23 research outputs found

    Typical Phone Use Habits: Intense Use Does Not Predict Negative Well-Being

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    Not all smartphone owners use their device in the same way. In this work, we uncover broad, latent patterns of mobile phone use behavior. We conducted a study where, via a dedicated logging app, we collected daily mobile phone activity data from a sample of 340 participants for a period of four weeks. Through an unsupervised learning approach and a methodologically rigorous analysis, we reveal five generic phone use profiles which describe at least 10% of the participants each: limited use, business use, power use, and personality- & externally induced problematic use. We provide evidence that intense mobile phone use alone does not predict negative well-being. Instead, our approach automatically revealed two groups with tendencies for lower well-being, which are characterized by nightly phone use sessions.Comment: 10 pages, 6 figures, conference pape

    A Computer-Based Method to Improve the Spelling of Children with Dyslexia

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    In this paper we present a method which aims to improve the spelling of children with dyslexia through playful and targeted exercises. In contrast to previous approaches, our method does not use correct words or positive examples to follow, but presents the child a misspelled word as an exercise to solve. We created these training exercises on the basis of the linguistic knowledge extracted from the errors found in texts written by children with dyslexia. To test the effectiveness of this method in Spanish, we integrated the exercises in a game for iPad, DysEggxia (Piruletras in Spanish), and carried out a within-subject experiment. During eight weeks, 48 children played either DysEggxia or Word Search, which is another word game. We conducted tests and questionnaires at the beginning of the study, after four weeks when the games were switched, and at the end of the study. The children who played DysEggxia for four weeks in a row had significantly less writing errors in the tests that after playing Word Search for the same time. This provides evidence that error-based exercises presented in a tablet help children with dyslexia improve their spelling skills.Comment: 8 pages, ASSETS'14, October 20-22, 2014, Rochester, NY, US

    Interactive Human-Guided Optimization for Logistics Planning

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    Mattar N, Kulms P, Kopp S. Interactive Human-Guided Optimization for Logistics Planning. In: Pielot M, ed. Mensch und Computer 2015 – Tagungsband. Walter de Gruyter GmbH & Co KG; 2015: 183-192.Logistics planning is an important problem in industry, where goods have to be parceled appropriately to meet delivery dates or reduce shipping costs. This optimization problem is classically solved offline using standard algorithms and focused heuristics, e.g. bin packing or route planning. However, in practical work environments constraints may change flexibly (e.g. when custom-tailored goods with variable size have to be handled) and it is often not clear what an optimal solution looks like. Further, logistics planning consists of multiple steps that often are handled by different human employees in different departments. In this paper we propose an interactive approach using human-guided optimization, where solution spaces can be interactively explored, manipulated, and constrained at runtime. Based on an analysis of the problem of multi-step logistics planning, we present a system that supports users in solving this optimization problem, and we report first evaluation results obtained in the first two iterations of an user-centered design process

    The mobile Oracle: a tool for early user involvement

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    This paper describes a novel tool for eliciting user requirements early in the design process of mobile applications. The "Mobile Oracle", as we have called it, is intended to help developers and designers obtain a better understanding of what the user wants at different points in space and time. It is an extension of a lo-fi version of the well-established Wizard of Oz technique, but it adds an "on demand" component to force users to explicitly request the information they need. The technique has been tested in an investigation involving 15 users (sighted, visually impaired, and elderly). Our preliminary results show it to generate valuable information concerning the ways people ask about directions and distances, as well as the services they would like to have in future mobile applications

    Interactive audio-tactile maps for visually impaired people

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    International audienceVisually impaired people face important challenges related to orientation and mobility. Indeed, 56% of visually impaired people in France declared having problems concerning autonomous mobility. These problems often mean that visually impaired people travel less, which influences their personal and professional life and can lead to exclusion from society. Therefore this issue presents a social challenge as well as an important research area. Accessible geographic maps are helpful for acquiring knowledge about a city's or neighborhood's configuration, as well as selecting a route to reach a destination. Traditionally, raised-line paper maps with braille text have been used. These maps have proved to be efficient for the acquisition of spatial knowledge by visually impaired people. Yet, these maps possess significant limitations. For instance, due to the specificities of the tactile sense only a limited amount of information can be displayed on a single map, which dramatically increases the number of maps that are needed. For the same reason, it is difficult to represent specific information such as distances. Finally, braille labels are used for textual descriptions but only a small percentage of the visually impaired population reads braille. In France 15% of blind people are braille readers and only 10% can read and write. In the United States, fewer than 10% of the legally blind people are braille readers and only 10% of blind children actually learn braille. Recent technological advances have enabled the design of interactive maps with the aim to overcome these limitations. Indeed, interactive maps have the potential to provide a broad spectrum of the population with spatial knowledge, irrespective of age, impairment, skill level, or other factors. To this regard, they might be an efficient means for providing visually impaired people with access to geospatial information. In this paper we give an overview of our research on making geographic maps accessible to visually impaired people

    Taking into account sensory knowledge: the case of geo-techologies for children with visual impairments

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    This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world

    Metabolic Turnover of Synaptic Proteins: Kinetics, Interdependencies and Implications for Synaptic Maintenance

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    Chemical synapses contain multitudes of proteins, which in common with all proteins, have finite lifetimes and therefore need to be continuously replaced. Given the huge numbers of synaptic connections typical neurons form, the demand to maintain the protein contents of these connections might be expected to place considerable metabolic demands on each neuron. Moreover, synaptic proteostasis might differ according to distance from global protein synthesis sites, the availability of distributed protein synthesis facilities, trafficking rates and synaptic protein dynamics. To date, the turnover kinetics of synaptic proteins have not been studied or analyzed systematically, and thus metabolic demands or the aforementioned relationships remain largely unknown. In the current study we used dynamic Stable Isotope Labeling with Amino acids in Cell culture (SILAC), mass spectrometry (MS), Fluorescent Non-Canonical Amino acid Tagging (FUNCAT), quantitative immunohistochemistry and bioinformatics to systematically measure the metabolic half-lives of hundreds of synaptic proteins, examine how these depend on their pre/postsynaptic affiliation or their association with particular molecular complexes, and assess the metabolic load of synaptic proteostasis. We found that nearly all synaptic proteins identified here exhibited half-lifetimes in the range of 2-5 days. Unexpectedly, metabolic turnover rates were not significantly different for presynaptic and postsynaptic proteins, or for proteins for which mRNAs are consistently found in dendrites. Some functionally or structurally related proteins exhibited very similar turnover rates, indicating that their biogenesis and degradation might be coupled, a possibility further supported by bioinformatics-based analyses. The relatively low turnover rates measured here (∌0.7% of synaptic protein content per hour) are in good agreement with imaging-based studies of synaptic protein trafficking, yet indicate that the metabolic load synaptic protein turnover places on individual neurons is very substantial
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