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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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Effective multimodal feedback for around-device interfaces 设备周围界面的有效多模态反馈
Euan Freeman
Around-device interaction lets people use their phones without having to pick them up or reach out and touch them. This allows interaction when touch may not be available; for example, users could gesture to interact with their phones while cooking, avoiding touching the screen with messy hands. Well-designed feedback helps users overcome uncertainty during gesture interaction, however giving effective feedback from small devices can be a challenge and detailed visual feedback will not always be suitable. My thesis research looks at how other types of feedback may be used effectively during around-device interaction to help users.
围绕设备的互动让人们不用拿起手机或伸手触摸就能使用手机。这允许在无法触摸时进行交互;例如,用户可以在做饭时用手势与手机互动,避免用凌乱的手触摸屏幕。设计良好的反馈可以帮助用户克服手势交互过程中的不确定性,然而,从小型设备上提供有效的反馈可能是一个挑战,详细的视觉反馈并不总是合适的。我的论文研究着眼于如何在设备交互中有效地使用其他类型的反馈来帮助用户。
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引用次数: 0
Toffee: enabling ad hoc, around-device interaction with acoustic time-of-arrival correlation 太妃糖:启用特设,围绕设备交互与声学到达时间相关
R. Xiao, G. Lew, James Marsanico, Divya Hariharan, S. Hudson, Chris Harrison
The simple fact that human fingers are large and mobile devices are small has led to the perennial issue of limited surface area for touch-based interactive tasks. In response, we have developed Toffee, a sensing approach that extends touch interaction beyond the small confines of a mobile device and onto ad hoc adjacent surfaces, most notably tabletops. This is achieved using a novel application of acoustic time differences of arrival (TDOA) correlation. Previous time-of-arrival based systems have required semi-permanent instrumentation of the surface and were too large for use in mobile devices. Our approach requires only a hard tabletop and gravity -- the latter acoustically couples mobile devices to surfaces. We conducted an evaluation, which shows that Toffee can accurately resolve the bearings of touch events (mean error of 4.3° with a laptop prototype). This enables radial interactions in an area many times larger than a mobile device; for example, virtual buttons that lie above, below and to the left and right.
人类的手指很大,而移动设备很小,这一简单的事实导致了基于触摸的交互任务的表面面积有限的长期问题。作为回应,我们开发了Toffee,这是一种传感方法,将触摸交互扩展到移动设备的小范围之外,并扩展到特定的相邻表面,尤其是桌面。这是通过声学到达时间差(TDOA)相关的新应用实现的。以前基于到达时间的系统需要半永久性的地面仪器,并且对于移动设备来说太大了。我们的方法只需要一个坚硬的桌面和重力——后者在声音上将移动设备连接到表面。我们进行了评估,结果表明Toffee可以准确地解析触摸事件的方位(笔记本电脑原型机的平均误差为4.3°)。这使得径向相互作用的区域比移动设备大很多倍;例如,位于上面、下面、左边和右边的虚拟按钮。
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引用次数: 69
Ergonomic characteristics of gestures for front- and back-of-tablets interaction with grasping hands 手势的前后平板电脑的人机工程学特征与抓握的手相互作用
Katrin Wolf, R. Schleicher, M. Rohs
The thumb and the fingers have different flexibility, and thus, gestures performed on the back of a held tablet are suggested to be different from ones performed on the touchscreen with the thumb of grasping hands. APIs for back-of-device gesture detection should consider that difference. In a user study, we recorded vectors for the four most common touch gestures. We found that drag, swipe, and press gestures are significantly differently when executed on the back versus on the front side of a held tablet. Corresponding values are provided that may be used to define gesture detection thresholds for back-of-tablet interaction.
由于拇指和其他手指的柔韧性不同,因此在手持平板电脑的背面所做的手势与在触摸屏上用抓握手的拇指所做的手势是不同的。设备后端手势检测的api应该考虑到这种差异。在一项用户研究中,我们记录了四种最常见的触摸手势的向量。我们发现,在手持平板电脑的背面和正面执行拖动、滑动和按压手势时,它们有着显著的不同。所提供的相应值可用于定义平板电脑背面交互的手势检测阈值。
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引用次数: 15
"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
AudioTorch: using a smartphone as directional microphone in virtual audio spaces AudioTorch:使用智能手机作为虚拟音频空间中的定向麦克风
Florian Heller, Jan O. Borchers
Mobile audio augmented reality systems can be used in a series of applications, e.g., as a navigational aid for visually impaired or as audio guide in museums. The implementation of such systems usually relies on head orientation data, requiring additional hardware in form of a digital compass in the headphones. As an alternative we propose AudioTorch, a system that turns a smartphone into a virtual directional microphone. This metaphor, where users move the device to detect virtual sound sources, allows quick orientation and easy discrimination between proximate sources, even with simplified rendering algorithms. We compare the navigation performance of head orientation measurement to AudioTorch. A lab study with 18 users showed the rate of correctly recognized sources to be significantly higher with AudioTorch than with head-tracking, while task completion times did not differ significantly. The presence in the virtual environment received similar ratings for both conditions.
移动音频增强现实系统可用于一系列应用,例如,作为视障人士的导航辅助设备或作为博物馆的语音导游。这种系统的实现通常依赖于头部方向数据,需要额外的硬件,如耳机中的数字罗盘。作为替代方案,我们提出了AudioTorch,这是一个将智能手机变成虚拟定向麦克风的系统。在这个比喻中,用户移动设备来检测虚拟声源,即使使用简化的渲染算法,也可以快速定位并轻松区分附近的声源。我们比较了头部方向测量与AudioTorch的导航性能。一项针对18名用户的实验室研究表明,AudioTorch的正确识别率明显高于头部跟踪,而任务完成时间没有显著差异。在两种情况下,虚拟环境中的存在得到了相似的评分。
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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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