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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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Inferring user action with mobile gaze tracking 通过移动凝视跟踪推断用户行为
M. Toivanen, K. Puolamäki, Kristian Lukander, J. Häkkinen, J. Radun
Gaze tracking in psychological, cognitive, and user interaction studies has recently evolved toward mobile solutions, as they enable direct assessing of users' visual attention in natural environments, and augmented and virtual reality (AR/VR) applications. Productive approaches in analyzing and predicting user actions with gaze data require a multidisciplinary approach with experts in cognitive and behavioral sciences, machine vision, and machine learning. This workshop brings together a cross-domain group of individuals to (i) discuss and contribute to the problem of using mobile gaze tracking for inferring user action, (ii) advance the sharing of data and analysis algorithms as well as device solutions, and (iii) increase understanding of behavioral aspects of gaze-action sequences in natural environments and AR/VR applications.
在心理学、认知和用户交互研究中,注视跟踪最近向移动解决方案发展,因为它们可以直接评估用户在自然环境中的视觉注意力,以及增强和虚拟现实(AR/VR)应用。利用注视数据分析和预测用户行为的有效方法需要多学科方法,包括认知和行为科学、机器视觉和机器学习方面的专家。本次研讨会汇集了一个跨领域的个人小组,以(i)讨论和促进使用移动凝视跟踪来推断用户动作的问题,(ii)推进数据和分析算法以及设备解决方案的共享,以及(iii)增加对自然环境和AR/VR应用中凝视-动作序列行为方面的理解。
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引用次数: 2
Oh that's what you meant!: reducing emoji misunderstanding 哦,这就是你的意思!减少对表情符号的误解
Garreth W. Tigwell, David R. Flatla
Emoji provide a way to express nonverbal conversational cues in computer-mediated communication. However, people need to share the same understanding of what each emoji symbolises, otherwise communication can breakdown. We surveyed 436 people about their use of emoji and ran an interactive study using a two-dimensional emotion space to investigate (1) the variation in people's interpretation of emoji and (2) their interpretation of corresponding Android and iOS emoji. Our results show variations between people's ratings within and across platforms. We outline our solution to reduce misunderstandings that arise from different interpretations of emoji.
表情符号提供了一种在计算机媒介交流中表达非语言对话线索的方式。然而,人们需要对每个表情符号所代表的含义有相同的理解,否则沟通就会破裂。我们调查了436人对表情符号的使用情况,并利用二维情感空间进行了一项互动研究,以调查(1)人们对表情符号的解读差异,(2)他们对相应的Android和iOS表情符号的解读。我们的结果显示了人们在不同平台内和不同平台上的评分差异。我们概述了我们的解决方案,以减少因对表情符号的不同解释而产生的误解。
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引用次数: 120
Audio in place: media, mobility & HCI - creating meaning in space 音频到位:媒体、移动性和人机交互——在空间中创造意义
A. Chamberlain, Mads Bødker, Adrian Hazzard, S. Benford
Audio-based content, location and mobile technologies can offer a multitude of interactional possibilities when combined in innovative and creative ways. It is important not to underestimate impact of the interplay between location, place and sound. Even if intangible and ephemeral, sounds impact upon the way in which we experience the built as well as the natural world. As technology offer us the opportunity to augment and access the world, mobile technologies offer us the opportunity to interact while moving though the world. They are technologies that can mediate, provide and locate experience in the world. Vision, and to some extent the tactile senses have been dominant modalities discussed in experiential terms within HCI. This workshop suggests that there is a need to better understand how sound can be used for shaping and augmenting the experiential qualities of places through mobile computing.
基于音频的内容、位置和移动技术以创新和创造性的方式结合起来,可以提供多种互动可能性。重要的是不要低估地点、地点和声音之间相互作用的影响。即使是无形的和短暂的,声音也会影响我们体验建筑和自然世界的方式。正如技术为我们提供了扩大和接触世界的机会,移动技术为我们提供了在世界各地移动时进行互动的机会。它们是能够调解、提供和定位世界经验的技术。视觉,在某种程度上,触觉是HCI中以经验术语讨论的主要模式。这个研讨会表明,有必要更好地理解声音如何通过移动计算来塑造和增强地方的体验质量。
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引用次数: 9
I'm just trying to survive: an ethnographic look at mobile notifications and attention management 我只是在努力生存:从民族志的角度看待手机通知和注意力管理
Julieta Aranda, Noor F. Ali-Hasan, S. Baig
There is a prevailing sentiment in popular culture that we have become too attached to our phones. Smartphone notifications play a critical role in drawing people's attention to their phones. As user experience researchers on the Android team at Google, we used an ethnographic approach to understand how people experience smartphone notifications. We conducted an ethnographic study of smartphone users in New York City, while engaging members of our product team (including product managers, engineers, and designers) in the data collection and analysis. In this case study, we describe our research methods, what we learned about notifications' role in people's lives, and discuss the impact that our research has had on various product teams at Google.
