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CHI '14 Extended Abstracts on Human Factors in Computing Systems最新文献

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LinearDragger: a linear selector for one-finger target acquisition LinearDragger:一个用于单指目标获取的线性选择器
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574791
Oscar Kin-Chung Au, Xiaojun Su, Rynson W. H. Lau
Touch input is increasingly popular nowadays. The human finger has considerably large fingertip size and finger input is imprecise. Acquiring small targets on a touch screen is still a challenging task. In this extended abstract, we present the LinearDragger, a new and integrated one-finger target acquisition technique for small and clustered targets. It allows users to select targets in dense clustered groups easily with a single touch-drag-release operation and maps the 2D selection problem into a more precise 1D selection problem, which is independent of the target distribution. Besides, it also avoids finger occlusion and does not create visual distraction. LinearDragger is particularly suitable for applications with dense targets and rich visual elements.
如今,触摸输入越来越受欢迎。人类的手指有相当大的指尖尺寸,手指输入是不精确的。在触摸屏上获取小目标仍然是一项具有挑战性的任务。在这篇扩展摘要中,我们提出了一种新的、集成的单指目标捕获技术LinearDragger。它允许用户在密集的集群群中轻松地选择目标,只需一次触摸-拖动-释放操作,并将二维选择问题映射为更精确的一维选择问题,这与目标分布无关。此外,它还避免了手指遮挡,不会造成视觉上的分心。LinearDragger特别适合具有密集目标和丰富视觉元素的应用程序。
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引用次数: 16
Vibrainput: two-step PIN entry system based on vibration and visual information Vibrainput:基于振动和视觉信息的两步PIN输入系统
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581187
T. Kuribara, B. Shizuki, J. Tanaka
Current standard PIN entry systems for mobile devices are not safe to shoulder surfing. In this paper, we present VibraInput, a two-step PIN entry system based on the combination of vibration and visual information for mobile devices. This system only uses four vibration patterns, with which users enter a digit by two distinct selections. We believe that this design secures PIN entry, and allows users to easily remember and recognize the patterns. Moreover, it can be implemented on current off-the-shelf mobile devices. We designed two kinds of prototypes of VibraInput. The experiment shows that the mean failure rate is 4.0%; moreover, the system shows good security properties.
目前移动设备的标准PIN输入系统在肩部冲浪时并不安全。在本文中,我们提出了一种基于振动和视觉信息相结合的移动设备两步PIN输入系统VibraInput。该系统仅使用四种振动模式,用户可以通过两种不同的选择输入数字。我们相信,这种设计安全的PIN输入,并允许用户轻松地记住和识别模式。此外,它可以在当前现成的移动设备上实现。我们设计了两种VibraInput的原型。实验表明,平均故障率为4.0%;系统具有良好的安全性能。
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引用次数: 16
MIMIC: leveraging sensor-based interactions in multimodal mobile applications MIMIC:在多模式移动应用中利用基于传感器的交互
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581222
Nadia Elouali, Xavier Le Pallec, J. Rouillard, Jean-Claude Tarby
In recent years, there has been an increasing interest in the presence of sensors in mobile devices. Emergence of multiple modalities based on these sensors greatly enriches the human-mobile interaction. However, mobile applications slightly involve sensors and rarely combine them simultaneously. In this paper, we seek to remedy this problem by detailing the key challenges that face developers who want to integrate several sensor-based modalities and combine them. We then present our model-based approach solution. We introduce M4L modeling language and MIMIC framework that aim to produce easily sensor-based multimodal mobile applications by generating up to 100% of their interfaces.
近年来,人们对移动设备中传感器的存在越来越感兴趣。基于这些传感器的多种模式的出现极大地丰富了人-移动交互。然而,移动应用程序稍微涉及到传感器,并且很少同时结合它们。在本文中,我们试图通过详细介绍开发人员想要集成几个基于传感器的模式并将它们组合起来所面临的关键挑战来解决这个问题。然后,我们提出了基于模型的方法解决方案。我们介绍了M4L建模语言和MIMIC框架,旨在通过生成高达100%的接口来轻松生成基于传感器的多模式移动应用程序。
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引用次数: 12
Exploring tapping with thumb input for flexible tablets 探索用拇指敲击灵活的平板电脑
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2579422
M. Riyadh
Flexible displays offer new interaction techniques, such as bend gestures, but a little work has been done to support touch input, the most common input for handheld displays. In this paper, we explore touch input using the thumb of the holding hand, and compare it for different tapping tasks, between a flexible and a rigid tablet. We present initial design guidelines to use touch input with thumb in flexible devices. Our result suggests that users can perform tapping interaction using thumb input in both rigid and flexible devices with similar accuracy, and they prefer holding the display on the side or the bottom corner over the bottom center.
