Posted on

Scientometric Analysis Of The CHI Proceedings

Christoph Bartneck, Jun Hu

Abstract – The CHI conference has grown rapidly over the last 26 years. We present a quantitative analysis on the countries and organizations that contribute to its success. Only 7.8 percent of the countries are responsible for 80 percent of the papers in the CHI proceedings, and the USA is clearly the country with most papers. But the success of a country or organization does not depend only on the number of accepted papers, but also on their quality. We present a ranking of countries and organizations based on the h-index, an indicator that tries to balance the quantity and quality of scientific output based on a bibliometric analysis. The bibliometric analysis also allowed us to demonstrate the difficulty of judging quality. The papers acknowledged by the best paper award committee were not cited more often than a random sample of papers from the same years. The merit of the award is therefore unclear, and it might be worthwhile to allow the visitor to the conference to vote for the best paper.

Keywords: quality, bibliometrics, chi, history, h-index, g-index

C. Bartneck and J. Hu, “Scientometric Analysis of the CHI Proceedings,” in the Conference on Human Factors in Computing Systems (CHI2009), Boston, 2009, pp. 699-708.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1145/1518701.1518810
Posted on

IPML: Structuring distributed multimedia presentations in Ambient Intelligent Environments

Jun Hu, Loe Feijs

This paper addresses issues of distributing multimedia presentations in an ambient intelligent environment, examines the existing technologies and proposes IPML, a markup language that extends SMIL for distributed settings. It uses a metaphor of play, with which the timing and mapping issues in distributed presentations are covered in a natural way. A generic architecture for playback systems is also presented, which covers the timing and mapping issues of presenting an IPML script in heterogeneous ambient intelligent environments. Keywords: Distributed Multimedia, Software Architecture, Ambient Intelligence, Play

J. Hu and L. Feijs, “IPML: Structuring Distributed Multimedia Presentations in Ambient Intelligent Environments,” International Journal of Cognitive Informatics \& Natural Intelligence (IJCiNi), vol. 3, pp. 37-60, 2009.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
Posted on

Creative Programming for Designers

The course “creative programing for designers” is exclusively designed for the USI program and for the 1st and 2nd year students at the department of Industrial Design, as an introduction to programming. Bearing in mind the students are not, and do not intend to be, computer scientists or programmers, the course approaches programing in a “designed” way:

“We will have fun with visuals, graphics (Processing) and even robotics (Arduino). You will be watching your program dancing. You will be listening to your program singing. If you want, you may give your program a hug.

But this assignment is not just for fun, You will be also learning serious things such as variables, data structures, control flows, interaction events and some basics of computer graphics and even robotics, of course, while having fun.”

see more at http://wiki.id.tue.nl/creapro.

Posted on

Designing Peace of Mind

Final USI project by Julia Benini. Report: [PDF, 1.8M]

The Peace of Mind project aimed at developing an innovation on child safety as part of the strategy to expand Philips’ domestic appliances portfolio for Mother & Childcare products. This section of Philips’ business unit was recently expanded with the purchase of Avent, a brand known for excellence in products such as baby bottles and breast pumps. With the acquisition, Philips-Avent was created…

J. Benini, Designing Peace of Mind, USI Final Report 978-90-444-0808-9, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2008.
FULLTEXT: PDF
Posted on

Exploring the Abuse of Robots

Christoph Bartneck and Jun Hu

Abstract: Robots have been introduced into our society, but their social role is still unclear. A critical issue is whether the robot’s exhibition of intelligent behaviour leads to the users’ perception of the robot as being a social actor, similar to the way in which people treat computers and media as social actors. The first experiment mimicked Stanley Milgram’s obedience experiment, but on a robot. The participants were asked to administer electric shocks to a robot, and the results show that people have fewer concerns about abusing robots than about abusing other people. We refined the methodology for the second experiment by intensifying the social dilemma of the users. The participants were asked to kill the robot. In this experiment, the intelligence of the robot and the gender of the participants were the independent variables, and the users’ destructive behaviour towards the robot the dependent variable. Several practical and methodological problems compromised the acquired data, but we can conclude that the robot’s intelligence had a significant influence on the users’ destructive behaviour. We discuss the encountered problems and suggest improvements. We also speculate on whether the users’ perception of the robot as being “sort of alive” may have influenced the participants’ abusive behaviour.

Keywords: robots, perceived intelligence, killing, abuse

C. Bartneck, and J. Hu, “Exploring the Abuse of Robots,” Interaction Studies – Social Behaviour and Communication in Biological and Artificial Systems, vol. 9, no. 3, pp. 415-433, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1075/is.9.3.04bar
Posted on

Use of WebLabs as a platform for remote customer research

USI Final Project by Dirk van de Mortel. Draft report: [PDF, 500K]

WebLabs is the project name for a new, web-based platform for gathering user feedback. During most, if not all phases in the (iterative) design cycle, representative users and/or clients can be involved and leave feedback/input as part of User-Centered Design (UCD) process. This feedback is valuable for an evaluator (e.g. HCI expert), who then compiles yielded information and implements severe parts, by rendering them in the development of the product or service. Executing usability tests by means of a User Evaluation Method (UEM) as part of UCD is a well-known method. Other usability methods are e.g. contextual interviews, focus groups, heuristic evaluation, interviews, personas, task analysis etc that all might be applicable as feedback system on the web.
However, until now little information is known on how laboratory testing compares to remote testing, concerning Philips Research applications (i.e. multimedia applications for consumer electronics). Important advantages of remote testing are A. Time and space independence (asynchrone) B. Relatively low cost for a worldwide (and cultural diffused) audience/participants and C. Automation of results. Important disadvantages are I) No control after publication or invitation of users II) Applies on the imagination of participants when a situation is simulated/mimicked III) Requires special preparation (low fidelity prototypes become digital or hybrid: send by post and evaluated with Web applications).

