Welcome to the June 2018 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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For Those With Dementia, Help From Technology
The Wall Street Journal Shirley S. Wang May 28, 2018
Emerging technologies could potentially help people with dementia maintain their social circle and family contacts. "Technology has the potential to help preserve independence, or at least maintain it, for many, many more years than is currently possible," says Duke University's P. Murali Doraiswamy. Products currently available include remote home surveillance systems that enable basic monitoring of persons using a mobile phone. For example, wrist-worn motion detectors and global positioning system devices can track a person's in-home activities, and potentially help detect falls or find people who wander off. Nathalie Bier at the University of Montreal in Canada is designing smart homes by outfitting residences with off-the-shelf wireless sensors. Her team also is developing a smart pillbox that can track whether someone is taking their medication. Tablet computers are another product of interest, with Bier's team conducting experiments that suggest people with dementia can use tablets to adhere to schedules and orient themselves to the correct date.
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An Elastic Fiber Set to Revolutionize Smart Clothes
Printed Electronics World May 29, 2018
The Swiss Federal Institute of Technology in Lausanne (EPFL) has come up with a fast, simple way to produce super-flexible, high-performance fibers composed of multiple materials for use in smart textiles. Researchers at EPFL's Laboratory of Photonic Materials and Fiber Devices developed a method incorporating varying microstructures in these fibers, converting them into sensors by adding electrodes in one instance. The researchers have tested weaving the fibers into large-mesh clothing to detect compression and stretching, and working with the Technical University of Berlin's Oliver Brock, they integrated the fibers into robot fingers as artificial nerves. "Our technology could be used to develop a touch keyboard that's integrated directly into clothing," suggests EPFL's Fabien Sorin.
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Toddlers May Learn More From Interactive Than Noninteractive Media
Society for Research in Child Development May 22, 2018
Interactive digital media may help preschoolers learn more effectively than they would by watching noninteractive TV and videos alone, according to a study by the University of Wisconsin, Madison's Heather Kirkorian. She suggests interactive media may be more cognitively demanding for children, who must decide on and generate appropriate motor responses. However, it could enable learning by encouraging a sense of agency, boosting toddlers' engagement via personally relevant responses or directing children to stare at pertinent onscreen content. Kirkorian sees significant variance in the degree to which interactivity increases screen-based learning, which may reflect age-related changes in children's learning strategies or cognitive limitations. It also could be tied to some toddlers' inability to restrain their behavioral impulses. "The extent to which young children learn from screen media depends on, among other things, the intersection between the cognitive demands of a particular learning task and each child's cognitive resources," Kirkorian says.
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How Scientists Cracked the Code for Getting Humans to Appreciate Computer-Made Art
Artnet News Rachel Corbett May 22, 2018
A new study examined how humans' empathetic reactions to artwork are changing in the digital age, questioning whether people value art more or less when they know it is created by machines. Although the researchers determined that humans judged computer-generated art to be less aesthetically valuable than man-made works, they also found viewers tend to ascribe greater value to art made by anthropomorphic robots. The team used an artist's robotic installation in Belgium, in which webcams shot photos of sitting people while a planar arm drew their portraits with a pen. During the process, desk-mounted, human-like figures enacted lifelike movements, creating the illusion of staring at the sitter and scanning their face as the arm follows in parallel. Participants who were shown the robots at work appreciated the drawings more than those that were said to be performed by robots, and more than those produced by unknown artists.
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Microsoft to Launch Disability-Friendly Xbox Controller
The Guardian Keith Stuart May 17, 2018
Microsoft has developed a new adaptive Xbox controller specifically for people with disabilities. The controller is a wireless, customizable device intended to support a wide range of needs, making video games more accessible. The device features two large buttons on its face, which can be operated with hands, elbows, or feet. The controller is designed to be positioned on the user's lap, on a table, or on the floor, enabling several control options. In addition, the device has a row of 3.5-millimeter ports along the back of the pad, representing each of the inputs and buttons on the standard controller. Players can use these 19 ports to plug in various add-ons such as bite switches, foot pedals, touch-sensitive pads, and other accessibility products, permitting control setups to be highly personalized, as players can use a dedicated application to create controller configurations, and quickly switch between three preconfigured profiles.
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Reading the Minds of Pilots on the Fly
Drexel Now Lauren Ingeno May 21, 2018
Drexel University's Hasan Ayaz worked with Frédéric Dehais and a team of researchers at France’s Institut supérieur de l'aéronautique et de l'espace (ISAE-SUPAERO) to quantify the brain activity of pilots in real time via functional near-infrared spectroscopy (fNIRS). The researchers used Drexel's portable fNIRS system, which is worn like a headband so subjects can move freely in their natural settings; it tracks blood oxygenation changes in the prefrontal cortex involved with problem-solving, memory, judgment, and impulse governance. Using two pilot cohorts, one group who flew an actual aircraft and another who were tested in a flight simulator, the team monitored participants' brain activity as they performed an array of memorization tasks from pre-recorded air traffic control instructions, whose difficulty levels were varied. Pilots in actual flight situations made more mistakes and exhibited higher anterior prefrontal cortex activity than those in simulated scenarios when performing cognitively demanding tasks.
