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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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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
Managing smartwatch notifications through filtering and ambient illumination 通过过滤和环境照明管理智能手表通知
Frederic Kerber, Christoph Hirtz, Sven Gehring, Markus Löchtefeld, A. Krüger
The ongoing development of smart, wearable devices opens up a new range of possibilities with respect to human-computer interaction. Recent research has confirmed that smartwatches are primarily used to visualize notifications. However, the limited screen size is at odds with the ever-growing amount of information. Often, explicit interaction is needed to get an overview on the currently available information. We provide an aggregation/filtering approach as well as several displaying concepts based on a self-built, power-efficient smartwatch prototype with twelve full-color LEDs around a low-resolution display. In a user study with twelve participants, we evaluated our concepts, and we conclude with guidelines that could easily be applied to today's smartwatches to provide more expressive notification systems.
智能可穿戴设备的持续发展为人机交互开辟了一系列新的可能性。最近的研究证实,智能手表主要用于可视化通知。然而,有限的屏幕尺寸与不断增长的信息量不一致。通常,需要显式交互来获得当前可用信息的概览。我们提供了一种聚合/过滤方法,以及基于自建的几个显示概念,节能智能手表原型,在低分辨率显示器周围有12个全彩led。在一项有12名参与者的用户研究中,我们评估了我们的概念,并得出结论,我们的指导方针可以很容易地应用于今天的智能手表,以提供更具表现力的通知系统。
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引用次数: 13
Distance, time, and friends: system-generated cues and impression formation in mediated spaces 距离、时间和朋友:中介空间中系统生成的线索和印象形成
Colin Fitzpatrick
More people are turning to apps for connecting with others nearby for a range of relational goals (i.e. dates, sex). These apps themselves constrain profiles in certain ways, while also supplementing them with additional system-generated cues. The proposed experiments are designed to investigate three such popular cues (distance, time, and number of friends) and how they affect the impression formation process in this context of varied relational goals.
越来越多的人开始使用应用程序与附近的人联系,以实现一系列关系目标(如约会、性)。这些应用程序本身以某种方式约束配置文件,同时还补充了额外的系统生成线索。这些实验旨在调查三种常见的线索(距离、时间和朋友数量),以及它们在不同关系目标的背景下如何影响印象形成过程。
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引用次数: 1
WhichHand: automatic recognition of a smartphone's position in the hand using a smartwatch 哪只手:使用智能手表自动识别智能手机在手中的位置
Hyunchul Lim, G. An, YoonKyong Cho, Kyogu Lee, B. Suh
As mobile users often operate their devices with one enhancing one-handed interaction. In this paper, we present WhichHand, a system that 1) automatically detects which hand is holding a mobile phone and then 2) enhances user interfaces by adapting layouts to left-or right-handed use. For WhichHand, we utilize orientation sensors from a smartphone and a smartwatch. The relationship of sensor data between two mobile devices plays an important role in our recognition system. We evaluated WhichHand in a controlled study with 14 participants and conducted a user study with 10 participants to receive feedback. The accuracy of over 97% and early feedback on WhichHand provide useful insights on the design for one-handed interaction.
由于移动用户经常用一只手操作他们的设备,增强了单手交互。在本文中,我们提出了一个系统,该系统1)自动检测哪只手拿着手机,然后2)通过适应左手或右手使用的布局来增强用户界面。对于哪只手,我们使用来自智能手机和智能手表的方向传感器。两个移动设备之间的传感器数据关系在我们的识别系统中起着重要的作用。我们在一项有14名参与者的对照研究中评估了这只手,并进行了一项有10名参与者的用户研究,以获得反馈。准确度超过97%和早期反馈对单手交互的设计提供了有用的见解。
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引用次数: 13
Affective-ready, contextual and automated usability test for mobile software 面向移动软件的情感就绪、情境化和自动化可用性测试
Jackson Feijó Filho, Wilson Prata, Juan Oliveira
This work proposes the use of system to perform affective-ready, contextual and automated usability tests for mobile software. Our proposal augments the traditional methods of software usability evaluation by monitoring users' location, weather conditions, moving/stationary status, data connection availability and spontaneous facial expressions automatically. This aims to identify the moment of negative and positive events. Identifying those situations and systematically associating them to the context of interaction, assisted software creators to overcome design flaws and enhancing interfaces' strengths. The validation of our approach include post-test questionnaires with test subjects. The results indicate that the automated user-context logging can be a substantial supplement to mobile software usability tests.
