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Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia最新文献

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Exploring a Textile-based Shadow Lamp Display Incorporating Shape Memory Alloys 探索一种结合形状记忆合金的基于纺织品的阴影灯显示器
Çağlar Genç, Paula Roinesalo, Özge Raudanjoki, Jonna Häkkilä
This paper explores a novel concept of textile-based shadow displays that incorporates shape memory alloys (SMA) on fabrics to cast dynamic shadows as an ambient information display. To explore this, we implemented a lamp prototype, capable of presenting a set of dynamic shadows. These shadows exemplified iconic vs. abstract shadow figures, as well as demonstrating changes in shadow sharpness, size and/or position on the lamp’s shade. We conducted a user study (n =8) to investigate the perception toward our concept. Our findings report that the concept does not only provide the potential for a variety of use cases, dynamic alterations of the shadows feel like a decorative addition to the living spaces, as well as creating relaxing channels of information display.
本文探讨了一种基于纺织品的阴影显示的新概念,该概念将形状记忆合金(SMA)结合在织物上,以投射动态阴影作为环境信息显示。为了探索这一点,我们实现了一个灯的原型,能够呈现一组动态阴影。这些阴影体现了标志性的与抽象的阴影人物,以及阴影清晰度、大小和/或灯罩位置的变化。我们进行了一项用户研究(n =8)来调查对我们的概念的看法。我们的研究结果表明,这个概念不仅为各种用例提供了潜力,阴影的动态变化感觉就像生活空间的装饰,同时也创造了轻松的信息显示渠道。
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引用次数: 0
Software Architecture Based on Web Standards for Gesture Input with Smartwatches and Smartglasses 基于Web标准的智能手表和智能眼镜手势输入软件架构
O. Schipor, Radu-Daniel Vatavu
We employ the ISO/IEC 25010 standard for systems and software quality requirements and evaluation to present a proposal of a software architecture design for gesture input with two types of wearables: smartwatches, which have already entered mainstream, and smartglasses, forecast to become a growing market due to increased adoption of augmented reality applications. We present the technical details of our software architecture and describe practical implementation aspects that employ web standards.
我们采用ISO/IEC 25010系统和软件质量要求和评估标准,提出了一种针对两种可穿戴设备的手势输入的软件架构设计建议:智能手表,已经进入主流,智能眼镜,由于增强现实应用的增加,预计将成为一个不断增长的市场。我们展示了软件架构的技术细节,并描述了采用web标准的实际实现方面。
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引用次数: 3
The Attention Kitchen: Comparing Modalities for Smart Home Notifications in a Cooking Scenario 注意力厨房:烹饪场景中智能家居通知的比较模式
Alexandra Voit, T. Kosch, Henrike Weingartner, Paweł W. Woźniak
A steadily increasing number of notifications, auditory, visual or ambient, competes for the user’s attention. Frequent unsuitable notifications can lead to a breakdown in efficiency and increase error rates. This paper compares the effectiveness, disruptiveness, and user experience of three different notification modalities: On-Object, ambient On-Environment, and On-Smartphone notifications. In a user study with 24 participants, we evaluate the three notification modalities during a cooking task where users were frequently exposed to notifications. Our results show that ambient On-Environment notifications minimize the time in which users can resume their primary task. Ambient On-Environment notifications were also perceived as least disrupting compared to the other two notification modalities. We discuss the design requirements for non-disruptive notifications in smart home environments and conclude with future strategies for notifying users at different urgency levels.
