Zobrazeno 1 - 10
of 16
pro vyhledávání: '"FEIT, ANNA MARIA"'
Design optimizations in human-AI collaboration often focus on cognitive aspects like attention and task load. Drawing on work design literature, we propose that effective human-AI collaboration requires broader consideration of human needs (e.g., aut
Externí odkaz:
http://arxiv.org/abs/2410.07728
Robust frame-wise embeddings are essential to perform video analysis and understanding tasks. We present a self-supervised method for representation learning based on aligning temporal video sequences. Our framework uses a transformer-based encoder t
Externí odkaz:
http://arxiv.org/abs/2409.04607
Autor:
Wu, Zekun, Feit, Anna Maria
This study examines the role of visual highlights in guiding user attention in drone monitoring tasks, employing a simulated interface for observation. The experiment results show that such highlights can significantly expedite the visual attention o
Externí odkaz:
http://arxiv.org/abs/2405.09695
Publikováno v:
Proc. ACM Hum.-Comput. Interact., Vol. 8, No. ETRA, Article 236. Publication date: May 2024
Visual highlighting can guide user attention in complex interfaces. However, its effectiveness under limited attentional capacities is underexplored. This paper examines the joint impact of visual highlighting (permanent and dynamic) and dual-task-in
Externí odkaz:
http://arxiv.org/abs/2404.14232
This paper proposes an approach to detect information relevance during decision-making from eye movements in order to enable user interface adaptation. This is a challenging task because gaze behavior varies greatly across individual users and tasks
Externí odkaz:
http://arxiv.org/abs/2007.13090
Autor:
FEIT, ANNA MARIA, NANCEL, MATHIEU, JOHN, MAXIMILIAN, KARRENBAUER, ANDREAS, WEIR, DARYL, OULASVIRTA, ANTTI
Publikováno v:
Communications of the ACM. Feb2021, Vol. 64 Issue 2, p48-58. 11p. 1 Color Photograph, 5 Diagrams, 3 Charts.
Akademický článek
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Entering text is one of the most common tasks when interacting with computing systems. Virtual Reality (VR) presents a challenge as neither the user's hands nor the physical input devices are directly visible. Hence, conventional desktop peripherals
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______661::7db2593f7945a7f1528fe136bcc45ca4
https://aaltodoc.aalto.fi/handle/123456789/35163
https://aaltodoc.aalto.fi/handle/123456789/35163
Autor:
Park, Seonwook, Gebhardt, Christoph, Rädle, Roman, Feit, Anna Maria, Vrzakova, Hana, Dayama, Niraj Ramesh, Yeo, Hui-Shyong, Klokmose, Clemens N., Quigley, Aaron, Oulasvirta, Antti, Hilliges, Otmar
Publikováno v:
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=sygma_______::faa3ac7ccea4222ef0f014176159d96e
Publikováno v:
Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=sygma_______::47be6f42b58bc3c04273fe5cb852d08c