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

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What influences users' decisions to take apps into use?: a framework for evaluating persuasive and engaging design in mobile Apps for well-being 是什么影响了用户使用应用程序的决定?:一个评估移动应用程序中有说服力和引人入胜的设计的框架
Ting-Ray Chang, E. Kaasinen, K. Kaipainen
Personal well-being is influenced by small daily decisions such as what or when to eat or whether to go jogging. The health consequences of these decisions accumulate over time. Mobile applications can be designed to support people in everyday decisions and thus help to improve well-being real-time. In this paper we propose a framework to study the influential factors for users to download and use applications from the wide selection currently available in App stores. The framework includes attractiveness, value, ease-of-use, trust, social support, diffusiveness, as well as fun and excitement. We illustrated how the framework works in practise by applying it to an online survey to assess 12 mobile Apps for well-being. The results showed that these influential factors did match the decisions on users' attitudes toward taking Apps into use. User feedback explained how people assessed the influential factors before actually using the applications.
个人的幸福受到日常小决定的影响,比如吃什么或什么时候吃,或者是否去慢跑。这些决定对健康的影响会随着时间的推移而累积。可以设计移动应用程序来支持人们的日常决策,从而帮助实时改善幸福感。在本文中,我们提出了一个框架来研究影响用户下载和使用应用程序的因素,目前在应用程序商店中有广泛的选择。这个框架包括吸引力、价值、易用性、信任、社会支持、扩散性以及乐趣和刺激。我们通过将该框架应用于一项评估12个移动应用程序幸福感的在线调查,说明了该框架是如何在实践中发挥作用的。结果显示,这些影响因素确实与用户使用app的态度决定相匹配。用户反馈解释了人们在实际使用应用程序之前如何评估影响因素。
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引用次数: 44
Creating visibility: understanding the design space for food waste 创造可见性:理解食物垃圾的设计空间
Eva Ganglbauer, G. Fitzpatrick, Georg Molzer
Support for ecological sustainability is of growing interest and the over-consumption, production and disposal of foods are a major concern for sustainability, ethics and the economy. However, there is a deficit in current understandings of how technologies could be used within this area. In this paper we focus on food waste and report on a qualitative study to understand daily food practices around shopping planning, gardening, storing, cooking and throwing away food, and their relations to waste. The findings point to design-relevant factors such as losing sight and reordering; spatial, temporal and social constraints; trust and valuing food source; and busyness, unpredictability and effort. The main contribution of this paper is to understand food practices and in turn to present seven dimensions of visibility to draw out implications for designing mobile and ubiquitous technologies for this new arena for design. We also present a prototype evolving from our qualitative results, the mobile food waste diary.
对生态可持续性的支持日益引起人们的兴趣,食品的过度消费、生产和处置是可持续性、道德和经济的一个主要问题。然而,目前对如何在这一领域使用技术的理解存在缺陷。在本文中,我们关注食物浪费,并报告了一项定性研究,以了解日常食物实践,包括购物计划,园艺,储存,烹饪和扔掉食物,以及它们与浪费的关系。研究结果指出了与设计相关的因素,如失明和重新排序;空间、时间和社会限制;信任和重视食物来源;还有忙碌、不可预测和努力。本文的主要贡献是理解食物实践,进而提出可见性的七个维度,为设计这个新的设计领域的移动和无处不在的技术提供启示。我们还提出了一个从定性结果演变而来的原型,移动食物垃圾日记。
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引用次数: 50
ProPane: fast and precise video browsing on mobile phones 丙烷:手机上快速精准的视频浏览
Roman Ganhör
Studies show that every fourth smartphone user watches videos on their device. However, because of increasing camera and encoding quality more and more smartphones are providing an attractive tool for creating and editing videos. The demand for smooth video browsing interfaces is challenged by the limited input and output capabilities that such mobile devices offer. This paper discusses a novel interface for fast and precise video browsing suitable for watching and editing videos. The browsing mechanism offers a simple but powerful interface for browsing videos at different levels of granularity. All interactions can be carried out with no modal changes at all. The interface is easy to understand and efficient to use. A first evaluation proves the suitability of the presented design for casual users as well as for creative professionals such as video editors.
研究表明,四分之一的智能手机用户在他们的设备上观看视频。然而,由于相机和编码质量的提高,越来越多的智能手机为创建和编辑视频提供了一个有吸引力的工具。这种移动设备提供的有限输入和输出功能挑战了对流畅视频浏览界面的需求。本文讨论了一种适合于视频观看和编辑的快速、精确的视频浏览界面。浏览机制为浏览不同粒度级别的视频提供了一个简单但功能强大的界面。所有交互都可以在完全不改变模态的情况下进行。该界面易于理解,使用效率高。第一次评估证明了所呈现的设计既适合普通用户,也适合视频编辑等创意专业人士。
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引用次数: 16
HiStory: a hierarchical storyboard interface design for video browsing on mobile devices HiStory:为移动设备上的视频浏览设计的分层故事板界面
Wolfgang Hürst, Dimitrios Paris Darzentas
This paper presents an interactive thumbnail-based video browser for mobile devices such as smartphones featuring a touch screen. Developed as part of on-going research and supported by user studies, it introduces HiStory, a hierarchical storyboard design offering an interface metaphor that is familiar and intuitive yet supports fast and effective completion of Known-Item-Search tasks by rapidly providing an overview of a video's content with varying degrees of granularity.
