
Human-Computer Interaction -- INTERACT 2011
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Content
- Title
- Foreword
- IFIP TC13 Members
- Table of Contents
- Long and Short Papers
- Novel User Interfaces and Interaction Techniques I
- A Framework to Develop VR Interaction Techniques Based on OpenInterface and AFreeCA
- Introduction
- Related Work
- Conceptual Model
- Virtual World
- Real World
- Avatar
- Control Parameters
- Real-World Interaction Technique (RITe)
- Virtual-World Interaction Technique (VITe)
- Prototype Framework
- RITe Subsystem
- Communication Layer
- VR System
- Example Usage of the Framework
- The Virtual World
- The Real World
- Virtual-World Interaction Techniques
- Avatar
- Control Parameters
- Real-World Interaction Techniques
- Conclusions and Future Work
- References
- Exploring Interaction Strategies in the Context of Sleep
- Introduction
- Sleep and HCI
- Sleep Monitoring Tools
- Interaction Design around Sleep
- Sleep
- Human Sleep from a Physiological Perspective
- Sociology of Sleep
- Psychological Aspect of Sleep
- Sleep Problems and Coping Strategies
- Social and Demographic Factors Influencing Sleep
- Opportunities for Design
- Scheduling for a Collective
- Sleep Management
- Supporting Transitions
- Context of and around Sleep
- Feigning and Inhibiting Sleep
- Summary
- Conclusions
- References
- FeetUp: A Playful Accessory to Practice Social Skills through Free-Play Experiences
- Introduction
- Design Process
- Children and Free-Play
- Children's Routines
- Brainstorming with Children
- Wizard-of-Oz and Imaginary Experience
- Iterative Prototyping
- Conceptual Design
- Object Design
- Interaction Rules
- Physical Setup
- Evaluation
- Conclusions and Future Work
- References
- Designing Snakey: A Tangible User Interface Supporting Well Path Planning
- Introduction
- Related Work
- Snakey's Design Goals and Implementation
- Preliminary Evaluation of Snakey
- Conclusion
- References
- Novel User Interfaces and Interaction Techniques II
- OP: A Novel Programming Model for Integrated Design and Prototyping of Mixed Objects
- Introduction
- Background: The Mixed Interaction Model
- Related Work
- The Mixed Object Programming Model
- The Systematic Exploration as a Design Approach
- OP Toolkit
- Building Mixed Objects
- Inserting Mixed Objects into an Application
- Evaluation and Use
- Evaluation of the Mixed Object Programming Model
- Evaluation of the Integrated Design Approach
- Conclusion
- References
- A Personal Approach: The Persona Technique in a Companion's Design Lifecycle
- Introduction
- Companion Context of Use and Design Overview
- Personas
- Gathering Information about the Users
- The Probes
- What Was Probed?
- Defining the Prospective Users
- The Scenario
- Persona and Companion Early Evaluation
- Evaluation Procedure
- Manipulation
- Results
- Discussion
- Conclusion
- References
- Emotive Expression through the Movement of Interactive Robotic Vehicles
- Introduction
- Background
- Classes of Behavioral Expression
- Prototype Design
- Mechanics
- Wizard-User Control
- Evaluation
- Prototype Findings
- Interaction Findings
- Conclusion
- References
- Paper 2.0
- Evaluation of an Integrated Paper and Digital Document Management System
- Introduction
- Overview of the SOPHYA Technology
- User Study of SOPHYA
- Methodology
- Tasks
- Questionnaires
- Participants
- Results
- User Interviews
- Discussion
- Conclusions
- References
- BendFlip: Examining Input Techniques for Electronic Book Readers with Flexible Form Factors
- Introduction
- Related Work
- Design Rationale
- Size and Portability
- Size and Ergonomic Fit
- Energy Expenditure
- Weight, Grasp and Force
- Grasp and Spurious Interactions
- Thickness and Rigidity
- Readability and Responsiveness
- Flexible e-Reader Input Techniques
- Focusing Design on Input for Most Frequent Task
- BendFlip: A Flexible e-Reading Apparatus
- Detecting Bend Gestures
- Evaluation
- Task, Design and Procedure
- Results
- Errors
