PACMHCI V5, CHI PLAY, September 2021 Editorial

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-2
Author(s):  
Kathrin Gerling ◽  
Elisa Mekler ◽  
Regan L. Mandryk

Since its inaugural edition in 2014, the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) has grown to become the premier ACM SIGCHI venue for playercomputer interaction, bringing together researchers and professionals across all areas of play, games, and human-computer interaction. This year, CHI PLAY has moved its publications to a journal-based model, and we are pleased to present the first issue of the Proceedings of the ACM on Human-Computer Interaction that contains full paper contributions from the CHI PLAY community. This issue has 64 papers that were accepted in the 2021 cycle of the CHI PLAY conference. Over two rounds, a total of 250 papers were submitted for review and our acceptance rate is 25.6%. Thework published in this volume represents the contributions from the 2021 program committee, including external reviewers, associate chairs, and editors. Together, we have engaged in a revised reviewing process that saw several major changes. First, we moved to a revise and resubmit process to address existing inequities in submission and review, improve the quality of the review process, and increase the reach of our community's research. Second, we made major changes to our review form to improve the review process, while also easing the burden of review, along with explicitlywelcoming different contribution types and managing the complexities of interdisciplinary evaluation. We would like to acknowledge the efforts that our community has made in adapting to this new process, ensuring rigorous review during a global pandemic, and working together with the submitting authors to achieve high-quality scholarship. In this issue, the majority of contributions are empirical in nature, with fifteen papers classified by the authors as using qualitative methods, fifteen using quantitative methods, and nine using mixed methods. We also publish seven papers presenting design artefacts and three presenting technical artefacts. Finally, we include four papers employing meta-research methods, two papers that present new methodological approaches, and nine papers that contribute to the development and validation of theory.

Author(s):  
Lonni Besançon ◽  
Niklas Rönnberg ◽  
Jonas Löwgren ◽  
Jonathan P. Tennant ◽  
Matthew Cooper

Abstract Background Our aim is to highlight the benefits and limitations of open and non-anonymized peer review. Our argument is based on the literature and on responses to a survey on the reviewing process of alt.chi, a more or less open review track within the so-called Computer Human Interaction (CHI) conference, the predominant conference in the field of human-computer interaction. This track currently is the only implementation of an open peer review process in the field of human-computer interaction while, with the recent increase in interest in open scientific practices, open review is now being considered and used in other fields. Methods We ran an online survey with 30 responses from alt.chi authors and reviewers, collecting quantitative data using multiple-choice questions and Likert scales. Qualitative data were collected using open questions. Results Our main quantitative result is that respondents are more positive to open and non-anonymous reviewing for alt.chi than for other parts of the CHI conference. The qualitative data specifically highlight the benefits of open and transparent academic discussions. The data and scripts are available on https://osf.io/vuw7h/, and the figures and follow-up work on http://tiny.cc/OpenReviews. Conclusion While the benefits are quite clear and the system is generally well-liked by alt.chi participants, they remain reluctant to see it used in other venues. This concurs with a number of recent studies that suggest a divergence between support for a more open review process and its practical implementation.


Author(s):  
Shirley Ann Becker

The study of computing technology and user interfaces was initiated during the 1970s when industrial research laboratories began to focus on human-computer interaction (HCI) (Badre, 2002). In the 1980s, the personal computer was introduced, thus expanding the need for designing effective user interfaces. HCI became a discipline during this time, and the Association for Computing Machinery (ACM) established the Special Interest Group in Computer Human Interaction. One of the first textbooks on HCI, Designing the User Interface: Strategies for Effective Human-Computer Interaction (Schneiderman, 19891), was published. Shortly thereafter, HCI became part of the ACM curriculum promoting the development of effective user interfaces. Software tools were developed in order to assist in designing usable interfaces while employing usability engineering methods. Many of these methods focused on usability from the perspective of ease of use, ease of learning, user satisfaction, and zero defects (Nielsen, 1993).


2009 ◽  
Vol 5 (4) ◽  
pp. 1-15 ◽  
Author(s):  
Peter Rittgen

Collaborative business and information systems design touches a number of issues that lie within the realm of different research areas. It deals with design as such, and in particular with design in and for groups. It is also concerned with socio-technical systems and hence with human-computer interaction as well as IT-mediated human-human interaction. This introduces collaboration issues. The significant complexity of the business and information systems that are in the focus of the design endeavor calls for modeling as an instrument for managing this complexity. This article maps the terrain of collaborative business and information systems design by surveying the contributions that are made by related areas of research.


Author(s):  
Peter Rittgen

The collaborative design of business and information systems touches a number of issues that lie within the realm of different research areas. It deals with design as such and in particular with design in and for groups. It is also concerned with socio-technical systems and hence with human-computer interaction as well as IT-mediated human-human interaction. This introduces collaboration issues. The significant complexity of the business and information systems that are in the focus of the design endeavor calls for modeling as an instrument for managing this complexity. This paper maps the terrain of collaborative design of business and information systems by surveying the contributions that are made by related areas of research.


Author(s):  
Shawren Singh

In this article we will examine some important issues related to human-computer interaction (HCI). This will be followed by a discussion of usability and its underlying principles and properties. The dependability of computer systems is intrinsically multi-faceted. Dependable hardware is patently of limited value unless accompanied by dependable software. Neither helps greatly if human interaction with the hardware and software system is fault-prone and the dependable socio-technical performance of an inappropriate task may cause wider damage (MacKenzie, 2000).


