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MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)最新文献

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Developing tactile feedback for wearable presentation: observations from using a participatory approach 开发可穿戴演示的触觉反馈:使用参与式方法的观察
Flynn Wolf, Ravi Kuber
In this paper, we describe a participatory-based approach to developing tactile feedback for a head-mounted device. Three focus groups iteratively designed and evaluated tactile interaction concepts for user-generated use-case scenarios. Results showed productive design insights from the groups regarding approaches to tactile coding schemes addressing the scenario conditions, as well as method-innovations to participatory design techniques for interaction development in unfamiliar sensory modalities such as touch. The study has culminated in the development of a library of tactile icons relating to spatial concepts, which will be tested as part of future work.
在本文中,我们描述了一种基于参与式的方法来开发头戴式设备的触觉反馈。三个焦点小组为用户生成的用例场景迭代设计和评估触觉交互概念。结果显示,研究小组在解决场景条件的触觉编码方案的方法上有了富有成效的设计见解,以及在不熟悉的感官模式(如触摸)中进行交互开发的参与式设计技术的方法创新。这项研究最终开发了一个与空间概念相关的触觉图标库,这将作为未来工作的一部分进行测试。
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引用次数: 3
Around-body interaction: sensing & interaction techniques for proprioception-enhanced input with mobile devices 全身交互:移动设备本体感觉增强输入的传感与交互技术
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison, Jennifer Mankoff, S. Hudson
The space around the body provides a large interaction volume that can allow for big interactions on small mobile devices. However, interaction techniques making use of this opportunity are underexplored, primarily focusing on distributing information in the space around the body. We demonstrate three types of around-body interaction including canvas, modal and context-aware interactions in six demonstration applications. We also present a sensing solution using standard smartphone hardware: a phone's front camera, accelerometer and inertia measurement units. Our solution allows a person to interact with a mobile device by holding and positioning it between a normal field of view and its vicinity around the body. By leveraging a user's proprioceptive sense, around-body Interaction opens a new input channel that enhances conventional interaction on a mobile device without requiring additional hardware.
身体周围的空间提供了很大的互动空间,可以在小型移动设备上进行大型互动。然而,利用这一机会的交互技术尚未得到充分探索,主要集中在身体周围空间的信息分发上。我们在六个演示应用程序中演示了三种类型的围绕体交互,包括画布,模态和上下文感知交互。我们还提出了一种使用标准智能手机硬件的传感解决方案:手机的前置摄像头、加速度计和惯性测量单元。我们的解决方案允许人们通过持有移动设备并将其定位在正常视野和身体周围的区域之间来与移动设备进行交互。通过利用用户的本体感觉,环绕体交互打开了一个新的输入通道,增强了移动设备上的传统交互,而不需要额外的硬件。
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引用次数: 21
Changed shape of key: an approach to enhance the performance of the soft keyboard 改变键的形状:一种提高软键盘性能的方法
Hsi-Jen Chen
Text entry using a soft keyboard on small mobile devices is difficult, one reason being that there is often an offset when typing. This essay presents a soft keyboard whose key shapes have been changed in order to avoid the problem of offset. An app and a usability test prove that this soft keyboard with a changed shape of the keys can increase words per minute and reduce the error rate. Another finding is that a large space between keys is preferred.
在小型移动设备上使用软键盘输入文本很困难,其中一个原因是在输入时经常有偏移。本文介绍了一种软键盘,它的键形被改变,以避免偏移的问题。应用程序和可用性测试证明,这种改变了键盘形状的软键盘可以提高每分钟的字数,降低错误率。另一个发现是键之间的大间距是首选。
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引用次数: 1
Urgent mobile tool for hearing impaired, language dysfunction and foreigners at emergency situation 紧急移动工具,为听力受损,语言障碍和外国人在紧急情况下
Naotsune Hosono, Hiromitsu Inoue, M. Nakanishi, Y. Tomita
This paper introduces a mobile application that allows deaf, language dysfunctioned, or non-native language users to report emergencies. An earlier version (booklet) was designed for hearing impaired person to be able to communicate with others without speaking. The current smart phone application allows calls to be made from a remote location. The screen transitions application follows the dialogue models used by emergency services. Users interact with the dialogues by tapping on icons or pictograms instead of using text messages. Evaluation by deaf people and a non-native speaker found that it was about three times quicker to report an emergency using this tool than it was by using text messages.
