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Augmenting Landmarks During the Head-Up Provision of In-Vehicle Navigation Advice 在提供车载导航建议的平视过程中增加地标
IF 1.6 Q3 Computer Science Pub Date : 2017-04-01 DOI: 10.4018/IJMHCI.2017040102
D. Large, G. Burnett, A. Bolton
The use of landmarks during the provision of directions can greatly improve drivers' route-following performance. However, the successful integration of landmarks within in-vehicle navigation systems is predicated on the acquisition and deployment of good quality landmarks, as defined by their visibility, uniqueness, permanence, location etc., and their accurate and succinct depiction on in-vehicle displays and during accompanying verbal messages. Notwithstanding the inherent variability in the quality and propensity of landmarks within the driving environment, attending to in-vehicle displays and verbal messages while driving can distract drivers and heighten their visual and cognitive workload. Furthermore, vocal utterances are transient and can be littered with paralinguistic cues that can influence a driver's interpretation of what is said. In this paper, a driving simulator study is described aiming to investigate the augmentation of landmarks during the head up provision of route guidance advice-a potential solution to some of these problems. Twenty participants undertook four drives utilising a navigation system presented on a head up display HUD in which navigational instructions were presented as either: conventional distance-to-turn information; on-road arrows; or augmented landmarks either an arrow pointing to the landmark or a box enclosing the landmark adjacent to the required turning. Participants demonstrated significant performance improvements while using the augmented landmark 'box' compared to the conventional distance-to-turn information, with response times and success rates enhanced by 43.1% and 26.2%, respectively. Moreover, there were significant reductions in eyes off-the-road time when using this approach, and it also attracted the lowest subjective ratings of workload. The authors conclude that there are significant benefits to augmenting landmarks during the head-up provision of in-car navigation advice.
在指路过程中使用路标可以大大提高驾驶员的路线跟踪性能。然而,在车载导航系统中成功整合地标的前提是获取和部署高质量的地标,这取决于它们的可见性、独特性、持久性、位置等,以及它们在车载显示器和附带的口头信息中准确、简洁的描述。尽管驾驶环境中地标的质量和倾向存在固有的可变性,但在驾驶时注意车内显示和口头信息会分散驾驶员的注意力,并增加他们的视觉和认知负荷。此外,语音是短暂的,可能会夹杂着副语言线索,影响司机对所说内容的解释。本文描述了一个驾驶模拟器研究,旨在研究在提供路线引导建议时路标的增加,这是解决这些问题的一个潜在方法。20名参与者利用平视显示器HUD上的导航系统进行了四次驾驶,其中导航指令以以下两种方式呈现:传统的距离转向信息;行车箭头;或增强的地标,指向地标的箭头或包含所需转弯附近地标的方框。与传统的距离到转弯信息相比,使用增强地标“盒子”的参与者表现出显著的性能提高,反应时间和成功率分别提高了43.1%和26.2%。此外,当使用这种方法时,眼睛离开道路的时间显著减少,并且它也吸引了最低的主观工作量评级。作者得出结论,在提供车载导航建议时,增加地标有很大的好处。
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引用次数: 5
Investigation of the Role of Mobile Personalisation at Large Sports Events 移动个性化在大型体育赛事中的作用调查
IF 1.6 Q3 Computer Science Pub Date : 2017-01-01 DOI: 10.4018/IJMHCI.2017010101
Xu Sun, A. May, Qingfeng Wang
This article describes a field study investigating the impact on user experience of personalisation of content provided on a mobile device. The target population was Chinese spectators and the application was large sports events. A field-based experiment showed that provision of personalised content significantly enhanced the user experience for the spectator. Design implications are discussed, with general support for countermeasures designed to overcome recognised limitations of adaptive systems. The study also highlights the need for culturally sensitive methods for requirements capture, design, and data collection during experimentation.
