| New methods for conducting experiments with mobile systems and services in the field | | BIBAK | Full-Text | 167-170 | |
| Kasper Løvborg Jensen | |||
| The main aim of this PhD study is to develop new methods for conducting
field experiments to evaluate mobile systems and services. A framework is
proposed for automatic and remote capture and analysis of usage and contextual
data on the mobile devices. The paper presents and discusses the background,
motivation and research goals for the study as well as the main problems and
envisioned solutions. Also a brief status will be given including preliminary
results. Keywords: analysis, automated, context, data capture, evaluation, field experiments,
framework, mobile interaction, remote, usability | |||
| Use of formal computational models for designing intelligent mobile device interfaces | | BIBA | Full-Text | 171-173 | |
| Maria Vicente A. Bonto-Kane | |||
| This research examines the use of formal computational models to design intelligent device interfaces able to predict the function or application a user will use and automatically invoke this function. Computational models considered are Markov Chains, Markov Decision Process, Hidden Markov Model, Fuzzy Logic, and Bayesian Networks. Descriptive statistics obtained examine patterns of use on a mobile device. Usage profiles are modeled using the various computational models and verified with historical non-learning data. This computational model framework is then deployed in field/laboratory trials where predictions are made on what the next user operation will be. Probabilistic predictions made by Markov Chains and Markov Decision Process are compared with context classification predictions made by Hidden Markov Model, Fuzzy Logic and Bayesian Networks. During the field/laboratory trials, each instance of use is a learning trial and the probabilities are recalculated for the models. In the next experimental phase, model predictions result in the automated delivery of certain functions or user operations. The benefits of automation are assessed in terms of task performance data (ease, accuracy, and speed of task completion) and user perceived usability using a questionnaire. The costs off automation are also assessed in terms of the costs of choosing a different operation and reversing the automated operation. In the last experimental phase, the ability to "undo" an automated operation is given and delivery of the next most highly probably operation is given as well as the capacity to "undo" each time or to come out of the automated prompting altogether. The benefits of this type of automation are assessed in terms of user performance and perceived usability. Future directions for research discuss how formal models can be used to design intelligent, highly-automated device interfaces and how best to design the automation to work in the users best interests. | |||
| Pedestrian navigation systems: a showcase for deep personalization theory | | BIBAK | Full-Text | 174-177 | |
| Xiangkui Yao | |||
| There has been a rapid growth in navigation aids recently. However, no
meaningful personalization exists in these devices. Theories and pilot studies
show the importance of individual differences in designing pedestrian
navigation assistants. I take a Requirements Engineering (RE) perspective to
approach the personalization problem. Different from viewing users as a general
consumer group, I propose a "deep personalization" method that pays attention
to knowledge of an individual user's skills and limitations. In some cases,
these skills and limitations might not be self-aware, i.e., a user cannot
accurately self-reflect on his or her skills and weaknesses. In this paper, I
will demonstrate the notion of deep personalization in the domain of personal
navigation systems. I find this an interesting domain for several reasons: (1)
There is a domain theory of navigation skills that draws from both Cartography
and Psychology. (2) There are individual differences in navigation skills. (3)
An individual user may not be self-aware of his or her skills. (4) If a system
is delivered that does not match the skills of the user, it may be less than
effective, and at worst, abandoned. Keywords: assessment, assistive technology, deep personalization, individual
differences, navigation, requirements engineering, spatial abilities, virtual
reality | |||
| Xensible interruptions from your mobile phone | | BIBAK | Full-Text | 178-181 | |
| G. H. (Henri) ter Hofte | |||
| Mobile phones may interrupt in any place at any time. Using the SocioXensor
research tool on people's own mobile phones, we conducted an experience
sampling study to explore which context information predicts a person's
availability for a phone call, and which context information people wanted to
disclose to particular social relations. Like other studies, we found that a
small set of context information can help initiators of phone calls to improve
their ability to know when recipients are receptive to phone calls. We also
found that if we restrict the information to information recipients actually
want to disclose, which is only a small subset of all information, enough
context information is still available for initiators of phone calls to improve
their ability to know when recipients are receptive to phone calls. Keywords: ESM, SocioXensor, context-aware telephony, interruptions | |||
| A thermal information display for mobile applications | | BIBAK | Full-Text | 182-185 | |
| Reto Wettach; Christian Behrens; Adam Danielsson; Thomas Ness | |||
| In this paper, we investigate possibilities and limitations of temperature
change as a method for information display in mobile applications. While some
widespread and well-recognized haptic displays such as force-feedback often
trigger the user's immediate attention, we will focus on ambient strategies for
tactile information display, that is, the display of gradual state changes in
the user's periphery that do not unexpectedly interrupt her current tasks, but
builds on the mind's ability for subliminal perception of environmental change
instead [1, 2].
To this end, we present a series of prototypes of mobile devices that display ambient information by means of thermal change based on the thermo-electric effect [3]. In order to assess the expedience and feasibility of such a display, a series of user tests have been conducted with respect to both, the ability for thermal change recognition and a concrete application scenario for such a display. Keywords: ambient, display, haptic, mobile, thermal | |||
| Development and evaluation of multidimensional tactons for a wearable tactile display | | BIBAK | Full-Text | 186-189 | |
| Pierre Barralon; Ginna Ng; Guy Dumont; Stephan K. W. Schwarz; Mark Ansermino | |||
| We developed a novel wearable tactile display system as an alternative to
the visual and audio displays routinely used by anesthesiologists to monitor
patients in the operating room (OR). Visual displays and auditory alarms can be
distracting or insufficient in their alarm transmission whereas a tactile
display, which utilizes the sense of touch, can act as an effective conduit for
alert delivery. A sophisticated alarm scheme is essential to convey the complex
array of physiological information available in current monitoring systems;
therefore, to report all relevant alerts to the attending anesthesiologist, it
is essential that an augmenting or replacement display system be at least as
effective and efficacious as conventional systems. Using multidimensional
Tactons, we designed a tactile alert scheme consisting of 36 unique stimuli and
evaluated the accuracy and response time in stimuli recognition using a tactile
prototype worn as a belt. We observed an overall accuracy of 81% and a response
time of 4.8 seconds. 4.18 bits (18.07 tokens) of messages were successfully
communicated without loss of information. These results demonstrate that the
novel tactile display represents an effective and potentially
