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Designing social wearables for mediation of intimate relationships 设计社交可穿戴设备来调解亲密关系
Yulia Silina
There are many benefits to mediating intimate relationships through technology, and an increasing number of ways of doing so. Among these, there is a growing interest in social wearables. But most of these devices are either bespoke one-off items or generalized and lack consideration for cultural context and needs of varied user groups. Overall, our understanding of the design criteria for these artifacts and potential implications of their newly-afforded multifaceted interactions is lagging far behind. My research aims to extend this knowledge by adopting multidisciplinary perspective and developing design guidelines with a focus on meaningful use of social wearables over time.
通过技术来调解亲密关系有很多好处,而且方法也越来越多。其中,人们对社交可穿戴设备的兴趣日益浓厚。但这些设备大多是定制的一次性产品,或者是通用的,缺乏对文化背景和不同用户群体需求的考虑。总的来说,我们对这些工件的设计标准和它们新提供的多方面交互的潜在含义的理解远远落后。我的研究旨在通过采用多学科视角和开发设计指南来扩展这一知识,重点是随着时间的推移,社交可穿戴设备的有意义使用。
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引用次数: 0
What makes readers laugh?: value of sensing laughter for humor webtoon 什么能让读者发笑?:感知笑声对幽默网络漫画的价值
Soyoung Kwon, Kun-Pyo Lee
Webtoon is a popular content in South Korea that has more fun techniques by using both IT and cartoon elements. However, the rating system for webtoon is still unsatisfying which have limitations on comprehending users' unconscious behavior. In this paper, we explore the value of using users' laughter reaction data for humor webtoons. Users' laughter reaction data and the rating scores were extracted simultaneously in user observation. As a result, the laughter reaction significantly correlates with the manual rating score. Also, we elicited each participants' flow of laughter which enabled to understand their laughter behavior and scenes that were attractive. With those data, ideation was conducted to generate ideas on how laughter reaction data can be used in new ways for humor webtoons. Thus, we proposed the potential values that suggest viable solutions of capturing laughter reactions for humor webtoons.
网络漫画是将信息技术和卡通元素结合在一起的有趣的技术,在韩国很受欢迎的内容。然而,网络漫画的评级系统仍然不尽如人意,在理解用户的无意识行为方面存在局限性。本文探讨了用户笑声反应数据在幽默网络漫画制作中的应用价值。在用户观察中,同时提取用户的笑反应数据和评分分数。结果,笑声反应与人工评分显著相关。此外,我们还引出了每个参与者的笑声流,这使得我们能够理解他们的笑行为和吸引人的场景。有了这些数据,我们进行了构思,以产生笑声反应数据如何以新的方式用于幽默网络漫画的想法。因此,我们提出了潜在的价值,建议为幽默网络漫画捕捉笑声反应提供可行的解决方案。
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引用次数: 2
Fingerprints: detecting meaningful moments for mobile health intervention 指纹:为移动健康干预检测有意义的时刻
Yunlong Wang, Le Duan, Simon Butscher, Jens Müller, Harald Reiterer
Personalized and contextual interventions are promising techniques for mobile persuasive technologies in mobile health. In this paper, we propose the "fingerprints" technique to analyze the users' daily behavior patterns to find the meaningful moments to better support mobile persuasive technologies, especially mobile health interventions. We assume that for many persons, their behaviors have patterns and can be detected through the sensor data from smartphones. We develop a three-step interactive machine learning workflow to describe the concept and approach of the "fingerprints" technique. By this we aim to implement a practical and light-weight mobile intervention system without burdening the users with manual logging. In our feasibility study, we show results that provide first insights into the design of the "fingerprints" technique.
