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Chris Schmandt

dblp:79/6156 · also Christopher Schmandt · DBLP profile ↗
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44ranked-venue papers
10as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 36 · 8 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorComputer networks · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
28 papers
Interaction techniques and input · 45% Wearable and physiological sensing · 28% Learning and educational technologies · 6%
Computer graphics and multimedia
8 papers
Virtual and augmented reality · 76% Multimedia systems and quality of experience · 12% Audio and music processing · 9%
Computer networks
3 papers
Wireless sensing and localization · 59% Cellular and mobile networks · 24% Internet architecture and protocols · 17%

Topics — the 30 heaviest of 53, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
on-skin interfaces
0.312018
Skinmorph: texture-tunable on-skin interface through thin, programmable gel · UbiComp 2018
Virtual and augmented reality › virtual environment
immersive simulation
0.212016
Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction
0.212016
Rovables: Miniature On-Body Robots as Mobile Wearables · UIST 2016
Interaction techniques and input
gesture input
0.212015
NailO: Fingernails as an Input Surface · CHI 2015
Interaction techniques and input › input sensing
gesture sensing
0.212013
Mime: compact, low power 3D gesture sensing for interaction with head mounted displays · UIST 2013
Interaction techniques and input › input sensing › tracking
hand tracking
0.212013
Mime: compact, low power 3D gesture sensing for interaction with head mounted displays · UIST 2013
Interaction techniques and input
mobile interaction
0.222015
Going my way: a user-aware route planner · CHI 2009
NailO: Fingernails as an Input Surface · CHI 2015
Learning and educational technologies
classroom interaction
0.112012
Setting the stage for interaction: a tablet application to augment group discussion in a seminar class · CSCW 2012
Wireless sensing and localization
indoor localization
0.112011
Indoor location sensing using geo-magnetism · MobiSys 2011
Ubiquitous computing and smart environments
location-based services
0.112009
Going my way: a user-aware route planner · CHI 2009
Robotics › Robot navigation and mapping
localization
0.112016
Rovables: Miniature On-Body Robots as Mobile Wearables · UIST 2016
Haptics and multimodal interaction
multimodal feedback
0.112016
Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016
Human-robot interaction
social robot
0.112005
Physical embodiments for mobile communication agents · UIST 2005
Cellular and mobile networks › mobility management
Mobile IP
0.122004
Mediated voice communication via mobile IP · UIST 2002
Impromptu: Managing Networked Audio Applications for Mobile Users · MobiSys 2004
Virtual and augmented reality › immersive interaction › VR interaction
head-mounted display interaction
0.012013
Mime: compact, low power 3D gesture sensing for interaction with head mounted displays · UIST 2013
Accessibility and assistive technology
auditory interface
0.032000
Nomadic radio: speech and audio interaction for contextual messaging in nomadic environments · ACM Trans. Comput. Hum. Interact. 2000
MailCall: Message Presentation and Navigation in a Nonvisual Environment · CHI 1996
NewsComm: A Hand-Held Interface for Interactive Access to Structured Audio · CHI 1996
Collaborative and social computing › awareness
group awareness
0.012004
WatchMe: Communication and Awareness Between Members of a Closely-Knit Group · UbiComp 2004
Health and well-being technologies › cognitive support
memory support
0.012004
An Audio-Based Personal Memory Aid · UbiComp 2004
Learning and educational technologies
educational technology
0.012012
Setting the stage for interaction: a tablet application to augment group discussion in a seminar class · CSCW 2012
Interaction techniques and input › non-visual interaction
auditory interaction
0.022001
The audio notebook: paper and pen interaction with structured speech · CHI 2001
Nomadic Radio: Scaleable and Contextual Notification for Wearable Audio Messaging · CHI 1999
Ubiquitous computing and smart environments
indoor localization
0.012011
Indoor location sensing using geo-magnetism · MobiSys 2011
Collaborative and social computing › computer-mediated communication
voice communication
0.012002
