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Adjunct Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology最新文献

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Cross-device eye-based interaction 基于眼睛的跨设备交互
J. Turner
Eye-tracking technology is envisaged to become part of our daily life, as its development progresses it becomes more wearable. Additionally there is a wealth of digital content around us, either close to us, on our personal devices or out-of-reach on public displays. The scope of this work aims to combine gaze with mobile input modalities to enable the transfer of content between public and close proximity personal displays. The work contributes enabling technologies, novel interaction techniques, and poses bigger questions that move toward a formalisation of this design space to develop guidelines for the development of future cross-device eye-based interaction methods.
眼动追踪技术被设想成为我们日常生活的一部分,随着它的发展,它变得更加可穿戴。此外,我们周围有大量的数字内容,有的是近在咫尺的,有的是在我们的个人设备上,有的是在公共显示器上遥不可及的。这项工作的范围旨在将凝视与移动输入方式相结合,以实现公共和近距离个人显示器之间的内容传输。这项工作提供了支持技术,新颖的交互技术,并提出了更大的问题,朝着这个设计空间的形式化发展,为未来跨设备基于眼睛的交互方法的发展制定指导方针。
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引用次数: 14
Visualizing web browsing history with barcode chart 可视化的网页浏览历史与条形码图表
Borui Wang, Ningxia Zhang, Jianfeng Hu, Zheng Shen
Inspired by the DNA art, we introduce a data visualization technique called barcode chart, which uses color-illuminated stripes that resemble barcodes to visualize temporal data. Barcode chart excels at demonstrating high-level patterns in highly segmented temporal data, while retaining details in the data through interaction. We demonstrate Yogurt, a browser extension that implements barcode chart to visualize online browsing history. We conducted a user study and analyzed the effectiveness of using barcode chart for Yogurt in comparison with other applications. We conclude that barcode chart satisfies the need of visualizing the high-density and high-fragmentation nature of temporal data in Yogurt, and helps reveal online distraction and other web browsing patterns.
受DNA艺术的启发,我们引入了一种名为条形码图表的数据可视化技术,它使用类似条形码的彩色发光条纹来可视化时间数据。条形码图表擅长在高度分段的时间数据中展示高级模式,同时通过交互保留数据中的细节。我们演示优格,一个浏览器扩展,实现条形码图表可视化在线浏览历史。我们进行了用户研究,并分析了使用条形码图表的酸奶与其他应用程序的有效性。我们认为,条形码图表满足了酸奶中时间数据的高密度和高碎片化的可视化需求,有助于揭示在线分心和其他网络浏览模式。
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引用次数: 2
Crowdboard: an augmented whiteboard to support large-scale co-design Crowdboard:支持大规模协同设计的增强型白板
S. Andolina, Daniel Lee, Steven W. Dow
Co-design efforts attempt to account for many diverse viewpoints. However, design teams lack support for meaningful real-time interaction with a large community of potential stakeholders. We present Crowdboard, a novel whiteboard system that enables many potential stakeholders to provide real-time input during early-stage design activities, such as concept mapping. Local design teams develop ideas on a standard whiteboard, which is augmented with annotations and comments from online participants. The system makes it possible for design teams to solicit real-time opinions and ideas from a community of people intrinsically motivated to shape the product/service.
协同设计努力试图解释许多不同的观点。然而,设计团队缺乏与大量潜在涉众进行有意义的实时交互的支持。我们介绍Crowdboard,这是一种新颖的白板系统,可以让许多潜在的利益相关者在早期设计活动(如概念图)中提供实时输入。本地设计团队在一个标准的白板上开发创意,白板上有来自在线参与者的注释和评论。该系统使设计团队能够从一个具有塑造产品/服务的内在动机的社区中实时征求意见和想法。
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引用次数: 1
Shape changing device for notification 形状改变装置通知
Kazuki Kobayashi, S. Yamada
In this paper, we describe a notification method with peripheral cognition technology that uses a human cognitive characteristic. The method achieves notification without interrupting users' primary tasks. We developed a shape changing device that change its shape to notify the arrival of information. Such behavior enables a user to easily find and accept notifications without interruption when their attention on the primary task decreases. The result of an experiment showed that the successful notification rate was 45.5%.
