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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments最新文献

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LookPoint: an evaluation of eye input for hands-free switching of input devices between multiple computers LookPoint:对多台计算机之间的免提输入设备切换的眼输入进行评估
C. Dickie, Jamie Hart, Roel Vertegaal, Alex Eiser
We present LookPoint, a system that uses eye input for switching input between multiple computing devices. LookPoint uses an eye tracker to detect which screen the user is looking at, and then automatically routes mouse and keyboard input to the computer associated with that screen. We evaluated the use of eye input for switching between three computer monitors during a typing task, comparing its performance with that of three other selection techniques: multiple keyboards, function key selection, and mouse selection. Results show that the use of eye input is 111% faster than the mouse, 75% faster than function keys, and 37% faster than the use of multiple keyboards. A user satisfaction questionnaire showed that participants also preferred the use of eye input over other three techniques. The implications of this work are discussed, as well as future calibration-free implementations.
我们提出LookPoint,一个使用眼输入在多个计算设备之间切换输入的系统。LookPoint使用眼动仪来检测用户正在看哪个屏幕,然后自动将鼠标和键盘输入路由到与该屏幕相关的计算机。我们评估了在打字任务中在三个计算机显示器之间切换时眼睛输入的使用情况,并将其与其他三种选择技术(多键盘、功能键选择和鼠标选择)的性能进行了比较。结果表明,使用眼控输入比使用鼠标快111%,比使用功能键快75%,比使用多个键盘快37%。一份用户满意度调查问卷显示,参与者也更喜欢使用眼睛输入而不是其他三种技术。讨论了这项工作的意义,以及未来的无校准实现。
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引用次数: 34
Taking hold of TV: learning from the literature 抓住电视:从文学中学习
R. Harper, Tim Regan, M. Rouncefield
In this paper, we report the findings of a literature review into the experience of and the prospects for mobile TV, in particular multimedia experiences enabled over mobile phone-type devices and networks. The review shows that there will be a niche market for broadcast 'TV content' but that, more interestingly, 'mobile TV' might consist of a new content genre, affording new forms of shared, coproximate experiences.
在本文中,我们报告了一项关于移动电视体验和前景的文献综述的发现,特别是通过移动电话类型的设备和网络实现的多媒体体验。报告显示,广播“电视内容”将有一个利基市场,但更有趣的是,“移动电视”可能包含一种新的内容类型,提供新形式的共享、近似体验。
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引用次数: 21
AuraOrb: using social awareness cues in the design of progressive notification appliances aurorb:在渐进式通知设备的设计中使用社会意识提示
Mark Altosaar, Roel Vertegaal, Changuk Sohn, D. Cheng
One of the problems with notification appliances is that they can be distracting when providing information not of immediate interest to the user. In this paper, we present AuraOrb, an ambient notification appliance that deploys progressive turn taking techniques to minimize notification disruptions. AuraOrb uses social awareness cues, such as eye contact to detect user interest in an initially ambient light notification. Once detected, it displays a text message with a notification heading visible from 360 degrees. Touching the orb causes the associated message to be displayed on the user's computer screen. When user interest is lost, AuraOrb automatically reverts back to its idle state.We performed an initial evaluation of AuraOrb's functionality using a set of heuristics tailored to ambient displays. We compared progressive notification with the use of persistent ticker tape notifications and Outlook Express system tray messages for notifying the user of incoming emails. Results of our evaluation suggest that progressive turn taking techniques allowed AuraOrb users to access notification headings with minimal impact on their focus task.
通知设备的一个问题是,当它们提供用户不直接感兴趣的信息时,可能会分散注意力。在本文中,我们介绍了一种环境通知设备aurorb,它部署了渐进式轮流技术来最大限度地减少通知中断。aurorb使用社会意识线索,比如眼神交流来检测用户对初始环境光通知的兴趣。一旦检测到,它会显示一条文本消息,并从360度可见通知标题。触摸球体会导致相关的消息显示在用户的计算机屏幕上。当用户失去兴趣时,aurorb会自动恢复到空闲状态。我们使用一组针对环境显示量身定制的启发式方法对aurorb的功能进行了初步评估。我们比较了渐进式通知与使用持久的收报机磁带通知和Outlook Express系统托盘消息来通知用户收到的电子邮件。我们的评估结果表明,渐进式转向技术允许aurorb用户访问通知标题,对他们的焦点任务影响最小。
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引用次数: 24
Designing a mobile communicator: combining ethnography and object-oriented design 设计一个移动通信器:结合人种学和面向对象设计
J. Kjeldskov, C. Nielsen, Michael Overgaard, M. B. Pedersen, J. Stage, Sigge Stenild
Communication and coordination of mobile and distributed work activities is a challenging application domain for mobile handheld devices. In this paper, we present the design of a mobile system to support communication and coordination between workers in safety-critical tasks in a power plant. The design of the system was based on ideas inherited from a communicator that was developed for a different application domain. The design was devised through a combination of ethnography and object-orientation. The mobile system we designed provides location-aware access to computerized information and process control on a handheld wireless computer terminal.
