Category Archives: Human-Computer Interaction

CMU Motion Tracking Technology Is Precise, Inexpensive, Fast

Researchers at Carnegie Mellon University and Disney Research Pittsburgh have devised a motion tracking technology that could eliminate much of the annoying lag that occurs in existing video game systems that use motion tracking, while also being extremely precise and highly affordable.

Called Lumitrack, the technology has two components — projectors and sensors. A structured pattern, which looks something like a very large barcode, is projected over the area to be tracked. Sensor units, either near the projector or on the person or object being tracked, can then quickly and precisely locate movements anywhere in that area.

“What Lumitrack brings to the table is, first, low latency,” said Robert Xiao, a Ph.D. student in Carnegie Mellon’s Human-Computer Interaction Institute (HCII). “Motion tracking has added a compelling dimension to popular game systems, but there’s always a lag between the player’s movements and the movements of the avatar in the game. Lumitrack is substantially faster than these consumer systems, with near real-time response.”

Myers Once Again Wins “Most Influential” Award

Brad A. Myers, professor in the Human-Computer Interaction Institute, will be honored for the second year in a row as the author of a Most Influential Paper at the IEEE Symposium on Visual Languages and Human-Centric Computing, (VL/HCC). He is the first person to win the award twice since it was established in 2008.

Myers and his co-authors — former students Andrew Ko, the first author, is now an assistant professor at the University of Washington, and Htet Htet Aung, now a principal user experience designer at Harris Healthcare Solutions in the Washington, D.C., area — will receive the Most Influential Paper award at VL/HCC 2013, Sept. 15–19 in San Jose, Calif. The symposium is the premier international forum for research on how computation can be made easier to express, manipulate, and understand.

Study Finds Most Internet Users Seek Anonymity Online

A new survey by the Pew Research Center’s Internet Project and Carnegie Mellon University finds that most Internet users would like to be anonymous online, but many think it is not possible to be completely anonymous online. Some of the key findings:

-86% of Internet users have taken steps online to remove or mask their digital footprints—ranging from clearing cookies to encrypting their email.

-55% of Internet users have taken steps to avoid observation by specific people, organizations, or the government.

The representative survey of 792 Internet users also finds that notable numbers of Internet users say they have experienced problems because others stole their personal information or otherwise took advantage of their visibility online. Specifically:

-21% of Internet users have had an email or social networking account compromised or taken over by someone else without permission.

-12% have been stalked or harassed online.

-10% have had important personal information stolen such as their Social Security Number, credit card, or bank account information.

-6% have been the victim of an online scam and lost money.

-6% have had their reputation damaged because of something that happened online.

-4% have been led into physical danger because of something that happened online.

Romibo Robot Designed to Assist in Social Therapy

The Romibo Robot Project is an evolving robot for motivation, education and social therapy. Our project goal is to improve research techniques through the use of robots and social therapies. The robot has been designed around applications for individuals with conditions including autism, traumatic brain injury and dementia. Romibo includes features taken from other therapeutic robots currently used in research, such as Keepon, Pleo and Paro. The Romibo Project stands out by providing a low-cost development platform while providing the necessary features for use in a wide range of social therapies. The platform features a fully customizable design, allowing for individual creativity, ease of assembly and experimentation. Romibo is a social robot, able to convey emotions, communicate socially, and form relationships with individuals.

Undergraduates design iPad app to track pressure ulcers

As part of Professor Anind Dey’s Designing Human-Centered Software course, a team of undergraduates designed and prototyped an iPad app to help nurses track, analyze, and treat clinical pressure ulcers. Their tool helps nurses collect data and photos of an ulcer over time, step through existing tests, keep track of repeated treatments, and analyze everything later.

While learning essential HCI methods such as contextual inquiry, the team spent months interviewing and shadowing physicians, researchers, and nursing staff at local hospitals and nursing homes. They identified problems in existing work flows and gather a clear understanding of the constraints of working in a hospital environment.