Mediated voice communication via mobile IP · UIST 2002
Internet architecture and protocols
voice over IP
0.012002
Mediated voice communication via mobile IP · UIST 2002
Interaction techniques and input
voice interaction
0.031996
Putting People First: Specifying Proper Names in Speech Interfaces · ACM Symposium on User Interface Software and Technology 1994
Phoneshell: The Telephone as Computer Terminal · ACM Multimedia 1993
MailCall: Message Presentation and Navigation in a Nonvisual Environment · CHI 1996
Interaction techniques and input › non-visual interaction › auditory interaction
audio browsing
0.021998
Dynamic Soundscape: Mapping Time to Space for Audio Browsing · CHI 1997
Audio Hallway: A Virtual Acoustic Environment for Browsing · ACM Symposium on User Interface Software and Technology 1998
Interaction techniques and input › non-visual interaction › auditory interaction
audio notifications
0.011999
Nomadic Radio: Scaleable and Contextual Notification for Wearable Audio Messaging · CHI 1999
Interaction techniques and input
non-visual interaction
0.021998
MailCall: Message Presentation and Navigation in a Nonvisual Environment · CHI 1996
Audio Hallway: A Virtual Acoustic Environment for Browsing · ACM Symposium on User Interface Software and Technology 1998
Human-robot interaction › robot embodiment
physical embodiment
0.012005
Physical embodiments for mobile communication agents · UIST 2005
Collaborative and social computing
computer-supported cooperative work
0.011996
CLUES: Dynamic Personalized Message Filtering · CSCW 1996
Ubiquitous computing and smart environments › mobile computing
mobile social computing
0.012004
WatchMe: Communication and Awareness Between Members of a Closely-Knit Group · UbiComp 2004

Methods — techniques the papers use, named apart from their topics

user study · 0.5wheel encoder and IMU localization · 0.5motion platform · 0.5magnetic wheel locomotion · 0.5head-mounted display · 0.5smart hydrophilic gel · 0.3sew-and-transfer fabrication · 0.3RGB camera · 0.3printed electrodes · 0.2capacitive sensing · 0.2time-of-flight sensing · 0.2signal processing · 0.2speech services · 0.1IP-based audio streaming · 0.1magnetic field mapping · 0.1call control protocols · 0.1audio processing · 0.1speech recognition · 0.0
YearPublicationVenuePosition
2018 Skinmorph: texture-tunable on-skin interface through thin, programmable gel
abstract
SkinMorph is an on-skin interface which can selectively transition between soft and rigid states to serve as a texture-tunable wearable skin output. This texture change is made possible through the material design of smart hydrophillic gels. These gels are soft in resting state, yet when activate by heat (>36°C), they generate a micro-level structural change which results in observable stiffening. These gels are encapsulated in thin silicone patterned with resistive wires through a sew-and-transfer fabrication approach. We demonstrate application examples using the texture-tunable skin overlay as wearable, interactive protection for scenarios including: a carpal tunnel splint for rehabilitation, a protective layer for joints when engaging in high impact activities, and foot pads when wearing uncomfortable shoes. Our evaluation shows that the gel is 10 times stiffer when activated, and that users find the device skin-conformable.
Hsin-Liu Cindy Kao, Miren Bamforth, Chris Schmandt
UbiComp4
2017 Exploring Interactions and Perceptions of Kinetic Wearables
abstract
Jewelry and accessories have long been objects for decorating the human body; however they remain static and non-interactive. This work explores opportunities for accessory-like kinetic wearables and their association with individual style. We developed Kino, a kinetic accessory system which enables both aesthetic and functional clothing-specific design possibilities. We engaged both fashion designers and every-day users to unpack envisioned use cases and perceptions of the system. Participants viewed the devices not as gadgets but as companions due to their close proximity to the body. They envisioned a wide range of usage scenarios, highlighting the complexity of mobility in relation to personal style. We observe how mobility offers opportunities for fluid representations of self, which is unachievable though static clothing and accessories. We also outline how personalized aesthetics is important for the meaning making of novel on-body devices.
