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SqueezeDiary: using squeeze gesture as triggers of diary events SqueezeDiary:使用挤压手势作为日记事件的触发器
M. K. Chong, Umar Rashid, J. Whittle, C. Ang
The diary method has been adopted for recording participants' behaviours. However, recording diary entries can be difficult or deemed inappropriate in certain situations, like in a social group or in a meeting. In this demo we present SqueezeDiary, a tool that adopts squeeze gestures for users to denote triggers of diary events, and the users reflect on the triggers later when they are not busy (e.g. during lunch). Our application enables delayed reflection, where users can reflect on their recorded event instances retrospectively during their downtime.
采用日记法记录参与者的行为。然而,在某些情况下,比如在社交团体或会议中,记录日记可能会很困难或被认为是不合适的。在这个演示中,我们展示了SqueezeDiary,这是一个工具,它采用挤压手势为用户表示日记事件的触发器,用户稍后在不忙的时候(例如在午餐时间)反思触发器。我们的应用程序支持延迟反射,用户可以在停机期间回顾性地反射他们记录的事件实例。
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引用次数: 4
Wearable computing: a human-centered view of key concepts, application domains, and quality factors 可穿戴计算:以人为中心的关键概念、应用领域和质量因素
V. Motti, Spencer Kohn, Kelly E. Caine
This tutorial presents a human-centered view of the state-of-the-art of wearable computing. Considering scientific and industrial aspects, it provides key definitions in the domain, goes through practical applications and use case scenarios, and concludes with quality factors and best design practices. An interactive component will aid participants to apply the theoretical concepts presented.
本教程以人为中心介绍可穿戴计算的最新技术。考虑到科学和工业方面,它提供了领域中的关键定义,介绍了实际应用程序和用例场景,并总结了质量因素和最佳设计实践。一个互动组件将帮助参与者应用所提出的理论概念。
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引用次数: 5
Ubi-jector: an information-sharing workspace in casual places using mobile devices Ubi-jector:在休闲场所使用移动设备的信息共享工作空间
Hajin Lim, Hyunjin Ahn, Junfeng Kang, B. Suh, Joonhwan Lee
The widespread use of mobile devices has transformed casual places into meeting places. However, in these places, it is uncommon to have shared information workspace such as a beam projector, making it inconvenient and inefficient to exchange information and to get a direct feedback. To address this challenge, we present Ubi-jector, a mobile system that provides a shared information space that is equally distributed to each participant's mobile device and allows group members to share documents and collaborate real-time. We first characterized the information sharing patterns and identified the limitations of the current practice in meeting places without a shared workspace, by conducting qualitative user studies. Next, we implemented Ubi-jector with the design guidelines drawn in the prior stage. Also, we performed an evaluation study that showed the possibilities of Ubi-jector to facilitate an effective information sharing and foster an active participation even in poorly-equipped environments.
移动设备的广泛使用将休闲场所变成了聚会场所。然而,在这些地方,很少有像光束投影仪这样的共享信息工作空间,这使得信息交换和获得直接反馈变得不方便和低效。为了应对这一挑战,我们提出了Ubi-jector,这是一个移动系统,它提供了一个共享的信息空间,该空间均匀地分布到每个参与者的移动设备上,并允许小组成员共享文档和实时协作。我们首先描述了信息共享模式,并通过进行定性用户研究,确定了在没有共享工作空间的会议场所中当前实践的局限性。接下来,我们使用之前阶段绘制的设计指南实现ubi - jeector。此外,我们还进行了一项评估研究,该研究表明,即使在设备较差的环境中,Ubi-jector也有可能促进有效的信息共享和促进积极参与。
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引用次数: 8
ReviewCollage: a mobile interface for direct comparison using online reviews ReviewCollage:一个使用在线评论进行直接比较的移动界面
Haojian Jin, T. Sakai, K. Yatani
Review comments posted in online websites can help the user decide a product to purchase or place to visit. They can also be useful to closely compare a couple of candidate entities. However, the user may have to read different webpages back and forth for comparison, and this is not desirable particularly when she is using a mobile device. We present ReviewCollage, a mobile interface that aggregates information about two reviewed entities in a one-page view. ReviewCollage uses attribute-value pairs, known to be effective for review text summarization, and highlights the similarities and differences between the entities. Our user study confirms that ReviewCollage can support the user to compare two entities and make a decision within a couple of minutes, at least as quickly as existing summarization interfaces. It also reveals that ReviewCollage could be most useful when two entities are very similar.
