2018
Dash, Punyashlok, Neustaedter, Carman, Antle, Alissa N.
Covert-Glass: A Wearable That Enables Surreptitious 911 Video Calling Proceedings Article
In: Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, pp. 185–188, Association for Computing Machinery, Jersey City, NJ, USA, 2018, ISBN: 9781450360180.
Abstract | Links | BibTeX | Tags: 911 video call, glasses, surreptitious calls, tangible, vibrating, wearable
@inproceedings{10.1145/3272973.3274051,
title = {Covert-Glass: A Wearable That Enables Surreptitious 911 Video Calling},
author = {Punyashlok Dash and Carman Neustaedter and Alissa N. Antle},
url = {https://doi.org/10.1145/3272973.3274051},
doi = {10.1145/3272973.3274051},
isbn = {9781450360180},
year = {2018},
date = {2018-01-01},
booktitle = {Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing},
pages = {185–188},
publisher = {Association for Computing Machinery},
address = {Jersey City, NJ, USA},
series = {CSCW '18},
abstract = {In the future, emergency calls to the number 9cscwp1 in North America will include the ability to make video calls with 9cscwp1 call centers yet little is known about how to design such technologies, so they map to people's real emergency needs. We explore this design space by investigating systems that can allow 9cscwp1 callers to stream a surreptitious video call of an assailant. This paper explores a specific scenario where the person trapped may not be in direct danger from the assailant but is still present in the vicinity. We introduce -Covert-Glass', technology-enhanced glasses that aid callers to conduct a surreptitious 9cscwp1 video call. The glasses guide a person to control the direction of his/her phone camera based on the 9cscwp1 operator's input. 9cscwp1 call takers send remote signals to the user's device and these appear as haptic vibrations on either side of the glasses.},
keywords = {911 video call, glasses, surreptitious calls, tangible, vibrating, wearable},
pubstate = {published},
tppubtype = {inproceedings}
}
2017
Singhal, Samarth, Neustaedter, Carman, Ooi, Yee Loong, Antle, Alissa N., Matkin, Brendan
Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance Proceedings Article
In: Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, pp. 98–110, Association for Computing Machinery, Portland, Oregon, USA, 2017, ISBN: 9781450343350.
Abstract | Links | BibTeX | Tags: gloves, haptic, intimacy, long distance relationships, tangible, touch, vibrotactile, wearable
@inproceedings{10.1145/2998181.2998247,
title = {Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance},
author = {Samarth Singhal and Carman Neustaedter and Yee Loong Ooi and Alissa N. Antle and Brendan Matkin},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2998181.2998247},
doi = {10.1145/2998181.2998247},
isbn = {9781450343350},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing},
pages = {98–110},
publisher = {Association for Computing Machinery},
address = {Portland, Oregon, USA},
series = {CSCW '17},
abstract = {Many couples live apart due to work, educational situations, or frequent travel. While technology can help mediate these relationships, there is a lack of designs that allow couples to share a sense of touch over distance. We present a design case study of a tangible communication system called Flex- N-Feel--a pair of gloves that allows distance-separated couples to feel the flexing of their remote partners' fingers through vibrotactile sensations on their skin. We evaluated our design with nine couples where the system was augmented with either a Skype audio call or a video connection. Our study showed that participants enjoyed their conversation more with the gloves, felt more emotionally connected, and experienced intimate moments together. Couples used the glove for shared actions, playful episodes, intimate touches, and to simply feel each other's presence. Video was important to aid couples in understanding each other's actions. Our results illustrate that designs focusing on physical touch over distance should be open to appropriation such that they can augment existing communication routines and technologies.},
keywords = {gloves, haptic, intimacy, long distance relationships, tangible, touch, vibrotactile, wearable},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Vidyarthi, Jay, Antle, Alissa N., Riecke, Bernhard E.
Sympathetic Guitar: Can a Digitally Augmented Guitar Be a Social Entity? Proceedings Article
In: CHI '11 Extended Abstracts on Human Factors in Computing Systems, pp. 1819–1824, Association for Computing Machinery, Vancouver, BC, Canada, 2011, ISBN: 9781450302685.
Abstract | Links | BibTeX | Tags: cognitive, communication, design, engagement, expression, interaction, interface, musical instrument, performance, psychology, social, sound, tangible
@inproceedings{10.1145/1979742.1979863,
title = {Sympathetic Guitar: Can a Digitally Augmented Guitar Be a Social Entity?},
author = {Jay Vidyarthi and Alissa N. Antle and Bernhard E. Riecke},
url = {https://doi.org/10.1145/1979742.1979863},
doi = {10.1145/1979742.1979863},
isbn = {9781450302685},
year = {2011},
date = {2011-01-01},
booktitle = {CHI '11 Extended Abstracts on Human Factors in Computing Systems},
pages = {1819–1824},
publisher = {Association for Computing Machinery},
address = {Vancouver, BC, Canada},
series = {CHI EA '11},
abstract = {Previous work suggests that people treat interactive media as if they were social entities. By drawing a parallel between socio-cognitive theory and interface design, we intend to experimentally determine whether deliberate design decisions can have an effect on users' perception of an interactive medium as a social entity. In this progress report, we describe the theoretical underpinnings and motivations which led to the design and implementation of the Sympathetic Guitar: a guitar interface which supplements standard acoustic sound with a spatially-separate audio response based on the user's hand positions and performance dynamics. This prototype will be used for investigating user response to a specific, socially-relevant design decision.},
keywords = {cognitive, communication, design, engagement, expression, interaction, interface, musical instrument, performance, psychology, social, sound, tangible},
pubstate = {published},
tppubtype = {inproceedings}
}