HUCAPP 2019 Abstracts


Area 1 - Agents and Human Interaction

Short Papers
Paper Nr: 12
Title:

Social Touch in Human-agent Interactions in an Immersive Virtual Environment

Authors:

Fabien Boucaud, Quentin Tafiani, Catherine Pelachaud and Indira Thouvenin

Abstract: Works on artificial social agents, and especially embodied conversational agents, have endowed them with social-emotional capabilities. They are being given the abilities to take into account more and more modalities to express their thoughts, such as speech, gestures, facial expressions, etc. However, the sense of touch, although particularly interesting for social and emotional communication, is still a modality widely missing from interactions between humans and agents. We believe that integrating touch into those modalities of interaction between humans and agents would help enhancing their channels of empathic communication. In order to verify this idea, we present in this paper a system allowing tactile communication through haptic feedback on the hand and the arm of a human user. We then present a preliminary evaluation of the credibility of social touch in human-agent interaction in an immersive environment. The first results are promising and bring new leads to improve the way humans can interact through touch with virtual social agents.
Download

Paper Nr: 16
Title:

Shared Mental Models as a Way of Managing Transparency in Complex Human-Autonomy Teaming

Authors:

Gabriele Scali and Robert D. Macredie

Abstract: This paper argues that because of the cognitive and communication limitations of human and autonomous agents engaged in Human-Autonomy Teaming within dynamic environments, various external factors, which can be classified collectively as environment complexity, set boundaries to the effectiveness of strategies for agent transparency – that is, the ability of autonomous agents to make human actors aware of their goals, actions, reasoning, and expectations of future states. Understanding the mechanisms by which changes in environment complexity affect transparency, and the conditions in which it can be disrupted, can help researchers to better frame the results of existing and future studies on transparency and, in turn, inform the development of strategies to modify autonomous agents’ behaviour to maintain transparency under different environment conditions. It is proposed that one such strategy could be the adjustment of the level of abstraction of the shared mental model adopted by the team as the common ground for communication so as to keep the amount of information that is exchanged manageable within human cognitive limitations.
Download

Paper Nr: 18
Title:

Empathic Interaction: Design Guidelines to Induce Flow States in Gestural Interfaces

Authors:

Loup Vuarnesson

Abstract: The argument of this article is to propose design guidelines favoring the exploration and appropriation of an interface by a novice user, by drawing inspiration from the mechanisms of adaptation and perceptive loops in improvisation activities. We want to create sensitive digital experiences, accessible to as many people as possible, and dynamically adapt their behavior and their interface to the activity and to the emotional state of the users. Our hypothesis is that such a design would favor the emergence of Flow states, leading to the setting up of a ”social contract” between the user and his interface.
Download

Area 2 - Haptic and Multimodal Interaction

Full Papers
Paper Nr: 13
Title:

Investigating Multimodal Augmentations Contribution to Remote Control Tower Contexts for Air Traffic Management

Authors:

Maxime Reynal, Pietro Arico, Jean-Paul Imbert, Christophe Hurter, Gianluca Borghini, Gianluca Di Flumeri, Nicolina Sciaraffa, Antonio Di Florio, Michela Terenzi, Ana Ferreira, Simone Pozzi, Viviana Betti, Matteo Marucci and Fabio Babiloni

Abstract: The present study aims at investigating the contribution of multimodal modalities to the context of Remote Towers. Interactive spatial sound and vibrotactile feedback were used to design 4 different types of interaction and feedback, responding to 4 typical Air Traffic Control use cases. The experiment involved 16 professional Air Traffic Controllers, who have been called to manage 4 different ATC scenarios into ecological experimental conditions. In two of the scenarios, participants had to control only one airport (i.e., Single Remote Tower context), while in the other two scenarios participants had to control simultaneously two airports (i.e., Multiple Remote Tower context). The augmentation modalities were activated or not in a balanced way. Behavioral results highlighted a significant increase in overall participants performance when the augmentation modalities were activated in Single Remote Tower context. This work demonstrates that some types of augmentation modalities can be used into Remote Tower context.
Download

