48,850 research outputs found

    Pervasive Displays Research: What's Next?

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    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    Overcoming the insider: reducing employee crime through Situational Crime Prevention

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    Information security has become increasingly important for organizations, given their dependence on ICT. Not surprisingly, therefore, the external threats posed by hackers and viruses have received extensive coverage in the mass media. Yet numerous security surveys also point to the 'insider' threat of employee computer crime. In 2006, for example, the Global Security Survey by Deloitte reports that 28% of respondent organizations encountered considerable internal computer fraud. This figure may not appear high, but the impact of crime perpetrated by insiders can be profound. Donn Parker argues that 'cyber-criminals' should be considered in terms of their criminal attributes, which include skills, knowledge, resources, access and motives (SKRAM). It is as a consequence of such attributes, acquired within the organization, that employers can pose a major threat. Hence, employees use skills gained through their legitimate work duties for illegitimate gain. A knowledge of security vulnerabilities can be exploited, utilising resources and access are provided by companies. It may even be the case that the motive is created by the organization in the form of employee disgruntlement. These criminal attributes aid offenders in the pursuit of their criminal acts, which in the extreme can bring down an organization. In the main, companies have addressed the insider threat through a workforce, which is made aware of its information security responsibilities and acts accordingly. Thus, security policies and complementary education and awareness programmes are now commonplace for organizations. That said, little progress has been made in understanding the insider threat from an offender's perspective. As organizations attempt to grapple with the behavior of dishonest employees, criminology potentially offers a body of knowledge for addressing this problem. It is suggested that Situational Crime Prevention (SCP), a relative newcomer to criminology, can help enhance initiatives aimed at addressing the insider threat. In this article, we discuss how recent criminological developments that focus on the criminal act, represent a departure from traditional criminology, which examines the causes of criminality. As part of these recent developments we discuss SCP. After defining this approach, we illustrate how it can inform and enhance information security practices. In recent years, a number of criminologists have criticised their discipline for assuming that the task of explaining the causes of criminality is the same as explaining the criminal act. Simply to explain how people develop a criminal disposition is only half the equation. What is also required is an explanation of how crimes are perpetrated. Criminological approaches, which focus on the criminal act, would appear to offer more to information security practitioners than their dispositional counterparts. Accordingly, the SCP approach can offer additional tools for practitioners in their fight against insider computer crime

    Pickup usability dominates: a brief history of mobile text entry research and adoption

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    Text entry on mobile devices (e.g. phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text entry techniques for smaller keyboards and touch screens: some of which have become mainstream, while others have not lived up to early expectations. As the mobile phone industry moves to mainstream touch screen interaction we will review the range of input techniques for mobiles, together with evaluations that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. We also report initial results on iPhone text entry speed

    Target Acquisition in Multiscale Electronic Worlds

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    Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. Although the technology has progressed quickly, the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge, reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law, and more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. The first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2-10 bit range. The second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces

    mSpace Mobile: Exploring Support for Mobile Tasks

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    In the following paper we compare two Web application interfaces, mSpace Mobile and Google Local in supporting location discovery tasks on mobile devices while stationary and while on the move. While mSpace Mobile performed well in both stationary and mobile conditions, performance in Google Local dropped significantly. We postulate that mSpace Mobile performed so well because it breaks the paradigm of the page for delivering Web content, thereby enabling new and more powerful interfaces to be used to support mobility

    Developing front-end Web 2.0 technologies to access services, content and things in the future Internet

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    The future Internet is expected to be composed of a mesh of interoperable web services accessible from all over the web. This approach has not yet caught on since global user?service interaction is still an open issue. This paper states one vision with regard to next-generation front-end Web 2.0 technology that will enable integrated access to services, contents and things in the future Internet. In this paper, we illustrate how front-ends that wrap traditional services and resources can be tailored to the needs of end users, converting end users into prosumers (creators and consumers of service-based applications). To do this, we propose an architecture that end users without programming skills can use to create front-ends, consult catalogues of resources tailored to their needs, easily integrate and coordinate front-ends and create composite applications to orchestrate services in their back-end. The paper includes a case study illustrating that current user-centred web development tools are at a very early stage of evolution. We provide statistical data on how the proposed architecture improves these tools. This paper is based on research conducted by the Service Front End (SFE) Open Alliance initiative

    SWiM: A Simple Window Mover

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    As computers become more ubiquitous, traditional two-dimensional interfaces must be replaced with interfaces based on a three-dimensional metaphor. However, these interfaces must still be as simple and functional as their two-dimensional predecessors. This paper introduces SWiM, a new interface for moving application windows between various screens, such as wall displays, laptop monitors, and desktop displays, in a three-dimensional physical environment. SWiM was designed based on the results of initial "paper and pencil" user tests of three possible interfaces. The results of these tests led to a map-like interface where users select the destination display for their application from various icons. If the destination is a mobile display it is not displayed on the map. Instead users can select the screen's name from a list of all possible destination displays. User testing of SWiM was conducted to discover whether it is easy to learn and use. Users that were asked to use SWiM without any instructions found the interface as intuitive to use as users who were given a demonstration. The results show that SWiM combines simplicity and functionality to create an interface that is easy to learn and easy to use.Comment: 7 pages, 4 figure
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