在线网站上发布的评论可以帮助用户决定购买产品或访问地点。它们在仔细比较两个候选实体时也很有用。然而,用户可能不得不来回阅读不同的网页来进行比较,这是不可取的,特别是当她使用移动设备时。我们介绍了ReviewCollage,这是一个移动界面,可以在一个页面视图中聚合关于两个审阅实体的信息。ReviewCollage使用属性-值对,已知对审查文本摘要是有效的,并突出实体之间的相似点和不同点。我们的用户研究证实,ReviewCollage可以支持用户在几分钟内比较两个实体并做出决定,至少和现有的摘要界面一样快。它还表明,当两个实体非常相似时,ReviewCollage可能是最有用的。
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引用次数: 8
Gravity: automatic location tracking system between a car and a pedestrian 重力:汽车和行人之间的自动定位跟踪系统
Changhoon Oh, Jeongsoo Park, B. Suh
The use of car navigation system is very common nowadays. Most of the car navigation services are based on turn-by-turn instructions and distance calculations. Academic research in this field has focused on evaluating basic usability. However, such products and studies have not covered users' various needs that arise in specific driving situations. For example, in a complex city space, drivers often face burdensome problems, especially when picking up pedestrians. We conducted a semistructured online survey asking specific problems, work-arounds, and their suggestions in picking-up situations. We grouped responses into several issue points based on their similarities and induced design implications for a car navigation system supporting picking-up situations. Through this user-centered design approach, we developed "Gravity - Automatic Location Tracking System between a Car and a Pedestrian" as a prototype and evaluated its usability, and we received favorable feedback.
现在汽车导航系统的使用很普遍。大多数汽车导航服务都是基于转弯指示和距离计算。该领域的学术研究主要集中在评估基本可用性上。然而,这些产品和研究并没有涵盖用户在特定驾驶情况下出现的各种需求。例如,在复杂的城市空间中,司机经常面临繁重的问题,特别是在接送行人时。我们进行了一项半结构化的在线调查,询问具体的问题、解决方法以及他们在接机情况下的建议。我们根据这些问题的相似性和对汽车导航系统支持拾取情况的设计启示,将回答分为几个问题点。通过这种以用户为中心的设计方法,我们开发了“重力-汽车与行人之间的自动位置跟踪系统”作为原型,并对其可用性进行了评估,得到了良好的反馈。
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引用次数: 1
Probabilistic touchscreen keyboard incorporating gaze point information 结合注视点信息的概率触摸屏键盘
Toshiyuki Hagiya, T. Kato
We propose a novel probabilistic keyboard that takes into account the distance between a gaze point and a touch position in order to improve typing efficiency. The proposed keyboard dynamically changes the size of the search space for predicting candidate words based on a model that estimates the magnitude of touch position errors according to the distance between the gaze point and the touch position. This makes it possible for users to type intended words even when they glance at different areas on the screen. Performance was evaluated in terms of input accuracy in total error rate (TER) and of typing speed in words per minute (WPM). The results showed that the proposed keyboard successfully reduced the TER by 18.2% and increased WPM by 12.7% compared to the conventional keyboard.
为了提高打字效率,我们提出了一种考虑注视点与触点之间距离的概率键盘。该键盘根据注视点与触摸位置之间的距离来估计触摸位置误差的大小,从而动态地改变搜索空间的大小来预测候选单词。这使得用户即使在浏览屏幕上的不同区域时也能输入想要的单词。性能是根据总错误率(TER)的输入准确性和每分钟字数(WPM)的打字速度来评估的。结果表明,与传统键盘相比,该键盘成功地降低了18.2%的TER,提高了12.7%的WPM。
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引用次数: 3
NARRATIVES: geolocative cinema application 叙事:地理电影的应用
S. Nagler, Andrew Hicks, M. Hackett, Katja Zachkarko
A tool for filmmakers and spectators, Narratives looks at how interactive technology can transform cinematic experience, augmenting the interactivity of traditional cinematic form with locative media practices that expand storytelling into traversable spaces
作为电影制作人和观众的一个工具,叙述着眼于互动技术如何改变电影体验,通过将故事扩展到可穿越的空间的位置媒体实践,增强传统电影形式的互动性
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引用次数: 3
Identifying suitable projection parameters and display configurations for mobile true-3D displays 确定适合移动真3d显示器的投影参数和显示配置
M. Serrano, D. Hildebrandt, S. Subramanian, Pourang Irani
We present a two-part exploration on mobile true-3D displays, i.e. displaying volumetric 3D content in mid-air. We first identify and study the parameters of a mobile true-3D projection, in terms of the projection's distance to the phone, angle to the phone, display volume and position within the display. We identify suitable parameters and constraints, which we propose as requirements for developing mobile true-3D systems. We build on the first outcomes to explore methods for coordinating the display configurations of the mobile true-3D setup. We explore the resulting design space through two applications: 3D map navigation and 3D interior design. We discuss the implications of our results for the future design of mobile true-3D displays.
