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

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ChromaBot - Prototyping Soft Robotic Actuators with Integrated Electrochromic Displays 集成电致变色显示器的软机器人执行器原型设计
Anna Dagmar Bille Milthers, Markus Löchtefeld
Soft robotics - robots built from highly compliant materials that resemble soft biological materials - have recently become more popular especially in industry settings, given their ability to handle fragile objects. One problem however of these devices is that they can only communicate intend or the need for help through movement. To overcome this limitation, in this paper we present ChromaBot, a method towards prototyping soft robotic actuators with integrated printed electrochromic displays. Our method only degrades the longevity of the soft robotic actuator in an acceptable manner while at the same time allows for a more expressive soft robot. We present detailed instructions on how to prototype ChromaBot as well as an initial analysis of the durability, both of the display as well as of the actuator.
软机器人——由类似柔软生物材料的高度柔顺材料制成的机器人——最近变得越来越流行,特别是在工业环境中,因为它们有能力处理易碎的物体。然而,这些设备的一个问题是,它们只能通过运动来传达意图或需要帮助。为了克服这一限制,在本文中,我们提出了ChromaBot,一种集成印刷电致变色显示器的软机器人执行器原型设计方法。我们的方法只是在可接受的方式下降低了软机器人执行器的寿命,同时允许更具表现力的软机器人。我们提供了关于如何原型ChromaBot的详细说明,以及耐久性的初步分析,无论是显示器还是执行器。
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引用次数: 2
Designing Proxemic-aware Cross-Device Applications: A Feasibility Study 设计感知近距的跨设备应用:可行性研究
P. Santos, R. Madeira, Nuno Correia
We live surrounded by the most varied computing devices, which may give us the opportunity to combine them to form a unified and richer user experience. Considering this opportunity, we created the UnaxY Framework to support the development of applications with UI components distributed by co-located devices. This paper is focused on a feasibility study based on two prototype applications created using UnaxY. We performed user studies to evaluate concepts associated to this type of applications and the framework they were based on. We had a special interest in assessing how managing the application state and collaborating across devices would be perceived and received by users. The results are positive and clearly indicate that we should continue developing solutions that support a generalized implementation of applications with the user interaction spanning multiple devices.
我们生活在各种各样的计算设备中,这可能给我们机会将它们组合起来,形成统一而丰富的用户体验。考虑到这个机会,我们创建了UnaxY框架,以支持使用共存设备分发的UI组件开发应用程序。本文重点研究了基于UnaxY创建的两个原型应用程序的可行性。我们进行了用户研究,以评估与这类应用程序相关的概念以及它们所基于的框架。我们特别感兴趣的是评估用户如何感知和接收管理应用程序状态和跨设备协作。结果是积极的,清楚地表明我们应该继续开发解决方案,支持跨多个设备的用户交互的应用程序的通用实现。
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引用次数: 0
Prototyping of Transparent and Flexible Electrochromic Displays 透明和柔性电致变色显示器的原型设计
Markus Löchtefeld, Walther Jensen, Çağlar Genç
This course is a hands-on introduction to the fabrication of flexible, transparent free-form displays based on electrochromism for an audience with a variety of backgrounds, including artists and designers with no prior knowledge of physical prototyping. Besides prototyping using screen printing or ink-jet printing of electrochromic ink and an easy assembly process, participants will learn essentials for designing and controlling electrochromic displays.
本课程是一个动手介绍了基于电致变色的柔性,透明的自由形式显示器的制造,为具有各种背景的观众,包括艺术家和设计师,没有物理原型的先验知识。除了使用丝网印刷或喷墨印刷电致变色油墨的原型和简单的组装过程外,参与者还将学习设计和控制电致变色显示器的基本要领。
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引用次数: 3
Challenges in Designing Inclusive Immersive Technologies 设计包容性沉浸式技术的挑战
D. Geerts, Radu-Daniel Vatavu, Alisa Burova, V. Vinayagamoorthy, Martez E. Mott, Mike Crabb, K. Gerling
Immersive experiences – enabled by technologies such as VR, AR, 360° video and other highly immersive multimedia applications – have the potential to make interacting with various activities more inclusive for many people. This can be achieved by applying the principles of inclusive design. This panel will discuss the current challenges in designing inclusive immersive technologies, and how they should be addressed.
身临其境的体验——由VR、AR、360°视频和其他高度身临其境的多媒体应用等技术实现——有可能使许多人与各种活动的互动更具包容性。这可以通过应用包容性设计的原则来实现。该小组将讨论设计包容性沉浸式技术的当前挑战,以及如何解决这些挑战。
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引用次数: 0
Mobile Displays for Cross-Reality Interactions between Virtual and Physical Realities 虚拟现实和物理现实之间跨现实交互的移动显示器
Robbe Cools, A. Simeone
We present two use cases of mobile displays in cross-reality interactions between users immersed in Virtual Reality (VR) and users present in the Physical Reality (PR) by using the mobile display to show select artefacts of interest. The first use case is the “Substitutional Display” where a display serves as a passive haptic for an artefact. Both VR and PR users can then move the artefact by physically moving the display. The second use case is a “Virtual Artefact Handover” which allows the VR user to pass artefacts onto the PR user’s display. We envision this handover as a natural interaction where the VR user moves the artefact onto a virtual proxy of the display the PR user is holding, after which the artefact is displayed for the PR user to see.
