3,402 research outputs found
Feasibility Study of Ubiquitous Interaction Concepts
AbstractThere are all sorts of consumer electronics in a home environment. Using âappsâ to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison.Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.Overall, the results indicate that the proposed interaction concepts were found natural and easy to use
Pervasive Personal Information Spaces
Each userâs electronic information-interaction uniquely matches their information behaviour, activities and work context. In the ubiquitous computing environment, this information-interaction and the underlying personal information is distributed across multiple personal devices. This thesis investigates the idea of Pervasive Personal Information Spaces for improving ubiquitous personal information-interaction. Pervasive Personal Information Spaces integrate information distributed across multiple personal devices to support anytime-anywhere access to an individualâs information. This information is then visualised through context-based, flexible views that are personalised through user activities, diverse annotations and spontaneous information associations. The Spaces model embodies the characteristics of Pervasive Personal Information Spaces, which emphasise integration of the userâs information space, automation and communication, and flexible views. The model forms the basis for InfoMesh, an example implementation developed for desktops, laptops and PDAs. The design of the system was supported by a tool developed during the research called activity snaps that captures realistic user activity information for aiding the design and evaluation of interactive systems. User evaluation of InfoMesh elicited a positive response from participants for the ideas underlying Pervasive Personal Information Spaces, especially for carrying out work naturally and visualising, interpreting and retrieving information according to personalised contexts, associations and annotations. The user studies supported the research hypothesis, revealing that context-based flexible views may indeed provide better contextual, ubiquitous access and visualisation of information than current-day systems
Survey of context provisioning middleware
In the scope of ubiquitous computing, one of the key issues is the awareness of context, which includes diverse aspects of the user's situation including his activities, physical surroundings, location, emotions and social relations, device and network characteristics and their interaction with each other. This contextual knowledge is typically acquired from physical, virtual or logical sensors. To overcome problems of heterogeneity and hide complexity, a significant number of middleware approaches have been proposed for systematic and coherent access to manifold context parameters. These frameworks deal particularly with context representation, context management and reasoning, i.e. deriving abstract knowledge from raw sensor data. This article surveys not only related work in these three categories but also the required evaluation principles. © 2009-2012 IEEE
The changing face of human-computer interaction in the age of ubiquitous computing
HCI is reinventing itself. No longer only about being user centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crĂšche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice
Affective automotive user interfaces
Technological progress in the fields of ubiquitous sensing and machine learning has been fueling the development of user-aware human-computer interaction in recent years. Especially natural user interfaces, like digital voice assistants, can benefit from understanding their users in order to provide a more naturalistic experience. Such systems can, for example, detect the emotional state of users and accordingly act in an empathic way. One major research field working on this topic is Affective Computing, where psycho-physiological measures, speech input, and facial expressions are used to sense human emotions.
Affective data allows natural user interfaces to respond to emotions, providing promising perspectives not only for user experience design but also for safety aspects. In automotive environments, informed estimations of the driverâs state can potentially avoid dangerous errors and evoking positive emotions can improve the experience of driving.
This dissertation explores Affective Automotive User Interfaces using two basic interaction paradigms: firstly, emotion regulation systems react to the current emotional state of the user based on live sensing data, allowing for quick interventions. Secondly, emotional interaction synthesizes experiences which resonate with the user on an emotional level. The constituted goals of these two interaction approaches are the promotion of safe behavior and an improvement of user experience.
Promoting safe behavior through emotion regulation: Systems which detect and react to the driverâs state are expected to have great potential for improving road safety. This work presents a model and methods needed to investigate such systems and an exploration of several approaches to keep the driver in a safe state. The presented methods include techniques to induce emotions and to sample the emotional state of drivers. Three driving simulator studies investigate the impacts of emotionaware interventions in the form of implicit cues, visual mirroring and empathic speech synthesis. We envision emotion-awareness as a safety feature which can detect if a driver is unfit or in need of support, based on the propagation of robust emotion detection technology.
Improving user experience with emotional interaction: Emotional perception is an essential part of user experience. This thesis entails methods to build emotional experiences derived from a variety of lab and simulator studies, expert feedback, car-storming sessions and design thinking workshops. Systems capable of adapting to the userâs preferences and traits in order to create an emotionally satisfactory user experience do not require the input of emotion detection. They rather create value through general knowledge about the user by adapting the output they generate. During this research, cultural and generational influences became evident, which have to be considered when implementing affective automotive user interfaces in future cars.
