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Mobile context-aware cognitive testing system 移动情境感知认知测试系统
Sean-Ryan Smith
Traditional cognitive testing for older adults can be inaccessible, expensive, and time consuming. The development of computerized cognitive tests (CCTs) has made strides to alleviate such issues with traditional cognitive testing. Self-administered CCTs allow for individuals to test rapidly and conveniently on various devices. However, such tests may not factor in relevant contextual information pertinent to the testing situation (e.g., is the user in a proper environment or context to test?). This dissertation aims to develop a mobile, context-aware cognitive testing system (CACTS) capable of tracking and analyzing contextual information during CCTs. By utilizing mobile device sensors and user input, the proposed context-aware system will capture ambient and behavioral data during testing to compliment user performance results. This research will help provide insight into the contextual factors that are relevant to the user's testing efficacy and performance in CCTs.
对老年人进行传统的认知测试可能难以获得、昂贵且耗时。计算机认知测试(cct)的发展已经大大缓解了传统认知测试的这些问题。自我管理的cct允许个人在各种设备上快速方便地进行测试。然而,这种测试可能不考虑与测试情况相关的上下文信息(例如,用户是否处于适当的环境或上下文中进行测试?)。本论文旨在开发一个移动的、情境感知的认知测试系统(CACTS),能够在情境测试中跟踪和分析情境信息。通过利用移动设备传感器和用户输入,所提出的上下文感知系统将在测试期间捕获环境和行为数据,以补充用户性能结果。这项研究将有助于深入了解与用户在cct中的测试效率和性能相关的上下文因素。
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引用次数: 1
A design space for conversational in-vehicle information systems 对话式车载信息系统的设计空间
Michael Braun, N. Broy, Bastian Pfleging, Florian Alt
In this paper we chart a design space for conversational in-vehicle information systems (IVIS). Our work is motivated by the proliferation of speech interfaces in our everyday life, which have already found their way into consumer electronics and will most likely become pervasive in future cars. Our design space is based on expert interviews as well as a comprehensive literature review. We present five core dimensions - assistant, position, dialog design, system capabilities, and driver state - and show in an initial study how these dimensions affect the design of a prototypical IVIS. Design spaces have paved the way for much of the work done in HCI including but not limited to areas such as input and pointing devices, smart phones, displays, and automotive UIs. In a similar way, we expect our design space to aid practitioners in designing future IVIS but also researchers as they explore this young area of research.
本文绘制了对话式车载信息系统(IVIS)的设计空间。我们的工作受到日常生活中语音界面激增的推动,这些界面已经进入了消费电子产品,很可能在未来的汽车中无处不在。我们的设计空间是基于专家访谈和全面的文献综述。我们提出了五个核心维度-助手,位置,对话设计,系统功能和驾驶员状态-并在初步研究中展示了这些维度如何影响原型IVIS的设计。设计空间为HCI的许多工作铺平了道路,包括但不限于输入和指向设备、智能手机、显示器和汽车ui等领域。同样,我们希望我们的设计空间能够帮助从业者设计未来的IVIS,同时也能帮助研究人员探索这个年轻的研究领域。
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引用次数: 15
Text entry tap accuracy and exploration of tilt controlled layered interaction on Smartwatches 智能手表上的文本输入点击精度和倾斜控制分层交互的探索
Mark D. Dunlop, M. Roper, G. Imperatore
Design of text entry on small screen devices, e.g. smartwatches, faces two related challenges: trading off a reasonably sized keyboard area against space to display the entered text and the concern over "fat fingers". This paper investigates tap accuracy and revisits layered interfaces to explore a novel layered text entry method. A two part user study identifies preferred typing and reading tilt angles and then investigates variants of a tilting layered keyboard against a standard layout. We show good typing speed (29 wpm) and very high accuracy on the standard layout - contradicting fears of fat-fingers limiting watch text-entry. User feedback is positive towards tilting interaction and we identify ∼14° tilt as a comfortable typing angle. However, layering resulted in slightly slower and more erroneous entry. The paper contributes new data on tilt angles and key offsets for smartwatch text entry and supporting evidence for the suitability of QWERTY on smartwatches.
小屏幕设备(如智能手表)上的文本输入设计面临着两个相关的挑战:在合理大小的键盘区域和显示输入文本的空间之间进行权衡,以及对“胖手指”的担忧。本文研究了触点的准确性,并重新研究了分层界面,探索了一种新的分层文本输入方法。一项由两部分组成的用户研究确定了首选的打字和阅读倾斜角度,然后调查了标准布局下倾斜分层键盘的变体。在标准布局下,我们展示了良好的打字速度(每分钟29个字)和非常高的准确率——这与人们担心手指太粗会限制手表输入文本的担忧相矛盾。用户对倾斜交互的反馈是积极的,我们认为倾斜~ 14°是一个舒适的输入角度。然而,分层导致输入速度稍微慢一些,错误也更多。本文为智能手表文本输入提供了倾斜角度和键偏移的新数据,并为智能手表上QWERTY的适用性提供了支持证据。
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引用次数: 9
Customizable automatic detection of bad usability smells in mobile accessed web applications 可自定义自动检测移动访问web应用程序中的不良可用性气味
F. Paternò, Antonio Giovanni Schiavone, A. Conte
Remote usability evaluation enables the possibility of analysing users' behaviour in their daily settings. We present a method and an associated tool able to identify potential usability issues through the analysis of client-side logs of mobile Web interactions. Such log analysis is based on the identification of specific usability smells. We describe an example set of bad usability smells, and how they are detected. The tool also allows evaluators to add new usability smells not included in the original set. We also report on the tool use in analysing the usability of a real, widely used application accessed by forty people through their smartphones whenever and wherever they wanted.
