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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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User-centered development of a system to support assembly line worker 以用户为中心开发一个支持装配线工人的系统
Boban Blazevski, Jean D. Hallewell Haslwanter
This industrial perspective contribution describes the development of a prototype of a mobile worker assistance system to be used in the assembly line for motors that is changing to single piece flow. A large variety of user-centered methods were chosen to cover all phases of the development. Users were included in the analysis and evaluation phases. The results show that the methods are suitable for this type of development. Extended tests with users indicate that the prototype was very acceptable, especially for people with less experience on the assembly line. Since the system was tested in a real environment for five days with a number of users, the company now feels confident investing in the development of the system.
这一工业角度的贡献描述了移动工人辅助系统原型的开发,该系统将用于正在转变为单件流的电机装配线。我们选择了多种以用户为中心的方法来覆盖开发的所有阶段。用户被包括在分析和评估阶段。结果表明,该方法适用于这种类型的开发。与用户进行的扩展测试表明,原型是非常可接受的,特别是对于在装配线上经验较少的人。由于该系统在真实环境中与许多用户进行了五天的测试,该公司现在有信心投资开发该系统。
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引用次数: 8
Towards pressure-based feedback for non-stressful tactile notifications 朝着基于压力的非压力触觉通知反馈方向发展
R. Kettner, Patrick Bader, T. Kosch, Stefan Schneegass, A. Schmidt
Smartphones, wearables, and other mobile devices often use tactile feedback for notifying users. This feedback type proved to be beneficial since it does not occupy the visual or auditory channel. However, it still can be distracting in other situations such as when users are already stressed. To investigate tactile feedback patterns which do not increase the user's stress level, we developed two wrist-worn prototypes capable of providing tactile feedback (i.e., vibrotactile and pressure-based feedback). Further, we conducted a user-study with 14 participants comparing both feedback types. The results suggest that vibrotactile feedback increases the user's stress level more, compared to pressure-based feedback particularly applied when the user currently has a low stress level. Consequently, we present implications for designing notifications for mobile and wearable devices.
智能手机、可穿戴设备和其他移动设备经常使用触觉反馈来通知用户。这种反馈类型被证明是有益的,因为它不占用视觉或听觉通道。然而,在其他情况下,比如当用户已经感到压力时,它仍然会分散注意力。为了研究不会增加用户压力水平的触觉反馈模式,我们开发了两种能够提供触觉反馈的腕带原型(即振动触觉和基于压力的反馈)。此外,我们对14名参与者进行了用户研究,比较了两种反馈类型。结果表明,与基于压力的反馈相比,振动触觉反馈更能增加用户的压力水平,特别是当用户目前的压力水平较低时。因此,我们提出了为移动和可穿戴设备设计通知的启示。
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引用次数: 13
βTap: back-of-device tap input with built-in sensors β轻叩:设备后端轻叩输入,内置传感器
Emilio Granell, Luis A. Leiva
We present βTap, a Back-of-device (BoD) tap detection software for mobile devices that uses commodity sensors, without the need to instrument the device. Although just basic interactions are supported (namely, single and double taps), βTap is highly accurate and performance-friendly, since it uses a low-cost yet highly discriminative set of features. Our software is publicly available at the Google Play Store, so that others can build upon our work.
我们介绍了βTap,一种用于移动设备的设备后端(BoD) tap检测软件,该软件使用商用传感器,无需对设备进行仪器检测。虽然只支持基本的交互(即单点和双点),但βTap是高度准确和性能友好的,因为它使用了低成本但高度区分的功能集。我们的软件在b谷歌Play商店是公开的,这样其他人就可以建立在我们的工作。
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引用次数: 6
DroneCAST: towards a programming toolkit for airborne multimedia display applications 面向机载多媒体显示应用程序的编程工具包
Ragavendra Lingamaneni, Thomas Kubitza, J. Scheible
In recent years, new type of public displays have captured the interest of researchers-displays with the ability to move freely in three-dimensional space. We refer to such display systems as Airborne Multimedia Display (AMD) systems. In this paper, we provide a comprehensive analysis of requirements for developing interactive AMD applications based on extensive literature survey of the related work and from our own experience of flying AMD systems. We then outline the design and implementation of DroneCAST: a programming toolkit for developing AMD applications with remote delivery and control mechanism for multimedia content with IoT middleware as the core part of the system. Finally, we build a sample AMD application with the toolkit to further illustrate the applicability of the system.
