• HCI Deep Dives

  • 著者: Kai Kunze
  • ポッドキャスト

HCI Deep Dives

著者: Kai Kunze
  • サマリー

  • HCI Deep Dives is your go-to podcast for exploring the latest trends, research, and innovations in Human Computer Interaction (HCI). AI-generated using the latest publications in the field, each episode dives into in-depth discussions on topics like wearable computing, augmented perception, cognitive augmentation, and digitalized emotions. Whether you’re a researcher, practitioner, or just curious about the intersection of technology and human senses, this podcast offers thought-provoking insights and ideas to keep you at the forefront of HCI.
    Copyright 2024 All rights reserved.
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あらすじ・解説

HCI Deep Dives is your go-to podcast for exploring the latest trends, research, and innovations in Human Computer Interaction (HCI). AI-generated using the latest publications in the field, each episode dives into in-depth discussions on topics like wearable computing, augmented perception, cognitive augmentation, and digitalized emotions. Whether you’re a researcher, practitioner, or just curious about the intersection of technology and human senses, this podcast offers thought-provoking insights and ideas to keep you at the forefront of HCI.
Copyright 2024 All rights reserved.
エピソード
  • ASSETS 2024: Brain Body Jockey project: Transcending Bodily Limitations in Live Performance via Human Augmentation
    2024/11/07

    Giulia Barbareschi, Songchen Zhou, Ando Ryoichi, Midori Kawaguchi, Mark Armstrong, Mikito Ogino, Shunsuke Aoiki, Eisaku Ohta, Harunobu Taguchi, Youichi Kamiyama, Masatane Muto, Kentaro Yoshifuji, and Kouta Minamizawa. 2024. Brain Body Jockey project: Transcending Bodily Limitations in Live Performance via Human Augmentation. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24). Association for Computing Machinery, New York, NY, USA, Article 18, 1–14. https://doi.org/10.1145/3663548.3675621

    Musicians with significant mobility limitations, face unique challenges in being able to use their bodies to interact with fans during live performances. In this paper we present the results of a collaboration between a professional DJ with advanced Amyotrophic Lateral Sclerosis and a group of technologists and researchers culminating in two public live performances leveraging human augmentation technologies to enhance the artist’s stage presence. Our system combines Brain Machine Interface, and accelerometer based trigger, to select pre-programmed moves performed by robotic arms during a live event, as well as for facilitating direct physical interaction during a “Meet the DJ” event. Our evaluation includes ethnographic observations and interviews with the artist and members of the audience. Results show that the system allowed artist and audience to feel a sense of unity, expanded the imagination of creative possibilities, and challenged conventional perceptions of disability in the arts and beyond.

    https://dl.acm.org/doi/10.1145/3663548.3675621

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    14 分
  • ISMAR 2024: Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed Reality
    2024/11/07

    F. Chiossi, I. Trautmannsheimer, C. Ou, U. Gruenefeld and S. Mayer, "Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed Reality," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 6997-7007, Nov. 2024, doi: 10.1109/TVCG.2024.3456172.

    Mixed Reality allows us to integrate virtual and physical content into users' environments seamlessly. Yet, how this fusion affects perceptual and cognitive resources and our ability to find virtual or physical objects remains uncertain. Displaying virtual and physical information simultaneously might lead to divided attention and increased visual complexity, impacting users' visual processing, performance, and workload. In a visual search task, we asked participants to locate virtual and physical objects in Augmented Reality and Augmented Virtuality to understand the effects on performance. We evaluated search efficiency and attention allocation for virtual and physical objects using event-related potentials, fixation and saccade metrics, and behavioral measures. We found that users were more efficient in identifying objects in Augmented Virtuality, while virtual objects gained saliency in Augmented Virtuality. This suggests that visual fidelity might increase the perceptual load of the scene. Reduced amplitude in distractor positivity ERP, and fixation patterns supported improved distractor suppression and search efficiency in Augmented Virtuality. We discuss design implications for mixed reality adaptive systems based on physiological inputs for interaction.

    https://ieeexplore.ieee.org/document/10679197

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    16 分
  • ISMAR 2024: “As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement
    2024/11/04

    S. Cheng, Y. Liu, Y. Gao and Z. Dong, "“As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 7086-7096, Nov. 2024, doi: 10.1109/TVCG.2024.3456147

    Brain-computer interfaces (BCI) are widely used in the field of disability assistance and rehabilitation, and virtual reality (VR) is increasingly used for visual guidance of BCI-MI (motor imagery). Therefore, how to improve the quality of electroencephalogram (EEG) signals for MI in VR has emerged as a critical issue. People can perform MI more easily when they visualize the hand used for visual guidance as their own, and the Rubber Hand Illusion (RHI) can increase people's ownership of the prosthetic hand. We proposed to induce RHI in VR to enhance participants' MI ability and designed five methods of inducing RHI, namely active movement, haptic stimulation, passive movement, active movement mixed with haptic stimulation, and passive movement mixed with haptic stimulation, respectively. We constructed a first-person training scenario to train participants' MI ability through the five induction methods. The experimental results showed that through the training, the participants' feeling of ownership of the virtual hand in VR was enhanced, and the MI ability was improved. Among them, the method of mixing active movement and tactile stimulation proved to have a good effect on enhancing MI. Finally, we developed a BCI system in VR utilizing the above training method, and the performance of the participants improved after the training. This also suggests that our proposed method is promising for future application in BCI rehabilitation systems.

    https://ieeexplore.ieee.org/document/10669780

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    19 分

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