在本文中,我们描述了一种利用人类认知特征的外围认知技术的通知方法。该方法在不中断用户主要任务的情况下实现通知。我们开发了一种改变形状的设备,可以改变它的形状来通知信息的到来。这样的行为使用户能够轻松地找到并接受通知,而不会在他们对主要任务的注意力减少时受到干扰。实验结果表明,成功通知率为45.5%。
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引用次数: 12
Hanzi Lamp: an intelligent guide interface for Chinese character learning 汉字灯:汉字学习智能引导界面
Yujie Hong, Lei Shi, Fangtian Ying
In recent years, an increasing number of people want to understand Chinese culture and Hanzi (Chinese characters) is a key to that. Learning Chinese characters as a second language can be quite challenging. What confuses learners is not only the meaning of Hanzi, but also the complicated writing rules since they are very different from the alphabetic ways English uses. Although many mobile applications and online learning systems provide Hanzi teaching interfaces, they are restricted to the two-dimensional screens and thus they offer little flexibility for practicing while learning. In this paper, we propose Hanzi Lamp, an intelligent guide interface which allows users to practice writing under real-time and adaptive projected guidance. Information captured by sensors has been utilized to perceive learners' behaviors and make appropriate response. We explore how we can enhance Chinese characters learning by improving the system's understanding of physical learning environment.
近年来,越来越多的人想了解中国文化,而汉字是了解中国文化的关键。把汉字作为第二语言来学习是很有挑战性的。让学习者困惑的不仅是汉字的含义,还有复杂的书写规则,因为它们与英语的字母方式有很大的不同。尽管许多移动应用和在线学习系统提供了汉字教学界面,但它们都局限于二维屏幕,因此在学习中练习的灵活性很小。在本文中,我们提出了汉字灯,一个智能引导界面,允许用户在实时和自适应投影指导下练习写作。传感器捕获的信息被用来感知学习者的行为并做出适当的反应。我们探索如何通过提高系统对物理学习环境的理解来增强汉字学习。
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引用次数: 2
Visimu: a game for music color label collection Visimu:一款音乐颜色标签收集游戏
Borui Wang, Jingshu Chen
Based on previous studies of the associations between color and music, we introduce a scalable way of using colors to label songs and a visualization of music archives that facilitates music exploration. We present Visimu, an online game that attracted users to generate 926 color labels for 102 songs, with over 75% of the songs having color labels reaching high consensus in the Lab color space. We implemented a music archive visualization using the color labels generated by Visimu, and conducted an experiment to show that labeling music by color is more effective than text tags when the user is looking for songs of a particular mood or use scenario. Our results showed that Visimu is effective to produce meaningful color labels for music mood classification, and such approach enables a wide range of applications for music visualization and discovery.
基于先前对颜色和音乐之间关联的研究,我们引入了一种可扩展的方法,使用颜色来标记歌曲,并将音乐档案可视化,从而促进音乐探索。我们介绍了一个在线游戏Visimu,它吸引了用户为102首歌曲生成926个颜色标签,其中75%以上的歌曲具有颜色标签,在实验室颜色空间中达到了很高的共识。我们使用Visimu生成的颜色标签实现了一个音乐档案可视化,并进行了一个实验,表明当用户在寻找特定情绪或使用场景的歌曲时,用颜色标记音乐比用文本标记更有效。我们的研究结果表明,Visimu可以有效地为音乐情绪分类产生有意义的颜色标签,这种方法可以在音乐可视化和发现方面得到广泛的应用。
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引用次数: 1
Brainstorm, define, prototype: timing constraints to balance appropriate and novel design 头脑风暴,定义,原型:平衡适当和新颖设计的时间限制
A. Elder, Elaine Zhou
We present the results of a human creativity experiment that examined the effect of varying the timing of narrowed constraints. Participants were asked to create a static web ad for Stanford University guided under a timed design process and were introduced to a narrowed constraint either at the beginning, middle, or end of the prototyping process. The narrow constraint addressed goal and task constraints by specifying the target audience and ad size. We find that groups introduced to narrow constraints prior to the brainstorm yielded more appropriate results, while those introduced prior to the final production yielded more novel results. Our results suggest that effective timing of design constraints may further optimize ideation and design methodologies.