近年来,一种新型的公共显示器引起了研究人员的兴趣——能够在三维空间中自由移动的显示器。我们把这样的显示系统称为机载多媒体显示(AMD)系统。在本文中,我们根据大量相关工作的文献调查和我们自己的飞行AMD系统经验,对开发交互式AMD应用程序的需求进行了全面的分析。然后,我们概述了DroneCAST的设计和实现:这是一个编程工具包,用于开发AMD应用程序,并以物联网中间件作为系统的核心部分,为多媒体内容提供远程交付和控制机制。最后,我们使用该工具包构建了一个示例AMD应用程序,以进一步说明系统的适用性。
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引用次数: 5
Activity recognition for movement-based interaction in mobile games 移动游戏中基于动作交互的活动识别
Alexandre Almeida, Ana Alves
Although smartphones include a set of sensors that enable innovative interactions, current mobile game interaction is mostly touch-based. Some games also include tilt movement based on the accelerometer sensor. However, sensors like accelerometers and gyroscopes can be used to recognize, in real time, full body motions. Exploring this can lead to innovative and immersive experiences while promoting physical activity. We present a proof of concept 3D endless running game called ActivRunner which implements an activity recognition system that predicts, in real time, 4 activities: standing, move left, move right, squat and jump. The goal is to replace the traditional touch interaction with a more natural movement-based one, showing the potential of this kind of interaction to create innovative and immersive mobile experiences while promoting physical activity.
尽管智能手机包含了一系列能够实现创新互动的传感器,但目前的手机游戏互动主要还是基于触屏。有些游戏还包含基于加速度计传感器的倾斜移动。然而,像加速度计和陀螺仪这样的传感器可以用来实时识别全身运动。探索这一点可以带来创新和身临其境的体验,同时促进身体活动。我们提出了一款名为ActivRunner的3D无止境跑步游戏的概念验证,它实现了一个活动识别系统,可以实时预测4种活动:站立、向左移动、向右移动、蹲下和跳跃。其目标是用一种更自然的基于动作的互动方式取代传统的触摸互动,展示这种互动的潜力,在促进身体活动的同时创造创新和沉浸式的移动体验。
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引用次数: 8
FrontFace: facilitating communication between HMD users and outsiders using front-facing-screen HMDs FrontFace:方便HMD用户和使用前置屏幕HMD的外部人员之间的交流
Liwei Chan, K. Minamizawa
A head-mounted display (HMD) immerses users in a virtual world, but separates them from outsiders in the real world. We present FrontFace, which is a novel HMD that combines an eye-tracker with a front-facing screen, to lower the communication barrier between HMD users and outsiders. The front-facing screen reveals user attention (e.g., the users eye motions) and user presence in the virtual or real world by displaying the scene in the virtual world or a skin background respectively, enabling eye-contact interactions between the HMD user and the outsiders. FrontFace has the following benefits. Firstly, it communicates the presence of the HMD user to outsiders; secondly, it reveals the player's visual attention by introducing the HMD users originally occluded eye motions, enabling outsiders to make sense of the HMD user's reaction in the virtual world or the real world. Three interactive techniques for the outsiders to initiate communication to HMD users are proposed: they are tap-trigger, hand-gesture trigger, and voice-trigger interactions. A small focus group provided feedback.
头戴式显示器(HMD)将用户沉浸在虚拟世界中,但将他们与现实世界中的局外人分开。我们提出FrontFace,这是一种新型的头戴设备,结合了眼动仪和前置屏幕,以降低头戴设备用户和外部人员之间的沟通障碍。正面屏幕通过分别显示虚拟世界中的场景或皮肤背景,显示用户在虚拟世界或现实世界中的注意力(例如,用户的眼球运动)和用户的存在感,实现HMD用户与外界的眼神接触互动。FrontFace有以下好处。首先,它向外界传达了HMD用户的存在;其次,它通过引入HMD用户原本被遮挡的眼球运动来揭示玩家的视觉注意力,使外界能够理解HMD用户在虚拟世界或现实世界中的反应。提出了三种外部人员与HMD用户发起交流的交互技术:轻触触发、手势触发和语音触发交互。一个小型焦点小组提供了反馈。
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引用次数: 61
Impact of location-based games on phone usage and movement: a case study on Pokémon GO 基于位置的游戏对手机使用和移动的影响:以《pokemon GO》为例
I. Andone, Konrad Blaszkiewicz, Matthias Böhmer, Alexander Markowetz
Pokémon GO was a short lived mobile location-based gaming phenomenon. After its launch in July 2016, it quickly reached 500 million installs, but afterwards interest faded. As part of a large scale "in the wild" mobile phone study we have recorded phone usage and location measurements between June and September 2016. We investigate who were the people who installed and played Pokémon GO and what effects it had on their behaviour. We chose as a middle point the start of playing the game, and selected users that had activity for at least two weeks before and two weeks after it. In this work we present our findings on a sample of 2, 861 users. We compare demographic characteristics and Big Five personality traits of these users with 7, 904 non-playing users from the same time period. The general daily phone usage of players increased on average by 27 minutes, which represents 16% per day. In terms of large scale movement patterns, these did not change, with regard to diameter and total path length per day.