Short Papers
Paper Nr: 3
Title:

Effect of Frequency Level on Vibro-tactile Sound Detection

Authors:

Abdikadirova Banu, Praliyev Nurgeldy and Xydas Evagoras

Abstract: It has been shown that vibrotactile stimuli elicits sound perception either on their own or by enhancing otherwise inaudible sounds. For taking advantage of this phenomenon in the design of vibrotactile displays it is important to identify its properties with respect to the level of the excitation frequency. In this work, the effect of frequency levels on the ability of humans to perceive vibrotactile stimuli as sounds at the index fingertip is investigated. Eight subjects participated in the study which included comparison of sound and vibration versus sound only signals. It is shown that as hypothesized, there is a range of frequency in which the phenomenon under study seems to be most intense with maximum occurrence at 300 Hz.
Download

Paper Nr: 28
Title:

Practising Public Speaking: User Responses to using a Mirror versus a Multimodal Positive Computing System

Authors:

Fiona Dermody and Alistair Sutherland

Abstract: A multimodal Positive Computing system with real-time feedback for public speaking has been developed. The system uses the Microsoft Kinect to detect voice, body pose, facial expressions and gestures. The system is a real-time system, which gives users feedback on their performance while they are rehearsing a speech. In this study, we wished to compare this system with a traditional method for practising speaking, namely using a mirror. Ten participants practised a speech for sixty seconds using the system and using the mirror. They completed surveys on their experience after each practice session. Data about their performance was recorded while they were speaking. We found that participants found the system less stressful to use than using the mirror. Participants also reported that they were more motivated to use the system in future. We also found that the system made speakers more aware of their body pose, gaze direction and voice.
Download

Area 3 - Interaction Techniques and Devices

Full Papers
Paper Nr: 5
Title:

Fighting Substance Dependency Combining AAT Therapy and Virtual Reality with Game Design Elements

Authors:

Tanja Joan Eiler, Armin Grünewald and Rainer Brück

Abstract: Smoking poses a significant health risk and is still the main cause of premature mortality today. The Approach Avoidance Task (AAT) developed by Rinck and Becker aims to develop a substance dependence therapy that can reach the digital society. In this paper, a demonstrator that transfers the AAT procedure into virtual reality (VR) is presented. This demonstrator was used to carry out an evaluation with twenty participants who were asked to use the program and evaluate it by means of questionnaires and interviews. In addition, the reaction times (RTs) of the test persons were recorded and evaluated. The results show that the transfer of the AAT procedure to VR is possible and promising. Above all, the use of three-dimensional scenarios and objects, with which one interacts during the training, were well received and increased the immersion as well as the felt embodiment. The use of game design elements has also proved helpful and has had a positive influence on user motivation.
Download

Short Papers
Paper Nr: 2
Title:

Avatar2Avatar: Augmenting the Mutual Visual Communication between Co-located Real and Virtual Environments

Authors:

Robin Horst, Sebastian Alberternst, Jan Sutter, Philipp Slusallek, Uwe Kloos and Ralf Dörner

Abstract: Virtual Reality (VR) technology has the potential to support knowledge communication in several sectors. Still, when educators make use of immersive VR technology in favor of presenting their knowledge, their audience within the same room may not be able to see them anymore due to wearing head-mounted displays (HMDs). In this paper, we propose the Avatar2Avatar system and design, which augments the visual aspect during such a knowledge presentation. Avatar2Avatar enables users to see both a realistic representation of their respective counterpart and the virtual environment at the same time. We point out several design aspects of such a system and address design challenges and possibilities that arose during implementation. We specifically explore opportunities of a system design for integrating 2D video-avatars in existing room-scale VR setups. An additional user study indicates a positive impact concerning spatial presence when using Avatar2Avatar.
Download

Paper Nr: 10
Title:

Comparing Real Walking in Immersive Virtual Reality and in Physical World using Gait Analysis

Authors:

