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Interactive opinion polls on public displays: studying privacy requirements in the wild 关于公共展示的交互式民意调查:研究野外的隐私要求
Matthias Baldauf, Stefan Suette, Peter Fröhlich, Ulrich L. Lehner
Interactive opinion polls are a promising novel use case for public urban displays. However, voicing one's opinion at such a public installation poses special privacy requirements. In this paper, we introduce our ongoing work on investigating the roles of the interaction technique and the poll question in this novel context. We present a field study comparing three different voting techniques (public touch interface, personal smartphone by scanning a QR code, from remote through a short Web address) and three types of poll questions (general, personal, local). Overall, the results show that actively casting an opinion on a timely topic is highly appreciated by passers-by. The public voting opportunity through a touch screen is clearly preferred. Offering mobile or remote voting does not significantly increase the overall participation rate. The type of poll question has an impact on the number of participants but does not influence the preferred interaction modality.
交互式民意调查是城市公共展示的一个很有前途的新用例。然而,在这样的公共设施上发表意见会有特殊的隐私要求。在本文中,我们介绍了我们正在进行的研究互动技术和民意调查问题在这种新环境中的作用的工作。我们提出了一项实地研究,比较了三种不同的投票技术(公共触摸界面,个人智能手机扫描二维码,从远程通过短网址)和三种类型的投票问题(一般,个人,本地)。总体而言,结果表明,在一个及时的话题上积极发表意见,会受到路人的高度赞赏。通过触摸屏的公众投票机会显然更受欢迎。提供移动或远程投票不会显著提高总体参与率。投票问题的类型对参与者的数量有影响,但不影响首选的交互方式。
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引用次数: 16
Monox: extensible gesture notation for mobile devices 用于移动设备的可扩展手势表示法
Roman Ganhör, Wolfgang Spreicer
The rise of modern smartphones brought gesture-based interaction to our daily lives. As the number of different operating systems and graphical user interfaces increases, designers and researchers can benefit from a common notation for mobile interaction design. In this paper, we present a concept of an extensible sketching notation for mobile gestures. The proposed notation, Monox, provides a common basis for collaborative design and analysis of mobile interactions. Monox is platform independent and enables general discussions and negotiations on topics of mobile gestures. An extensive evaluation showed the practicability and ability of Monox to serve as a common denominator for discussion and communication within interdisciplinary groups of researchers, designers and developers.
现代智能手机的兴起为我们的日常生活带来了基于手势的互动。随着不同操作系统和图形用户界面数量的增加,设计师和研究人员可以从移动交互设计的通用符号中受益。在本文中,我们提出了一个可扩展的移动手势素描符号的概念。提出的符号Monox为移动交互的协作设计和分析提供了一个共同的基础。Monox是独立于平台的,可以对移动手势的主题进行一般性的讨论和协商。广泛的评估表明,Monox的实用性和能力可以作为跨学科研究人员、设计人员和开发人员小组讨论和交流的共同标准。
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引用次数: 12
The effects of encumbrance on mobile interactions 妨碍对移动交互的影响
Alexander Ng
The popularity of touchscreen mobile devices gives users a variety of useful apps and functionality on the move. As a result, mobile devices are being used in a range of different contexts. One common scenario that has received little attention from researchers is the effects of encumbrance carrying objects (for example, shopping bags and personal gear) and interacting with mobile devices at the same time. This is a frequent everyday situation and one that can cause interaction difficulties [3]. There is a lack of knowledge of the impact encumbrance has on interaction therefore the usability issues in these physically and mentally demanding contexts are unknown. Prior to the start of our research, there was only one related study that has examined input performance with handheld devices while multitasking with different types of objects [7]. A better understanding of the interaction problems caused by encumbrance would allow researchers to develop more effective input techniques on touchscreen mobile devices.
触摸屏移动设备的普及为用户提供了各种有用的应用程序和功能。因此,移动设备被用于一系列不同的环境中。一种很少受到研究人员关注的常见情况是,负重携带物品(例如,购物袋和个人装备)同时与移动设备交互的影响。这是一种常见的日常情况,可能会导致互动困难[3]。由于缺乏对障碍对交互的影响的认识,因此在这些对身体和精神要求很高的环境中,可用性问题是未知的。在我们开始研究之前,只有一项相关研究考察了手持设备在处理不同类型对象时的输入性能[7]。更好地理解由累赘引起的交互问题将使研究人员能够在触屏移动设备上开发更有效的输入技术。
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引用次数: 9
Body-worn sensors for remote implicit communication 用于远程隐式通信的穿戴式传感器
Jeffrey R. Blum
Although there has been a great deal of work on using machine learning algorithms to categorize user activity (e.g., walking, biking) from accelerometer and other sensor data, less attention has been focused on relaying such information in real-time for remote implicit communication. Humans are very familiar with using both explicit and implicit communication with others physically near to us, for example, by using body language and modulating our voice tone and volume. Likewise, remote explicit communication has also existed for a long time in the form of phone calls, text messages, and other mechanisms for communicating explicitly over great distances. However, remote implicit communication between mobile users has been less explored, likely since there have been limited avenues for collecting such information and rendering it in a meaningful way while we go about our daily lives.
