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- research-articleOctober 2018
Toddler Techie Touch Generation
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 127–139https://doi.org/10.1145/3242671.3242693This paper reports on a study of the interaction skills of forty-two children, between the ages of eighteen months to forty-two months, in using touch devices. A majority of the children had used a touch device previously and had prior experience with ...
- research-articleOctober 2016
Online Learning System to Help People with Developmental Disabilities Reinforce Basic Skills
ASSETS '16: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and AccessibilityPages 43–51https://doi.org/10.1145/2982142.2982174We present the development and evaluation of an online learning system for people with developmental disabilities (DD) of all ages in collaboration with Imagine! and Hope Services, two not-for-profit organizations that provide care services to people ...
- abstractOctober 2015
Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in PlayPages 755–758https://doi.org/10.1145/2793107.2810269Tangible widgets are graspable physical objects that can be detected by a capacitive touch screen. These are used as an interaction method in the tablet game "Hover Wars", a 2-player competitive combat game. Hover Wars was designed to work mainly with ...
- posterJune 2015
Remote Control of Complex Interactive Art Installations
C&C '15: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and CognitionPages 197–200https://doi.org/10.1145/2757226.2764553Movement based interactive artworks are capable of instantly engaging audiences by reacting to physical motion consistently with real-world physics. Sustaining this engagement, however, requires a constant alteration of both the output and interaction ...
- research-articleApril 2015
Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets
CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing SystemsPages 1915–1924https://doi.org/10.1145/2702123.2702266We know very little about the use of computers by children under the age of three. While few children in that age range used computers before the advent of smartphones and tablets, these devices have made computers much more accessible to infants and ...
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- research-articleNovember 2014
Riding the iOS Rollercoaster: Design, Implementation, Circulation and Support of iPads at Penn State Libraries
SIGUCCS '14: Proceedings of the 42nd annual ACM SIGUCCS conference on User servicesPages 43–45https://doi.org/10.1145/2661172.2661180The circulation of iPads is a goal for many universities and colleges as they emerge as a major player in tablet technology. Unfortunately, there is very little research or documentation available to technical specialists trying to provide this service. ...
- posterOctober 2014
Online learning system for teaching basic skills to people with developmental disabilities
ASSETS '14: Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibilityPages 271–272https://doi.org/10.1145/2661334.2661391We report an online learning system for adults with developmental disabilities (DD) developed in collaboration with Imagine!, a Colorado based organization that provides support services to people with developmental and cognitive disabilities. Our HTML5 ...
- short-paperJune 2014
CamQuest: design and evaluation of a tablet application for educational use in preschools
IDC '14: Proceedings of the 2014 conference on Interaction design and childrenPages 185–188https://doi.org/10.1145/2593968.2610448This paper describes the design, testing and evaluation of CamQuest, a tablet application intended for educational practice in preschools. CamQuest enables children to search for and photograph geometrical shapes in their surroundings with the tablet ...
- keynoteJune 2014
The relations between play and learning in digital environments: the significance of motives and demands
IDC '14: Proceedings of the 2014 conference on Interaction design and childrenPages 5–6https://doi.org/10.1145/2593968.2597650Although a great deal has been written about children's play, less attention has been directed to the relations between play and learning in digital environment (e.g. Falloon, 2013; Kennewell and Morgan, 2006). What we do know is that much of the ...
- research-articleApril 2014
Captioned photographs in psychosocial aged care: relationship building and boundary work
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 4167–4176https://doi.org/10.1145/2556288.2557290In this paper we examine the use of a novel social technology to support the provision of formal aged care services to clients who live in their own homes. Social technologies offer enormous potential for enhancing aged care, but research on their use ...
- abstractMarch 2014
Human - robot swarm interaction for entertainment: from animation display to gesture based control
HRI '14: Proceedings of the 2014 ACM/IEEE international conference on Human-robot interactionPage 98https://doi.org/10.1145/2559636.2559645This work shows experimental results with three systems that take real-time user input to direct a robot swarm formed by tens of small robots. These are: real-time drawing, gesture based interaction with an RGB-D sensor and control via a hand-held ...
