11,893 research outputs found
Using Sound to Enhance Users’ Experiences of Mobile Applications
The latest smartphones with GPS, electronic compass, directional audio, touch screens etc. hold potentials for location based services that are easier to use compared to traditional tools. Rather than interpreting maps, users may focus on their activities and the environment around them. Interfaces may be designed that let users search for information by simply pointing in a direction. Database queries can be created from GPS location and compass direction data. Users can get guidance to locations through pointing gestures, spatial sound and simple graphics. This article describes two studies testing prototypic applications with multimodal user interfaces built on spatial audio, graphics and text. Tests show that users appreciated the applications for their ease of use, for being fun and effective to use and for allowing users to interact directly with the environment rather than with abstractions of the same. The multimodal user interfaces contributed significantly to the overall user experience
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
TV-Centric technologies to provide remote areas with two-way satellite broadband access
October 1-2, 2007, Rome, Italy TV-Centric Technologies To Provide Remote Areas With Two-Way Satellite Broadband Acces
A two-way interactive broadband satellite architecture to break the digital divide barrier
September 24-26, 2007, Turin, Ital
VRpursuits: Interaction in Virtual Reality Using Smooth Pursuit Eye Movements
Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
- …