移动和分布式工作活动的通信和协调是移动手持设备的一个具有挑战性的应用领域。在本文中,我们提出了一个移动系统的设计,以支持工作人员之间的通信和协调在电厂的安全关键任务。该系统的设计基于继承自为不同应用领域开发的通信器的思想。该设计是通过结合民族志和面向对象的设计。我们设计的移动系统在手持无线计算机终端上提供对计算机信息和过程控制的位置感知访问。
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引用次数: 22
Designing for place-based social interaction of urban residents in México, South Africa and Australia 南非、澳大利亚、墨西哥的城市居民基于场所的社会互动设计
M. Foth, Víctor M. González, Wal Taylor
The design of technology to facilitate social interaction of urban residents is increasingly important for many countries around the world. México and South Africa are particularly prone to issues that stem from urban densification and a lack of adequate affordable housing. Governments look to ICT to take on a mediating and facilitating role. This paper reports on research-inprogress of a tri-continental study. The external factors and aims of this pilot project identifying local case studies to prepare for a larger and longer term international comparison of local community networking approaches are examined. It is argued that by careful attention to cultural and social assets in the community, innovations will be engendered which enhance economic and social development. Preliminary design implications for the support of neighbourhood interactions across different socio-cultural contexts are presented.
促进城市居民社会交往的技术设计对世界上许多国家来说越来越重要。莫桑比克和南非特别容易出现由于城市人口密集和缺乏适当的负担得起的住房而引起的问题。各国政府期望信息通信技术发挥调解和促进作用。本文报道了三大洲研究的进展情况。审查了这一试点项目的外部因素和目的,确定了当地的个案研究,以便为对当地社区联网办法进行更大规模和更长期的国际比较作准备。有人认为,通过仔细关注社区中的文化和社会资产,将产生促进经济和社会发展的创新。提出了在不同社会文化背景下支持邻里互动的初步设计含义。
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引用次数: 5
Translating principles of web design and information architecture to the development of interactive television (iTV) interfaces 将网页设计和信息架构的原则应用于交互式电视(iTV)界面的开发
Linda Leung, S. Bryant, A. Tan
This paper discusses the application of information and interaction design principles to the design of iTV (Interactive TV) applications. It details the authors' experiences of teaching a subject in Digital Information & Interaction Design as part of a postgraduate program in Interactive Multimedia. Students worked on a design project for a common client - Austar, a Subscription TV and iTV service provider in rural and regional Australia - in which they developed the information architecture and interaction for proposed new iTV applications.The paper begins by defining iTV in relation to the Subscription TV service offered by Austar. It will also contextualise this against other forms of iTV which exist but are not yet possible within the infrastructure available in Australia.iTV was chosen as a novel alternative to designing web interfaces. The students were more than familiar with designing for web environments. iTV presented students with a new technology which many had never experienced directly, as well as new challenges in learning about its constraints and possibilities.Finally, the paper details the design process undertaken by the students, and the difficulties faced in their attempts to translate and apply their knowledge of HCI and web design to the development of iTV interfaces.
本文讨论了信息和交互设计原理在交互式电视应用程序设计中的应用。它详细介绍了作者在交互式多媒体研究生课程中教授数字信息与交互设计课程的经验。学生们为一个共同的客户——澳大利亚农村和地区的订阅电视和iTV服务提供商Austar——设计了一个项目,他们为拟议的新iTV应用程序开发了信息架构和交互。本文首先定义了iTV与Austar提供的订阅电视服务之间的关系。它还将与其他形式的独立电视进行背景分析,这些形式已经存在,但在澳大利亚现有的基础设施中还不可能实现。iTV被选为设计网络界面的新颖选择。学生们对网络环境的设计非常熟悉。iTV向学生们展示了一项许多人从未直接体验过的新技术,以及学习其局限性和可能性的新挑战。最后,论文详细介绍了学生们所进行的设计过程,以及他们在尝试将他们的HCI和网页设计知识转化和应用于iTV界面开发时所面临的困难。
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引用次数: 1
How it feels, not just how it looks: when bodies interact with technology 身体与科技互动时的感觉,而不仅仅是外观
A. T. Larssen, Toni Robertson, J. Edwards
This paper presents thoughts to extend our understanding of bodily aspects of technology interactions. The aim of the paper is to offer a way of looking at the role our kinaesthetic sense plays in human-computer interaction. We approach this issue by framing it around how our bodies establish relationships with things when interacting with technology. Five aspects of a conceptual tool, body-thing dialogue, potential for action, withinreach, out-of-reach and movement expression are introduced. We discuss the role this tool can play in our thinking about, further exploration and eventually our design for movement enabled technology interactions. The idea is that it can help us consider, not just how a design or a technology might look but also how it might feel to use.
