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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services最新文献

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Let's take photos together: exploring asymmetrical interaction abilities on mobile camera phones 让我们一起拍照:探索移动拍照手机的非对称互动能力
Pradthana Jarusriboonchai, Thomas Olsson, S. Lyckvi, Kaisa Väänänen
Mobile phones have become common tools for photography. Despite the fact that photos are social artifacts, mobile phones afford the act of photo taking only as an individual activity. Photo taking that involves more than one photographer has been envisioned to create positive outcomes and experiences. We implemented this vision with mobile camera phones, exploring how this would influence photo taking practices and experiences. We conducted a user study where altogether 22 participants (11 pairs) were using a novel mobile photography method based on asymmetrical interaction abilities, comparing that with two traditional methods. We present the collaborative practices emerged in different photography methods and report user experience findings particularly with regard to enforced collaboration in mobile photo taking. The results highlight benefits and positive experiences in collaborative photo taking. We discuss lessons learned and point out design implications that come into play when designing for mobile collocated collaboration.
手机已经成为摄影的常用工具。尽管照片是一种社交产物,但手机只能将拍照作为一种个人活动。一个以上的摄影师参与的拍照被设想为创造积极的结果和体验。我们通过移动拍照手机实现了这一愿景,探索这将如何影响拍照实践和体验。我们进行了一项用户研究,共有22名参与者(11对)使用一种基于不对称交互能力的新型移动摄影方法,并将其与两种传统方法进行了比较。我们展示了在不同的摄影方法中出现的协作实践,并报告了用户体验的发现,特别是关于移动拍照中强制协作的发现。研究结果强调了合作拍照的好处和积极体验。我们讨论了经验教训,并指出了在设计移动并置协作时发挥作用的设计含义。
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引用次数: 6
Virtual.Cultural.Collaboration: mobile phones, video technology, and cross-cultural learning 虚拟文化协作:移动电话、视频技术和跨文化学习
Vidya Sarangapani, Ahmed Kharrufa, Madeline Balaam, D. Leat, Peter C. Wright
Cross-cultural learning has gained increased interest and importance within school curricula in recent years. Schools are using technology to accumulate resources for cross-cultural learning, which has predominantly been pre-prepared videos, documentaries, photos and textual information available online. In this paper we describe the engagement with video technology on mobile smartphones by three migrant families who were tasked with developing cross-cultural resources over the course of six weeks. The resources developed were then used as a learning resource in a classroom and feedback was taken from the teacher. Our study has established that mobile phones particularly smartphones are an accessible, evocative and affordable avenue to aid in the development of cross-cultural resources alongside building stronger parental engagement in schools. The study contributes an expansion of knowledge in research areas that seek to use video technology on mobile phones to build cross-cultural resources for learning and strengthen home-school and school-home communication.
近年来,跨文化学习在学校课程中获得了越来越多的兴趣和重要性。学校正在利用技术积累跨文化学习的资源,这些资源主要是预先准备好的视频、纪录片、照片和在线提供的文本信息。在本文中,我们描述了三个移民家庭在移动智能手机上使用视频技术的情况,他们的任务是在六周的时间里开发跨文化资源。然后将开发的资源用作课堂上的学习资源,并从教师那里获得反馈。我们的研究表明,移动电话,尤其是智能手机,是一种方便、容易唤起共鸣、价格合理的途径,可以帮助开发跨文化资源,同时增强家长在学校的参与度。本研究对利用手机视频技术建立跨文化学习资源、加强家庭与学校及学校与家庭之间的交流的研究领域有所贡献。
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引用次数: 7
Fix and slide: caret navigation with movable background 固定和滑动:插入导航与可移动的背景
Kenji Suzuki, K. Okabe, R. Sakamoto, Daisuke Sakamoto
We present a concept of using a movable background to navigate a caret on small mobile devices. The standard approach to selecting text on mobile devices is to directly touch the location on the text that a user wants to select. This is problematic because the user's finger hides the area to select. Our concept is to use a movable background to navigate the caret. Users place a caret by tapping on the screen and then move the background by touching and dragging. In this method, the caret is fixed on the screen and the user drags the background text to navigate the caret. We compared our technique with the iPhone's default UI and found that even though participants were using our technique for the first time, average task completion time was not different or even faster than Default UI in the case of the small font size and got a significantly higher usability score than Default UI.
