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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct最新文献

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WatchMI: applications of watch movement input on unmodified smartwatches WatchMI:未经修改的智能手表上的手表运动输入应用
H. Yeo, Juyoung Lee, Andrea Bianchi, A. Quigley
In this demo, we show that it is possible to enhance touch interaction on unmodified smartwatch to support continuous pressure touch, twist and pan gestures, by only analyzing the real-time data of Inertial Measurement Unit (IMU). Our evaluation results show that the three proposed input interfaces are accurate, noise-resistant, easy to use and can be deployed to a variety of smartwatches. We then showcase the potential of this work with seven example applications. During the demo session, users can try the prototype.
在这个演示中,我们展示了通过分析惯性测量单元(IMU)的实时数据,可以在未经修改的智能手表上增强触摸交互,以支持连续的压力触摸,扭转和平移手势。我们的评估结果表明,提出的三种输入接口准确,抗噪声,易于使用,可以部署到各种智能手表。然后,我们用七个示例应用程序展示了这项工作的潜力。在演示期间,用户可以试用原型机。
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引用次数: 5
Numbers in places: creative interventions in musical space & time 数字在地方:音乐空间和时间的创造性干预
D. D. Roure, P. Willcox
Ada Lovelace noted that Charles Babbage's Analytical Engine "might compose elaborate and scientific pieces of music of any degree of complexity or extent". The Numbers into Notes project, in its first phase, explored how this might have occurred nearly two centuries ago on the giant steam-powered machine using the mathematics of the time. Now we are asking what Lovelace might do today, with a microcontroller instead of the analytical engine. In our experiment, multiple devices are programmed to generate music, with creative interventions by humans to compose and influence the experience in locative sound.
阿达·洛夫莱斯指出,查尔斯·巴贝奇的分析机“可以创作出任何复杂程度或广度的精致而科学的音乐作品”。“数字转化为笔记”项目的第一阶段,探索了近两个世纪前,利用当时的数学,在巨大的蒸汽动力机器上,这种情况是如何发生的。现在我们要问的是,如果用微控制器代替分析引擎,Lovelace今天会做什么。在我们的实验中,多个设备被编程来产生音乐,通过人类创造性的干预来创作和影响定位声音的体验。
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引用次数: 7
FLOW pillow: exploring sitting experience towards active ageing FLOW枕头:探索坐姿体验走向主动衰老
X. Ren, Vincent Visser, Yuan Lu, R. Brankaert, S. Offermans, H. Nagtzaam
In this paper, we present an exploratory study of the prototype of FLOW, a portable exercise platform that aims at aiding sedentary behavior among elderly people by offering them a more active sitting experience in their daily routines. We designed FLOW based on three iterations, revolving technology implementation, interaction design, and user experience design. With our prototype, we conducted a pilot study with elderly people (n=5) in a care center in the Netherlands. We evaluated user experiences and interactions with the FLOW pillow through observation, interview, and questionnaire techniques from Flow Theory. By analyzing the obtained data from the pilot study, we discussed the opportunities of FLOW in motivating active sitting behaviors for elderly and implications for future works.
在本文中,我们对FLOW的原型进行了探索性研究,FLOW是一种便携式运动平台,旨在通过在日常生活中为老年人提供更积极的坐着体验来帮助他们久坐不动。我们基于三个迭代,循环技术实现,交互设计,用户体验设计来设计FLOW。有了我们的原型,我们在荷兰的一家护理中心对老年人(n=5)进行了初步研究。我们通过观察、访谈和FLOW理论中的问卷调查技术来评估用户体验和与FLOW枕头的互动。通过分析从试点研究中获得的数据,我们讨论了FLOW在激励老年人积极坐着行为方面的机会及其对未来工作的影响。
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引用次数: 13
Using elicitation studies to generate collocated interaction methods 利用启发式研究生成协同互动方法
T. Jokela, Parisa Pour Rezaei, Kaisa Väänänen
Elicitation studies allow collecting interaction methods directly from end-users by presenting the users with the end effect of an operation and then asking them to perform the action that caused it. Applying elicitation studies in the domain of collocated interaction might enable designing more intuitive and natural group interaction methods. However, in the past elicitation studies have primarily been conducted with individual users -- they have rarely been applied to groups. In this paper, we report our initial experiences in using the elicitation study methodology to generate interaction methods for groups of collocated users with wearable devices.
