19,088 research outputs found

    Factors influencing visual attention switch in multi-display user interfaces: a survey

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    Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin

    Active architecture for pervasive contextual services

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    International Workshop on Middleware for Pervasive and Ad-hoc Computing MPAC 2003), ACM/IFIP/USENIX International Middleware Conference (Middleware 2003), Rio de Janeiro, Brazil This work was supported by the FP5 Gloss project IST2000-26070, with partners at Trinity College Dublin and Université Joseph Fourier, and by EPSRC grants GR/M78403/GR/M76225, Supporting Internet Computation in Arbitrary Geographical Locations, and GR/R45154, Bulk Storage of XML Documents.Pervasive services may be defined as services that are available "to any client (anytime, anywhere)". Here we focus on the software and network infrastructure required to support pervasive contextual services operating over a wide area. One of the key requirements is a matching service capable of as-similating and filtering information from various sources and determining matches relevant to those services. We consider some of the challenges in engineering a globally distributed matching service that is scalable, manageable, and able to evolve incrementally as usage patterns, data formats, services, network topologies and deployment technologies change. We outline an approach based on the use of a peer-to-peer architecture to distribute user events and data, and to support the deployment and evolution of the infrastructure itself.Peer reviewe

    Active architecture for pervasive contextual services

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    Pervasive services may be defined as services that are available to any client (anytime, anywhere). Here we focus on the software and network infrastructure required to support pervasive contextual services operating over a wide area. One of the key requirements is a matching service capable of assimilating and filtering information from various sources and determining matches relevant to those services. We consider some of the challenges in engineering a globally distributed matching service that is scalable, manageable, and able to evolve incrementally as usage patterns, data formats, services, network topologies and deployment technologies change. We outline an approach based on the use of a peer-to-peer architecture to distribute user events and data, and to support the deployment and evolution of the infrastructure itself

    Contributing to VRPN with a new server for haptic devices (ext. version)

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    This article is an extended version of the poster paper: Cuevas-Rodriguez, M., Gonzalez-Toledo D., Molina-Tanco, L., Reyes-Lecuona A., 2015, November. “Contributing to VRPN with a new server for haptic devices”. In Proceedings of the ACM symposium on Virtual reality software and technology. ACM.http://dx.doi.org/10.1145/2821592.2821639VRPN is a middleware to access Virtual Reality peripherals. VRPN standard distribution supports Geomagic® (formerly Phantom) haptic devices through the now superseded GHOST library. This paper presents VRPN OpenHaptics Server, a contribution to VRPN library that fully reimplements VRPN support of Geomagic Haptic Devices. The implementation is based on the OpenHaptics v3.0 HLAPI layer, which supports all Geomagic Haptic Devices. We present the architecture of the contributed server, a detailed description of the offered API and an analysis of its performance in a set of example scenarios.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Proxemic interactions with multi-artifact systems

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    Abstract — The artifact ecologies emerging from an increasing number of interactive digital artifacts, capable of communicating with each other wirelessly, have created an interaction space where software applications are no longer limited by the physical boundaries of a single device. With the new opportunities follows an added complexity that interaction designers need to address. Previous work have shown the potential of proxemic interactions as one way of dealing with design challenges of ubicomp systems. However, the work focused on interactions involving multiple digital artifacts is limited. In this paper, we analyze two multi-artifact systems from our prior work within the domain of music consumption and identify four concepts of multi-artifact interactions: Plasticity, migration, complementarity, and multi-user. These concepts forms the basis for a discussion on the potential use of proxemic interactions in the design of multi-artifact systems. Keywords- artifact ecology, multi-artifact systems, proxemic interactions, music systems. I

    Human Factors and Innovation with Mobile Devices

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    Advancements in technology are a significant driving force in educational innovation, but a strong focus on technology means that human aspects and implications may not be given the attention they deserve. This chapter examines usability issues surrounding the use of mobile devices in learning. A key aim is to empower educators and learners to take control of personal devices and realise their potential in relation to teaching and learning. The background section reviews the development of usability studies and explores why mobile device usability presents specific new challenges. The impact of changing requirements in education, and new visions for ways of thinking and competences that learners should be acquiring, are also examined. Finally, the chapter provides a set of concepts that can inform conversations between educators and learners, mobile system engineers, developers, support staff, and others
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