越来越多的通知,无论是听觉的、视觉的还是环境的,都在争夺用户的注意力。频繁的不合适的通知会导致效率的崩溃和错误率的增加。本文比较了三种不同通知模式的有效性、破坏性和用户体验:对象通知、环境通知和智能手机通知。在一项有24名参与者的用户研究中,我们评估了用户在烹饪任务中经常接触到通知的三种通知方式。我们的研究结果表明,环境On-Environment通知减少了用户恢复其主要任务的时间。与其他两种通知方式相比,环境通知也被认为是干扰最小的。我们讨论了智能家居环境中非中断通知的设计要求,并总结了在不同紧急级别通知用户的未来策略。
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引用次数: 3
Mirror, Mirror on the Wall: Exploring Ubiquitous Artifacts for Health Tracking 镜子,墙上的镜子:探索无处不在的健康追踪器物
Jakob Karolus, Eva Brass, T. Kosch, Albrecht Schmidt, Paweł W. Woźniak
While fitness trackers are increasingly popular among users, recent studies have shown that the health benefits of wearing a tracker are not apparent. The need to explicitly retrieve data can lead to limited benefits. Understanding how users can access, understand, and reflect on their data can lead to building systems that benefit our wellbeing. In this work, we explore the feasibility of using ubiquitous artifacts for unobtrusive feedback in health tracking. We evaluated a concept based on design dimensions for personal visualization on a smart mirror in a user study. Our design puts emphasis on the temporality of presented data. Participants found the visualizations comprehensive, rating cardiac and inertial data most useful as well as approved the different levels of temporal aggregation. Our work contributes findings on how to represent health-related data with ubiquitous artifacts to increase users’ awareness.
虽然健身追踪器在用户中越来越受欢迎,但最近的研究表明,佩戴追踪器对健康的好处并不明显。显式检索数据的需要可能带来有限的好处。了解用户如何访问、理解和反思他们的数据,可以构建有利于我们福祉的系统。在这项工作中,我们探索了在健康跟踪中使用无所不在的工件进行不显眼反馈的可行性。在一项用户研究中,我们评估了一种基于设计尺寸的概念,用于智能镜子的个人可视化。我们的设计强调呈现数据的时效性。参与者发现可视化全面,评价心脏和惯性数据最有用,并批准了不同程度的时间聚合。我们的工作有助于发现如何用无处不在的工件表示与健康相关的数据,以提高用户的意识。
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引用次数: 1
People’s Perspectives on Social Media Use during COVID-19 Pandemic COVID-19大流行期间人们对社交媒体使用的看法
Mari Karhu, Mari Suoheimo, Jonna Häkkilä
In this paper, we explore people’s perceptions and usage of social media during the COVID-19 pandemic, and how it had changed compared to the pre-pandemic times. As salient findings, we report increased activity in social media, which followed both from the increased opportunity to spend time in social media, the need to be socially connected, and the motivation to follow pandemic related updates. The perceived emerging content visible in social media postings were face masks, home and outdoors activities, remote events, and different challenges. Social media also made people aware of the divided opinions related to the pandemic, and could lead to more careful self-censoring of own postings. Our study is based on interviews of 29 and online survey of 172 people.
在本文中,我们探讨了人们在COVID-19大流行期间对社交媒体的看法和使用情况,以及与大流行前相比,它有何变化。作为突出的发现,我们报告了社交媒体活动的增加,这是由于在社交媒体上花费时间的机会增加、社交联系的需要以及关注大流行相关更新的动机。社交媒体帖子中可见的新兴内容包括口罩、家庭和户外活动、远程活动和不同的挑战。社交媒体也让人们意识到与疫情有关的意见分歧,并可能导致人们对自己的帖子进行更仔细的自我审查。我们的研究基于29人的访谈和172人的在线调查。
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引用次数: 4
Multi-Agent Voice Assistants: An Investigation of User Experience 多智能体语音助手:用户体验研究
Nima Zargham, Michael Bonfert, R. Porzel, Tanja Doring, R. Malaka
The use of voice assistants (VAs) is spreading widely. Most common VAs consist of a single, usually female voice that responds to the user’s inquiry. We designed a VA system appearing as a group of agents, each with a different voice and a specialized task domain. We conducted a quantitative user study comparing our multi-agent approach with a conventional single-agent assistant in a smart home scenario as virtual reality (VR) simulation. The results show significantly higher user experience ratings for the multi-agent concept. Based on our findings, we discuss the potentials and challenges of designing multi-party VA systems.