我们提出了在小型移动设备上使用可移动背景来导航插入符号的概念。在移动设备上选择文本的标准方法是直接触摸用户想要选择的文本的位置。这是有问题的,因为用户的手指隐藏了要选择的区域。我们的概念是使用一个可移动的背景来导航插入符号。用户通过点击屏幕来放置插入符号,然后通过触摸和拖动来移动背景。在这种方法中,插入符号固定在屏幕上,用户拖动背景文本来导航插入符号。我们将我们的技术与iPhone的默认UI进行了比较,发现即使参与者是第一次使用我们的技术,在小字体的情况下,平均任务完成时间与默认UI没有区别,甚至更快,并且获得了明显高于默认UI的可用性得分。
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引用次数: 14
Session details: Participation 会议详情:参与
K. Church
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引用次数: 0
Visual parameters impacting reaction times on smartwatches 视觉参数影响智能手表的反应时间
Kent Lyons
As a new generation of smartwatches enters the market, one common use is for displaying information such as notifications. While some content might warrant immediately interrupting a user, there is also information that might be important to display yet less urgent. It would be useful to show this content on the watch but not immediately draw the user's attention away from their primary task. In this paper, we investigate how fast three visual parameters draw a user's attention. In particular, we present data from a smartwatch user study where we examine the size, frequency, and color of a visual prompt and the associated impact on reaction time. We find statistically significant differences for size and frequency where smaller and slower result in the less immediate reactions. We also present reaction time distributions that a designer can use to tailor expected notification response times to match their content.
随着新一代智能手表进入市场,一个常见的用途是显示通知等信息。虽然有些内容可能需要立即打断用户,但也有一些信息可能很重要,但不太紧急。在手表上显示这些内容是很有用的,但不要立即把用户的注意力从他们的主要任务上引开。在本文中,我们研究了三个视觉参数吸引用户注意力的速度。特别地,我们提供了来自智能手表用户研究的数据,我们检查了视觉提示的大小,频率和颜色以及对反应时间的相关影响。我们发现在尺寸和频率上有统计学上的显著差异,其中较小和较慢的结果是较不直接的反应。我们还提供了响应时间分布,设计人员可以使用它来定制预期的通知响应时间,以匹配其内容。
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引用次数: 10
Software-reduced touchscreen latency 软件减少触摸屏延迟
N. Henze, Markus Funk, Alireza Sahami Shirazi
Devices with touchscreens have an inherent latency. When a user's finger drags an object across the screen the object follows with a latency of around 100ms for current devices. Previous work showed that latencies down to 25ms reduce users' performance and that even 10ms latency is noticeable. In this paper we demonstrate an approach that reduces latency using a predictive model. Extrapolating the finger's movement we predict where the finger will be in the next moment. Comparing different prediction approaches we show for three different tasks that prediction using neural networks is more precise than linear and polynomial extrapolation. Furthermore, we show through a Fitts' Law dragging experiment that reducing touch latency can significantly increases users' performance. As the approach is software-based it can easily be integrated into existing mobile applications and systems.
带有触摸屏的设备具有固有的延迟。当用户的手指在屏幕上拖拽一个对象时,对象随之移动,当前设备的延迟时间约为100毫秒。先前的研究表明,延迟降低到25ms会降低用户的性能,甚至10ms的延迟也很明显。在本文中,我们演示了一种使用预测模型减少延迟的方法。通过推断手指的运动,我们可以预测下一刻手指的位置。通过比较不同的预测方法,我们发现对于三种不同的任务,使用神经网络的预测比线性和多项式外推更精确。此外,我们通过Fitts定律拖动实验表明,减少触摸延迟可以显着提高用户的性能。由于这种方法是基于软件的,它可以很容易地集成到现有的移动应用程序和系统中。
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引用次数: 34
WatchMI: pressure touch, twist and pan gesture input on unmodified smartwatches WatchMI:在未经修改的智能手表上进行压力触摸、旋转和平移手势输入
H. Yeo, Juyoung Lee, Andrea Bianchi, A. Quigley
The screen size of a smartwatch provides limited space to enable expressive multi-touch input, resulting in a markedly difficult and limited experience. We present WatchMI: Watch Movement Input that enhances touch interaction on a smartwatch to support continuous pressure touch, twist, pan gestures and their combinations. Our novel approach relies on software that analyzes, in real-time, the data from a built-in Inertial Measurement Unit (IMU) in order to determine with great accuracy and different levels of granularity the actions performed by the user, without requiring additional hardware or modification of the watch. We report the results of an evaluation with the system, and demonstrate that the three proposed input interfaces are accurate, noise-resistant, easy to use and can be deployed on a variety of smartwatches. We then showcase the potential of this work with seven different applications including, map navigation, an alarm clock, a music player, pan gesture recognition, text entry, file explorer and controlling remote devices or a game character.