本文提出了一种基于交互式缩略图的视频浏览器,适用于具有触摸屏的智能手机等移动设备。作为正在进行的研究的一部分并得到用户研究的支持,它引入了HiStory,这是一种分层故事板设计,提供了一个熟悉和直观的界面隐喻,但通过快速提供不同粒度程度的视频内容概述,支持快速有效地完成已知项目搜索任务。
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引用次数: 15
Evaluation study on sensor placement and gesture selection for mobile devices 移动设备传感器放置与手势选择的评价研究
Kazuya Murao, A. Yano, T. Terada, R. Matsukura
Mobile phones and video game controllers using gesture recognition technologies enable easy and intuitive operations, such as scrolling a browser and drawing objects. However, usually only one of each kind of sensor is installed in a device, and the effect of multiple homogeneous sensors on recognition accuracy has not been investigated. Moreover, the effect of the differences in the motion of a gesture has not been examined. We have investigated the use of a test mobile device with nine accelerometers and nine gyroscopes. We have captured the data for 27 kinds of gestures for a mobile tablet. We experimentally investigated the effects on recognition accuracy of changing the number and positions of the sensors and of the number and kinds of gestures. The results showed that the use of multiple homogeneous sensors has zero or negligible effect on recognition accuracy, but that using an accelerometer along with a gyroscope improves recognition accuracy. They also showed that some gestures were not consistent among test subjects and interdependent, so selecting specific gestures to use can improve recognition accuracy.
使用手势识别技术的手机和视频游戏控制器可以实现简单直观的操作,例如滚动浏览器和绘制对象。然而,通常在设备中只安装一种传感器,并且尚未研究多个均匀传感器对识别精度的影响。此外,手势动作差异的影响还没有被研究过。我们研究了一个带有9个加速度计和9个陀螺仪的测试移动设备的使用。我们已经为移动平板电脑捕获了27种手势的数据。实验研究了传感器数量和位置的变化以及手势数量和种类的变化对识别精度的影响。结果表明,使用多个均匀传感器对识别精度的影响为零或可以忽略不计,而使用加速度计和陀螺仪可以提高识别精度。他们还表明,一些手势在测试对象之间并不一致,并且相互依赖,因此选择特定的手势来使用可以提高识别的准确性。
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引用次数: 5
Creating web-based interactive public display applications with the PuReWidgets toolkit 使用PuReWidgets工具包创建基于web的交互式公共显示应用程序
Jorge C. S. Cardoso, R. Jose
Interaction is repeatedly pointed out as a key enabling element towards more engaging and valuable public displays. Still, most digital public displays today do not support any interactive features. We believe that this is mainly due to the lack of efficient and clear abstractions that developers can use to incorporate interactivity into their applications. In this demo we present PuReWidgets, a toolkit that developers can use in their public display applications to support the interaction process across multiple display systems, without considering the specifics of what interaction modality will be used on each particular display. PuReWidgets provides high-level widgets to application programmers, and allows users to interact via various interaction mechanisms, such as graphical user interfaces for mobile devices, QR codes, SMS, etc.
互动被反复指出是实现更有吸引力和更有价值的公共展示的关键因素。然而,今天大多数数字公共显示器不支持任何交互功能。我们认为,这主要是由于开发人员缺乏有效而清晰的抽象来将交互性整合到他们的应用程序中。在这个演示中,我们展示了PuReWidgets,这是一个工具包,开发人员可以在他们的公共显示应用程序中使用它来支持跨多个显示系统的交互过程,而无需考虑将在每个特定显示上使用哪种交互方式的细节。PuReWidgets为应用程序程序员提供高级的小部件,并允许用户通过各种交互机制进行交互,例如移动设备的图形用户界面、QR码、SMS等。
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引用次数: 5
MobIES: extending mobile interfaces using external screens 移动:使用外部屏幕扩展移动接口
Dennis Schneider, Julian Seifert, E. Rukzio
Recent mobile phones allow users to perform a multitude of different tasks. Complexity of tasks challenges the design of mobile applications in many ways. For instance, the limited screen space of mobile devices allows only a small number of items to be displayed. Therefore, users often have to change the view or have to resize the displayed content (e.g., images or maps) to view the required information. We present the system MobIES, which allows users to extend the mobile interfaces of their mobiles phones using external screens. Users connect their mobile phone with an external display by holding it on the border of the external display. When the connection is established, the user interface of the currently active mobile application is distributed on the phone and the external screen. This enables users to take advantage of using existing screens in their environments and temporarily benefit from an extended screen space. In this paper, we discuss the concept of MobIES and present a prototype implementation.
