Because functional near-infrared spectroscopy (fNIRS) eases many of the restrictions of other brain sensors, it has potential to open up new possibilities for HCI research. From our experience using fNIRS technology for HCI, we identify several considerations and provide guidelines for using fNIRS in realistic HCI laboratory settings. We empirically examine whether typical human behavior (e.g. head and facial movement) or computer interaction (e.g. keyboard and mouse usage) interfere with brain measurement using fNIRS. Based on the results of our study, we establish which physical behaviors inherent in computer usage interfere with accurate fNIRS sensing of cognitive state information, which can be corrected in data analysis, and which are acceptable. With these findings, we hope to facilitate further adoption of fNIRS brain sensing technology in HCI research.
We present Collabio, a social tagging game within an online social network that encourages friends to tag one another. Collabio's approach of incentivizing members of the social network to generate information about each other produces personalizing information about its users. We report usage log analysis, survey data, and a rating exercise demonstrating that Collabio tags are accurate and augment information that could have been scraped online.
Mechanical Turk (MTurk) provides an on-demand source of human computation. This provides a tremendous opportunity to explore algorithms which incorporate human computation as a function call. However, various systems challenges make this difficult in practice, and most uses of MTurk post large numbers of independent tasks. TurKit is a toolkit for prototyping and exploring algorithmic human computation, while maintaining a straight-forward imperative programming style. We present the crash-and-rerun programming model that makes TurKit possible, along with a variety of applications for human computation algorithms. We also present case studies of TurKit used for real experiments across different fields.
The emerging field of Human-Robot Interaction is undergoing rapid growth, motivated by important societal challenges and new applications for personal robotic technologies for the general public. In this talk, I highlight several projects from my research group to illustrate recent research trends to develop socially interactive robots that work and learn with people as partners. An important goal of this work is to use interactive robots as a scientific tool to understand human behavior, to explore the role of physical embodiment in interactive technology, and to use these insights to design robotic technologies that can enhance human performance and quality of life. Throughout the talk I will highlight synergies with HCI and connect HRI research goals to specific applications in healthcare, education, and communication.
The lack of access to visual information like text labels, icons, and colors can cause frustration and decrease independence for blind people. Current access technology uses automatic approaches to address some problems in this space, but the technology is error-prone, limited in scope, and quite expensive. In this paper, we introduce VizWiz, a talking application for mobile phones that offers a new alternative to answering visual questions in nearly real-time - asking multiple people on the web. To support answering questions quickly, we introduce a general approach for intelligently recruiting human workers in advance called quikTurkit so that workers are available when new questions arrive. A field deployment with 11 blind participants illustrates that blind people can effectively use VizWiz to cheaply answer questions in their everyday lives, highlighting issues that automatic approaches will need to address to be useful. Finally, we illustrate the potential of using VizWiz as part of the participatory design of advanced tools by using it to build and evaluate VizWiz::LocateIt, an interactive mobile tool that helps blind people solve general visual search problems.