- Qualitative Responses
- Discussion
- Design Recommendations
- Conclusions
- References
- Who's That Girl? Handheld Augmented Reality for Printed Photo Books
- Introduction
- Related Work
- Interaction with Printed Photo Books
- Requirements and Participatory Design
- Methodology and Participants
- Results
- Discussion
- Design and Implementation
- Augmentation Design
- Interaction Techniques to Select Regions
- Prototypical Implementation
- User Study
- Procedure
- Participants and Apparatus
- Hypothesis
- Results
- Discussion
- Conclusions and Future Work
- References
- Recommender Systems
- Looking for "Good" Recommendations: A Comparative Evaluation of Recommender Systems
- Introduction
- Background and Related Work
- Empirical Study of RS Perceived Quality
- Perceived Quality Attributes
- Algorithms
- Instruments
- Participants
- Procedure
- Empirical Study Results
- Accuracy
- Novelty
- Objective Evaluation of Quality
- Objective Metrics and Their Evaluation Method
- Objective Metrics Evaluation Results
- Discussion
- Conclusions
- References
- All the News That's Fit to Read: Finding and Recommending News Online
- Introduction
- Related Work
- Method and Participants
- Reading News
- Computers vs. Mobiles for Reading Online News
- How the Participants Found Online News
- Recommending News
- How Respondents Made News Recommendations
- What Kinds of News Are Recommended
- Why News Are Recommended
- Framing the Recommendation: What to Include
- Using Social Media to Recommend
- Which Recommendations Get Viewed and Why
- How Respondents Acted on Recommendations
- How Respondents Expected Others to Act
- Recommendation Sites, Aggregation services, Feeds, and Recommendation Emails
- Who to "Follow" for News Recommendations
- Implications of Current Practices
- Quality vs. Sociality
- Design Implications
- Conclusions
- References
- Helping Users Sort Faster with Adaptive Machine Learning Recommendations
- Introduction
- Using Machine Learning to Speed Clustering
- The iCluster System
- Related Work
- Manual Clustering
- Techniques and Interfaces for Adaptive Clustering
- Spatial Layout for Document Collections
- The iCluster System
- Clustering Paper Documents Manually
- iCluster Prototype
- Backend Learning Algorithm
- System Validation
- Results
- How Suggestions Helped
- Discussion
- Comparing iCluster to DataMountain Implicit Queries
- Starting with a Blank State
- Current Use
- Scaling Up
- Qualitative Feedback
- Conclusion
- References
- Social Media and Privacy
- Sharing Ephemeral Information in Online Social Networks: Privacy Perceptions and Behaviours
- Introduction
- Related Work
- Study
- Theoretical Approach
- Method
- Results
- Discussion
- Subjective Perceptions vs. Actual Behaviour
- Gender
- Age
- Behaviour over Time
- Privacy by Design
- Design Guidelines
- Conclusion
- References
- An Investigation into Facebook Friend Grouping
- Introduction
- Related Work
- Methodology
- Grouping Mechanisms
- Survey and Interview
- Demographics and Survey Responses
- Common Grouping Strategies
- Mechanisms Impact Groups
- Mechanisms
- Mechanism Comparisons
- One-Time Grouping Is Insufficient for Privacy
- Privacy-Related Observations
- Recommendations
- References
- Privacy Concern and Trust in Using Social Network Sites: A Comparison between French and Chinese Users
- Introduction
- Experiment Procedure and Instruments
- Results
- Privacy Concern and Trust
- Usage and New Relationship Development
- Discussion and Conclusions
- References
- Privacy Concerns in Enterprise Social Travel: Attitudes and Actions
- Introduction
- Voyage - Travel Meets Social
- Travel Sharing and Privacy Concerns
- Summary
- References
- Social Networks
- Online Games and Family Ties: Influences of Social Networking Game on Family Relationship
- Introduction
- Related Work
- The Game - QQ Farm
- Methodology
- Participants
- Data Collection
- Data Analysis
- Findings
- Online Game Playing
- Online Game Adding Joy to Conversations among Local Families
