Welcome to the March 2019 SIGCHI edition of ACM TechNews.


ACM TechNews - SIGCHI Edition is a sponsored special edition of the ACM TechNews news-briefing service focused on issues in Human Computer Interaction (HCI). This service serves as a resource for ACM-SIGCHI Members to keep abreast of the latest news in areas related to HCI and is distributed to all ACM SIGCHI members the first Tuesday of every month.

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Hiroshi Ishii Hiroshi Ishii Wins ACM SIGCHI Lifetime Research Award
MIT News
Janine Liberty
February 20, 2019


Massachusetts Institute of Technology professor Hiroshi Ishii has been awarded the 2019 ACM SIGCHI Lifetime Research Award, which will be presented to him in May at the 2019 CHI Conference on Human Factors in Computing Systems in Glasgow, Scotland. The award's recipients are individuals who have conducted fundamental, influential research in human-computer interaction (HCI). Ishii's research focuses on hypothetical generation of mutable materials that can change form and properties dynamically and computationally. His team's projects have played a key role in the formation of a new branch of "shape-changing user interface" research in the HCI community. Ishii said, "Our goal is to invent new design media for artistic expression as well as for scientific analysis, taking advantage of the richness of human senses and skills we develop throughout our lifetime interacting with the physical world, as well as the computational reflection enabled by real-time sensing and digital feedback."

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Adaptive Video Game Controllers Open Worlds for Gamers With Disabilities
The New York Times
Jason M. Bailey
February 20, 2019


Physically disabled video game players are supported by a community that modifies existing controllers or designs new ones altogether, and Microsoft is aiding those efforts with the release of an adaptive Xbox One controller. Microsoft's Bryce Johnson said, "We tried to figure out a way to accelerate [these communities'] practices so that they could help more people. The idea of cracking open a controller for someone who just needs a couple of extra buttons is an arduous task." Rather than relying on finger movements, users of the adaptive controller can press their elbows against one of its two four-inch buttons. The controller is powered via 19 3.5-millimeter input jacks and two USB ports, allowing users to plug in peripherals such as external switches and buttons.

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IBM's Fast-Talking AI Machine Lost to a Human in a Live Debate
CNN
Rachel Metz
February 12, 2019


On February 11, Harish Natarajan, a grand finalist in the 2016 World Debating Championships, faced off against IBM's Project Debater, a computer that uses artificial intelligence to meaningfully debate humans. Natarajan won the debate, but the computer system demonstrated the increasingly complex arguments that AI is starting to make. Project Debater is designed to come up with coherent, convincing speeches of its own, while considering the arguments of a human opponent and creating its own rebuttal. The system also formulates its own closing argument. Project Debater generates its arguments using newspaper and magazine articles from its own database, though it is not connected to the Internet and cannot crib arguments from sites like Wikipedia. Said IBM Research director Dario Gil, Project Debater is "really pushing the boundaries [of the] kinds of AI systems that are more interactive with us and can understand us better."

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Controlling a virtual image with gestures How You Could Control Your World With Just Your Fingertips
BBC News
Mark Smith
March 1, 2019


Touchless human-computer interfaces are under development to ease interaction with digital systems. A project in this arena from Google and the University of St. Andrews in the U.K. involves the use of mini-radars precise enough to distinguish between subtle hand gestures. The researchers used machine learning to refine the design, and St. Andrews' Aaron Quigley said, "A major issue we had to solve is that the energy that comes back from the objects we want to track is a remarkably complex signal. We need to train our system to recognize the objects from these thousands of overlapping signals and we solved this using advanced AI [artificial intelligence] algorithms." Another technology, from Bristol-based Ultrahaptics, uses ultrasound signals to generate tactile sensations in mid-air. Touchless advocates envision such products being incorporated into vehicles, assistive technology for disabled people, and industrial machines and devices.

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At Arizona State, Big Lectures Are History
The Wall Street Journal
Douglas Belkin
February 27, 2019


Arizona State University (ASU) has phased out the traditional lecture-homework-exam model of higher education, in favor of a more technological approach aligned with a more tech-savvy student body. About 30 large, public universities have adopted ASU's model, which advocates said prepares students for careers with employers eager for workers who can collaborate and apply technology for problem-solving. ASU employs 300 computer scientists and course designers to deconstruct and reimagine the curriculum, with faculty input. ASU's Dale Johnson said the goal is to "deliver the right lesson to the right student at the right time," using adaptive software to track each student's mastery of concepts in real time, and modifying course materials to help them. When the class was a lecture, confused students sometimes felt too embarrassed to ask a question, said Chandrani Banerjee, a math professor who teaches the algebra class; now, the computer program just redirects those students to the concepts they need to master.

