47,473 research outputs found

    EyeSpot: leveraging gaze to protect private text content on mobile devices from shoulder surfing

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    As mobile devices allow access to an increasing amount of private data, using them in public can potentially leak sensitive information through shoulder surfing. This includes personal private data (e.g., in chat conversations) and business-related content (e.g., in emails). Leaking the former might infringe on users’ privacy, while leaking the latter is considered a breach of the EU’s General Data Protection Regulation as of May 2018. This creates a need for systems that protect sensitive data in public. We introduce EyeSpot, a technique that displays content through a spot that follows the user’s gaze while hiding the rest of the screen from an observer’s view through overlaid masks. We explore different configurations for EyeSpot in a user study in terms of users’ reading speed, text comprehension, and perceived workload. While our system is a proof of concept, we identify crystallized masks as a promising design candidate for further evaluation with regard to the security of the system in a shoulder surfing scenario

    SeeReader: An (Almost) Eyes-Free Mobile Rich Document Viewer

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    Reading documents on mobile devices is challenging. Not only are screens small and difficult to read, but also navigating an environment using limited visual attention can be difficult and potentially dangerous. Reading content aloud using text-to-speech (TTS) processing can mitigate these problems, but only for content that does not include rich visual information. In this paper, we introduce a new technique, SeeReader, that combines TTS with automatic content recognition and document presentation control that allows users to listen to documents while also being notified of important visual content. Together, these services allow users to read rich documents on mobile devices while maintaining awareness of their visual environment

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    The Role of a Mobile App for Listening Comprehension Training in Distance Learning to Sustain Student Motivation

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    In this article the importance of listening comprehension for language students is discussed and the possible benefits of using a mobile app to motivate its practice and development are considered. The Audio News Trainer (ANT) is presented as an example of this type of app that uses the news domain as the source of audio recordings. Three research questions related to the use of this app are outlined regarding the effectiveness of the news domain for motivating the practice of listening comprehension, whether social media (such as Facebook) can increase the motivation, and how the students’ exposure to the target language can be prolonged here. An experiment is undertaken that provides data (obtained by interaction with the app and from pre- and post-questionnaires) which appear, based upon initial analyses, to support both the use of ANT to motivate the prolonged practice of listening comprehension and also the potential of social media-based interaction in second language learning nowadays

    Enhancing Information Language Learning with Mobile Technology - Does it Work?

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    There are many theories that attempt to explain second language acquisition processes and factors determining success or failure. Despite a lack of general agreement between proponents of these theories, research has convincingly shown that the amount of exposure to target language input is one important predictor of ultimate achievement levels. ‘Time on task’ is as important in language learning as it is in many other domains (cf. Reber, 1993) and it is therefore important to identify ways in which this can be increased. An obvious possibility is to encourage learners to engage with (and in) the language outside the classroom. Informal learning, in the sense of learning outside of formal education, has been shown to be a major aspect of adult learning (Cross, 2007) and, given appropriate preparation and support, learners can greatly increase opportunities for learning if they can do so independently. Mobile technologies have obvious potential in this regard. However, is it possible to improve language skills in this way? In this article we report on an exploratory study into the use of cellphones for extensive listening practice. We used input enhancement to draw learners’ attention to not only the meaning of the materials but also the formal (grammatical) aspects of the input. We found that the use of mobile technology presented a number of challenges and in this study did not result in learners acquiring the target structures. We conclude with a number of recommendations for the use and future study of mobile technologies for (language) learning

    A Novel Gesture-based CAPTCHA Design for Smart Devices

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    CAPTCHAs have been widely used in Web applications to prevent service abuse. With the evolution of computing environment from desktop computing to ubiquitous computing, more and more users are accessing Web applications on smart devices where touch based interactions are dominant. However, the majority of CAPTCHAs are designed for use on computers and laptops which do not reflect the shift of interaction style very well. In this paper, we propose a novel CAPTCHA design to utilise the convenience of touch interface while retaining the needed security. This is achieved through using a hybrid challenge to take advantages of human’s cognitive abilities. A prototype is also developed and found to be more user friendly than conventional CAPTCHAs in the preliminary user acceptance test
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