启发式研究允许直接从最终用户那里收集交互方法,方法是向用户展示操作的最终效果,然后要求他们执行导致该操作的操作。在协同交互领域应用启发式研究可以设计出更直观、更自然的群体交互方法。然而,过去的启发研究主要是针对个人用户进行的,很少应用于群体。在本文中,我们报告了我们使用启发研究方法为可穿戴设备的用户群体生成交互方法的初步经验。
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引用次数: 5
How to develop accessibility UX design guideline in Samsung 三星如何制定易访问性用户体验设计指南
Hyun K. Kim, Changwon Kim, Eunyoung Lim, H. Kim
Accessibility is the major social responsibility of the Information Technology (IT) companies. New accessibility technology can make IT devices more accessible to diverse users, thus it can reduce barriers to the use of IT devices. The objective of this study is to inform the procedures to develop accessibility UX guidelines in Samsung. In 2014, the comprehensive literature survey was conducted including academic research papers, accessibility laws, and international standard documents. In 2015, a user test was conducted to clarify and specify the guidelines. In 2016, lawyers reviewed the guidelines to increase the reliability of them. The proposed procedure is helpful to develop new accessibility UX guidelines.
可访问性是信息技术(IT)公司的主要社会责任。新的可访问性技术可以使不同的用户更容易访问IT设备,从而减少使用IT设备的障碍。本研究的目的是告知程序,以开发无障碍用户体验指南在三星。2014年进行了全面的文献调查,包括学术研究论文、无障碍法律、国际标准文献。2015年,进行了一次用户测试,以澄清和指定指导方针。2016年,律师们审查了这些指导方针,以提高它们的可靠性。建议的过程有助于制定新的易访问性用户体验指南。
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引用次数: 6
From proximity to accurate indoor localization for context awareness in mobile museum guides 从接近到精确的室内定位,在移动博物馆导游的上下文意识
Dierna Giovanni Luca, M. Alberto
Proximity localization has become a common support in mobile-based personal CH fruition mobile assistants, notifying the visitor information about points of interest near to him but can hardly used to recognize its presence inside areas defining a semantic context in museums or expositions. In this paper we present an accurate indoor localization methodology relying on Bluetooth Low Energy technology that can be used to gently suggest to the user evidence of contextually coherent areas of interest around him. A localization accuracy as low as two meter has been measured and one meters limit evaluated during experimentation of a mobile guide in the Archeological Museum of Camarina, in province of Ragusa (Italy).
近距离定位已经成为基于移动的个人智能手机助手的一种常见支持,它可以通知访问者附近的兴趣点信息,但很难用于识别博物馆或博览会中定义语义上下文的区域内的存在。在本文中,我们提出了一种基于低功耗蓝牙技术的精确室内定位方法,该方法可用于向用户温和地建议他周围上下文一致的兴趣区域的证据。在意大利拉古萨省卡马里纳考古博物馆的移动指南实验中,测量了低至2米的定位精度,并评估了1米的极限。
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引用次数: 2
Observation based analysis on the use of mobile applications for visually impaired users 基于观察的视障用户使用移动应用的分析
C. Siebra, Tatiana B. Gouveia, Jefté Macedo, W. Correia, Marcelo Penha, Marcelo Anjos, Fabiana Florentin, F. Q. Silva, André L. M. Santos
The current efforts to specify an usability guideline for accessible mobile applications are sparse and they are still far to present a concrete pattern. Our previous work carried out a broad survey to consolidate the findings of these efforts in a unique list with 36 requirements, 13 of them focused on vision impairments. In this paper we show the results of an observation-based analysis involving visually impaired volunteers, whose aim was to complement this review and confirm if the lack of these requirements in fact affects the use of mobile applications.