work-load-reducing method to convey vital information non-visually and
non-aurally. Keywords: abdomen, tactile display, tactile icons, tactons | |||
| Multi-context photo browsing on mobile devices based on tilt dynamics | | BIBAK | Full-Text | 190-197 | |
| Sung-Jung Cho; Roderick Murray-Smith; Yeun-Bae Kim | |||
| This paper presents a photo browsing system on mobile devices to browse and
search photos efficiently by tilting action. It employs tilt dynamics and a
multi-scale photo screen layout for enhancing the browsing and the search
capability respectively. The implementation uses continuous inputs from an
accelerometer, and a multimodal (visual, audio and vibrotactile) display
coupled with the states of this model. The model is based on a simple physical
model, with its characteristics shaped to enhance controllability. The
multi-scale layout holds both local and global view for users to both control
photos and look at the surrounding context in a single framework. The
experiment on Samsung MITs PDA used seven novice users browsing from 100
photos. We compare a tilt-based interaction method with a button-based browser
and an iPod wheel by a quantitative usability criteria and subjective
experience. The proposed tilt dynamics improves the usability over conventional
dynamics. The iPod wheel has mixed performance comparing worse on some metrics
than button pushing or tilt interaction, despite its commercial popularity. Keywords: accelerometer, mobile interaction, motion-based interaction, multi-scale
view, photo browsing, tilt dynamics | |||
| Mobile support for communities of interest: design and implementation of Community2Go | | BIBAK | Full-Text | 198-205 | |
| Simone Braun; Wolfgang Gräther | |||
| In this paper we present Community2Go, a community portal for mobile devices
with small displays. Community2Go offers relevant functions for social
interaction and access to Communities of Interest (CoIs) set up by the FIT
community toolbar. Thus, Community2Go bridges the gap between desktop
functionality and mobile needs. We present the design, functionality and
evaluation of Community2Go. Keywords: Community2Go, communities of interest, mobile communities, mobile support | |||
| mCell: platform independent communication for small groups | | BIBAK | Full-Text | 206-213 | |
| Merja Haveri; Jan Blom; Jyri Virtanen; Mikko Tarkiainen; Jonna Häkkilä | |||
| In this paper, we describe the development and experiences with a mobile
group communication application, mCell, that runs on a mobile phone. We present
the underlying design implications, the application implementation, and a user
study, where three groups used the application for one month. The findings of
the user study reveal general user experiences with the application and show
different patterns of usage depending on the social setting of the group, and
how the preferred features vary accordingly. Keywords: CSCW, human-computer interaction, mobile devices, user studies | |||
| Gait alignment in mobile phone conversations | | BIBAK | Full-Text | 214-221 | |
| Roderick Murray-Smith; Andrew Ramsay; Simon Garrod; Melissa Jackson; Bojan Musizza | |||
| Conversation partners on mobile phones can align their walking gait without
physical proximity or visual feedback. We investigate gait synchronization,
measured by accelerometers while users converse via mobile phones. Hilbert
transforms are used to infer gait phase angle, and techniques from
synchronization theory are used to infer level of alignment. Experimental
conditions include the use of vibrotactile feedback to make one conversation
partner aware of the other's footsteps. Three modes of interaction are tested:
reading a script, discussing a shared image and spontaneous conversation. The
vibrotactile feedback loop on its own is sufficient to create synchronization,
but there are complex interference effects when users converse spontaneously.
Even without vibration crosstalk, synchronisation appeared for long periods in
the spontaneous speech condition, indicating that users were aligning their
walking behaviour from audible cues alone. Keywords: accelerometer, alignment, gait alignment, instrumented usability, mobile
devices, rhythmic interaction, synchronization | |||
| Creating and sharing multi-media packages using large situated public displays and mobile phones | | BIBAK | Full-Text | 222-225 | |
| Andrew Maunder; Gary Marsden; Richard Harper | |||
| This paper will describe a novel interaction technique that allows mobile
phone users to create and share contextualised media packages between their
personal, BlueTooth enabled camera phones, and situated public displays. Unlike
other solutions to this problem, the one presented in this paper does not
require any specialist software or hardware on the user's handset. We believe
this technique has the potential to revolutionise how people donate and
retrieve digital media files without incurring any direct cost. Keywords: BlueTooth, camera phone, content sharing, human computer interaction,
multi-media, public displays | |||
| On the design and evaluation of web augmented mobile applications | | BIBAK | Full-Text | 226-233 | |
| Natasa Milic-Frayling; Martin Hicks; Rachel Jones; Jamie Costello | |||
| This paper reports on an exploratory study of a mobile communication
prototype mGuide that enables continuous and data rich messaging across the
mobile and desktop platform, augmented by complementary Web services. The study
focuses on design aspects of the mobile interface and factors that influence
the perceived value and usability of such integrated mobile applications. We
show how the complexity of image and voice messaging within a location focused
scenario can be successfully mediated by careful user interface design, without
detracting from utility and experience. More importantly, our study confirms
that the integration of personal communication and Web based information
services increases the perceived value of mobile applications. Besides the
optimized user interface on the device itself, it is the seamless integration
with the user's environment that increases the utility of mobile devices and
services. We thus propose design recommendations for Web augmented mobile
applications and promote a design optimization approach that encompasses
flexible integration with Web-based services. Keywords: integrated mobile applications, user experience, web services | |||
| Experiencing real-world interaction: results from a NFC user experience field trial | | BIBAK | Full-Text | 234-237 | |
| Arjan Geven; Peter Strassl; Bernhard Ferro; Manfred Tscheligi; Harald Schwab | |||
| Mobile devices equipped with near-field communication can be used in a
variety of settings to interact with the real world. In this study, we assessed
user experiences with such mobile devices for different groups of users to
better understand the possibilities of NFC in real-world interaction, based on
a complementary set of studies (diary study, online survey, experience study,
focus group and idea development workshop) in a large field-trial, where a
group of 75 users interacted with NFC-services. The studies show a large
variety in application domains and business potential. However, analyses of the
current situation also show user experience breakdowns due to functional
failures, missing feedback, inconsistent interaction models and absent
affordances. Keywords: NFC, diary study, field trial, lead user, touch, user experience | |||
| MoBiS-Q: a tool for evaluating the success of mobile business services | | BIBAK | Full-Text | 238-245 | |
| Maiju Markova; Anne Aula; Teija Vainio; Heli Wigelius; Minna Kulju | |||
| Companies deploy mobile business services to enable efficient work processes
and gain increases in productivity. However, the success of the services in
fulfilling these goals depends on several factors from the usability of the
service to its success in supporting the business processes of the companies.
