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Are you comfortable doing that?: acceptance studies of around-device gestures in and for public settings 你觉得这样做舒服吗?:对公共环境中围绕设备的手势的接受度研究
David Ahlström, Khalad Hasan, Pourang Irani
Several research groups have demonstrated advantages of extending a mobile device's input vocabulary with in-air gestures. Such gestures show promise but are not yet being integrated onto commercial devices. One reason for this might be the uncertainty about users' perceptions regarding the social acceptance of such around-device gestures. In three studies, performed in public settings, we explore users' and spectators' attitudes about using around-device gestures in public. The results show that people are concerned about others' reactions. They are also sensitive and selective regarding where and in front of whom they would feel comfortable using around-device gestures. However, acceptance and comfort are strongly linked to gesture characteristics, such as, gesture size, duration and in-air position. Based on our findings we present recommendations for around-device input designers and suggest new approaches for evaluating the social acceptability of novel input methods.
几个研究小组已经证明了用空中手势扩展移动设备输入词汇表的优势。这些手势显示出了希望,但还没有被集成到商业设备中。其中一个原因可能是用户对这种围绕设备的手势的社会接受程度的不确定性。在三项在公共场合进行的研究中,我们探讨了用户和观众在公共场合使用设备周围手势的态度。结果表明,人们很关心别人的反应。他们对于在什么地方、在什么人面前使用手机周围的手势感到舒服也很敏感和有选择性。然而,接受度和舒适度与手势特征密切相关,比如手势的大小、持续时间和在空中的位置。基于我们的研究结果,我们提出了围绕设备输入设计师的建议,并提出了评估新输入法的社会可接受性的新方法。
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引用次数: 74
JuxtaPinch: exploring multi-device interaction in collocated photo sharing 并置:探索多设备在并置照片共享中的交互作用
H. S. Nielsen, M. Olsen, M. Skov, J. Kjeldskov
Mobile HCI research has started to investigate multi-device interaction as we often have more devices at our immediate disposal. We present an application called JuxtaPinch that allows users to share photos while being collocated using several different devices, i.e. mobile phones and tablets, at the same time. JuxtaPinch use pinching to connect devices and it enables flexible physical positioning of devices and supports partial viewing of photos. Our evaluation showed that JuxtaPinch enabled participants to experience their own familiar photos in new ways known as defamiliarization. It further enabled participants to engage jointly in playful interaction with the photos and with each other. However, we also found that multiple device collocated photo sharing challenges aspects of synchronization and coordination.
移动HCI研究已经开始调查多设备交互,因为我们经常有更多的设备可以直接使用。我们提供了一个名为并置inch的应用程序,它允许用户在同时使用几个不同的设备(即手机和平板电脑)并置照片时共享照片。并置inch使用挤压连接设备,它使设备的物理定位灵活,并支持部分查看照片。我们的评估显示,并并inch使参与者能够以一种新的方式体验他们熟悉的照片,这种方式被称为陌生感。它进一步使参与者能够共同参与与照片和彼此之间的有趣互动。然而,我们也发现,多设备并存的照片共享挑战了同步和协调方面的问题。
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引用次数: 39
Speech-based interaction: myths, challenges, and opportunities 基于语音的交互:神话、挑战和机遇
Cosmin Munteanu, Gerald Penn
Human-Computer Interaction (HCI) research has for long been dedicated to better and more naturally facilitating information transfer between humans and machines. Unfortunately, humans' most natural form of communication, speech, is also one of the most difficult modalities to be understood by machines. This is largely due to speech being the highest-bandwidth communication channel we possess. As such, significant research efforts, from engineering, to linguistic, and to cognitive sciences, have been spent during the past several decades on improving machines' ability to understand speech. Yet, the MobileHCI community (and HCI in general) has been relatively timid in embracing this modality as a central focus of research. This can be attributed in part to the relatively discouraging levels of accuracy in understanding speech, in contrast with often-unfounded claims of success from industry, but also to the intrinsic difficulty of designing and especially evaluating speech and natural language interfaces. The goal of this course is to inform the MobileHCI community of the current state of speech and natural language research, to dispel some of the myths surrounding speech-based interaction, as well as to provide an opportunity for researchers and practitioners to learn more about how speech recognition and speech synthesis work, what are their limitations, and how they could be used to enhance current interaction paradigms. Through this, we hope that MobileHCI researchers and practitioners will learn how to combine recent advances in speech processing with user-centred principles in designing more usable and useful speech-based interactive systems.
