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Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services最新文献

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Which cloak dresses you best?: comparing location cloaking methods for mobile users 哪件斗篷最适合你?:比较移动用户的位置隐藏方法
Susen Döbelt, Johann Schrammel, M. Tscheligi
Location cloaking methods enable the protection of private location data. Different temporal and spatial approaches to cloak a specific user location (e.g., k-anonymity) have been suggested. Besides the research focusing on functionality, little work has been done on how cloaking methods should be presented to the user. In practice common location referencing services force the user to either accept or deny exact positioning. Therefore, users are not enabled to regulate private location information on a granular level. To improve the usage of location cloaking methods and foster location privacy protection, we conducted a user study (N = 24) comparing different visualized cloaking methods. The results of our lab study revealed a preference for visualizations using already known and well understood real world entities. Thus, the usage of simple and real world concepts can contribute to the application of cloaking methods and subsequently to location privacy protection.
位置隐藏方法可以保护私人位置数据。已经提出了不同的时间和空间方法来掩盖特定的用户位置(例如,k-匿名)。除了关注功能的研究之外,关于隐形方法应该如何呈现给用户的研究很少。在实践中,常见的位置引用服务迫使用户要么接受要么拒绝精确定位。因此,用户无法在粒度级别上管理私人位置信息。为了提高位置隐身方法的使用,促进位置隐私保护,我们进行了一项用户研究(N = 24),比较了不同的可视化隐身方法。我们的实验室研究结果显示,人们更倾向于使用已知和理解的现实世界实体进行可视化。因此,使用简单和真实世界的概念可以有助于隐形方法的应用,从而有助于位置隐私保护。
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引用次数: 0
Influence of letter size on word reading performance during walking 行走过程中字母大小对单词阅读性能的影响
J. Conradi
Mobile devices like smartphones facilitate parallel activities of IT-interaction and other tasks. Especially smartphone usage during walking can often be observed. This can lead to distracted walking which frequently results in serious consequences for the user and others. As people will probably go on using mobile devices in this way, e.g., for navigation, we have to provide interaction interfaces which are adapted to the special needs of secondary usage while walking. One way to adapt apps to walking is to reduce time for content perception. A substantial part of content is given in written language, and therefore, reading is of high importance. Based on this, we pursued the reduction of reading time on a mobile device during walking. We conducted a study which provides information about the minimum acceptable letter sizes for reading single words while walking. We carried out an experiment in which we combined short presentation times of commonly used words with different letter sizes and analyzed the outcome by means of psychometric functions. We administered these functions for the independent variables presentation time, walking speed vs. standing and length of words (number of letters) and analyzed the outcome statistically in respect to the minimal visual angle. We found highly significant influences of all three conditions on the legibility of the words. We recommend the adaptation of applications for walking according to our findings.
像智能手机这样的移动设备促进了it交互和其他任务的并行活动。尤其是走路时使用智能手机。这可能会导致走路分心,经常给使用者和其他人带来严重后果。由于人们可能会继续以这种方式使用移动设备,例如导航,因此我们必须提供适合步行时二次使用的特殊需求的交互界面。让应用程序适应步行的一个方法是减少内容感知的时间。相当一部分内容是书面语言,因此,阅读是非常重要的。在此基础上,我们追求减少行走时在移动设备上阅读的时间。我们进行了一项研究,提供了走路时阅读单个单词的最小可接受字母大小的信息。我们进行了一个实验,我们将不同字母大小的常用单词的短时间呈现结合起来,并通过心理测量函数分析结果。我们对自变量展示时间、行走速度、站立速度和单词长度(字母数)执行这些函数,并对最小视角的结果进行统计分析。我们发现这三种情况对单词的易读性有非常显著的影响。根据我们的研究结果,我们建议对步行的应用进行调整。
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引用次数: 3
Range-IT: detection and multimodal presentation of indoor objects for visually impaired people Range-IT:视障人士室内物体的检测和多模态呈现
Limin Zeng, G. Weber, Markus Simros, Peter D. Conradie, Jelle Saldien, I. Ravyse, J. V. Erp, T. Mioch
In the paper we present our Range-IT prototype, which is a 3D depth camera based electronic travel aid (ETA) to assist visually impaired people in finding out detailed information of surrounding objects. In addition to detecting indoor obstacles and identifying several objects of interest (e.g., walls, open doors and stairs) up to 7 meters, the Range-IT system employs a multimodal audio-vibrotactile user interface to present this spatial information.
