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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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Identity, identification and identifiability: the language of self-presentation on a location-based mobile dating app 身份、识别和可识别性:一款基于位置的移动约会应用的自我呈现语言
Jeremy P. Birnholtz, Colin Fitzpatrick, M. Handel, Jed R. Brubaker
Location-aware mobile applications have become extremely common, with a recent wave of mobile dating applications that provide relatively sparse profiles to connect nearby individuals who may not know each other for immediate social or sexual encounters. These applications have become particularly popular among men who have sex with men (MSM) and raise a range of questions about self-presentation, visibility to others, and impression formation, as traditional geographic boundaries and social circles are crossed. In this paper we address two key questions around how people manage potentially stigmatized identities in using these apps and what types of information they use to self-present in the absence of a detailed profile or rich social cues. To do so, we draw on profile data observed in twelve locations on Grindr, a location-aware social application for MSM. Results suggest clear use of language to manage stigma associated with casual sex, and that users draw regularly on location information and other descriptive language to present concisely to others nearby.
位置感知移动应用程序已经变得非常普遍,最近一波移动约会应用程序提供相对稀疏的个人资料,将附近可能不认识的人联系起来,进行即时的社交或性接触。这些应用程序在男男性行为者(MSM)中特别流行,随着传统地理界限和社交圈的跨越,这些应用程序引发了一系列关于自我展示、对他人可见性和印象形成的问题。在本文中,我们解决了两个关键问题,即人们如何在使用这些应用程序时管理潜在的污名化身份,以及在缺乏详细的个人资料或丰富的社交线索的情况下,他们使用什么类型的信息来自我呈现。为了做到这一点,我们利用了在Grindr上观察到的12个地点的个人资料数据,Grindr是一个针对男男性接触者的位置感知社交应用程序。研究结果表明,使用明确的语言来处理与随意性行为有关的耻辱,用户经常使用位置信息和其他描述性语言来简洁地向附近的其他人展示。
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引用次数: 122
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
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
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
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
Effective multimodal feedback for around-device interfaces 设备周围界面的有效多模态反馈
Euan Freeman
Around-device interaction lets people use their phones without having to pick them up or reach out and touch them. This allows interaction when touch may not be available; for example, users could gesture to interact with their phones while cooking, avoiding touching the screen with messy hands. Well-designed feedback helps users overcome uncertainty during gesture interaction, however giving effective feedback from small devices can be a challenge and detailed visual feedback will not always be suitable. My thesis research looks at how other types of feedback may be used effectively during around-device interaction to help users.
围绕设备的互动让人们不用拿起手机或伸手触摸就能使用手机。这允许在无法触摸时进行交互;例如,用户可以在做饭时用手势与手机互动,避免用凌乱的手触摸屏幕。设计良好的反馈可以帮助用户克服手势交互过程中的不确定性,然而,从小型设备上提供有效的反馈可能是一个挑战,详细的视觉反馈并不总是合适的。我的论文研究着眼于如何在设备交互中有效地使用其他类型的反馈来帮助用户。
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引用次数: 0
Ergonomic characteristics of gestures for front- and back-of-tablets interaction with grasping hands 手势的前后平板电脑的人机工程学特征与抓握的手相互作用
Katrin Wolf, R. Schleicher, M. Rohs
The thumb and the fingers have different flexibility, and thus, gestures performed on the back of a held tablet are suggested to be different from ones performed on the touchscreen with the thumb of grasping hands. APIs for back-of-device gesture detection should consider that difference. In a user study, we recorded vectors for the four most common touch gestures. We found that drag, swipe, and press gestures are significantly differently when executed on the back versus on the front side of a held tablet. Corresponding values are provided that may be used to define gesture detection thresholds for back-of-tablet interaction.
由于拇指和其他手指的柔韧性不同,因此在手持平板电脑的背面所做的手势与在触摸屏上用抓握手的拇指所做的手势是不同的。设备后端手势检测的api应该考虑到这种差异。在一项用户研究中,我们记录了四种最常见的触摸手势的向量。我们发现,在手持平板电脑的背面和正面执行拖动、滑动和按压手势时,它们有着显著的不同。所提供的相应值可用于定义平板电脑背面交互的手势检测阈值。
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引用次数: 15
Toffee: enabling ad hoc, around-device interaction with acoustic time-of-arrival correlation 太妃糖:启用特设,围绕设备交互与声学到达时间相关
R. Xiao, G. Lew, James Marsanico, Divya Hariharan, S. Hudson, Chris Harrison
The simple fact that human fingers are large and mobile devices are small has led to the perennial issue of limited surface area for touch-based interactive tasks. In response, we have developed Toffee, a sensing approach that extends touch interaction beyond the small confines of a mobile device and onto ad hoc adjacent surfaces, most notably tabletops. This is achieved using a novel application of acoustic time differences of arrival (TDOA) correlation. Previous time-of-arrival based systems have required semi-permanent instrumentation of the surface and were too large for use in mobile devices. Our approach requires only a hard tabletop and gravity -- the latter acoustically couples mobile devices to surfaces. We conducted an evaluation, which shows that Toffee can accurately resolve the bearings of touch events (mean error of 4.3° with a laptop prototype). This enables radial interactions in an area many times larger than a mobile device; for example, virtual buttons that lie above, below and to the left and right.
人类的手指很大,而移动设备很小,这一简单的事实导致了基于触摸的交互任务的表面面积有限的长期问题。作为回应,我们开发了Toffee,这是一种传感方法,将触摸交互扩展到移动设备的小范围之外,并扩展到特定的相邻表面,尤其是桌面。这是通过声学到达时间差(TDOA)相关的新应用实现的。以前基于到达时间的系统需要半永久性的地面仪器,并且对于移动设备来说太大了。我们的方法只需要一个坚硬的桌面和重力——后者在声音上将移动设备连接到表面。我们进行了评估,结果表明Toffee可以准确地解析触摸事件的方位(笔记本电脑原型机的平均误差为4.3°)。这使得径向相互作用的区域比移动设备大很多倍;例如,位于上面、下面、左边和右边的虚拟按钮。
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引用次数: 69
期刊
MobileHCI : proceedings of the ... International Conference on Human Computer Interaction with Mobile Devices and Services. MobileHCI (Conference)
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