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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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Session details: Wrist and hand interaction II 会议细节:手腕和手的互动
Luis A. Leiva
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引用次数: 0
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services 第18届移动设备与服务人机交互国际会议论文集
F. Paternò, Kaisa Väänänen, K. Church, Jonna Häkkilä, A. Krüger, M. Serrano
MobileHCI brings together people from diverse backgrounds and areas of expertise to provide a truly multidisciplinary forum. Academics, hardware and software developers, designers and practitioners alike can discuss challenges encountered on different frontiers of mobility, as well as potential solutions that will advance the field. The conference covers both academic and industry research, ranging from fundamental interaction models and techniques to social and cultural aspects of everyday life with mobile devices and services.
MobileHCI汇集了来自不同背景和专业领域的人们,提供了一个真正的多学科论坛。学者、硬件和软件开发人员、设计师和实践者都可以讨论在不同的移动前沿遇到的挑战,以及将推动该领域发展的潜在解决方案。会议涵盖了学术和行业研究,从基本的交互模型和技术到日常生活中使用移动设备和服务的社会和文化方面。
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引用次数: 10
Combining contribution interactions to increase coverage in mobile participatory sensing systems 结合贡献互动以增加移动参与式传感系统的覆盖范围
Yun Huang, J. Zimmerman, A. Tomasic, Aaron Steinfeld
Participatory sensing systems use people and their smartphones as a sensing infrastructure, and getting people to make contributions remains a critical challenge. Little work details how system designers should combine different interactions to increase coverage of service location. Tiramisu, a participatory sensing system, invites transit riders to crowdsource real-time arrival information by sharing location traces when they commute. We extended this system with a new feature that allows riders at stops to "spot" buses passing by. To better understand the impact of this new feature, we conducted an observational log analysis, examining changes in coverage and user behavior before and after the new feature. Following the addition of the spotting feature, participants' contributions increased coverage (the number of trips with real-time data) by 98%, and they used the app more than twice as much. The addition of the spotting feature was also followed by a significant increase of trace contributions.
参与式传感系统将人和他们的智能手机作为传感基础设施,让人们做出贡献仍然是一项重大挑战。很少有工作详细说明了系统设计者应该如何结合不同的交互来增加服务位置的覆盖范围。参与式传感系统提拉米苏(Tiramisu)邀请公共交通乘客在通勤时通过共享位置轨迹,将实时到达信息众包。我们对这个系统进行了扩展,增加了一个新功能,允许车站的乘客“发现”经过的公交车。为了更好地理解这个新功能的影响,我们进行了观察日志分析,检查新功能前后覆盖率和用户行为的变化。在添加了定位功能之后,参与者的贡献增加了98%的覆盖率(有实时数据的旅行次数),他们使用该应用程序的次数增加了一倍多。添加了标记特性之后,痕量贡献也显著增加。
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引用次数: 4
Understanding back-to-front pinching for eyes-free mobile touch input 理解前后按压的无眼移动触摸输入
Christian Corsten, Andreas Link, Thorsten Karrer, Jan O. Borchers
Using a smartphone touchscreen to control apps mirrored to a distant display is hard, since the user cannot see where she is touching while looking at the distant screen. Tactile landmarks at the back of the phone can mitigate this problem, especially in landscape mode [3]: By moving a finger across these landmarks, the user can haptically estimate the finger position in proportion to the touchscreen. Upon pinching the thumb resting above the touchscreen towards that finger at the back, the finger position is transferred to the front and registered as a touch. However, despite proprioception, this technique leads to a shift between back and front position, denoted as pinch error. We investigated this error using different target locations, device thicknesses, and tilt angles to derive target sizes that can be acquired at a 96% success rate.
使用智能手机的触摸屏来控制应用程序镜像到远处的显示器是很困难的,因为用户在看远处的屏幕时无法看到她触摸的地方。手机背面的触觉标志可以缓解这个问题,特别是在横向模式下[3]:通过在这些标志上移动手指,用户可以触觉上估计手指的位置与触摸屏的比例。当把放在触摸屏上方的拇指向后面的那个手指捏时,手指的位置就会转移到前面,并被记录为触摸。然而,尽管有本体感觉,这种技术会导致前后位置之间的变化,这被称为捏错。我们使用不同的目标位置、设备厚度和倾斜角度来研究这种误差,以获得成功率为96%的目标尺寸。
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引用次数: 2
Session details: Text entry 会话详细信息:文本输入
A. Quigley
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引用次数: 0
Session details: Tools 会话详细信息:
Daniel Ashbrook
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引用次数: 0
NailTactors: eyes-free spatial output using a nail-mounted tactor array nailfactors:使用钉载因子数组的无眼空间输出
Meng-Ju Hsieh, Rong-Hao Liang, Bing-Yu Chen
This paper investigates the feasibility of using a nail-mounted array of tactors, NailTactors, as an eyes-free output device. By rim-attached eccentric-rotating-mass (ERM) vibrators to artificial nails, miniature high-resolution tactile displays were realized as an eyes-free output device. To understand how to deliver rich signals to users for valid signal perception, three user studies were conducted. The results suggest that users can not only recognized absolute and relative directional cues, but also recognized numerical characters in EdgeWrite format with an overall 89% recognition rate. Experiments also identified the optimal placement of ERM actuators for maximizing information transfer.
