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Smartphones, apps and older people's interests: from a generational perspective 智能手机、应用程序和老年人的兴趣:从一代人的角度来看
A. Rosales, M. Fernández-Ardèvol
It is well-documented that ICT are designed mostly with young users in mind. In addition, most studies about smartphone use do not include older people or even consider age differences. Consequently, little is known about how to design smartphone apps taking older people's interests into account. We have used a mixed-method approach with an intergenerational perspective to approach this topic. First, we track the smartphone activities of 238 panelists. Second, we conduct an online survey (382 respondents). Third, we document the experiences of a group of older people in a smartphone learning club. We have found specific media consumption and communication patterns among older individuals: for example, at home they are more prone to jumping between devices for ergonomic reasons, thus, cross-device interactions are key for this group. We discuss the relevance of intergenerational studies in counterbalancing the spread of age stereotypes and identifying alternative adoption trends.
充分证明,信息和通信技术的设计主要考虑到年轻用户。此外,大多数关于智能手机使用的研究都没有包括老年人,甚至没有考虑年龄差异。因此,人们对如何设计考虑到老年人兴趣的智能手机应用程序知之甚少。我们使用混合方法和代际视角来处理这个主题。首先,我们追踪了238位小组成员的智能手机活动。其次,我们进行了一项在线调查(382名受访者)。第三,我们记录了一群老年人在智能手机学习俱乐部的经历。我们在老年人中发现了特定的媒体消费和交流模式:例如,在家中,出于人体工程学的原因,他们更倾向于在不同的设备之间跳跃,因此,跨设备交互对这个群体来说是关键。我们讨论了代际研究在平衡年龄刻板印象的传播和确定替代收养趋势方面的相关性。
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引用次数: 17
Digital vibrons: understanding users' perceptions of interacting with invisible, zero-weight matter 数字振动:理解用户与无形、零重量物质交互的感受
Radu-Daniel Vatavu, Annette Mossel, Christian Schönauer
We investigate in this work users' perceptions of interacting with invisible, zero-weight digital matter for smart mobile scenarios. To this end, we introduce the concept of a digital vibron as vibrational manifestation of a digital object located outside its container device. We exemplify gesture-based interactions for digital vibrons and show how thinking about interactions in terms of digital vibrons can lead to new interactive experiences in the physical-digital space. We present the results of a user study that showed high scores of users' perceived experience, usability, and desirability, and we discuss users' preferences for vibration patterns to inform the design of vibrotactile feedback for digital vibrons. We hope that this work will inspire researchers and practitioners to further explore and develop digital vibrons to design localized vibrotactile feedback for digital objects outside their smart devices toward new interactive experiences in the physical-digital space.
在这项工作中,我们调查了用户对智能移动场景中与无形、零重量数字物质交互的感知。为此,我们引入了数字振动子的概念,作为位于其容器设备外的数字对象的振动表现。我们举例说明了数字振动的基于手势的交互,并展示了如何从数字振动的角度思考交互可以在物理数字空间中带来新的交互体验。我们展示了一项用户研究的结果,该结果显示了用户感知体验、可用性和可取性的高分,我们讨论了用户对振动模式的偏好,以告知数字振动的振动触觉反馈设计。我们希望这项工作将激励研究人员和实践者进一步探索和开发数字振动,为智能设备之外的数字对象设计局部振动触觉反馈,以实现物理数字空间中的新交互体验。
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引用次数: 20
Where are we?: evaluating the current rendering fidelity of mobile audio augmented reality systems 我们在哪里?评估当前移动音频增强现实系统的渲染保真度
Florian Heller, Jayan Jevanesan, P. Dietrich, Jan O. Borchers
Mobile audio augmented reality systems (MAARS) simulate virtual audio sources in a physical space via headphones. While 20 years ago, these required expensive sensing and rendering equipment, the necessary technology has become widely available. Smartphones have become capable to run high-fidelity spatial audio rendering algorithms, and modern sensors can provide rich data to the rendering process. Combined, these constitute an inexpensive, powerful platform for audio augmented reality. We evaluated the practical limitations of currently available off-the-shelf hardware using a voice sample in a lab experiment. State of the art motion sensors provide multiple degrees of freedom, including pitch and roll angles instead of yaw only. Since our rendering algorithm is also capable of including this richer sensor data in terms of source elevation, we also measured its impact on sound localization. Results show that mobile audio augmented reality systems achieve the same horizontal resolution as stationary systems. We found that including pitch and roll angles did not significantly improve the users' localization performance.
