An AAC Mobile-Based Application for People with Intellectual Disability: A Case Study in BrazilRead the full article
Advances in Human-Computer Interaction is an interdisciplinary journal that publishes theoretical and applied papers covering the broad spectrum of interactive systems.
Advances in Human-Computer Interaction maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study.
Latest ArticlesMore articles
Applicability of a Single Depth Sensor in Real-Time 3D Clothes Simulation: Augmented Reality Virtual Dressing Room Using Kinect Sensor
A busy lifestyle led people to buy readymade clothes from retail stores with or without fit-on, expecting a perfect match. The existing online cloth shopping systems are capable of providing only 2D images of the clothes, which does not lead to a perfect match for the individual user. To overcome this problem, the apparel industry conducts many studies to reduce the time gap between cloth selection and final purchase by introducing “virtual dressing rooms.” This paper discusses the design and implementation of augmented reality “virtual dressing room” for real-time simulation of 3D clothes. The system is developed using a single Microsoft Kinect V2 sensor as the depth sensor, to obtain user body parameter measurements, including 3D measurements such as the circumferences of chest, waist, hip, thigh, and knee to develop a unique model for each user. The size category of the clothes is chosen based on the measurements of each customer. The Unity3D game engine was incorporated for overlaying 3D clothes virtually on the user in real time. The system is also equipped with gender identification and gesture controllers to select the cloth. The developed application successfully augmented the selected dress model with physics motions according to the physical movements made by the user, which provides a realistic fitting experience. The performance evaluation reveals that a single depth sensor can be applied in the real-time simulation of 3D cloth with less than 10% of the average measurement error.
From Chance to Serendipity: Knowledge Workers’ Experiences of Serendipitous Social Encounters
Serendipity refers to uncontrolled circumstances that lead to unexpected yet fortunate discoveries. The phenomenon has been studied extensively in relation to information retrieval. However, serendipity in the context of social encounters has been the subject of few empirical studies. In professional life, social serendipity might result in benefits such as fruitful collaboration, successful recruitment, discovery of novel information, and acquisition of crucial new perspectives from peers. Despite the potential significance of serendipity, particularly for knowledge work, there is a lack of empirical understanding of related subjective experiences and the role of technology within the process of encountering unsought findings. This qualitative study investigates knowledge workers’ detailed narratives of serendipitous social encounters and the related factors through an analysis of 37 responses to an international online survey. We provide a detailed account of the experiential characteristics and contextual qualities of the reported instances of social serendipity. Finally, we discuss the seemingly minor role of technology in social serendipity and research avenues to computationally enhance social serendipity.
A Review on Fall Prediction and Prevention System for Personal Devices: Evaluation and Experimental Results
Injuries due to unintentional falls cause high social cost in which several systems have been developed to reduce them. Recently, two trends can be recognized. Firstly, the market is dominated by fall detection systems, which activate an alarm after a fall occurrence, but the focus is moving towards predicting and preventing a fall, as it is the most promising approach to avoid a fall injury. Secondly, personal devices, such as smartphones, are being exploited for implementing fall systems, because they are commonly carried by the user most of the day. This paper reviews various fall prediction and prevention systems, with a particular interest to the ones that can rely on the sensors embedded in a smartphone, i.e., accelerometer and gyroscope. Kinematic features obtained from the data collected from accelerometer and gyroscope have been evaluated in combination with different machine learning algorithms. An experimental analysis compares the evaluated approaches by evaluating their accuracy and ability to predict and prevent a fall. Results show that tilt features in combination with a decision tree algorithm present the best performance.
What Methods Software Teams Prefer When Testing Web Accessibility
Accessibility has become an important focus in software development; the goal is to allow as many people as possible, regardless of their capabilities, to use software. We have investigated the methods that software teams prefer when testing the accessibility of their software. We conducted a large-scale study to evaluate six methods, using a sample of 53 people who work on various software teams. We present a detailed breakdown of the results for each testing method and analyze the differences between the methods. Our findings show that there are statistically significant differences in team members’ preferences, particularly for those with different roles. This implies that a software team should not choose a single method for all team members.
TransPrint: A Method for Fabricating Flexible Transparent Free-Form Displays
TransPrint is a method for fabricating flexible, transparent free-form displays based on electrochromism. Using screen-printing or inkjet printing of electrochromic ink, plus a straightforward assembly process, TransPrint enables rapid prototyping of displays by nonexperts. The displays are nonlight-emissive and only require power to switch state and support the integration of capacitive touch sensing for interactivity. We present instructions and best practices on how to design and assemble the displays and discuss the benefits and shortcomings of the TransPrint approach. To demonstrate the broad applicability of the approach, we present six application prototypes.
Influence of Personality on Shape-Based Design Activities
As the literature demonstrates, designers’ personality influences design activities like different ways to represent environments and/or products, technological advances, etc.. Nevertheless, an exhaustive analysis on the influence of personality on design activities involving different representations is missing. This research explores this gap by studying this influence on specific design activities, the shape-based ones (i.e., analysis of specific shapes and highlighting of functions suggested by them). People showing different personalities undergo tests where they carry out design activities exploiting several representations. The results confirm the influence of personality on shape-based design activities and allow highlighting different keys to interpret and exploit these results. Thanks to the results of this study, researchers can increase their knowledge about subjective aspects of design as well as about how these aspects coexist with classic and emerging representations. As well, designers can try to maximize the effectiveness of their efforts by selecting the best combinations of personality, representations, and characteristics of the expected design results time by time.