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Grant: Discovery Grants Program - Individual

The University of British Columbia

$178,000.00

In-Situ User Interfaces

FY 2023-24

Summary
There is a growing need for accessing information while carrying out a physical activity. This could be as simple as following a recipe while cooking, browsing ideas on Pinterest while landscaping, or more complex tasks such as being guided during engine repair or viewing stepwise instructions for resuscitating a stranger. Common among all these activities, is the need to peruse information in the midst of a task, or in-situ interaction. Current computing platforms do not adequately provide in-situ information access. The pervasive smartphone has a limited display, requiring significant attentional resources that could instead be used on the primary activity. Furthermore, such devices limit the use of hands for other tasks, as users need to hold the device for interaction. As a result, most adaptations of current devices for in-situ activity result in awkward physical configurations, which in some cases are life-threatening (e.g., browsing content or texting while walking). Emerging technologies, such as head-worn displays, smartwatches or smart-textiles, although not mature yet, offer an early platform for exploring the key requirements for developing design guidelines for in-situ user interfaces. Ideally such interfaces should integrate information into the user's vicinity, providing a larger visual canvas than that available on current mobile devices, thereby reducing split attention between content and task, and designed to ease information interaction. However, much work is needed to cultivate in such technologies support for in-situ information access. We frame our short-term goals in terms of four key requirements needed to engender such types of interactions: Content, Presentation, Interaction and Social Requirements. We address Content requirements through means of repurposing existing media, including instructional videos. Presentation requirements are met through smart visual embeddings, that intelligently intermesh content in the user's field-of-activity, taking into account saliency and supporting users' spatial memory. Interaction requirements build off sensory information that can interleave content with user activity. We address Social requirements, including social inclusion, through means of detecting salient interactions of co-located users. The growing importance of integrating information acquisition into our busy lives suggests strongly that in-situ user interfaces will become a standard computing paradigm. The proposed program will lead to training 15 HQP in 8 projects across the above four key axes. Pioneering advances will be made in Human-Computer Interaction (HCI), Personal and Immersive Visual Analytics, and Ubiquitous Computing. Developing this next generation computing paradigm will enable us to maintain a leadership position in fields of growing importance to the Canadian wearables and smart-textiles industries, and help Canadians by developing technologies that can directly improve their social well-being.
Program
Discovery Grants Program - Individual
Location
British Columbia, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
RGPIN-2019-05872
Name nom
Irani, Pourang
Department département
Computer Science
Organization id
2
Institution établissement
The University of British Columbia
Province en
British Columbia
Province fr
Colombie-Britannique
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2023
Competition year année de concours
2019
Award amount
178000
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1507
Committee name en
Computer Science
Committee name fr
Sciences informatiques
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2700
Research subject group en
Information technology
Research subject group fr
Information technology
Research subject en
Technologie de l'information
Research subject fr
Technologie de l'information
Application title
In-Situ User Interfaces
Keyword
Human Computer Interaction; In Situ User Interfaces; Mobile User Interfaces; Ubiquitous Computing; Visual Information Presentation
Application summary
There is a growing need for accessing information while carrying out a physical activity. This could be as simple as following a recipe while cooking, browsing ideas on Pinterest while landscaping, or more complex tasks such as being guided during engine repair or viewing stepwise instructions for resuscitating a stranger. Common among all these activities, is the need to peruse information in the midst of a task, or in-situ interaction. Current computing platforms do not adequately provide in-situ information access. The pervasive smartphone has a limited display, requiring significant attentional resources that could instead be used on the primary activity. Furthermore, such devices limit the use of hands for other tasks, as users need to hold the device for interaction. As a result, most adaptations of current devices for in-situ activity result in awkward physical configurations, which in some cases are life-threatening (e.g., browsing content or texting while walking). Emerging technologies, such as head-worn displays, smartwatches or smart-textiles, although not mature yet, offer an early platform for exploring the key requirements for developing design guidelines for in-situ user interfaces. Ideally such interfaces should integrate information into the user's vicinity, providing a larger visual canvas than that available on current mobile devices, thereby reducing split attention between content and task, and designed to ease information interaction. However, much work is needed to cultivate in such technologies support for in-situ information access. We frame our short-term goals in terms of four key requirements needed to engender such types of interactions: Content, Presentation, Interaction and Social Requirements. We address Content requirements through means of repurposing existing media, including instructional videos. Presentation requirements are met through smart visual embeddings, that intelligently intermesh content in the user's field-of-activity, taking into account saliency and supporting users' spatial memory. Interaction requirements build off sensory information that can interleave content with user activity. We address Social requirements, including social inclusion, through means of detecting salient interactions of co-located users. The growing importance of integrating information acquisition into our busy lives suggests strongly that in-situ user interfaces will become a standard computing paradigm. The proposed program will lead to training 15 HQP in 8 projects across the above four key axes. Pioneering advances will be made in Human-Computer Interaction (HCI), Personal and Immersive Visual Analytics, and Ubiquitous Computing. Developing this next generation computing paradigm will enable us to maintain a leadership position in fields of growing importance to the Canadian wearables and smart-textiles industries, and help Canadians by developing technologies that can directly improve their social well-being.