D. van de Mortel, Use of WebLabs as a platform for remote customer research, USI Final Report 9044408127, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2008.
FULLTEXT: PDF
Posted on

ALICE’s adventures in cultural computing

Jun Hu, Christoph Bartneck, Ben Salem, Matthias Rauterberg

Abstract – In the paradigm of cultural computing, different cultures need different approaches to address the cultural determinants that strongly influences our way of thinking, feeling and worldview in general. For the western culture, our answer to this need is an artistic and interactive installation (ALICE) based on the narrative ‘Alice’s Adventures in Wonderland’. To address the western culture characteristics highlighted in the narrative, six stages were selected and implemented as an interactive experience. From start to end, the user undergoes an immersive environment that integrates embodied and virtual agents, real and nature mimicking, and both virtual and augmented reality. Every stage challenges the hardware and software design to provide the intended experience, which at the overall system level yet have to be seamlessly integrated. A distributed and multi-layered architecture is designed to accommodate this need. After several pilot tests, the installation is ready as a cultural computing platform for the experiments that address the western cultural determinants.
Keywords: Alice’s Adventures in Wonderland; western culture; cultural computing; human-computer interaction; HCI; art installation; interactive installation; virtual agents; virtual reality; augmented reality; immersive environments; Alice in Wonderland

J. Hu, C. Bartneck, B. Salem, and M. Rauterberg, “ALICE’s Adventures in Cultural Computing ” International Journal of Arts and Technology, vol. 1, no. 1, pp. 102-118, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
Posted on

AIRSF: A New Entertainment Adaptive Framework for Stress Free Air Travel

Hao Liu, Jun Hu,  Matthias Rauterberg

ABSTRACT
Travel by air, especially long distance, the combination of long flight duration, limited space and an unusual cabin environment causes physical and psychological discomfort and even stress for a large group of passengers. In-flight entertainment systems are commonly installed on the long haul flights to increase the passenger’s comfort level. However, the current installed and commercially available in-flight entertainment systems do not explore how the entertainment services can be adapted to reduce the passenger’s stress level systematically and intelligently. Also, these systems are designed and implemented based on a pre-set concept of what customer likes and requires as a homogeneous passenger group that has similar tastes and desires. In this paper, we present a new entertainment adaptive framework AIRSF for stress free air travel. Compared to the current in-flight entertainment framework, it can regulate the passenger’s physical and psychological states at comfort physical and psychological states with context-aware and personalized stress reduction entertainment service provision intelligently; What is more, based on the passenger’s bio and explicit feedback, it can automatically track, learn and adapt to the passenger’s preferences.
Categories and Subject Descriptors
H.1.2 [Models and Principles]: User/Machine Systems – Human factors, Human information processing.
General Terms
Design, human Factors, languages.
Keywords
Adaptive framework, context-awareness, in-flight entertainment.

H. Liu, J. Hu, and M. Rauterberg, “AIRSF: A New Entertainment Adaptive Framework for Stress Free Air Travels,” in International Conference on Advances in Computer Entertainment Technology (ACE 2008), Yokohama, Japan, 2008, pp. 183-186.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1145/1501750.1501793
Posted on

Culture Matters: A Study on Presence in an Interactive Movie

Abstract – A cross cultural study was conducted to test the influences of different cultural backgrounds on the user’s presence experience in interacting with a distributed interactive movie. The effects of embodied interaction on presence were also investigated because embodiment is often used to enrich the experience and to reduce the complexity of distributed interaction. In absence of a clear definition of what cultural factors might influence presence, Dutch and Chinese participants were invited to the study to optimize cultural diversion. The results suggested that Chinese participants perceived more presence than Dutch participants in all conditions. The results also show that interaction methods (direct touch against remote control) had no influence, while embodiment (robot against screen agent) had mixed effects on presence.
Keywords: culture, interactive movie, presence

J. Hu, and C. Bartneck, “Culture Matters – a Study on Presence in an Interactive Movie,” CyberPsychology and Behavior, vol. 11, no. 5, pp. 529-535, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
DOI: 10.1089/cpb.2007.0093
Posted on

Designing for Experience: Arousing Boredom to Evoke Predefined User Behaviour

Joran van Aart, Ben Salem, Christoph Bartneck, Jun Hu, Matthias Rauterberg

Abstract – In the light of Cultural Computing, this study influences user affect and behaviour by touching upon core values of Western culture. We created an augmented reality environment in which users experience a predefined sequence of emotional states and events. This study concerns two typically Western drives: boredom and curiosity. We specifically address the arousal of boredom, a mental state characterized by a heightened drive for exploration, making it easier to guide people in their decision making. Based on psychology literature, we introduce general design guidelines for arousing boredom. We report on the design of the augmented reality environment, the experiment effectively arousing boredom and on the redesign of the environment based on the experimental results.

Keywords: User Affect, Emotions, Cultural Computing, Boredom, Diversive Exploration, Alice in Wonderland, User Behaviour, Modelling Experience, Design, Affective Computing

J. van Aart, B. Salem, C. Bartneck, J. Hu, and M. Rauterberg, “Designing for Experience: Arousing Boredom to Evoke Predefined User Behaviour,” in 6th Design and emotion conference, Hong Kong, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote