15,279 research outputs found
Software for Wearable Devices: Challenges and Opportunities
Wearable devices are a new form of mobile computer system that provides
exclusive and user-personalized services. Wearable devices bring new issues and
challenges to computer science and technology. This paper summarizes the
development process and the categories of wearable devices. In addition, we
present new key issues arising in aspects of wearable devices, including
operating systems, database management system, network communication protocol,
application development platform, privacy and security, energy consumption,
human-computer interaction, software engineering, and big data.Comment: 6 pages, 1 figure, for Compsac 201
Touchalytics: On the Applicability of Touchscreen Input as a Behavioral Biometric for Continuous Authentication
We investigate whether a classifier can continuously authenticate users based
on the way they interact with the touchscreen of a smart phone. We propose a
set of 30 behavioral touch features that can be extracted from raw touchscreen
logs and demonstrate that different users populate distinct subspaces of this
feature space. In a systematic experiment designed to test how this behavioral
pattern exhibits consistency over time, we collected touch data from users
interacting with a smart phone using basic navigation maneuvers, i.e., up-down
and left-right scrolling. We propose a classification framework that learns the
touch behavior of a user during an enrollment phase and is able to accept or
reject the current user by monitoring interaction with the touch screen. The
classifier achieves a median equal error rate of 0% for intra-session
authentication, 2%-3% for inter-session authentication and below 4% when the
authentication test was carried out one week after the enrollment phase. While
our experimental findings disqualify this method as a standalone authentication
mechanism for long-term authentication, it could be implemented as a means to
extend screen-lock time or as a part of a multi-modal biometric authentication
system.Comment: to appear at IEEE Transactions on Information Forensics & Security;
Download data from http://www.mariofrank.net/touchalytics
Spott : on-the-spot e-commerce for television using deep learning-based video analysis techniques
Spott is an innovative second screen mobile multimedia application which offers viewers relevant information on objects (e.g., clothing, furniture, food) they see and like on their television screens. The application enables interaction between TV audiences and brands, so producers and advertisers can offer potential consumers tailored promotions, e-shop items, and/or free samples. In line with the current views on innovation management, the technological excellence of the Spott application is coupled with iterative user involvement throughout the entire development process. This article discusses both of these aspects and how they impact each other. First, we focus on the technological building blocks that facilitate the (semi-) automatic interactive tagging process of objects in the video streams. The majority of these building blocks extensively make use of novel and state-of-the-art deep learning concepts and methodologies. We show how these deep learning based video analysis techniques facilitate video summarization, semantic keyframe clustering, and (similar) object retrieval. Secondly, we provide insights in user tests that have been performed to evaluate and optimize the application's user experience. The lessons learned from these open field tests have already been an essential input in the technology development and will further shape the future modifications to the Spott application
Analyzing the Use of Camera Glasses in the Wild
Camera glasses enable people to capture point-of-view videos using a common
accessory, hands-free. In this paper, we investigate how, when, and why people
used one such product: Spectacles. We conducted 39 semi-structured interviews
and surveys with 191 owners of Spectacles. We found that the form factor
elicits sustained usage behaviors, and opens opportunities for new use-cases
and types of content captured. We provide a usage typology, and highlight
societal and individual factors that influence the classification of behaviors.Comment: In Proceedings of the 37th Annual ACM Conference on Human Factors in
Computing Systems (CHI 2019). ACM, New York, NY, US
Branded apps in Spain as a means of communicating trends in fashion
Apps are of great interest and curiosity for the users of mobile phones, being already highly unloaded and used for the users of smartphones.
The fashion mobile applications represent only a fraction of the mobile global applications (almost 0,2 %), nevertheless they are starting to deserve special attention from designers and researchers in this area. Brands want to know about the new trends in the market to be able to continue surprising and impressing their public.
In this study, we seek to identify the most relevant aspects of the applications that help to improve the image of the Spanish prêt-à -porter fashion brands such as Zara, Pull and Bear, Stradivarius, Shana, Bimba y Lola,...
The study considers the position in the ranking of downloads, the category, the opinions, valuations of the users and the criteria described by Jami Lawrence (2010): amusement, saving of time and / or comfort in the use.
Findings:
In this analysis, we seek to identify the most relevant aspects of the applications that help to improve the image of the brand, in this particular case of the Spanish prêt-à -porter fashion brands.
- It is indispensable that the applications entertain the user, save time and / or comfort, we have observed that they are these characteristics those that are valued by the users.
- Another factor that is valued in the applications, is that the application should make sense for the user and to have an added value that doesn't necessarily have to be related with the nature of the brand.
- But it is important that applications to be developed have to be coherent with the identity of the brand. As in any other area, the appearance of new mass media, like the mobile, is the introduction of new challenges. –
Finally, it is important for the brand to adapt constantly to the new technologies, but we must not forget that a precarious incorporation and badly developed app it can be more harmful than beneficial
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