在流行文化中,有一种普遍的观点认为,我们已经变得过于依赖手机了。智能手机通知在吸引人们注意手机方面发挥了关键作用。作为Google Android团队的用户体验研究人员,我们使用人种学方法来了解人们如何体验智能手机通知。我们对纽约市的智能手机用户进行了人种学研究,同时让我们的产品团队成员(包括产品经理、工程师和设计师)参与数据收集和分析。在这个案例研究中,我们描述了我们的研究方法,我们了解到通知在人们生活中的作用,并讨论了我们的研究对谷歌各个产品团队的影响。
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引用次数: 14
MusiSkate: enhancing the skateboarding experience through musical feedback MusiSkate:通过音乐反馈提升滑板体验
Sarthak Ghosh, Pratik Shah, L. Navarro, Xiaowei Chen
In this paper, we investigate the potential of using musical feedback to enhance the skateboarding experience and to encourage skaters to gain more skills. We adhere to the UCD (User-Centered Design) process to discover opportunities for technological contributions in skating, followed by proposing MusiSkate as a solution based on user needs and contexts. Our findings suggest that MusiSkate has the potential to enhance the satisfaction of skating. Furthermore, it conforms to the guidelines for designing skateboarding applications as set forth by existing literature. Finally, we suggest future explorations for using audio feedback with skateboarding based on the results of our pilot study.
在本文中,我们研究了使用音乐反馈来提高滑板体验和鼓励滑板者获得更多技能的潜力。我们坚持UCD(以用户为中心的设计)过程,发现滑冰技术贡献的机会,然后根据用户需求和环境提出MusiSkate作为解决方案。我们的研究结果表明MusiSkate有潜力提高滑冰的满意度。同时也符合现有文献对滑板应用设计的指导原则。最后,基于我们的初步研究结果,我们提出了在滑板运动中使用音频反馈的未来探索。
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引用次数: 3
Knowledge transfer from experts to novices in minimally invasive catheter-mediated (MIC) interventions, eye-tracking study 微创导管介入(MIC)中专家向新手的知识转移,眼动追踪研究
Mohammad Al-Naser, P. Lanzer, A. Dengel, S. S. Bukhari, Seyyed Saleh Mozaffari Chanijani
Minimally invasive catheter-mediated (MIC) interventions represent a key approach to treat patients with a wide range of cardiovascular diseases; the operators' performance rely on his or her ability to read the dynamic (cine, fluoroscopy) and static x-rays images rapidly, and accurately. Here, we demonstrate the feasibility of expertise transfer employing a low cost eye tracking system for experts gaze visualization in real-life (MIC) interventional scenario. As the video quality from head-mounted eye tracker is not sufficient for data analysis, due to head-movement, dark shades, blurring, etc., therefore we have developed an automatic method for mapping the recorded gaze from the eye-tracker video to high quality x-ray video, allowing for tracking of the complete visual perception of individual operators throughout the life performance of individual interventions based on high resolution image recordings. The high quality gaze video from an expert doctors provide an important educational resource to teach novices how to read the dynamic x-ray images.
微创导管介导(MIC)干预是治疗多种心血管疾病患者的关键方法;操作人员的表现取决于他或她快速、准确地读取动态(电影、透视)和静态x射线图像的能力。在这里,我们证明了在现实生活(MIC)干预场景中,使用低成本的眼动追踪系统进行专家注视可视化的专家转移的可行性。由于头部运动、阴影、模糊等原因,头戴式眼动仪的视频质量不足以进行数据分析,因此我们开发了一种自动方法,将记录的目光从眼动仪视频映射到高质量的x射线视频,允许在高分辨率图像记录的基础上跟踪个体操作员在个体干预的整个生命周期中的完整视觉感知。专家医生的高质量注视视频为新手如何阅读动态x线图像提供了重要的教育资源。
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引用次数: 1
ForceBoard: using force as input technique on size-limited soft keyboard 力板:在有尺寸限制的软键盘上使用力作为输入技术
Min-Chieh Hsiu, Da-Yuan Huang, Chi An Chen, Yu-Chih Lin, Y. Hung, De-Nian Yang, Mike Y. Chen
Various typing methods of qwerty-based keyboards on smartwatches have been proposed in recent years. However, since each key can only occupy limited input space and our fingers are too big, recent solutions are mainly two-step typing methods. Users have to navigate the desired key on an enlarged keyboard, and then select the target. The two-step process is distant from our physical keyboard experiences, and requires users to frequently change the keyboard layouts. The aim of this paper is to propose a single-step typing technique that allows users to key in a character with a single touch. We introduce ForceBoard, which combines two adjacent keys into one region and uses force as selecting mechanism. By using that, it not only provides more precise selection, but also allows users to type texts without changing the visual contents of keyboard. We conducted a study comparing the performance of ForceBoard with other two state-of-the-art two-step methods, ZoomBoard and SplitBoard. Our results showed that ForceBoard outperformed ZoomBoard significantly with 30.52% on average, and was slightly better than SplitBoard. Furthermore, ForceBoard also received higher preferences on text speed and satisfaction.
