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BackPat: one-handed off-screen patting gestures 背拍:单手在屏幕外拍的手势
Karsten Seipp, K. Devlin
We present BackPat - a technique for supporting one-handed smartphone operation by using pats of the index finger, middle finger or thumb on the back or side of the device. We devise a novel method using the device's microphone and gyroscope that enables finger-specific gesture detection and explore efficiency and user acceptance of gesture execution for each finger in three user studies with novice BackPat users.
我们介绍BackPat -一种支持单手操作智能手机的技术,通过使用食指,中指或拇指的部分在设备的背面或侧面。我们设计了一种使用设备的麦克风和陀螺仪的新方法,可以实现手指特定的手势检测,并在与新手BackPat用户的三个用户研究中探索每个手指的手势执行效率和用户接受度。
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引用次数: 19
Automating UI tests for mobile applications with formal gesture descriptions 为带有正式手势描述的移动应用程序自动化UI测试
M. Hesenius, Tobias Griebe, Stefan Gries, V. Gruhn
Touch- and gesture-based interfaces are common in applications for mobile devices. By evolving into mass market products, smartphones and tablets created an increased need for specialized software engineering methods. To ensure high quality applications, constant and efficient testing is crucial in software development. However, testing mobile applications is still cumbersome, time-consuming and error-prone. One reason is the devices' focus on touch-based interaction - gestures cannot be easily incorporated into automated application tests. We present an extension to the popular Calabash testing framework solving this problem by allowing to describe gestures with a formal language in tests scripts.
基于触摸和手势的界面在移动设备的应用程序中很常见。随着智能手机和平板电脑逐渐发展成为大众市场产品,它们对专门的软件工程方法的需求不断增加。为了确保高质量的应用程序,持续和有效的测试在软件开发中是至关重要的。然而,测试移动应用程序仍然是繁琐、耗时且容易出错的。一个原因是这些设备的重点是基于触摸的交互——手势不能轻易地融入到自动化的应用程序测试中。我们对流行的Calabash测试框架进行了扩展,通过允许在测试脚本中使用正式语言描述手势来解决这个问题。
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引用次数: 25
CoPerformance: a rapid prototyping platform for developing interactive artist-audience performances with mobile devices cperformance:一个快速原型平台,用于开发移动设备上的艺术家-观众互动表演
B. Anderson, S. Oliver, Patricio Dávila
How can mobile technology create new models for audience participation in live performances? CoPerformance is a research project that aims to develop a set of plug-and-play participatory performance modules. These modules will allow designers to quickly build/test interactive experiences that utilize mobile devices. CoPerformance can be deployed via web browsers or native applications. The goal of this platform is to use existing frameworks to offer designers a powerful set of tools, templates, and scripts for interactive performances; and decrease the barriers for building participatory performances.
移动技术如何创造观众参与现场表演的新模式?cperformance是一个研究项目,旨在开发一套即插即用的参与式表演模块。这些模块将允许设计人员快速构建/测试利用移动设备的交互体验。cperformance可以通过web浏览器或本地应用程序部署。该平台的目标是使用现有框架为设计人员提供一套强大的工具、模板和脚本来实现交互性能;减少建立参与性表演的障碍。
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引用次数: 0
A wearable virtual guide for context-aware cognitive indoor navigation 一个可穿戴的虚拟指南,用于环境感知认知室内导航
Qianli Xu, Liyuan Li, Joo-Hwee Lim, Cheston Tan, Michal Mukawa, Gang S. Wang
In this paper, we explore a new way to provide context-aware assistance for indoor navigation using a wearable vision system. We investigate how to represent the cognitive knowledge of wayfinding based on first-person-view videos in real-time and how to provide context-aware navigation instructions in a human-like manner. Inspired by the human cognitive process of wayfinding, we propose a novel cognitive model that represents visual concepts as a hierarchical structure. It facilitates efficient and robust localization based on cognitive visual concepts. Next, we design a prototype system that provides intelligent context-aware assistance based on the cognitive indoor navigation knowledge model. We conducted field tests and evaluated the system's efficacy by benchmarking it against traditional 2D maps and human guidance. The results show that context-awareness built on cognitive visual perception enables the system to emulate the efficacy of a human guide, leading to positive user experience.