The team was comprised of undergraduates Jessica Aguero, MacKenzie Bates, Ryhan Hassan, Sukhada Kulkarni, and Stephanie Yeung.

HCII Ph.D. Student Receives Microsoft Research Fellowship

Jeff Rzeszotarski, a Ph.D. student in the Human-Computer Interaction Institute, is among 12 students of U.S. universities who are recipients of 2013 Microsoft Research Ph.D. Fellowships.

Rzeszotarski studies how crowds of people generate content online and how to improve the content that they create. By looking at the behavior of people as they produce content, his research identifies places where people may be going wrong, so interventions can be developed to help them make better contributions.

The two-year fellowship covers all tuition and fees for the 2013-14 and 2014-15 academic years and includes a travel allowance, the offer of a paid internship, and a $28,000 annual stipend.

Tiramisu App Wins FCC Chairman’s Award

The Carnegie Mellon research team that created Tiramisu, a smartphone app that enables transit riders to create realtime information about bus schedules and seating, has won this year’s Federal Communications Commission Chairman’s Award for Advancement in Accessibility in the Geo-Location Services category.

The crowdsourcing app was launched in Pittsburgh in 2011 and now also is in use in Syracuse, NY. Preparations are underway to deploy it in Brooklyn, NY.

Tiramisu Transit was developed by researchers in the Rehabilitation Engineering Research Center on Accessible Public Transportation (RERC-APT), funded by the National Institute on Disability and Rehabilitation Research. The work is also supported in part by CMU’s Traffic21 initiative and the US Department of Transportation.

Spontaneous Design Studio!

Professor Haakon Faste created Spontaneous Design Studio in Fall 2012 in response to a perceived lack of design-oriented elective courses in the Masters in HCI curriculum. While traditional HCI courses tend to focus on targeted topics and areas of existing knowledge, the aim of this course is to build creative confidence, intuition, motivation, empathy, teamwork and fulfillment while working on unconstrained and ambiguous projects. To this end, the course has no syllabus or pre-determined plan. Instead, the first assignment is to design the second assignment and everything else happens spontaneously thereafter.

Some of the projects students have worked on in this course have included: mobile shopping applications, Jack-o-lanterns, philanthropy networks, self-driving cars, talking refrigerators, elegant shoes, life philosophies, and large interactive public displays (specifically: Robowall, the interface you’re looking at right now!)

WorldKit: Ad Hoc Interactive Applications on Everyday Surfaces

Creating interfaces in the world, where and when we need them, has been a persistent goal of research areas such as ubiquitous computing, augmented reality, and mobile computing. The WorldKit system makes use of a paired depth camera and projector to make ordinary surfaces instantly interactive. Using this system, touch-based interactivity can, without prior calibration, be placed on nearly any unmodified surface literally with a wave of the hand, as can other new forms of sensed interaction. From a user perspective, such interfaces are easy enough to instantiate that they could, if desired, be recreated or modified “each time we sat down” by “painting” them next to us. From the programmer’s perspective, our system encapsulates these capabilities in a simple set of abstractions that make the creation of interfaces quick and easy. Further, it is extensible to new, custom interactors in a way that closely mimics conventional 2D graphical user interfaces, hiding much of the complexity of working in this new domain.

Using Shear as a Supplemental Input Channel for Rich Touchscreen Interaction

Touch input is constrained, typically only providing finger X/Y coordinates. To access and switch between different functions, valuable screen real estate must be allocated to buttons and menus, or users must perform special actions, such as touch-and-hold, double tap, or multi-finger chords. Even still, this only adds a few bits of additional information, leaving touch interaction unwieldy for many tasks. In this work, we suggest using a largely unutilized touch input dimension: shear (force tangential to a screen’s surface). Similar to pressure, shear can be used in concert with conventional finger positional input. However, unlike pressure, shear provides a rich, analog 2D input space, which has many powerful uses.