本文介绍了一个允许聋人、语言障碍或非母语用户报告紧急情况的移动应用程序。早期版本(小册子)是为听障人士设计的,使他们能够在不说话的情况下与他人交流。目前的智能手机应用程序允许从远程位置拨打电话。屏幕转换应用程序遵循紧急服务使用的对话模型。用户通过点击图标或象形图来与对话互动,而不是使用文本信息。聋哑人和非母语人士的评估发现,使用该工具报告紧急情况的速度比使用短信快三倍左右。
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引用次数: 6
"People don't bump": sharing around mobile phones in close proximity “人们不碰撞”:近距离共用手机
Afshan Kirmani, Rowanne Fleck
A large body of mobile phone sharing research focuses on creating new interaction techniques for sharing, and considers the usability of such applications and features whilst ignoring the context of their use, their adoption or appropriation. Therefore it is not known whether these technologies are used in practice or whether they really meet people's sharing needs. The aim of this research was to understand current real-world user sharing practices around mobile smart phones through the use of a diary study with 63 participants. We focused on close proximity sharing and discovered that new technologies to support this kind of sharing, for example bumping handsets together to exchange files, are not being widely used. More than half of all sharing via phones in this sample involved only telling, showing or passing the phone, though this often triggered further sharing. Possible explanations for this and their implications are discussed.
大量的手机共享研究集中于创造新的共享交互技术,并考虑了这些应用程序和功能的可用性,而忽略了它们的使用背景,它们的采用或挪用。因此,这些技术是否在实践中得到了应用,是否真正满足了人们的共享需求,我们不得而知。这项研究的目的是通过对63名参与者进行日记研究,了解当前现实世界中围绕移动智能手机的用户分享行为。我们专注于近距离共享,并发现支持这种共享的新技术,例如将手机放在一起交换文件,并没有被广泛使用。在这个样本中,超过一半的手机分享只涉及告诉、展示或传递手机,尽管这通常会引发进一步的分享。对此可能的解释及其含义进行了讨论。
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引用次数: 1
Mobile cloud storage: a contextual experience 移动云存储:一种情境体验
Karel Vandenbroucke, Denzil Ferreira, Jorge Gonçalves, V. Kostakos, K. Moor
In an increasingly connected world, users access personal or shared data, stored "in the cloud" (e.g., Dropbox, Skydrive, iCloud) with multiple devices. Despite the popularity of cloud storage services, little work has focused on investigating cloud storage users' Quality of Experience (QoE), in particular on mobile devices. Moreover, it is not clear how users' context might affect QoE. We conducted an online survey with 349 cloud service users to gain insight into their usage and affordances. In a 2-week follow-up study, we monitored mobile cloud service usage on tablets and smartphones, in real-time using a mobile-based Experience Sampling Method (ESM) questionnaire. We collected 156 responses on in-situ context of use for Dropbox on mobile devices. We provide insights for future QoE-aware cloud services by highlighting the most important mobile contextual factors (e.g., connectivity, location, social, device), and how they affect users' experiences while using such services on their mobile devices.
在一个日益互联的世界里,用户可以通过多种设备访问存储在“云”(例如Dropbox、Skydrive、iCloud)中的个人或共享数据。尽管云存储服务很受欢迎,但很少有研究关注云存储用户的体验质量(QoE),特别是在移动设备上。此外,用户的环境如何影响QoE还不清楚。我们对349名云服务用户进行了一项在线调查,以深入了解他们的使用情况和能力。在为期两周的随访研究中,我们使用基于移动的体验抽样方法(ESM)问卷实时监测平板电脑和智能手机上移动云服务的使用情况。我们收集了156份关于在移动设备上使用Dropbox的现场情况的回复。我们通过强调最重要的移动环境因素(例如,连接性、位置、社交、设备),以及它们如何影响用户在移动设备上使用这些服务时的体验,为未来的qos感知云服务提供见解。
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引用次数: 19
JuxtaPinch: an application for collocated multi-device photo sharing 并置:多设备照片共享的应用程序
H. S. Nielsen, M. Olsen, M. Skov, J. Kjeldskov
We have developed an application called JuxtaPinch that allows users to share photos on multiple devices, i.e. mobile phones and tablets, while being collocated. JuxtaPinch employs simple and intuitive interaction techniques, e.g. pinching to connect devices, and it enables flexible physical positioning of devices and supports partial photo viewing. JuxtaPinch further enables users to use their own devices and access photos stored on own devices. In the Interactivity session, audience members can explore and view photos with friends and colleagues using different devices and experience defamiliarization and playful interaction with the photos -- aspects that we have uncovered during lab and field studies of JuxtaPinch.