语音助手(VAs)的使用正在广泛普及。最常见的语音助理由一个单一的、通常是女性的声音组成,用来回应用户的询问。我们设计了一个以一组代理的形式出现的VA系统,每个代理都有不同的声音和专门的任务域。我们进行了一项定量用户研究,将我们的多智能体方法与传统的单智能体助手在智能家居场景中的虚拟现实(VR)模拟进行了比较。结果显示,多智能体概念的用户体验评分明显更高。基于我们的发现,我们讨论了设计多方虚拟服务系统的潜力和挑战。
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引用次数: 10
Designing A Robot for Elderly Care Homes based on the Notion of ‘Robot as Theatre’ 基于“机器人剧院”理念的养老院机器人设计
Kevin Lefeuvre, P. Graf, E. Hornecker
Robots are predominantly thought of as monolithic, unitary actors: they are almost always designed as having a clearly defined body. We rethink this concept of a unified and coherently embodied robot with the example context of elderly care. We explore alternative design spaces for robots in care that open up new modes of interaction for residents and caregivers. We present design studies that explore this notion based on the development of a plant-watering robotic ensemble. The ensemble consists of various elements that inform interacting persons about the robot’s task and its role in a storytelling or poetic way. We show how we further explored this idea of a ‘robot as theatre’ in two different configurations – one agentic and one diorama – and a version that integrates feedback from focus groups with care experts.
机器人主要被认为是单一的、单一的演员:它们几乎总是被设计成具有明确定义的身体。我们以老年人护理为例,重新思考这个统一连贯的机器人概念。我们探索护理机器人的替代设计空间,为居民和护理人员开辟新的互动模式。我们提出了基于植物浇水机器人整体开发的设计研究,探索了这一概念。这个集合由各种元素组成,以一种讲故事或诗意的方式告诉互动的人机器人的任务和它的角色。我们展示了我们如何在两种不同的配置下进一步探索“机器人剧院”的概念——一种是真实的,一种是立体的——以及一种集成了焦点小组和护理专家反馈的版本。
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引用次数: 1
Using Personal Data to Support Authentication: User Attitudes and Suitability 使用个人数据支持身份验证:用户态度和适用性
Jolie Bonner, Joseph O'Hagan, Florian Mathis, Jamie Ferguson, M. Khamis
Dynamic personal data based on a user’s activity, such as recent visited physical locations, browsing history, and call logs, update frequently, making it a promising token for user authentication. However, it is not clear how users perceive this use of personal data and which data types are most suitable for authentication. To investigate this, we conducted an online survey with N=100 participants. For 10 personal data types we asked participants about their comfort with this data for authentication, its perceived security, its impact on behaviour, who has access to it, how frequently it updates, and how memorable they perceive it to be. We found that participants were generally uncomfortable with personal data being used for authentication and, knowing their personal data is used, they may intentionally change their behaviour due to privacy concerns. We discuss the benefits and drawbacks of using personal data as a source of dynamic tokens to complement authentication and conclude with three learned lessons.