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A patient confused by what the doctor is saying. Can Google Help Bridge Language Gaps Between Doctors, Patients?
U.S. News & World Report
Robert Preidt
February 27, 2019


New research from the University of California, San Francisco (UCSF) suggests Google Translate could help doctors overcome language barriers when treating non-English-speaking patients. Dr. Elaine Khoong of UCSF said, "Google Translate is more accurate than a lot of clinicians believe, and I think it's definitely more useful than not providing anything at all." Khoong and colleagues analyzed 100 sets of emergency discharge instructions translated by Google, and determined they were 92% accurate for Spanish, and 81% accurate for Chinese. Only 2% of inaccurately translated Spanish instructions and 8% of mistranslated Chinese instructions could potentially harm patients, with problems stemming from grammar or typographical errors in the written English version. Google Translate also encountered problems with colloquial terms, as well as medical jargon, and the researchers concluded it is most effectively used in combination with human interpreters.

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More Than 50% of People Use Voice Assistants to 'Ask Fun Questions.' Here's What Else They Do
CNBC
Lucy Handley
February 26, 2019


In an Adobe survey of 1,000 U.S. residents, 58% of respondents said they used voice-activated smart speakers to ask "fun" questions. Playing music was the most popular smart speaker pastime, followed by checking weather forecasts. The percentage of users who used smart speakers to shop declined to 26%, from 30% since last August. The number of respondents who use smart speakers to manage finances fell from 13% to 5% over that same period, while just 11% employed voice assistants to research hotels or flights; only 14% used them for ordering takeout. The researchers said 32% of U.S. consumers prefer using voice assistants to conduct online searches over typing a query on a mobile device or desktop computer. Adobe analytics director Colin Morris said in terms of encouraging more smart speaker use by consumers, "Simplicity is key, and starting with a single-function 'hero feature' is the best starting point."

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A study participant using the robotic rowing machine. Your Next Personal Trainer Could be a Robot
ZDNet
Kelly McSweeney
February 21, 2019


Researchers at ETH Zurich in Switzerland have demonstrated how robotic personal trainers could be used in the future, having developed a robot that successfully taught humans how to row. In the study, volunteers with no prior rowing experience practiced using a rowing simulator. While the participants were rowing, the robotic trainer performed data analysis online in real time. If a participant made a mistake, such as moving the oar the wrong way, the robot immediately called attention to the error, either visually, audibly, or through haptic feedback. Said ETH Zurich researcher Georg Rauter, "Not only did the provided feedback allow learning of the task, but due to a closed-loop setting of human performance assessment and accordingly individualized feedback by a robotic system, human motor learning could be accelerated."

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A woman leaves the driving to her self-driving car. Self-Driving Cars Learn to Predict What Pedestrians Will Do
Futurity.org
Jim Lynch
February 13, 2019


Researchers at the University of Michigan are teaching self-driving cars how to recognize and predict pedestrian movement with greater precision by analyzing humans' gate, body symmetry, and foot placement. The vehicles collect data through cameras, LiDAR, and GPS, allowing the researchers to capture video snippets of humans in motion and then recreate them in a three-dimensional simulation. The researchers used the simulation to create a "biomechanically inspired recurrent neural network" that catalogs human movements. The team used the neural network to predict poses and future locations for one or several pedestrians at distances of up to about 50 yards from a vehicle. Said University of Michigan researcher Matthew Johnson-Roberson, "Now, we’re training the system to recognize motion and making predictions of not just one single thing—whether it’s a stop sign or not—but where that pedestrian’s body will be at the next step, and the next and the next."

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USC Researchers Create Speech Therapy Game
Daily Trojan (University of Southern California)
Beatrice Gao
February 11, 2019


Researchers at the University of Southern California (USC) have developed a voice-assisted, choose-your-own-adventure speech therapy game for children with cerebral palsy. The project won second place at an event hosted by the Consortium for Technology Innovation in Pediatrics. The Amplify system delivers speech therapy instruction through an interactive audio game. The voice-assisted technology is combined with artificial intelligence to allow children to navigate different plots in the story through speech exercises. The exercises are recorded so speech therapists can analyze them using the Amplify software. Said USC researcher Christopher Laine, "We wanted to find a way that motivates them to practice the exercises they need to do … because any [form of] physical therapy is about repetition and practice."