Hsin-Liu Cindy Kao, Deborah Ajilo, Oksana Anilionyte, Artem Dementyev, Inrak Choi, Sean Follmer, Chris Schmandt
Conference on Designing Interactive Systems7
2017 Leveraging user-made predictions to help understand personal behavior patterns
abstract
People use more and more applications and devices that quantify daily behavior such as the step count or phone usage. Purely presenting the collected data does not necessarily support users in understanding their behavior. In recent research, concepts such as learning by reflection are proposed to foster behavior change based on personal data. In this paper, we introduce user-made predictions to help users understand personal behavior patterns. Therefore, we developed an Android application that tracks users' screen-on and unlock patterns on their phone. The application asks users to predict their daily behavior based on their former usage data. In a user study with 12 participants, we showed the feasibility of leveraging user-made predictions in a quantified self approach. By trying to improve their predictions over the course of the study, participants automatically discovered new insights into personal behavior patterns.
Miriam Greis, Tilman Dingler, Albrecht Schmidt 0001, Chris Schmandt
MobileHCI4
2016 Rovables: Miniature On-Body Robots as Mobile Wearables
abstract
We introduce Rovables, a miniature robot that can move freely on unmodified clothing. The robots are held in place by magnetic wheels, and can climb vertically. The robots are untethered and have an onboard battery, microcontroller, and wireless communications. They also contain a low-power localization system that uses wheel encoders and IMU, allowing Rovables to perform limited autonomous navigation on the body. In the technical evaluations, we found that Rovables can operate continuously for 45 minutes and can carry up to 1.5N. We propose an interaction space for mobile on-body devices spanning sensing, actuation, and interfaces, and develop application scenarios in that space. Our applications include on-body sensing, modular displays, tactile feedback and interactive clothing and jewelry.
Artem Dementyev, Hsin-Liu Cindy Kao, Inrak Choi, Deborah Ajilo, Maggie Xu, Joseph A. Paradiso, Chris Schmandt, Sean Follmer
UIST7
2016 Immersive Scuba Diving Simulator Using Virtual Reality
abstract
We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators.
Dhruv Jain, Misha Sra, Jingru Guo, Rodrigo Marques, Raymond Wu, Justin Chiu, Chris Schmandt
UIST7
2016 Procedurally generated virtual reality from 3D reconstructed physical space
abstract
We present a novel system for automatically generating immersive and interactive virtual reality (VR) environments using the real world as a template. The system captures indoor scenes in 3D, detects obstacles like furniture and walls, and maps walkable areas (WA) to enable real-walking in the generated virtual environment (VE). Depth data is additionally used for recognizing and tracking objects during the VR experience. The detected objects are paired with virtual counterparts to leverage the physicality of the real world for a tactile experience. Our approach is new, in that it allows a casual user to easily create virtual reality worlds in any indoor space of arbitrary size and shape without requiring specialized equipment or training. We demonstrate our approach through a fully working system implemented on the Google Project Tango tablet device.
Misha Sra, Sergio Garrido-Jurado, Chris Schmandt
VRST3
2015 NailO: Fingernails as an Input Surface
abstract
We present NailO, a nail-mounted gestural input surface. Using capacitive sensing on printed electrodes, the interface can distinguish on-nail finger swipe gestures with high accuracy (>92%). NailO works in real-time: we miniaturized the system to fit on the fingernail, while wirelessly transmitting the sensor data to a mobile phone or PC. NailO allows one-handed and always-available input, while being unobtrusive and discrete. Inspired by commercial nail stickers, the device blends into the user's body, is customizable, fashionable and even removable. We show example applications of using the device as a remote controller when hands are busy and using the system to increase the input space of mobile phones.
Hsin-Liu Cindy Kao, Artem Dementyev, Joseph A. Paradiso, Chris Schmandt
CHI4
2015 MugShots: A Mug Display for Front and Back Stage Social Interaction in the Workplace
abstract
We explore creating objects for expressive communication in the workspace. As an initial step, we created MugShots, a coffee mug with a wireless OLED display that switches between public and private social interaction modes. Targeted for the workplace, MugShots is an intimate communication device in the personal office space, yet alternates to become a social catalyst to trigger conversation when brought to public areas. We present a prototype of MugShots along with a 21-person study, providing initial discussions and insight on designing objects for communication.
