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Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia最新文献

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Private public screens: detached multi-user interaction with large displays through mobile augmented reality 私人公共屏幕:通过移动增强现实与大型显示器进行分离的多用户交互
Matthias Baldauf, Katrin Lasinger, Peter Fröhlich
As everyday companions, smartphones are well-suited tools for controlling interactive applications on large public displays. To allow concurrent interaction by multiple users beyond traditional collaborative scenarios we introduce the idea of virtually augmented public screens for creating personalized views and thus literally enabling "private public screens". We present a fully functional research prototype in form of a Video Wall application and report on first experiences gathered from a comparative user study. The results show that the proposed personalized Augmented Reality approach, which allows each user to have a private view on the public display, is preferred over a purely competitive mode, where the public display is shared between the users. Further, our study shows that social activity indicators informing about the activities of other users are well appreciated.
作为日常伴侣,智能手机是控制大型公共显示器上的交互式应用程序的非常合适的工具。为了允许多个用户在传统协作场景之外进行并发交互,我们引入了虚拟增强公共屏幕的概念,用于创建个性化视图,从而真正实现“私有公共屏幕”。我们以视频墙应用程序的形式展示了一个功能齐全的研究原型,并报告了从比较用户研究中收集的首次体验。结果表明,所提出的个性化增强现实方法(允许每个用户在公共显示器上拥有私人视图)优于纯竞争模式(在纯竞争模式下,公共显示器在用户之间共享)。此外,我们的研究表明,告知其他用户活动的社会活动指标是非常受欢迎的。
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引用次数: 27
An exploratory study of user-generated spatial gestures with social mobile devices 社交移动设备用户生成空间手势的探索性研究
Kaisa Väänänen, Thomas Olsson, Jari Laaksonen
Social Devices are smart phones that interact with each other in order to proactively trigger interaction between co-located users. Social Devices promote proxemic interactions between people and can act as enablers of users' social contacts. Various modalities are used to support natural interactions between users and Social Devices. We present an explorative study of spatial gestures that could support interactions with Social Devices. Our aim was to find out what kind of gestures users would like to use for different types of actions. Ten pairs participated in a laboratory study in which they went through three scenarios of Social Devices. The participants were asked to generate gestures that they would find suitable for user actions within the scenarios. In this paper, we present the found gesture types and their fit to various user actions. Our results show that Scan, Swing, Nod and Turn the screen down are potential spatial gestures for intuitive use of Social Devices. User feedback about their preferences of using spatial gestures indicates issues of social acceptance.
社交设备是一种智能手机,可以相互交互,从而主动触发同一地点用户之间的交互。社交设备促进人与人之间的近距离互动,可以作为用户社交联系的推动者。使用各种方式来支持用户和社交设备之间的自然交互。我们提出了一项关于空间手势的探索性研究,它可以支持与社交设备的交互。我们的目标是找出用户喜欢用什么样的手势来完成不同类型的动作。十对情侣参加了一项实验室研究,在这项研究中,他们经历了三种社交设备场景。参与者被要求在场景中做出他们认为适合用户操作的手势。在本文中,我们给出了找到的手势类型及其适合各种用户操作。我们的研究结果表明,扫描、摇摆、点头和关闭屏幕是潜在的空间手势,可以直观地使用社交设备。用户对使用空间手势的偏好反馈表明了社会接受度的问题。
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引用次数: 7
Designing "interacting places" for a student community using a communicative ecology approach 使用交流生态学方法为学生社区设计“互动场所”
Nemanja Memarovic, Marc Langheinrich, Elisa Rubegni, Andreia David, Ivan Elhart
In the age of online social networks, local communities still play an essential role in supporting social cohesion. In this paper we present a study that explores the design of "interacting places" -- networked public multimedia services that foster community awareness between local members -- in the context of a student community. In order to have interacting places "fit in" with the existing communication practices of the students, we performed and analyzed a set of semi-structured interviews with n=17 students regarding their use of email, social networking services, and instant messaging to stay in touch with others. A follow-up online survey (n=76) then explored how networked public multimedia services could complement these practices. Following a "communicative ecology" approach -- a conceptual model that represents the technical, social, and discursive contexts of communication -- we draw up guidelines to support the design of both content and channels (applications) for interacting places in student communities.
在在线社交网络时代,当地社区在支持社会凝聚力方面仍然发挥着至关重要的作用。在本文中,我们提出了一项研究,探讨了“互动场所”的设计——网络公共多媒体服务,促进当地成员之间的社区意识——在学生社区的背景下。为了使互动场所“适合”学生现有的交流实践,我们对n=17名学生进行了一组半结构化访谈,并分析了他们使用电子邮件、社交网络服务和即时通讯与他人保持联系的情况。随后的一项在线调查(76人)探讨了网络公共多媒体服务如何补充这些做法。遵循“交流生态学”方法——一个代表交流的技术、社会和话语环境的概念模型——我们制定了指导方针,以支持学生社区互动场所的内容和渠道(应用程序)的设计。
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引用次数: 38
A text input method for half-sized keyboard using keying interval 半尺寸键盘的文本输入法,使用按键间隔
Takuya Katayama, T. Terada, Kazuya Murao, M. Tsukamoto
In various environments, such as mobile and wearable computing, compact I/O devices are desirable from the viewpoint of portability. Now, many users are accustomed to input with a keyboard, however, there is a limitation of miniaturization because it degrades the performance of key touch. Therefore, in this paper, we propose a method to miniaturize a keyboard by excluding the half of it. In using the proposed method, one hand hits keys as usual, and the other hand hits the place outside the keyboard as if the user types with both hands. The user can input words with only one hand because the proposed system estimates the input word using keying interval, which appears also when the user inputs with both hands. From the results of user study, we confirmed that the user can input with only one hand and that it does not decrease input speed drastically.