我们通过使用移动显示器显示感兴趣的人工制品,在沉浸在虚拟现实(VR)中的用户和存在于物理现实(PR)中的用户之间的跨现实交互中展示了移动显示器的两个用例。第一个用例是“替代显示器”,其中显示器作为人工制品的被动触觉。VR和PR用户都可以通过物理移动显示器来移动人工制品。第二个用例是“虚拟工件移交”,它允许VR用户将工件传递到PR用户的显示器上。我们设想这种交接是一种自然的交互,VR用户将工件移动到PR用户所持有的显示器的虚拟代理上,之后工件将显示给PR用户查看。
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引用次数: 1
Exploring Social Acceptability and Users’ Preferences of Head- and Eye-Based Interaction with Mobile Devices 探索社会接受度和用户偏好与移动设备的头部和眼睛为基础的互动
Tamzid Hossain, Md. Fahimul Islam, W. Delamare, Farida Chowdhury, Khalad Hasan
Advancements in eye-tracking technology has compelled researchers to explore potential eye-based interactions with diverse devices. Though many commercial devices are now equipped with eye-tracking solutions (e.g., HTC VIVE Pro), little is known about users social acceptance and preference of eye-based interaction techniques, especially with smartphones. We report on three studies to explore users’ social acceptance and preferences regarding different head- and eye-based inputs with smartphones. Study results show that eye movements are more socially acceptable than other head- and eye-based techniques due to its subtle nature. Based on these findings, we further examine users preferences regarding saccade and pursuit eye movements. Results reveal users’ preference for saccade compared to pursuit eye movements. In a third study exploring delimiting actions to discriminate between intentional and unintentional eye-inputs, Dwell is shown as the preferred delimiter, both in public and private spaces. We conclude with design guidelines for eye-based interactions on smartphones.
眼球追踪技术的进步迫使研究人员探索与各种设备之间潜在的基于眼睛的互动。虽然现在许多商用设备都配备了眼动追踪解决方案(如HTC VIVE Pro),但对于用户对基于眼睛的交互技术的社会接受度和偏好,尤其是智能手机,我们知之甚少。我们报告了三项研究,以探索用户对智能手机不同的头部和眼睛输入的社会接受度和偏好。研究结果表明,由于眼球运动的微妙性质,它比其他以头部和眼睛为基础的技术更容易被社会接受。基于这些发现,我们进一步研究了用户对扫视和追逐眼球运动的偏好。结果显示,相比于眼球追逐运动,用户更喜欢扫视运动。在第三项研究中,研究人员探索了区分有意和无意的眼睛输入的划界行为,在公共和私人空间中,Dwell都被认为是首选的划界器。我们总结了智能手机上基于眼睛的交互设计指南。
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引用次数: 1
Popup Observation Kit for Remote Usability Testing 用于远程可用性测试的弹出式观察工具包
Jonah-Noël Kaiser, Thu Marianski, Marco Muras, M. Chamunorwa
The need for remote usability testing has increased during the ongoing COVID-19 global pandemic. However, lockdown and physical distancing regulations have affected how HCI researchers conduct in-person tests of systems and technologies under design. We present a Pop-Up Observation Kit, which serves as an affordable mobile usability lab. The kit is sent to participants of a study alongside the system they are testing. The Pop-Up Observation Kit provides a simple, unobtrusive form factor that enables the study participant to concentrate on the task itself and not on documenting the task they are performing. While initially developed to observe hand and finger gestures on a pressure sensor mat for the Rich Interactive Materials for everyday objects project, the Pop-up Observation Kit also applies to other use cases. Additionally, the kit is extensible with additional functionalities combined with the sensor mat to enable better data collection or unmoderated remote observations.