近年来,人们提出了智能手表基于qwerty键盘的各种输入方法。然而,由于每个键只能占用有限的输入空间,我们的手指太大,最近的解决方案主要是两步输入方法。用户必须在放大的键盘上导航所需的键,然后选择目标。这个两步的过程与我们的物理键盘体验相去甚远,并且需要用户经常更改键盘布局。本文的目的是提出一种单步输入技术,允许用户用一次触摸键入一个字符。我们引入了ForceBoard,它将两个相邻的键组合到一个区域中,并使用force作为选择机制。通过使用它,不仅提供了更精确的选择,而且允许用户在不改变键盘视觉内容的情况下输入文本。我们进行了一项研究,比较了ForceBoard与其他两种最先进的两步方法(ZoomBoard和SplitBoard)的性能。我们的结果显示,ForceBoard以平均30.52%的成绩显著优于ZoomBoard,略好于SplitBoard。此外,ForceBoard在文本速度和满意度方面也获得了更高的偏好。
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引用次数: 18
Mobile cross-media visualisations made from building information modelling data 基于建筑信息建模数据的移动跨媒体可视化
L. Oppermann, Marius Shekow, Deniz Bicer
The advent of Building Information Modelling (BIM) provides geometry data that can be easily used for visualisations. We present six demonstrators made from the same data using similar workflows. They cover different categories of mobile devices, ranging from head-mounted displays to smartphones and tablets with inside-out positional tracking. They showcase cross-media visualisations depending on the device capabilities, which vary from a sophisticated car-based AR-setup, over wired and wireless VR, to see-through AR on smart glasses, and video-based AR on tablets.
建筑信息模型(BIM)的出现提供了可以轻松用于可视化的几何数据。我们展示了使用类似工作流程从相同数据制作的六个演示。它们涵盖了不同类别的移动设备,从头戴式显示器到智能手机和具有内外位置跟踪功能的平板电脑。它们根据设备功能展示了跨媒体的可视化效果,从基于汽车的复杂AR设置,有线和无线VR,到智能眼镜上的透视AR,以及平板电脑上基于视频的AR。
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引用次数: 10
Designing Android Marshmallow volume controls: a user experience case study 设计Android棉花糖音量控制:一个用户体验案例研究
Noor F. Ali-Hasan, Rachel Garb, Mindy Pereira
When a user presses physical hardware volume keys on a smartphone, volume controls appears on the screen. Traditionally, these volume controls are represented by a single slider. Android's Lollipop release introduced new functionality into the volume controls: a way to temporarily silence interruptions from notifications and phone calls. After the launch of Android Lollipop, we discovered some usability issues with the more robust volume controls interface. We decided to address these issues in Android's next release, Marshmallow. In this case study, we describe the trade-offs we faced in designing Android Marshmallow volume controls and how our interdisciplinary user experience team designed a longitudinal study that helped us evaluate two designs we were considering. We also describe the impact of our research approach and how we arrived at a final design.
当用户在智能手机上按下物理硬件音量键时,音量控制就会出现在屏幕上。传统上,这些音量控制由单个滑块表示。Android的Lollipop版本在音量控制中引入了新功能:一种暂时静音通知和电话干扰的方法。在Android Lollipop发布后,我们发现其更强大的音量控制界面存在一些可用性问题。我们决定在Android的下一个版本Marshmallow中解决这些问题。在这个案例研究中,我们描述了我们在设计Android Marshmallow音量控制时所面临的权衡,以及我们的跨学科用户体验团队如何设计一项纵向研究,帮助我们评估我们正在考虑的两种设计。我们还描述了我们的研究方法的影响,以及我们如何到达最终设计。
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引用次数: 1
Educating bicycle safety and fostering empathy for cyclists with an affordable and game-based VR app 通过一个价格合理的基于游戏的VR应用程序,教育自行车安全,培养对骑自行车者的同情
Wesley Wang, K. Singh, Yan Ting Mandy Chu, A. Huber
In recent years, there has been a rise in the use of virtual reality (VR) both in specialized fields and commercial settings. Modern applications of VR include games, films, education, arts, and healthcare, etc. Today, VR applications exist beyond expensive research labs; they are being employed to solve real world problems. To explore a new practical application of VR, we designed and prototyped a work-in-progress VR mobile app of common biking incidents in the form of a choose-your-own-adventure game. Our goal is to teach people about bicycle safety in cities, and to foster empathy within the driving community towards cyclists.
近年来,在专业领域和商业环境中,虚拟现实(VR)的使用有所增加。VR的现代应用包括游戏、电影、教育、艺术和医疗保健等。如今,VR应用已经超越了昂贵的研究实验室;他们被用来解决现实世界的问题。为了探索VR的一种新的实际应用,我们设计并原型化了一个正在开发的VR手机应用程序,以一种选择你自己的冒险游戏的形式来展示常见的自行车事故。我们的目标是让人们了解城市中的自行车安全,并在驾车社区中培养对骑自行车者的同情。
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引用次数: 8
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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