移动音频增强现实系统(MAARS)通过耳机模拟物理空间中的虚拟音频源。而20年前,这些需要昂贵的传感和渲染设备,必要的技术已经变得广泛可用。智能手机已经能够运行高保真空间音频渲染算法,现代传感器可以为渲染过程提供丰富的数据。结合起来,这些构成了一个廉价、强大的音频增强现实平台。我们在实验室实验中使用语音样本评估了当前可用的现成硬件的实际局限性。最先进的运动传感器提供多个自由度,包括俯仰角和滚转角,而不仅仅是偏航。由于我们的渲染算法还能够包含源高程方面的丰富传感器数据,因此我们还测量了其对声音定位的影响。结果表明,移动音频增强现实系统可以达到与固定系统相同的水平分辨率。我们发现,包括俯仰角和滚转角并没有显著提高用户的定位性能。
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引用次数: 16
Session details: Sociability 会话细节:社交能力
Cosmin Munteanu
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引用次数: 0
Acceptance of mobile technology by older adults: a preliminary study 老年人对移动技术的接受程度:初步研究
Sunyoung Kim, Krzysztof Z Gajos, Michael J. Muller, B. Grosz
Mobile technologies offer the potential for enhanced healthcare, especially by supporting self-management of chronic care. For these technologies to impact chronic care, they need to work for older adults, because the majority of people with chronic conditions are older. A major challenge remains: integrating the appropriate use of such technologies into the lives of older adults. We investigated how older adults would accept mobile technologies by interviewing two groups of older adults (technology adopters and non-adopters who aged 60+) about their experiences and perspectives to mobile technologies. Our preliminary results indicate that there is an additional phase, the intention to learn, and three relating factors, self-efficacy, conversion readiness, and peer support, that significantly influence the acceptance of mobile technologies among the participants, but are not represented in the existing models. With these findings, we propose a tentative theoretical model that extends the existing theories to explain the ways in which our participants came to accept mobile technologies. Future work should investigate the validity of the proposed model by testing our findings against younger people.
移动技术提供了增强医疗保健的潜力,特别是通过支持慢性病护理的自我管理。要使这些技术影响慢性病护理,它们需要为老年人服务,因为大多数慢性病患者年龄较大。一项重大挑战仍然存在:将这些技术的适当使用纳入老年人的生活。我们调查了老年人如何接受移动技术,采访了两组老年人(60岁以上的技术采用者和非采用者),了解他们对移动技术的体验和看法。我们的初步结果表明,有一个额外的阶段,学习意图,以及三个相关因素,自我效能感,转换准备和同伴支持,显著影响参与者对移动技术的接受程度,但在现有的模型中没有得到体现。根据这些发现,我们提出了一个试探性的理论模型,该模型扩展了现有的理论,以解释我们的参与者接受移动技术的方式。未来的工作应该通过在年轻人身上测试我们的发现来调查所提出模型的有效性。
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引用次数: 62
Let your body move: a prototyping toolkit for wearable force feedback with electrical muscle stimulation 让你的身体移动:一个原型工具包可穿戴力反馈与电肌肉刺激
Max Pfeiffer, Tim Duente, M. Rohs
Electrical muscle stimulation (EMS) is a promising wearable haptic output technology as it can be miniaturized considerably and delivers a wide range of haptic output. However, prototyping EMS applications is challenging. It requires detailed knowledge and skills about hardware, software, and physiological characteristics. To simplify prototyping with EMS in mobile and wearable situations we present the Let Your Body Move toolkit. It consists of (1) a hardware control module with Bluetooth communication that uses off-the-shelf EMS devices as signal generators, (2) a simple communications protocol to connect mobile devices, and (3) a set of control applications as starting points for EMS prototyping. We describe EMS-specific parameters, electrode placements on the skin, and user calibration. The toolkit was evaluated in a workshop with 10 researchers in haptics. The results show that the toolkit allows to quickly generate non-trivial prototypes. The hardware schematics and software components are available as open source software.
