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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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Enhancing KLM (keystroke-level model) to fit touch screen mobile devices 增强KLM(击键级模型)以适应触摸屏移动设备
K. E. Batran, Mark D. Dunlop
This PVA-shortpaper introduces an enhancement to the Keystroke-Level Model (KLM) by extending it with three new operators to describe interactions on mobile touchscreen devices. Based on Fitts's Law we modelled a performance measure estimate equation for each common touch screen interaction. Three prototypes were developed to serve as a test environment in which to validate Fitts's equations and estimate the parameters for these interactions. A total of 3090 observations were made with a total of 51 users. While the studies confirmed each interaction fitted well to Fitts's Law for most interactions, it was noticed that Fitts's Law does not fit well for interactions with an Index of Difficulty exceeding 4 bits, highlighting a possible maximum comfortable stretch. Based on results, the following approximate movement times for KLM are suggested: 70ms for a short untargeted swipe, 200ms for a half-screen sized zoom, and 80ms for an icon pointing from a home position. These results could be used by developers of mobile phone and tablet applications to describe tasks as a sequence of the operators used and to predict user interaction times prior to creating prototypes.
这篇pva短文介绍了按键水平模型(KLM)的增强,通过扩展三个新的操作符来描述移动触摸屏设备上的交互。基于菲茨定律,我们为每个常见的触摸屏交互建立了一个性能测量估计方程。开发了三个原型作为测试环境,用于验证菲茨方程并估计这些相互作用的参数。共有51名用户进行了3090次观察。虽然研究证实,对于大多数互动来说,每个互动都很好地符合菲茨定律,但值得注意的是,菲茨定律不适用于难度指数超过4位的互动,这突出了可能的最大舒适拉伸。根据结果,建议KLM的大致移动时间如下:短暂的非目标滑动用时70毫秒,半屏幕大小的缩放用时200毫秒,从主位置指向图标用时80毫秒。这些结果可以被手机和平板电脑应用程序的开发人员用来描述任务,作为使用的操作序列,并在创建原型之前预测用户交互时间。
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引用次数: 36
Enhancing self-reflection with wearable sensors 利用可穿戴传感器增强自我反射
Genovefa Kefalidou, A. Skatova, Michael A. Brown, Victoria Shipp, J. Pinchin, P. Kelly, A. Dix, Xu Sun
Advances in ubiquitous technologies have changed the way humans interact with the world around them. Technology has the power not only to inform and perform but also to further peoples' experiences of the world. It has enhanced the methodological approaches within the CHI research realm in terms of data gathering (e.g. via wearable sensors) and sharing (e.g. via self-reflection methods). While such methodologies have been mainly adopted in isolation, exploring the implications and the synergy of them has yet to be fully explored. This workshop brings together a multidisciplinary group of researchers to explore and experience the use of wearable sensors with self-reflection as a multi-method approach to conduct research and fully experience the world on-the-go.
无处不在的技术进步改变了人类与周围世界互动的方式。技术不仅能提供信息和发挥作用,还能增进人们对世界的体验。它在数据收集(例如通过可穿戴传感器)和共享(例如通过自我反思方法)方面增强了CHI研究领域的方法方法。虽然这些方法主要是单独采用的,但尚未充分探讨它们的影响和协同作用。本次研讨会汇集了多学科的研究人员,探索和体验可穿戴传感器与自我反射的使用,作为一种多方法的方法来进行研究并充分体验移动中的世界。
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引用次数: 11
Investigating the effectiveness of peephole interaction for smartwatches in a map navigation task 研究智能手表在地图导航任务中窥视孔交互的有效性
Frederic Kerber, A. Krüger, Markus Löchtefeld
With the increasing availability of smartwatches the question of suited input modalities arises. While direct touch input comes at the cost of the fat-finger problem, we propose to use a dynamic peephole to explore larger content such as websites or maps. In this paper, we present the results of a user study comparing the performance of static and dynamic peephole interactions for a map navigation task on a smartwatch display. As a first method, we investigated the static peephole methaphor where the displayed map is moved on the device via direct touch interaction. In contrast, for the second method - the dynamic peephole - the device is moved and the map is static with respect to an external frame of reference. We compared both methods in terms of task performance and perceived user experience. The results show that the dynamic peephole interaction performs significantly more slowly in terms of task completion time.
