57,631 research outputs found

    Evaluation of Mobile Phones for Large Display Interaction

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    Large displays have become more and more common in the last few years. While interaction with these displays can be conducted using standard methods such as computer mouse and keyboard, this approach causes issues in multi-user environments, where the various conditions for providing multiple keyboards and mice, together with the facilities to employ them, cannot be met. To solve this problem, interaction using mobile phones was proposed by several authors. Previous solutions were specialized interaction metaphors only for certain applications. To gain more insight into general interaction patterns realizable with smart phones, we created a set of general test cases using a well-known taxonomy for interactions. These test cases were then evaluated in a user study, comparing smart phone usage against the traditional keyboard/mouse-combination. Results (time and user satisfaction) show strengths and weaknesses when using the new interaction with the smart phone. With further evaluations we draw conclusions on how to improve large display interaction using smart phones in general

    Classifying public display systems: an input/output channel perspective

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    Public display screens are relatively recent additions to our world, and while they may be as simple as a large screen with minimal input/output features, more recent developments have introduced much richer interaction possibilities supporting a variety of interaction styles. In this paper we propose a framework for classifying public display systems with a view to better understanding how they differ in terms of their interaction channels and how future installations are likely to evolve. This framework is explored through 15 existing public display systems which use mobile phones for interaction in the display space

    Multi-cursor multi-user mobile interaction with a large shared display

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    When using a mobile device to control a cursor on a large shared display, the interaction must be carefully planned to match the environment and purpose of the systems use. We describe a ‘democratic jukebox’ system that revealed five recommendations that should be considered when designing this type of interaction relating to providing feedback to the user; how to represent users in a multi-cursor based system; where people tend to look and their expectation of how to move their cursor; the orientation of screens and the social context; and, the use of simulated users to give the real users a sense that they are engaging with a greater audience

    iCapture: Facilitating Spontaneous User-Interaction with Pervasive Displays using Smart Devices

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    Abstract. The eCampus project at Lancaster University is an inter-disciplinary project aiming to deploy a wide range of situated displays across the University campus in order to create a large per-vasive communications infrastructure. At present, we are conducting a series of parallel research activities in order to investigate how the pervasive communications infrastructure can support the daily needs of staff, students and visitors to the University. This paper introduces one of our current research investigations into how one is able to mediate spontaneous interaction with the pervasive display infrastructure through camera equipped mobile phones (i.e. smart devices).

    Exploring Bluetooth based Mobile Phone Interaction with the Hermes Photo Display

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    One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today’s mobile phones, little exploration seems to have taken place in this area - despite its apparent significant potential. This paper describe the findings of an exploratory study nvolving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community

    Privacy and Curiosity in Mobile Interactions with Public Displays.

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    Personal multimedia devices like mobile phones create new needs for larger displays distributed at specific points in the environment to look up information about the current place, playing games or exchanging multimedia data. The technical prerequisites are covered; however, using public displays always exposing information. In this paper we look at these issues from the privacy as well as from the curiosity perspective with several studies showing and confirming users’ reservations against public interactions. Interactive advertisements can exploit this best using specific types of interaction techniques

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    Services surround you:physical-virtual linkage with contextual bookmarks

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    Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the user’s context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movie’s Web page
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