This paper reviews existing measures for the usability of services and measures
for evaluating the effects of mobile business services on the productivity of
the company. We discuss the usefulness of the existing measures in the mobile
business context, where both mobility and work-context pose specific demands
for the services. The review showed that existing measures rarely consider the
great contextual variation caused by mobility of the services and the demands
this poses on usability; which, in turn, affects productivity. To build a
measurement tool that better meets the requirements of mobile business
services, we completed case studies on two mobile business services, one used
in passenger transport and the other in construction sites. Based on the
understanding gained from the case studies, we propose a list of themes
addressing both usability and productivity measures that work as the basis for
a multidisciplinary measurement tool, MoBiS-Q. Keywords: measurement, mobile business services, productivity, questionnaire,
usability | |||
| Design evaluation using virtual reality based prototypes: towards realistic visualization and operations | | BIBAK | Full-Text | 246-248 | |
| Dongsik Jo; Ungyeon Yang; Wookho Son | |||
| In this paper, we introduce a method for design evaluation of mobile devices
using virtual reality based prototypes. For this, we present technologies for a
classification of design parameters and for visualizing mobile devices with
high quality 3D data. Also, we describe an implementation method for natural
simulation and interaction of product functions. Keywords: interaction, mobile devices, virtual reality, visualization | |||
| Trafficking: design for the viral exchange of TV content on mobile phones | | BIBAK | Full-Text | 249-256 | |
| Richard Harper; Tim Regan; Shahram Izadi; Kharsim Al Mosawi; Mark Rouncefield; Simon Rubens | |||
| In this paper, we report, first of all, the discovery of a particular kind
of emerging social practice involving the exchange of multimedia content on
mobiles that we label 'trafficking'. Second, the iteration of a design solution
to extend these practices to include the trafficking of broadcast TV content
'segments'. Third, the implications this had for basic assumptions in the
interaction design afforded by the two primary OS's in the mobile handset
domain. And, fourth, the legal and business inhibitors-enablers that affected
not only this research but which are likely to affect all attempts to stretch
the capacity of mobile devices and mobile interaction design to afford new ways
of 'trafficking' multimedia content. Keywords: content genre, mobile TV, mobile devices, trafficking | |||
| 'Divert: mother-in-law': representing and evaluating social context on mobile devices | | BIBAK | Full-Text | 257-264 | |
| Kristijan Mihalic; Manfred Tscheligi | |||
| In this paper we examine the role of social context -- for example social
relationships or mood -- in the use of mobile phones. A mobile system that uses
information on social context can provide a less obtrusive and a more natural
way of interaction: it could play a cheery and joyful tone when a friend calls,
or divert the call for the mother-in-law. We present a model of social context,
along with its implementation in a prototype based on Semantic Web ontologies.
The empirical evaluation, based on experience sampling, with participants
during a field trial shows that communicated content, relationship types, and
mood have an impact on the usage of mobile devices. Based on the findings, we
argue that the design of future mobile services needs to be informed by social
context to a greater extent. Keywords: evaluation, experience sampling, mobile phones, ontologies, semantic web,
social context | |||
| Understanding human-battery interaction on mobile phones | | BIBAK | Full-Text | 265-272 | |
| Ahmad Rahmati; Angela Qian; Lin Zhong | |||
| Mobile phone users have to deal with limited battery lifetime through a
reciprocal process we call human-battery interaction (HBI). We conducted three
user studies in order to understand HBI and discover the problems in existing
mobile phone designs. The studies include a large-scale international survey, a
one-month field data collection including quantitative battery logging and
qualitative inquiries from ten mobile phone users, and structured interviews
with twenty additional mobile phone users. We evaluated various aspects of HBI,
including charging behavior, battery indicators, user interfaces for
power-saving settings, user knowledge, and user reaction. We find that mobile
phone users can be categorized into two types regarding HBI and often have
inadequate knowledge regarding phone power characteristics. We provide
qualitative and quantitative evidence that problems in state-of-the-art user
interfaces has led to under-utilized power-saving settings, under-utilized
battery energy, and dissatisfied users. Our findings provide insights into
improving mobile phone design for users to effectively deal with the limited
battery lifetime. Our work is the first to systematically address HBI on mobile
phones and is complementary to the extensive research on energy-efficient
design for a longer battery lifetime. Keywords: batteries, human-battery interaction, mobile phones, power management | |||
| Naturalistic use of cell phones in driving and context-based user assistance | | BIBAK | Full-Text | 273-276 | |
| Harry Zhang; Christopher Schreiner; Keshu Zhang; Kari Torkkola | |||
| A field study has been conducted to investigate the naturalistic use of cell
phone applications in driving, home, work, and school and during daytime and
nighttime. GPS coordinates are used to determine whether cell phone users are
driving. The frequency and duration of use of various cell phone applications
such as incoming or outgoing voice calls, music player, calendar, SMS, camera,
and the Internet are analyzed separately for driving and non-driving. The
present results provide fundamental data for adequately assessing the
distraction potential of mobile devices and guiding the design of context-based
assistance systems. Keywords: GPS, driving, mobile devices, user assistance | |||
| Co-present photo sharing on mobile devices | | BIBAK | Full-Text | 277-284 | |
| Leonard M. Ah Kun; Gary Marsden | |||
| The paper reports a mobile application that allows users to share photos
with other co-present users by synchronizing the display on multiple mobile
devices. Various floor control policies (software locks that determine when
someone can control the displays) were implemented. The behaviour of groups of
users was studied to determine how people would use this application for
sharing photos and how various floor control policies affect this behaviour.
Explicit policies was shown to be the best strategy for structured
presentations, but when all locks were removed, the users created a new form of
social interaction which seemed to be a more compelling use of the technology
than the original, intended, application. Keywords: co-present sharing, digital photography, mobile photography, photo sharing,
storytelling, user centered design | |||
| Affordance in mobile speech-based user interaction | | BIBAK | Full-Text | 285-288 | |
| Lars Bo Larsen; Kasper L. Jensen; Søren Larsen; Morten H. Rasmussen | |||
| We discuss the design of speech-based interaction systems from the
perspective of affordance. It is our claim that many of the problems associated
with speech interaction stems from a lack of a deeper understanding of the
communicative nature of speech in combination with graphical interfaces.