在本文中,我们探索了一种使用可穿戴视觉系统为室内导航提供上下文感知辅助的新方法。我们研究了如何实时表示基于第一人称视角视频的寻路认知知识,以及如何以类似人类的方式提供上下文感知的导航指令。受人类寻路认知过程的启发,我们提出了一种新的认知模型,将视觉概念表示为层次结构。它促进了基于认知视觉概念的高效鲁棒定位。接下来,我们设计了一个基于认知室内导航知识模型的智能情境感知辅助的原型系统。我们进行了现场测试,并通过将其与传统的2D地图和人工导航进行对比,评估了系统的有效性。结果表明,建立在认知视觉感知基础上的上下文感知使系统能够模仿人类导游的效能,从而带来积极的用户体验。
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引用次数: 21
Logging and visualization of touch interactions on teach pendants 教学挂件上触摸交互的记录和可视化
Clemens Holzmann, Florian Lettner, C. Grossauer, Werner Wetzlinger, Paul Latzelsperger, Christian Augdopler
In industrial automation, there is a growing use of touch panels for controlling and programming machines. Compared to traditional panels with physical buttons, they provide higher flexibility and operating efficiency. A big challenge in the user interface design is their usability, which is directly related to the operator's safety and performance. In this paper, we present a software solution for the acquisition and visualization of user interaction data on teach pendants, which are handheld terminals for teaching robot positions. Interaction data include touch coordinates and navigation sequences, and they are visualized with a heatmap and a graph view, respectively. The design and implementation of the software is based on interviews which we conducted with companies from the automation industry. The painless integration of our software by manufacturers, together with the automated recording and visualisation of user interactions, allow for cost-efficient usability analysis of handheld terminals.
在工业自动化中,越来越多地使用触摸面板来控制和编程机器。与传统的物理按钮面板相比,它们提供了更高的灵活性和操作效率。用户界面设计的一大挑战是其可用性,这直接关系到操作人员的安全和性能。在本文中,我们提出了一个软件解决方案,用于获取和可视化教学挂件上的用户交互数据,这是一种用于教学机器人位置的手持终端。交互数据包括触摸坐标和导航序列,它们分别以热图和图形视图进行可视化。软件的设计和实现是基于我们对自动化行业的公司进行的采访。我们的软件由制造商轻松集成,加上用户交互的自动记录和可视化,使手持终端的可用性分析具有成本效益。
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引用次数: 4
Understanding shortcut gestures on mobile touch devices 理解移动触摸设备上的快捷手势
Benjamin Poppinga, Alireza Sahami Shirazi, N. Henze, Wilko Heuten, Susanne CJ Boll
Touch gestures become steadily more important with the ongoing success of touch screen devices. Compared to traditional user interfaces, gestures have the potential to lower cognitive load and the need for visual attention. However, nowadays gestures are defined by designers and developers and it is questionable if these meet all user requirements. In this paper, we present two exploratory studies that investigate how users would use unistroke touch gestures for shortcut access to a mobile phone's key functionalities. We study the functions that users want to access, the preferred activators for gesture execution, and the shapes of the user-invented gestures. We found that most gestures trigger applications, letter-shaped gestures are preferred, and the gestures should be accessible from the lock screen, the wallpaper, and the notification bar. We conclude with a coherent, unambiguous set of gestures for the 20 most frequently accessed functions, which can inform the design of future gesture-controlled applications.
随着触摸屏设备的不断成功,触控手势变得越来越重要。与传统的用户界面相比,手势具有降低认知负荷和视觉注意力需求的潜力。然而,现在的手势是由设计师和开发人员定义的,它们是否满足所有用户的需求是值得怀疑的。在本文中,我们提出了两项探索性研究,调查用户如何使用单笔触摸手势来快速访问手机的关键功能。我们研究了用户想要访问的功能,手势执行的首选激活器,以及用户发明的手势的形状。我们发现大多数手势都能触发应用程序,字母形状的手势是首选,手势应该可以从锁屏、壁纸和通知栏访问。最后,我们为20个最常访问的功能提供了一套连贯、明确的手势,这可以为未来手势控制应用的设计提供信息。
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引用次数: 33
Workshop on designing the future of mobile healthcare support 关于设计未来移动医疗保健支持的讲习班
S. Diamond, B. Arunachalan, Derek F. Reilly, Anne Stevens
This workshop aims to discuss and develop ideas on how healthcare services, mobile technologies, and visual analytics techniques can be leveraged and contribute to new ways of mobile healthcare supportive system designs. Designing contemporary mobile support systems for healthcare support requires a clear understanding of information requirements, behaviors and basic needs of users. Design must take into account the challenges of human-device interactions in the healthcare environment; the extension of the care environment beyond the institutional setting and the engagement of patients, facility residents and families in an extended circle of care; and issues of formal and informal data sharing and privacy. This workshop invites researchers and designers working in relevant fields to discuss, compare, and demonstrate effective design approaches that can be adopted to improve the designs of mobile support systems for interactive visualization in healthcare.
