52 research outputs found

    The Challenges of Using an Existing Cross-Device Interaction Prototype for Supporting Actual Curation Practices

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    Volunteer-driven organisations curating historic documents, such as societies and charities, often work within a bring-your-own-device (BYOD) practice and their meetings are in varying situations. A recurring challenge is finding lightweight ways to enable them to share and collectively work with documents using their own devices while in situ. We are working on building novel interaction techniques and applications (prototyped with a custom developer toolkit) for supporting the curation of digital collections – for example, historic documents. We discuss the pros and cons of using an existing prototype system for this purpose and points to consider when taking a prototype from the lab into the wild

    Proxemics mobile collocated interactions

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    Recent research on mobile collocated interactions has been looking at situations in which collocated users engage in collaborative activities using their mobile devices. However, existing practices fail to fully account for the culturally-dependent spatial relationships between people and their digital devices (i.e. the proxemic relationships). Building on the ideas of proxemic interactions, this workshop is motivated by the concept of 'proxemic mobile collocated interactions', to harness new or existing technologies to create engaging and interactionally relevant experiences. Such approaches would allow devices to not only react to presence and interaction, but also other indicators, such as the interpersonal distance people naturally use in everyday life. The aim of this one-day workshop is to bring together a community of researchers, designers and practitioners who are interested in exploring proxemics and mobile collocated interactions

    Exploring Application Opportunities for Smart Vehicles in the Continuous Interaction Space Inside and Outside the Vehicle

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    We describe applications that implement interactions between the driver and their smart vehicle in a continuous interaction space characterized by the physical distance to the vehicle and by the smart devices that implement those interactions. Specifically, we demonstrate the principles of smart vehicle proxemics with smart rings, smartwatches, smartphones, and other devices employed to interact with the in-vehicle infotainment system while the driver traverses five distinctly identifiable zones, from inside the vehicle to the personal, proximal, distant, and covert zone outside the vehicle. We present engineering details of our applications that capitalize on standardized web technology (HTML, CSS, JavaScript), communication protocols (WebSocket), and data formats (JSON) and, thus, enable straightforward extension to accommodate other smart devices for new interactions with smart vehicles. We also point to future opportunities for designing interactions from a distance and function of the distance between the driver and their vehicle

    Creating Your Bubble: Personal Space On and Around Large Public Displays

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    We describe an empirical study that explores how users establish and use personal space around large public displays (LPDs). Our study complements field studies in this space by more fully characterizing interpersonal distances based on coupling and confirms the use of on-screen territories on vertical displays. Finally, we discuss implications for future research: limitations of proxemics and territoriality, how user range can augment existing theory, and the influence of display size on personal space

    Feasibility Study of Ubiquitous Interaction Concepts

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    AbstractThere are all sorts of consumer electronics in a home environment. Using “apps” 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

    Moving Beyond Weak Identifiers for Proxemic Interaction

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    Taxonomía de técnicas de interacción basadas en patrones f-formation para el desarrollo de aplicaciones cross device

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    El uso de los dispositivos tecnológicos cada vez ha ido ganando protagonismo dentro de las reuniones sociales, ya sea para compartir información o comunicarse de una manera más rápida. Dentro de este contexto, es importante utilizar técnicas de interacción que faciliten el intercambio de información o contenido de un dispositivo a otro, con el tiempo se ha ido utilizando cada vez más los conceptos de proxémica y patrones f-formation para analizar e identificar la posición de los participantes dentro de entornos de colaboración. Esto ayuda a mejorar la interacción entre las personas y dispositivos para realizar tareas en conjunto. El presente proyecto de investigación propone una taxonomía de técnicas de interacción basadas en patrones F-Formation, con el fin de ser utilizada como una guía de buenas prácticas para futuros desarrollos de aplicaciones Cross Device. La taxonomía está estructurada de manera sencilla y ordenada con cinco categorías, donde se une los conceptos de proxémica, patrones f-formation, dispositivos y técnicas de interacción. La taxonomía propuesta está categorizada y jerarquizada, de acuerdo con sus características y ayudará a que el usuario tenga una mayor comprensión de los diferentes patrones y técnicas que puede utilizar para el desarrollo de futuras aplicaciones orientadas a entornos de colaboración. Por otro lado, como plan de continuidad se propone un roadmap de 15 proyectos orientados a entornos de colaboración, basándonos en la estructura de la taxonomía propuesta.The use of technological devices has increasingly gained prominence in social gatherings, whether to share information or communicate faster. Within this context, it is important to use interaction techniques that facilitate the exchange of information or content from one device to another, over time the concepts of proxemic and f-formation patterns have been increasingly used to analyze and identify the position of participants within collaborative environments. This helps to improve the interaction between people and devices to perform tasks together. This research project proposes a taxonomy of interaction techniques based on F-Formation patterns, in order to be used as a guide of good practices for future developments of Cross Device applications. The taxonomy is structured in a simple and orderly manner with five categories, where the concepts of proxémica, patterns f-formation, devices and interaction techniques are found. The proposed taxonomy is categorized and hierarchized, according to its characteristics and to help the user to have a better understanding of the different patterns and techniques they can use for the development of future applications oriented towards collaborative environments. On the other hand, as a continuity plan, a route map of 15 projects aimed at collaborative environments is proposed, based on the structure of the proposed taxonomyTesi
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