尽管在使用机器学习算法从加速度计和其他传感器数据中对用户活动(例如,步行,骑自行车)进行分类方面已经有了大量的工作,但很少有人关注实时中继这些信息以进行远程隐式通信。人类非常熟悉与身边的人进行显性和隐性的交流,例如,通过使用肢体语言和调节声音的音调和音量。同样,远程显式通信也以电话、文本消息和其他远距离显式通信机制的形式存在了很长时间。然而,手机用户之间的远程隐式通信很少被探索,可能是因为在我们的日常生活中,收集这些信息并以有意义的方式呈现这些信息的途径有限。
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引用次数: 0
A comparison of location search UI patterns on mobile devices 移动设备上位置搜索UI模式的比较
S. Meier, Frank Heidmann, Andreas Thom
This poster is looking at how users utilize mobile applications that offer an interface for finding locations and how the way of interaction changes depending on the users' intent. Through the analysis of existing interfaces we identified 5 location search patterns. In a further evaluation of the existing patterns we tried to identify which patterns serve which users' demand for information. In a goal directed pilot study we were able to gain a first insight into the correlations of specific user requirements and location search patterns.
这张海报关注的是用户如何利用提供定位界面的移动应用程序,以及交互方式如何根据用户的意图而变化。通过对现有界面的分析,我们确定了5种位置搜索模式。在对现有模式的进一步评估中,我们试图确定哪些模式满足哪些用户对信息的需求。在目标导向的试点研究中,我们能够首次了解特定用户需求和位置搜索模式之间的相关性。
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引用次数: 7
Comparing pointing techniques for grasping hands on tablets 比较用手抓片的指法
Katrin Wolf, N. Henze
With the recent success of tablet devices a new device type became available for mobile interaction. Just as for mobile phones, touch is the dominant way people interact with tablets. In contrast to the much smaller phones a firm grip with both hands is needed to securely hold tablet devices. While a large body of work has investigated touch interaction on smaller devices, is little empirical research has been carried out on touch-based pointing while holding the device with both hands. To understand touch-based interactions using tablet devices, we conducted an experiment to compare four pointing techniques on both the front and back of the devices while it was held in landscape format. We compare direct touch with the following alternatives for selecting targets, indirect pointing on a virtual touchpad, an inverse cursor, and a miniature interaction area. While direct touch is 35% faster than the fastest alternative, only 74% of the touchscreen and 64% of a back-of-device can be reached by each hand. We show that among the indirect pointing techniques, the miniaturized interaction area is significantly faster and received the best subjective ratings. We conclude that a miniaturized interaction area is a viable alternative to direct touch especially on the backside of tablet devices.
随着最近平板设备的成功,一种新的设备类型出现在移动交互中。就像手机一样,触摸是人们与平板电脑互动的主要方式。与小得多的手机相比,平板设备需要双手紧紧握住。虽然已经有大量的工作调查了小型设备上的触摸交互,但很少有实证研究在双手拿着设备时进行基于触摸的指向。为了理解平板设备的触控互动,我们进行了一项实验,比较了四种指向设备正面和背面的技术。我们比较了直接触摸与以下选择目标的替代方法,虚拟触摸板上的间接指向,反向光标和微型交互区域。虽然直接触摸比最快的替代方式快35%,但每只手只能触摸到74%的触摸屏和64%的设备背面。研究表明,在间接指向技术中,小型化交互区域明显更快,并获得了最好的主观评价。我们的结论是,小型化的交互区域是直接触摸的可行选择,尤其是在平板设备的背面。
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引用次数: 19
Time tremors: developing transmedia gaming for children 时间震颤:开发面向儿童的跨媒体游戏
Conor Holler, Patrick Crowe, A. Mayhew, A. Tindale, S. Diamond
Time Tremors is a transmedia experience for children aged 8-14 that crosses television, web, locative media, and mobile apps. Time Tremors is a collection game in which players search for objects from history supposedly scattered throughout time and space, hidden, invisible to the human eye but detectable and collectable using a variety of mobile and online broadband technologies. Extending the game into locative augmented reality and mobile play was an applied research challenge that required narrative continuity while ensuring safe play.
