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Jarrod Knibbe

Publications and source records attributed to Jarrod Knibbe.

13 recordsLinked to original sources

Modelling Visuo-Haptic Perception Change in Size Estimation Tasks

Tangible interactions involve multiple sensory cues, enabling the accurate perception of object properties, such as size. Research has shown, however, that if we decouple these cues (for example, by altering the visual cue), then the resulting discrepancies present new opportunities for interactions. Perception over time though, not only relies on momentary sensory cues, but also on a priori beliefs about the object, implying a continuing update cycle. This cycle is poorly understood and its impact on interaction remains unknown. We study (N=80) visuo-haptic perception of size over time and (a) reveal how perception drifts, (b) examine the effects of visual priming and dead-reckoning, and (c) present a model of visuo-haptic perception as a cyclical, self-adjusting system. Our work has a direct impact on illusory perception in VR, but also sheds light on how our visual and haptic systems cooperate and diverge.

cs.HC

Grand Challenges around Designing Computers' Control Over Our Bodies

Advances in emerging technologies, such as on-body mechanical actuators and electrical muscle stimulation, have allowed computers to take control over our bodies. This presents opportunities as well as challenges, raising fundamental questions about agency and the role of our bodies when interacting with technology. To advance this research field as a whole, we brought together expert perspectives in a week-long seminar to articulate the grand challenges that should be tackled when it comes to the design of computers' control over our bodies. These grand challenges span technical, design, user, and ethical aspects. By articulating these grand challenges, we aim to begin initiating a research agenda that positions bodily control not only as a technical feature but as a central, experiential, and ethical concern for future human-computer interaction endeavors.

cs.HC

I Can't Join, But I Will Send My Agent: Stand-in Enhanced Asynchronous Meetings (SEAM)

We propose and explore the user experience of SEAM -- Stand-in Enhanced Asynchronous Meetings -- virtual reality meetings in which embodied virtual agents represent absent users. During the meeting, attendees can address the agent, and the absent user can later watch the recording from its perspective to respond. Through two mixed-method studies with 45 participants using the Wizard-of-Oz approach, we explored both the perspectives of the attendees in the original meeting and of the absent users later re-watching the meeting. We found that the stand-in can enhance meetings, benefiting both present and absent collaborators. Present attendees can easily access information that drives decision-making in the meeting perceive high social presence of absentees. Absentees also felt included when watching recordings because of the social interactions and attention towards them. Our contributions demonstrate a proof of concept for future asynchronous meetings in which collaborators can interact conversationally more akin to how they would if it had been synchronous.

cs.HC

Illusion Spaces in VR: The Interplay Between Size and Taper Angle Perception in Grasping

Leveraging the integration of visual and proprioceptive cues, research has uncovered various perception thresholds in VR that can be exploited to support haptic feedback for grasping. While previous studies have explored individual dimensions, such as size, the combined effect of multiple geometric properties on perceptual illusions remains poorly understood. We present a two-alternative forced choice study investigating the perceptual interplay between object size and taper angle. We introduce an illusion space model, providing detailed insights into how physical and virtual object configurations affect human perception. Our insights reveal how, for example, as virtual sizes increase, users perceive that taper angles increase, and as virtual angles decrease, users overestimate sizes. We provide a mathematical model of the illusion space, and an associated tool, which can be used as a guide for the design of future VR haptic devices and for proxy object selections.

cs.HC

Raising Awareness of Location Information Vulnerabilities in Social Media Photos using LLMs

Location privacy leaks can lead to unauthorised tracking, identity theft, and targeted attacks, compromising personal security and privacy. This study explores LLM-powered location privacy leaks associated with photo sharing on social media, focusing on user awareness, attitudes, and opinions. We developed and introduced an LLM-powered location privacy intervention app to 19 participants, who used it over a two-week period. The app prompted users to reflect on potential privacy leaks that a widely available LLM could easily detect, such as visual landmarks & cues that could reveal their location, and provided ways to conceal this information. Through in-depth interviews, we found that our intervention effectively increased users' awareness of location privacy and the risks posed by LLMs. It also encouraged users to consider the importance of maintaining control over their privacy data and sparked discussions about the future of location privacy-preserving technologies. Based on these insights, we offer design implications to support the development of future user-centred, location privacy-preserving technologies for social media photos.

