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    HCI 2011

    Human computer interaction is a key area of computing. The BCS Conference on Human Computer Interaction is the leading conference in the field in the UK. It covers the design, evaluation and application of techniques and approaches for interacting with devices and services. HCI is now on its 25th conference and for this anniversary, papers reflect on our theme of Health, Wealth and Happiness
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    Episodes (56)

    Query terms for art images: A comparison of specialist and layperson terminology

    Query terms for art images: A comparison of specialist and layperson terminology
    Museum and art-gallery curators have long had specialist collection management systems to facilitate access to works of art that were not available to the general public. The increasing availability of aesthetic images on the World Wide Web, however, especially through museum and gallery web pages, went hand in hand with an increasing sophistication of search paradigms. Retrieval methods have, in a literal and metaphorical sense, become multi-faceted. Art image retrieval can, depending on the retrieval task, draw to a greater or lesser extent on a rich body of expert knowledge from the domain of art history. We have conducted an exploratory study analysing the use of query terms for the same set of target images among a group of art specialists and laypersons

    Looking for Non-existent Information: A Consumer-led Interactive Search Approach

    Looking for Non-existent Information: A Consumer-led Interactive Search Approach
    Exponential growth of user-generated content (UGC) on the Web demands an effective way for information consumers to acquire what they need. Specialized UGC search services outperform general-purpose search engines that usually have difficulties retrieving UGC or rank them low. However, with existing UGC search services, consumers may only be able to acquire information that is related to their needs rather than the exact information what they want. In this paper, we present a novel consumer-led interactive search approach that can help consumers acquire the information they exactly want through a consumer-led interactive search process where invited information providers jointly create such information on the fly.

    Optimising the Number of Channels in EEG-Augmented Image Search

    Optimising the Number of Channels in EEG-Augmented Image Search
    Recent proof-of-concept research has appeared showing the applicability of Brain Computer Interface (BCI) technology in combination with the human visual system, to classify images. The basic premise here is that images that arouse a participant’s attention generate a detectable response in their brainwaves, measurable using an electroencephalograph (EEG). When a participant is given a target class of images to search for, each image belonging to that target class presented within a stream of images should elicit a distinctly detectable neural response. Previous work in this domain has primarily focused on validating the technique on proof of concept image sets that demonstrate desired properties and on examining the capabilities of the technique at various image presentation speeds. In this paper we expand on this by examining the capability of the technique when using a reduced number of channels in the EEG, and its impact on the detection accuracy.

    Employing Participatory Action Research to Augment Software Development for Rural Communities

    Employing Participatory Action Research to Augment Software Development for Rural Communities
    The paper proposes a software development methodology which also employs the participatory action research (PAR) method given that PAR has been successfully employed in projects in rural communities. Arguments for this approach are provided, discussed in the context of software development for rural communities.

    A Taxonomy of Number Entry Error

    A Taxonomy of Number Entry Error
    People are prone to errors in many aspects of life, including when entering numbers. The effects of these errors can be disastrous, for example when an incorrect number is entered when programming a medical infusion pump or when entering financial information into a system. Designing better systems may help to prevent these errors however, in order to do this we need to understand far more about the types of errors being made, and their causes. Unfortunately, there are very few documented examples of number entry errors and thus many of the studies conducted so far rely upon modelled, not real world data. This paper reports a study that was designed to elicit number entry errors and the subsequent process of creating a taxonomy of errors from the information gathered.

    Up Close and Personal: Social Presence in Mediated Personal Relationships

    Up Close and Personal: Social Presence in Mediated Personal Relationships
    This paper describes a new way of understanding Social Presence in technologically mediated communication by relating it to a well-established psychological relationship construct: Closeness. We propose a model whereby an individual’s long-term feeling of Closeness to others is influenced by communication events that are invested with a sense of Social Presence, as a function of the background level of psychological Closeness.

    'Accept' or 'Decline': Alternative Options for Video Telephony Tools for Inter-Generational Family Communication

    'Accept' or 'Decline': Alternative Options for Video Telephony Tools for Inter-Generational Family Communication
    This study contributes to the discussion on video telephony for inter-generational family communication. We present an evaluation of 11 alternative interaction options next to the standard options “accept” or “decline” for video telephony in 10 family scenarios with 20 grandchildren and 20 grandparents.

    Virtual Spectating: Hearing Beyond the Video Arcade

    Virtual Spectating: Hearing Beyond the Video Arcade
    The latest in the most popular head-to-head fighting video series, Super Street Fighter IV by Capcom, now features spectating functionality. Coupled with audio chat, players can both watch and participate in matches with anyone in the world. We describe a video analysis of over 36 hours of gameplay in SSF4. Our results show that players can deftly structure audio when spectating to transform gameplay in SSF4.

    Prototyping in Game Design: Externalization and Internalization of Game Ideas

    Prototyping in Game Design: Externalization and Internalization of Game Ideas
    Prototyping is a well-studied activity for interaction designers, but its role in computer game design is relatively unexplored. The aim of this study is to shed light on prototyping in game design. Interviews were conducted with 27 game designers. The empirical data was structured using qualitative content analysis and analysed using the design version of The Activity Checklist. The analysis indicated that six categories of the checklist were significant for the data obtained. These categories are presented in relation to the data. The roles of externalization and internalization are specifically highlighted.
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