Andrea Canessa, Paolo Casu, Fabio Solari and Manuela Chessa

Abstract: One of the main goals of immersive virtual reality is to allow people to walk in virtual environments in an ecological way. Several techniques have been developed in the literature: the use of devices such as omni-directional treadmills, robotic tiles, stepping systems, sliding-based surfaces and human-sized hamster balls; or techniques such as the walking-in-place. Conversely, real walk requires the precise tracking of the user, performed on a large area, in order to allow him/her to explore the virtual environment without limitations. This can be achieved by using optical tracking systems, or low cost off-the shelf devices, such as the HTC-Vive tracking system. Here, we consider the latter solution and we aim to compare real walking in a virtual environment with respect to walking in a corresponding real world situation, with the long term goal of using it in rehabilitation and clinical setups. Moreover, we analyze the effect of having a virtual representation of the user’s body inside the virtual environment. Several spatio-temporal gait parameters are analyzed, such as the total distance walked, the patterns of velocity in each considered path, the velocity peaks, the step count and step length. Differently from what can be typically found in the literature, in our preliminary results we did not find significant differences between real walk in virtual environments and in a real world situation. Also having the virtual representation of the body inside virtual reality does not affect the gait parameters. The implication of these results for future research, in particular with respect to the specific considered setup, are discussed.
Download

Paper Nr: 20
Title:

Exploring the Virtuality Continuum Frontiers: Multisensory and Magical Experiences in Interactive Art

Authors:

Nefeli Georgakopoulou, Dionysios Zamplaras, Sofia Kourkoulakou, Chu-Yin Chen and François Garnier

Abstract: This article is an effort to approach certain aspects of the evolution of user interface design, as well as the design and aesthetics of interactive works of art. Interactive works attempt to connect the viewer with the work and invite him to deploy his senses and his body. But many researchers and artists are concerned by the fact that interface technologies tend to put us out of touch with ourselves, so they try to create interactions that take place in our periphery, drawing our attention rather than demanding it. Taking as a starting point the sense of touch, whose importance has been widely analysed in philosophy, phenomenology and aesthetics, we describe the modalities of active touch and active sensing. We then propose that with the use of physical materials and tangible interfaces in interactive artworks we can achieve more magical experiences that engage us in a multi sensorial way. As an example we are describing the concepts around the mixed reality installation VitRails.
Download

Paper Nr: 24
Title:

Eye Gesture in a Mixed Reality Environment

Authors:

Almoctar Hassoumi and Christophe Hurter

Abstract: Using a simple approach, we demonstrate that eye gestures could provide a highly accurate interaction modality in a mixed reality environment. Such interaction has been proposed for desktop and mobile devices. Recently, Gaze gesture has gained a special interest in Human-Computer Interaction and granted new interaction possibilities, particularly for accessibility. We introduce a new approach to investigate how gaze tracking technologies could help people with ALS or other motor impairments to interact with computing devices. In this paper, we propose a touch-free, eye movement based entry mechanism for mixed reality environments that can be used without any prior calibration. We evaluate the usability of the system with 7 participants, describe the implementation of the method and discuss its advantages over traditional input modalities.
Download

Paper Nr: 6
Title:

Evaluating Player Performance and Experience in Virtual Reality Game Interactions using the HTC Vive Controller and Leap Motion Sensor

Authors:

Diego Navarro and Veronica Sundstedt

Abstract: An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future.
Download

Paper Nr: 14
Title:

A Dynamic Difficulty Adjustment Model for Dysphonia Therapy Games

Authors:

Vanessa Lopes, João Magalhães and Sofia Cavaco

Abstract: Studies on childhood dysphonia have revealed considerable rates for voice disorders in 4 – 12 year-old children. The sustained vowel exercise is widely used as a technique in the vocal (re)education process. However this exercise can become tedious after a short practice. Here, we propose a novel dynamic difficulty adjustment model to be used in a serious game with the sustained vowel exercise to motivate children on practicing this exercise often. The model automatically adapts the difficulty of the challenges in response to the child’s performance. The model is not exclusive to this game and can be used in other games for dysphonia treatment. In order to measure the child’s performance, the model uses parameters that are relevant to the therapy treatment. The proposed model is based on the flow model in order to balance the difficulty of the challenges with the child’s skills.
Download

