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Classifying mobile eye tracking data with hidden Markov models 隐马尔可夫模型对移动眼动追踪数据进行分类
Dmitry Kit, B. Sullivan
Naturalistic eye movement behavior has been measured in a variety of scenarios [15] and eye movement patterns appear indicative of task demands [16]. However, systematic task classification of eye movement data is a relatively recent development [1,3,7]. Additionally, prior work has focused on classification of eye movements while viewing 2D screen based imagery. In the current study, eye movements from eight participants were recorded with a mobile eye tracker. Participants performed five everyday tasks: Making a sandwich, transcribing a document, walking in an office and a city street, and playing catch with a flying disc [14]. Using only saccadic direction and amplitude time series data, we trained a hidden Markov model for each task and classified unlabeled data by calculating the probability that each model could generate the observed sequence. We present accuracy and time to recognize results, demonstrating better than chance performance.
自然眼动行为已在多种情境下被测量[15],眼动模式似乎表明任务需求[16]。然而,眼动数据的系统任务分类是一个相对较新的发展[1,3,7]。此外,先前的工作主要集中在观看2D屏幕图像时眼睛运动的分类上。在目前的研究中,研究人员用移动眼动仪记录了8名参与者的眼球运动。参与者每天完成五项任务:制作三明治,抄写文件,在办公室和城市街道上行走,玩飞盘接球游戏[14]。仅使用跳变方向和振幅时间序列数据,我们为每个任务训练一个隐马尔可夫模型,并通过计算每个模型产生观察序列的概率对未标记数据进行分类。我们提出准确性和时间来识别结果,表现出比偶然更好的性能。
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引用次数: 9
Skeuomorphic, flat or material design: requirements for designing mobile planning applications for students with autism spectrum disorder 拟物化,平面或材料设计:为自闭症谱系障碍学生设计移动规划应用程序的要求
S. Shahid, Jip ter Voort, M. Somers, I. Mansour
This study explores the user interface design requirements for developing a mobile planning application for students with autism spectrum disorder (ASD). We developed a mobile agenda application to support students in planning their activities. To test students' preference for a particular style, we designed three versions of the app, based on three different design styles (flat design, material design, and skeuomorphic design). Results show that the app was perceived as useful, likeable and user-friendly. Although, no significant difference was found between three designs, the material design was largely preferred over other two designs.
本研究探讨为自闭症谱系障碍(ASD)学生开发移动规划应用程序的用户界面设计要求。我们开发了一个移动议程应用程序,以帮助学生规划他们的活动。为了测试学生对特定风格的偏好,我们基于三种不同的设计风格(平面设计、材料设计和拟物化设计)设计了三个版本的应用程序。结果显示,该应用程序被认为是有用的,可爱的和用户友好的。虽然在三种设计之间没有发现显著差异,但材料设计在很大程度上优于其他两种设计。
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引用次数: 13
Rule of thumb: effect of social button icons on interaction 经验法则:社交按钮图标对互动的影响
A. Holzer, S. Bendahan, A. Vozniuk, D. Gillet
Social buttons are now widespread in social media apps. They are used to assign weight to user content and trigger user engagement. They come in different shapes (e.g., thumb in Facebook, arrows in Reddit or StackOverflow, plus one in Google+) but very little is known about the influence of the shape on user behaviour. This paper, addresses this issue by presenting results of a controlled randomized experiment with 173 users. The results suggest that thumbs up / thumbs down icons are significantly more engaging than the plus one / minus one icons. At the same time the result shows that type of the icon used has no significant influence on the direction of the vote.
社交按钮现在在社交媒体应用程序中很普遍。它们被用来为用户内容分配权重并触发用户粘性。它们有不同的形状(例如,Facebook中的拇指,Reddit或StackOverflow中的箭头,b谷歌+中的1),但我们对形状对用户行为的影响知之甚少。本文通过对173名用户进行随机对照实验,解决了这一问题。结果表明,拇指向上/拇指向下的图标比加1 /减1的图标更吸引人。同时,结果表明,使用图标的类型对投票的方向没有显著影响。
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引用次数: 2
Investigating how the hand interacts with different mobile phones 研究手如何与不同的手机互动
R. Eardley, S. Gill, A. Roudaut, Stephen J. Thompson, Joanna Hare
In this paper we investigate the physical interaction between the hand and three types of mobile device interaction: touchscreen, physical keyboard and stylus. Through a controlled study using video observational analysis, we observed firstly, how the participants gripped the three devices and how these grips were device dependent. Secondly we looked closely at these grips to uncover how participants performed what we call micro-movements to facilitate a greater range of interaction, e.g. reaching across the keyboard. The results extend current knowledge by comparing three handheld device input methods and observing the movements, which the hand makes in five grips. The paper concludes by describing the development of a conceptual design, proposed as a provocation for the opening of dialogue on how we conceive hand usage and how it might be optimized when designed for mobile devices.