远程可用性评估使分析用户在日常设置中的行为成为可能。我们提出了一种方法和相关的工具,能够通过分析移动Web交互的客户端日志来识别潜在的可用性问题。这种日志分析是基于对特定可用性气味的识别。我们描述了一组不良可用性气味的示例,以及如何检测它们。该工具还允许评估人员添加原始集合中未包含的新可用性气味。我们还报告了该工具在分析一个真实的、广泛使用的应用程序的可用性时的使用情况,该应用程序由40个人通过智能手机随时随地访问。
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引用次数: 29
Leveraging user-made predictions to help understand personal behavior patterns 利用用户做出的预测来帮助理解个人行为模式
Miriam Greis, Tilman Dingler, A. Schmidt, C. Schmandt
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.
人们使用越来越多的应用程序和设备来量化日常行为,如步数或电话使用量。单纯地展示收集到的数据并不一定能帮助用户理解他们的行为。在最近的研究中,提出了诸如反思学习之类的概念来促进基于个人数据的行为改变。在本文中,我们引入用户自制预测来帮助用户理解个人行为模式。因此,我们开发了一个Android应用程序,可以跟踪用户手机上的屏幕打开和解锁模式。该应用程序要求用户根据他们以前的使用数据预测他们的日常行为。在一项有12名参与者的用户研究中,我们展示了在量化自我方法中利用用户做出预测的可行性。通过尝试在研究过程中改进他们的预测,参与者自动发现了对个人行为模式的新见解。
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引用次数: 3
Exploring the feasibility of subliminal priming on smartphones 探索智能手机上潜意识启动的可行性
C. Pinder, Jo Vermeulen, Benjamin R. Cowan, R. Beale, R. Hendley
Subliminal priming has the potential to influence people's attitudes and behaviour, making them prefer certain choices over others. Yet little research has explored its feasibility on smartphones, even though the global popularity and increasing use of smartphones has spurred interest in mobile behaviour change interventions. This paper addresses technical, ethical and design issues in delivering mobile subliminal priming. We present three explorations of the technique: a technical feasibility study, and two participant studies. A pilot study (n=34) explored subliminal goal priming in-the-wild over 1 week, while a semi-controlled study (n=101) explored the immediate effect of subliminal priming on 3 different types of stimuli. We found that although subliminal priming is technically possible on smartphones, there is limited evidence of impact on changes in how much stimuli are preferred by users, with inconsistent effects across stimuli types. We discuss the implications of our results and directions for future research.
潜意识启动有可能影响人们的态度和行为,使他们更喜欢某些选择。然而,很少有研究探索其在智能手机上的可行性,尽管智能手机的全球普及和日益增加的使用激发了人们对移动行为改变干预的兴趣。本文讨论了传递移动阈下启动的技术、伦理和设计问题。我们提出三项技术探索:一项技术可行性研究和两项参与者研究。一项初步研究(n=34)在为期一周的时间内探索了阈下目标启动,而一项半对照研究(n=101)探索了阈下启动对3种不同类型刺激的直接影响。我们发现,尽管潜意识启动在智能手机上在技术上是可行的,但对用户偏好多少刺激的影响证据有限,不同刺激类型的影响不一致。我们讨论了我们的结果的意义和未来的研究方向。
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引用次数: 8
Feasibility analysis of detecting the finger orientation with depth cameras 深度相机检测手指方向的可行性分析
Sven Mayer, Michael Mayer, N. Henze
Over the last decade, a body of research investigated enriching touch actions by using finger orientation as an additional input. Beyond new interaction techniques, we envision new user interface elements to make use of the additional input information. We define the fingers orientation by the pitch, roll, and yaw on the touch surface. Determining the finger orientation is not possible using current state-of-the-art devices. As a first step, we built a system that can determine the finger orientation. We developed a working prototype with a depth camera mounted on a tablet. We conducted a study with 12 participants to record ground truth data for the index, middle, ring and little finger to evaluate the accuracy of our prototype using the PointPose [3] algorithm to estimate the pitch and yaw of the finger. By applying 2D linear correction models, we further show a reduction of RMSE by 45.4% for pitch and 21.83% for yaw.
