shi
Abstract
The tangram is a jigsaw-like traditional Chinese art form rich in wittiness and expressiveness. However, there is an absence of efficient support to create animations for children and novice users after designing tangram characters. Thus, we present TangramTheatre, a performance-driven animation tool that combines both creation and animation of physical and virtual characters. TangramTheatre allows users to create characters using seven physical tangram pieces as what they do in real tangram games and then edit animations of these characters. In this paper we present our proof of concept prototype. A preliminary study was conducted to direct a future empirical study with children. The results show that all of the participants express great interests in TangramTheatre.
BodyRC: Exploring Interaction Modalities Using Human Body as Lossy Signal Transmission Medium
(UIC, honorable mention) Yuntao Wang, Chun Yu, Lin Du, Jin Huang, Yuanchun Shi
Abstract
With the increasing popularity of wearable computing devices, new sensing techniques that enable always-available interaction are highly demanded. In this paper, we propose Body RC, a novel body-based device using human body as lossy signal transmission medium. This device supports on-body interaction and body gesture recognition. In particular, Body RC recognizes the operations of on-body interaction and body gestures by analyzing the electrical properties when transmitting single high frequency analog signal through human body. We evaluate the capabilities and performance of Body RC through two controlled experiments showing robust classification of both on-body interaction and body gesture recognition. In addition, we design a real-time recognition system demonstrating the utility of our technique.
QOOK: enhancing information revisitation for active reading with a paper book
(TEI '14) Yuhang Zhao, Yongqiang Qin, Yang Liu, Siqi Liu, Taoshuai Zhang, Yuanchun Shi
Abstract
Revisiting information on previously accessed pages is a common activity during active reading. Both physical and digital books have their own benefits in supporting such activity according to their manipulation natures. In this paper, we introduce QOOK, a paper-book based interactive reading system, which integrates the advanced technology of digital books with the affordances of physical books to facilitate people's information revisiting process. The design goals of QOOK are derived from the literature survey and our field study on physical and digital books respectively. QOOK allows page flipping just like on a real book and enables people to use electronic functions such as keyword searching, highlighting and bookmarking. A user study is conducted and the study results demonstrate that QOOK brings faster information revisiting and better reading experience to readers.
Enhancing Collaboration in Competitive Games in Multi-Display Environment
Jie Liu , Taoshuai Zhang, Yuanchun Shi
Abstract
In the Multi-Display Environment (MDE), we introduce a mechanism containing private, public and group workspaces for a computer-mediated tabletop board game through combination of the tabletop and mobile phones. It can sustain the important sociality between players while ensuring privacy and enhancing visual effect. Based on the popular board game Monopoly, we design Copoly on a multi-touch tabletop and mobile phones where players can form groups for collaboration. We explore the patterns of collaboration and its effect on tabletop game experience. Results show that social bonding play an important role on the frequency and patterns of collaboration in tabletop games, and players gain a more joyful experience through both competition and collaboration.
Defining and Analyzing a Gesture Set for Interactive TV Remote on Touchscreen Phones
Yuntao Wang, Chun Yu, Yuhang Zhang, Jin Huang, Yuanchun Shi
Abstract
In this paper, we recruited 20 participants preforming user-defined gestures on a touch screen phone for 22 TV remote commands. Totally 440 gestures were recorded, analyzed and paired with think-aloud data for these 22 referents. After analyzing these gestures according to extended taxonomy of surface gestures and agreement measure, we presented a user-defined gesture set for interactive TV remote on touch screen phones. Despite the insight of mental models and analysis of gesture set, our findings indicate that people prefer using single-handed thumb and also prefer eyes-free gestures that need no attention switch under TV viewing scenario. Multi-display is useful in text entry and menu access tasks. Our results will contribute to better gesture design in the field of interaction between TVs and touchable mobile phones.
AirFlow: designing immersive breathing training games for COPD
Yongqiang Qin, Chris Vincent, Nadia Bianchi-Berthouze, Yuanchun Shi
Abstract
Chronic Obstructive Pulmonary Disease (COPD) refers to a collection of lung diseases that result in breathing difficulties. In some cases, the symptoms of COPD can be reduced, by engaging in breathing exercises. Technology can support, and we are developing AirFlow, a suite of interactive computer games, to guide breathing exercises and promote learning. To establish requirements, we interviewed 20 people with COPD, in China, to understand their use of breathing exercises, and learn how technology might fit their lifestyle. The findings informed our design goals. We outline a prototype system, where respiration rate, waveform, and amplitude are captured and used to control a virtual environment. The system will guide users through breathing exercises, and provide training instructions, using a series of games. The immersive environment aims to support a fun and motivating experience, therefore underpinning user confidence.
uStitchHub: Stitching Multi-Touch Trajectories on Tiled Very Large Tabletops
Yongqiang Qin,Yue Shi,Yuanchun Shi
Abstract
It is common to tile normal sized units together to obtain very large tabletops or interactive digital walls. Usually cameras are adopted to capture the touch input on the surface, which demands for fusing several multi-touch input feeds into a single feed in real time. Common approaches of stitching camera frames into aggregate images do not scale to larger number of cameras. We present uStitch Hub to address these challenges, which is specifically applied in the tabletop domain. It is a fusion mediator which accept detected blobs from multiple cameras that do and don't have overlapped field of view, remapping blobs to the dimension of the entire large tabletop, match blobs with real touches on the surface, and concatenate touch trajectories which are performed over two or more units. We conducted laboratory evaluation of uStitch Hub on its stitching success rate and as well as latency. The results prove that uStitch Hub processes fast and provides not only good stitch on touch trajectories but also low latency.