在本文中,我们研究了手与三种类型的移动设备交互:触摸屏,物理键盘和触控笔之间的物理交互。通过一项使用视频观察分析的对照研究,我们首先观察了参与者如何抓取三种设备以及这些抓取如何依赖于设备。其次,我们仔细观察这些手柄,以揭示参与者如何执行我们所谓的微动作,以促进更大范围的互动,例如触摸键盘。通过比较三种手持设备输入方法和观察手在五次握握中所做的动作,结果扩展了现有的知识。论文最后描述了一个概念设计的发展,提出了一个关于我们如何构思手的使用以及如何在为移动设备设计时进行优化的对话的开端。
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引用次数: 12
Zephyr: exploring digital behaviour change interventions to treat hoarding Zephyr:探索数字行为改变干预措施来治疗囤积症
C. Pinder, R. Beale, R. Hendley
Hoarding disorder is a complex condition that has attracted little research attention, despite adversely affecting 2-5% of the population. We review the options and difficulties in the treatment of hoarding disorder using technology. We present a novel intervention design, delivered on tablets, that combines a Cognitive Bias Modification game with goal tracking functionality. We outline two experiments in progress: a lab study to measure the impact of our game on a non-hoarding population, and a probe study to determine the suitability of the intervention for participants with hoarding disorder.
囤积症是一种复杂的疾病,尽管对2-5%的人口产生了不利影响,但很少引起研究的关注。我们回顾了使用技术治疗囤积障碍的选择和困难。我们提出了一种新颖的干预设计,在平板电脑上交付,结合了认知偏差修正游戏和目标跟踪功能。我们概述了两个正在进行的实验:一个是测量我们的游戏对非囤积人群的影响的实验室研究,另一个是确定对囤积障碍参与者干预的适用性的探针研究。
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引用次数: 4
IoT owl: soft tangible user interface for detecting the presence of people 物联网猫头鹰:软的有形用户界面,用于检测人的存在
Petri Hannula, Emmi Harjuniemi, Emma Napari
In this paper, we present the IoT Owl, which is the result of exploration of the use of textile materials as part of a visualization system. After hectic workshop days, our development team had several ideas to be prototyped. The IoT Owl is a prototype of a system that, via lighting and movement, displays the presence information from a sensor at a remote location, based on scan of available Bluetooth devices. It can be completely operated via Internet. The purpose of the IoT Owl is to help the user to avoid a rush hour in a chosen public space and meet the right people at the right time for example during lunch hours. The IoT Owl can calculate the crowd amount but it can also recognize familiar devices. We present a concept design for the device and create an initial prototype with features and technology in it.
在本文中,我们展示了物联网猫头鹰,这是探索使用纺织材料作为可视化系统的一部分的结果。在忙碌的工作坊之后,我们的开发团队有了几个想法要制作原型。物联网猫头鹰是一个系统的原型,通过照明和运动,基于对可用蓝牙设备的扫描,显示远程位置传感器的存在信息。它完全可以通过互联网操作。物联网猫头鹰的目的是帮助用户避免在选定的公共空间的高峰时间,并在合适的时间(例如午餐时间)遇到合适的人。物联网猫头鹰可以计算人群数量,但它也可以识别熟悉的设备。我们提出了该设备的概念设计,并创建了一个具有功能和技术的初始原型。
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引用次数: 2
Ergonomics of thumb-based pointing while holding tablets 在拿着平板电脑时,拇指指向的人体工程学
Carlos A. F. Salazar, N. Henze, Katrin Wolf
Interaction in mobile computing mainly relies on selecting targets by touch. A large body of work showed the effect of target size and target distance on selection time. Recent work on hand-held devices suggests that size and distance are not the only factors that affect selection time. In this paper, we investigate target selection performance of the thumb when interacting with grasping hands (see Figure 1). In the first study, we show that the relative direction of the target has a significant effect on selection time. In the second study we show that the direction of movement also has a significant effect. The results extend our knowledge about pointing on hand-held devices and can be used to improve transfer functions of mobile GUIs.
