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Proceedings of the 2nd ACM International Symposium on Pervasive Displays最新文献

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GPS lens: GPS based controlling of pointers on large-scale urban displays using mobile devices GPS镜头:使用移动设备在大型城市显示器上进行基于GPS的指针控制
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491593
Sven Gehring, Christian Lander
The increasing number of media façades in urban spaces offers great potential for interaction. Due to their size and physical properties interacting with them directly by touching them is not possible. In this paper, we present a sensor-based approach, which relies on the GPS, compass and accelerometer data of a mobile device to control a pointer on large-scale urban displays, such as media façades. We calculate the pointing direction based on the location and orientation of the mobile device and display a preview of the content around the current cursor position to overcome the limitations of current GPS sensors. We further report on an initial user evaluation, revealing the presented approach as accurate and easy-to-use.
城市空间中越来越多的媒体平台为互动提供了巨大的潜力。由于它们的大小和物理性质,通过触摸直接与它们交互是不可能的。在本文中,我们提出了一种基于传感器的方法,该方法依赖于移动设备的GPS,指南针和加速度计数据来控制大型城市显示器上的指针,例如媒体广场。我们根据移动设备的位置和方向计算指向方向,并显示当前光标位置周围的内容预览,以克服当前GPS传感器的局限性。我们进一步报告了最初的用户评估,揭示了所提出的方法是准确和易于使用的。
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引用次数: 3
Application discoverability on multipurpose public displays: popularity comes at a price 应用程序在多用途公共显示器上的可发现性:受欢迎是有代价的
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491576
S. Hosio, Jorge Gonçalves, V. Kostakos
An important step in developing multipurpose public displays is understanding application discoverability: the effort required to locate or "discover" an application amongst others. Discoverability can affect the adoption and potential success applications. Here we investigate the effects of application discoverability on two aspects of application use: relative utility and conversion rate. We do so by testing three conditions that provide incremental discoverability to an application. Our results indicate that increased discoverability leads to higher relative utility but lower conversion rates. We discuss the implications our findings have on evaluating applications on multipurpose displays, and finally we show how our results contribute to understanding the economics of discoverability mechanisms.
开发多用途公共显示器的一个重要步骤是理解应用程序的可发现性:在其他应用程序中定位或“发现”应用程序所需的努力。可发现性会影响应用程序的采用和潜在的成功。在这里,我们研究了应用程序可发现性对应用程序使用的两个方面的影响:相对效用和转化率。为此,我们测试了为应用程序提供增量可发现性的三个条件。我们的研究结果表明,可发现性的提高会带来更高的相对效用,但会降低转化率。我们讨论了我们的发现对评估多用途显示器应用的影响,最后我们展示了我们的结果如何有助于理解可发现性机制的经济学。
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引用次数: 22
Session details: Mobile interaction 会话细节:移动交互
A. Quigley
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引用次数: 0
Street infographics: raising awareness of local issues through a situated urban visualization 街道信息图:通过城市可视化提高人们对当地问题的认识
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491597
Sandy Claes, A. V. Moere
This paper presents the evaluation study of Street Infographics, an urban intervention that visually represent data that is contextually related to local issues, and is visualized through situated displays that are placed within the social and public context of an urban environment. Based on the design characteristics of urban visualization, we defined six specific design principles and applied these in the deployment of a low-fidelity prototype during an in-the-wild study. Designed to augment an existing street sign with socially- and locally-relevant information, the resulting urban visualization encourages people to gain local knowledge, reflect on their perception and even foster social interaction. We describe the design of Street Infographics and its effect on local residents, as measured before and after our intervention. Our case study should be considered one of the first steps towards a better understanding of the true potential of the use of data visualization in a public context, such as for engaging citizens in acting towards a more qualitative and sustainable neighborhood.
本文介绍了街道信息图(Street Infographics)的评估研究,这是一种城市干预手段,通过放置在城市环境的社会和公共背景中的位置显示器,视觉化地表示与当地问题相关的数据。基于城市可视化的设计特点,我们定义了六个具体的设计原则,并在野外研究中将这些原则应用于低保真原型的部署。设计的目的是用社会和当地相关的信息来增强现有的街道标志,由此产生的城市可视化鼓励人们获得当地的知识,反思他们的看法,甚至促进社会互动。我们描述了街道信息图的设计及其对当地居民的影响,在我们干预之前和之后进行了测量。我们的案例研究应该被认为是更好地理解在公共环境中使用数据可视化的真正潜力的第一步,比如让公民参与到一个更定性和可持续的社区中来。
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引用次数: 48
Session details: Architecture and space 会议细节:建筑和空间
Kim Halskov
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引用次数: 0
Session details: Proxemic interaction 会话细节:邻近交互
S. Greenberg
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引用次数: 0
A practical framework for ethics: the PD-net approach to supporting ethics compliance in public display studies 实用的伦理框架:PD-net方法支持公共展示研究中的伦理遵守
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491598
Marc Langheinrich, A. Schmidt, N. Davies, R. Jose
Research involving public displays often faces the need to study the effects of a deployment in the wild. While many organizations have institutionalized processes for ensuring ethical compliance of such human subject experiments, these may fail to stimulate sufficient awareness for ethical issues among all project members. Some organizations even require such assessments only for medical research, leaving computer scientists without any incentive to consider and reflect on their study design and data collection practices. Faced with similar problems in the context of the EU-funded PD-Net project, we have implemented a step-by-step ethics process that aims at providing structured yet lightweight guidance to all project members both stimulating the design of ethical user studies, as well as providing continuous documentation. This paper describes our process and reports on 3 years of experience using it. All materials are publicly available and we hope that other projects in the area of public displays, and beyond, will adopt them to suit their particular needs.