Today's graphical interfaces are almost universally based on the Direct
Manipulation (DM) interaction paradigm, whereas speech interaction is in nature
conversational. However, most multi modal systems accepting spoken input are
designed with the DM paradigm as the underlying interaction model, often
forcing the spoken input to correspond to simple commands, which are replicated
in the GUI anyway. We will discuss how speech-based interfaces can be designed,
taking into account that the DM paradigm is not supported by speech. We
demonstrate this through the design of a concrete application for a portable
device (PDA), and show how an underlying architecture can be built to support
both spoken input and DM interfaces. Keywords: affordance, distributed speech recognition, interface design on mobile
devices, multi modal user interaction, speech interaction | |||
| Touch-based user interface for elderly users | | BIBAK | Full-Text | 289-296 | |
| Juha Häikiö; Arto Wallin; Minna Isomursu; Heikki Ailisto; Tapio Matinmikko; Tua Huomo | |||
| This paper reports the results of a field experiment where a Near Field
Communication (NFC) enabled mobile phone was used as a user interface element
so as to enable home-dwelling elderly people to choose their meals to be
delivered by means of a home care service. The primary research focus was on
examining the suitability of a touch-based user interface in the everyday life
activities of elderly users. The eight-week experiment took place in the autumn
of 2006. The results show that the touch-based user interface was easy to learn
and adopt and the users were able to successfully use it regardless of their
physical or cognitive weaknesses. Keywords: NFC, RFID, elderly users, mobile computing, near field communication, radio
frequency identification, tag, touch | |||
| Personalized mobile health monitoring for elderly | | BIBAK | Full-Text | 297-304 | |
| Andreas Lorenz; Dorit Mielke; Reinhard Oppermann; Lars Zahl | |||
| The key for successfully deploy mobile applications is the ability to
understand the specific needs of its customers. In the field of mobile health
monitoring, the currently most important user group is the group of persons of
the age 50+. In our project senSAVE® we developed a user interface for
monitoring personal vital parameters that is specifically adapted to the needs
of this group. The paper illustrates our work to ensure usability of the
application and the outcome of the project. Keywords: disabilities, elderly assistance, gerontechnology, mobile health monitoring,
wrist phone | |||
| Memory karaoke: using a location-aware mobile reminiscence tool to support aging in place | | BIBAK | Full-Text | 305-312 | |
| Karen P. Tang; Jason I. Hong; Ian E. Smith; Annie Ha; Lalatendu Satpathy | |||
| Episodic memory exercises such as reminiscing and storytelling have been
shown to provide therapeutic benefits for older adults by prolonging their
ability to lead an independent lifestyle. In this paper, we describe a mobile
reminiscence tool called Memory Karaoke, which facilitates episodic memory
exercise through contextualized storytelling of meaningful experiences by using
contextual cues such as location, time, and photos. We present results from two
studies we conducted with Memory Karaoke to explore which contextual cues
contribute to best exercising a person's episodic memory. Our findings suggest
that while viewing photos do exercise episodic memory to some extent,
additional contextual cues (e.g. location and time) can solicit a greater
amount of episodic memory exercise. This suggests that Memory Karaoke's
selective capture process and its ability to contextualize memories while users
retell stories are two effective features which help it to support episodic
memory use. These results, together with positive qualitative feedback, provide
promising evidence for Memory Karaoke as a viable mobile alternative for
helping older adults to exercise their episodic memory and, in turn, assist
them in successfully "aging in place". Keywords: assistive technologies, location-aware, mobile computing, phones | |||
| Mobile sales assistant: NFC for retailers | | BIBAK | Full-Text | 313-316 | |
| Florian Resatsch; Stephan Karpischek; Uwe Sandner; Stephan Hamacher | |||
| The Mobile Sales Assistant helps retailers and customers to check the
availability of articles with any NFC enabled mobile phone at the Point of
Sale. The application uses NFC tags attached to products or to warehouse
shelves to identify the articles by Electronic Product Code (EPC). It sends a
request containing EPC to a server application which is connected to the local
and company-wide Enterprise Resource Planning (ERP) system. Information about
the article is sent to the mobile phone display. This makes the shopping
experience for the customer faster and more convenient. Keywords: EPC, NFC, mobile handsets, near field communication, retail | |||
| Mobile interaction with web services through associated real world objects | | BIBAK | Full-Text | 319-321 | |
| Gregor Broll; John Hamard; Massimo Paolucci; Markus Haarländer; Matthias Wagner; Sven Siorpaes; Enrico Rukzio; Albrecht Schmidt; Kevin Wiesner | |||
| The proposed demonstration is based on the work performed in the PERCI
project and presents a generic framework to access and interact with Web
Services through mobile interaction with real world objects. The demonstration
will put a focus on the front-end of the framework that comprises augmented
posters for mobile ticketing as well as a mobile client application for the
interaction with associated services. By supporting Physical Mobile Interaction
techniques such as Touching or Pointing, the framework tries to make mobile
service interaction more intuitive and shift its focus from the menus of mobile
devices to augmented physical objects. Keywords: NFC, direct input, physical mobile interaction, pointing, semantic web
services, touching, visual marker recognition | |||
| MILKey: multi illuminated indicator for KEYpad | | BIBAK | Full-Text | 322-325 | |
| Hiroyuki Manabe; Masaaki Fukumoto | |||
| An indicator with switchable faces that suits the cellular phone keypad is
proposed and implemented. The prototype, which can show 3 patterns, consists of
notch filters (each of which yields a different pattern) and light sources.
Each pattern, which emits in a different color, can be activated simply by
switching the same color of the illuminating light. Since the patterns do not
disturb each other, large characters can be covered on the whole keytop. This
indicator is also suitable for handheld/portable devices, such as PDA or
notebook PC. Keywords: input mode, keypad, keywords display, notch filter | |||
| Implementation of OpenVG 1.0 using OpenGL ES | | BIBAK | Full-Text | 326-328 | |
| Aekyung Oh; Hyunchan Sung; Hwanyong Lee; Kujin Kim; Nakhoon Baek | |||
| OpenVG 1.0 is a 2D vector graphics standard and its API (Application
Programming Interface) was released by the Khronos Group. In this paper, we
introduce our OpenVG 1.0 implementation, accelerated by OpenGL ES 1.x hardware.
Our implementation is an efficient and cost-effective way of accelerating
OpenVG, fully utilizing the existing hardware in current embedded systems.