本文描述了一项实地研究,调查了移动设备上提供的个性化内容对用户体验的影响。目标人群是中国观众,应用对象是大型体育赛事。一项基于现场的实验表明,提供个性化内容显著增强了观众的用户体验。讨论了设计含义,并普遍支持为克服自适应系统的公认局限性而设计的对策。该研究还强调了在实验过程中需要对需求捕获、设计和数据收集具有文化敏感性的方法。
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引用次数: 9
A Predictive Linear Regression Model for Affective State Detection of Mobile Touch Screen Users 移动触屏用户情感状态检测的预测线性回归模型
IF 1.6 Q3 Computer Science Pub Date : 2017-01-01 DOI: 10.4018/IJMHCI.2017010103
S. Bhattacharya
Emotion, being important human factor, should be considered to improve user experience of interactive systems. For that, we first need to recognize user's emotional state. In this work, the author proposes a model to predict the affective state of a touch screen user. The prediction is done based on the user's finger strokes. The author defined seven features on the basis of the strokes. The proposed predictor is a linear combination of these features, which the author obtained using a linear regression approach. The predictor assumes three affective states in which a user can be: positive, negative and neutral. The existing works on affective touch interaction are few and rely on many features. Some of the feature values require special sensors, which may not be present in many devices. The seven features we propose do not require any special sensor for computation. Hence, the predictor can be implemented on any device. The model is developed and validated with empirical data involving 57 participants performing 7 touch input tasks. The validation study demonstrates a high prediction accuracy of 90.47%.
情感是改善交互系统用户体验的重要人为因素。为此,我们首先需要识别用户的情绪状态。在这项工作中,作者提出了一个模型来预测触摸屏用户的情感状态。预测是基于用户的手指触碰完成的。作者在笔画的基础上定义了七个特征。提出的预测器是这些特征的线性组合,作者使用线性回归方法获得。预测器假定用户可能处于三种情感状态:积极、消极和中立。现有的关于情感触摸交互的研究很少,而且依赖于很多特征。一些特征值需要特殊的传感器,这在许多设备中可能不存在。我们提出的七个特征不需要任何特殊的传感器来计算。因此,预测器可以在任何设备上实现。该模型通过57名参与者执行7项触摸输入任务的经验数据进行了开发和验证。验证研究表明,该方法的预测准确率为90.47%。
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引用次数: 4
Exploring the Design Space of Bezel-Initiated Gestures for Mobile Interaction 探索边框手势在移动交互中的设计空间
IF 1.6 Q3 Computer Science Pub Date : 2017-01-01 DOI: 10.4018/IJMHCI.2017010102
Wing Ho Andy Li, Kening Zhu, Hongbo Fu
Bezel enables useful gestures supplementary to primary surface gestures for mobile interaction. However, the existing works mainly focus on researcher-designed gestures, which utilized only a subset of the design space. In order to explore the design space, the authors present a modified elicitation study, during which the participants designed bezel-initiated gestures for four sets of tasks. Different from traditional elicitation studies, theirs encourages participants to design new gestures. The authors do not focus on individual tasks or gestures, but perform a detailed analysis of the collected gestures as a whole, and provide findings which could benefit designers of bezel-initiated gestures.
边框为移动交互提供了有用的手势,补充了主要的表面手势。然而,现有的工作主要集中在研究人员设计的手势,这只利用了设计空间的一个子集。为了探索设计空间,作者提出了一个改进的启发研究,在这个研究中,参与者为四组任务设计了边框启动手势。与传统的启发研究不同,他们的研究鼓励参与者设计新的手势。作者并没有专注于单个任务或手势,而是对收集到的手势进行了整体的详细分析,并提供了一些可以让边框启动手势的设计师受益的发现。
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引用次数: 4
Perceived Mobile Information Security and Adoption of Mobile Payment Services in China 感知移动信息安全与中国移动支付服务的采用
IF 1.6 Q3 Computer Science Pub Date : 2017-01-01 DOI: 10.4018/IJMHCI.2017010104
F. Gao, P. Rau, Yubo Zhang
The rapid deployment of mobile devices and the development of mobile services and applications require to address the mobile information security from the human side. This study was aimed at identifying factors influencing people's perception of mobile information security, to investigate the impact of these factors and to facilitate related service design. A survey was conducted and analyzed with exploratory factor analysis. Five factors were identified, including perceived familiarity, perceived impact, perceived controllability, perceived awareness and perceived possibility. Thereinto, the impact of controllability, impact and familiarity on the adoption of mobile payment was investigated. Impact significantly affected the intention to use, but not the perceived security of payment systems. Control level significantly affected the intention to use and the perceived security. Familiarity was found to have an effect on neither the intention to use nor the perceived security. Related design implications for mobile payment systems were discussed.