在本文中,我们提出了一个Range-IT原型,这是一个基于3D深度相机的电子旅行辅助(ETA),以帮助视障人士找到周围物体的详细信息。除了检测室内障碍物和识别7米范围内的几个感兴趣的物体(如墙壁、敞开的门和楼梯)外,Range-IT系统还采用多模态音频-振动触觉用户界面来呈现这些空间信息。
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引用次数: 6
Evaluating deformable devices with emergent users 评估可变形设备与紧急用户
Jennifer Pearson, Simon Robinson, Matt Jones, C. Coutrix
This research forms part of a wider body of work focused around involving emergent users---those just beginning to get access to mobile devices---in the development and refinement of far-future technologies. In this paper we present an evaluation of a new type of deformable slider with emergent users, designed to investigate whether shape-changing interfaces provide any benefit over touchscreens for this type of user. Our trials, which took place in two contexts and three disparate regions, revealed that while there was a clear correlation between performance and technology exposure, emergent users had similar ability with both touchscreen and deformable controls.
这项研究是一项更广泛的工作的一部分,该工作的重点是涉及新兴用户——那些刚刚开始接触移动设备的用户——在遥远的未来技术的开发和改进中。在本文中,我们提出了一种新型的可变形滑块与紧急用户的评估,旨在调查是否形状变化的界面提供任何好处比触摸屏为这类用户。我们在两个环境和三个不同区域进行的试验显示,虽然性能和技术暴露之间存在明显的相关性,但紧急用户在触摸屏和可变形控制方面的能力相似。
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引用次数: 6
Understanding mobile phone activities via retrospective review of visualizations of usage data 通过回顾使用数据可视化来了解手机活动
Yashoda Bhavnani, K. Rodden, Laura Cuozzo Guarnotta, Margaret T. Lynn, S. Chizari, Laura A. Granka
It can be very challenging to get an accurate understanding of mobile phone usage because of the difficulty of observing phone activity in a natural setting. We describe a retrospective methodology where participants review visualizations of their logged activity in an interview setting, and our lessons learned in applying this methodology in a study of user goals and journeys on mobile devices across apps.
由于很难在自然环境中观察手机活动,因此准确了解手机使用情况是非常具有挑战性的。我们描述了一种回顾性的方法,参与者在采访环境中回顾他们记录的活动的可视化,以及我们在跨应用程序的移动设备用户目标和旅程研究中应用该方法的经验教训。
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引用次数: 8
Entrepreneurial & UX mindsets: two perspectives - one objective 企业家和用户体验心态:两个视角-一个目标
C. Sturm, Maha Aly, B. V. Schmidt, T. Flatten
This paper argues that integrating entrepreneurial thinking into the field of User Experience (UX) increases the efficacy of user-centered design approaches in industrial settings. The argument unfolds in three steps: (1) the element of "problem solving" is identified as being the core and the common denominator of both user- centered design and entrepreneurial thinking, (2) the connection between both approaches is shown by focusing on processes as well as mental models, and (3) it is explained how the extension of UX by entrepreneurial elements leads to an increased impact and area of influence in industrial settings.
本文认为,将创业思维整合到用户体验(UX)领域可以提高工业环境中以用户为中心的设计方法的有效性。论证分三步展开:(1)“解决问题”的元素被确定为以用户为中心的设计和创业思维的核心和共同点;(2)通过关注过程和心智模型来显示两种方法之间的联系;(3)解释了创业元素对用户体验的扩展如何导致在工业环境中的影响和影响范围的增加。
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引用次数: 3
CrowdEyes: crowdsourcing for robust real-world mobile eye tracking CrowdEyes:众包强大的现实世界移动眼动追踪
Mohammad Othman, Telmo Amaral, Roisin Mcnaney, Jan David Smeddinck, John Vines, P. Olivier
Current eye tracking technologies have a number of drawbacks when it comes to practical use in real-world settings. Common challenges, such as high levels of daylight, eyewear (e.g. spectacles or contact lenses) and eye make-up, give rise to noise that undermines their utility as a standard component for mobile computing, design, and evaluation. To work around these challenges, we introduce CrowdEyes, a mobile eye tracking solution that utilizes crowdsourcing for increased tracking accuracy and robustness. We present a pupil detection task design for crowd workers together with a study that demonstrates the high-level accuracy of crowdsourced pupil detection in comparison to state-of-the-art pupil detection algorithms. We further demonstrate the utility of our crowdsourced analysis pipeline in a fixation tagging task. In this paper, we validate the accuracy and robustness of harnessing the crowd as both an alternative and complement to automated pupil detection algorithms, and explore the associated costs and quality of our crowdsourcing approach.
