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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing最新文献

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ClimbAX: skill assessment for climbing enthusiasts ClimbAX:攀岩爱好者技能评估
C. Ladha, Nils Y. Hammerla, P. Olivier, T. Plötz
In recent years the sport of climbing has seen consistent increase in popularity. Climbing requires a complex skill set for successful and safe exercising. While elite climbers receive intensive expert coaching to refine this skill set, this progression approach is not viable for the amateur population. We have developed ClimbAX - a climbing performance analysis system that aims for replicating expert assessments and thus represents a first step towards an automatic coaching system for climbing enthusiasts. Through an accelerometer based wearable sensing platform, climber's movements are captured. An automatic analysis procedure detects climbing sessions and moves, which form the basis for subsequent performance assessment. The assessment parameters are derived from sports science literature and include: power, control, stability, speed. ClimbAX was evaluated in a large case study with 53 climbers under competition settings. We report a strong correlation between predicted scores and official competition results, which demonstrate the effectiveness of our automatic skill assessment system.
近年来,攀岩运动越来越受欢迎。攀岩需要一套复杂的技能来成功和安全的锻炼。虽然优秀的登山者会接受专家的密集指导来完善这一技能,但这种进步方法对业余爱好者来说是不可行的。我们已经开发了ClimbAX——一个攀岩表现分析系统,旨在复制专家评估,因此代表了向攀岩爱好者自动指导系统迈出的第一步。通过一个基于可穿戴传感平台的加速度计,捕捉登山者的运动。自动分析程序检测攀爬过程和动作,形成后续性能评估的基础。评估参数来源于体育科学文献,包括:力量、控制力、稳定性、速度。在一个大型案例研究中,53名登山者在竞争环境下对ClimbAX进行了评估。我们报告了预测分数和官方比赛结果之间的强相关性,这证明了我们的自动技能评估系统的有效性。
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引用次数: 122
"We are not in the loop": resource wastage and conservation attitude of employees in indian workplace “我们不在循环中”:印度员工的资源浪费和节约态度
Mohit Jain, Ankit Agrawal, S. Ghai, K. Truong, D. Seetharam
Though rapid depletion of natural resources has become a global problem, most of the solutions developed to address it are based on studies done in the developed world. Moreover, the commercial sector is among the primary consumers of resources, yet research work has been mostly limited to residential users. We present a study exploring employees' perception, their beliefs and attitudes, towards environmental sustainability at workplaces in a developing region. To obtain broader context, we also conducted a focus group with the facility team members. Our study highlights that in spite of strong motivations to conserve, employees conservative actions are limited due to lack of controls, knowledge and responsibility. We identify new opportunities for design such as designing location specific buildings, removing inefficient choices, and building communal spaces, to facilitate conservation at workplaces.
尽管自然资源的迅速枯竭已成为一个全球性问题,但为解决这一问题而制定的大多数解决办法都是基于在发达国家所做的研究。此外,商业部门是资源的主要消费者之一,但研究工作大多局限于住宅用户。我们提出了一项研究,探讨了发展中地区员工对工作场所环境可持续性的看法、信念和态度。为了获得更广泛的背景,我们还与设施团队成员进行了焦点小组讨论。我们的研究强调,尽管员工有强烈的保守动机,但由于缺乏控制、知识和责任,他们的保守行为是有限的。我们发现了新的设计机会,例如设计特定地点的建筑,消除低效的选择,并建立公共空间,以促进工作场所的保护。
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引用次数: 22
Crowd++: unsupervised speaker count with smartphones Crowd++:使用智能手机的无监督演讲者计数
Chenren Xu, Sugang Li, Gang Liu, Yanyong Zhang, E. Miluzzo, Y. Chen, Jun Yu Li, Bernhard Firner
Smartphones are excellent mobile sensing platforms, with the microphone in particular being exercised in several audio inference applications. We take smartphone audio inference a step further and demonstrate for the first time that it's possible to accurately estimate the number of people talking in a certain place -- with an average error distance of 1.5 speakers -- through unsupervised machine learning analysis on audio segments captured by the smartphones. Inference occurs transparently to the user and no human intervention is needed to derive the classification model. Our results are based on the design, implementation, and evaluation of a system called Crowd++, involving 120 participants in 10 very different environments. We show that no dedicated external hardware or cumbersome supervised learning approaches are needed but only off-the-shelf smartphones used in a transparent manner. We believe our findings have profound implications in many research fields, including social sensing and personal wellbeing assessment.