cs.HC

Can you pass that tool?: Implications of Indirect Speech in Physical Human-Robot Collaboration

Indirect speech acts (ISAs) are a natural pragmatic feature of human communication, allowing requests to be conveyed implicitly while maintaining subtlety and flexibility. Although advancements in speech recognition have enabled natural language interactions with robots through direct, explicit commands -- roviding clarity in communication -- the rise of large language models presents the potential for robots to interpret ISAs. However, empirical evidence on the effects of ISAs on human-robot collaboration (HRC) remains limited. To address this, we conducted a Wizard-of-Oz study (N=36), engaging a participant and a robot in collaborative physical tasks. Our findings indicate that robots capable of understanding ISAs significantly improve human's perceived robot anthropomorphism, team performance, and trust. However, the effectiveness of ISAs is task- and context-dependent, thus requiring careful use. These results highlight the importance of appropriately integrating direct and indirect requests in HRC to enhance collaborative experiences and task performance.

cs.HC

Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players

Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called "Fused Spectatorship", where spectators watch their hands play games by loaning bodily control to a computational Electrical Muscle Stimulation (EMS) system. To showcase this concept, we designed three games where spectators loan control over both their hands to the EMS system and watch them play these competitive and collaborative games. A study with 12 participants suggested that participants could not distinguish if they were watching their hands play, or if they were playing the games themselves. We used our results to articulate four spectator experience themes and four fused spectator types, the behaviours they elicited and offer one design consideration to support each of these behaviours. We also discuss the ethical design considerations of our approach to help game designers create future fused spectatorship experiences.

cs.HC

Auto-Paízo Games: Towards Understanding the Design of Games that Aim to Unify a Player's Physical Body and the Virtual World

Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual world. We propose a novel approach - the "Body as a Play Material" - where a player uses their body as both input and output to unify the physical body and the virtual world. To showcase this approach, we designed three games where a player uses one of their hands (input) to play against the other hand (output) by loaning control over its movements to an Electrical Muscle Stimulation (EMS) system. We conducted a thematic analysis on the data obtained from a field study with 12 participants to articulate four player experience themes. We discuss our results about how participants appreciated the engagement with the variety of bodily movements for play and the ambiguity of using their body as a play material. Ultimately, our work aims to unify the physical body and the virtual world.

cs.HC

AV-Gaze: A Study on the Effectiveness of Audio Guided Visual Attention Estimation for Non-Profilic Faces

In challenging real-life conditions such as extreme head-pose, occlusions, and low-resolution images where the visual information fails to estimate visual attention/gaze direction, audio signals could provide important and complementary information. In this paper, we explore if audio-guided coarse head-pose can further enhance visual attention estimation performance for non-prolific faces. Since it is difficult to annotate audio signals for estimating the head-pose of the speaker, we use off-the-shelf state-of-the-art models to facilitate cross-modal weak-supervision. During the training phase, the framework learns complementary information from synchronized audio-visual modality. Our model can utilize any of the available modalities i.e. audio, visual or audio-visual for task-specific inference. It is interesting to note that, when AV-Gaze is tested on benchmark datasets with these specific modalities, it achieves competitive results on multiple datasets, while being highly adaptive toward challenging scenarios.