We argue that the future of user-aware interaction lies in adapting not only to the driverâs preferences and settings but also to their current state. This paves the way for the regulation of safe behavior, especially in safety-critical environments like cars, and an improvement of the driving experience.Aktuelle Fortschritte in den Bereichen des Machine Learning und Ubiquitous Computing ermöglichen es heute adaptive Mensch-Maschine-Schnittstellen zu realisieren. Vor allem natuÌrliche Interaktion, wie wir sie von Sprachassistenten kennen, profitiert von einem verbesserten VerstĂ€ndnis des Nutzerverhaltens. Zum Beispiel kann ein Assistent mit Informationen uÌber den emotionalen Zustand des Nutzers natuÌrlicher interagieren, vielleicht sogar Empathie zeigen. Affective Computing ist das damit verbundene Forschungsfeld, das sich damit beschĂ€ftigt menschliche Emotionen durch Beobachtung von physiologischen Daten, Sprache und Mimik zu erkennen.
Dabei ermöglicht Emotionserkennung natuÌrliche Interaktion auf Basis des Fahrer/innenzustands, was nicht nur vielversprechend in Bezug auf die Gestaltung des Nutzerelebnisses klingt, sondern auch Anwendungen im Bereich der Verkehrssicherheit hat. Ein Einsatz im Fahrkontext könnte so vermeidbare UnfĂ€lle verringern und gleichzeitig Fahrer durch emotionale Interaktion begeistern.
Diese Dissertation beleuchtet Affective Automotive User Interfaces â zu Deutsch in etwa Emotionsadaptive Benutzerschnittstellen im Fahrzeug â auf Basis zweier inhaltlicher SĂ€ulen: erstens benutzen wir AnsĂ€tze zur Emotionsregulierung, um im Falle gefĂ€hrlicher FahrerzustĂ€nde einzugreifen. Zweitens erzeugen wir emotional aufgeladene Interaktionen, um das Nutzererlebnis zu verbessern.
Erhöhte Sicherheit durch Emotionsregulierung: Emotionsadaptiven Systemen wird ein groĂes Potenzial zur Verbesserung der Verkehrssicherheit zugeschrieben. Wir stellen ein Modell und Methoden vor, die zur Untersuchung solcher Systeme benötigt werden und erforschen AnsĂ€tze, die dazu dienen Fahrer in einer GefuÌhlslage zu halten, die sicheres Handeln erlaubt. Die vorgestellten Methoden beinhalten AnsĂ€tze zur Emotionsinduktion und -erkennung, sowie drei Fahrsimulatorstudien zur Beeinflussung von Fahrern durch indirekte Reize, Spiegeln von Emotionen und empathischer Sprachinteraktion. Emotionsadaptive Sicherheitssysteme können in Zukunft beeintrĂ€chtigten Fahrern UnterstuÌtzung leisten und so den Verkehr sicherer machen, vorausgesetzt die technischen Grundlagen der Emotionserkennung gewinnen an Reife.
Verbesserung des Nutzererlebnisses durch emotionale Interaktion: Emotionen tragen einen groĂen Teil zum Nutzerlebnis bei, darum ist es nur sinnvoll den zweiten Fokuspunkt dieser Arbeit auf systeminitiierte emotionale Interaktion zu legen.Wir stellen die Ergebnisse nutzerzentrierter Ideenfindung und mehrer Evaluationsstudien der resultierenden Systeme vor. Um sich den Vorlieben und Eigenschaften von Nutzern anzupassen wird nicht zwingend Emotionserkennung benötigt. Der Mehrwert solcher Systeme besteht vielmehr darin, auf Basis verfuÌgbarer Verhaltensdaten ein emotional anspruchsvolles Erlebnis zu ermöglichen. In unserer Arbeit stoĂen wir auĂerdem auf kulturelle und demografische EinfluÌsse, die es bei der Gestaltung von emotionsadaptiven Nutzerschnittstellen zu beachten gibt.
Wir sehen die Zukunft nutzeradaptiver Interaktion im Fahrzeug nicht in einer rein verhaltensbasierten Anpassung, sondern erwarten ebenso emotionsbezogene Innovationen. Dadurch können zukuÌnftige Systeme sicherheitsrelevantes Verhalten regulieren und gleichzeitig das Fortbestehen der Freude am Fahren ermöglichen
Prototyping of Ubiquitous Music Ecosystems
This paper focuses the prototyping stage of the design cycle of ubiquitous
music (ubimus) ecosystems. We present three case studies of prototype
deployments for creative musical activities. The first case exemplifies a ubimus
system for synchronous musical interaction using a hybrid Java-JavaScript development
platform, mow3s-ecolab. The second case study makes use of the
HTML5 Web Audio library to implement a loop-based sequencer. The third prototype
- an HTML-controlled sine-wave oscillator - provides an example of using
the Chromium open-source sand-boxing technology Portable Native Client
(PNaCl) platform for audio programming on the web. This new approach involved
porting the Csound language and audio engine to the PNaCl web technology.
The Csound PNaCl environment provides programming tools for ubiquitous
audio applications that go beyond the HTML5 Web Audio framework. The
limitations and advantages of the three approaches proposed - the hybrid Java/-
JavaScript environment, the HTML5 audio library and the Csound PNaCl infrastructure
- are discussed in the context of rapid prototyping of ubimus ecosystems
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