Hsin-Liu Cindy Kao, Chris Schmandt
TEI2
2015 Expanding social mobile games beyond the device screen
Misha Sra, Chris Schmandt
Pers. Ubiquitous Comput.2
2013 Spotz: A Location-Based Approach to Self-awareness
Misha Sra, Chris Schmandt
PERSUASIVE2
2013 Mime: compact, low power 3D gesture sensing for interaction with head mounted displays
abstract
We present Mime, a compact, low-power 3D sensor for unencumbered free-form, single-handed gestural interaction with head-mounted displays (HMDs). Mime introduces a real-time signal processing framework that combines a novel three-pixel time-of-flight (TOF) module with a standard RGB camera. The TOF module achieves accurate 3D hand localization and tracking, and it thus enables motion-controlled gestures. The joint processing of 3D information with RGB image data enables finer, shape-based gestural interaction.
Andrea Colaco, Ahmed Kirmani, Hye Soo Yang, Nan-Wei Gong, Chris Schmandt, Vivek K. Goyal
UIST5
2012 Setting the stage for interaction: a tablet application to augment group discussion in a seminar class
abstract
We present a tablet-based system to collaboratively track discussion topics and ideas in a seminar-style discussion classroom. Each student uses his or her own tablet to share text ideas in a synchronized, visual environment. The system is designed to promote diverse participation and increase engagement. Our findings are based on observations of twelve class sessions and interviews with participating students. Instead of simply introducing an additional text-based communication channel into the classroom, we find that the system creates a new "stage" (in the Goffman sense) on which students could perform in ways that the main spoken stage could not support. This stage coexists with spoken communication, and augments how students attend to the material and each other. We conclude that spoken participation alone poses barriers for some participants and the addition of a non-oral, text-based stage can help establish equitable and engaging discussions in the class.
Drew Harry, Eric Gordon, Chris Schmandt
CSCW3
2011 Back Talk: An auditory environment for sociable television viewing
abstract
Video content is being consumed in a host of new ways-viewers are no longer restricted to same-time or same-place viewing. However, the experience of watching with a group is inherently social and often desirable despite the physical distribution of group members. This paper introduces Back Talk, a system designed to create a sociable television watching experience. We enhance TV viewing with an auditory environment around a listener. We have explored and leveraged the richness of audio to convey presence of remote viewers. We have developed a novel framework for capturing and translating engagement of an individual into a set of audio cues that are played spatially around a listener. Such auditory enhancements can augment video content consumption in the future.
Andrea Colaco, Ig-Jae Kim, Chris Schmandt
CCNC3
2011 Indoor location sensing using geo-magnetism
abstract
We present an indoor positioning system that measures location using disturbances of the Earth's magnetic field caused by structural steel elements in a building. The presence of these large steel members warps the geomagnetic field in a way that is spatially varying but temporally stable. To localize, we measure the magnetic field using an array of e-compasses and compare the measurement with a previously obtained magnetic map. We demonstrate accuracy within 1 meter 88% of the time in experiments in two buildings and across multiple floors within the buildings. We discuss several constraint techniques that can maintain accuracy as the sample space increases.
Jaewoo Chung, Matt Donahoe, Chris Schmandt, Ig-Jae Kim, Pedram Razavai, Micaela Wiseman
MobiSys3
2010 My Second Bike: A TV-Enabled Social and Interactive Riding Experience
abstract
In this paper, we propose a novel concept for a social TV application targeting the demographic of viewers enjoying live sports events, such as road bicycle racing. We intend to enhance the viewing experiences of spectators with sensor-fitted bikes tied to an interactive biking environment on television. The system enables a new form of personalized, physical, and virtual-reality interaction between viewers and a TV program, as well as interactions within or between communities of friends. We also describe a prototype we have implemented to demonstrate the feasibility of our idea. The prototype, my second bike, uses a 3D mirrored world environment (Google Earth) to visually represent participating spectators, competing athletes and outdoor bikers. We contend that the system has the potential to attract and support a large user base on account of its scalability, ease of deployment and ability to promote audience participation in live sports events on TV.