智能手机是优秀的移动传感平台,特别是麦克风在几个音频推理应用中得到了应用。我们将智能手机音频推理进一步推进,并首次证明,通过对智能手机捕获的音频片段进行无监督机器学习分析,可以准确估计在某个地方说话的人数——平均误差距离为1.5人。推断对用户来说是透明的,不需要人为干预来派生分类模型。我们的结果是基于一个名为crowd++的系统的设计、实现和评估,该系统涉及120名参与者在10个不同的环境中。我们表明,不需要专用的外部硬件或繁琐的监督学习方法,只需要以透明的方式使用现成的智能手机。我们相信我们的研究结果在许多研究领域具有深远的意义,包括社会感知和个人幸福感评估。
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引用次数: 128
Using a 2DST waveguide for usable, physically constrained out-of-band Wi-Fi authentication 使用2DST波导进行可用的、物理受限的带外Wi-Fi认证
M. Budde, M. Köpke, Matthias Berning, T. Riedel, M. Beigl
This paper proposes using a 2D waveguide for a novel means of authentication in public Wi-Fi infrastructures. The design of the system is presented, and its practicability and usability is comparatively discussed with that of five other tag and context based authentication schemes, two of which have not been previously realized. In accordance with the presented application scenarios, all of the schemes were implemented in a platform-independent fashion built on web technology.
本文提出在公共Wi-Fi基础设施中使用二维波导作为一种新的认证手段。提出了该系统的设计方案,并与其他五种基于标签和上下文的认证方案进行了实用性和可用性的比较讨论,其中两种方案以前没有实现过。根据所提出的应用场景,所有方案都以基于web技术的平台独立的方式实现。
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引用次数: 4
Storage-aware smartphone energy savings 存储感知智能手机节能
David T. Nguyen, Gang Zhou, Xin Qi, Ge Peng, Jianing Zhao, Tommy Nguyen, Duy Le
In this paper, to our best knowledge, we are first to provide an experimental study on how storage techniques affect power levels in smartphones and introduce energy-efficient approaches to reduce energy consumption. We evaluate power degradation at several layers of block I/O, focusing on the block layer and device driver. At each level, we investigate the amount of energy that can be saved, and use that to design and implement a prototype with optimal energy savings named SmartStorage. The system tracks the run-time I/O pattern of a smartphone that is then matched with the closest pattern from the benchmark table. After having obtained the optimal parameters, it dynamically configures storage parameters to reduce energy consumption. We evaluate our prototype by using the 20 most popular Android applications, and our energy-efficient approaches achieve from 23% to 52% of energy savings compared to using the current techniques.
在本文中,据我们所知,我们首先提供了一项关于存储技术如何影响智能手机功率水平的实验研究,并引入了节能方法来减少能源消耗。我们评估了块I/O的几个层的功率退化,重点放在块层和设备驱动程序上。在每个级别上,我们调查可以节省的能源量,并使用它来设计和实现一个名为SmartStorage的最佳节能原型。系统跟踪智能手机的运行时I/O模式,然后将其与基准表中最接近的模式进行匹配。在获得最优参数后,动态配置存储参数,降低能耗。我们通过使用20个最流行的Android应用程序来评估我们的原型,与使用当前技术相比,我们的节能方法实现了23%到52%的节能。
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引用次数: 25
Session details: Authentication 会话详细信息:
Hans-Werner Gellersen
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引用次数: 0
Musical embrace: exploring social awkwardness in digital games 音乐拥抱:探讨数字游戏中的社交尴尬
Amy Huggard, A. D. Mel, J. Garner, Cagdas Toprak, Alan D. Chatham, F. Mueller
Socially awkward experiences are often looked upon as something to be avoided. However, examples from the non-digital entertainment domain suggest that social awkwardness can also facilitate engaging experiences. Yet there has been little research into exploring social awkwardness in digital games. In response, we present Musical Embrace, a digital game that promotes close physical proximity through the use of a novel pillow-like controller to facilitate socially awkward play between strangers. Through our observations from demonstrating Musical Embrace at a number of events, we have derived a set of strategies to engage players by "facilitating social awkwardness", allowing players to "transform social awkwardness" while also letting players "take control of social awkwardness". With our work we hope to inspire game designers to consider the potential of social awkwardness in digital games and guide them when using it to facilitate engaging play experiences.