最近的手机允许用户执行大量不同的任务。任务的复杂性在很多方面对移动应用程序的设计提出了挑战。例如,移动设备有限的屏幕空间只允许显示少量的项目。因此,用户通常必须更改视图或调整显示内容(例如,图像或地图)的大小才能查看所需的信息。我们提出了MobIES系统,它允许用户使用外部屏幕扩展他们的手机的移动接口。用户将手机放在外部显示器的边缘,将其与外部显示器连接起来。连接建立后,当前活动的移动应用程序的用户界面分布在手机上和外部屏幕上。这使用户能够利用在其环境中使用现有屏幕的优势,并暂时受益于扩展的屏幕空间。在本文中,我们讨论了MobIES的概念并给出了一个原型实现。
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引用次数: 10
evoGuide: implementation of a tour guide support solution with multimedia and augmented-reality content evoGuide:实现一个具有多媒体和增强现实内容的导游支持解决方案
R. Hable, T. Rössler, Christina Schuller
This paper provides a description of the technical implementation of a complete software and hardware solution supporting guided factory tours in an industrial environment. It starts with an overview of the strategies applied to come up with a working solution satisfying given user requirements. The overall architecture of the system is shown based on design decisions elaborated during this process. Then, specific topics posing challenges during the implementation are described from the assessment of the current state of the art and possible implementation options to the final working solution. These topics include the organization of configurable content delivery, the selection and application of an augmented reality framework, and the creation of an audio broadcast solution for the tour guide. We conclude with a review of the practical application of the system and possible further development and future improvements.
本文描述了一个完整的软件和硬件解决方案的技术实现,支持在工业环境中的工厂导览。本文首先概述了用于提出满足给定用户需求的工作解决方案的策略。系统的总体架构是基于在此过程中详细阐述的设计决策。然后,从评估当前技术状况和可能的实施方案到最终的工作解决方案,描述了在实施过程中构成挑战的具体主题。这些主题包括可配置内容交付的组织,增强现实框架的选择和应用,以及为导游创建音频广播解决方案。最后,我们回顾了该系统的实际应用,以及可能的进一步发展和改进。
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引用次数: 8
Service fusion: an interactive 3D user interface 业务融合:交互式3D用户界面
Seamus Hickey, Minna Pakanen, Leena Arhippainen, Erno Kuusela, Antti Karhu
This paper describes an interactive 3D user interface which allows different real-time services to cooperate in order to complete a user task on a mobile tablet sized device. The UI is based on objectifying data and describing it in an ontological language and combing this with behavioral scripts. The 3D UI is used to visualize the different data and services, while providing a means for object selection and manipulation. Two use cases, a cinema and music service, have been implemented in a prototype, which demonstrates how a general 3D user interface can be used to provide added value to users. The prototype is also meant to advance the thinking of what 3D UIs can accomplish, for virtual environments and mobile augmented reality, by showing practical use cases in action.
本文描述了一个交互式的3D用户界面,它允许不同的实时服务合作,以便在移动平板电脑大小的设备上完成用户任务。UI是基于客观化数据,用本体语言描述数据,并将其与行为脚本相结合。3D UI用于可视化不同的数据和服务,同时提供对象选择和操作的方法。两个用例,一个是电影服务,一个是音乐服务,已经在一个原型中实现,它演示了如何使用一个通用的3D用户界面来为用户提供附加价值。该原型还旨在通过展示实际用例,推动人们对3D ui在虚拟环境和移动增强现实中所能完成的任务的思考。
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引用次数: 8
Model for landmark highlighting in mobile web services 移动web服务中地标突出的模型
Pekka Kallioniemi, M. Turunen
We introduce a model for landmark highlighting for pedestrian route guidance services for mobile devices. The model determines which landmarks are the most attractive based on their properties in the current context of user's orientation and the location on the route and highlights these landmarks on the mobile map. The attractiveness of a landmark is based on its visual, structural and semantic properties which are used for calculating the total attractiveness of a single landmark. This model was evaluated with voluntary users conducted in laboratory environment. Test subjects were shown images of street intersections from where they selected the most attractive and prominent landmarks in the route's context. We then compared these results with the landmarks selected by the model. The results show that landmarks highlighted by the model were the same ones that were selected by the participants as most salient landmarks.
介绍了一种用于移动设备行人路径引导服务的地标高亮模型。该模型根据当前用户方向和路线位置的属性确定哪些地标最具吸引力,并在手机地图上突出显示这些地标。地标的吸引力基于其视觉、结构和语义属性,这些属性用于计算单个地标的总吸引力。该模型在实验室环境中与自愿用户进行了评估。研究人员向测试对象展示了十字路口的图片,让他们从这些十字路口中选择最具吸引力和最显眼的地标。然后,我们将这些结果与模型选择的地标进行比较。结果表明,模型突出的地标与参与者选择的最显著地标相同。
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引用次数: 5
期刊
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
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