• 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
  • 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
  • ISMAR 2024: Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality
    2024/11/01

    Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, and Hans Gellersen. 2024. Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality. IEEE Transactions on Visualization and Computer Graphics 30, 11 (Nov. 2024), 7234–7244. https://doi.org/10.1109/TVCG.2024.3456153

    Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.

    https://ieeexplore.ieee.org/document/10672561

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    20 分
  • UIST 2024 Best Paper: What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation
    2024/10/27

    Nicholas Jennings, Han Wang, Isabel Li, James Smith, and Bjoern Hartmann. 2024. What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation. In Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology (UIST '24). Association for Computing Machinery, New York, NY, USA, Article 106, 1–13. https://doi.org/10.1145/3654777.3676358

    Procedural content generation (PCG), the process of algorithmically creating game components instead of manually, has been a common tool of game development for decades. Recent advances in large language models (LLMs) enable the generation of game behaviors based on player input at runtime. Such code generation brings with it the possibility of entirely new gameplay interactions that may be difficult to integrate with typical game development workflows. We explore these implications through GROMIT, a novel LLM-based runtime behavior generation system for Unity. When triggered by a player action, GROMIT generates a relevant behavior which is compiled without developer intervention and incorporated into the game. We create three demonstration scenarios with GROMIT to investigate how such a technology might be used in game development. In a system evaluation we find that our implementation is able to produce behaviors that result in significant downstream impacts to gameplay. We then conduct an interview study with n=13 game developers using GROMIT as a probe to elicit their current opinion on runtime behavior generation tools, and enumerate the specific themes curtailing the wider use of such tools. We find that the main themes of concern are quality considerations, community expectations, and fit with developer workflows, and that several of the subthemes are unique to runtime behavior generation specifically. We outline a future work agenda to address these concerns, including the need for additional guardrail systems for behavior generation.

    https://dl.acm.org/doi/10.1145/3654777.3676358

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    15 分

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