October 2024
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5 Reads
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October 2024
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5 Reads
October 2024
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1 Read
October 2024
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18 Reads
Proceedings of the ACM on Human-Computer Interaction
The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal futures with accessible gaming wearables. Using data and dialogic/performance analysis, we crafted a design fiction diegetic prototype as a tech review video. This research highlights disabled gamers' unique needs and experiences around gaming wearables. It offers an innovative diegetic prototype for accessible gaming tech. Our methodological contribution merges narrative inquiry and dialogic/performance analysis in participatory design fiction research, providing a valuable approach for future studies.
October 2024
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2 Reads
September 2024
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7 Reads
August 2024
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35 Reads
We present Adaptic, a novel "hybrid" active/passive haptic device that can change shape to act as a proxy for a range of virtual objects in VR. We use Adaptic with haptic retargeting to redirect the user's hand to provide haptic feedback for several virtual objects in arm's reach using only a single prop. To evaluate the effectiveness of Adaptic with haptic retargeting, we conducted a within-subjects experiment employing a docking task to compare Adaptic to non-matching proxy objects (i.e., Styrofoam balls) and matching shape props. In our study, Adaptic sat on a desk in front of the user and changed shapes between grasps, to provide matching tactile feedback for various virtual objects placed in different virtual locations. Results indicate that the illusion was convincing: users felt they were manipulating several virtual objects in different virtual locations with a single Adaptic device. Docking performance (completion time and accuracy) with Adaptic was comparable to props without haptic retargeting.
August 2024
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20 Reads
Direct manipulation has been established as the main interaction paradigm for Computer-Aided Design (CAD) for decades. It provides fast, incremental, and reversible actions that allow for an iterative process on a visual representation of the result. Despite its numerous advantages, some users prefer a programming-based approach where they describe the 3D model they design with a specific programming language, such as OpenSCAD. It allows users to create complex structured geometries and facilitates abstraction. Unfortunately, most current knowledge about CAD practices only focuses on direct manipulation programs. In this study, we interviewed 20 programming-based CAD users to understand their motivations and challenges. Our findings reveal that this programming-oriented population presents difficulties in the design process in tasks such as 3D spatial understanding, validation and code debugging, creation of organic shapes, and code-view navigation.
August 2024
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34 Reads
Parametric Computer-aided design (CAD) enables the creation of reusable models by integrating variables into geometric properties, facilitating customization without a complete redesign. However, creating parametric designs in programming-based CAD presents significant challenges. Users define models in a code editor using a programming language, with the application generating a visual representation in a viewport. This process involves complex programming and arithmetic expressions to describe geometric properties, linking various object properties to create parametric designs. Unfortunately, these applications lack assistance, making the process unnecessarily demanding. We propose a solution that allows users to retrieve parametric expressions from the visual representation for reuse in the code, streamlining the design process. We demonstrated this concept through a proof-of-concept implemented in the programming-based CAD application, OpenSCAD, and conducted an experiment with 11 users. Our findings suggest that this solution could significantly reduce design errors, improve interactivity and engagement in the design process, and lower the entry barrier for newcomers by reducing the mathematical skills typically required in programming-based CAD applications
August 2024
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69 Reads
3D Computer-Aided Design (CAD) users need to overcome several obstacles to benefit from the flexibility of programmatic interface tools. Besides the barriers of any programming language, users face challenges inherent to 3D spatial interaction. Scripting simple operations, such as moving an element in 3D space, can be significantly more challenging than performing the same task using direct manipulation. We introduce the concept of bidirectional programming for Constructive Solid Geometry (CSG) CAD tools, informed by interviews we performed with programmatic interface users. We describe how users can navigate and edit the 3D model using direct manipulation in the view or code editing while the system ensures consistency between both spaces. We also detail a proof-of-concept implementation using a modified version of OpenSCAD.
July 2024
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3 Reads
IEEE Pervasive Computing
Significant obstacles persist in meeting the accessibility needs of computer and smartphone users with mild-to-moderate upper limb motor impairments as they use their devices at work and home. Multimodal input can help, but has not been widely adopted. We build on existing literature with a discovery survey and semistructured follow-up interviews in which we identify common themes related to the limitations of today’s solutions and the ad hoc workarounds which are adopted. We ran a series of co-design workshop sessions to understand the potential of modern “physical computing” electronic device prototyping technologies to provide new and effective input options for our target user base. We present the resulting prototype solutions and describe the technology choices made. Finally, we discuss how the co-design process, in conjunction with access to suitable physical prototyping technologies, can be a powerful approach for designing accessibility-focused input systems.