本次研讨会旨在讨论和发展如何利用医疗保健服务、移动技术和可视化分析技术的想法,并为移动医疗保健支持系统设计的新方法做出贡献。设计现代移动医疗支持系统需要清楚地了解用户的信息需求、行为和基本需求。设计必须考虑到医疗环境中人与设备交互的挑战;护理环境的延伸超出了机构设置和参与的病人,设施居民和家庭在一个扩大的护理圈;以及正式和非正式的数据共享和隐私问题。本次研讨会邀请相关领域的研究人员和设计师讨论、比较和展示有效的设计方法,以改进医疗保健中交互式可视化移动支持系统的设计。
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引用次数: 3
AirAuth: evaluating in-air hand gestures for authentication AirAuth:评估空中手势的身份验证
Md Tanvir Islam Aumi, Sven G. Kratz
Secure authentication with devices or services that store sensitive and personal information is highly important. However, traditional password and pin-based authentication methods compromise between the level of security and user experience. AirAuth is a biometric authentication technique that uses in-air gesture input to authenticate users. We evaluated our technique on a predefined (simple) gesture set and our classifier achieved an average accuracy of 96.6% in an equal error rate (EER-)based study. We obtained an accuracy of 100% when exclusively using personal (complex) user gestures. In a further user study, we found that AirAuth is highly resilient to video-based shoulder surfing attacks, with a measured false acceptance rate of just 2.2%. Furthermore, a longitudinal study demonstrates AirAuth's repeatability and accuracy over time. AirAuth is relatively simple, robust and requires only a low amount of computational power and is hence deployable on embedded or mobile hardware. Unlike traditional authentication methods, our system's security is positively aligned with user-rated pleasure and excitement levels. In addition, AirAuth attained acceptability ratings in personal, office, and public spaces that are comparable to an existing stroke-based on-screen authentication technique. Based on the results presented in this paper, we believe that AirAuth shows great promise as a novel, secure, ubiquitous, and highly usable authentication method.
对存储敏感和个人信息的设备或服务进行安全认证非常重要。然而,传统的基于密码和pin的身份验证方法在安全级别和用户体验之间折衷。AirAuth是一种生物识别认证技术,它使用空中手势输入来认证用户。我们在一个预定义的(简单的)手势集上评估了我们的技术,我们的分类器在基于等错误率(EER-)的研究中达到了96.6%的平均准确率。当只使用个人(复杂)用户手势时,我们获得了100%的准确率。在进一步的用户研究中,我们发现AirAuth对基于视频的肩部冲浪攻击具有很高的弹性,测量的错误接受率仅为2.2%。此外,一项纵向研究表明,随着时间的推移,AirAuth具有可重复性和准确性。AirAuth相对简单、健壮,只需要少量的计算能力,因此可以部署在嵌入式或移动硬件上。与传统的身份验证方法不同,我们的系统的安全性与用户评价的快乐和兴奋程度是积极一致的。此外,AirAuth在个人、办公室和公共场所获得了可接受的评级,与现有的基于笔划的屏幕认证技术相当。基于本文提出的结果,我们认为AirAuth作为一种新颖、安全、普遍和高度可用的身份验证方法显示出巨大的前景。
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引用次数: 47
FlexiGroups: binding mobile devices for collaborative interactions in medium-sized groups with device touch flexiggroups:绑定移动设备,在中等规模的群体中使用设备触摸进行协作交互
T. Jokela, A. Lucero
We present a touch-based method for binding mobile devices for collaborative interactions in a group of collocated users. The method is highly flexible, enabling a broad range of different group formation strategies. We report an evaluation of the method in medium-sized groups of six users. When forming a group, the participants primarily followed viral patterns where they opportunistically added other participants to the group without advance planning. The participants also suggested a number of more systematic patterns, which required the group to agree on a common strategy but then provided a clear procedure to follow. The flexibility of the method allowed the participants to adapt it to the changing needs of the situation and to recover from errors and technical problems. Overall, device binding in medium-sized groups was found to be a highly collaborative group activity and the binding methods should pay special attention to supporting groupwork and social interactions.
我们提出了一种基于触摸的方法来绑定移动设备,以便在一组用户中进行协作交互。该方法具有高度的灵活性,可以实现各种不同的群体形成策略。我们报告了对该方法在六个用户的中等群体中的评估。当组成一个小组时,参与者主要遵循病毒式传播模式,即他们在没有事先计划的情况下机会主义地将其他参与者加入小组。与会者还提出了一些更系统化的模式,这些模式要求小组就一个共同战略达成一致,但随后提供了一个明确的可遵循的程序。该方法的灵活性使参与者能够适应不断变化的情况需求,并从错误和技术问题中恢复过来。总体而言,中型群体中的设备绑定是一种高度协作的群体活动,绑定方法应特别注意支持群体工作和社会互动。
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引用次数: 16
Email management and work-home boundaries 邮件管理和工作与家庭的界限
Marta E. Cecchinato
In my PhD research I am exploring the effect of email on work-home boundaries. The ultimate goal is to design a tool that helps people manage their email better and reduces the stress associated with this activity. I argue that this will require understanding individual differences in email behaviours and how email can impact work-home boundaries.
在我的博士研究中,我正在探索电子邮件对工作与家庭界限的影响。最终的目标是设计一个工具,帮助人们更好地管理他们的电子邮件,并减少与此活动相关的压力。我认为,这需要理解电子邮件行为的个体差异,以及电子邮件如何影响工作与家庭的界限。
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引用次数: 4
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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