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Researchers Combine Wearable Technology and AI to Predict the Onset of Health Problems
University of Waterloo News Pamela Smyth May 16, 2018
Applying artificial intelligence (AI) to the right combination of data retrieved from wearable technology can detect whether the user's health is failing, according to researchers at the University of Waterloo in Canada. The study involved monitoring active, healthy men in their twenties who wore a shirt equipped with sensors for heart rate, breathing, and acceleration for four days. The team compared the data with laboratory responses and found it was possible to accurately forecast health-related benchmarks during daily activities. "The research found a way to process biological signals and generate a meaningful single number to track fitness," says Waterloo's Richard Hughson.
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NVIDIA Deep Learning Research Helps Robots Learn in Real Time
Internet of Business Rene Millman May 21, 2018
NVIDIA researchers have developed a deep learning system that can train robots to complete a task simply by monitoring a person's actions. The goal of the new system is to help collaborative robots work alongside people more easily and intuitively. The new system enables a test robot to learn and mimic a task from a single real world demonstration. The test robot is outfitted with a camera that lets two neural networks determine the positions of, and relationships between, objects in real time. The system then generates a human-readable description of the steps necessary to recreate the task, which enables users to identify and remedy any mistakes in the robot's interpretation. The team relied on synthetic data to train the system because it allows for an almost unlimited amount of labeled training data to be produced with very little effort.
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Video Games Could Be Serious Tools for Historical Research
Technology Review May 11, 2018
Researchers at Abdullah Gul University in Turkey have developed an undergraduate history course in which students use historical computer games to learn their subject. Over the last four years, the team led by Mehmet Sükrü Kuran has incorporated diverse computer games into the history course to determine which best stimulate discussion and improve student understanding of three ages in history: the Middle Ages; the early modern age, including the Industrial Revolution; and the modern age. As part of the course, students were assigned certain goals to achieve on their own in the game, and then asked to write about their experience. The team found one game series was better for learning purposes because it provided the most comprehensive experience and historical accuracy. The researchers also learned that gameplay gave students a much better understanding of global geography, as well as the complex interactions between economic, religious, technological, political, and cultural factors.
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Wearable Ring, Wristband Allow Users to Control Smart Tech With Hand Gestures
Georgia Tech College of Computing David Mitchell May 11, 2018
Using acoustic beeps emitted from a ring and received by a wristband, a system developed by Georgia Institute of Technology researchers can recognize tiny finger gestures that could be programmed to various commands. The researchers also demonstrated that the FingerPing system can accurately recognize hand poses using the 12 bones of the fingers and digits "1" through "10" in American Sign Language. FingerPing consists of a thumb ring that generates acoustic chirps that travel through the hand and are detected by receivers on a wristband. It utilizes specific patterns in which sound waves travel that can be altered by the hand's pose. FingerPing enables the user to achieve up to 22 pre-programmed commands. The research was presented in April at the 2018 ACM Conference on Human Factors in Computing Systems (CHI 2018) in Montreal, Canada.
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Calendar of Events
DIS ‘18: Designing Interactive Systems Conference
June 9-13
Hung Hom, Hong Kong
ETRA ‘18: 2018 ACM Symposium on Eye Tracking Research and Applications
June 14-17
Warsaw, Poland
EICS ‘18: ACM SIGCHI Symposium on Engineering Interactive Computing Systems
June 19-22
Paris, France
IDC ‘18: Interaction Design and Children Conference
June 19-22
Trondheim, Norway
TVX ‘18: ACM International Conference on Interactive Experiences for TV and Online Video
June 26-28
Seoul, Korea
CI ‘18: Collective Intelligence
July 7-8
Zurich, Switzerland
UMAP ‘18: User Modeling, Adaptation and Personalization Conference
July 8-11
Singapore
MobileHCI ‘18: 20th International Conference on Human-Computer Interaction with Mobile Devices and Services
Sep. 3-6
Barcelona, Spain
AutomotiveUI ‘18: 10th International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications
Sep. 23-25
Toronto, Canada
RecSys ‘18: 12th ACM Conference on Recommender Systems
Oct. 2-7
Vancouver, Canada
Ubicomp ‘18: The 2018 ACM International Joint Conference on Pervasive and Ubiquitous Computing
Oct. 8-12
Singapore
SUI ‘18: Symposium on Spatial User Interaction
October 13-14
Berlin, Germany
UIST ‘18: The 31st Annual ACM Symposium on User Interface Software and Technology
Oct. 14-17
Berlin, Germany
ICMI ‘18: International Conference on Multimodal Interaction
Oct. 16-20
Boulder, CO
CHIPLAY ‘18: The Annual Symposium on Computer-Human Interaction in Play
Oct. 28-31
Melbourne, Australia
CSCW ‘18: ACM Conference on Computer-Supported Cooperative Work and Social Computing
Nov. 3-7
Jersey City, NJ
ISS ’18: Interactive Surfaces and Spaces
Nov. 25-28
Tokyo, Japan
VRST ‘18: 24th ACM Symposium on Virtual Reality Software and Technology
Nov. 28-Dec. 1
Tokyo, Japan
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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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