社交上的尴尬经历通常被视为应该避免的事情。然而,非数字娱乐领域的例子表明,社交尴尬也可以促进粘性体验。然而,关于数字游戏中的社交尴尬的研究却很少。为此,我们推出了一款名为《Musical Embrace》的数字游戏,通过使用一种新颖的枕头状控制器来促进陌生人之间的亲密接触,从而促进陌生人之间的社交尴尬游戏。通过观察《Musical Embrace》在一系列活动中的表现,我们得出了一系列吸引玩家的策略,即“促进社交尴尬”,允许玩家“改变社交尴尬”,同时让玩家“控制社交尴尬”。通过我们的工作,我们希望能够启发游戏设计师考虑数字游戏中社交尴尬的潜力,并指导他们如何利用它来促进游戏体验。
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引用次数: 33
Session details: Computing in the home 会话细节:在家里计算
J. Coutaz
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引用次数: 0
A cloud-powered driver-less printing system for smartphones 智能手机的云驱动无人驾驶打印系统
Seungeun Chung, Shuiqing Wang, I. Rhee
Smart devices such as smartphones and tablets are becoming more powerful and versatile enough to replace conventional personal computers. Despite the rapid evolution in their capabilities, controlling peripherals such as network printers directly from smart devices is still in the primitive stage due to the lack of dedicated drivers. We propose and prototype a cloud-powered, driver-less printing system called CloudBridge for ubiquitous printing support from off the shelf smart devices. The CloudBridge service, which runs on a smart device, operates as a communication bridge connecting a network printer and a cloud server. By using cloud's ability to translate the operation commands into a language that the printer can understand, it is possible for a smart device to control the printer without having dedicated drivers. CloudBridge achieves the true meaning of ubiquitous mobile printing: it does not require any prerequisite settings. Compared to most widely used mobile printing solutions, the operation time is reasonable, compensating for the time and effort required for setting up the solution. CloudBridge is further optimized to improve the quality of experience, such as response time and energy consumption of the smart device, by adopting an adaptive compression method.
智能设备,如智能手机和平板电脑正变得越来越强大和多用途,足以取代传统的个人电脑。尽管其功能发展迅速,但由于缺乏专用驱动程序,直接从智能设备控制网络打印机等外围设备仍处于原始阶段。我们提出了一个名为CloudBridge的云驱动、无人驾驶打印系统的原型,该系统可以从现成的智能设备中获得无处不在的打印支持。CloudBridge服务在智能设备上运行,作为连接网络打印机和云服务器的通信桥梁。通过使用云将操作命令翻译成打印机可以理解的语言的能力,智能设备可以在没有专用驱动程序的情况下控制打印机。CloudBridge实现了无处不在的移动打印的真正含义:它不需要任何先决条件的设置。与大多数广泛使用的移动打印解决方案相比,操作时间是合理的,补偿了设置解决方案所需的时间和精力。CloudBridge进一步优化,通过采用自适应压缩方法,提高智能设备的响应时间和能耗等体验质量。
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引用次数: 0
Revisiting human-battery interaction with an interactive battery interface 通过交互式电池界面重新体验人类与电池的交互
Denzil Ferreira, Eija Ferreira, Jorge Gonçalves, V. Kostakos, A. Dey
Mobile phone user interfaces typically show an icon to indicate remaining battery, but not the amount of time the device can be used for, often forcing users to make faulty estimates and predictions about battery life. Here we report on two studies that capture users' experiences with a user-centered battery interface design. In Study 1, we analyze 12 participants' use of mobile phones, demonstrating that mobile phone users do not know how or what to do to extend their mobile's battery life. We further identify the information they rely on to assess battery life. In Study 2, we use this information to design, prototype and evaluate an interactive battery interface (IBI) with another 22 participants. Our findings describe how users perceive battery life and how we used their mental models of mobile phone batteries to create IBI. Lastly, we report on the users' experiences and IBI's effect on battery lifetime, showing gains of approximately 27% over the course of a day.
手机用户界面通常会显示一个图标来表示剩余电量,但不会显示设备可以使用的时间,这常常迫使用户对电池寿命做出错误的估计和预测。在这里,我们报告两项研究,以用户为中心的电池界面设计捕捉用户体验。在研究1中,我们分析了12名参与者的手机使用情况,证明手机用户不知道如何或做什么来延长手机的电池寿命。我们进一步确定他们所依赖的信息来评估电池寿命。在研究2中,我们使用这些信息与另外22名参与者一起设计,原型和评估交互式电池界面(IBI)。我们的研究结果描述了用户如何感知电池寿命,以及我们如何利用他们对手机电池的心理模型来创造IBI。最后,我们报告了用户的体验和IBI对电池寿命的影响,显示在一天的过程中大约增加了27%。
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引用次数: 62
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Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
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