1,547 research outputs found

    An investigation into the problems of user oriented interfaces in mobile applications

    Get PDF
    The purpose of this paper is the analysis and evaluation of the mobile interface design. This study consisted of a random sample of 55 user interfaces for mobile applications. In addition, the restriction of all the components of the user interface quantified. An analysis was conducted of these interfaces, in order to represent graphically. Then, evaluated and produced the following results: First, the smaller number of pages in the application is better. Second, decreasing the navigation bars, buttons and menus in user interfaces for mobile applications gives additional space on the screen, making the application easy to use and maintaining the context. Third, diversity, the use of tools ensures good interaction with the user. Finally, a range of results for the design of the user interface and some ideas are provided about what should be taken of these results in mind when designing interfaces for mobile applications

    Video interaction using pen-based technology

    Get PDF
    Dissertação para obtenção do Grau de Doutor em InformáticaVideo can be considered one of the most complete and complex media and its manipulating is still a difficult and tedious task. This research applies pen-based technology to video manipulation, with the goal to improve this interaction. Even though the human familiarity with pen-based devices, how they can be used on video interaction, in order to improve it, making it more natural and at the same time fostering the user’s creativity is an open question. Two types of interaction with video were considered in this work: video annotation and video editing. Each interaction type allows the study of one of the interaction modes of using pen-based technology: indirectly, through digital ink, or directly, trough pen gestures or pressure. This research contributes with two approaches for pen-based video interaction: pen-based video annotations and video as ink. The first uses pen-based annotations combined with motion tracking algorithms, in order to augment video content with sketches or handwritten notes. It aims to study how pen-based technology can be used to annotate a moving objects and how to maintain the association between a pen-based annotations and the annotated moving object The second concept replaces digital ink by video content, studding how pen gestures and pressure can be used on video editing and what kind of changes are needed in the interface, in order to provide a more familiar and creative interaction in this usage context.This work was partially funded by the UTAustin-Portugal, Digital Media, Program (Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011

    The Video Browser Showdown: a live evaluation of interactive video search tools

    Get PDF
    The Video Browser Showdown evaluates the performance of exploratory video search tools on a common data set in a common environment and in presence of the audience. The main goal of this competition is to enable researchers in the field of interactive video search to directly compare their tools at work. In this paper, we present results from the second Video Browser Showdown (VBS2013) and describe and evaluate the tools of all participating teams in detail. The evaluation results give insights on how exploratory video search tools are used and how they perform in direct comparison. Moreover, we compare the achieved performance to results from another user study where 16 participants employed a standard video player to complete the same tasks as performed in VBS2013. This comparison shows that the sophisticated tools enable better performance in general, but for some tasks common video players provide similar performance and could even outperform the expert tools. Our results highlight the need for further improvement of professional tools for interactive search in videos

    Spatial Interaction for Immersive Mixed-Reality Visualizations

    Get PDF
    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, fĂŒhren zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhĂ€rent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natĂŒrliche Interaktionstechniken als hilfreich fĂŒr die Datenanalyse erwiesen. DarĂŒber hinaus spielt in solchen AnwendungsfĂ€llen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext fĂŒr die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung gefĂŒhrt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion fĂŒr diese oft komplexen Systeme. In meiner Dissertation beschĂ€ftige ich mich mit dieser Herausforderung, indem ich die Interaktion fĂŒr immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von rĂ€umlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann rĂ€umliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen fĂŒr immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. FĂŒr die zweite Frage untersuche ich, wie insbesondere die rĂ€umliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit rĂ€umlichen GerĂ€ten im Vergleich zur Touch-Eingabe, die Verwendung zusĂ€tzlicher mobiler GerĂ€te als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darĂŒber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie rĂ€umliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstĂŒtzen können

    A Nine Month Report on Progress Towards a Framework for Evaluating Advanced Search Interfaces considering Information Retrieval and Human Computer Interaction

    No full text
    This is a nine month progress report detailing my research into supporting users in their search for information, where the questions, results or even thei

    Pixels, bits and urban space. Observing the intersection of the space of information with actual physical space in augmented reality smartphone applications and peripheral vision displays

    Get PDF
    Today the urban environment can be seen as a mix of technically mediated elements and actual physical locations — the city is techno–synthetically composed. The method of observing the production of space, as asserted by Lefebvre, must take into account physical and non–physical spaces, produced out of the coexistence of everyday life and activities with the space of information. This paper explores the merging of bits and bytes with the urban environment and uses augmented reality applications for the smartphone and peripheral vision displays as case studies to illustrate how the method of visually layering digital graphics on to the image of actual space produces a new kind of spatial commodification
    • 

    corecore