肌肉电刺激(EMS)是一种很有前途的可穿戴式触觉输出技术,因为它具有小型化和提供大范围的触觉输出的特点。然而,对EMS应用程序进行原型设计是具有挑战性的。它需要详细的硬件、软件和生理特性方面的知识和技能。为了简化EMS在移动和可穿戴环境下的原型设计,我们提出了Let Your Body Move工具包。它包括(1)一个具有蓝牙通信的硬件控制模块,它使用现成的EMS设备作为信号发生器,(2)一个简单的通信协议来连接移动设备,以及(3)一组控制应用程序作为EMS原型设计的起点。我们描述了ems特定的参数,电极在皮肤上的位置,和用户校准。该工具包在一个由10名触觉研究人员组成的研讨会上进行了评估。结果表明,该工具包允许快速生成重要的原型。硬件原理图和软件组件可以作为开源软件获得。
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引用次数: 56
EmojiZoom: emoji entry via large overview maps 😄🔍 EmojiZoom:通过大型概览地图输入表情符号😄🔍
Henning Pohl, D. Stanke, M. Rohs
Current soft keyboards for emoji entry all present emoji in the same way: in long lists, spread over several categories. While categories limit the number of emoji in each individual list, the overall number is still so large, that emoji entry is a challenging task. The task takes particularly long if users pick the wrong category when searching for an emoji. Instead, we propose a new zooming keyboard for emoji entry. Here, users can see all emoji at once, aiding in building spatial memory where related emoji are to be found. We compare our zooming emoji keyboard against the Google keyboard and find that our keyboard allows for 18% faster emoji entry, reducing the required time for one emoji from 15.6 s to 12.7 s. A preliminary longitudinal evaluation with three participants showed that emoji entry time over the duration of the study improved at up to 60 % to a final average of 7.5 s.
目前的表情符号输入软键盘都以同样的方式显示表情符号:在长列表中,分布在几个类别中。虽然分类限制了每个单独列表中表情符号的数量,但总数仍然很大,以至于表情符号的输入是一项具有挑战性的任务。如果用户在搜索表情符号时选择了错误的类别,这个任务会花费很长时间。相反,我们提出了一个新的缩放键盘用于表情符号输入。在这里,用户可以一次看到所有的表情符号,帮助建立空间记忆,在哪里可以找到相关的表情符号。我们将我们的缩放表情符号键盘与谷歌键盘进行了比较,发现我们的键盘可以将表情符号输入速度提高18%,将一个表情符号所需的时间从15.6秒减少到12.7秒。对三名参与者进行的初步纵向评估显示,在研究期间,表情符号的输入时间提高了60%,最终平均为7.5秒。
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引用次数: 23
Exploring tilt for no-touch, wrist-only interactions on smartwatches 探索在智能手表上实现无触摸、仅限手腕互动的倾斜
Anhong Guo, Tim Paek
Because smartwatches are worn on the wrist, they do not require users to hold the device, leaving at least one hand free to engage in other activities. Unfortunately, this benefit is thwarted by the typical interaction model of smartwatches; for interactions beyond glancing at information or using speech, users must utilize their other hand to manipulate a touchscreen and/or hardware buttons. In order to enable no-touch, wrist-only smartwatch interactions so that users can, for example, hold a cup of coffee while controlling their device, we explore two tilt-based interaction techniques for menu selection and navigation: AnglePoint, which directly maps the position of a virtual pointer to the tilt angle of the smartwatch, and ObjectPoint, which objectifies the underlying virtual pointer as an object imbued with a physics model. In a user study, we found that participants were able to perform menu selection and continuous selection of menu items as well as navigation through a menu hierarchy more quickly and accurately with ObjectPoint, even though previous research on tilt for other mobile devices suggested that AnglePoint would be more effective. We provide an explanation of our results and discuss the implications for more "hands-free" smartwatch interactions.
