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Tag your emotions: a novel mobile user interface for annotating images with emotions 标记你的情绪:一个新颖的移动用户界面,用于注释带有情绪的图像
Nina Runge, Marius Hellmeier, Dirk Wenig, R. Malaka
People tend to collect more and more data, this is especially true for images on mobile devices. Tagging images is a good way to sort such collections. While automatic tagging systems are often focused on the content, such as objects or persons in the image, manual annotations are very important to describe the context of an image. Often especially emotions are important, e.g., when a person reflects a situation, shows images from a very personal collection to others, or when using images to illustrate presentations. Unfortunately, manual annotation is often very boring and users are not very motivated to do so. While there are many approaches to motivate people to annotate data in a conventional way, none of them has focused on emotions. In this poster abstract, we present EmoWheel; an innovative interface to annotate images with emotional tags. We conducted a user study with 18 participants. Results show that the EmoWheel can enhance the motivation to annotate images.
人们倾向于收集越来越多的数据,尤其是移动设备上的图像。标记图像是对这类集合进行排序的好方法。虽然自动标记系统通常关注内容,例如图像中的对象或人物,但手动注释对于描述图像的上下文非常重要。通常,情绪尤其重要,例如,当一个人反映一种情况时,向他人展示非常私人的收藏中的图像时,或者当使用图像说明演示时。不幸的是,手动注释通常非常无聊,用户也没有动力这样做。虽然有许多方法可以激励人们以传统的方式注释数据,但它们都没有关注情感。在这张海报摘要中,我们展示EmoWheel;一个创新的界面,用情感标签注释图像。我们对18名参与者进行了一项用户研究。结果表明,EmoWheel可以增强图像标注的动机。
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引用次数: 12
Exploring digital-fabricated natural materials and patterns for mobile devices 探索数字制造的自然材料和移动设备的模式
Juho Rantakari, Lasse Virtanen, Jenni-Liisa Yliniva
In this workshop paper we present our exploration into using different natural materials and digital-fabricated patterns for mobile devices. We present different methods of altering natural materials through digital fabrication that alter their shape, flexibility and other characteristics. Using these methods, we believe that natural materials could be used more in mobile devices which could create more engaging user experiences.
在这篇研讨会论文中,我们展示了我们在移动设备上使用不同天然材料和数字制造图案的探索。我们提出了通过数字制造改变天然材料形状、灵活性和其他特性的不同方法。通过这些方法,我们相信天然材料可以更多地用于移动设备,从而创造更吸引人的用户体验。
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引用次数: 0
A pervasive role-playing game for introducing elementary school students to archaeology 向小学生介绍考古学的普遍角色扮演游戏
Natalia Georgiadi, Eleni Kokkoli-Papadopoulou, G. Kordatos, Konstantinos Partheniadis, Manos Sparakis, P. Koutsabasis, S. Vosinakis, Dimitris Zissis, Modestos Stavrakis
This paper presents ongoing work on the design and prototyping of a pervasive, role-playing game for elementary school students. The game takes place in a designated space presented as an excavation site, in which students become acquainted with a number of principal roles and tasks taking place in archaeological fieldwork. The educational goals are to introduce students to fundamental archaeology concepts and to inform them about the historical background of a specific site and the discovered artifacts. The game apparatus consists of a mobile application (android), a number of small wireless sensors (beacons), tangible models of the antiquities and simplified prop tools of the archaeological equipment (3D printed). The paper outlines the main design concepts, technologies used and gameplay and reports on a preliminary evaluation.
本文介绍了一款面向小学生的普遍角色扮演游戏的设计和原型制作工作。游戏发生在一个指定的挖掘场地,在这里,学生们将熟悉考古现场工作中的一些主要角色和任务。教育目标是向学生介绍基本的考古学概念,并告知他们有关特定地点和发现的文物的历史背景。游戏设备由移动应用程序(android)、多个小型无线传感器(信标)、实物文物模型和简化的考古设备道具工具(3D打印)组成。本文概述了游戏的主要设计理念、使用的技术和玩法,并报告了初步评估结果。
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引用次数: 13
Mobile energy sharing futures 移动能源共享未来
Paul Worgan, Jarrod Knibbe, Mike Fraser, D. M. Plasencia
We foresee a future where energy in our mobile devices can be shared and redistributed to suit our current task needs. Many of us are beginning to carry multiple mobile devices and we seek to re-evaluate the traditional view of a mobile device as only accepting energy. In our vision, we can leverage the energy stored in our devices to wirelessly distribute energy between our friends, family, colleagues and strangers devices. In this paper we explore the opportunities and interactions presented by such spontaneous energy transfer interactions and present some envisaged collaborative energy sharing futures.