当前的眼动追踪技术在实际应用中存在许多缺陷。常见的挑战,如高强度的日光、眼镜(如眼镜或隐形眼镜)和眼妆,都会产生噪音,从而破坏它们作为移动计算、设计和评估的标准组件的效用。为了应对这些挑战,我们推出了CrowdEyes,这是一款利用众包来提高跟踪准确性和稳健性的移动眼动追踪解决方案。我们提出了一个针对人群工作者的瞳孔检测任务设计,并进行了一项研究,该研究证明了与最先进的瞳孔检测算法相比,众包瞳孔检测的高准确性。我们进一步展示了我们的众包分析管道在固定标记任务中的实用性。在本文中,我们验证了利用人群作为自动瞳孔检测算法的替代和补充的准确性和鲁棒性,并探讨了我们的众包方法的相关成本和质量。
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引用次数: 9
Understanding the ergonomic constraints in designing for touch surfaces 了解触摸表面设计中的人体工程学限制
Sven Mayer, P. Gad, Katrin Wolf, Paweł W. Woźniak, N. Henze
While most current interactive surfaces use only the position of the finger on the surface as the input source, previous work suggests using the finger orientation for enriching the input space. Thus, an understanding of the physiological restrictions of the hand is required to build effective interactive techniques that use finger orientation. We conducted a study to derive the ergonomic constraints for using finger orientation as an effective input source. In a controlled experiment, we systematically manipulated finger pitch and yaw while performing a touch action. Participants were asked to rate the feasibility of the touch action. We found that finger pitch and yaw do significantly affect perceived feasibility and 21.1% of the touch actions were perceived as impossible to perform. Our results show that the finger yaw input space can be divided into the comfort and non-comfort zones. We further present design considerations for future interfaces using finger orientation.
虽然目前大多数交互界面仅使用手指在界面上的位置作为输入源,但以前的工作建议使用手指方向来丰富输入空间。因此,需要了解手的生理限制,以建立有效的互动技术,使用手指的方向。我们进行了一项研究,以得出使用手指方向作为有效输入源的人体工程学约束。在一项对照实验中,我们在进行触摸动作时系统地操纵手指的俯仰和偏航。参与者被要求对触摸动作的可行性进行评分。我们发现手指的俯仰和偏航确实显著影响感知的可行性,21.1%的触摸动作被认为是不可能执行的。结果表明,手指偏航输入空间可分为舒适区和非舒适区。我们进一步提出了使用手指方向的未来界面的设计考虑。
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引用次数: 21
A location-based educational game for understanding the traveling salesman problem: a case study 一个基于位置的教育游戏,用于理解旅行推销员的问题:一个案例研究
Simone Kriglstein, Mario Brandmüller, M. Pohl, Christine Bauer
Due to the high potential of digital media to support learning processes and outcomes, educational games have gained wide acceptance over the years. The combination of mobile devices with location-based technologies offers new options and possibilities for the development of educational games in consideration of learners' environment with the positive side effect to promote learner's physical activities. This paper introduces a mobile educational game for promoting a better understanding of concepts related to route problems and route optimization on the basis of real world examples in a playful manner. The game combines problem-solving tasks with a quiz to teach concepts related to the Traveling Salesman Problem (TSP) by using the Global Positioning System (GPS) technology.
由于数字媒体在支持学习过程和结果方面的巨大潜力,教育游戏多年来获得了广泛的认可。移动设备与基于位置的技术的结合,为考虑学习者环境的教育游戏开发提供了新的选择和可能性,对促进学习者的身体活动有积极的作用。本文介绍了一个移动教育游戏,以一种有趣的方式,以现实世界的例子为基础,促进对路线问题和路线优化相关概念的更好理解。该游戏结合了解决问题的任务和测试,通过使用全球定位系统(GPS)技术来教授与旅行推销员问题(TSP)相关的概念。
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引用次数: 0
Zap++: a 20-channel electrical muscle stimulation system for fine-grained wearable force feedback zap++:用于细粒度可穿戴力反馈的20通道电肌肉刺激系统
Tim Duente, Max Pfeiffer, M. Rohs
Electrical muscle stimulation (EMS) has been used successfully in HCI to generate force feedback and simple movements both in stationary and mobile settings. However, many natural limb movements require the coordinated actuation of multiple muscles. Off-the-shelf EMS devices are typically limited in their ability to generate fine-grained movements, because they only have a low number of channels and do not provide full control over the EMS parameters. More capable medical devices are not designed for mobile use or still have a lower number of channels and less control than is desirable for HCI research. In this paper we present the concept and a prototype of a 20-channel mobile EMS system that offers full control over the EMS parameters. We discuss the requirements of wearable multi-electrode EMS systems and present the design and technical evaluation of our prototype. We further outline several application scenarios and discuss safety and certification issues.
电肌肉刺激(EMS)已经成功地应用于HCI,在静止和移动环境中产生力反馈和简单运动。然而,许多自然的肢体运动需要多个肌肉的协调驱动。现成的EMS设备通常在生成细粒度移动的能力方面受到限制,因为它们只有少量的通道,并且不能提供对EMS参数的完全控制。功能更强大的医疗设备不是为移动使用而设计的,或者与HCI研究相比,通道数量和控制程度仍然较低。在本文中,我们提出了一个20通道移动EMS系统的概念和原型,该系统提供了对EMS参数的完全控制。讨论了可穿戴式多电极EMS系统的需求,并给出了原型系统的设计和技术评价。我们进一步概述了几个应用场景,并讨论了安全和认证问题。
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引用次数: 28
期刊
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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