移动计算中的交互主要依赖于通过触摸选择目标。大量的研究表明目标尺寸和目标距离对选择时间的影响。最近对手持设备的研究表明,尺寸和距离并不是影响选择时间的唯一因素。在本文中,我们研究了拇指在与抓取手交互时的目标选择性能(见图1)。在第一项研究中,我们发现目标的相对方向对选择时间有显著影响。在第二项研究中,我们表明运动方向也有显著的影响。该结果扩展了我们对手持设备上的指向的认识,并可用于改进移动gui的传递功能。
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引用次数: 1
Technologies to support psychologists and patients interactions 支持心理学家和患者互动的技术
A. Lopes
Technology becomes part of our daily life. The new technological solutions turned more sophisticated to surpass communication barriers. The online therapeutic work presents new possibilities and challenges for the professionals. We found in literature several computerized psychological treatment applications and also text-based sentiment analysis studies. However, we did not find an application that makes text analysis based on emotional clues and conversely serves as a management tool for psychologists. This paper reflects the increasing role of technology in health care delivery and the potential benefits that this could bring either to psychologists or to patients. We present a technological tool, which was developed following the human work interaction design approach to support interactions between patients and clinicians in psychological treatment. We are convinced that we will find some significant problems with sentiments analysis and with identification of positive and negative language. However, the proposed solution seems to fit the interviewees demand in a primary phase.
科技成为我们日常生活的一部分。新的技术解决方案变得更加复杂,以超越沟通障碍。在线治疗工作为专业人员提供了新的可能性和挑战。我们在文献中发现了一些计算机化的心理治疗应用以及基于文本的情感分析研究。然而,我们没有发现一种应用程序可以根据情感线索进行文本分析,反过来作为心理学家的管理工具。这篇论文反映了技术在医疗保健服务中日益重要的作用,以及这可能给心理学家或患者带来的潜在好处。我们提出了一种技术工具,它是根据人类工作交互设计方法开发的,用于支持心理治疗中患者和临床医生之间的交互。我们相信,在情感分析和积极和消极语言的识别方面,我们会发现一些重大问题。然而,提出的解决方案似乎符合受访者在初级阶段的需求。
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引用次数: 0
Single-handed interaction for mobile and wearable computing 用于移动和可穿戴计算的单手交互
H. Yeo
Screen sizes on devices are becoming smaller, to allow them to fit in more places (e.g., wrists, sports bands and small music players). At the same time, screen sizes can be seen to become larger to accommodate new experiences (e.g., phablets, tablets, eReaders). Each of these trends can make devices difficult to use with only one hand (e.g., fat-finger or reachability). However, there are many occasions when the user's other hand is occupied (encumbered) or not available. The aim of this research is to explore, create and study novel interaction techniques that support effective single-hand usage on mobile and wearable devices.
设备的屏幕尺寸正变得越来越小,以适应更多的地方(例如手腕、运动腕带和小型音乐播放器)。与此同时,屏幕尺寸将变得更大,以适应新的体验(例如,平板电脑,平板电脑,电子书阅读器)。这些趋势中的每一种都可能使设备难以单手使用(例如,胖乎乎的手指或触手可及)。然而,在许多情况下,用户的另一只手被占用(妨碍)或不可用。本研究的目的是探索、创造和研究新的交互技术,以支持在移动和可穿戴设备上有效的单手使用。
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引用次数: 1
A rhythmical tap approach for sending data across devices 跨设备发送数据的一种有节奏的敲击方法
Hirohito Shibata, Junko Ichino, T. Hashiyama, S. Tano
This paper proposes a new user interface technique to specify sending data across digital devices. In this approach, users specify what to send from what device to what device by tapping them rhythmically. This technique is easy to operate, low implementation cost, applicable to a wide range of devices, and scalable by adding numerous rhythmical tap sequences. We confirmed the feasibility of this approach through preliminary experiments.
本文提出了一种新的用户界面技术,用于指定跨数字设备发送数据。在这种方法中,用户通过有节奏地点击设备来指定从哪个设备发送到哪个设备。该技术易于操作,实现成本低,适用于各种设备,并且可以通过添加许多有节奏的敲击序列进行扩展。我们通过初步实验证实了这种方法的可行性。
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引用次数: 4
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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