我们预见到,未来移动设备中的能量可以共享和重新分配,以满足我们当前的任务需求。我们中的许多人开始携带多个移动设备,我们试图重新评估移动设备只接受能量的传统观点。在我们的愿景中,我们可以利用储存在设备中的能量,在我们的朋友、家人、同事和陌生人的设备之间无线分配能量。在本文中,我们探讨了这种自发能量传递相互作用所带来的机会和相互作用,并提出了一些设想的协同能源共享未来。
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引用次数: 6
Spin-lock gesture authentication for mobile devices 移动设备的自旋锁定手势身份验证
Yomna Aly, Cosmin Munteanu, Stefania Raimondo, A. Wu, Molly Wei
The security of authentication mechanisms on touchscreen mobile devices is often at risk due to various usability barriers. The most common authentication step mobile users go through is the lock screen that blocks access to the entire device. This is subject to a usability-vs-security tension: users want quick and easy access to their phones while ensuring it is protected from unauthorized access. Since ease-of-use is a critical attribute for any new authentication mechanism, we propose an authentication system inspired by an intuitive real-life paradigm, the single dial combination (spin) lock, and evaluate its usability and user acceptance. We show that a Spin-lock authentication is perceived by users as more enjoyable than other lock methods. We use this to discuss implications for the design of mobile authentication mechanisms and suggest situations for which real-life inspired locking systems may be preferable.
由于各种可用性障碍,触摸屏移动设备上的身份验证机制的安全性经常处于危险之中。移动用户最常见的身份验证步骤是锁定屏幕,它阻止了对整个设备的访问。这是一种可用性与安全性之间的紧张关系:用户想要快速方便地访问他们的手机,同时确保它不受未经授权的访问。由于易用性是任何新的身份验证机制的关键属性,因此我们提出了一种受直观的现实范例启发的身份验证系统,即单拨盘组合(旋转)锁,并评估其可用性和用户接受度。我们表明,用户认为自旋锁定身份验证比其他锁定方法更令人愉快。我们用它来讨论对移动身份验证机制设计的影响,并提出现实生活中启发的锁定系统可能更可取的情况。
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引用次数: 7
A study on representational competence in physics using mobile eye tracking systems 基于移动眼动追踪系统的物理表征能力研究
Seyyed Saleh Mozaffari Chanijani, P. Klein, Mohammad Al-Naser, S. S. Bukhari, J. Kuhn, A. Dengel
In this paper, we have conducted an eye tracking experiment by employing an inexpensive, lightweight, and portable eye tracker paired with a tablet. Students were instructed to solve the physics problems by presenting them three coherent representations about a phenomenon: Vectorial representations, data tables and diagrams. The effectiveness of each representation was assessed for three levels of student expertise (experts, intermediates and novices) using eye-tracking gaze data. The results show that students of different skill level (a) prefer different representations for problem-solving, (b) switch between representations with different frequencies, and (c) can be distinguished by the density of representation use. The obtained results confirm earlier findings of physics education research quantitatively which were initially obtained by student interviews and observational studies.
在本文中,我们采用一种廉价、轻便、便携的眼动仪与平板电脑配对,进行了眼动追踪实验。学生们被要求通过向他们展示关于一个现象的三种连贯的表示来解决物理问题:向量表示、数据表和图表。使用眼动追踪注视数据,对学生的三个专业水平(专家、中级和新手)的每一种表现的有效性进行了评估。结果表明,不同技能水平的学生(a)在解决问题时偏好不同的表征,(b)在不同频率的表征之间切换,(c)可以通过表征使用密度来区分。所获得的结果从数量上证实了早期物理教育研究的发现,这些发现最初是通过学生访谈和观察研究获得的。
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引用次数: 12
Notification dashboard: enabling reflection on mobile notifications 通知仪表板:启用对移动通知的反射
Dominik Weber, Alexandra Voit, Huy Viet Le, N. Henze
Notifications are a key feature on current smartphones. Apps gain the attention of the users to inform them about new messages, upcoming appointments or system updates. Previous studies investigated how many notifications users receive and how users interact with those notifications. Related work explored means to manage incoming notifications. In this work, we present the Notification Dashboard to enable users to reflect on their received notifications and to identify unwanted interruptions. We conducted a user study, in which we logged participants' smartphone notifications for one month. Afterwards, we visualized the log files using the dashboard and interviewed the participants about their impressions. The results show that participants underestimated the amount of notifications and were positive about using the dashboard to reflect on their received notifications.
