- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Innovative Human-Technology Interaction
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Personal Information Management and User Behavior
- Usability and User Interface Design
- Digital Communication and Language
- Educational Games and Gamification
- Human-Automation Interaction and Safety
- AI in Service Interactions
- Web Data Mining and Analysis
- Digital Games and Media
- Social Robot Interaction and HRI
- User Authentication and Security Systems
- Software Engineering Research
- Wikis in Education and Collaboration
- Human Motion and Animation
- Knowledge Management and Sharing
- Misinformation and Its Impacts
- Music and Audio Processing
- Video Analysis and Summarization
- Multisensory perception and integration
- Gaze Tracking and Assistive Technology
- Sentiment Analysis and Opinion Mining
Aalborg University
2022-2024
University of Copenhagen
2018-2021
Leibniz University Hannover
2014-2015
University of Glasgow
2013
Hasso Plattner Institute
2011
Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings isolation, and interactivity in MOOCs. This paper investigates potential gamification with social game elements increasing retention learning success. Students our experiment showed a significant increase 25% period (videos watched) 23% higher average scores when course interface was gamified. Social amplify effect significantly -- students...
Emoji, a set of pictographic Unicode characters, have seen strong uptake over the last couple years. All common mobile platforms and many desktop systems now support emoji entry, users embraced their use. Yet, we currently know very little about what makes for good entry. While soft keyboards text entry are well optimized, based on language touch models, no such information exists to guide design keyboards. In this article, investigate problem starting with study current state keyboard...
Users often struggle to enter text accurately on touchscreen keyboards. To address this, we present a flexible decoder for entry that combines probabilistic touch models with language model. We investigate two different models. The first model is based Gaussian Process regression approach and implicitly the inherent uncertainty of touching process. second allows users explicitly control via pressure. Using show character error rate can be reduced by up 7% over baseline method, 1.3% leading...
We describe the focused-casual continuum, a framework for describing interaction techniques according to degree which they allow users adapt how much attention and effort choose invest in an conditioned on their current situation. Casual interactions are particularly appropriate scenarios where full engagement with devices is frowned upon socially, unsafe, physically challenging or too mentally taxing. Novel sensing approaches go beyond direct touch enable wider use of casual interactions,...
Current mobile devices commonly use vibration feedback to signal incoming notifications. However, exhibits strong attention capture, limiting its short periods and prominent Instead, we investigate the of compression for notifications, which scales from subtle stimuli ones can provide sustained over longer periods. Compression utilizes inflatable straps around a user's limbs, form factor allowing easy integration into many common wearables. We explore technical aspects psychophysical...
Users ask large language models (LLMs) to help with their homework, for lifestyle advice, or support in making challenging decisions. Yet LLMs are often unable fulfil these requests, either as a result of technical inabilities policies restricting responses. To investigate the effect denying user we evaluate participants' perceptions different denial styles. We compare specific styles (baseline, factual, diverting, and opinionated) across two studies, respectively focusing on LLM's...
Mobile messaging apps offer an increasing range of emotional expressions, such as emojis to help users manually augment their texting experiences. Accessibility augmentations is limited in voice messaging. With the term "speejis" we refer accessible and other visual speech emotion cues that are created automatically from input alone. The paper presents implementation speejis reports on a user study (N=12) comparing UX with without speejis. Results show significant differences measures...
Human-computer interaction is replete with ways of talking about qualities or interfaces, including if they are expressive, rich, fluid, playful. An example such a quality subtle. While this word frequently used in the literature, we lack coherent account what it means to be subtle, how achieve subtleness an interface, and theoretical backing has. To create account, analyze sample 55 publications that use We describe variants subtle claimed benefits, empirical approaches, ethical...
Sense of control is increasingly used as a measure quality in human-computer interaction. Control has been investigated mainly at high level, using subjective questionnaire data, but also low objective data on participants’ sense agency. However, it remains unclear how differences higher experienced reflect lower level control. We study that link two experiments. In the first one we low-level agency with button, touchpad, and on-skin input. The results show second experiment, participants...
When searching and browsing the web, more of information we encounter is generated or mediated through large language models (LLMs). This can be looking for a recipe, getting help on an essay, relationship advice. Yet, there limited understanding how individuals perceive advice provided by these LLMs. In this paper, explore people's perception LLM-generated advice, what role diverse user characteristics (i.e., personality technology readiness) play in shaping their perception. Further, as...
Advances in sensing technology are currently bringing touch input to non-planar surfaces, ranging from spherical screens prototypes the size and shape of a ping-pong ball. To help interface designers create usable interfaces on such devices, we determine how surface curvature affects targeting. We present user study which participants acquired targets surfaces different at locations slope. find that convexity increases pointing accuracy, particular reduces offset between point perceived by...