个性化和情境干预是移动医疗中移动说服技术的有前途的技术。在本文中,我们提出了“指纹”技术来分析用户的日常行为模式,以找到有意义的时刻,以更好地支持移动说服技术,特别是移动健康干预。我们假设,对于许多人来说,他们的行为是有规律的,可以通过智能手机的传感器数据来检测。我们开发了一个三步交互式机器学习工作流来描述“指纹”技术的概念和方法。因此,我们的目标是实现一个实用的、轻量级的移动干预系统,而不给用户带来手动记录的负担。在我们的可行性研究中,我们展示的结果为“指纹”技术的设计提供了第一个见解。
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引用次数: 9
Methods for calibration free and multi-user eye tracking 免校准和多用户眼动追踪方法
Christian Lander
Human beings sense and perceive most of the world through their eyes. The point of gaze clearly reflects our visual attention indicating our interests. Hence gaze can be used as a powerful tool in different research areas (e.g., marketing, psychology). The progress made over the years in eye tracking enables the creation of gaze-based interactive interfaces. However, these interfaces lack of generic usability outside a controlled environment in a spontaneous pervasive way. The main objective of this research is to investigate eye-tracking technologies by means of calibration. Since calibration is user, location, orientation and target dependent, it prevents from Multi-User interaction and gaze estimation on multiple various objects (e.g., multiple screens of different sizes). Tackling these issues, new mobile as well as remote interfaces are explored and new design spaces are opened.
人类通过眼睛感知和感知世界的大部分。凝视的点清楚地反映了我们的视觉注意力,表明了我们的兴趣。因此,凝视可以作为一个强大的工具在不同的研究领域(例如,市场营销,心理学)。多年来在眼动追踪方面取得的进展使基于凝视的交互界面的创建成为可能。然而,这些接口在受控环境之外以自发的普遍方式缺乏通用的可用性。本研究的主要目的是研究眼动追踪技术的标定方法。由于校准依赖于用户,位置,方向和目标,因此它可以防止多用户交互和对多个不同对象(例如,不同尺寸的多个屏幕)的凝视估计。为了解决这些问题,新的移动和远程界面被探索,新的设计空间被打开。
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引用次数: 4
Wearable devices and AI techniques integration to promote physical activity 可穿戴设备与人工智能技术相结合,促进身体活动
D. Baretta, F. Sartori, A. Greco, R. Melen, Fabio Stella, L. Bollini, M. D'addario, P. Steca
Physical activity (PA) is considered one of the most important factors for the prevention and management of non-communicable diseases (NCDs). Mobile technologies offer several opportunities for supporting PA, especially if combined with psychological aspects, model-based reasoning systems and personalized human computer interaction. This still on-going research aims at developing a scalable framework that targets PA promotion among both clinical and non-clinical population, exploiting Bayesian Networks and Expert Systems to characterize and predict qualitative variables like self-efficacy. The expected outcomes are the collection and management of real-time behavioral and psychological data to define a personalized strategy for increasing PA.
体育活动被认为是预防和管理非传染性疾病的最重要因素之一。移动技术为支持人工智能提供了几个机会,特别是如果与心理学方面、基于模型的推理系统和个性化人机交互相结合。这项仍在进行中的研究旨在开发一个可扩展的框架,以临床和非临床人群中的PA推广为目标,利用贝叶斯网络和专家系统来表征和预测自我效能等定性变量。预期的结果是收集和管理实时行为和心理数据,以定义个性化的策略来增加PA。
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引用次数: 11
TouchRing: subtle and always-available input using a multi-touch ring 触摸环:使用多点触摸环进行微妙且始终可用的输入
Hsin-Ruey Tsai, Min-Chieh Hsiu, Jui-Chun Hsiao, Lee-Ting Huang, Mike Y. Chen, Y. Hung
We propose a finger-worn touch device TouchRing to provide subtle and multi-touch input. TouchRing leverages printed electrodes and the capacitive sensing technique to detect touch input. It allows users to perform multi-touch gestures in one hand to increase input modality. TouchRing worn on the index finger allows multi-touch using the thumb and middle finger. Ten multi-touch gestures are designed in this paper. We also propose touch detection and gesture recognition approaches in TouchRing. Gesture Recognition accuracy is evaluated in the user study. Applications for TouchRing are also proposed to make controlling smart glasses more convenient.
我们提出了一种手指穿戴式触摸设备TouchRing,以提供精细的多点触摸输入。TouchRing利用印刷电极和电容感应技术来检测触摸输入。它允许用户单手执行多点触控手势,以增加输入模式。戴在食指上的触控环允许使用拇指和中指进行多点触控。本文设计了十种多点触控手势。我们也在TouchRing中提出了触摸检测和手势识别方法。在用户研究中评估手势识别的准确性。还提出了TouchRing的应用,以使控制智能眼镜更加方便。
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引用次数: 31
In-situ semantic 3D modeling 原位语义三维建模
Aditya Sankar
Semantic 3D models of indoor scenes enable compelling interior design applications such as remodeling, refurnishing and rearrangement of furniture. However, creating these models is still a challenging task. Most existing approaches are designed to work ex-situ or out of context, and rely on the modeler's memory, photographs or measurements from the scene. We propose a novel in-situ, mobile capture system that leverages quick and easy semantic input from the user and offloads tedious reconstruction and modeling tasks to the computer. In this way, our system combines the advantages of automatic and manual CAD based methods to significantly reduce modeling time and effort. Our approach runs on commodity mobile devices and can potentially scale to a much larger audience of casual mobile phone users.