随着智能手表的日益普及,合适的输入方式问题也随之出现。虽然直接触摸输入的代价是肥胖的手指问题,但我们建议使用动态窥视孔来探索更大的内容,如网站或地图。在本文中,我们展示了一项用户研究的结果,比较了智能手表显示器上地图导航任务的静态和动态窥视孔交互的性能。作为第一种方法,我们研究了静态窥视孔隐喻,其中显示的地图通过直接触摸交互在设备上移动。相比之下,对于第二种方法- -动态窥视孔- -设备是移动的,而地图相对于外部参考框架是静态的。我们在任务性能和感知用户体验方面比较了这两种方法。结果表明,动态窥视孔交互在任务完成时间上明显慢于动态窥视孔交互。
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引用次数: 36
Field evaluation of a camera-based mobile health system in low-resource settings 低资源环境下基于摄像头的移动卫生系统的现场评价
Nicola Dell, Ian Francis, H. Sheppard, R. Simbi, G. Borriello
The worldwide adoption of mobile devices presents an opportunity to build mobile systems to support health workers in low-resource settings. This paper presents an in-depth field evaluation of a mobile system that uses a smartphone's built-in camera and computer vision to capture and analyze diagnostic tests for infectious diseases. We describe how health workers integrate the system into their daily clinical workflow and detail important differences in system usage between small clinics and large hospitals that could inform the design of future mobile health systems. We also describe a variety of strategies that health workers developed to overcome poor network connectivity and transmit data to a central database. Finally, we show strong agreement between our system's computed diagnoses and trained health workers' visual diagnoses, which suggests that our system could aid disease diagnosis in a variety of scenarios. Our findings will help to guide ministries of health and other stakeholders working to deploy mobile health systems in similar environments.
在全球范围内采用移动设备为建立移动系统以支持资源匮乏环境中的卫生工作者提供了机会。本文介绍了一种移动系统的深入现场评估,该系统使用智能手机的内置摄像头和计算机视觉来捕捉和分析传染病的诊断测试。我们描述了卫生工作者如何将该系统集成到他们的日常临床工作流程中,并详细说明了小型诊所和大型医院在系统使用方面的重要差异,这些差异可以为未来移动卫生系统的设计提供信息。我们还描述了卫生工作者为克服网络连接不良和将数据传输到中央数据库而制定的各种策略。最后,我们展示了我们的系统的计算诊断和训练有素的卫生工作者的视觉诊断之间的强烈一致性,这表明我们的系统可以在各种情况下帮助疾病诊断。我们的研究结果将有助于指导卫生部和其他利益攸关方在类似环境中部署移动卫生系统。
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引用次数: 21
Wearable haptic gaming using vibrotactile arrays 使用振动触觉阵列的可穿戴触觉游戏
A. Tindale, M. Cumming, Hudson Pridham, Jessica Peter, S. Diamond
In this paper we explore the design, layout and configuration of wrist-wearable, haptic gaming interfaces, which involve visual and vibrotactile spatial and temporal patterns. Our goal is to determine overall layouts and spatial and temporal resolutions on the wrist suitable for interactive tactile stimuli. Our approach is to first explore the simplest of configurative patterns that are intended to encircle the wrist, and then study their affordances. We describe various informal user studies we have employed to explore and test issues that arose.
本文探讨了可穿戴式触觉游戏界面的设计、布局和配置,其中涉及视觉和振动触觉的空间和时间模式。我们的目标是确定手腕上适合交互式触觉刺激的整体布局和空间和时间分辨率。我们的方法是首先探索旨在环绕手腕的最简单的配置模式,然后研究它们的可视性。我们描述了我们用来探索和测试出现的问题的各种非正式的用户研究。
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引用次数: 1
ProactiveTasks: the short of mobile device use sessions 主动任务:缺少移动设备使用会话
Nikola Banovic, Christina Brant, Jennifer Mankoff, A. Dey
Mobile devices have become powerful ultra-portable personal computers supporting not only communication but also running a variety of complex, interactive applications. Because of the unique characteristics of mobile interaction, a better understanding of the time duration and context of mobile device uses could help to improve and streamline the user experience. In this paper, we first explore the anatomy of mobile device use and propose a classification of use based on duration and interaction type: glance, review, and engage. We then focus our investigation on short review interactions and identify opportunities for streamlining these mobile device uses through proactively suggesting short tasks to the user that go beyond simple application notifications. We evaluate the concept through a user evaluation of an interactive lock screen prototype, called ProactiveTasks. We use the findings from our study to create and explore the design space for proactively presenting tasks to the users. Our findings underline the need for a more nuanced set of interactions that support short mobile device uses, in particular review sessions.