We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except there is no visible ball. The ball virtual and players learn about its position only from watching each other act a small amount of occasional auditory feed-back, e.g., when person receiving Imaginary maintain many properties physical sports, unencumbered play, exertion, immediate social interaction between players. At same time, they allow introducing game...
Spatial recordings allow viewers to move within them and freely choose their viewpoint. However, such make it easy miss events difficult follow moving objects when skipping through the recording. To alleviate these problems we present Who Put That There system that allows users navigate time by directly manipulating in scene. By selecting an object, user can moments where object changed. Users also view trajectories of changed location manipulate navigate. We evaluated with a set sensemaking...
Despite repeated reports of socially inappropriate and dangerous chatbot behaviour, chatbots are increasingly used as mental health services in providing support for young people. In sensitive settings such, the notion perceived moral agency (PMA) is crucial, given its critical role human-human interactions. this paper, we investigate PMA human-chatbot Specifically, seek to understand how influence perception trust, likeability, safety across two distinct age groups. We conduct an online...
Current soft keyboards for emoji entry all present in the same way: long lists, spread over several categories. While categories limit number of each individual list, overall is still so large, that a challenging task. The task takes particularly if users pick wrong category when searching an emoji. Instead, we propose new zooming keyboard entry. Here, can see at once, aiding building spatial memory where related are to be found. We compare our against Google and find allows 18% faster...
With the increasing popularity of smartwatches over last years, there has been a substantial interest in novel input methods for such small devices. However, feedback modalities have not seen same level interest. This is surprising, as one primary function their use notifications. It interrupting nature current notifications on that also drawn some more critical responses to them. Here, we present subtle notification mechanism uses light scattering wearer's skin modality. does disrupt wearer...
We rely on our sight when manipulating objects. When objects are occluded, manipulation becomes difficult. Such occluded can be shown via augmented reality to re-enable visual guidance. However, it is unclear how do so best support object manipulation. compare four views of and their effect performance satisfaction across a set everyday tasks varying complexity. The performing were see-through view displaced 3D view. former enabled participants observe the manipulated through occluder, while...
Advances in AI are paving the way towards more natural interactions, blurring line between bot and human. We present findings from a two-week diary study exploring users' interactions with chatbot Replika. In particular, we focus on how users anthropomorphize chatbots this influences their engagement. find that failing to adhere social norms glaring signs of humanity leads decreased engagement unless balanced appropriately.
A compelling property of virtual reality is that it allows users to interact with objects as they would in the real world. However, such interactions are limited space within reach. We present Poros, a system rearrange space. After marking portion space, distant marked mirrored nearby proxy. Thereby, can arrange what their reachable making easy multiple spaces well objects. Proxies themselves become part scene and be moved, rotated, scaled, or anchored other Furthermore, used set...
Augmented Reality (AR) excels at altering what we see but non-visual sensations are difficult to augment. To augment in AR, draw on the visual language of comic books. Synthesizing studies, create a design space describing how use elements (e.g., onomatopoeia) depict hearing). demonstrate this space, built eight demos, such as speed lines make user think they faster and smell scent seem stronger. We evaluate these qualitative study (N=20) where participants performed everyday tasks with...
There are many opinions on how to write an influential CHI paper, ranging from writing in active voice including colons the title. However, little is known about we actually write, and influences impact. We conducted quantitative analyses of full text all 6578 papers published since 1982 investigate. looked at readability, titles, novelty, name-dropping related these measures papers' citation count; overall for different subcommittees. found that more readable than other fields. Furthermore,...
For many people their phones have become main everyday tool. While can fulfill different roles they also require users to (1) make do with affordance not specialized for the specific task, and (2) closely engage device itself. We propose utilizing space objects around phone offer better task create an opportunity casual interactions. Such around-device devices are a class of interactors that bring special tangibles, but repurpose items already found in user's surroundings. In survey study,...
Grabbing users' attention is a fundamental aspect of interactive systems. However, there disconnect between the ways our devices notify us and how bodies do so naturally. In this paper, we explore body's modality itching as way to provide such natural feedback. We create sensations via low-current electric stimulation, which allows quickly generate sensation on demand. first study design space around changes in stimulation parameters influence resulting sensation. second compare vibration...
Plagiarism in online learning environments has a detrimental effect on the trust of courses and their viability. Automatic plagiarism detection systems do exist yet specific situation restricts use. To allow for easy automated grading, assignments usually are less open instead require students to fill small gaps. Therefore solutions tend be very similar, then not necessarily plagiarized. In this paper we propose new approach detect code re-use that increases prediction accuracy by...