《pokemon GO》是一款昙花一现的手机定位游戏。在2016年7月发布后,它的安装量迅速达到5亿,但随后人们对它的兴趣逐渐消退。作为一项大规模“野外”手机研究的一部分,我们记录了2016年6月至9月期间的手机使用情况和位置测量。我们调查了安装和玩《pokemon GO》的人,以及它对他们的行为有什么影响。我们选择了游戏开始的中间点,并选择了至少在游戏开始前两周和之后两周都活跃的用户。在这项工作中,我们展示了我们对2861名用户样本的研究结果。我们将这些用户的人口统计特征和五大人格特征与同期的7904名非游戏用户进行了比较。玩家每天使用手机的时间平均增加了27分钟,占16%。在大规模的运动模式方面,这些没有改变,关于直径和每天的总路径长度。
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引用次数: 19
EMS in HCI: challenges and opportunities in actuating human bodies HCI中的EMS:驱动人体的挑战和机遇
Tim Duente, Stefan Schneegass, Max Pfeiffer
Electrical Muscle Stimulation (EMS) recently received considerable attention in the HCI community. By applying small signals to the user's body, different types of movement can be generated. These movements allow designers to create more meaningful and embodied haptic feedback compared to vibrotactile feedback. This advantage also comes with further technical and practical challenges which need to be tackled. These challenges include a fine grained calibration procedure and a close contact to the user's body at specific on-body locations. This tutorial gives an overview about current research projects, challenges, and opportunities to use EMS for providing rich embodied feedback followed by a hands on experience. The main goal of this tutorial is that participants get a basic understanding of how EMS works and how systems that are using EMS can be developed and evaluated.
肌电刺激(EMS)最近在HCI界受到了相当大的关注。通过向使用者的身体施加小信号,可以产生不同类型的运动。与振动触觉反馈相比,这些动作允许设计师创造更有意义和具体化的触觉反馈。这一优势也带来了更多需要解决的技术和实践挑战。这些挑战包括精细的校准程序和在特定的身体位置与用户身体的密切接触。本教程概述了当前的研究项目、挑战和机会,以使用EMS提供丰富的具体化反馈,然后是实践经验。本教程的主要目标是让参与者基本了解EMS的工作原理,以及如何开发和评估使用EMS的系统。
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引用次数: 4
User-independent real-time hand gesture recognition based on surface electromyography 基于表面肌电图的独立于用户的实时手势识别
Frederic Kerber, M. Puhl, A. Krüger
In this paper, we present a novel real-time hand gesture recognition system based on surface electromyography. We employ a user-independent approach based on a support vector machine utilizing ten features extracted from the raw electromyographic data obtained from the Myo armband by Thalmic Labs. Through an improved synchronization approach, we simplified the application process of the sensing armband. We report the results of a user study with 14 participants using an extended set consisting of 40 gestures. Considering the set of five hand gestures currently supported off-the-shelf by the Myo armband, we outperform their approach with an overall accuracy of 95% compared to 68% with the original algorithm on the same dataset.
本文提出了一种基于表面肌电图的实时手势识别系统。我们采用了一种基于支持向量机的用户独立方法,该方法利用了从Thalmic Labs从Myo臂环获得的原始肌电图数据中提取的十个特征。通过改进的同步方法,简化了传感臂带的应用过程。我们报告了一项用户研究的结果,14名参与者使用由40个手势组成的扩展集。考虑到Myo臂环目前支持的五种现成手势,我们在相同数据集上以95%的总体准确率优于他们的方法,而原始算法的总体准确率为68%。
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引用次数: 63
Finger tracking: facilitating non-commercial content production for mobile e-reading applications 手指追踪:促进移动电子阅读应用程序的非商业内容生产
Carrie Demmans Epp, Cosmin Munteanu, Benett Axtell, Keerthika Ravinthiran, Yomna Aly, Elman Mansimov
Limited literacy and visual impairment reduce the ability of many to read on their own. Current e-reader solutions rely on either unnatural synthetic voices or professionally produced audio e-books. Neither provide the same enjoyment as having a family member read to a user, especially when the user requires assistive reading (following printed text while listening to it being read). Unfortunately, the support for non-commercial production of such e-books is limited and requires significant effort. We evaluate a novel, assistive mobile interaction technique that facilitates the recording of audio e-books and their synchronization with the read text. We show that a technique based on a finger tracking metaphor provides optimal support with respect to reading speed. These human-in-the-loop, adaptive techniques can now be used to reduce the content-creation burden that is associated with supporting those who cannot read on their own.
有限的读写能力和视力障碍降低了许多人独立阅读的能力。目前的电子阅读器解决方案要么依赖于不自然的合成声音,要么依赖于专业制作的电子书音频。两者都不能提供与家庭成员为用户朗读相同的乐趣,特别是当用户需要辅助阅读时(在听阅读时跟随打印文本)。不幸的是,对这种非商业生产的电子书的支持是有限的,需要付出巨大的努力。我们评估了一种新颖的、辅助的移动交互技术,该技术促进了有声电子书的记录及其与阅读文本的同步。我们展示了一种基于手指跟踪隐喻的技术,在阅读速度方面提供了最佳支持。这些人在循环中,自适应的技术现在可以用来减少与支持那些不能自己阅读的人相关的内容创建负担。
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引用次数: 6
期刊
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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