因为智能手表是戴在手腕上的,所以用户不需要拿着设备,至少可以腾出一只手来从事其他活动。不幸的是,这种好处被智能手表的典型交互模式所阻碍;对于浏览信息或使用语音之外的交互,用户必须使用另一只手来操作触摸屏和/或硬件按钮。为了实现无触控、仅手腕的智能手表交互,例如,用户可以在控制设备的同时拿着一杯咖啡,我们探索了两种基于倾斜的菜单选择和导航交互技术:AnglePoint,它直接将虚拟指针的位置映射到智能手表的倾斜角度;ObjectPoint,它将底层虚拟指针物化为一个充满物理模型的对象。在一项用户研究中,我们发现,使用ObjectPoint,参与者能够更快速、更准确地执行菜单选择和连续选择菜单项,以及在菜单层次结构中导航,尽管之前关于其他移动设备倾斜的研究表明,AnglePoint会更有效。我们对我们的研究结果进行了解释,并讨论了更多“免提”智能手表交互的含义。
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引用次数: 33
ScatterWatch: subtle notifications via indirect illumination scattered in the skin ScatterWatch:通过散布在皮肤上的间接照明发出微妙的通知
Henning Pohl, Justyna Medrek, M. Rohs
With the increasing popularity of smartwatches over the last years, there has been a substantial interest in novel input methods for such small devices. However, feedback modalities for smartwatches have not seen the same level of interest. This is surprising, as one of the primary function of smartwatches is their use for notifications. It is the interrupting nature of current notifications on smartwatches that has also drawn some of the more critical responses to them. Here, we present a subtle notification mechanism for smartwatches that uses light scattering in a wearer's skin as a feedback modality. This does not disrupt the wearer in the same way as vibration feedback and also connects more naturally with the user's body.
随着过去几年智能手表的日益普及,人们对这种小型设备的新颖输入法产生了浓厚的兴趣。然而,智能手表的反馈方式却没有引起同样程度的兴趣。这很令人惊讶,因为智能手表的主要功能之一就是通知功能。智能手表上当前通知的干扰性质,也招致了一些较为批评的回应。在这里,我们为智能手表提出了一种微妙的通知机制,它利用佩戴者皮肤中的光散射作为反馈方式。这不会像振动反馈那样干扰佩戴者,而且与使用者的身体更自然地联系在一起。
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引用次数: 27
Bringing mobile into meetings: enhancing distributed meeting participation on smartwatches and mobile phones 将移动设备带入会议:增强智能手表和手机上的分布式会议参与
S. Carter, Jennifer Marlow, A. Komori, Ville Mäkelä
Most teleconferencing tools treat users in distributed meetings monolithically: all participants are meant to be interconnected in more-or-less the same manner. In practice, people connect to meetings in different contexts, sometimes sitting in front of a laptop or tablet giving their full attention, but at other times mobile and concurrently involved in other tasks or as a liminal participant in a larger group meeting. In this paper, we present the design and evaluation of two applications, MixMeetWear and MixMeetMate, to help users in non-standard contexts flexibly participate in meetings.
大多数电话会议工具对分布式会议中的用户进行整体处理:所有参与者都以或多或少相同的方式相互连接。在实践中,人们在不同的环境中参与会议,有时坐在笔记本电脑或平板电脑前全神贯注,但有时移动并同时参与其他任务,或者作为一个更大的小组会议的有限参与者。在本文中,我们介绍了MixMeetWear和MixMeetMate两个应用程序的设计和评估,以帮助非标准环境中的用户灵活地参与会议。
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引用次数: 5
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services
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