在各种环境中,例如移动和可穿戴计算,从可移植性的角度来看,紧凑的I/O设备是可取的。现在,许多用户习惯了用键盘输入,但是,小型化的限制,因为它降低了键触摸的性能。因此,在本文中,我们提出了一种将键盘减半的方法来实现键盘小型化。在使用建议的方法时,一只手像往常一样敲击键盘,另一只手敲击键盘外的地方,就好像用户用两只手打字一样。用户可以只用一只手输入单词,因为所提出的系统使用按键间隔来估计输入的单词,当用户双手输入时也会出现这个间隔。从用户研究的结果来看,我们证实了用户可以单手输入,并且不会大幅降低输入速度。
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引用次数: 2
MagMobile: enhancing social interactions with rapid view-stitching games of mobile devices MagMobile:通过移动设备的快速视角拼接游戏增强社交互动
Da-Yuan Huang, Chien-Pang Lin, Y. Hung, Tzu-Wen Chang, Neng-Hao Yu, Min-Lun Tsai, Mike Y. Chen
Most mobile games are designed for users to only focus on their own screens thus lack of face-to-face interaction even users are sitting together. Prior work shows that the shared information space created by multiple mobile devices can encourage users to communicate to each other naturally. The aim of this work is to provide a fluent view-stitching technique for mobile phone users to establish their information-shared view. We present MagMobile: a new spatial interaction technique that allows users to stitch views by simply putting multiple mobile devices close to each other. We describe the design of spatial-aware sensor module which is low cost and easy to be obtained into phones. We also propose two collaborative games to engage social interactions in the co-located place.
大多数手机游戏都是为了让用户只关注自己的屏幕而设计的,因此即使用户坐在一起也缺乏面对面的互动。先前的工作表明,多个移动设备创建的共享信息空间可以鼓励用户自然地相互交流。本工作的目的是为手机用户提供一种流畅的视图拼接技术,以建立他们的信息共享视图。我们介绍MagMobile:一种新的空间交互技术,允许用户通过简单地将多个移动设备彼此靠近来拼接视图。本文介绍了一种低成本、易于在手机上实现的空间感知传感器模块的设计。我们还提出了两个协作游戏,以在同一地点进行社交互动。
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引用次数: 19
Dynamic tiling display: building an interactive display surface using multiple mobile devices 动态平铺显示:使用多个移动设备构建交互式显示界面
Ming Li, L. Kobbelt
Table display surfaces, like Microsoft PixelSense, can display multimedia content to a group of users simultaneously, but it is expensive and lacks mobility. On the contrary, mobile devices are more easily available, but due to limited screen size and resolution, they are not suitable for sharing multimedia data interactively. In this paper we present a "Dynamic Tiling Display", an interactive display surface built from mobile devices. Our framework utilizes the integrated front facing camera of mobile devices to estimate the relative pose of multiple mobile screens arbitrarily placed on a table. Using this framework, users can create a large virtual display where multiple users can explore multimedia data interactively through separate windows (mobile screens). The major technical challenge is the calibration of individual displays, which is solved by visual object recognition using front facing camera inputs.
像Microsoft PixelSense这样的桌面显示表面可以同时向一组用户显示多媒体内容,但它价格昂贵且缺乏移动性。相反,移动设备更容易获得,但由于屏幕尺寸和分辨率的限制,它们不适合交互式共享多媒体数据。在本文中,我们提出了一种“动态平铺显示”,一种基于移动设备的交互式显示界面。我们的框架利用移动设备的集成前置摄像头来估计任意放置在桌子上的多个移动屏幕的相对姿态。使用这个框架,用户可以创建一个大型虚拟显示器,其中多个用户可以通过单独的窗口(移动屏幕)交互式地探索多媒体数据。主要的技术挑战是单个显示器的校准,这是通过使用前置摄像头输入的视觉物体识别来解决的。
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引用次数: 42
A mobile indoor navigation system interface adapted to vision-based localization 一种适应基于视觉定位的移动室内导航系统接口
Andreas Möller, M. Kranz, Robert Huitl, Stefan Diewald, L. Roalter
Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable and cheap. The particular requirements to a navigation user interface for a vision-based system, however, have not been investigated so far. Such mobile interfaces should adapt to localization accuracy, which strongly relies on distinctive reference images, and other factors, such as the phone's pose. If necessary, the system should motivate the user to point at distinctive regions with the smartphone to improve localization quality. We present a combined interface of Virtual Reality (VR) and Augmented Reality (AR) elements with indicators that help to communicate and ensure localization accuracy. In an evaluation with 81 participants, we found that AR was preferred in case of reliable localization, but with VR, navigation instructions were perceived more accurate in case of localization and orientation errors. The additional indicators showed a potential for making users choose distinctive reference images for reliable localization.