柔性显示器提供了新的交互技术,比如弯曲手势,但在支持触摸输入方面还做了一些工作,这是手持显示器最常见的输入方式。在本文中,我们探索了使用手持拇指的触摸输入,并在柔性和刚性平板电脑之间比较了不同的敲击任务。我们提出了在柔性设备中使用拇指触摸输入的初步设计指南。我们的研究结果表明,无论在刚性设备还是柔性设备上,用户都可以使用拇指输入来进行点击交互,并且精度相似,并且他们更喜欢将显示器放在侧面或底部角落而不是底部中心。
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引用次数: 5
Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selection 60帧比30帧好吗?:帧率和延迟对移动目标选择的影响
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581214
Benjamin F. Janzen, Robert J. Teather
We present a pilot study investigating the relationship between frame rate and latency and their effects on moving target selection. In several latency/frame rate conditions, participants were given a 20 second time frame to click as many moving targets as possible. Performance with 60 FPS frame rate was 14% higher than 30 FPS, but the difference between 45 and 60 FPS was not significant. Latency alone had lower impact than the corresponding frame rate difference. While both factors impact performance, frame rate had a larger effect than the latency it introduces.
我们提出了一项初步研究,探讨帧率和延迟之间的关系及其对运动目标选择的影响。在几个延迟/帧率条件下,参与者有20秒的时间来点击尽可能多的移动目标。60帧/秒的性能比30帧/秒高14%,但45帧/秒和60帧/秒之间的差异不显著。延迟本身的影响小于相应的帧速率差异。虽然这两个因素都会影响性能,但帧速率的影响比它引入的延迟更大。
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引用次数: 32
CHI 2039: speculative research visions CHI 2039:思辨研究愿景
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2578864
E. Baumer, June Ahn, Mei Bie, Elizabeth M. Bonsignore, Ahmet Börütecene, O. Buruk, Tamara L. Clegg, A. Druin, Florian Echtler, D. Gruen, Mona Leigh Guha, Chelsea Hordatt, A. Krüger, S. Maidenbaum, Meethu Malu, Brenna McNally, Michael J. Muller, Leyla Norooz, J. Norton, Oğuzhan Özcan, Donald J. Patterson, A. Riener, Steven I. Ross, Karen Rust, Johannes Schöning, M. S. Silberman, Bill Tomlinson, Jason C. Yip
This paper presents a curated collection of fictional abstracts for papers that could appear in the proceedings of the 2039 CHI Conference. It provides an opportunity to consider the various visions guiding work in HCI, the futures toward which we (believe we) are working, and how research in the field might relate with broader social, political, and cultural changes over the next quarter century.
本文介绍了一个虚构的论文摘要的策划集合,这些论文可能出现在2039年CHI会议的会议记录中。它提供了一个机会来思考指导人机交互工作的各种愿景,我们(相信我们)正在努力的未来,以及该领域的研究如何与未来25年更广泛的社会、政治和文化变革联系起来。
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引用次数: 30
Fitnamo: using bodydata to encourage exercise through google glass™ Fitnamo:通过谷歌眼镜使用bodydata鼓励锻炼
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2580933
Edward Nguyen, Tanmay Modak, Elton Dias, Yang Yu, Liang Huang
Current mobile health apps allow users to track and monitor their fitness statistics and enjoy exercise. As the next generation of mobile devices arrives, new apps must be developed to improve upon current exercise experiences. We introduce Fitnamo, a mobile health app designed for Google Glass. Fitnamo offers entertaining exercise routines through the use of augmented reality games and uses a novel motivational nudging system to encourage users to be active.
目前的移动健康应用程序允许用户跟踪和监控他们的健身统计数据,享受锻炼。随着下一代移动设备的到来,必须开发新的应用程序来改善当前的锻炼体验。我们介绍Fitnamo,一款专为谷歌Glass设计的移动健康应用。Fitnamo通过使用增强现实游戏提供有趣的锻炼程序,并使用新颖的激励轻推系统来鼓励用户积极活动。
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引用次数: 11
Mining online software tutorials: challenges and open problems 挖掘在线软件教程:挑战和开放的问题
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2578862
Adam Fourney, Michael A. Terry
Web-based software tutorials contain a wealth of information describing software tasks and workflows. There is growing interest in mining these resources for task modeling, automation, machine-guided help, interface search, and other applications. As a first step, past work has shown success in extracting individual commands from textual instructions. In this paper, we ask: How much further do we have to go to more fully interpret or automate a tutorial? We take a bottom-up approach, asking what it would take to: (1) interpret individual steps, (2) follow sequences of steps, and (3) locate procedural content in larger texts.