Jaewoo Chung, Kuang Xu, Andrea Colaco, Chris Schmandt, Victor O. K. Li
CCNC4
2009 Going my way: a user-aware route planner
abstract
Going My Way is a mobile user-aware route planner. The system collects GPS data of a user's everyday locations and provides directions from an automatically selected set of landmarks that are close to the destination, informed by the user's usual travel patterns. In this paper, we present a brief description of the system, the results of a preliminary experiment in memory and recognition of landmarks, in addition to the results of a user evaluation of the system.
Jaewoo Chung, Chris Schmandt
CHI2
2005 Physical embodiments for mobile communication agents
abstract
This paper describes a physically embodied and animated user interface to an interactive call handling agent, consisting of a small wireless animatronic device in the form of a squirrel, bunny, or parrot. A software tool creates movement primitives, composes these primitives into complex behaviors, and triggers these behaviors dynamically at state changes in the conversational agent's finite state machine. Gaze and gestural cues from the animatronics alert both the user and co-located third parties of incoming phone calls, and data suggests that such alerting is less intrusive than conventional telephones.
Stefan Marti, Chris Schmandt
UIST2
2005 Active Messenger: E-Mail Filtering and Delivery in a Heterogeneous Network
Chris Schmandt, Stefan Marti
Hum. Comput. Interact.1
2004 Improving speech playback using time-compression and speech recognition
abstract
Despite the ready availability of digital recording technology and the continually decreasing cost of digital storage, browsing audio recordings remains a tedious task. This paper presents evidence in support of a system designed to assist with information comprehension and retrieval tasks from a large collection of recorded speech. Two techniques are employed to assist users with these tasks. First, a speech recognizer creates necessarily error-laden transcripts of the recorded speech. Second, audio playback is time-compressed using the SOLAFS technique. When used together, subjects are able to perform comprehension tasks with more speed and accuracy.
Sunil Vemuri, Philip DeCamp, Walter Bender, Chris Schmandt
CHI4
2004 WatchMe: Communication and Awareness Between Members of a Closely-Knit Group
Natalia Marmasse, Chris Schmandt, David Spectre
UbiComp2
2004 An Audio-Based Personal Memory Aid
Sunil Vemuri, Chris Schmandt, Walter Bender, Stefanie Tellex, Brad Lassey
UbiComp2
2004 Impromptu: Managing Networked Audio Applications for Mobile Users
abstract
This paper discusses the software architecture of Impromptu, a mobile IP-based audio computing platform, with an associated set of network-based applications and services. Impromptu merges the communication properties and universal mobility of the telephone with the multi-tasking and open protocol world of the handheld PC. Its supporting architecture handles multiple streaming audio applications, provides speech services for consistent audio user interfaces across applications, and enables user management of these varied applications running simultaneously.
Chris Schmandt, Kwan Hong Lee, Jang Kim, Mark S. Ackerman
MobiSys1
2004 Personal and Ubiquitous Computing
Chris Schmandt, Mark S. Ackerman
Pers. Ubiquitous Comput.1
2003 TalkBack: a conversational answering machine
abstract
Current asynchronous voice messaging interfaces, like voicemail, fail to take advantage of our conversational skills. TalkBack restores conversational turn-taking to voicemail retrieval by dividing voice messages into smaller sections based on the most significant silent and filled pauses and pausing after each to record a response. The responses are composed into a reply, alternating with snippets of the original message for context. TalkBack is built into a digital picture frame; the recipient touches a picture of the caller to hear each segment of the message in turn. The minimal interface models synchronous interaction and facilitates asynchronous voice messaging. TalkBack can also present a voice-annotated slide show which it receives over the Internet.
Vidya Lakshmipathy, Chris Schmandt, Natalia Marmasse
UIST2
2002 Mediated voice communication via mobile IP
abstract
Impromptu is a mobile audio device which uses wireless Internet Protocol (IP) to access novel computer-mediated voice communication channels. These channels show the richness of IP-based communication as compared to conventional mobile telephony, adding audio processing and storage in the network, and flexible, user-centered call control protocols. These channels may be synchronous, asynchronous, or eventtriggered, or even change modes as a function of other user activity. The demands of these modes plus the need to navigate with an entirely non-visual user interface are met with a number of audio-oriented user interaction techniques.