室内场景的语义3D模型可以实现令人信服的室内设计应用,如家具的改造、装修和重新布置。然而,创建这些模型仍然是一项具有挑战性的任务。大多数现有的方法被设计为在非原位或脱离上下文的情况下工作,并且依赖于建模者的记忆、照片或来自场景的测量。我们提出了一种新的原位移动捕获系统,该系统利用用户快速简便的语义输入,并将繁琐的重建和建模任务卸载到计算机上。这样,我们的系统结合了基于自动和手动CAD方法的优点,大大减少了建模时间和工作量。我们的方法适用于普通移动设备,并有可能扩展到更多休闲手机用户。
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引用次数: 0
Assistive mobile application for support of mobility and communication of people with IDD 辅助移动应用程序,支持IDD患者的行动和沟通
M. Kultsova, R. Romanenko, I. Zhukova, A. Usov, Nikita Penskoy, Tatiana Potapova
This paper describes the mobile application 'Travel and Communication Assistant' which supports the mobility and communication of people with Intellectual and Development Disabilities (IDD). This application provides the possibility to people with IDD to independently perform a known route (for example a route from home to the day care center, from home to the baker's, etc.) under the remote supervision of their caregivers and to communicate with them using text, voice and pictogram messages.
本文介绍了一款支持智障人士移动和交流的移动应用程序“旅行和交流助手”。该应用程序为IDD患者提供了在护理人员的远程监督下独立执行已知路线(例如从家到日托中心的路线,从家到面包房的路线等)的可能性,并使用文本,语音和象形文字信息与他们交流。
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引用次数: 7
mSTROKE: a crowd-powered mobility towards stroke recognition mSTROKE:一种面向中风识别的群众性移动性
Richa Tibrewal, Ankita Singh, M. Bhattacharyya
We demonstrate a crowd-powered model for the early diagnosis of stroke using a mobile device. The simple approach consists of monitoring the subject's health in three simple steps including the smile test for facial weakness, raising hands test for arm weakness and speech test for slurring of speech. Our demonstrated system shows a performance accuracy of 87.5% over a total number of 40 test cases.
我们展示了一个使用移动设备进行中风早期诊断的人群动力模型。这种简单的方法包括通过三个简单的步骤来监测受试者的健康状况,包括面部虚弱的微笑测试、手臂无力的举手测试和说话含糊不清的言语测试。我们演示的系统在总共40个测试用例中显示了87.5%的性能准确性。
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引用次数: 3
End-user personalization of context-dependent applications in AAL scenarios AAL场景中与上下文相关的应用程序的最终用户个性化
Giuseppe Ghiani, Marco Manca, F. Paternò, C. Santoro
The design and development of flexible applications able to match the many possible user needs and provide high quality user experience is still a major issue. In ambient-assisted living scenarios there is the need of giving adequate support to elderly so that they can independently live at home. Thus, providing personalized assistance is particularly critical because ageing people often have different ranges of individual needs, requirements and disabilities. In this position paper we introduce a solution based on an End-User Development environment that allows patients and caregivers to tailor the context-dependent behaviour of their Web applications in order to facilitate patients' life. This is done through the specification of trigger-action rules to support application customization.
设计和开发能够满足许多可能的用户需求并提供高质量用户体验的灵活应用程序仍然是一个主要问题。在环境辅助生活的情况下,需要给予老年人足够的支持,使他们能够独立地在家中生活。因此,提供个性化援助尤其重要,因为老年人往往有不同范围的个人需要、要求和残疾。在本文中,我们介绍了一种基于终端用户开发环境的解决方案,该解决方案允许患者和护理人员定制其Web应用程序的上下文相关行为,以促进患者的生活。这是通过规范触发器操作规则来实现的,以支持应用程序自定义。
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引用次数: 13
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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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