长期以来,人机交互(HCI)研究一直致力于更好、更自然地促进人与机器之间的信息传递。不幸的是,人类最自然的交流方式——语言,也是机器最难理解的方式之一。这主要是因为语音是我们拥有的最高带宽的交流渠道。因此,在过去的几十年里,从工程学、语言学到认知科学,大量的研究工作都花在了提高机器理解语音的能力上。然而,MobileHCI社区(以及一般的HCI)在将这种模式作为研究的中心焦点方面相对胆怯。这在一定程度上可以归因于理解语音的准确性相对较低,这与工业界经常毫无根据的成功主张形成了对比,但也与设计,特别是评估语音和自然语言界面的内在困难有关。本课程的目标是向MobileHCI社区介绍语音和自然语言研究的现状,消除围绕基于语音的交互的一些神话,并为研究人员和从业者提供机会,了解更多关于语音识别和语音合成如何工作,它们的局限性是什么,以及如何使用它们来增强当前的交互范式。通过这个项目,我们希望MobileHCI的研究人员和实践者能够学习如何将语音处理的最新进展与以用户为中心的原则结合起来,设计出更实用、更有用的基于语音的交互系统。
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引用次数: 2
Exploring smartphone-based interaction with overview+detail interfaces on 3D public displays 探索基于智能手机的交互与概述+详细界面的3D公共显示器
Louis-Pierre Bergé, M. Serrano, G. Perelman, E. Dubois
As public displays integrate 3D content, Overview+Detail (O+D) interfaces on mobile devices will allow for a personal 3D exploration of the public display. In this paper we study the properties of mobile-based interaction with O+D interfaces on 3D public displays. We evaluate three types of existing interaction techniques for the 3D translation of the Detail view: touchscreen input, mid-air movement of the mobile device (Mid-Air Phone) and mid-air movement of the hand around the device (Mid-Air Hand). In a first experiment, we compare the performance and user preference of these three types of techniques with previous training. In a second experiment, we study how well the two mid-air techniques perform with no training or human help to imitate usual conditions in public context. Results reveal that Mid-Air Phone and Hand perform best with training. However, without training or human help Mid-Air Phone is more intuitive and performs better on the first trial. Interestingly, on both experiments users preferred Mid-Air Hand. We conclude with a discussion on the use of mobile devices to interact with public O+D interfaces.
由于公共展示集成了3D内容,移动设备上的概览+细节(O+D)界面将允许个人对公共展示进行3D探索。在本文中,我们研究了基于移动的与3D公共显示器上的O+D接口的交互特性。我们评估了三种用于细节视图3D转换的现有交互技术:触摸屏输入、移动设备的空中移动(mid-air Phone)和围绕设备的手的空中移动(mid-air hand)。在第一个实验中,我们将这三种技术的性能和用户偏好与之前的训练进行比较。在第二个实验中,我们研究了两种空中技术在没有训练或人类帮助的情况下在公共环境中模仿通常情况的表现。结果显示,经过训练,“空中电话”和“手”表现最好。然而,在没有培训或人工帮助的情况下,Mid-Air Phone更直观,在第一次试用时表现更好。有趣的是,在两个实验中,用户都更喜欢Mid-Air Hand。最后,我们讨论了如何使用移动设备与公共O+D接口进行交互。
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引用次数: 42
The realization of new virtual forest experience environment through PDA 通过PDA实现新的虚拟森林体验环境
Kana Muramatsu, H. Kobayashi, Junya Okuno, Akio Fujiwara, Kazuhiko W. Nakamura, Kaoru Saito
Currently, human-computer interaction (HCI) is primarily focused on human-centric interactions; however, people experience many nonhuman-centric interactions during the course of a day. Interactions with nature, such as the experience of walking through a forest or unexpected encounter with wildlife, can imprint the beauty of nature in our memories. In this context, the present paper considers an experimental interface of such nonhuman interface for various PDA application designs through an imaginable interaction with nature. A virtual forest experience environment on PDA is made more realistic through two subsystems: "Panorama-viewer of forest" and "Remote animal sensing". The former is an application by which users can look out over the forest landscape in all directions with gyro-sensor inside PDA. The latter is a virtual system allowing users living in remote urban areas to experience interaction with wild deer in a forest virtually in real time. This novel design means that users can realize a forest experience through the PDA in their hands.