Chris Schmandt, Jang Kim, Kwan Lee, Gerardo Vallejo, Mark S. Ackerman
UIST1
2002 A User-Centered Location Model
Natalia Marmasse, Chris Schmandt
Pers. Ubiquitous Comput.2
2001 The audio notebook: paper and pen interaction with structured speech
abstract
This paper addresses the problem that a listener experiences when attempting to capture information presented during a lecture, meeting, or interview. Listeners must divide their attention between the talker and their notetaking activity. We propose a new device-the Audio Notebook-for taking notes and interacting with a speech recording. The Audio Notebook is a combination of a digital audio recorder and paper notebook, all in one device. Audio recordings are structured using two techniques: user structuring based on notetaking activity, and acoustic structuring based on a talker's changes in pitch, pausing, and energy. A field study showed that the interaction techniques enabled a range of usage styles, from detailed review to high speed skimming. The study motivated the addition of phrase detection and topic suggestions to improve access to the audio recordings. Through these audio interaction techniques, the Audio Notebook defines a new approach for navigation in the audio domain.
Lisa Stifelman, Barry Arons, Chris Schmandt
CHI3
2001 Aware Community Portals: Shared Information Appliances for Transitional Spaces
Nitin "Nick" Sawhney, Sean Wheeler, Chris Schmandt
Pers. Ubiquitous Comput.3
2000 Nomadic radio: speech and audio interaction for contextual messaging in nomadic environments
abstract
Mobile workers need seamless access to communication and information services while on the move. However, current solutions overwhelm users with intrusive interfaces and ambiguous notifications. This article discusses the interaction techniques developed for Nomadic Radio, a wearable computing platform for managing voice and text-based messages in a nomadic environment. Nomadic Radio employs an auditory user interface, which synchronizes speech recognition, speech synthesis, nonspeech audio, and spatial presentation of digital audio, for navigating among messages as well as asynchonous notific ation of nely arrived messages. Emphasis is placed on an auditory modality as Nomadic Radio is designed to be used while performing other tasks in a user's everyday environment; a range of auditory cues provides peripheral awareness of incoming messages. Notification is adaptive and cntext sensitive; messages are presented as more or less obtrsive based on importance inferred from content filtering, whether the user is engaged in conversation and his or her own recent responses to prior messages. Auditory notifications are dynamically scaled from ambient sound through recorded voice cues up to message summaries. Iterative design and a preliminary user evaluation suggest that audio is an appropriate medium for mobile messaging, but that care must be taken to minimally intrude on the wearer's social and physical environment.
Nitin "Nick" Sawhney, Chris Schmandt
ACM Trans. Comput. Hum. Interact.2
1999 Nomadic Radio: Scaleable and Contextual Notification for Wearable Audio Messaging
abstract
Mobile workers need seamless access to communication and information services on portable devices. However current solutions overwhelm users with intrusive and ambiguous notifications. In this paper, we describe scaleable auditory techniques and a contextual notification model for providing timely information, while minimizing interruptions. Users actions influence local adaptation in the model. These techniques are demonstrated in Nomadic Radio, an audio-only wearable computing platform.
Nitin "Nick" Sawhney, Chris Schmandt
CHI2
1998 Audio Hallway: A Virtual Acoustic Environment for Browsing
abstract
Article Audio hallway: a virtual acoustic environment for browsing Share on Author: Chris Schmandt M.I.T. Media Laboratory M.I.T. Media LaboratoryView Profile Authors Info & Claims UIST '98: Proceedings of the 11th annual ACM symposium on User interface software and technologyNovember 1998 Pages 163–170https://doi.org/10.1145/288392.288597Online:01 November 1998Publication History 27citation674DownloadsMetricsTotal Citations27Total Downloads674Last 12 Months12Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Chris Schmandt
ACM Symposium on User Interface Software and Technology1
1997 Dynamic Soundscape: Mapping Time to Space for Audio Browsing
abstract
Browsing audio data is not as easy as browsing printed documents because of the temporal nature of sound.This paper presents a browsing environment that provides a spatial interface for temporal navigation of audio data, taking advantage of human abilities of simultaneous listening and memory of spatial location.Instead of fast-forwarding or rewinding, users browse the audio data by switching their attention between moving sound sources that play multiple portions of a single audio recording.The motion of the sound sources maps temporal position within the audio recording onto spatial location, so that listeners can use their memory of spatial location to find a specific topic.This paper describes the iterative design approach toward the audio browsing system, including the development of user interface devices.