Conclusively, our OpenVG implementation shows dramatically outstanding
performance with low power consumption. Keywords: OpenVG, vector graphics API, vector graphics engine | |||
| Lifelink: a 4G experience game | | BIBAK | Full-Text | 329-332 | |
| Ingrid Mulder; Elwin Levels | |||
| "Connected anytime, anywhere, anyhow" is what the Dutch research programme
Freeband envisions. However, how does always being connected, anywhere and
anytime affect your life? Lifelink, an interactive simulation, enables users to
experience the impact of 4G technology. This playable simulation is a
representation of an imaginary city in which you as being either a student or a
general practitioner experience how 4G communication enriches your daily
activities. In this way, Lifelink shows the compelling value of 4G at personal
and professional level, and enables Lifelink users to discover the uniqueness
of the Freeband projects. The interactive simulation has been designed for
deployment and usage on demonstration floors. The gameplay is operated with a
PDA and can be experienced on a large screen as well. Keywords: 4G technology, interactive gaming, mobile devices, user experience, user
scenarios | |||
| BlogWall: a new paradigm of artistic public mobile communication | | BIBAK | Full-Text | 333-334 | |
| Adrian David Cheok; Owen Noel Newton Fernando; Imiyage Janaka Prasad Wijesena; Abd-ur-Rehman Mustafa; Anne-Katrin Barthoff; Naoko Tosa | |||
| Short message service (SMS) is extremely popular today. Currently it is
being mainly used for peer-to-peer communication. BlogWall extends the SMS to a
new level of self-expression and public communication by combining art and
poetry. The application can simply display SMS, gather data using polls, and
create poetry or even Japanese "Haiku" all based on the SMS. Keywords: GSM/GPRS, SMS, human-media interaction, mobile computing | |||
| Physical mobile interaction with dynamic physical object | | BIBA | Full-Text | 339-340 | |
| Johannes Vetter; John Hamard; Massimo Paolucci; Enrico Rukzio; Albrecht Schmidt | |||
| The proposed demonstration offers the possibility to access and interact with (web) services through Physical Mobile Interaction (PMI) with tag-based dynamic physical objects such as papers. Our demonstration supports several direct manipulation gestures in the real world and deals with physical objects able to provide system feedback to the user during the course of the interaction. | |||
| Mobile spatial audio interfaces | | BIBAK | Full-Text | 345-347 | |
| Owen Noel Newton Fernando; Michael Cohen; Adrian David Cheok | |||
| For an increasing amount of people (especially young people), the mobile
phone, and not the computer, is becoming their main media device and portal to
the virtual world. Mobile phones have become a ubiquitous technology and for
many people an important tool for communication and information access. Mobile
telephony offers an interesting platform for building multipresence-enabled
applications that utilize the phone as a social or commercial assistant. The
main objective of this research is to develop multipresence-enabled audio
windowing systems for visualization, attention, and privacy awareness of
narrow-casting (selection) functions in collaborative virtual environments
(CVEs) for mobile devices such as 3rd- and 4th-generation mobile phones. Mobile
audio windowing system enhances auditory information on mobile phones and
encourages modernization of office- and mobile-based conferencing. Keywords: audio windows, mobile computing, narrow-casting, spatial sound | |||
| Talking media | | BIBAK | Full-Text | 348-350 | |
| Patrick Nepper; Nikolaus Konrad; Uwe Sandner | |||
| In this paper we present a prototype for providing media samples of media
products such as Audio CDs, DVDs or books on a mobile phone that is equipped
with an NFC sensor. The goal is to allow a customer of a retail shop to simply
touch a product to receive a preview of the product's content on his mobile
phone. Keywords: Mobile HCI, NFC, retail support, streaming media | |||
| Group interaction with smart phones at work place | | BIBAK | Full-Text | 355-357 | |
| Sanjay Tripathi | |||
| In this demonstration paper, I am putting forward the Human, Technology and
Organization concept on the ever-increasing use of mobile communication in our
personal as well as professional life. It also reflects the interdisciplinary
perspectives of mobile communication. It was our research objective to see the
effect of particular technological tool i.e. mobile communication used by human
being in a specific work and organizational setting. This paper addresses how
the new promising paradigm of mobile technology can apply to the provisioning
of service based on the concepts of the virtual organization Environment being
developed for third generation mobile communication. Keywords: context-dependent systems, mobile HCI, mobile intranet, mobility and work
environments, social computing, universal usability, user experience | |||
| Pileus: umbrella for mobile augmented reality | | BIBAK | Full-Text | 358-360 | |
| Sho Hashimoto; Takashi Matsumoto; Naohito Okude | |||
| Pileus is the Internet umbrella which augments experience in rainy days. It
was designed to couple embodied interaction and social function on the web. It
has a built-in camera, a GPS and a large screen under surface of an umbrella to
cooperate with photo-sharing service on the internet (Flickr) and 3d-map
navigation (Google Earth) in a city. In this paper, we describe that; Pileus is
a medium with walking activity to interact with information embedded in a city
by metadata. Keywords: Flickr, HCI, Web 2.0, augmented-reality, design, human-information
interaction, mobile, tangible user interface, umbrella, virtual-reality | |||
| News-on-the-go | | BIBAK | Full-Text | 361-363 | |
| Uwe Sandner; Florian Resatsch; Patrick Nepper; Jan Marco Leimeister; Helmut Krcmar | |||
| In this paper, we describe a prototype that allows users to receive news on
his NFC enabled mobile phone by touching a poster on the go. Keywords: NFC, content distribution, haptic user interfaces | |||
| Effective learn-quiz generation for handheld devices | | BIBAK | Full-Text | 364-366 | |
| Wolfgang Hürst; Sabine Jung; Martina Welte | |||
| In this demonstration, we present a system that enables users to easily
generate quizzes for mobile devices. With our program, they can create multiple
choice tests and general question-answer pairs by just entering (or
copy-pasting) text into an input mask. The text is automatically processed and
formatted and corresponding images or text notes are created for representation
on an Apple iPod. Keywords: Apple iPod, learn-quizzes, mobile learning, multiple choice tests | |||
| A new interface for video browsing on PDAs | | BIBAK | Full-Text | 367-369 | |
| Wolfgang Hürst; Georg Götz; Martina Welte | |||
| We present an interface for interactive video browsing on pen-based handheld
devices. Our solution enables users to navigate through a video along the
timeline at different granularity levels. In addition, one can skim a file's
content by continuous modification of replay speed. Both interaction concepts
are smoothly integrated into a single interface that takes full advantage of
the limited screen space being available. Keywords: handheld devices, interaction, interface design, mobile computing, pen-based
computing, video browsing, video navigation | |||
| Widgets & Mobile 2.0 | | BIBAK | Full-Text | 370 | |
| Scott Weiss | |||
| Widgets & Mobile 2.0: What is it all about? What are the cool toys? How is
the user experience going to come to everyday people... What needs to change? Keywords: handheld, mobile, phone, usability, widgets | |||
| Target selection on mobile devices using display segmentation | | BIBAK | Full-Text | 371-374 | |
| David Dearman; Kori M. Inkpen; Khai N. Truong | |||
| In this paper, we explore the use of an interaction technique called
sequential segmentation to support target selection for mobile devices.
