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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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BoD taps: an improved back-of-device authentication technique on smartphones BoD点击:智能手机上改进的设备后端认证技术
Luis A. Leiva, A. Catalá
Previous work in the literature has shown that back-of-device (BoD) authentication is significantly more secure than standard front-facing approaches. However, the only BoD method available to date (Bod Shapes) is difficult to perform, especially with one hand. In this paper we propose Bod Taps, a novel approach that simplifies BoD authentication while improving its usage. A controlled evaluation with 12 users 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 than Bod Shapes. Moreover, Bod Taps is perceived as being more usable and less frustrating than Bod Shapes, either using one or two hands.
以前的文献研究表明,设备后端(BoD)认证比标准的前端方法要安全得多。然而,迄今为止唯一可用的BoD方法(BoD Shapes)很难执行,特别是单手操作。在本文中,我们提出了一种新的按需认证方法,该方法在简化按需认证的同时改进了按需认证的使用。一项针对12名用户的受控评估显示,Bod Taps和Bod Shapes在解锁设备方面表现同样出色,但Bod Taps让用户输入密码的速度比Bod Shapes快两倍。此外,玩家认为“身体敲击”比“身体形状”更实用,也不那么令人沮丧,因为它可以用一只手或两只手操作。
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引用次数: 15
Towards usable and acceptable above-device interactions 朝向可用和可接受的设备上交互
Euan Freeman, S. Brewster, V. Lantz
Gestures above a mobile phone would let users interact with their devices quickly and easily from a distance. While both researchers and smartphone manufacturers develop new gesture sensing technologies, little is known about how best to design these gestures and interaction techniques. Our research looks at creating usable and socially acceptable above-device interaction techniques. We present an initial gesture collection, a preliminary evaluation of these gestures and some design recommendations. Our findings identify interesting areas for future research and will help designers create better gesture interfaces.
手机上方的手势可以让用户在远处快速方便地与设备进行交互。虽然研究人员和智能手机制造商都在开发新的手势感应技术,但人们对如何最好地设计这些手势和交互技术知之甚少。我们的研究着眼于创造可用且社会可接受的设备上交互技术。我们提出了一个初始的手势集合,这些手势的初步评估和一些设计建议。我们的发现为未来的研究指明了有趣的领域,并将帮助设计师创造更好的手势界面。
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引用次数: 15
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
A long-term field study on the adoption of smartphones by children in panama 关于巴拿马儿童采用智能手机的长期实地研究
Elba del Carmen Valderrama Bahamóndez, Bastian Pfleging, N. Henze, A. Schmidt
Computing technology is currently adopted in emerging countries. Especially mobile phones and smart phones become widely used - with a much higher penetration than traditional computers. In our work we investigate how computing technologies and particularly mobile devices can support education. While previous work focused on controlled experiments, in this paper we present the results of a 20 weeks long study of mobile phone usage in an emerging region. Our aim was not only to investigate how the phones are used for education but also to learn how they are adopted by children in daily life. By logging screenshots, we used an unsupervised approach that allowed to unobtrusively observe usage patterns without the presence of researchers. Instead of offering tailored teaching applications, we used general-purpose applications to support teaching and found that the phone itself was an empowering technology similar to pen and paper. Based on a detailed analysis of actual use in a natural setting, we derived a set of typical use cases for mobile phones in education and describe how they change learning. From in-depth interviews with a teacher, selected guardians and pupils we show that introducing mobiles phones has great potential for supporting education in emerging regions.
计算技术目前在新兴国家被采用。特别是移动电话和智能电话变得广泛使用-其渗透率远远高于传统电脑。在我们的工作中,我们研究计算技术,特别是移动设备如何支持教育。虽然以前的工作主要集中在控制实验上,但在本文中,我们介绍了一个新兴地区长达20周的手机使用研究的结果。我们的目的不仅是调查手机是如何用于教育的,而且还了解孩子们在日常生活中是如何使用手机的。通过记录屏幕截图,我们使用了一种无监督的方法,允许在没有研究人员在场的情况下不显眼地观察使用模式。我们没有提供量身定制的教学应用程序,而是使用通用应用程序来支持教学,并发现手机本身就是一种类似于笔和纸的赋权技术。基于对自然环境中实际使用情况的详细分析,我们得出了一组手机在教育中的典型用例,并描述了它们如何改变学习。通过对一位教师、部分监护人和学生的深入采访,我们发现,在新兴地区,引入手机对支持教育具有巨大潜力。
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引用次数: 14
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
Keep an eye on your photos: automatic image tagging on mobile devices 留意你的照片:移动设备上的自动图像标签
Nina Runge, Dirk Wenig, R. Malaka
In this paper we present how to tag images automatically based on the image and sensor data from a mobile device. We developed a system that computes low-level tags using the image itself and meta data. Based on these tags and previous user tags we learn high-level tags. With a client-server-implementation we source out computational expensive algorithms to recommend the tags as fast as possible. We show what are the best feature extraction methods in combination with a machine learning technique to recommend good tags.