我们开发了一个名为并置inch的应用程序,它允许用户在多个设备上共享照片,即手机和平板电脑,同时进行配置。并置inch采用简单直观的交互技术,如捏屏连接设备,使设备的物理定位灵活,并支持部分照片查看。并置inch进一步使用户能够使用自己的设备并访问存储在自己设备上的照片。在互动环节,观众可以使用不同的设备与朋友和同事一起探索和观看照片,并体验与照片的陌生感和有趣的互动——这是我们在实验室和实地研究中发现的。
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引用次数: 10
MuGIS multi-user geographical information system MuGIS多用户地理信息系统
S. Schöffel, Johannes Schwank, A. Ebert
Collaboration between users of a system is often a crucial factor for reaching given goals in an effective and efficient way. However, in many application domains, the current systems do not sufficiently support collaborative work (sometimes they even don't support it at all). One good example is geographical information systems (GIS), that usually only follow an one user at one time approach. In this paper, we present the development of a scalable Multi-user Geographical Information System (MuGIS). With MuGIS it is now possible to integrate large display environments with mobile smart devices for remote control. The system is deployed as a client-server architecture. It uses the NASA World Wind Java framework and SOAP web services for communication. On the client side, all common mobile smart devices are supported. The underlying concept provides different user roles and multi-user identification.
系统用户之间的协作通常是以有效和高效的方式达到给定目标的关键因素。然而,在许多应用领域中,当前的系统不能充分支持协作工作(有时甚至根本不支持)。一个很好的例子是地理信息系统(GIS),它通常只遵循一次一个用户的方法。在本文中,我们提出了可扩展的多用户地理信息系统(MuGIS)的开发。有了MuGIS,现在可以将大型显示环境与移动智能设备集成在一起进行远程控制。系统采用客户机-服务器架构进行部署。它使用NASA World Wind Java框架和SOAP web服务进行通信。在客户端,支持所有常见的移动智能设备。底层概念提供了不同的用户角色和多用户标识。
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引用次数: 1
Mobile-based tangible interaction techniques for shared displays 用于共享显示的基于移动设备的有形交互技术
Ali Mazalek, A. Arif
This tutorial explores the possibility of using touchscreen-based mobile devices as active tangibles on an interactive tabletop surface. The tutorial starts with an open discussion about various aspects of tangible interaction, including an overview of different approaches and design principles. It then guides participants through the design and development of innovative interaction techniques, where mobile phones are used as active tangibles on a shared tabletop display. The intent is to encourage the mobile HCI community to further explore the possibility of using everyday devices such as mobile phones as tangibles.
本教程探讨了在交互式桌面表面上使用基于触摸屏的移动设备作为活动实体的可能性。本教程首先对有形交互的各个方面进行了公开讨论,包括对不同方法和设计原则的概述。然后,它引导参与者通过创新的交互技术的设计和开发,其中移动电话被用作共享桌面显示器上的活动实体。其目的是鼓励移动HCI社区进一步探索将移动电话等日常设备作为有形设备使用的可能性。
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引用次数: 3
Mobile interaction analysis: towards a novel concept for interaction sequence mining 移动交互分析:迈向交互序列挖掘的新概念
Florian Lettner, C. Grossauer, Clemens Holzmann
Identifying intentions of users when they launch an application on their smartphone, and understanding which tasks they actually execute, is a key problem in mobile usability analysis. First, knowing which tasks users actually execute is required for calculating common usability metrics such as task efficiency, error rates and effectiveness. Second, understanding how users perform these tasks is important for developers in order to validate designed interaction sequences for tasks (e.g. sequential steps required to successfully perform and complete a task). In this paper, we describe a novel approach for automatically extracting and grouping interaction sequences from users, assigning them to predefined tasks (e.g. writing an email) and visualising them in an intuitive way. Thus, we are able to find out if the designer's intention of how users should perform designed tasks, and how they actually execute them in the field, matches, and where it differs. This allows us to figure out if users find alternate ways of performing certain tasks, which contributes to the application design process. Moreover, if the users' perception of tasks differs from the designer's intention, we lay the foundation for recognising issues users may have while executing them.
在手机可用性分析中,识别用户在智能手机上启动应用程序时的意图,并了解他们实际执行的任务是一个关键问题。首先,了解用户实际执行哪些任务是计算常见可用性指标(如任务效率、错误率和有效性)所必需的。其次,了解用户如何执行这些任务对于开发人员来说是很重要的,以便验证为任务设计的交互序列(例如,成功执行和完成任务所需的顺序步骤)。在本文中,我们描述了一种新的方法,用于自动从用户中提取和分组交互序列,将它们分配给预定义的任务(例如写电子邮件),并以直观的方式将它们可视化。因此,我们能够发现设计师关于用户应该如何执行设计任务的意图,以及他们如何在现场执行这些任务,是否匹配,以及它们在哪里不同。这使我们能够弄清楚用户是否找到执行某些任务的替代方法,这有助于应用程序设计过程。此外,如果用户对任务的感知与设计师的意图不同,我们为识别用户在执行任务时可能遇到的问题奠定了基础。
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引用次数: 12
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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