Sequential segmentation iteratively partitions an information space into
selectable regions and subsequent sub-regions where each region/sub-region is
labeled (1-9) and is mapped to the corresponding key on the mobile device's
numeric keypad. We conducted a study comparing the sequential technique to the
directional pad for target selection. The results show that the directional pad
is significantly faster than sequential for selecting targets that require
three or less interactions with the directional pad. However, sequential is
significantly faster than the directional pad for targets that require five or
more interactions with the directional pad. User feedback shows a preference
for sequential and that it is perceived easier to use than the directional pad. Keywords: display segmentation, mobile interaction, sequential segmentation, target
selection, user study | |||
| Dynamic visualisation of ski data: a context aware mobile piste map | | BIBAK | Full-Text | 375-378 | |
| Mark D. Dunlop; Brian Elsey; Michelle Montgomery Masters | |||
| Tourism has been a key driver for mobile applications. This short paper
presents the design and initial evaluation of a mobile phone based
visualisation to support skiers. Paper piste maps often prove difficult for
skiers and provide no natural way of assessing the mountain conditions while on
the slope. They are physically large and difficult to manipulate in wind, they
provide no information on which runs are currently open, no indication of which
runs the user may find most enjoyable, and no information about the snow and
weather conditions on each run. All this information is available at resorts,
usually on notice boards or screens at central meeting points. The
visualisation and personalisation approaches presented here combine this
information and a map overview on a mobile phone screen. Initial trials showed
significantly better performance for some tasks on the mobile condition (both
in terms of accuracy and time), with no clear result for other tasks. Keywords: maps, mobile devices, personalisation, skiing, visualization | |||
| Culturally adapted mobile phone interface design: correlation between categorization style and menu structure | | BIBAK | Full-Text | 379-382 | |
| Ji Hye Kim; Kun Pyo Lee | |||
| This paper presents the results of experiments conducted to understand the
correlation between culturally different cognitive styles and issues of
information architecture and flow, specifically in a mobile phone interface. 30
Korean participants and 30 Dutch participants participated in an on-screen
prototype test as well as a cognitive style test. Different preferences were
found for each cultural group regarding function/theme-related menus. In
addition, individual categorization styles were found to be correlated to
individual preferences. Overall, the findings indicated that performance and
preferences in a certain menu structure are associated with cognitive styles,
which may eventually help design culturally adapted interfaces. The correlation
between prior experience and preference was not found to be significant in any
of the tests. Keywords: cognitive styles, cultural difference, interface design | |||
| The roaring navigator: a group guide for the zoo with shared auditory landmark display | | BIBAK | Full-Text | 383-386 | |
| Christoph Stahl | |||
| In this paper, we introduce a shared auditory landmark display which conveys
spatial survey knowledge and navigational aid to multiple users. Our guide is
situated in a zoo environment, so we use recordings of animal voices to
indicate the location of the animal enclosures. Spatial audio manipulates the
volume and stereo balance of the sound clips, so that the listener can identify
their distance and direction. The system also proactively presents audio clips
with detailed information about each animal. To avoid the typical effect of
social isolation through audio guides, we use shared audio so that the same
sounds will be presented to each user at the same time. We have conducted an
initial user study of paired visitors in the zoo to evaluate the usability of
the system with positive results. The participants reported that the system is
easy to use and has a stimulating influence on the communication between the
visitors. As a further result, the study indicates that 'lightweight'
navigational aid can be sufficient for wayfinding tasks in certain
environments, which provides only the linear distance and direction of the
destination. Keywords: audio guide, auditory landmark display, electronic guidebooks, pedestrian
navigation, shared audio, spatial audio | |||
| Sensing-based interaction for information navigation on handheld displays | | BIBAK | Full-Text | 387-394 | |
| Michael Rohs; Georg Essl | |||
| Information navigation on handheld displays is characterized by the small
display dimensions and limited input capabilities of today's mobile devices.
Special strategies are required to help users navigate to off-screen content
and develop awareness of spatial layouts despite the small display. On the
other hand, handheld devices offer interaction possibilities that desktop
computers do not. Handheld devices can easily be moved in space and used as a
movable window into a large virtual workspace. We investigate different
information navigation methods for small-scale handheld displays using a range
of sensor technologies for spatial tracking. We compare user performance in an
map navigation task and discuss the tradeoffs of the different sensor and
visualization techniques. Keywords: camera phones, camera-based interaction, handheld displays, mobile devices,
mobile phones, navigation techniques, sensing-based interaction, spatially
aware displays | |||
| Mobile search: the future | | BIBAK | Full-Text | 395-396 | |
| Scott Weiss | |||
| This panel covers mobile search: what does the future have in store for us?
What about marketing and advertising -- how will that impact the user
experience? What about voice search? Do we have to all get QWERTY (or Asian
language equivalent) keypads, or will the 12-digit keypad be enough? Keywords: handheld, mobile, phone, search, usability | |||
| Mobile findex: supporting mobile web search with automatic result categories | | BIBAK | Full-Text | 397-404 | |
| Tomi Heimonen; Mika Käki | |||
| Designing an effective mobile search user interface is challenging, as
interacting with the results is often complicated by the lack of available
screen space and limited interaction methods. This paper presents Mobile
Findex; a mobile search user interface that uses automatically computed
categories to present the user with an overview of the result set. In addition,
it utilizes a focus+context result list presentation combined with an intuitive
browsing method to aid the user in the evaluation of results. A user study with
16 participants was carried out to evaluate Mobile Findex. Subjective
evaluations show that Mobile Findex was clearly preferred by the participants
over the traditional ranked result list in terms of ease of finding relevant
results, suitability to tasks and perceived efficiency. While the use of
categories resulted in a lower rate of non-relevant result selections, an
overall significant difference in search performance was not observed. Keywords: document clustering, mobile information access, mobile web search, search
user interfaces | |||
| The role of context in query input: using contextual signals to complete queries on mobile devices | | BIBAK | Full-Text | 405-412 | |
| Maryam Kamvar; Shumeet Baluja | |||
| The difficulty of entering queries from impoverished keyboards impedes the
use of web search on mobile devices. On average, it takes a mobile user
approximately 60 seconds to enter a query from a 9-key keypad [1]. In this
paper, we explore the use of contextual signals to facilitate query entry on
mobile phones. We present a query prediction system which offers automatically
generated word completions as the user is typing her query. The query
prediction system redefines the prediction dictionary after considering
contextual signals such as the application being used (e.g. search vs. general
text messaging), the inferred location of the user, the time of day and day of
week. We demonstrate a 46.4% improvement in query entry, measured by number of
key presses needed to enter queries. We found that the two contextual signals
that make the largest impact are knowledge of the application being used and
the location of the user. Keywords: context, mobile search, query, query prediction, web search, word completion | |||
| Incidental information and mobile search | | BIBAK | Full-Text | 413-420 | |
| David Arter; George Buchanan; Matt Jones; Richard Harper | |||
| There is much interest in providing effective mobile search tools. Our focus
is the value of in-situ sharing of users' mobile search activity. The QnotA
prototype displays other people's queries about locations in an attempt to both
provide users with an enriched sense of the places they visit, and to
accommodate the limited input and output capabilities of many mobile platforms.