基于用户活动的动态个人数据(如最近访问的物理位置、浏览历史记录和呼叫记录)经常更新,这使其成为一种很有希望用于用户身份验证的令牌。但是,目前尚不清楚用户如何看待个人数据的这种使用,以及哪种数据类型最适合进行身份验证。为了调查这一点,我们进行了一项在线调查,有N=100名参与者。对于10种个人数据类型,我们询问了参与者对身份验证数据的舒适度、感知到的安全性、对行为的影响、谁可以访问这些数据、更新的频率以及他们对这些数据的记忆程度。我们发现,参与者通常对使用个人数据进行身份验证感到不舒服,并且在知道他们的个人数据被使用后,他们可能会出于隐私考虑故意改变自己的行为。我们讨论了使用个人数据作为动态令牌的来源来补充身份验证的优点和缺点,并总结了三个经验教训。
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引用次数: 8
Using Heuristic Evaluation in Immersive Virtual Reality Evaluation 启发式评估在沉浸式虚拟现实评估中的应用
Xuesong Zhang, A. Simeone
Previous works show that virtual reality itself can be used as a medium in which to stage an experimental evaluation. However, it is still unclear whether conventional usability evaluation methods can directly be applied to virtual reality evaluations and whether they will lead to similar insights when compared to equivalent real-world lab studies. Therefore, we conducted a user study with nine participants, comparing Heuristic Evaluation (HE) for the evaluations of a novel smart artefact. We asked participants to evaluate the physical prototype and their virtual counterparts in the real-world and the virtual environment, respectively. Results show the HE have similar performance when evaluating artefacts usability in VR and real-world in terms of identified usability problems. The VR implementation has an impact on the immersive VR evaluation result.
以往的研究表明,虚拟现实本身可以作为一种媒介,在其中进行实验评估。然而,目前尚不清楚传统的可用性评估方法是否可以直接应用于虚拟现实评估,以及与等效的现实世界实验室研究相比,它们是否会产生类似的见解。因此,我们对9名参与者进行了一项用户研究,比较了启发式评估(HE)对一种新型智能人工制品的评估。我们要求参与者分别在现实世界和虚拟环境中评估物理原型和虚拟原型。结果表明,在识别可用性问题方面,HE在评估虚拟现实和现实世界中的人工制品可用性方面具有相似的性能。VR实现对沉浸式VR评价结果有影响。
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引用次数: 0
Staging Constructionist Learning about Energy for Children with Electrochromic Displays and Low-Cost Materials 用电致变色显示器和低成本材料为儿童学习能源
Markus Löchtefeld, Anna Dagmar Bille Milthers, Timothy R. Merritt
Well-funded classrooms often provide a variety of learning materials such as computers, robotics and other expensive equipment to facilitate STEM Learning activities for children. However, exploring natural phenomena such as electrical energy is possible through very simple activities. In this paper we explore how cheap low-cost materials and simple electrochromic displays can be designed to support experiential learning about energy and power generation. For this we employed a mix of open-ended play and exploration as well as staged and goal-oriented activities. We developed two learning activities that involve children constructing working models that generate power including constructing a wind turbine and assembling a solar power harvesting house. We studied how children engaged in the activities and how the materials helped them understand the topic. All children could construct and complete the building tasks and were generally positive about the experience. We identified challenges encountered by children including interactions with the construction materials and electrochromic screens as well as insights about the mental models children have. We discuss challenges for staging learning through play with found low cost and local materials and provide implications for the design of constructionist oriented STEM learning.
资金充足的教室通常会提供各种学习材料,如计算机、机器人和其他昂贵的设备,以促进儿童的STEM学习活动。然而,通过非常简单的活动,探索电能等自然现象是可能的。在本文中,我们探索了如何设计廉价的低成本材料和简单的电致变色显示器来支持关于能源和发电的体验式学习。为此,我们结合了开放式游戏和探索以及阶段性和目标导向的活动。我们开发了两项学习活动,让孩子们建造发电的工作模型,包括建造风力涡轮机和组装太阳能收集房。我们研究了孩子们是如何参与活动的,以及材料是如何帮助他们理解主题的。所有的孩子都能构建并完成构建任务,并且对这一体验普遍持积极态度。我们确定了儿童遇到的挑战,包括与建筑材料和电致变色屏幕的相互作用,以及对儿童心理模型的见解。我们讨论了通过低成本和当地材料进行游戏学习的挑战,并为构建主义者导向的STEM学习设计提供了启示。
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引用次数: 3
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Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
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