智能手表的屏幕尺寸提供了有限的空间来支持富有表现力的多点触控输入,导致体验明显困难和有限。我们推出WatchMI: Watch Movement Input,增强智能手表的触摸交互,支持连续的压力触摸、扭转、平移手势及其组合。我们的新方法依赖于软件,实时分析来自内置惯性测量单元(IMU)的数据,以便在不需要额外硬件或修改手表的情况下,以极高的精度和不同粒度的级别确定用户执行的动作。我们报告了系统的评估结果,并证明了三种建议的输入接口准确,抗噪声,易于使用,可以部署在各种智能手表上。然后,我们用七个不同的应用程序展示了这项工作的潜力,包括地图导航,闹钟,音乐播放器,pan手势识别,文本输入,文件资源管理器和控制远程设备或游戏角色。
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引用次数: 38
Session details: Wearables 会议细节:可穿戴设备
M. Serrano
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引用次数: 0
NaviLight: investigating ambient light displays for turn-by-turn navigation in cars NaviLight:研究用于汽车转弯导航的环境光显示
A. Matviienko, Andreas Löcken, Abdallah El Ali, Wilko Heuten, Susanne CJ Boll
Car navigation systems typically combine multiple output modalities; for example, GPS-based navigation aids show a real-time map, or feature spoken prompts indicating upcoming maneuvers. However, the drawback of graphical navigation displays is that drivers have to explicitly glance at them, which can distract from a situation on the road. To decrease driver distraction while driving with a navigation system, we explore the use of ambient light as a navigation aid in the car, in order to shift navigation aids to the periphery of human attention. We investigated this by conducting studies in a driving simulator, where we found that drivers spent significantly less time glancing at the ambient light navigation aid than on a GUI navigation display. Moreover, ambient light-based navigation was perceived to be easy to use and understand, and preferred over traditional GUI navigation displays. We discuss the implications of these outcomes on automotive personal navigation devices.
汽车导航系统通常结合多种输出模式;例如,基于gps的导航辅助设备显示实时地图,或语音提示即将到来的演习。然而,图形化导航显示的缺点是驾驶员必须明确地看它们,这可能会分散对道路情况的注意力。为了减少驾驶员在使用导航系统驾驶时的分心,我们探索了使用环境光作为汽车导航辅助设备,以便将导航辅助设备转移到人类注意力的外围。我们通过在驾驶模拟器中进行研究来调查这一点,我们发现驾驶员花在环境光导航辅助设备上的时间比花在GUI导航显示器上的时间少得多。此外,基于环境光的导航被认为易于使用和理解,并且比传统的GUI导航显示更受欢迎。我们讨论了这些结果对汽车个人导航设备的影响。
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引用次数: 40
WAVI: improving motion capture calibration using haptic and visual feedback WAVI:使用触觉和视觉反馈改进动作捕捉校准
Zlatko Franjcic, Paweł W. Woźniak, Gabriele Kasparaviciute, M. Fjeld
Motion tracking systems are gaining popularity and have a number of applications in research, entertainment, and arts. These systems must be calibrated before use. This process requires extensive user effort to determine a 3D coordinate system with acceptable accuracy. Usually, this is achieved by rapidly manipulating a calibration device (e.g. a calibration wand) in a volume for a set amount of time. While this is a complex spatial input task, improving the user experience of calibration inspired little research. This paper presents the design, implementation, and evaluation of WAVI --- a prototype device mounted on a calibration wand to jointly provide visual and tactile feedback during the calibration process. We conducted a user study that showed that the device significantly increases calibration quality without increasing user effort. Based on our experiences with WAVI, we present new insights for improving motion tracking calibration and complex spatial input.
运动跟踪系统越来越受欢迎,并在研究、娱乐和艺术方面有许多应用。这些系统在使用前必须校准。这个过程需要大量的用户努力来确定具有可接受精度的3D坐标系统。通常,这是通过快速操作校准设备(例如校准棒)在一个体积设定的时间量来实现的。虽然这是一个复杂的空间输入任务,但改善用户校准体验的研究很少。本文介绍了WAVI的设计、实现和评估——一个安装在校准棒上的原型设备,在校准过程中共同提供视觉和触觉反馈。我们进行了一项用户研究,表明该设备在不增加用户工作量的情况下显著提高了校准质量。基于我们在WAVI方面的经验,我们提出了改进运动跟踪校准和复杂空间输入的新见解。
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引用次数: 2
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Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services
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