cs.CV

'Labelling the Gaps': A Weakly Supervised Automatic Eye Gaze Estimation

Over the past few years, there has been an increasing interest to interpret gaze direction in an unconstrained environment with limited supervision. Owing to data curation and annotation issues, replicating gaze estimation method to other platforms, such as unconstrained outdoor or AR/VR, might lead to significant drop in performance due to insufficient availability of accurately annotated data for model training. In this paper, we explore an interesting yet challenging problem of gaze estimation method with a limited amount of labelled data. The proposed method distills knowledge from the labelled subset with visual features; including identity-specific appearance, gaze trajectory consistency and motion features. Given a gaze trajectory, the method utilizes label information of only the start and the end frames of a gaze sequence. An extension of the proposed method further reduces the requirement of labelled frames to only the start frame with a minor drop in the generated label's quality. We evaluate the proposed method on four benchmark datasets (CAVE, TabletGaze, MPII and Gaze360) as well as web-crawled YouTube videos. Our proposed method reduces the annotation effort to as low as 2.67%, with minimal impact on performance; indicating the potential of our model enabling gaze estimation 'in-the-wild' setup.

cs.CV

Automatic Gaze Analysis: A Survey of Deep Learning based Approaches

Eye gaze analysis is an important research problem in the field of Computer Vision and Human-Computer Interaction. Even with notable progress in the last 10 years, automatic gaze analysis still remains challenging due to the uniqueness of eye appearance, eye-head interplay, occlusion, image quality, and illumination conditions. There are several open questions, including what are the important cues to interpret gaze direction in an unconstrained environment without prior knowledge and how to encode them in real-time. We review the progress across a range of gaze analysis tasks and applications to elucidate these fundamental questions, identify effective methods in gaze analysis, and provide possible future directions. We analyze recent gaze estimation and segmentation methods, especially in the unsupervised and weakly supervised domain, based on their advantages and reported evaluation metrics. Our analysis shows that the development of a robust and generic gaze analysis method still needs to address real-world challenges such as unconstrained setup and learning with less supervision. We conclude by discussing future research directions for designing a real-world gaze analysis system that can propagate to other domains including Computer Vision, Augmented Reality (AR), Virtual Reality (VR), and Human Computer Interaction (HCI). Project Page: https://github.com/i-am-shreya/EyeGazeSurvey}{https://github.com/i-am-shreya/EyeGazeSurvey

cs.CV

MTGLS: Multi-Task Gaze Estimation with Limited Supervision

Robust gaze estimation is a challenging task, even for deep CNNs, due to the non-availability of large-scale labeled data. Moreover, gaze annotation is a time-consuming process and requires specialized hardware setups. We propose MTGLS: a Multi-Task Gaze estimation framework with Limited Supervision, which leverages abundantly available non-annotated facial image data. MTGLS distills knowledge from off-the-shelf facial image analysis models, and learns strong feature representations of human eyes, guided by three complementary auxiliary signals: (a) the line of sight of the pupil (i.e. pseudo-gaze) defined by the localized facial landmarks, (b) the head-pose given by Euler angles, and (c) the orientation of the eye patch (left/right eye). To overcome inherent noise in the supervisory signals, MTGLS further incorporates a noise distribution modelling approach. Our experimental results show that MTGLS learns highly generalized representations which consistently perform well on a range of datasets. Our proposed framework outperforms the unsupervised state-of-the-art on CAVE (by 6.43%) and even supervised state-of-the-art methods on Gaze360 (by 6.59%) datasets.

cs.CV

InfoPrint: Embedding Information into 3D Printed Objects

We present a technique to embed information invisible to the eye inside 3D printed objects. The information is integrated in the object model, and then fabricated using off-the-shelf dual-head FDM (Fused Deposition Modeling) 3D printers. Our process does not require human intervention during or after printing with the integrated model. The information can be arbitrary symbols, such as icons, text,binary, or handwriting. To retrieve the information, we evaluate two different infrared-based imaging devices that are readily available-thermal cameras and near-infrared scanners. Based on our results, we propose design guidelines for a range of use cases to embed and extract hidden information. We demonstrate how our method can be used for different applications, such as interactive thermal displays, hidden board game tokens, tagging functional printed objects, and autographing non-fungible fabrication work.

cs.HC