随着移动设备的快速部署和移动业务应用的发展,需要从人的角度来解决移动信息安全问题。本研究旨在识别影响人们对移动信息安全认知的因素,探讨这些因素的影响,为相关服务设计提供依据。采用探索性因子分析法进行调查分析。感知熟悉度、感知影响、感知可控性、感知意识和感知可能性五个因素。其中,研究了可控性、冲击力和熟悉度对移动支付采用的影响。影响显著影响了用户的使用意愿,但对支付系统的感知安全性没有影响。控制水平对使用意愿和感知安全性有显著影响。研究发现,熟悉度对使用意图和感知到的安全感都没有影响。讨论了移动支付系统的相关设计含义。
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引用次数: 24
Survey of Interactive Displays through Mobile Projections 移动投影互动展示调查
IF 1.6 Q3 Computer Science Pub Date : 2016-10-01 DOI: 10.4018/IJMHCI.2016100102
Katrin Wolf, Markus Funk, Pascal Knierim, Markus Löchtefeld
Projectors shrink in size, are embedded in some mobile devices, and with the miniaturization of projection technology truly mobile projected displays became possible. In this paper, the authors present a survey of the current state of the art on such displays. They give a holistic overview of current literature and categorize mobile projected displays based on mobility and different possible interaction techniques. This paper tries to aid fellow researchers to identify areas for future work.
投影仪体积缩小,嵌入到一些移动设备中,随着投影技术的小型化,真正的移动投影显示成为可能。在本文中,作者提出了一项调查,目前的艺术状态在这种显示器。他们给出了当前文献的整体概述,并根据移动性和不同可能的交互技术对移动投影显示器进行了分类。本文试图帮助同行研究人员确定未来工作的领域。
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引用次数: 7
Map-based Visual Analytics of Moving Learners 移动学习者的基于地图的可视化分析
IF 1.6 Q3 Computer Science Pub Date : 2016-10-01 DOI: 10.4018/IJMHCI.2016100101
Christian Sailer, P. Kiefer, Joram Schito, M. Raubal
Location-based mobile learning LBML is a type of mobile learning in which the learning content is related to the location of the learner. The evaluation of LBML concepts and technologies is typically performed using methods known from classical usability engineering, such as questionnaires or interviews. In this paper, the authors argue for applying visual analytics to spatial and spatio-temporal visualizations of learners' trajectories for evaluating LBML. Visual analytics supports the detection and interpretation of spatio-temporal patterns and irregularities in both, single learners' as well as multiple learners' trajectories, thus revealing learners' typical behavior patterns and potential problems with the LBML software, hardware, the didactical concept, or the spatial and temporal embedding of the content.
基于位置的移动学习LBML是一种移动学习,其学习内容与学习者的位置相关。对LBML概念和技术的评估通常使用传统可用性工程中已知的方法来执行,例如问卷调查或访谈。在本文中,作者主张将视觉分析应用于学习者轨迹的空间和时空可视化,以评估LBML。视觉分析支持对单个学习者和多个学习者轨迹中的时空模式和不规则性的检测和解释,从而揭示学习者的典型行为模式和LBML软件、硬件、教学概念或内容的时空嵌入的潜在问题。
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引用次数: 8
Co-Designing Wearable Technology Together with Visually Impaired Children 与视障儿童共同设计可穿戴技术
IF 1.6 Q3 Computer Science Pub Date : 2016-10-01 DOI: 10.4018/IJMHCI.2016100104
Héctor A. Caltenco, Charlotte Magnusson, B. Rydeman, S. Finocchietti, G. Cappagli, E. Cocchi, L. B. Porquis, G. Baud-Bovy, M. Gori
This paper presents the process and results of a set of studies within the ABBI EU project, with the general aim to co-design wearable technology an audio bracelet together with visually impaired children, starting at a young age. The authors discuss user preferences related to sounds and tactile materials and present the results of a focus group with very young visually-impaired children under the age of 5, together with their parents. They find that multisensory feedback visual, tactile/haptic, auditory is useful and that preferences vary-also the drastic and potentially unpleasant sounds and materials may have a role. Further studies investigate the possibilities of using the ABBI wearable technology for social contexts and games. In a series of game workshops children with and without visual impairments created games with wearable technology employing very simple interactivity. The authors report the created games, and note that even with this simple interactivity it is possible to create fun, inclusive and rich socially co-located games.