在过去的十年里,大量研究通过使用手指方向作为额外输入来丰富触摸动作。除了新的交互技术,我们还设想新的用户界面元素来利用额外的输入信息。我们通过触摸表面上的俯仰、滚动和偏航来定义手指的方向。使用当前最先进的设备无法确定手指的方向。作为第一步,我们建立了一个可以确定手指方向的系统。我们开发了一个工作原型,在平板电脑上安装了一个深度摄像头。我们与12名参与者进行了一项研究,记录了食指、中指、无名指和小指的地面真实数据,以评估我们的原型使用PointPose[3]算法来估计手指的俯仰和偏航的准确性。通过应用二维线性修正模型,我们进一步发现俯仰和偏航的均方根误差分别降低了45.4%和21.83%。
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引用次数: 13
Designing a gaze gesture guiding system 注视手势引导系统的设计
W. Delamare, Teng Han, Pourang Irani
We propose the concept of a guiding system specifically designed for semaphoric gaze gestures, i.e. gestures defining a vocabulary to trigger commands via the gaze modality. Our design exploration considers fundamental gaze gesture phases: Exploration, Guidance, and Return. A first experiment reveals that Guidance with dynamic elements moving along 2D paths is efficient and resistant to visual complexity. A second experiment reveals that a Rapid Serial Visual Presentation of command names during Exploration allows for more than 30% faster command retrievals than a standard visual search. To resume the task where the guide was triggered, labels moving from the outward extremity of 2D paths toward the guide center leads to efficient and accurate origin retrieval during the Return phase. We evaluate our resulting Gaze Gesture Guiding system, G3, for interacting with distant objects in an office environment using a head-mounted display. Users report positively on their experience with both semaphoric gaze gestures and G3.
我们提出了一个专门为信号凝视手势设计的引导系统的概念,即手势定义了一个词汇表,通过凝视模态触发命令。我们的设计探索考虑了基本的凝视手势阶段:探索、引导和返回。第一个实验表明,带有动态元素沿着二维路径移动的导引是有效的,并且抵抗视觉复杂性。第二个实验表明,在探索过程中,命令名称的快速串行可视化表示允许比标准视觉搜索快30%以上的命令检索。为了恢复触发向导的任务,标签从2D路径的外端移动到向导中心,从而在返回阶段高效准确地获取原点。我们评估了我们的凝视手势引导系统G3,用于在办公环境中使用头戴式显示器与远处物体进行交互。用户对信号凝视手势和G3的体验都给予了积极的评价。
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引用次数: 21
A mobile game system for improving the speech therapy experience 一种改善言语治疗体验的移动游戏系统
Jared Duval
A lack of intrinsic motivation to practice speech is attributed to tedious and repetitive speech curriculums, but mobile games have been widely recognized as a valid motivator for jaded individuals. SpokeIt is an interactive storybook style speech therapy game that intends to turn practicing speech into a motivating and productive experience for individuals with speech impairments as well as provide speech therapists an important diagnostic tool. In this paper, I discuss the novel intellectual contributions SpokeIt can provide such as an offline critical conversational speech recognition system, and the application of therapy curriculums to mobile platforms, I present conducted research, and consider exciting future work and research directions.
缺乏练习演讲的内在动机是由于冗长和重复的演讲课程,但手机游戏已被广泛认为是厌倦的个人的有效动机。这是一个互动的故事书风格的语言治疗游戏,旨在将练习语言变成一个激励和富有成效的经验,为言语障碍的个人,并提供语言治疗师一个重要的诊断工具。在本文中,我讨论了SpokeIt可以提供的新的智力贡献,例如离线关键会话语音识别系统,以及治疗课程在移动平台上的应用,我提出了已经进行的研究,并考虑了令人兴奋的未来工作和研究方向。
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引用次数: 3
EXHI-bit: a mechanical structure for prototyping EXpandable handheld interfaces expo -bit:用于可扩展手持接口原型设计的机械结构
Michaël Ortega, Jérôme Maisonnasse, L. Nigay
We present EXHI-bit, a mechanical structure for prototyping unique shape-changing interfaces that can be easily built in a fabrication laboratory. EXHI-bit surfaces consist of inter-weaving units that slide in two dimensions. This assembly enables the creation of unique expandable handheld surfaces with continuous transitions while maintaining the surface flat, rigid, and non-porous. EXHI-bit surfaces can be combined to create 2D and 3D multi-surface objects. In this paper, we demonstrate the versatility and generality of EXHI-bit with user-deformed and self-actuated 1D, 2D, and 3D prototypes employed in an architectural urban planning scenario. We also present vision on the use of expandable tablets in our everyday life from 10 users after having interacted with an EXHI-bit tablet.
我们提出了exhibit -bit,这是一种机械结构,可以在制造实验室中轻松构建独特的形状变化界面。exhibit位表面由在两个维度上滑动的交织单元组成。该组件可以创建具有连续过渡的独特可扩展手持表面,同时保持表面平坦,刚性和无孔。exhibit位表面可以组合创建2D和3D多表面对象。在本文中,我们展示了在建筑城市规划场景中使用用户变形和自驱动的1D, 2D和3D原型的exhibit -bit的通用性和通用性。我们还从10个用户的角度展示了在我们的日常生活中使用可扩展平板电脑的愿景。
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引用次数: 9
期刊
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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