本文提出了一些想法,以扩展我们对技术交互的身体方面的理解。本文的目的是提供一种观察我们的动觉在人机交互中所起作用的方法。我们解决这个问题的方法是围绕我们的身体在与科技互动时如何与事物建立关系。介绍了概念工具的五个方面:身体-事物对话、行动潜力、触手可及、触手不可及和动作表达。我们讨论了这个工具在我们思考、进一步探索和最终设计运动技术交互中的作用。这个想法是,它可以帮助我们考虑,不仅仅是一个设计或一项技术看起来如何,还有它使用起来的感觉。
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引用次数: 29
Virtual object specification for usable virtual environments 可用虚拟环境的虚拟对象规范
Shamus P. Smith, J. Willans
The specification of virtual world objects is an important part of virtual environment design. However, identifying the required level of behaviour and geometric decomposition for virtual objects in a particular application is difficult and error-prone. This has implications for usability as the behaviour of objects gives strong cues to potential interaction. A fundamental step in tackling usability problems is the specification of virtual world objects early in the design phase. This paper presents a method for virtual object specification using task-based scenarios.
虚拟世界对象的规范是虚拟环境设计的重要组成部分。然而,确定特定应用程序中虚拟对象所需的行为级别和几何分解是困难的,而且容易出错。这对可用性有影响,因为对象的行为为潜在的交互提供了强有力的线索。解决可用性问题的一个基本步骤是在设计阶段早期对虚拟世界对象进行规范。本文提出了一种基于任务场景的虚拟对象规范方法。
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引用次数: 10
Playing the e-business game in 3D virtual worlds 在三维虚拟世界中玩电子商务游戏
H. Berger, M. Dittenbach, D. Merkl, A. Bogdanovych, S. Simoff, C. Sierra
In this paper we present an integrated, game-like e-Business environment that follows the role model of Massively Multi-User Online Role-Playing Games (MMORPGs). The interface is realized as a 3D virtual world using affordable game engine technology. Our environment provides a platform for conducting business and it is supposed to be a community facilitator to create and establish a lively and sustainable online community involving both, providers and consumers. It is information-rich and multimedia-based offering transparent access to disparate information sources.
在本文中,我们提出了一个集成的、类似游戏的电子商务环境,它遵循了大型多用户在线角色扮演游戏(mmorpg)的角色模型。该界面是使用经济实惠的游戏引擎技术实现的3D虚拟世界。我们的环境提供了一个开展业务的平台,它应该是一个社区促进者,创建和建立一个充满活力和可持续的在线社区,包括供应商和消费者。它信息丰富,基于多媒体,提供对不同信息源的透明访问。
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引用次数: 20
Distributed hide-and-seek 分布式捉迷藏
F. Vetere, M. Nolan, Raihaan Abdool Raman
Grandchildren and grandparents are often separated by distance. The decline of the extended family, the pursuit of careers, global migration, divorce and family disputes can contribute to grandchildren growing up without much contact with their grandparents. Technological advances can provide new and creative ways to bring separated grandparent and grandchildren closer. This paper reports on a technological prototype based on the traditional game of hide-and-seek that seeks to re-connect intergenerational relatives. The prototype exploits Bluetooth technologies to sense location and create a distributed hide-and-seek experience.
孙辈和祖父母经常因距离而分开。大家庭的减少、对事业的追求、全球移民、离婚和家庭纠纷都可能导致孙辈在成长过程中与祖父母没有多少联系。技术的进步可以提供新的和创造性的方式来拉近分离的祖父母和孙子。本文报道了一种基于传统捉迷藏游戏的技术原型,该游戏旨在重新连接代际亲属。原型机利用蓝牙技术来感知位置,并创造一个分布式的捉迷藏体验。
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引用次数: 15
期刊
Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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