基于web的软件教程包含大量描述软件任务和工作流的信息。人们对挖掘这些资源用于任务建模、自动化、机器引导帮助、界面搜索和其他应用程序的兴趣越来越大。作为第一步,过去的工作已经成功地从文本指令中提取了单个命令。在本文中,我们提出了这样的问题:为了更全面地解释或自动化教程,我们还需要走多远?我们采用自底向上的方法,询问需要做些什么:(1)解释单个步骤,(2)遵循步骤序列,以及(3)在较大的文本中定位程序内容。
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引用次数: 10
RepliCHI: the workshop II repli:车间
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2559233
Max L. Wilson, Ed H. Chi, S. Reeves, D. Coyle
The replication or recreation of research is a core part of many disciplines. Yet unlike many other disciplines, like medicine, physics, or mathematics, we have almost no drive and barely any reason to consider investigating the work of other HCI researchers. Our community is driven to publish novel results in novel spaces using novel designs, and to keep up with evolving technology. Further, our community contains a broad spectrum of research styles, from those that would aim to investigate cultural phenomenon observed with ethnographic measures, to those who would validate or refute prior work with experimental methods. The aim of this workshop is to continue to facilitate a cultural shift towards our community naturally adopting replication techniques in situations that are considered worth investigating.
研究的复制或再创造是许多学科的核心部分。然而,与医学、物理或数学等许多其他学科不同,我们几乎没有动力也几乎没有理由考虑调查其他HCI研究人员的工作。我们的社区被驱使在新颖的空间中使用新颖的设计发表新颖的结果,并跟上不断发展的技术。此外,我们的社区包含广泛的研究风格,从那些旨在调查用人种学方法观察到的文化现象的研究风格,到那些用实验方法验证或反驳先前工作的研究风格。本次研讨会的目的是继续促进文化的转变,使我们的社区在值得研究的情况下自然地采用复制技术。
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引用次数: 39
Paddle: highly deformable mobile devices with physical controls 桨:具有物理控制的高度可变形的移动设备
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2579524
Raf Ramakers, Johannes Schöning, K. Luyten
Paddle is a highly deformable mobile device that leverages engineering principles from the design of the Rubik's Magic, a folding plate puzzle. The various transformations supported by Paddle bridges the gap between differently sized mobile devices available nowadays, such as phones, armbands, tablets and game controllers. Besides this, Paddle can be transformed to different physical controls in only a few steps, such as peeking options, a ring to scroll through lists and a book-like form factor to leaf through pages. These special-purpose physical controls have the advantage of providing clear physical affordances and exploiting people's innate abilities for manipulating objects in the real world. We investigated the benefits of these interaction techniques in detail in [1]. In contrast to traditional touch screens, physical controls are usually less flexible and therefore less suitable for mobile settings. Paddle, shows how mobile devices can be designed to bring physical controls to mobile devices and thus combine the flexibility of touch screens with the physical qualities that real world controls provide. Our current prototype is tracked with an optical tracking system and uses a projector to provide visual output. In the future, we envision devices similar to Paddle that are entirely self-contained, using tiny integrated displays.
Paddle是一种高度可变形的移动设备,它利用了魔方魔术(一种折叠板拼图)设计的工程原理。Paddle支持的各种转换弥补了目前不同尺寸的移动设备之间的差距,如手机、臂章、平板电脑和游戏控制器。除此之外,只需几个步骤,Paddle就可以转换为不同的物理控制,例如窥视选项,滚动列表的环以及翻页的书本式外形。这些特殊用途的物理控制具有提供清晰的物理启示和利用人们在现实世界中操纵物体的天生能力的优势。我们在b[1]中详细研究了这些交互技术的好处。与传统的触摸屏相比,物理控制通常不太灵活,因此不太适合移动设备。《Paddle》展示了如何设计移动设备,为移动设备带来物理控制,从而将触摸屏的灵活性与现实世界控制提供的物理特性结合起来。我们目前的原型是用光学跟踪系统跟踪的,并使用投影仪提供视觉输出。在未来,我们设想类似于Paddle的设备是完全独立的,使用微小的集成显示器。
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引用次数: 1
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CHI '14 Extended Abstracts on Human Factors in Computing Systems
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