我们提出了移动真3D显示器的两部分探索,即在半空中显示体积3D内容。我们首先识别并研究了移动真3d投影的参数,包括投影到手机的距离、到手机的角度、显示体积和在显示器内的位置。我们确定了合适的参数和约束,我们提出了开发移动真3d系统的要求。我们以第一个结果为基础,探索协调移动真3d设置的显示配置的方法。我们通过两个应用程序来探索由此产生的设计空间:3D地图导航和3D室内设计。我们讨论了我们的结果对未来移动真3d显示器设计的影响。
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引用次数: 12
TalkZones: section-based time support for presentations TalkZones:演示文稿的分段时间支持
B. Saket, Sijie Yang, H. Tan, K. Yatani, D. Edge
Managing time while presenting is challenging, but mobile devices offer both convenience and flexibility in their ability to support the end-to-end process of setting, refining, and following presentation time targets. From an initial HCI-Q study of 20 presenters, we identified the need to set such targets per 'zone' of consecutive slides (rather than per slide or for the whole talk), as well as the need for feedback that accommodates two distinct attitudes to time management. These findings led to the design of TalkZones, a mobile application for timing support. When giving a 20-slide, 6m40s rehearsed but interrupted talk, 12 participants who used TalkZones registered a mean overrun of only 8s, compared with 1m49s for 12 participants who used a regular timer. We observed a similar 2% overrun in our final study of 8 speakers giving rehearsed 30-minute talks in 20 minutes. Overall, we show that TalkZones can encourage presenters to advance slides before it is too late to recover, even under the adverse timing conditions of short and shortened talks.
在演示时管理时间是一项挑战,但是移动设备提供了便利性和灵活性,支持端到端过程的设置、优化和跟踪演示时间目标。从最初对20位演讲者的HCI-Q研究中,我们发现需要为连续幻灯片的每个“区域”设定这样的目标(而不是每张幻灯片或整个演讲),以及需要适应两种不同时间管理态度的反馈。这些发现导致了TalkZones的设计,这是一款支持时间的移动应用程序。当进行一场20张幻灯片、60分钟排练但被打断的演讲时,12名使用TalkZones的参与者的平均超时时间仅为8秒,而使用常规计时器的12名参与者的平均超时时间为49秒。在我们的最后一项研究中,8位演讲者在20分钟内进行了30分钟的演讲,我们观察到类似的2%的超支。总的来说,我们表明talkzone可以鼓励演讲者在来不及恢复之前提前播放幻灯片,即使是在简短演讲的不利时间条件下。
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引用次数: 11
Socio-technical practices and work-home boundaries 社会技术实践和工作家庭界限
A. Cox, Jon Bird, N. Mauthner, S. Dray, Anicia N. Peters, Emily Collins
Recent advances in mobile technology have had many positive effects on the ways in which people can combine work and home life. For example, having remote access enables people to work from home, or work flexible hours that fit around caring responsibilities. They also support communication with colleagues and family members, and enable digital hobbies. However, the resulting 'always-online' culture can undermine work-home boundaries and cause stress to those who feel under pressure to respond immediately to digital notifications. This workshop will explore how a socio-technical perspective, which views boundaries as being constituted by everyday socio-technical practices, can inform the design of technologies that help maintain boundaries between work and home life.
最近移动技术的进步对人们结合工作和家庭生活的方式产生了许多积极的影响。例如,远程访问使人们能够在家工作,或者灵活地工作,以适应照顾责任。它们还支持与同事和家人的交流,并使数字爱好成为可能。然而,由此产生的“永远在线”文化会破坏工作与家庭的界限,给那些感到有压力要立即回复数字通知的人带来压力。本次研讨会将探讨如何从社会技术的角度,将边界视为由日常社会技术实践构成的,可以为有助于保持工作和家庭生活之间界限的技术设计提供信息。
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引用次数: 11
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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