15,201 research outputs found

    Nomadic input on mobile devices: the influence of touch input technique and walking speed on performance and offset modeling

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    In everyday life people use their mobile phones on-the-go with different walking speeds and with different touch input techniques. Unfortunately, much of the published research in mobile interaction does not quantify the influence of these variables. In this paper, we analyze the influence of walking speed, gait pattern and input techniques on commonly used performance parameters like error rate, accuracy and tapping speed, and we compare the results to the static condition. We examine the influence of these factors on the machine learned offset model used to correct user input and we make design recommendations. The results show that all performance parameters degraded when the subject started to move, for all input techniques. Index finger pointing techniques demonstrated overall better performance compared to thumb-pointing techniques. The influence of gait phase on tap event likelihood and accuracy was demonstrated for all input techniques and all walking speeds. Finally, it was shown that the offset model built on static data did not perform as well as models inferred from dynamic data, which indicates the speed-specific nature of the models. Also, models identified using specific input techniques did not perform well when tested in other conditions, demonstrating the limited validity of offset models to a particular input technique. The model was therefore calibrated using data recorded with the appropriate input technique, at 75% of preferred walking speed, which is the speed to which users spontaneously slow down when they use a mobile device and which presents a tradeoff between accuracy and usability. This led to an increase in accuracy compared to models built on static data. The error rate was reduced between 0.05% and 5.3% for landscape-based methods and between 5.3% and 11.9% for portrait-based methods

    User experience, performance, and social acceptability: usable multimodal mobile interaction

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    This thesis explores the social acceptability of multimodal interaction in public places with respect to acceptance, adoption and appropriation. Previous work in multimodal interaction has mainly focused on recognition and detection issues without thoroughly considering the willingness of users to adopt these kinds of interactions in their everyday lives. This thesis presents a novel approach to user experience that is theoretically motivated by phenomenology, practiced with mixed-methods, and analysed based on dramaturgical metaphors. In order to explore the acceptance of multimodal interfaces, this thesis presents three studies that look at users’ initial reactions to multimodal interaction techniques: a survey study focusing on gestures, an on-the-street user study, and a follow-up survey study looking at gesture and voice-based interaction. The investigation of multimodal interaction adoption is explored through two studies: an in situ user study of a performative interface and a focus group study using experience prototypes. This thesis explores the appropriation of multimodal interaction by demonstrating the complete design process of a multimodal interface using the performative approach to user experience presented in this thesis. Chapter 3 looks at users’ initial reactions to and acceptance of multimodal interactions. The results of the first survey explored location and audience as factors the influence how individuals behave in public places. Participants in the on-the-street study described the desirable visual aspects of the gestures as playful, cool, or embarrassing aspects of interaction and how gestures could be hidden as everyday actions. These results begin to explain why users accepted or rejected the gestures from the first survey. The second survey demonstrated that the presence of familiar spectators made interaction significantly more acceptable. This result indicates that performative interaction could be made more acceptable by interfaces that support collaborative or social interaction. Chapter 4 explores how users place interactions into a usability context for use in real world settings. In the first user study, participants took advantage of the wide variety of possible performances, and created a wide variety of input, from highly performative to hidden actions, based on location. The ability of this interface to support flexible interactions allowed users to demonstrate the the purposed of their actions differently based on the immediately co-located spectators. Participants in the focus group study discussed how they would go about placing multimodal interactions into real world contexts, using three approaches: relationship to the device, personal meaning, and relationship to functionality. These results demonstrate how users view interaction within a usability context and how that might affect social acceptability. Chapter 5 examines appropriation of multimodal interaction through the completion of an entire design process. The results of an initial survey were used as a baseline of comparison from which to design the following focus group study. Participants in the focus groups had similar motives for accepting multimodal interactions, although the ways in which these were expressed resulted in very different preferences. The desire to use technology in a comfortable and satisfying way meant different things in these different settings. During the ‘in the wild’ user study, participants adapted performance in order to make interaction acceptable in different contexts. In some cases, performance was hidden in public places or shared with familiar spectators in order to successfully incorporate interaction into public places

    The feet in human--computer interaction: a survey of foot-based interaction

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    Foot-operated computer interfaces have been studied since the inception of human--computer interaction. Thanks to the miniaturisation and decreasing cost of sensing technology, there is an increasing interest exploring this alternative input modality, but no comprehensive overview of its research landscape. In this survey, we review the literature on interfaces operated by the lower limbs. We investigate the characteristics of users and how they affect the design of such interfaces. Next, we describe and analyse foot-based research prototypes and commercial systems in how they capture input and provide feedback. We then analyse the interactions between users and systems from the perspective of the actions performed in these interactions. Finally, we discuss our findings and use them to identify open questions and directions for future research

    Walking in Place Through Virtual Worlds

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    Multiplayer Sound-Oriented Game Design: An iOS brain and hearing training game

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    Hearing (auditory perception) is one of the most important senses in our human bodies. There are millions of different sounds in our world; humans perceive the sounds from the outside world to get information, and respond to them. It is beneficial to enhance hearing abilities and hand-ear coordination to boost brain fitness, engage in better communication with others, and enhance concentration abilities. With the fast development of smart mobile devices and mobile internet, it is easy to get people connected no matter where they are. Some people usually play games during short fragments time. Considering these factors, it is a good approach to take full advantage of these moments, so this project is a real-time multiplayer game in iOS, and it is all based on sound. Players are required to listen to a piece of audio first, then complete the task, and the one who completes it faster or better can win the points. This game is audio-oriented, social and has various types of challenges. Players are randomly matched to compete in real time, or one can pick someone else to challenge, motivating people to win. There are four main categories: dexterity challenge, memory challenge, discrimination challenge and attention challenge, and each category contains hundreds of relevant challenges
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