- ArticleNovember 2013
Night Shifts — An Interactive Documentary for the iPad
ICIDS 2013: Proceedings of the 6th International Conference on Interactive Storytelling - Volume 8230Pages 125–127https://doi.org/10.1007/978-3-319-02756-2_15Night Shifts is a digital magazine developed for the iPad that depicts articles and videos with a structured and explicit approach. The magazine-app displays seven different personalities that work over night in Zurich- the portraits' running time is 56 ...
- research-articleAugust 2013
Apps for art's sake: resistance and innovation
MobileHCI '13: Proceedings of the 15th international conference on Human-computer interaction with mobile devices and servicesPages 45–54https://doi.org/10.1145/2493190.2493205The paper reports on the growing phenomena of art-making on mobile devices and contributes findings from two studies of artists' responses to iPad painting apps: the first is a series of exploratory workshops where artists were recruited to engage with ...
- ArticleJuly 2013
Aging effects on the readability of characters on e-book terminals
UAHCI'13: Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part IIIPages 356–363https://doi.org/10.1007/978-3-642-39194-1_42In recent years, e-book terminals are spreading rapidly. In the current aging society, there is an increasing need for elderly people to use information devices such as e-book. The readability of characters on e-book displays is important especially for ...
- ArticleJuly 2013
Effects of environmental illuminance on the readability of e-books
UAHCI'13: Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part IIIPages 341–347https://doi.org/10.1007/978-3-642-39194-1_40We carried out experiments to evaluate the readability of e-books using different display systems. We used two types of e-paper (Amazon KindleDX and 300dpiEPD), one type of backlit LCD (new iPad), and ordinary paper text. In the experiments, we ...
- research-articleApril 2013
Analyzing user-generated youtube videos to understand touchscreen use by people with motor impairments
CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1223–1232https://doi.org/10.1145/2470654.2466158Most work on the usability of touchscreen interaction for people with motor impairments has focused on lab studies with relatively few participants and small cross-sections of the population. To develop a richer characterization of use, we turned to a ...
- research-articleOctober 2012
Fingerprint attack against touch-enabled devices
SPSM '12: Proceedings of the second ACM workshop on Security and privacy in smartphones and mobile devicesPages 57–68https://doi.org/10.1145/2381934.2381947Oily residues left by tapping fingers on a touch screen may breach user privacy. In this paper, we introduce the fingerprint attack against touch-enabled devices. We dust the touch screen surface to reveal fingerprints, and use an iPhone camera to ...
- research-articleSeptember 2012
Experiments with the internet of things in museum space: QRator
- Andrew Hudson-Smith,
- Steven Gray,
- Claire Ross,
- Ralph Barthel,
- Martin de Jode,
- Claire Warwick,
- Melissa Terras
UbiComp '12: Proceedings of the 2012 ACM Conference on Ubiquitous ComputingPages 1183–1184https://doi.org/10.1145/2370216.2370469Emergent Internet of Things (IoT) based technologies offer the potential for new ways in engaging with places, spaces and objects. The use of mobile and tablet computing linked specifically to objects and memory, comment and narrative creation opens up ...
- ArticleJanuary 2012
iPad in Education: A Case Study of iPad Adoption and Use in a Primary School
HICSS '12: Proceedings of the 2012 45th Hawaii International Conference on System SciencesPages 78–87https://doi.org/10.1109/HICSS.2012.390Apple's iPad has attracted a lot of attention since its release in 2010 and one area in which it has been adopted is the education sector. The iPad's large multi-touch screen, sleek profile and the ability to easily download and purchase a huge variety ...
- demonstrationOctober 2011
Toward 3D scene understanding via audio-description: Kinect-iPad fusion for the visually impaired
ASSETS '11: The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibilityPages 293–294https://doi.org/10.1145/2049536.2049613Microsoft's Kinect 3-D motion sensor is a low cost 3D camera that provides color and depth information of indoor environments. In this demonstration, the functionality of this fun-only camera accompanied by an iPad's tangible interface is targeted to ...