We present the prototype and user experiences it affords. A study has been
performed which allowed us to gather logged usage data and subjective
participant information via diary and interview protocols. We report on
findings that give insights as to the use and usefulness of the approach. Keywords: collaborative interfaces, evaluation, location, mobile search | |||
| A picture is worth a thousand keywords: exploring mobile image-based web search | | BIBAK | Full-Text | 421-428 | |
| Konrad Tollmar; Ted Möller; Björn Nilsved | |||
| Images of objects as queries is a new approach to search for information on
the web. Image-based information retrieval goes beyond only matching images, as
information in other modalities also can be extracted from data collections
using image search. We have developed a new system that uses images to search
for web-based information. This paper has a particular focus towards exploring
user's experience of general mobile image-based Web searches to find what
issues and phenomena it contains. This was achieved in a multi-part study by
creating and letting respondents test prototypes of mobile image-based search
systems and collecting data using interviews, observations, video-observations,
and questionnaires. We observed that searching for information only based on
visual similarity and without any assistance is sometimes difficult, especially
on mobile devices with limited interaction bandwidth. Most of our subjects
preferred a search tool that guides the users through the search result based
on contextual information, compared to presenting the search result as a plain
ranked list. Keywords: content-based image retrieval, mobile information retrieval, mobile
interface, object recognition | |||
| Interactive aesthetics: culture and games | | BIBAK | Full-Text | 436-439 | |
| Tsen Wang | |||
| Rhythm Action Games [RAG] are designed specially for musical and physical
interaction. The experience of the RAG genre encourages each player have the
ability to participate the virtual world in the game. No matter whether in RAG
games or the KTV experience, we all share the human desire to extend our powers
and, by coping with and adapting to the technology, escape from the reality of
social structure and jump into the aesthetics of the screen imagery, the
virtual world. As famous scholar, Jody Berland claims "The technical
reconstruction is instrumental in the changing topography of social, cultural
and political space." [7] Through the common cultural codings exchange in the
practice of games, the aesthetic has been established and recognized. Just like
singing in KTV, where the users share the collective aesthetic and cultural
values through their interaction in the cubicles, here they share playing the
games. Keywords: KTV, RAG, culture, game | |||
| The digital workbook; using web 2.0 for generative research purposes | | BIBAK | Full-Text | 440-443 | |
| M. C. Kaptein; K. Slegers; H. Nelissen; A. Weisscher; J. M. B. Terken | |||
| If we want future products and services to be designed for a specific target
group, we need to assess the latent needs of this target group. Assessing these
needs can be done using generative research techniques. This paper describes
the development of the digital workbook, a digital tool to be used in the
sensitizing stage of a context-mapping study, a methodology for generative
research. Evaluation of the digital workbook shows the great potential of using
the possibilities of web 2.0 to create digital research tools which combine the
size and low costs of online surveys with the richness of data provided by
generative research methods. Keywords: context mapping, digital research tools, generative research | |||
| Combining methods to evaluate mobile usability | | BIBAK | Full-Text | 444-447 | |
| Elisabeth Lesemann; Natalie Woletz; Sven Koerber | |||
| In this paper, we will discuss the deployment of quantitative and
qualitative methods with focus on our special situation as being an external
usability consultancy. We will report on two case studies in which we used
different approaches to collect quantitative data from a large sample as well
as qualitative data from a smaller sub-sample. In a simplified way, user tests
in study 1 consisted of two phases, a first to collect quantitative data and a
second to collect qualitative data. In study 2, quantitative and qualitative
data were collected alternately. Qualitative data collection was skipped by a
sub-sample in both studies. We will discuss methodological weaknesses of
combined designs and how they can nevertheless be used to yield good results at
a reasonable cost in a short amount of time. From our experience, we conclude
that the approach used in study 1 proved to be more efficient concerning time
and costs. From a methodological viewpoint, we will argue that the approach
used in study 1 yielded satisfactory results for quantitative as well as
qualitative measurements. Keywords: methods, mobile usability, qualitative measurements, quantitative
measurements, study design, usability evaluation, user experience, user
interfaces | |||
| An industrial case study on wearable computing applications | | BIBAK | Full-Text | 448-451 | |
| Michael Lawo; Otthein Herzog; Hendrik Witt | |||
| Wearable computing means a paradigm shift: instead of working at the
computer users are supported by computing systems in their primary tasks.
Currently wearable computing is still a technology of niches and in a
laboratory stage. However, with wearIT@work a project dedicated to applications
was launched by the European Commission (EC IP 004216). The first 30 months of
this project are over and industrial demonstrators, evaluations and results are
available. In this paper we present results from industrial case studies in two
of the four application domains, namely production and maintenance, with a
newly designed wearable user interface. Keywords: applications, user-centred design, wearable computing, wearable user
interface | |||
| Create, sync, share: the role of mobile device on social entity | | BIBAK | Full-Text | 452-456 | |
| Rhee Youngho; Shim Jennifer; Kim Junghun; Chung Amy | |||
| The features of a mobile device already penetrate everyday life and support
every moment in life. Mobile connection between people does not imply only
communication way, rather it means a gateway to connect virtual world as well.
In the present study, mobile device close a gadget recording everyday life
named "Life diary". The life diary is embedded mobile phone application and
automatically summarizes user's daily life and encourages looking back previous
events. Life diary's value proposition exits in keeping memories and sharing
them automatically among phone, pc, and web in a systematical way. Keywords: life caching, social interaction | |||
| Research issues in next generation DBMS for mobile platforms | | BIBAK | Full-Text | 457-461 | |
| Sang-Won Lee; Gap-Joo Na; Jae-Myung Kim; Joo-Hyung Oh; Sang-Woo Kim | |||
| Recently, flash memory (in particular, NAND) is being rapidly deployed as
data storage for mobile platforms such as PDAs, MP3 players, mobile phones and
digital cameras, mainly because of its many advantages over its competitor,
hard disk, including its low electronic power, non-volatile storage, high
performance, physical stability, smaller size, light weight, and portability.
Considering its rapid technical improvement both in capacity and speed, it will
have a competitive advantage over its rivalry minidrive (i.e. a small size hard
disk) under 100 Gbytes within a few years, As the applications in next
generation mobile platforms become large, complex, and more data-oriented, they
requires the database technology, because the file interface is too complex to
manage their complicated data requirements. However, flash memory, compared to
hard disk, has a few unique characteristics, and thus the traditional
disk-based database technology does not seem to go well with flash memory.
Therefore, we need to revisit almost every aspect of DBMS implementation
techniques from the perspectives of flash memory. In this paper, we introduce
the technical characteristics of flash memory, which we think might have huge
impact on database performance to database community that are 1) no-overwrite
(erase-before-write paradigm), 2) asymmetric read and write speed, and 3) no
seek or rotation time. These small differences necessitate us to revisit all
the major DBMS modules which have evolved over the several decades. Based on
the characteristics, we identify several key issues in implementing major DBMS
modules, and suggest alternative approaches to solve the issues. The topics
covered in this article are neither comprehensive nor in-depth, but the main
goal of this article is just to issue that a practical and urgent research
topic is ahead and it poses us many challenges and opportunities. Keywords: flash-memory database, mobile platforms | |||
| A study on usability of human-robot interaction using a mobile computer and a human interface device | | BIBAK | Full-Text | 462-466 | |
| T. H. Song; J. H. Park; S. M. Chung; S. H. Hong; K. H. Kwon; S. Lee; J. W. Jeon | |||
| A variety of devices are used for robot control such as personal computers
or other human interface devices, haptic devices, and so on. However, sometimes
it is not easy to select a device which fits the specific character of varied
kinds of robots while at the same time increasing the user's convenience. Under
these circumstances, in this study, we have tried to measure user convenience.