在2019冠状病毒病全球大流行期间,对远程可用性测试的需求增加了。然而,封锁和保持物理距离的规定影响了HCI研究人员对设计中的系统和技术进行现场测试的方式。我们提出了一个弹出式观察工具包,作为一个负担得起的移动可用性实验室。该工具包与他们正在测试的系统一起发送给研究参与者。弹出式观察工具包提供了一个简单,不显眼的外形因素,使研究参与者能够专注于任务本身,而不是记录他们正在执行的任务。虽然最初是为了观察日常物品项目的丰富交互材料的压力传感器垫上的手和手指手势而开发的,但弹出式观察套件也适用于其他用例。此外,该套件可扩展与传感器垫相结合的附加功能,以实现更好的数据收集或无节制的远程观测。
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引用次数: 1
A Day in the Life: Exploring the Use of Scheduled Mobile Chat Messages for Career Guidance 生命中的一天:探索使用预定的手机聊天信息进行职业指导
Sarah Aragon Bartsch, Christina Schneegass, Florian Bemmann, D. Buschek
Common sources of career information like websites often provide a static overall picture of a job, yet lack personal insights into the daily working life. To address this problem, we present a novel mobile career guidance method: It enables users to remotely gain an impression of different work routines by receiving several short, scheduled chat messages from a persona throughout the day. These messages were previously collected from real professionals reporting on their tasks over a week. We implemented a smartphone application to compare our message-based approach to a traditional blog entry in a two-week within-subject field study (N = 17). Users highlighted that the scheduled messages (1) enhanced their understanding of work routines by integrating career information into their own daily context and (2) offered authentic insights into the jobs. We discuss design implications for mobile career guidance systems and future opportunities for presenting chunks of information in a temporal context.
网站等常见的职业信息来源通常提供的是一份工作的静态总体情况,但缺乏对日常工作生活的个人见解。为了解决这个问题,我们提出了一种新颖的移动职业指导方法:它使用户能够通过全天从角色接收几条简短的、预定的聊天消息来远程获得不同工作惯例的印象。这些信息之前是从真正的专业人士那里收集的,他们在一周内报告了自己的任务。在为期两周的主题领域研究中,我们实施了一个智能手机应用程序,将我们基于消息的方法与传统博客条目进行比较(N = 17)。用户强调,预定的信息(1)通过将职业信息整合到他们自己的日常环境中,增强了他们对工作惯例的理解;(2)提供了对工作的真实见解。我们讨论了移动职业指导系统的设计含义,以及在时间背景下呈现大块信息的未来机会。
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引用次数: 2
Demonstrating a Memory Orb — Cylindrical Device Inspired by Science Fiction 演示一个受科幻小说启发的圆柱形记忆球装置
D. Brun, Philipp Jordan, Jonna Häkkilä
We present the design and prototype of a memory orb, a cylindrical device inspired from an artifact depicted in the science fiction movie Blade Runner 2049. The memory orb is a handheld input device, which allows users to control and manipulate three-dimensional, virtual content by combining pushing, pulling and rotating motor actions, facilitating muscle memory and eyes-free interaction. Our prototype integrates a large number of electronic components while maintaining a small form factor to allow ease of control and simple handling. The described implementation of this prototype aims to showcase the application potential of this cylindrical device in mixed, or virtual reality systems.
我们展示了记忆球的设计和原型,这是一个圆柱形装置,灵感来自科幻电影《银翼杀手2049》中描绘的一件神器。记忆球是一种手持式输入设备,通过结合推、拉和旋转运动动作,用户可以控制和操纵三维虚拟内容,促进肌肉记忆和无眼交互。我们的原型集成了大量的电子元件,同时保持了一个小的形状因素,使易于控制和简单的操作。该原型的描述实现旨在展示该圆柱形设备在混合或虚拟现实系统中的应用潜力。
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引用次数: 2
Design and Implementation of Push Pass Practice Support System for Field Hockey with Auditory Feedback 基于听觉反馈的曲棍球推传练习支持系统的设计与实现
Munehiro Iwamoto, Ayumi Ohnishi, T. Terada, M. Tsukamoto
Field hockey is a popular global sport played with a stick and hard ball, in which stick manipulation is difficult. In field hockey, a push pass is the most basic and common pass to teammates. For the best push pass, the stick should stay in contact with the ball for a long time until it is released for the pass. However, it is difficult for beginners to perceive the contact point of the stick by themselves. This study proposed a system to enable the user hear the movement path of the contact position of the ball on the stick to improve the push pass technique. In the proposed system, eight pressure sensors are placed on a hockey stick. The system detects the contact path of the ball, and feedback sounds with different pitches depending on the contact positions of the piezoelectric speaker are produced in real time. According to the evaluation experiment conducted over a period of two months, the average distance of the movement path of the ball on the stick was significantly longer when the auditory feedback was provided than when it was not given. This confirms the effectiveness of auditory feedback utilizing the proposed system.
曲棍球是一项全球流行的运动,使用棍和硬球,棍操作困难。在曲棍球比赛中,推传球是最基本和最常见的传球。为了获得最好的推传球,球棒应该长时间与球接触,直到它被释放传球。然而,初学者很难自己感知到棒的接触点。本研究提出了一种能让使用者听到球在球棒上接触位置运动轨迹的系统,以提高推传技术。在提出的系统中,八个压力传感器被放置在一根曲棍球棒上。该系统检测球的接触路径,并根据压电扬声器的接触位置实时产生不同音高的反馈声音。在为期两个月的评估实验中,提供听觉反馈时,球在球棒上运动路径的平均距离明显长于不提供听觉反馈时。这证实了听觉反馈利用所提出的系统的有效性。
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引用次数: 1
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Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
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