目前,人机交互(HCI)主要集中在以人为中心的交互;然而,人们在一天的过程中会经历许多非以人为中心的互动。与自然的互动,比如在森林中漫步的经历或与野生动物的意外相遇,可以在我们的记忆中留下自然之美。在这种背景下,本文考虑了通过与自然的想象交互,为各种PDA应用程序设计这种非人类界面的实验界面。通过“森林全景观赏者”和“动物遥感”两个子系统,使PDA上的虚拟森林体验环境更加逼真。前者是通过PDA内置的陀螺仪传感器,可以全方位眺望森林景观的应用程序。后者是一个虚拟系统,允许居住在偏远城市地区的用户虚拟实时体验与森林中的野鹿互动。这种新颖的设计意味着用户可以通过手中的PDA实现森林体验。
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引用次数: 4
An in-situ study of mobile phone notifications 手机通知的现场研究
M. Pielot, K. Church, Rodrigo de Oliveira
Notifications on mobile phones alert users about new messages, emails, social network updates, and other events. However, little is understood about the nature and effect of such notifications on the daily lives of mobile users. We report from a one-week, in-situ study involving 15 mobile phones users, where we collected real-world notifications through a smartphone logging application alongside subjective perceptions of those notifications through an online diary. We found that our participants had to deal with 63.5 notifications on average per day, mostly from messengers and email. Whether the phone is in silent mode or not, notifications were typically viewed within minutes. Social pressure in personal communication was amongst the main reasons given. While an increasing number of notifications was associated with an increase in negative emotions, receiving more messages and social network updates also made our participants feel more connected with others. Our findings imply that avoiding interruptions from notifications may be viable for professional communication, while in personal communication, approaches should focus on managing expectations.
手机上的通知提醒用户有关新消息、电子邮件、社交网络更新和其他事件。然而,人们对此类通知的性质和对移动用户日常生活的影响知之甚少。我们报告了一项为期一周的现场研究,涉及15名手机用户,我们通过智能手机日志应用程序收集了真实世界的通知,并通过在线日记收集了这些通知的主观感受。我们发现我们的参与者平均每天要处理63.5个通知,主要来自信使和电子邮件。无论手机是否处于静音模式,通知通常在几分钟内就能看完。个人沟通中的社会压力是主要原因之一。虽然越来越多的通知与负面情绪的增加有关,但接收更多的信息和社交网络更新也使我们的参与者感到与他人的联系更紧密。我们的研究结果表明,在专业沟通中,避免通知干扰可能是可行的,而在个人沟通中,方法应侧重于管理期望。
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引用次数: 304
Interaction for reading comprehension on mobile devices 移动设备上的阅读理解交互
Rafael Veras, Erik Paluka, Meng-Wei Chang, Vivian Tsang, F. Shein, C. Collins
This paper introduces a touch-based reading interface for tablets designed to support vocabulary acquisition, text comprehension, and reduction of reading anxiety. Touch interaction is leveraged to allow direct replacement of words with synonyms, easy access to word definitions and seamless dialogue with a personalized model of the reader's vocabulary. We discuss how fluid interaction and direct manipulation coupled with natural language processing can help address the reading needs of audiences such as school-age children and English as Second Language learners.