2010 ◽  
pp. 1397-1411 ◽  
Author(s):  
Peter Rittgen

Collaborative business and information systems design touches a number of issues that lie within the realm of different research areas. It deals with design as such, and in particular with design in and for groups. It is also concerned with socio-technical systems and hence with human-computer interaction as well as IT-mediated human-human interaction. This introduces collaboration issues. The significant complexity of the business and information systems that are in the focus of the design endeavor calls for modeling as an instrument for managing this complexity. This article maps the terrain of collaborative business and information systems design by surveying the contributions that are made by related areas of research.


2013 ◽  
Vol 13 (02) ◽  
pp. 1340001
Author(s):  
SIDDHARTH SWARUP RAUTARAY ◽  
ANUPAM AGRAWAL

Traditional human–computer interaction devices such as the keyboard and mouse become ineffective for an effective interaction with the virtual environment applications because the 3D applications need a new interaction device. An efficient human interaction with the modern virtual environments requires more natural devices. Among them the "Hand Gesture" human–computer interaction modality has recently become of major interest. The main objective of gesture recognition research is to build a system which can recognize human gestures and utilize them to control an application. One of the drawbacks of present gesture recognition systems is being application-dependent which makes it difficult to transfer one gesture control interface into multiple applications. This paper focuses on designing a hand gesture recognition system which is vocabulary independent as well as adaptable to multiple applications. This makes the proposed system vocabulary independent and application independent. The designed system is comprised of the different processing steps like detection, segmentation, tracking, recognition, etc. Vocabulary independence has been incorporated in the proposed system with the help of a robust gesture mapping module that allows the user for cognitive mapping of different gestures to the same command and vice versa. For performance analysis of the proposed system accuracy, recognition rate and command response time have been compared. These parameters have been considered because they analyze the vital impact on the performance of the proposed vocabulary and application-independent hand gesture recognition system.


2021 ◽  
Author(s):  
Abdel-Gawad A. Abdel-Samei ◽  
Ahmed S.Ali ◽  
Fathi E. Abd El-Samie ◽  
Ayman M.Brisha

Abstract Human-computer interaction (HCI) using Electrooculography (EOG) has been a growing area of research in recent years. The HCI provides communication channels between the human and the external device. Today, EOG is one of the most important biomedical signals for measuring and analyzing the direction of eye movements. The EOG is used to produce both activities in vertical and horizontal directions of human eye movements. In this paper, different human eye movement tasks from vertical and horizontal directions are studied. The dataset of EOG signals were obtained from Electroencephalography (EEG) electrodes from 27 healthy people, 14 males and 13 females. This process resulted from two dipole signals, the vertical-EOG signals and the horizontal-EOG signals. These signals were filtered by band-pass at 0.5–5Hz. A total of 54 datasets from these 27 healthy individuals, each lasting 30 seconds, were given. The Bo-Hjorth parameter was implemented for feature extraction on the preprocessed EOG signals. For classification, Decision Tree (DT), K-Nearest Neighbor (KNN), Ensemble Classifier (EC), Kernel Naive Bayes (KNB) and Support Vector Machine (SVM)) were utilized. The obtained results reveal that the best classifiers on horizontal and vertical signals are the Support Vector Machine (SVM), the Cosine KNN and the Ensemble Subspace Discriminant with having 100% percentage accuracies. Through designing the proposed algorithm for feature extraction, the highest performance of classification can be obtained for rehabilitation purposes and other applications that help the handicapped to take decisions for better life quality, by providing possible human interaction with a computer.


Author(s):  
Shirley Ann Becker

The study of computing technology and user interfaces was initiated during the 1970s when industrial research laboratories began to focus on human-computer interaction (HCI) (Badre, 2002). In the 1980s, the personal computer was introduced, thus expanding the need for designing effective user interfaces. HCI became a discipline during this time, and the Association for Computing Machinery (ACM) established the Special Interest Group in Computer Human Interaction. One of the first textbooks on HCI, Designing the User Interface: Strategies for Effective Human-Computer Interaction (Schneiderman, 19891), was published. Shortly thereafter, HCI became part of the ACM curriculum promoting the development of effective user interfaces. Software tools were developed in order to assist in designing usable interfaces while employing usability engineering methods. Many of these methods focused on usability from the perspective of ease of use, ease of learning, user satisfaction, and zero defects (Nielsen, 1993). The World Wide Web (Web) became an integral part of HCI research in the 1990s, as organizations rushed to deploy a corporate Web site. Many of these Web sites took advantage of cutting-edge technology, including graphics and animation, with little regard for the impact on the user. As a result, users became disgruntled by lengthy download times, complex navigation schemes, nonintuitive search mechanisms, and disorganized content.


Author(s):  
Pio Alfredo Di Tore ◽  
Nadia Carlomagno ◽  
Stefano Di Tore ◽  
Maurizio Sibilio

The spread of Natural Interfaces, based on devices which allow the retrieval to the Human Computer Interaction of natural paradigms of human interaction (sound, voice, touch, movement), limiting graphic interfaces: the interaction doesn’t occur “through the mirror” (Carroll, 2012) of the screen, but it takes place through movement, in the natural space of the user, in relation to an augmented (digital) umwelt that inter-acts continuously with the user’s whole body. The aim of this work is to present natural interfaces as the tool that constitutes the effective place of convergence between body and movement, manipulation of spatial reference systems and man-machine interaction, and inquire the possible didactic declinations.


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