We tried to understand the characteristics of several devices used to achieve
human robot interaction by using each of these devices that could be used with
a personal computer: We used a button type device, a joystick, a driving device
which consisted of a handle and pedals, and a motion-based human interface
device including an acceleration sensor. Keywords: human-robot interaction, mobile computer, ubiquitous | |||
| Renewal model of mobile data services through user experience analysis | | BIBAK | Full-Text | 467-470 | |
| Sun-Joo Jun; Min-Jeong Kim | |||
| In this paper, we introduced real renewal examples of KTF's mobile data
service. At the time of development, we focused on user analysis and tried to
improve the existing mobile data service based on user's opinion. After the new
mobile data service was launched based on user experience analysis, the
customers were satisfied with the newly developed mobile data service. We
expect that new mobile data service would make continuous revenue streams and
contribute to image up the company. Keywords: mobile data service, user analysis, user interface | |||
| A study on the emotion expression using lights in apparel types | | BIBAK | Full-Text | 478-482 | |
| Yongsoon Choi; Younghwan Pan; Jihong Jeung | |||
| When types of communication between people are observed, one can see that
communication not only consist of words but also, contextual communication
consist of facial expressions and body gestures. In this study, elements that
need to be considered when using light in clothes in order to express the
thoughts and various emotions of the wearer and surrounding people and to
design contextual interaction rather than simply for visual effects, are
examined. Clothes and light are central visual elements therefore, the
relationship between perception of objects through sight and emotions are
examined, elements of visual language of cloths and light are examined through
documentary record, elements of visual language such as shape, color, and
texture of light and clothes that influence each other are classified as well
as unique elements of visual elements of light such as blink speed and blink
pattern, and terms that are related to the psychological effects of these
elements are extracted. Based on this, using the 8 most representative human
emotions which includes happiness, excitement, anger, hatred, sadness, shock,
fear, and shame as standards of design, interaction design elements using
clothes and light for expression of each emotion are organized in a matrix.
Then, scenarios and ideas are generated, and based on the Matrix, interaction
concept design in which expression of emotions and information possible using
light in apparel are produced. Keywords: clothes, communication, interaction, light, wearable | |||
| BlogWall: displaying artistic and poetic messages on public displays via SMS | | BIBAK | Full-Text | 483-486 | |
| Adrian David Cheok; Abd-ur-Rehman Mustafa; Owen Noel Newton Fernando; Anne-Katrin Barthoff; Janaka Prasad Wijesena; Naoko Tosa | |||
| Short message service (SMS) is extremely popular today. Currently it is
being mainly used for peer-to-peer communication. Electronic displays can be
seen everywhere and those are mainly used to convey information to the masses
rather than provide artistic and social communication. BlogWall extends the SMS
to a new level of self expression and public communication by combining art and
poetry. Furthermore it will provide a means of expression in the language that
young people understand, and the forms of social communication. The user stands
in front of a projected screen and sends a SMS to a given number. The system
can display users SMS in an animated manner. It also provides users to
participate in polls. The most notable feature of the application is its
ability to create poetry in multiple languages such as English, Korean, Chinese
poems or Japanese "Haiku" all based on the SMS. This is a step into new forms
of cultural computing. Keywords: GSM/GPRS, Haiku, SMS, human-media interaction, mobile computing, poetry | |||
| An evaluation of stylus-based text entry methods on handheld devices in stationary and mobile settings | | BIBAK | Full-Text | 487-494 | |
| Koji Yatani; Khai N. Truong | |||
| Effective text entry on handheld devices remains a significant problem in
the field of mobile computing. On a personal digital assistant (PDA), text
entry methods traditionally support input through the motion of a stylus held
in the user's dominant hand. In this paper, we present the design of a
two-handed software keyboard for a PDA which specifically takes advantage of
the thumb in the non-dominant hand. We compare our chorded keyboard design to
other stylus-based text entry methods in an evaluation that studies user input
in both stationary and mobile settings. Our study shows that users type fastest
using the mini-qwerty keyboard, and most accurately using our two-handed
keyboard. We also discovered a difference in input performance with the
mini-qwerty keyboard between stationary and mobile settings. As a user walks,
text input speed decreases while error rates and mental workload increases;
however, these metrics remain relatively stable in our two-handed technique
despite user mobility. Keywords: PDAs, text entry, two-handed interaction | |||
| Positional mapping Myanmar text input scheme for mobile devices | | BIBAK | Full-Text | 495-502 | |
| Ye Kyaw Thu; Yoshiyori Urano | |||
| Current Myanmar PC keyboards or key mappings are very difficult to learn for
novice users, and there is no efficient key mapping for mobile device keypads.
In this paper, we introduce a new idea of key mapping (Positional Mapping) for
phonetic scripts such as Myanmar language. Positional Mapping is a key mapping
idea, based on Myanmar language characters writing positions, for small
computing devices such as mobile phones, PDAs and electronic dictionaries etc.
Our approach has made key mapping for Myanmar language very simple and easier
to memorize. The results of first evaluation show that first time users have no
problem with this key mapping and they can type Myanmar text with appropriate
typing speed. Positional Mapping can be extended to other phonetic scripts such
as Khmer, Thai, Indic and Lao etc. Keywords: Myanmar language, positional mapping for small computing devices,
soft-keyboard, stylus-based input, text input scheme, user interfaces for
mobile devices | |||
| Ad-hoc co-located collaborative work with mobile devices | | BIBA | Full-Text | 507-514 | |
| Kris Luyten; Kristof Verpoorten; Karin Coninx | |||
| This paper presents how ad-hoc co-located collaborations can be supported with an arbitrary number of users that only have access to small-size mobile displays. Our approach is based on tracking of these personal displays that share the same information space. All displays involved in the collaboration act as autonomous windows on a set of data items (the information space) positioned on a shared virtual canvas. Data items are identified by their three-dimensional location in physical space and can be manipulated through the displays that serve as windows on the shared canvas. Each display is tracked in physical space and is aware of its own location. Since different mobile displays can access and manipulate the same information space, a distributed locking mechanism makes sure the data stays consistent during simultaneous access of data in this information space. | |||
| An environment to support multi-user interaction and cooperation for improving museum visits through games | | BIBAK | Full-Text | 515-521 | |
| Riccardo Dini; Fabio Paternò; Carmen Santoro | |||
| The availability of mobile and stationary devices opens up new challenges to
support users in several contexts. Here we present a multi-device environment
to support cooperation among museum visitors through games. In particular, we
present a design and the associated implementation for using a combination of
PDAs and public displays to enhance the learning experience in a museum setting
by using game playing interactions. The basic assumption is to use the mobile
devices for individual game play, and the situated displays for synchronized
public views of shared game play; the individual game play contributes to the
shared game. Keywords: collaborative games, mobile guides, multi-device environments, museum
applications | |||