Minoru Kobayashi, Chris Schmandt
CHI2
1997 Introduction to the Special Issue on Speech as Data
abstract
No abstract available.
Chris Schmandt, Nicole Yankelovich
ACM Trans. Comput. Hum. Interact.1
1996 MailCall: Message Presentation and Navigation in a Nonvisual Environment
abstract
Article MailCall: message presentation and navigation in a nonvisual environment Share on Authors: Matthew Marx Applied Language Technologies, Cambridge, Massachusetts and MIT Media Laboratory, E15-252, 20 Ames St., Cambridge, MA Applied Language Technologies, Cambridge, Massachusetts and MIT Media Laboratory, E15-252, 20 Ames St., Cambridge, MAView Profile , Chris Schmandt MIT Media Laboratory, E15-252, 20 Ames St., Cambridge, MA MIT Media Laboratory, E15-252, 20 Ames St., Cambridge, MAView Profile Authors Info & Claims CHI '96: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsApril 1996 Pages 165–172https://doi.org/10.1145/238386.238467Online:13 April 1996Publication History 16citation543DownloadsMetricsTotal Citations16Total Downloads543Last 12 Months10Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Matthew Marx, Chris Schmandt
CHI2
1996 NewsComm: A Hand-Held Interface for Interactive Access to Structured Audio
abstract
The NewsComm system delivers personalized news ~nd other program material as audio to mobile users through a hand-held playback device.This paper focuses on the iterative design and user testing of the hand-held interface.The interface was ftrst designed and tested in a softwareonly enviroument and then ported to a custom hardware platform.The hand-held device enables navigation through audio recordings based on structural information which is extracted from the audio using digital signal processing techniques.The interface design ~00resses the problems of designing a hand-held and primarily non-visual interface for accessing large amounts of StlUCtured audio recordings.
Deb Roy, Chris Schmandt
CHI2
1996 CLUES: Dynamic Personalized Message Filtering
abstract
Workgroups that defy traditional boundmies require successful communication among people whose interests, schedules, and locations may differ and are likely to change rapidly.CLUES is a dynamic personalized message filter that facilitates effective communication by prioritizing voice and text messages using personal information found in an individual's work environment.CLUES infers message timeliness by considering calendar appointments, outgoing messages and phone calls, and by correlating these "clues" via a personal rolodex.Experience shows that CLUES can be especially useful to mobile users with high message traffic who often access their messages over the telephone.
Matthew Marx, Chris Schmandt
CSCW2
1994 Putting People First: Specifying Proper Names in Speech Interfaces
abstract
Communication is about people, not machines. But as firms and families alike spread out geographically, we rely increasingly on telecommunications tools to keep us “connected”. The challenge of such systems is to enable conversation between individuals without computational infrastructure getting in the way. This paper compares two speech-based communication systems, Phoneshell and Chatter, in how they deal with the keys to communication: proper names. Chatter, a conversational system using speech-recognition, improves upon the hierarchical nature of the touch-tone based Phoneshell by maintaining context and enabling use of anaphora. Proper names can present particular problems for speech recognizers, so an interface algorithm for reliable name specification by spelling is offered. Since individual letter recognition is non-robust, Chatter implicitly disambiguates strings of letters based on context. We hypothesize that the right interface can make faulty speech recognition as usable as TouchTones—even more so.
Matthew Marx, Chris Schmandt
ACM Symposium on User Interface Software and Technology2
1993 Phoneshell: The Telephone as Computer Terminal
abstract
This paper describes Phoneshell, a telephone based application providing remote voice access to personal desktop databases such as voice mail, email, calendar, and rolodex.Several forms of information can also be faxed on demand.Phoneshell offers its users numerous opportunities to record voice entries into its underlying databases; this new utility for stored voice as a data type, necessitates multimedia support for the traditional graphical user interfaces to these same databases.The experiences of a small Phoneshell user community are discussed, with emphasis on key features which are most important to its success.The underlying software architecture used by Phoneshell includes a toolkit for building interactive telephone-based services.