《Time Tremors》是一款面向8-14岁儿童的跨媒体体验游戏,涵盖电视、网络、位置媒体和移动应用。《Time Tremors》是一款收集游戏,玩家在其中寻找散落在时间和空间中的历史物品,这些物品被隐藏起来,肉眼看不见,但可以通过各种移动和在线宽带技术检测和收集。将游戏扩展到位置增强现实和手机游戏是一项应用研究挑战,需要在确保安全游戏的同时保持叙事连续性。
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引用次数: 0
Back-of-device authentication with bod taps and bod shapes 设备后台认证与身体的水龙头和身体形状
A. Catalá, Luis A. Leiva
This demonstration accompanies a paper accepted at MobileHCI'14. Back-of-device (BoD) authentication has shown to be significantly more secure than standard front-facing approaches, being BoD Shapes the most representative method found in the literature. With the aim of getting a better understanding and improving its usage, we developed BoD Taps as a novel alternative. Our experiments revealed that BoD Taps and BoD Shapes perform equally good at unlocking the device, but BoD Taps allows users to enter passwords about twice faster. Moreover, BoD Taps was perceived as being more usable and less frustrating than BoD Shapes. This demonstration showcases both authentication methods in action, aimed at comparing and discussing their features and potential improvements.
该演示与MobileHCI'14上接受的一篇论文一起进行。设备后端(BoD)身份验证已被证明比标准的前端方法安全得多,是文献中发现的最具代表性的方法。为了更好地理解和改进其使用,我们开发了按需水龙头作为一种新的选择。我们的实验显示,按需点击和按需形状在解锁设备方面表现同样出色,但按需点击让用户输入密码的速度快了两倍。此外,玩家认为《按需点击》比《按需形状》更实用,也更不令人沮丧。这个演示展示了两种实际的身份验证方法,目的是比较和讨论它们的特性和潜在的改进。
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引用次数: 0
Non-verbal communications in mobile text chat: emotion-enhanced mobile chat 手机文字聊天中的非语言交流:情感增强的手机聊天
Jackson Feijó Filho, T. Valle, Wilson Prata
Great part of human communication is carried out non-verbally. All this information is lost in mobile text messaging. This work describes an attempt to augment text chatting in mobile phones by adding automatically detected facial expression reactions, to conversations. These expressions are detected using known image processing techniques. Known related work, concerning the investigation of non-verbal communication through text messaging are considered and distinguished from the present solution. The conception and implementation of a mobile phone application with the debated feature is described and user studies are narrated. Finally, context of application, conclusions and future work are also discussed.
人类很大一部分的交流是非语言的。所有这些信息都在手机短信中丢失了。这项工作描述了一种通过在对话中添加自动检测的面部表情反应来增强手机文本聊天的尝试。使用已知的图像处理技术检测这些表达式。已知的相关工作,有关通过短信的非语言交际的调查都考虑和区别于目前的解决方案。描述了具有争议功能的手机应用程序的概念和实现,并叙述了用户研究。最后,对研究的应用背景、结论和未来的工作进行了讨论。
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引用次数: 12
Around-device devices: my coffee mug is a volume dial 围绕设备的设备:我的咖啡杯是一个音量刻度盘
Henning Pohl, M. Rohs
For many people their phones have become their main everyday tool. While phones can fulfill many different roles they also require users to (1) make do with affordance not specialized for the specific task, and (2) closely engage with the device itself. We propose utilizing the space and objects around the phone to offer better task affordance and to create an opportunity for casual interactions. Such around-device devices are a class of interactors that do not require users to bring special tangibles, but repurpose items already found in the user's surroundings. In a survey study, we determine which places and objects are available to around-device devices. Furthermore, in an elicitation study, we observe what objects users would use for ten interactions.
对许多人来说,手机已经成为他们主要的日常工具。虽然手机可以扮演许多不同的角色,但它们也要求用户:(1)将就着使用不专门用于特定任务的功能;(2)与设备本身密切接触。我们建议利用手机周围的空间和物体来提供更好的任务支持,并为休闲互动创造机会。这种围绕设备的设备是一类不需要用户携带特殊有形物品的交互器,而是重新利用用户周围已经找到的物品。在一项调查研究中,我们确定哪些地方和对象可用于设备周围的设备。此外,在一项启发研究中,我们观察了用户会在10次交互中使用什么对象。
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引用次数: 24
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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