这项工作建议使用系统来执行移动软件的有效准备,上下文和自动化可用性测试。我们的建议通过自动监测用户的位置、天气条件、移动/静止状态、数据连接可用性和自发的面部表情来增强传统的软件可用性评估方法。它的目的是确定消极和积极事件的时刻。识别这些情况并系统地将它们与交互环境联系起来,可以帮助软件创建者克服设计缺陷并增强界面的优势。我们的方法的验证包括对测试对象进行测试后问卷调查。结果表明,自动化的用户上下文日志记录可以作为移动软件可用性测试的重要补充。
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引用次数: 4
A novel image based positioning technique using mobile eye tracker for a museum visit 一种新的基于图像的移动眼动仪博物馆参观定位技术
Moayad Mokatren, T. Kuflik, I. Shimshoni
Eye tracking can be an easy way for identifying users' focus of attention and interests. This promise triggered large and continues research and technology development efforts with remarkable results. In this paper we aim at developing a novel technique for location awareness, interest detection and focus of attention using computer vision techniques and mobile eye-tracking technology. Our focus will be on museum visit and optimizing the positioning procedure by exploiting the visit style to choose the appropriate algorithm.
眼动追踪是识别用户关注焦点和兴趣的一种简单方法。这一承诺引发了大规模且持续的研究和技术开发努力,并取得了显著的成果。本文旨在利用计算机视觉技术和移动眼动追踪技术开发一种新的位置感知、兴趣检测和注意力集中技术。我们将重点研究博物馆参观,并通过利用参观方式选择合适的算法来优化定位程序。
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引用次数: 5
A case study on capturing and visualising face-to-face interactions in the workplace 一个关于捕捉和可视化工作场所面对面互动的案例研究
A. Mashhadi, Akhil Mathur, M. V. D. Broeck, G. Vanderhulst, M. Godon, F. Kawsar
Face-to-face interactions have proven to accelerate team and larger organisation success. Many past research has explored the benefits of quantifying face-to-face interactions for informed workplace management, with little attention being paid to how this information is perceived by the employees. In this paper, we offer a reflection on the automated feedback of personal interactions in a workplace through a longitudinal study of capturing, modelling and visualisation of face-to-face interactions of 47 employees for 4 months in an industrial research lab in Europe. We conducted semi-structured interviews with 20 employees to understand their perception and experience with the system. Our findings suggest that the short-term feedback on personal face-to-face interactions was not perceived as an effective external cue to promote self-reflection by most, and that employees desire long-term feedback annotated with actionable attributes.
面对面的互动已经被证明可以加速团队和更大的组织的成功。过去的许多研究都探索了量化面对面互动对知情工作场所管理的好处,很少关注员工如何感知这些信息。在本文中,我们通过对欧洲一家工业研究实验室中47名员工为期4个月的面对面互动的捕捉、建模和可视化的纵向研究,对工作场所个人互动的自动反馈进行了反思。我们对20名员工进行了半结构化访谈,以了解他们对该系统的看法和体验。我们的研究结果表明,大多数员工并不认为个人面对面互动的短期反馈是促进自我反思的有效外部线索,而员工更希望获得带有可操作属性的长期反馈。
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引用次数: 5
UbiMaze: a new genre of virtual reality game based on mobile devices uimaze:一款基于移动设备的新型虚拟现实游戏
Wei Gai, Chenglei Yang, Yulong Bian, Mingda Dong, Juan Liu, Yifan Dong, Chengjie Niu, Cheng Lin, Xiangxu Meng, Chia Shen
Most of current virtual/augmented reality games focus on players' immersive experience. The creative process of game design is usually not accessible to the player. In this paper, we present a new game genre that combines player initiated game design with game play. This new genre enables users to design games in a physical space and then play in a rendered virtual space. To this aim we illustrate our conceptual design of a virtual reality game, called UbiMaze, which promotes player participation, and provides a rich, interactive and engaging experience.