Paper Nr: 15
Title:

Virtual Interactive Tablet to Support Vocational Training in Immersive Environment

Authors:

Pierre Gac, Paul Richard, Yann Papouin, Sébastien George and Émmanuelle Richard

Abstract: This paper presents a tool designed to assist a virtual reality learner in a vocational training context. The benefits of VR are spreading outside the video-games and research field, leading the vocational education institutions to consider using this technology for training purposes. By simulating emblematic professional situations, teachers can train students in good conditions regarding safety, logistics and financial resources. In the French vocational training system, VR is just at its beginnings and the lack of experiments with this training context highlighted the need for new tools allowing teachers to use VR with their students. The work presented in this paper is part of a global project aiming to create, design and assess new VR tools and methodologies for this specific context. In order to guide, inform and assist the user, we are presenting a generic tool that can ease VR sessions by proposing embedded tools within easy reach of the immersed user, such as a camera, an inventory, a printer or stock management. This tool is a virtual tablet that can be grabbed by the immersed user allowing her/him to interact efficiently with the virtual environment.
Download

Area 4 - Theories, Models and User Evaluation

Full Papers
Paper Nr: 4
Title:

Bio-behavioral and Self-report User Experience Evaluation of a Usability Assessment Platform (UTAssistant)

Authors:

Stefano Federici, Maria Laura Mele, Marco Bracalenti, Arianna Buttafuoco, Rosa Lanzilotti and Giuseppe Desolda

Abstract: This work shows the user experience (UX) assessment of a web-based platform for the semi-automatic usability evaluation of websites, UTAssistant, which is primarily addressed to workers in public administration (PA). The study is part (Phase 1) of a multiple assessment methodology which consists of four phases in total: (1) UX in laboratory conditions; (2) Usability evaluation in remote online conditions; (3) Usability evaluation in workplace conditions; and (4) Heuristic evaluation. In Phase 1, a UX study in laboratory conditions was carried out. Participants’ UX of a PA website navigation through UTAssistant was evaluated by both traditional self-report usability assessment tools (SUS and UMUX) and bio-behavioral measurement techniques (facial expression recognition and electroencephalography). Results showed that using the UTAssistant usability assessment tool for webpages did not affect users’ perceived usability in terms of self-reports and affective states, which were mostly neutral for all the assessment session. However, frontal alpha asymmetry EEG’s scores showed a higher sensitivity of UTAssistant users to the duration of the trial, with a decrease in motivation displayed as the trial ensued. However, this result did not seem to affect emotional experience.

Paper Nr: 11
Title:

Explicit and Implicit Measures in Video Quality Assessment

Authors:

Maria Laura Mele, Damon Millar and Christiaan Erik Rijnders

Abstract: This work investigates the relation between subjective Video Quality Assessment (VQA) metrics and psychophysiological measures of human interaction assessment such as gaze tracking, electroencephalography and facial expression recognition. Subjective quality assessment is based on deliberate judgement attributions of perceived quality and processes that human perceivers are not consciously aware of. Traditional VQA methods ask participants to deliberately assign a quality score to videos in terms of the perceptual video quality. A methodology combining psychophysiological measures with traditional VQA methods is rarely used in the literature. This paper describes a model of video quality assessment which takes into account both explicit and implicit measures of subjective quality, by addressing two questions: (1) Do traditional video quality assessment methods correlate with unaware/implicit psychophysiological measures of quality perception assessment? (2) What can the main psychophysiological methods add to traditional video quality assessment? Findings show that (1) psychophysiological measures are able to measure differences of perceptual quality in compressed videos in terms of number of fixations and that (2) both VQA methods and psychophysiological assessment methods combined are able to provide additional information about cognitive and affective processes of attribution of the affective factors that underlie the attribution of quality.
Download

Paper Nr: 21
Title:

Evaluation of a Virtual Reality System for Ship Handling Simulations

Authors:

Chiara Bassano, Manuela Chessa, Luca Fengone, Luca Isgrò, Fabio Solari, Giovanni Spallarossa, Davide Tozzi and Aldo Zini

Abstract: The assessment of virtual reality ship handling simulators is extremely important to guide the research in the field, since the prolonged use can affect both the performance and the experience of users. Here, we evaluate a ship simulator based on two different visualization setups: a non-immersive system based on standard monitors, and an immersive system that uses a virtual reality head mounted display. We did an experimental session of manoeuvring tasks performed by 20 volunteers, specifically students of a naval academy. To evaluate the system, we analyzed three different aspects: performances, level of cybersickness and sense of presence. The results show that: (i) expert users are able to follow the predefined path in a quite accurate manner; (ii) both systems do not introduce anxiety, stress or particular undesired effects, and the use of immersive virtual reality itself does not explain the increase of user malaise state; (iii) immersive virtual reality systems allow users to feel more involved and present in the simulation scenario.
Download

Paper Nr: 27
Title:

Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities

Authors:

Suzanne Kieffer, Luka Rukonic, Vincent Kervyn de Meerendré and Jean Vanderdonckt

Abstract: In this conceptual paper, we present a UX process reference model (UXPRM), explain how it builds on the related work and report our experience using it. The UXPRM includes a description of primary UX lifecycle processes, and a classification of UX methods and artifacts. This work draws an accurate picture of UX base practices and allows the reader to compare and select methods for different purposes. Building on that basis, our future work consists of developing a UX Capability/Maturity Model (UXCMM) intended for UX activity planning according to the organization’s UX capabilities. Ultimately, the UXCMM aims to facilitate the integration of UX processes in software engineering, which should contribute to reducing the gap between UX research and UX practice.
Download

Short Papers
Paper Nr: 7
Title:

Applying UTAUT Model for an Acceptance Study Alluding the Use of Augmented Reality in Archaeological Sites

Authors:

Anabela Marto, Alexandrino Gonçalves, José Martins and Maximino Bessa

Abstract: Looking forward to enhance visitors’ experience among cultural heritage sites, the use of new technologies within these spaces has seen a fast growth among the last decades. Regarding the increasing technological developments, the importance of understanding the acceptance of technology and the intention to use it in cultural heritage sites, also arises. The existing variety of acceptance models found in literature relatively to the use of technology, and the uncertainty about selecting a suitable model, sparked this research. Accordingly, the current study aims to select, evaluate and analyse an acceptance model, targeted to understand the behavioural intention to use augmented reality technology in archaeological sites. The findings of this research revealed UTAUT as a suitable model. However, regarding the collected data, some moderators’ impact presented in the original study may change significantly. In addition, more constructs can be considered for wider understandings.
Download

Paper Nr: 19
Title:

A Proposal for the Classification of Virtual Character

Authors:

Plessiet Cédric, Gagneré Georges and Sohier Remy

Abstract: This paper proposes a classification of virtual actors based on the movement analysis of their creation medium that we call matrix sculpture. The analysis is based on two concepts: the origin, either internal or external, of movement and decision. It leads to define four categories, the virtual puppet,the virtual golem, the virtual actor and the virtual mask.
Download

Paper Nr: 25
Title:

Considerations for Face-based Data Estimates: Affect Reactions to Videos

Authors:

Gustaf Bohlin, Kristoffer Linderman, Cecilia Ovesdotter Alm and Reynold Bailey

Abstract: Video streaming is becoming the new standard for watching videos, providing an opportunity for affective video recommendation that leverages noninvasive sensing data from viewers to suggest content. Face-based data has the distinct advantage that it can be collected noninvasively with minimal equipment such as a simple webcam. Face recordings can be used for estimating individuals’ emotional states based on their facial movements and also for estimating pulse as a signal for emotional reactions. We provide a focused case-based contribution by reporting on methodological challenges experienced in a research study with face-based data estimates which are then used in predicting affective reactions. We build on lessons learned to formulate a set of recommendations that can be useful for continued work towards affective video recommendation.
Download