移动设备已经成为强大的超便携个人计算机,不仅支持通信,而且还运行各种复杂的交互式应用程序。由于移动交互的独特特征,更好地理解移动设备使用的时间持续时间和上下文可以帮助改进和简化用户体验。在本文中,我们首先探讨了移动设备使用的解剖学,并提出了基于持续时间和交互类型的使用分类:浏览,审查和参与。然后,我们将调查重点放在简短的评论互动上,并通过主动向用户推荐简短的任务(而不是简单的应用程序通知)来确定简化这些移动设备使用的机会。我们通过用户对交互式锁屏原型(称为ProactiveTasks)的评估来评估这个概念。我们利用研究结果来创建和探索主动向用户呈现任务的设计空间。我们的研究结果强调,需要一套更细致的互动,以支持短时间的移动设备使用,特别是复习环节。
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引用次数: 81
Around-body interaction: sensing & interaction techniques for proprioception-enhanced input with mobile devices 全身交互:移动设备本体感觉增强输入的传感与交互技术
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison, Jennifer Mankoff, S. Hudson
The space around the body provides a large interaction volume that can allow for big interactions on small mobile devices. However, interaction techniques making use of this opportunity are underexplored, primarily focusing on distributing information in the space around the body. We demonstrate three types of around-body interaction including canvas, modal and context-aware interactions in six demonstration applications. We also present a sensing solution using standard smartphone hardware: a phone's front camera, accelerometer and inertia measurement units. Our solution allows a person to interact with a mobile device by holding and positioning it between a normal field of view and its vicinity around the body. By leveraging a user's proprioceptive sense, around-body Interaction opens a new input channel that enhances conventional interaction on a mobile device without requiring additional hardware.
身体周围的空间提供了很大的互动空间,可以在小型移动设备上进行大型互动。然而,利用这一机会的交互技术尚未得到充分探索,主要集中在身体周围空间的信息分发上。我们在六个演示应用程序中演示了三种类型的围绕体交互,包括画布,模态和上下文感知交互。我们还提出了一种使用标准智能手机硬件的传感解决方案:手机的前置摄像头、加速度计和惯性测量单元。我们的解决方案允许人们通过持有移动设备并将其定位在正常视野和身体周围的区域之间来与移动设备进行交互。通过利用用户的本体感觉,环绕体交互打开了一个新的输入通道,增强了移动设备上的传统交互,而不需要额外的硬件。
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引用次数: 21
Developing tactile feedback for wearable presentation: observations from using a participatory approach 开发可穿戴演示的触觉反馈:使用参与式方法的观察
Flynn Wolf, Ravi Kuber
In this paper, we describe a participatory-based approach to developing tactile feedback for a head-mounted device. Three focus groups iteratively designed and evaluated tactile interaction concepts for user-generated use-case scenarios. Results showed productive design insights from the groups regarding approaches to tactile coding schemes addressing the scenario conditions, as well as method-innovations to participatory design techniques for interaction development in unfamiliar sensory modalities such as touch. The study has culminated in the development of a library of tactile icons relating to spatial concepts, which will be tested as part of future work.
在本文中,我们描述了一种基于参与式的方法来开发头戴式设备的触觉反馈。三个焦点小组为用户生成的用例场景迭代设计和评估触觉交互概念。结果显示,研究小组在解决场景条件的触觉编码方案的方法上有了富有成效的设计见解,以及在不熟悉的感官模式(如触摸)中进行交互开发的参与式设计技术的方法创新。这项研究最终开发了一个与空间概念相关的触觉图标库,这将作为未来工作的一部分进行测试。
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引用次数: 3
Changed shape of key: an approach to enhance the performance of the soft keyboard 改变键的形状:一种提高软键盘性能的方法
Hsi-Jen Chen
Text entry using a soft keyboard on small mobile devices is difficult, one reason being that there is often an offset when typing. This essay presents a soft keyboard whose key shapes have been changed in order to avoid the problem of offset. An app and a usability test prove that this soft keyboard with a changed shape of the keys can increase words per minute and reduce the error rate. Another finding is that a large space between keys is preferred.
在小型移动设备上使用软键盘输入文本很困难,其中一个原因是在输入时经常有偏移。本文介绍了一种软键盘,它的键形被改变,以避免偏移的问题。应用程序和可用性测试证明,这种改变了键盘形状的软键盘可以提高每分钟的字数,降低错误率。另一个发现是键之间的大间距是首选。
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引用次数: 1
Urgent mobile tool for hearing impaired, language dysfunction and foreigners at emergency situation 紧急移动工具,为听力受损,语言障碍和外国人在紧急情况下
Naotsune Hosono, Hiromitsu Inoue, M. Nakanishi, Y. Tomita
This paper introduces a mobile application that allows deaf, language dysfunctioned, or non-native language users to report emergencies. An earlier version (booklet) was designed for hearing impaired person to be able to communicate with others without speaking. The current smart phone application allows calls to be made from a remote location. The screen transitions application follows the dialogue models used by emergency services. Users interact with the dialogues by tapping on icons or pictograms instead of using text messages. Evaluation by deaf people and a non-native speaker found that it was about three times quicker to report an emergency using this tool than it was by using text messages.
本文介绍了一个允许聋人、语言障碍或非母语用户报告紧急情况的移动应用程序。早期版本(小册子)是为听障人士设计的,使他们能够在不说话的情况下与他人交流。目前的智能手机应用程序允许从远程位置拨打电话。屏幕转换应用程序遵循紧急服务使用的对话模型。用户通过点击图标或象形图来与对话互动,而不是使用文本信息。聋哑人和非母语人士的评估发现,使用该工具报告紧急情况的速度比使用短信快三倍左右。
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引用次数: 6
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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