30 research outputs found

    Developing and evaluating a gestural and tactile mobile interface to support user authentication

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    As awareness grows surrounding the importance of protecting sensitive data, stored on or accessed through a mobile device, a need has been identified to develop authentication schemes which better match the needs of users, and are more resistant to observer attacks. This paper describes the design and evaluation of H4Plock (pronounced “Hap-lock”), a novel authentication mechanism to address the situation. In order to authenticate, the user enters up to four pre-selected on-screen gestures, informed by tactile prompts. The system has been designed in such a way that the sequence of gestures will vary on each authentication attempt, reducing the capability of a shoulder surfer to recreate entry. 94.1% of participants were able to properly authenticate using H4Plock, with 73.3% successfully accessing the system after a gap of five days without rehearsal. Only 23.5% of participants were able to successfully recreate passcodes in a video-based attack scenario, where gestures were unique in design and entered at different locations around the interface

    Developing and Evaluating a Non-Visual Memory Game

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    Part 1: Long and Short PapersInternational audienceThis paper describes the development of a non-visual memory game based on the classic game ‘SimonTM′, where users are presented with a sequence of stimuli, which they need to replicate in the same order to progress to the next level. Information is presented using a combination of speech, non-speech audio and/or haptic cues, designed to aid blind users who are often excluded from mainstream gaming applications. Findings from an empirical study have revealed that when haptic feedback was presented in combination with other modalities, users successfully replicated more sequences, compared with presenting haptic feedback alone. We suggest that when developing a non-visual game using an unfamiliar input device, speech-based feedback is presented in conjunction with haptic cues

    A Longitudinal Pilot Study to Evaluate Non-visual Icons in a Mobile Exertion Application

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    Part 1: Long and Short PapersInternational audienceThis paper describes an evaluation of a mobile exertion application, developed to promote physical activity among adult users. To extend previous work, we aimed to identify changes in walking behavior over time, and to determine the efficacy of non-visual cues presented via the phone. Data was gathered using three methods: automated logging, participant-maintained diaries and interviews. Findings revealed that participants were able to respond most effectively to multimodal icons to modify their pace over a two week period. However, their preferences were noted to change depending on the situational context. The study has also highlighted the complexities associated with data collection techniques for mobile evaluations

    Maintaining Levels of Activity using a Haptic Personal Training Application CHI 2010: Work-in-Progress (Spotlight on Posters Days 1 & 2)

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    Abstract This paper describes the development of a novel mobile phone-based application designed to monitor the walking habits of older adults. Haptic cues integrated within the prototype, are designed to inform an individual of changes which should be made to maintain a prescribed level of activity. A pilot study was conducted with fifteen older adults walking at varying speeds, both with and without the presence of assistive haptic feedback from the prototype. The results confirm that more steps were taken when haptic feedback was provided while walking at normal and fast paces. However, results also indicate that further refinements would be needed to improve the identification of haptic cues while individuals are in motion
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