本文介绍了如何基于移动设备的图像和传感器数据自动标记图像。我们开发了一个系统,使用图像本身和元数据计算低级标签。基于这些标签和以前的用户标签,我们学习高级标签。使用客户机-服务器实现时,我们会外包计算成本高昂的算法来尽可能快地推荐标签。我们展示了结合机器学习技术推荐好的标签的最佳特征提取方法。
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引用次数: 4
Phonorama: mobile spatial navigation by directional stereophony 声道:通过定向立体声的移动空间导航
Michael Markert, Jens Heitjohann, Jens Geelhaar
Phonorama is a sonar-like mobile application that uses audio hotspots bound to specific geo-locations. Decreasing the distance to the audio source increases the volume. The addition of direction indicators enable rich and immediate, immersive audio-only spatial explorations: The direction of the audio hotspot source relative to the user's location is represented by a realtime stereo-panning (Directional Stereophony). If the audio source is left of the user, the volume on the left headphone speaker is louder than the volume on the right speaker. While the software has been created for audio guides in the context of media arts, it might be useful for all kinds of acoustic navigations, e.g. information hotspots in museums and public space, navigational aid, assistive technologies, social networking or localized advertisements.
Phonorama是一个类似声纳的移动应用程序,它使用绑定到特定地理位置的音频热点。减小到音源的距离会增加音量。方向指示器的添加使丰富而直接的沉浸式音频空间探索成为可能:音频热点源相对于用户位置的方向通过实时立体声平移(Directional Stereophony)来表示。如果音频源在用户的左侧,则左侧耳机扬声器的音量比右侧扬声器的音量大。虽然该软件是为媒体艺术背景下的音频导览而开发的,但它可能适用于各种声音导航,例如博物馆和公共空间的信息热点、导航辅助、辅助技术、社交网络或本地化广告。
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引用次数: 0
Collective mobile interaction in urban spaces 城市空间中的集体移动互动
Amahl Hazelton
Amahl Hazelton works at the convergence of art, event entertainment, architecture, urban design and digital technology. With a Masters degree in Urban Planning from McGill University, he is interested in new kinds of urban place-making defined as much by digital technology and experience as by physical form. Inspiring urban gatherings, the technology / city interfaces that he directs cross technical boundaries, integrating massive urban projections with smart handset based control systems. X-Agora by Moment Factory is a scalable, connected, real time media management and playback system that can integrate motion sensors, video screens, and projectors with smartphone sensors, multi media tools and data sources.
Amahl Hazelton致力于艺术、活动娱乐、建筑、城市设计和数字技术的融合。拥有麦吉尔大学(McGill University)城市规划硕士学位的他,对由数字技术和体验以及物理形式定义的新型城市场所制造感兴趣。鼓舞人心的城市聚会,他指导的技术/城市界面跨越技术界限,将大规模的城市投影与基于智能手机的控制系统集成在一起。X-Agora是一个可扩展的,连接的,实时的媒体管理和播放系统,可以集成运动传感器,视频屏幕,投影仪与智能手机传感器,多媒体工具和数据源。
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引用次数: 0
Experimenting on the cognitive walkthrough with users 对用户进行认知演练试验
Wallace P. Lira, Renato Ferreira, C. D. Souza, S. R. Carvalho
This paper presents a case study aiming to investigate which variant of the Think-Aloud Protocol (i.e., the Concurrent Think-Aloud and the Retrospective Think-Aloud) better integrates with the Cognitive Walkthrough with Users. To this end we performed a case study that involved twelve users and one usability evaluator. Usability problems uncovered by each method were evaluated to help us understand the strengths and weaknesses of the studied usability testing methods. The results suggest that 1) the Cognitive Walkthrough with Users integrates equally well with both the Think-Aloud Protocol variants; 2) the Retrospective Think-Aloud find more usability problems and 3) the Concurrent Think-Aloud is slightly faster to perform and was more cost effective. However, this is only one case study, and further research is needed to verify if the results are actually statistically significant.
本文提出了一个案例研究,旨在研究哪种类型的有声思考协议(即并发有声思考和回顾性有声思考)能更好地与用户认知演练相结合。为此,我们进行了一个案例研究,涉及12个用户和一个可用性评估员。对每种方法发现的可用性问题进行了评估,以帮助我们了解所研究的可用性测试方法的优缺点。结果表明:1)与用户一起的认知演练与两种有声思考协议变体的集成效果相同;2)回顾性思考方法发现了更多的可用性问题,3)并发思考方法的执行速度略快,成本效益更高。然而,这只是一个案例研究,需要进一步的研究来验证结果是否具有统计学意义。
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引用次数: 12
GUIDES: a graphical user identifier scheme using sketching for mobile web-services 指南:一种用于移动网络服务的图形用户标识方案
Yusuke Matsuno, Hung-Hsuan Huang, Yu Fang, K. Kawagoe
In this paper, a novel graphical user identifier scheme for web-based mobile services. Despite a rapid progress in biological authentication technologies for user identification, the traditional text-based UserID-and-password scheme has still widely been used even for mobile web-services. In the mobile usage, a virtual keyboard is difficult to use for input texts, which causes much time to input a text. To decrease the difficulty, GUIDES (Graphical User IDEntifier using Sketching) is proposed in this paper. With GUIDES, a user can input its user identifier, called GUID (Graphical User ID), by drawing a sketch on a mobile touchscreen device. From our experiments, it is concluded that GUIDES can enable a user input his/her User-ID more efficiently and remember it more, compared with the text-based user-id scheme.
本文提出了一种新的基于web的移动服务图形用户标识方案。尽管用于用户身份识别的生物认证技术发展迅速,传统的基于文本的用户名和密码方案仍然被广泛使用,甚至在移动web服务中。在手机使用中,虚拟键盘难以用于文本输入,导致输入时间长。为了降低难度,本文提出了基于草图的图形用户标识符(GUIDES)。使用GUIDES,用户可以通过在移动触摸屏设备上绘制草图来输入其用户标识符GUID(图形用户ID)。实验结果表明,与基于文本的user-id方案相比,GUIDES方案可以使用户更高效地输入和记忆自己的user-id。
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引用次数: 2
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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