本文介绍了ABBI欧盟项目中一系列研究的过程和结果,其总体目标是与视障儿童一起从幼年开始共同设计可穿戴技术音频手环。作者讨论了与声音和触觉材料相关的用户偏好,并展示了对5岁以下视障儿童及其父母进行的焦点小组调查的结果。他们发现,视觉、触觉、听觉的多感官反馈是有用的,而且偏好各不相同——激烈的、可能令人不快的声音和材料也可能起作用。进一步的研究调查了在社交环境和游戏中使用ABBI可穿戴技术的可能性。在一系列的游戏研讨会上,有或没有视觉障碍的孩子们利用可穿戴技术创造了一些游戏,这些游戏采用了非常简单的交互性。作者报告了所创造的游戏,并指出即使只有这种简单的交互性,也有可能创造出有趣,包容和丰富的社交游戏。
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引用次数: 5
Mobilizing Senior Citizens in Co-Design of Mobile Technology 动员老年人参与移动技术协同设计
IF 1.6 Q3 Computer Science Pub Date : 2016-10-01 DOI: 10.4018/IJMHCI.2016100103
Lone Malmborg, E. Grönvall, Jörn Messeter, Thomas Raben, Katharina Werner
This paper disseminates work from the European GiveT 2 Understanding how ad hoc or loosely coupled infrastructures can define a community rather than a formal, organisational structure; and 3 Understanding the nature of mobilization and motivation for participation as processes that continue, and need to be supported, also after completion of the project. These strategies have emerged in the authors' work on mobilization and service sharing, but may apply to a broader context of infrastructuring and ongoing negotiations.
本文传播了来自欧洲GiveT 2的工作,了解临时或松散耦合的基础设施如何定义社区而不是正式的组织结构;3 .了解动员的性质和参与的动机是一个持续的过程,需要在项目完成后得到支持。这些策略出现在作者关于动员和服务共享的工作中,但可能适用于基础设施和正在进行的谈判的更广泛背景。
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引用次数: 16
Mobile Interactions Augmented by Wearable Computing: A Design Space and Vision 可穿戴计算增强的移动交互:设计空间和视觉
IF 1.6 Q3 Computer Science Pub Date : 2016-10-01 DOI: 10.4018/IJMHCI.2016100106
Stefan Schneegass, Thomas Olsson, Sven Mayer, Kristof Van Laerhoven
Wearable computing has a huge potential to shape the way we interact with mobile devices in the future. Interaction with mobile devices is still mainly limited to visual output and tactile finger-based input. Despite the visions of next-generation mobile interaction, the hand-held form factor hinders new interaction techniques becoming commonplace. In contrast, wearable devices and sensors are intended for more continuous and close-to-body use. This makes it possible to design novel wearable-augmented mobile interaction methods-both explicit and implicit. For example, the EEG signal from a wearable breast strap could be used to identify user status and change the device state accordingly implicit and the optical tracking with a head-mounted camera could be used to recognize gestural input explicit. In this paper, the authors outline the design space for how the existing and envisioned wearable devices and sensors could augment mobile interaction techniques. Based on designs and discussions in a recently organized workshop on the topic as well as other related work, the authors present an overview of this design space and highlight some use cases that underline the potential therein.
可穿戴计算在塑造我们未来与移动设备互动的方式方面具有巨大的潜力。与移动设备的交互仍然主要局限于视觉输出和基于手指的触觉输入。尽管有下一代移动交互的愿景,但手持的外形因素阻碍了新交互技术的普及。相比之下,可穿戴设备和传感器的目的是为了更连续和更接近身体的使用。这使得设计新颖的可穿戴增强移动交互方法成为可能——无论是显性的还是隐性的。例如,可穿戴式胸带的脑电图信号可以用来识别用户的状态,并相应地隐式地改变设备状态,头戴式摄像头的光学跟踪可以用来明确识别手势输入。在本文中,作者概述了现有和设想的可穿戴设备和传感器如何增强移动交互技术的设计空间。基于最近组织的关于该主题的研讨会中的设计和讨论以及其他相关工作,作者概述了该设计空间,并突出了一些强调其中潜力的用例。
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引用次数: 17
期刊
International Journal of Mobile Human Computer Interaction
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