Chris Schmandt
ACM Multimedia1
1993 Capturing, Structuring, and Representing Ubiquitous Audio
abstract
Although talking is an integral part of collaboration, there has been little computer support for acquiring and accessing the contents of conversations. Our approach has focused on ubiquitous audio , or the unobtrusive capture of speech interactions in everyday work environments. Speech recognition technology cannot yet transcribe fluent conversational speech, so the words themselves are not available for organizing the captured interactions. Instead, the structure of an interaction is derived from acoustical information inherent in the stored speech and augmented by user interaction during or after capture. This article describes applications for capturing and structuring audio from office discussions and telephone calls, and mechanisms for later retrieval of these stored interactions. An important aspect of retrieval is choosing an appropriate visual representation, and this article describes the evolution of a family of representations across a range of applications. Finally, this work is placed within the broader context of desktop audio, mobile audio applications, and social implications.
Debby Hindus, Chris Schmandt, Chris Horner
ACM Trans. Inf. Syst.2
1992 Ubiquitous Audio: Capturing Spontaneous Collaboration
abstract
Article Free Access Share on Ubiquitous audio: capturing spontaneous collaboration Authors: Debby Hindus View Profile , Chris Schmandt View Profile Authors Info & Claims CSCW '92: Proceedings of the 1992 ACM conference on Computer-supported cooperative workDecember 1992 Pages 210–217https://doi.org/10.1145/143457.143481Published:01 December 1992Publication History 47citation735DownloadsMetricsTotal Citations47Total Downloads735Last 12 Months12Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Debby Hindus, Chris Schmandt
CSCW2
1990 Observations on using speech input for window navigation
Chris Schmandt, Debby Hindus, Mark S. Ackerman, Sanjay Manandhar
INTERACT1
1987 Voice: technology searching for communication needs
abstract
Voice technology is just beginning to gain a foothold in the information processing world. Applications such as voice mail, credit verification, order entry and airline reservation systems are slowly being introduced. Critics of voice systems frequently point out their limitations with little understanding of their power or advantages. One key determinant of the success or failure of voice systems is the USER INTERFACE. It is important that the dialogue structure, prompts, system feedback and error messages be designed based on user input, testing and evaluation.Another key determinant of the success of voice systems is the careful matching of users, tasks and environment to the technology. Voice technology is often broken down into 3 major categories.Speech compression. Processing allows analog patterns of human speech to be digitized. Once stored in digital form, the information can be transmitted and played back.Common Applications: Voice Mail, Voice Annotation.Text-to-Speech. Processing allows computer-stored text to be translated and retrieved via a “synthesized” voice.Common applications: Remote retrieval of information (E-Mail, Calendar Appointments), Aids to Visually or Vocally Handicapped.Speech Recognition. Processing allows analog patterns of human speech to be translated into their text-based equivalent or into computer commands.Common Applications: Data Entry, Voice Activated Typewriter.
Arlene F. Aucella, Robin Kinkead, Anna M. Wichansky, Chris Schmandt
CHI4
1983 Spatial input/display correspondence in a stereoscopic computer graphic work station
abstract
An interactive stereoscopic computer graphic workspace is described. A conventional frame store is used for three-dimensional display, with left/right eye views interlaced in video and viewed through PLZT shutter glasses. The video monitor is seen reflected from a half silvered mirror which projects the graphics into a workspace, into which one can reach and manipulate the image directly with a “magic wand”. The wand uses a magnetic six degree-of-freedom digitizer. In an alternative configuration, a graphics tablet was placed within the workspace for input intensive tasks.
Chris Schmandt
SIGGRAPH1
1982 The intelligent voice-interactive interface
abstract
“Put That There” is a voice and gesture interactive system implemented at the Architecture Machine Group at MIT. It allows a user to build and modify a graphical database on a large format video display. The goal of the research is a simple, conversational interface to sophisticated computer interaction. Natural language and gestures are used, while speech output allows the system to query the user on ambiguous input.
Chris Schmandt, Eric A. Hulteen
CHI1