本文介绍了一种基于触摸的平板电脑阅读界面,旨在支持词汇习得、文本理解和减少阅读焦虑。触摸交互的杠杆作用,允许与同义词直接替换单词,轻松访问单词的定义和无缝对话的个性化模型的读者的词汇。我们讨论了流体交互和直接操作与自然语言处理相结合如何帮助满足学龄儿童和英语作为第二语言学习者等受众的阅读需求。
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引用次数: 6
Comparing evaluation methods for encumbrance and walking on interaction with touchscreen mobile devices 比较与触屏移动设备交互时的妨害和行走评价方法
Alexander Ng, John Williamson, S. Brewster
In this paper, two walking evaluation methods were compared to evaluate the effects of encumbrance while the preferred walking speed (PWS) is controlled. Users frequently carry cumbersome objects (e.g. shopping bags) and use mobile devices at the same time which can cause interaction difficulties and erroneous input. The two methods used to control the PWS were: walking on a treadmill and walking around a predefined route on the ground while following a pacesetter. The results from our target acquisition experiment showed that for ground walking at 100% of PWS, accuracy dropped to 36% when carrying a bag in the dominant hand while accuracy reduced to 34% for holding a box under the dominant arm. We also discuss the advantages and limitations of each evaluation method when examining encumbrance and suggest treadmill walking is not the most suitable approach to use if walking speed is an important factor in future mobile studies.
在控制首选步行速度(PWS)的情况下,比较了两种步行评估方法对累赘的影响。用户经常携带笨重的物品(例如购物袋),同时使用移动设备,这会造成交互困难和错误输入。用于控制PWS的两种方法是:在跑步机上行走和在地面上沿着预定的路线行走,同时跟随一名领跑者。我们的目标获取实验结果表明,在100% PWS的情况下,在地面行走时,主手拿袋子的准确率降至36%,而主臂拿盒子的准确率降至34%。我们还讨论了在检查累赘时每种评估方法的优点和局限性,并建议如果步行速度是未来移动研究的重要因素,那么跑步机步行不是最合适的方法。
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引用次数: 25
Mobile experience lab: body editing 移动体验实验室:身体编辑
Stephen Surlin, Paula Gardner
Body Editing is an interactive installation that combines depth sensing (Kinect 3D camera), biometric sensors, musical performance and abstract drawing software to create a mobile wireless interface that sonically and graphically represents the user's motion in space. The wireless nature of this gesture-controlled interface is an explicit attempt to create embodied experiences that encourages users to be more aware of their body through movement and audio/visual feedback and less focused on technological augmentation.
“身体编辑”是一种互动装置,它结合了深度传感(Kinect 3D摄像头)、生物识别传感器、音乐表演和抽象绘画软件,创造了一个移动无线界面,以声音和图形方式代表用户在空间中的动作。这种手势控制界面的无线特性是一种明确的尝试,旨在创造具体化的体验,鼓励用户通过动作和音频/视觉反馈更多地意识到自己的身体,而不是专注于技术增强。
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引用次数: 0
CoSMiC: designing a mobile crowd-sourced collaborative application to find a missing child in situ CoSMiC:设计一个移动众包协作应用程序,在现场寻找失踪儿童
Hyojeong Shin, Taiwoo Park, Seungwoo Kang, Bupjae Lee, Junehwa Song, Yohan Chon, H. Cha
Finding a missing child is an important problem concerning not only parents but also our society. It is essential and natural to use serendipitous clues from neighbors for finding a missing child. In this paper, we explore a new architecture of crowd collaboration to expedite this mission-critical process and propose a crowd-sourced cooperative mobile application, CoSMiC. It helps parents find their missing child quickly on the spot before he or she completely disappears. A key idea lies in constructing the location history of a child via crowd participation, thereby leading parents to their child easily and quickly. We implement a prototype application and conduct extensive user studies to assess the design of the application and investigate its potential for practical use.
寻找失踪儿童是一个重要的问题,不仅关系到父母,而且关系到我们的社会。利用邻居的偶然线索寻找失踪的孩子是必要和自然的。在本文中,我们探索了一种新的群体协作架构,以加快这一关键任务过程,并提出了一个众包协作移动应用程序CoSMiC。它可以帮助父母在孩子完全消失之前迅速找到他们失踪的孩子。一个关键的想法是通过人群参与来构建孩子的位置历史,从而使父母能够轻松快速地找到孩子。我们实现了一个原型应用程序,并进行了广泛的用户研究,以评估应用程序的设计,并调查其实际使用的潜力。
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引用次数: 18
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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