14,921 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

    User interface guidelines for the control of interactive television systems via smart phone applications

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    International audienceThere are a growing number of smart phone applications allowing the user to control their television, set-top box or other entertainment devices. The success of these applications is limited. Based on findings from media studies in Austria and France focusing on how people currently use their TV and iTV systems and associated devices, this article describes recommendations for the design of a smart phone application enabling users to control Internet Protocol Television (IPTV) systems including all connected entertainment devices. Recommendations include the need to allow users to control devices that are related to the IPTV experience (not only the set-top box or television set) and the focus on scenarios of usage like supporting listening to music, enjoying a movie or controlling the connected home. Based on similarities and differences found in the two samples, future smart phone applications for controlling TV will only succeed if they provide meaningful functionalities that satisfy the (varying) user needs, support personalisation and personal usage and respect the limitations of mobile phones with respect to possible parallel activities performed

    Analysis of Factors Affecting Multimedia Delivery for Elderly People

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    This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends.This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends

    Improving command selection in smart environments by exploiting spatial constancy

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    With the a steadily increasing number of digital devices, our environments are becoming increasingly smarter: we can now use our tablets to control our TV, access our recipe database while cooking, and remotely turn lights on and off. Currently, this Human-Environment Interaction (HEI) is limited to in-place interfaces, where people have to walk up to a mounted set of switches and buttons, and navigation-based interaction, where people have to navigate on-screen menus, for example on a smart-phone, tablet, or TV screen. Unfortunately, there are numerous scenarios in which neither of these two interaction paradigms provide fast and convenient access to digital artifacts and system commands. People, for example, might not want to touch an interaction device because their hands are dirty from cooking: they want device-free interaction. Or people might not want to have to look at a screen because it would interrupt their current task: they want system-feedback-free interaction. Currently, there is no interaction paradigm for smart environments that allows people for these kinds of interactions. In my dissertation, I introduce Room-based Interaction to solve this problem of HEI. With room-based interaction, people associate digital artifacts and system commands with real-world objects in the environment and point toward these real-world proxy objects for selecting the associated digital artifact. The design of room-based interaction is informed by a theoretical analysis of navigation- and pointing-based selection techniques, where I investigated the cognitive systems involved in executing a selection. An evaluation of room-based interaction in three user studies and a comparison with existing HEI techniques revealed that room-based interaction solves many shortcomings of existing HEI techniques: the use of real-world proxy objects makes it easy for people to learn the interaction technique and to perform accurate pointing gestures, and it allows for system-feedback-free interaction; the use of the environment as flat input space makes selections fast; the use of mid-air full-arm pointing gestures allows for device-free interaction and increases awareness of other’s interactions with the environment. Overall, I present an alternative selection paradigm for smart environments that is superior to existing techniques in many common HEI-scenarios. This new paradigm can make HEI more user-friendly, broaden the use cases of smart environments, and increase their acceptance for the average user

    Implementasi Aspek Physio-Pleasure dalam Smart TV

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    Pleasure define as the condition of consciousness or sensation induced by the enjoyment or anticipation of what is felt or viewed as good or desirable; enjoyment, delight, gratification. A usefull way of classifying different types of pleasure has been espoused by Canadian anthropologist Lionel Tiger. Tiger has made an extensive study of pleasure and has developed a framework for addressing pleasures issues. The framework models four conceptually distinct types of pleasure – physical, social, phsycological and ideological. Physio-pleasure is to do with the body and with pleasures derived from the sensing organs. They include pleasures connected with touch, taste and smell as well as feelings of sensual pleasures. Smart Television (Smart TV) is a combine of internet function and web 2.0 features. Physio-pleasure is the one of main factor on human interaction with smart television, especially on the virtual touchscreen navigation so that can make the real interaction. This paper discusses the implementation of physio-pleasure aspect in smart television, explanation abaout physio-pleasure, important of physio-pleasure and smart tv related to physio-pleasure

    Digital interaction: where are we going?

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    In the framework of the AVI 2018 Conference, the interuniversity center ECONA has organized a thematic workshop on "Digital Interaction: where are we going?". Six contributions from the ECONA members investigate different perspectives around this thematic

    Impact of end effector technology on telemanipulation performance

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    Generic requirements for end effector design are briefly summarized as derived from generic functional and operational requirements. Included is a brief summary of terms and definitions related to end effector technology. The second part contains a brief overview of end effector technology work as JPL during the past ten years, with emphasis on the evolution of new mechanical, sensing and control capabilities of end effectors. The third and major part is devoted to the description of current end effector technology. The ongoing work addresses mechanical, sensing and control details with emphasis on mechanical ruggedness, increased resolution in sensing, and close electronic and control integration with overall telemanipulator control system

    TraceMatch:a computer vision technique for user input by tracing of animated controls

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    Recent works have explored the concept of movement correlation interfaces, in which moving objects can be selected by matching the movement of the input device to that of the desired object. Previous techniques relied on a single modality (e.g. gaze or mid-air gestures) and specific hardware to issue commands. TraceMatch is a computer vision technique that enables input by movement correlation while abstracting from any particular input modality. The technique relies only on a conventional webcam to enable users to produce matching gestures with any given body parts, even whilst holding objects. We describe an implementation of the technique for acquisition of orbiting targets, evaluate algorithm performance for different target sizes and frequencies, and demonstrate use of the technique for remote control of graphical as well as physical objects with different body parts

    Dynamic motion coupling of body movement for input control

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    Touchless gestures are used for input when touch is unsuitable or unavailable, such as when interacting with displays that are remote, large, public, or when touch is prohibited for hygienic reasons. Traditionally user input is spatially or semantically mapped to system output, however, in the context of touchless gestures these interaction principles suffer from several disadvantages including memorability, fatigue, and ill-defined mappings. This thesis investigates motion correlation as the third interaction principle for touchless gestures, which maps user input to system output based on spatiotemporal matching of reproducible motion. We demonstrate the versatility of motion correlation by using movement as the primary sensing principle, relaxing the restrictions on how a user provides input. Using TraceMatch, a novel computer vision-based system, we show how users can provide effective input through investigation of input performance with different parts of the body, and how users can switch modes of input spontaneously in realistic application scenarios. Secondly, spontaneous spatial coupling shows how motion correlation can bootstrap spatial input, allowing any body movement, or movement of tangible objects, to be appropriated for ad hoc touchless pointing on a per interaction basis. We operationalise the concept in MatchPoint, and demonstrate the unique capabilities through an exploration of the design space with application examples. Finally, we explore how users synchronise with moving targets in the context of motion correlation, revealing how simple harmonic motion leads to better synchronisation. Using the insights gained we explore the robustness of algorithms used for motion correlation, showing how it is possible to successfully detect a user's intent to interact whilst suppressing accidental activations from common spatial and semantic gestures. Finally, we look across our work to distil guidelines for interface design, and further considerations of how motion correlation can be used, both in general and for touchless gestures

    M-health review: joining up healthcare in a wireless world

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    In recent years, there has been a huge increase in the use of information and communication technologies (ICT) to deliver health and social care. This trend is bound to continue as providers (whether public or private) strive to deliver better care to more people under conditions of severe budgetary constraint
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