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OverHear: augmenting attention in remote social gatherings through computer-mediated hearing

Published: 02 April 2005 Publication History

Abstract

One of the problems with mediated communication systems is that they limit the user's ability to listen to informal conversations of others within a remote space. In what is known as the Cocktail Party phenomenon, participants in noisy face-to-face conversations are able to focus their attention on a single individual, typically the person they look at. Media spaces do not support the cues necessary to establish this attentive mechanism. We addressed this issue in our design of OverHear, a media space that augments the user's attention in remote social gatherings through computer mediated hearing. OverHear uses an eye tracker embedded in the webcam display to direct the focal point of a robotic shotgun microphone mounted in the remote space. This directional microphone is automatically pointed towards the currently observed individual, allowing the user to OverHear this person's conversations.

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Cited By

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  • (2020)Involving Hearing, Haptics and Kinesthetics into Non-visual Interaction Concepts for an Augmented Remote Tower EnvironmentComputer Vision, Imaging and Computer Graphics Theory and Applications10.1007/978-3-030-41590-7_4(73-100)Online publication date: 20-Feb-2020
  • (2019)Audio Focus: Interactive spatial sound coupled with haptics to improve sound source location in poor visibilityInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2019.04.001Online publication date: Apr-2019
  • (2019)Hybrid Meetings in the Modern Workplace: Stories of Success and FailureCollaboration Technologies and Social Computing10.1007/978-3-030-28011-6_4(45-61)Online publication date: 8-Aug-2019
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    cover image ACM Conferences
    CHI EA '05: CHI '05 Extended Abstracts on Human Factors in Computing Systems
    April 2005
    1358 pages
    ISBN:1595930027
    DOI:10.1145/1056808
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 02 April 2005

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    Author Tags

    1. attentive user interfaces
    2. audio interfaces
    3. eye tracking

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    View all
    • (2020)Involving Hearing, Haptics and Kinesthetics into Non-visual Interaction Concepts for an Augmented Remote Tower EnvironmentComputer Vision, Imaging and Computer Graphics Theory and Applications10.1007/978-3-030-41590-7_4(73-100)Online publication date: 20-Feb-2020
    • (2019)Audio Focus: Interactive spatial sound coupled with haptics to improve sound source location in poor visibilityInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2019.04.001Online publication date: Apr-2019
    • (2019)Hybrid Meetings in the Modern Workplace: Stories of Success and FailureCollaboration Technologies and Social Computing10.1007/978-3-030-28011-6_4(45-61)Online publication date: 8-Aug-2019
    • (2009)Mixed reality participants in smart meeting rooms and smart home environmentsPersonal and Ubiquitous Computing10.1007/s00779-007-0168-x13:1(85-94)Online publication date: 1-Jan-2009
    • (2006)Visual resonatorProceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology10.1145/1178823.1178868(37-es)Online publication date: 14-Jun-2006
    • (2006)Visual resonatorCHI '06 Extended Abstracts on Human Factors in Computing Systems10.1145/1125451.1125727(1505-1510)Online publication date: 21-Apr-2006

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