本文研究了使用钉装因子阵列nailfactors作为无眼输出装置的可行性。通过在人造指甲上附加偏心旋转质量振动器,实现了微型高分辨率触觉显示器的无眼输出装置。为了了解如何向用户传递丰富的信号以获得有效的信号感知,我们进行了三次用户研究。结果表明,用户不仅可以识别绝对方向和相对方向线索,还可以识别EdgeWrite格式的数字字符,总体识别率为89%。实验还确定了ERM执行器的最佳位置,以最大限度地实现信息传递。
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引用次数: 15
Wearable ESM: differences in the experience sampling method across wearable devices 可穿戴ESM:不同可穿戴设备体验采样方法的差异
Javier Hernández, Daniel J. McDuff, Christian Infante, P. Maes, K. Quigley, Rosalind W. Picard
The Experience Sampling Method is widely used for collecting self-report responses from people in natural settings. While most traditional approaches rely on using a phone to trigger prompts and record information, wearable devices now offer new opportunities that may improve this method. This research quantitatively and qualitatively studies the experience sampling process on head-worn and wrist-worn wearable devices, and compares them to the traditional "smartphone in the pocket." To enable this work, we designed and implemented a custom application to provide similar prompts across the three types of devices and evaluated it with 15 individuals for five days (75 days total), in the context of real-life stress measurement. We found significant differences in response times across devices, and captured tradeoffs in interaction types, screen size, and device familiarity that can affect both users' experience and the reports made by users.
经验抽样法被广泛用于收集人们在自然环境中的自我报告反应。虽然大多数传统方法依赖于使用手机来触发提示和记录信息,但可穿戴设备现在提供了新的机会,可能会改进这种方法。本研究定量定性地研究了头戴式和腕戴式可穿戴设备的体验采样过程,并将其与传统的“口袋智能手机”进行了比较。为了实现这项工作,我们设计并实现了一个自定义应用程序,在三种类型的设备上提供类似的提示,并在实际压力测量的背景下对15个人进行了5天(总共75天)的评估。我们发现不同设备的响应时间存在显著差异,并捕获了交互类型、屏幕大小和设备熟悉度方面的权衡,这些都会影响用户体验和用户报告。
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引用次数: 49
Conversational context helps improve mobile notification management 会话上下文有助于改进移动通知管理
Florian Schulze, Georg Groh
We explore if and how identifying the character of face-to-face conversations can help manage notifications on smartphones so that they become less disruptive. We show that the social dimensions depth/importance and formality/goal orientation of a conversation are strong indicators of receptiveness. Furthermore, we find that there are types of conversation, e.g. small talk, in which individuals are even more receptive to notifications than in situations without any verbal social interaction at all. This refutes the assumption currently found in the literature that the occurrence of a conversation is a strong predictor of unavailability. We demonstrate a system that tracks conversations in which the user is engaged and that analyzes speech in terms of embedded affective and social cues. Eventually, we find that information of either kind, derived from audio, improves the accuracy of personal notification preference models substantially.
我们将探讨识别面对面对话的特征是否以及如何有助于管理智能手机上的通知,从而降低它们的破坏性。我们表明,谈话的社会维度深度/重要性和正式性/目标取向是接受性的有力指标。此外,我们发现有一些类型的谈话,例如闲聊,在这种情况下,个人甚至比在没有任何口头社交互动的情况下更容易接受通知。这驳斥了目前在文献中发现的假设,即对话的出现是不可用的有力预测因素。我们展示了一个系统,可以跟踪用户参与的对话,并根据嵌入的情感和社会线索分析语音。最后,我们发现来自音频的任何一种信息都大大提高了个人通知偏好模型的准确性。
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引用次数: 19
Interruption and pausing of public display games 公共展示游戏的中断和暂停
Tiare M. Feuchtner, Robert Walter, Jörg Müller
We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario. In previous public display installations we observed users frequently interrupting their interaction. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. However, manual pause modes are not well suited for games on public displays. Instead, interruptions should be implicitly supported by the application design.
我们对公共展示游戏的互动中断进行了定量和定性分析,并探索了在这种情况下手动暂停模式的使用。在以前的公共展示装置中,我们观察到用户经常中断他们的交互。为了探索支持这种行为的方法,我们实现了一个带有四种暂停技术的手势控制多用户游戏。我们对704名用户进行了实地调查,并发现我们的暂停技术很受欢迎,但很少用于暂停游戏。我们的研究表明,与公共展示的互动是相当间歇性的,用户大多会中断互动以进行社交,并且主要是在群体中接近公共展示。我们的结论是,作为公共展示互动的典型特征,打断值得考虑。然而,手动暂停模式并不适合在公共场所展示的游戏。相反,应用程序设计应该隐式地支持中断。
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引用次数: 4
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services
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