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Pre-Programming Autonomous Machines Promotes Selfless Decision-Making
Army Research Laboratory
February 11, 2019


Research by the U.S. Army Research Laboratory (ARL) and Northeastern University found that the use of autonomous machines increases cooperation among individuals. The study showed that people are more likely to make unselfish decisions to favor collective interest when asked to program autonomous machines ahead of time, compared with making such decisions in real time on a moment-to-moment basis. The evidence suggests this happens because programming machines causes selfish, short-term rewards to become less salient, leading to considerations of broader societal goals. Said ARL researcher Jonathan Gratch, "It is as if by being forced to carefully consider their decisions, people placed more weight on prosocial goals. When making decisions moment-to-moment, in contrast, they become more driven by self-interest."

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A man wearing a VR headset. VR Technology Which Allows Social Workers to Experience Abuse Through a Child's Eyes to Be Used to Cut Gang Crime
The Telegraph (United Kingdom)
Camilla Tominey
February 10, 2019


Following a successful pilot in the U.K., virtual reality (VR) technology allowing social workers to experience abuse from a child's point-of-view is slated to be used to try to reduce knife and gang crime. More than 30 local authorities and organizations are employing the technology from VR pioneer Cornerstone to give social workers, teachers, and district judges a better understanding of the needs of children in care. The current VR program features 12 episodes on how abuse and neglect damages children, from before their birth to their late teenage years. Said Cornerstone CEO Helen Costa, "Ninety percent of social workers who used it said they would do something differently as a result, 88% of district judges agreed, and so did 91% of teachers. The immersive VR experience has a proven track record of increasing empathy and producing better outcomes for children in care."

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Calendar of Events
HRI '19: ACM/IEEE International Conference on Human-Robot Interaction
Mar. 11-14
Daegu, Korea

IUI '19: 24th International Conference on Intelligent User Interfaces
Mar. 16-20
Los Angeles, CA

TEI '19: Thirteenth International Conference on Tangible, Embedded, and Embodied Interactions
March 17-20
Tempe, AZ

CHI '19: ACM CHI Conference on Human Factors in Computing Systems
May 4-9
Glasgow, UK

TVX '19: ACM International Conference on Interactive Experiences for TV and Online Video
June 5-7
Manchester, UK

UMAP '19: 27th ACM Conference on User Modeling, Adaptation and Personalization
June 9-12
Larnaca, Cyprus

IDC '19: ACM Interaction Design and Children Conference
June 12-15
Boise, ID

CI '19: The ACM Collective Intelligence Conference
June 13-14
Pittsburgh, PA

EICS '19: ACM SIGCHI Symposium on Engineering Interactive Computing Systems
June 18-21
Valencia, Spain

C&C '19: 12th Conference on Creativity & Cognition
June 23-26
San Diego, CA

DIS '19: ACM Designing Interactive Systems 2019
June 23-28
San Diego, CA

ETRA '19: 2019 ACM Symposium on Eye Tracking Research and Applications
June 25-28
Denver, CO

UbiComp '19: 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing
Sep. 9-13
London, United Kingdom

RecSys '19: 13th ACM Recommender Systems Conference
Sep. 16-20
Copenhagen, Denmark

AutomotiveUI '19: 11th International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications
Sep. 22-25
Utrecht, Netherlands

MobileHCI '19: 21st International Conference on Human-Computer Interaction with Mobile Devices and Services
Oct. 1-4
Taipei, Taiwan

ICMI '19: 21st ACM International Conference on Multimodal Interaction
Oct. 14-18
Suzhou, China

SUI '19: 7th ACM Symposium on Spatial User Interaction
Oct. 19-20
New Orleans, LA

UIST '19: 32nd ACM User Interface Software and Technology Symposium
Oct. 20-23
New Orleans, LA

CHIPLAY '19: The Annual Symposium on Computer-Human Interaction in Play
Oct. 22-25
Barcelona, Spain

CSCW '19: 22nd ACM Conference on Computer-Supported Cooperative Work and Social Computing
Nov. 9-13
Austin, TX

ISS '19: ACM International Conference on Interactive Surfaces and Spaces
Nov. 10-13
Daejeon, Korea

VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology
Nov. 12-15
Parramatta, Australia


About SIGCHI

SIGCHI is the premier international society for professionals, academics and students who are interested in human-technology and human-computer interaction (HCI). We provide a forum for the discussion of all aspects of HCI through our conferences, publications, web sites, email discussion groups, and other services. We advance education in HCI through tutorials, workshops and outreach, and we promote informal access to a wide range of individuals and organizations involved in HCI. Members can be involved in HCI-related activities with others in their region through Local SIGCHI chapters. SIGCHI is also involved in public policy.



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