涉及公共展示的研究经常需要研究在野外部署的影响。虽然许多组织已经制度化的过程,以确保这些人类受试者实验符合伦理,但这些可能无法激发所有项目成员对伦理问题的充分认识。一些组织甚至只要求对医学研究进行这样的评估,这使得计算机科学家没有任何动力去考虑和反思他们的研究设计和数据收集实践。在欧盟资助的PD-Net项目中,面对类似的问题,我们实施了一个循序渐进的伦理过程,旨在为所有项目成员提供结构化但轻量级的指导,既刺激了道德用户研究的设计,又提供了持续的文档。本文描述了我们的过程,并报告了3年来使用它的经验。所有材料都是公开的,我们希望在公共展示领域的其他项目,将采用它们来满足他们的特殊需求。
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引用次数: 16
Towards a framework for projection installations 建立投影装置的框架
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491583
Hans William Falck, Kim Halskov
Projection installations are part of Spatially Augmented Reality, where the projection medium is used to enrich a fixed, bounded physical space with digital content. Projection technology enables us to turn many kinds of physical objects into displays. In this paper we develop and present a conceptual framework that addresses three aspects of a projection installation: the contentassociated with the object, the digital content, and the relation between the two. We conclude the paper with a set of strategies commonly used in projection installations: Enhancing or emphasizing physical aspects; Transforming materiality; Adding virtual objects; 3D effects; Complex content on simple objects or simple content on complex; Strong versus loose connections between the physical object and the digital content. This paper is based on four cases, two of which concern cultural heritage installations, the others concerning urban computing, including media architecture.
投影装置是空间增强现实(spatial Augmented Reality)的一部分,投影媒介被用来用数字内容丰富固定的、有限的物理空间。投影技术使我们能够把许多实物变成显示器。在本文中,我们发展并提出了一个概念框架,解决了投影装置的三个方面:与对象相关的内容,数字内容以及两者之间的关系。我们总结了一套在投影装置中常用的策略:加强或强调物理方面;改变物质;添加虚拟对象;3 d效果;简单对象上的复杂内容或复杂对象上的简单内容;物理对象和数字内容之间牢固或松散的联系。本文基于四个案例,其中两个涉及文化遗产装置,另一个涉及城市计算,包括媒体建筑。
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引用次数: 4
PresiShare: opportunistic sharing and presentation of content using public displays and QR codes PresiShare:利用公共展示和QR码机会分享和展示内容
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491591
Matthias Geel, D. Huguenin, M. Norrie
Public displays have seen a widespread adoption in public places such as train stations, airports and museums, where they are often used to show time tables, schedules but also advertisements or complementary information. But even within organisations or universities, public- and semi-public displays have proven themselves to be valuable means of promoting awareness of current events, latest company news, or upcoming meetings and talks. However, opportunistic sharing of content between mobile devices and such displays remains a challenge. In this paper, we present a novel technique based on QR codes to facilitate interaction with public displays and to simplify user interaction. We investigate how web technologies can be used both on the client-side as well as for the infrastructure itself in order to provide a lightweight and flexible architecture. As a proof-of-concept, we developed PresiShare, a web-based platform for presenting and sharing pictures, music and documents on any display. We have evaluated our approach by conducting a formal user study that analyses the interaction techniques proposed. Furthermore, we report our findings from a live deployment within our research group where we collected qualitative feedback and usage statistics.
公共显示器在火车站、机场和博物馆等公共场所被广泛采用,它们通常用于显示时间表、时间表,但也用于广告或补充信息。但即使在组织或大学内部,公开和半公开的展示也已被证明是提高人们对时事、最新公司新闻或即将举行的会议和会谈的认识的宝贵手段。然而,在移动设备和此类显示器之间机会性地共享内容仍然是一个挑战。在本文中,我们提出了一种基于QR码的新技术,以方便与公共展示的交互,并简化用户交互。我们研究了如何在客户端和基础设施本身使用web技术,以提供轻量级和灵活的体系结构。作为概念验证,我们开发了PresiShare,这是一个基于网络的平台,可以在任何显示器上展示和分享图片、音乐和文档。我们通过进行正式的用户研究来评估我们的方法,该研究分析了所提出的交互技术。此外,我们还报告了我们在研究小组中收集的定性反馈和使用统计数据的实时部署结果。
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引用次数: 24
Wordster: collaborative versus competitive gaming using interactive public displays and mobile phones Wordster:使用交互式公共显示器和移动电话的协作与竞争游戏
Pub Date : 2013-06-04 DOI: 10.1145/2491568.2491592
Petri Luojus, J. Koskela, Kimmo Ollila, Saku-Matti Mäki, Raffi Kulpa-Bogossia, T. Heikkinen, T. Ojala
We report the design, implementation and evaluation of Wordster, a word finding game played with public displays and mobile phones. The study shows how collaborative gaming in the single player mode enhances social interaction via co-location and spectator view. The usability and playability of the mobile multiplayer mode targeted for competitive gaming between players and realized by coupling a public display and a personal mobile phone into a distributed interface were found good in a controlled user evaluation. However, the adoption of the mobile multiplayer mode in an uncontrolled evaluation "in the wild" was poor, challenging the findings of the controlled user evaluation.
我们报告了Wordster的设计,实现和评估,这是一个用公共显示器和手机玩的单词查找游戏。该研究展示了单人模式下的协作游戏如何通过共同定位和观众视角来增强社交互动。在受控用户评价中发现,以玩家之间的竞技游戏为目标,将公共显示器和个人手机耦合到分布式界面中实现的移动多人模式的可用性和可玩性良好。然而,在不受控制的“野外”评估中采用手机多人模式的效果并不好,这挑战了受控制用户评估的结果。
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引用次数: 20
期刊
Proceedings of the 2nd ACM International Symposium on Pervasive Displays
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