... In this paper, we focus on application scenarios where the discrete structure of the CSG model is given, while its continuous parameters need to be adjusted. Such editing tasks frequently occur when users want to reuse an existing design [Oehlberg et al. 2015], but are challenging to perform as soon as the design exposes multiple parameters that are difficult to relate to the desired outcome [Gonzalez et al. 2024]. The ability to optimize continuous shape parameters can also benefit reverse-engineering tasks where the structure of the CSG model is discovered by other means, including methods based on program synthesis that typically quantize continuous parameters to a small set of integer values to treat all program tokens as discrete variables [Du et al. 2018;Ellis et al. 2019;Sharma et al. 2018]. ...
May 2024
... Similarly, Cochrane et al. created body maps to describe how participants divide their attention "between the rhythm of walking, breathing and the soundscape in the act of walking meditation" [10]. Some researchers extended the graphical representation of the body maps to include tactile descriptors with a variety of materials such as different textures of fabric [11] and prompts such as needles, clay, or sheets [46]. ...
February 2024
... With the progress of studies in the field of Human-Computer Interaction (HCI), new technologies, interfaces and tools have been successfully deployed. Many innovative researches relies on haptic or vibro-tactile feedback conveying non-visual information, and their practical application has been investigated towards educational purposes [19,20], assistance to composing or editing [24,26,30], and musical performances [5,31]. ...
October 2023
... Recent CSG-based methods have concentrated on reconstructing 3D shapes as assemblies of primitives without relying on the ground truth CSG tree [39], [40], [41], [42]. Meanwhile, CSG has been extensively leveraged in "shape programs" [43] with neural guidance [44], [45], [46] and without [47], [48], [49], [50]. Although the CSG tree can be converted into a B-rep model, the parametric CAD modeling [51] with a sequence of 2D sketches to be extruded to 3D is still the primary paradigm for CAD designing and portable parametric editing. ...
October 2023
... These challenges include: (1) Existing guidelines are often scattered across various sources, leading to confusion and inconsistency in implementation [15]. (2) The absence of established frameworks makes it difficult for developers to systematically assess the accessibility of their games throughout development [5,23]. (3) Developers often lack readily available resources and case studies showcasing effective accessibility implementations, hindering their ability to incorporate best practices [20]. ...
October 2023
... A study showed that some participants who prioritized having a good teacher over having a teaching assistant tool. Even those other individuals who perceived the usefulness of tools with advanced techniques in music, they also envisaged employing them following their own solo and teacher-study music practice (Bennett et al., 2018;Lu et al., 2023). These results imply that technology cannot substitute the human support for VIPs' music learning, and they need to be encouraged by others. ...
August 2023
ACM Transactions on Accessible Computing
... Additionally, a person's social circle and personal privacy concerns can influence perceptions, as wearers of mobile devices are often anticipated to belong to specific, stereotypical user groups [16,17]. Bolesnikov [18] identified a lack of research on the perceived acceptability of wearables on non-privileged bodies, highlighting how the social acceptability of the technology can be diverse and polarised, reflecting user characteristics and specific usage contexts. This demonstrates how new technologies disproportionately impact individuals, potentially (re)producing social and structural inequalities. ...
April 2023
... Searching for studies [44] that involve PwD in PD, we noticed that many works do not include PwD as co-designers; instead, they use caregivers and therapists as proxies [45][46][47][48][49]. We highlight the works by Rune Thorsen [62], Lamontagne et al. [63] for considering the inclusion of PwD as co-designers in PD. ...
February 2023
... The flourishing of new technologies and production methods for HCI textiles is made possible by interdisciplinary approaches across interaction and textile design [2,7]. Traditional crafting techniques and the open-ended experimentation typical of craft spaces [35] allowed the exploration of textiles with shape-changing and colour-changing capabilities [9,34], interactive fabric displays [12,14], garments [51], environments [40], and educational tools [22]. Speculative [43] and critical [15,47] approaches questioned the role of computation and digital technologies when intertwined with hand-crafted textiles. ...
June 2022
... In turn, this allows universities to acquire funding for research and development projects to enhance research capabilities and the production of high-quality academic outputs (Awasthy et al., 2020). Enterprises can also provide university students with opportunities to enhance their skills for their future careers and also provide career opportunities for graduates (Adamczyk et al., 2022;Castelló et al., 2023;Dos Santos & Benneworth, 2019;Kang & Girouard, 2022;Matthews et al., 2021;Universities Australia, 2019). In turn, this can benefit universities indirectly via increased graduate employability and the potential for specialised, hands-on placement opportunities for prospective students (Adeosun et al., 2022;Avvisati et al., 2013). ...
March 2022
ACM Transactions on Computing Education