目前为可访问的移动应用程序指定可用性指导方针的努力很少,而且要提出一个具体的模式还有很长的路要走。我们之前的工作进行了广泛的调查,将这些努力的结果整合到一个独特的清单中,其中有36项要求,其中13项侧重于视力障碍。在本文中,我们展示了一项基于观察的分析结果,该分析涉及视力受损的志愿者,其目的是补充这一综述,并确认缺乏这些要求是否会影响移动应用程序的使用。
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引用次数: 15
Microgesture detection for remote interaction with mobile devices 微手势检测与移动设备的远程交互
Katrin Wolf, Sven Mayer, Stephan Meyer
The rise of smart rings enables for ubiquitous control of computers that are wearable or mobile. We developed a ring interface using a 9 DOF IMU for detecting microgestures that can be executed while performing another task that involve hands, e.g. riding a bicycle. For the gesture classification we implemented 4 classifiers that run on the Android operating system without the need of clutch events. In a user study, we compared the success of 4 classifiers in a cycling scenario. We found that Random Forest (RF) works better for microgesture detection on Android than Dynamic Time Warping (DTW), K-Nearest-Neighbor (KNN), and than a Threshold (TH)-based approach as it has the best detection rate while it runs in real-time on Android. This work shell encourages other researchers to develop further mobile applications for using remote microgesture control in encumbered contexts.
智能戒指的兴起使得对可穿戴或移动电脑的无处不在的控制成为可能。我们开发了一个使用9自由度IMU的环形界面,用于检测在执行另一项涉及手的任务时可以执行的微手势,例如骑自行车。对于手势分类,我们实现了4个在Android操作系统上运行的分类器,而不需要离合器事件。在一项用户研究中,我们比较了4种分类器在循环场景中的成功。我们发现随机森林(RF)比动态时间扭曲(DTW)、k -近邻(KNN)和基于阈值(TH)的方法更适合Android上的微手势检测,因为它在Android上实时运行时具有最佳的检测率。这项工作鼓励其他研究人员开发进一步的移动应用程序,在有碍环境中使用远程微手势控制。
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引用次数: 13
Smarttention, please!: 2nd workshop on intelligent attention management on mobile devices 请Smarttention !:第二届移动设备智能注意力管理研讨会
Dominik Weber, Alireza Sahami Shirazi, Sven Gehring, N. Henze, Benjamin Poppinga, M. Pielot, T. Okoshi
Today, many users of mobile devices are continuously confronted with a huge variety of information: notifications from Facebook, new application updates, won badges, or reminders. This leads to an information overload, which makes it hard to stay focused. This workshop will investigate approaches towards smart attention management systems. We will discuss the fundamental challenges of smart notifications and the design of proactive notification mechanisms. We invite submissions that focus on the understanding of users and their current, mobile information handling. We further appreciate contributions that propose design concepts for the interaction with smart attention management systems. The expected workshop outcome is a summary of emerging challenges in the design and development of smart attention management systems as well as approaches to address them.
如今,许多移动设备用户不断面对各种各样的信息:来自Facebook的通知、新应用更新、获得的徽章或提醒。这会导致信息过载,让人难以集中注意力。本次研讨会将探讨智能注意力管理系统的方法。我们将讨论智能通知的基本挑战和主动通知机制的设计。我们邀请关注用户及其当前移动信息处理理解的提交。我们进一步感谢提出与智能注意力管理系统交互的设计概念的贡献。预期的研讨会成果是对智能注意力管理系统设计和开发中出现的挑战以及解决这些挑战的方法的总结。
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引用次数: 14
Accessible museum collections for the visually impaired: combining tactile exploration, audio descriptions and mobile gestures 为视障人士提供的无障碍博物馆藏品:结合触觉探索、音频描述和移动手势
G. Anagnostakis, Michalis Antoniou, Elena Kardamitsi, Thodoris Sachinidis, P. Koutsabasis, Modestos Stavrakis, S. Vosinakis, Dimitris Zissis
This paper describes an affordable approach and prototype system that can enhance the accessibility of museum exhibits to visually impaired users. The approach supports the navigation in exhibition halls and the tactual exploration of exhibit replicas using touch-sensitive audio descriptions and touch gestures on a mobile device. The required technology includes 3D printed exhibits, attached touch sensors, Arduino boards, and a respective mobile app. A preliminary usability evaluation with ten users (blind, visually impaired and blindfolded) revealed a positive user experience with satisfactory and similar performance.
本文描述了一种经济实惠的方法和原型系统,可以提高博物馆展品对视障用户的可访问性。该方法支持展厅内的导航,并通过触摸感应音频描述和移动设备上的触摸手势来触摸展品复制品。所需的技术包括3D打印展品、附加的触摸传感器、Arduino板和相应的移动应用程序。对10名用户(盲人、视障和蒙眼)的初步可用性评估显示,用户体验良好,性能相似。
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引用次数: 52
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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