我们提出了一项人类创造力实验的结果,该实验检验了改变限制时间的影响。参与者被要求在一个定时设计过程的指导下为斯坦福大学创建一个静态的网络广告,并在原型制作过程的开始、中间或结束时被引入一个狭窄的约束条件。窄约束通过指定目标受众和广告规模来解决目标和任务约束。我们发现,在头脑风暴之前引入狭窄约束的小组产生了更合适的结果,而在最终产品之前引入的小组产生了更新颖的结果。我们的研究结果表明,有效的设计约束时间可以进一步优化构思和设计方法。
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引用次数: 1
NailSense: fingertip force as a new input modality NailSense:指尖力作为一种新的输入方式
Sungjae Hwang, Dongchul Kim, Sang-won Leigh, K. Wohn
In this paper, we propose a new interaction technique, called NailSense, which allows users to control a mobile device by hovering and slightly bending/extending fingers behind the device. NailSense provides basic interactions equivalent to that of touchscreen interactions; 2-D locations and binary states (i.e., touch or released) are tracked and used for input, but without any need of touching on the screen. The proposed technique tracks the user's fingertip in real-time and triggers event on color change in the fingernail area. It works with conventional smartphone cameras, which means no additional hardware is needed for its utilization. This novel technique allows users to use mobile devices without occlusion which was a crucial problem in touchscreens, also promising extended interaction space in the air, on desktop, or in everywhere. This new interaction technique is tested with example applications: a drawing app and a web browser.
在本文中,我们提出了一种新的交互技术,称为NailSense,它允许用户通过在设备后面悬停和轻微弯曲/伸出手指来控制移动设备。NailSense提供了相当于触摸屏交互的基本交互;二维位置和二进制状态(即触摸或释放)被跟踪并用于输入,但不需要触摸屏幕。该技术实时跟踪用户的指尖,并触发指甲区域的颜色变化事件。它可以与传统的智能手机摄像头配合使用,这意味着它的使用不需要额外的硬件。这种新技术允许用户在使用移动设备时不遮挡,这是触摸屏的一个关键问题,也有望在空中、桌面或任何地方扩展交互空间。这种新的交互技术通过示例应用程序进行了测试:一个绘图应用程序和一个web浏览器。
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引用次数: 7
Wheels in motion: inertia sensing in roller derby 车轮在运动:惯性感应在滚轮德比
Craig D. Stewart, Penny Traitor, Vicki L. Hanson
The recent resurgence of Roller Derby has seen the game progress to an elite level with leagues becoming increasingly competitive and taking a more structured and athletic approach to training. Leagues that the authors are involved in have expressed a desire for an objective measure of basic skills and a way to monitor improvements in performance especially amongst junior skaters. This paper details the construction of an inertia-sensing platform designed to be safe to wear by skaters. We have identified a skating manoeuvre, the "crossover" that can be automatically detected using a simple filtering and thresholding procedure. We also report on some initial results in automatically detecting when a crossover occurs and provide details of our future work.
最近轮滑德比运动的复兴已经见证了这项运动发展到精英水平,联赛变得越来越有竞争力,并且采取了更加结构化和运动化的训练方法。作者所参与的联盟已经表达了对基本技能的客观衡量和一种监测表现改进的方法的愿望,特别是在青少年滑冰运动员中。本文详细介绍了一种设计用于滑板运动员安全穿戴的惯性传感平台的构造。我们已经确定了一个滑冰动作,“交叉”,可以使用简单的滤波和阈值处理程序自动检测。我们还报告了自动检测交叉发生时的一些初步结果,并提供了我们未来工作的细节。
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引用次数: 1
期刊
Adjunct Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology
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