基于视觉的移动室内定位方法不依赖于基础设施,因此可扩展且便宜。然而,对于基于视觉的系统的导航用户界面的特殊要求,到目前为止还没有进行研究。这样的移动界面应该适应定位精度,这在很大程度上依赖于独特的参考图像,以及其他因素,比如手机的姿势。如果有必要,还可以鼓励用户用智能手机指向不同的区域,以提高本地化质量。我们提出了一个虚拟现实(VR)和增强现实(AR)元素的组合界面,其中包含有助于沟通和确保定位准确性的指标。在对81名参与者的评估中,我们发现在可靠的定位情况下,AR更受欢迎,但在定位和方向错误的情况下,VR的导航指令被认为更准确。额外的指标显示,用户有可能选择独特的参考图像来进行可靠的定位。
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引用次数: 63
Two field trials on the efficiency of unsolicited Bluetooth proximity marketing 关于主动蓝牙邻近营销效率的两次实地试验
T. Ojala, Fabio Kruger, V. Kostakos, Ville Valkama
We report two one-month-long field trials where Bluetooth access points deployed around Oulu, Finland, were employed to attempt to push unsolicited multimedia marketing messages to bypassing mobile devices that had their Bluetooth on and visible. The logs involving ~65000 unique discovered devices of real users show that only 0.12% of the ~650000 transmission attempts were successful. On average, 1.1% of the devices received the message and 3.3% of the owners of these devices signed up to the marketing campaign. These statistics characterize the efficiency of 'carpet bombing' type of proximity marketing realized with the current Bluetooth technology without any support mechanisms.
我们报告了两个为期一个月的实地试验,在芬兰奥卢附近部署了蓝牙接入点,试图将未经请求的多媒体营销信息推送到绕过蓝牙的移动设备。真实用户的~65000个唯一发现设备的日志显示,在~650000次传输尝试中,只有0.12%的传输成功。平均而言,1.1%的设备收到了消息,3.3%的设备所有者签署了营销活动。这些统计数据表明,在没有任何支持机制的情况下,使用当前蓝牙技术实现的“地毯式轰炸”式邻近营销的效率。
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引用次数: 12
Charting the audience perceptions of projected 3D media installations 绘制观众对投影3D媒体装置的看法
Minna Karukka, Pekka Nisula, Jonna Häkkilä, Jussi Kangasoja
In this paper we present our work on exploring the possibilities of using 3D projection, instead of 2D displays, for a media installation set-up, which we aim to use for exhibition and teaching purposes. We compare two visual media installations presenting a rotating Earth, one presented on a 2D display and the other projected on a physical 3D object, and present the feedback collected by using the product evaluation cards method.
在本文中,我们展示了我们的工作,探索使用3D投影的可能性,而不是2D显示,作为媒体装置设置,我们的目标是用于展览和教学目的。我们比较了两种呈现旋转地球的视觉媒体装置,一种呈现在2D显示器上,另一种投影在物理3D物体上,并展示了使用产品评估卡方法收集的反馈。
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引用次数: 6
Real-time annotation of video objects on tablet computers 在平板电脑上实时标注视频对象
João M. F. Silva, Diogo Cabral, Carla Fernandes, N. Correia
When using a tablet computer, sketching is a natural approach for users to annotate video scenes. However, when these annotations are done in real-time and overlaid in the video, their context can be lost due to changes in the scene being annotated. We propose an approach towards maintaining the annotations' context, by using object tracking to create anchors onto which further annotations can be attached. To this end, the annotator is capable of using different tracking methods, including a Kinect sensor and/or the TLD object tracking algorithm. The challenges involved in designing an interface to support the association of video annotations with tracked objects in real-time are also discussed. In particular, we discuss our alternative approaches to handle moving object selection on live video, which we have called "Hold and Overlay" and "Hold and Speed Up". In addition, the results of a set of preliminary tests are reported.
当使用平板电脑时,草图是用户注释视频场景的自然方法。然而,当这些注释实时完成并覆盖在视频中时,由于被注释的场景的变化,它们的上下文可能会丢失。我们提出了一种维护注释上下文的方法,通过使用对象跟踪来创建锚点,从而可以附加更多的注释。为此,注释器能够使用不同的跟踪方法,包括Kinect传感器和/或TLD对象跟踪算法。本文还讨论了设计支持视频注释与跟踪对象实时关联的接口所面临的挑战。特别是,我们讨论了我们的替代方法来处理实时视频上的移动对象选择,我们称之为“保持和覆盖”和“保持和加速”。此外,还报告了一组初步试验的结果。
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引用次数: 17
期刊
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
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