We present the design, implementation, and deployment of a wearable computing platform for measuring and analyzing human behavior in organizational settings. We propose the use of wearable electronic badges capable of automatically measuring the amount of face-to-face interaction, conversational time, physical proximity to other people, and physical activity levels in order to capture individual and collective patterns of behavior. Our goal is to be able to understand how patterns of behavior shape individuals and organizations. By using on-body sensors in large groups of people for extended periods of time in naturalistic settings, we have been able to identify, measure, and quantify social interactions, group behavior, and organizational dynamics. We deployed this wearable computing platform in a group of 22 employees working in a real organization over a period of one month. Using these automatic measurements, we were able to predict employees' self-assessments of job satisfaction and their own perceptions of group interaction quality by combining data collected with our platform and e-mail communication data. In particular, the total amount of communication was predictive of both of these assessments, and betweenness in the social network exhibited a high negative correlation with group interaction satisfaction. We also found that physical proximity and e-mail exchange had a negative correlation of r = -0.55 (p 0.01), which has far-reaching implications for past and future research on social networks.
Research on human social interactions has traditionally relied on self-reports. Despite their widespread use, self-reported accounts of behaviour are prone to biases and necessarily reduce the range of behaviours, and the number of subjects, that may be studied simultaneously. The development of ever smaller sensors makes it possible to study group-level human behaviour in naturalistic settings outside research laboratories. We used such sensors, sociometers, to examine gender, talkativeness and interaction style in two different contexts. Here, we find that in the collaborative context, women were much more likely to be physically proximate to other women and were also significantly more talkative than men, especially in small groups. In contrast, there were no gender-based differences in the non-collaborative setting. Our results highlight the importance of objective measurement in the study of human behaviour, here enabling us to discern context specific, gender-based differences in interaction style.
There are cases of paralysis so severe the ability to control movement is limited to the muscles around the eyes. In these cases, eye movements or blinks are the only way to communicate. Current computer interface systems are often intrusive, require special hardware, or use active infrared illumination. An interface system called EyeKeys is presented. EyeKeys runs on a consumer grade computer with video input from an inexpensive USB camera. The face is tracked using multi-scale template correlation. Symmetry between left and right eyes is exploited to detect if the computer user is looking at the camera, or to the left or right side. The detected eye direction can then be used to work with applications that can be controlled with only two inputs. The game "BlockEscape" was developed to gather quantitative results to evaluate EyeKeys with test subjects.
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