目前大多数虚拟/增强现实游戏都专注于玩家的沉浸式体验。游戏设计的创意过程通常是玩家无法理解的。在本文中,我们将呈现一种将玩家发起的游戏设计与游戏玩法相结合的新游戏类型。这种新类型允许用户在物理空间中设计游戏,然后在渲染的虚拟空间中玩游戏。为了实现这一目标,我们阐述了一款名为UbiMaze的虚拟现实游戏的概念设计,它促进了玩家的参与,并提供了丰富、互动和吸引人的体验。
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引用次数: 2
Exploring notifications in smart home environments 探索智能家居环境中的通知
Alexandra Voit, Tonja Machulla, Dominik Weber, V. Schwind, Stefan Schneegass, N. Henze
Notifications are a core mechanism of current smart devices. They inform about a variety of events including messages, social network comments, and application updates. While users appreciate the awareness that notifications provide, notifications cause distraction, higher cognitive load, and task interruptions. With the increasing importance of smart environments, the number of sensors that could trigger notifications will increase dramatically. A flower with a moisture sensor, for example, could create a notification whenever the flower needs water. We assume that current notification mechanisms will not scale with the increasing number of notifications. We therefore explore notification mechanisms for smart homes. Notifications are shown on smartphones, on displays in the environment, next to the sending objects, or on the user's body. In an online survey, we compare the four locations in four scenarios. While different aspects influence the perceived suitability of each notification location, the smartphone generally is rated the best.
通知是当前智能设备的核心机制。它们通知各种各样的事件,包括消息、社交网络评论和应用程序更新。虽然用户欣赏通知提供的意识,但通知会导致注意力分散、更高的认知负荷和任务中断。随着智能环境的重要性日益增加,可以触发通知的传感器数量将急剧增加。例如,当花需要浇水时,带有湿度传感器的花就会发出通知。我们假设当前的通知机制不会随着通知数量的增加而扩展。因此,我们探索智能家居的通知机制。通知会显示在智能手机上、环境中的显示屏上、发送对象旁边或用户身上。在一项在线调查中,我们在四种情况下比较了这四个地点。虽然每个通知位置的适用性受到不同方面的影响,但智能手机通常被评为最佳。
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引用次数: 24
Opportunities for technology in the self-management of mental health 技术在精神健康自我管理方面的机会
Elizabeth L. Murnane, M. Matthews, Geri Gay
Mental health is becoming an increasingly pressing healthcare issue on a worldwide level. Chronic mental health conditions such as bipolar disorder are some of the most challenging illnesses to treat and are associated with considerable negative consequences, both in terms of societal costs as well as individual patients' quality of life. Mobile and wearable devices, with their rising ownership levels and sensing capabilities, have the potential to enable more personalized and broadly deployable forms of condition monitoring, symptom detection, and timely intervention. In this workshop paper, we overview our research into the lived experiences and self-management practices of individuals with bipolar disorder, the resultant implications for designing technology-based solutions, and the steps we have taken towards development of such assessment and intervention oriented tools. Importantly, we surface tensions between the opportunities of technology and the potential risks associated with their usage in the context of mental health.
心理健康正在成为世界范围内日益紧迫的医疗保健问题。慢性精神健康状况,如双相情感障碍是一些最具挑战性的疾病治疗,并与相当大的负面后果相关,无论是在社会成本方面还是在个体患者的生活质量方面。移动和可穿戴设备的拥有率和传感能力不断提高,有可能实现更个性化和可广泛部署的状态监测、症状检测和及时干预。在这篇研讨会论文中,我们概述了我们对双相情感障碍患者的生活经历和自我管理实践的研究,对设计基于技术的解决方案的最终影响,以及我们为开发这种评估和干预导向工具所采取的步骤。重要的是,我们揭示了科技带来的机遇与在心理健康方面使用科技带来的潜在风险之间的紧张关系。
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引用次数: 6
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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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