通知是当前智能手机的一个关键功能。应用程序通过通知用户新消息、即将到来的约会或系统更新来吸引用户的注意力。之前的研究调查了用户收到多少通知以及用户如何与这些通知互动。相关工作探索了管理传入通知的方法。在这项工作中,我们展示了通知仪表板,使用户能够反映他们收到的通知并识别不必要的中断。我们进行了一项用户研究,记录参与者一个月的智能手机通知。之后,我们使用仪表板将日志文件可视化,并就他们的印象采访了参与者。结果显示,参与者低估了通知的数量,并积极使用仪表板来反映他们收到的通知。
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引用次数: 20
User perspective for interactive handbag design 用户视角下的交互式手包设计
Minna Pakanen, Tuomas Lappalainen, Ashley Colley, Jonna Häkkilä
In this paper, we address handbags as interactive mobile devices. As handbags are typical accessories carried practically by half of the adult population when on the move, they offer an interesting and widely distributed platform for mobile computing. As handbags are visible items representing the user's style, and form part of the user's overall outfit, aesthetics form an important part of their design. In this paper, we report ideas gathered from 20 participants that participated to a user study on the topic.
在本文中,我们将手提包视为交互式移动设备。由于手袋是几乎一半的成年人在移动中随身携带的典型配饰,它们为移动计算提供了一个有趣且广泛分布的平台。手袋是代表使用者风格的可见物品,是使用者整体着装的一部分,美学是其设计的重要组成部分。在本文中,我们报告了从20名参与者那里收集到的关于该主题的用户研究的想法。
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引用次数: 3
A multimodal networked kissing machine for mobile phones 一个多模式网络接吻机的移动电话
E. Y. Zhang
Internet communication has revolutionised human communication, which is rapidly migrating from the physical world to the digital world. However, digital communication is often criticised for encouraging social isolation, and diminishing our abilities to empathise and form emotional bonds. Communication technologies still focus on transmitting visual and audio information, thus missing the emotional exchange during face-to-face interaction expressed through physical contact and non-verbal cues.
互联网通信使人类通信发生了革命性的变化,人类通信正迅速从物理世界向数字世界迁移。然而,数字通信经常被批评为鼓励社会孤立,削弱我们的同情和形成情感纽带的能力。通信技术仍然侧重于传递视觉和听觉信息,从而忽略了面对面互动中通过身体接触和非语言线索表达的情感交流。
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引用次数: 0
A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts 在CAVE自动虚拟现实环境中对历史文物与基于纸张的文物进行比较试验研究
Sujan Shrestha, J. Chakraborty, M. Mohamed
The purpose of this research is to synthesize and transform real world physical environments (PE) into a CAVE automatic virtual reality system (CAVE) by using three-dimensional (3D) models of cultural and historical artifacts. 3D models are often used in many applications including visualizations and digital preservation. Virtual reality is used to improve perception and sensation and to better understand products and environments for studying human factors and behaviors. As a pilot study, we developed and prototyped a customizable 3D physical environment using historical data and archives into an interactive CAVE virtual reality (VR) system. We then conducted a study of user preferences using pretest and post-test questionnaires of the CAVE versus paper-based artifacts.
本研究的目的是利用文物的三维模型,将现实世界的物理环境(PE)合成并转化为CAVE自动虚拟现实系统(CAVE)。3D模型经常用于许多应用程序,包括可视化和数字保存。虚拟现实是用来提高感知和感觉,更好地了解产品和环境,研究人的因素和行为。作为一项试点研究,我们开发了一个可定制的3D物理环境的原型,并将历史数据和档案纳入交互式CAVE虚拟现实(VR)系统。然后,我们使用CAVE的前测和后测问卷与基于纸张的工件进行了用户偏好的研究。
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引用次数: 3
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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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