- Online Game Serves as an Awareness System for Remote Family Members
- Discussion
- Conclusion
- References
- The Influence of Customer Familiarity and Personal Innovativeness toward Information Technologies on the Sense of Virtual Community and Participation
- Introduction
- Theory and Research Hypotheses
- Perceived Community Support, PCS
- Personal Innovativeness toward Information Technologies, PIIT
- Familiarity
- Method
- Participants
- Measures
- Data Analysis
- Evaluation of PLS Path Model Results
- Assessing Our Reflective Measurement Model
- Assessing Our Structural Model
- Conclusions
- Discussion
- References
- Characterizing Interactions among Members of Deaf Communities in Orkut
- Introduction
- Related Work
- Methodology and Data Collection
- Characterization
- Characterization of the Friendship Network
- Characterization of the Use and Interaction
- Final Remarks and Future Work
- References
- Sound and Smell
- The Role of Music in the Design Process with Children
- Introduction
- Literature Review
- Research Setting and Procedure
- The Role of Music in the Design Process
- Music as Context
- Music as a Trigger
- Music as Content
- Discussion
- Conclusions
- References
- ToCoPlay: Graphical Multi-touch Interaction for Composing and Playing Music
- Introduction
- Related Work
- Design Goal and Strategies
- Enabling Control
- Enabling Configurability
- Visual-Acoustic Mapping
- Minimal Objects and Operations
- The ToCoPlay Interface
- Keys
- Key Fountains
- Containers
- Links
- Dummy Keys
- Implementation
- Use Scenarios
- Chord and Scale Instrument
- Harmonious Loops
- Canon
- Making Music with Shapes
- Discussion
- Continuous versus Discrete Control
- Homomorphic Relation between Space and Sound
- Few Building Blocks Can Go a Long Way
- Limitations
- Conclusion
- References
- Presentation Technique of Scents Using Mobile Olfactory Display for Digital Signage
- Introduction
- Related Work
- Characteristics of Olfaction
- Olfactory Threshold
- Adaptation
- Proposal
- Scents Ejection Policies
- Scent Presentation Corresponds to Contents and Positions
- Ejection Priorities
- Scent Strengths and Scent Range
- Devices
- Mobile Olfactory Display
- SUN Spot
- Web Camera
- Evaluation and Discussion
- Evaluation on Achieving the AR Markers
- Evaluation on Transmitting Olfactory Information
- Conclusion
- References
- Touch Interfaces
- "Oh Snap" - Helping Users Align Digital Objects on Touch Interfaces
- Introduction
- Related Work
- The "Fat Finger" Problem
- Existing Snapping Techniques
- The "Oh Snap" Technique
- Snap Width and Catch-Up Width
- Benefits of the Oh Snap Technique
- Implementation
- User Study
- Comparison of Snapping Techniques - Phase 1 of the User Study
- Parameters for Snap Line Proximity - Phase 2 of the User Study
- Conclusions and Future Work
- Comparison to Nacenta et al.'s Prior Work
- Extensions to Oh Snap
- References
- The Link-Offset-Scale Mechanism for Improving Usability of Touch Screen Displays on the Web
- Introduction
- Related Work
- Adapting Link Presentation - the Link-Offset-Scale Functionality
- Evaluation
- Participants
- Experiment Setup and Methodology
- Error Rate Analysis
- Task Time Analysis
- Discussion
- Final Remarks
- References
- The Effects of Personal Displays and Transfer Techniques on Collaboration Strategies in Multi-touch Based Multi-Display Environments
- Introduction
- Related Work
- Single-Display Environments
- Multi-Display Environments
- Supporting Transfer Techniques in Multi-Display Environments
- Shared Display
- Personal Display
- Transfer Techniques
- Evaluation Study
- Task
- Participants
- Procedure
- System Implementation
- Experimental Setup
- Data Collection and Analysis
- Results and Discussion
- Task Solving Strategies
- Transfer Techniques and Task Performance
- Awareness
- Conclusion
- References
- Tabletops I
- Evaluating Physical/Virtual Occlusion Management Techniques for Horizontal Displays
- Introduction
- Related Work
- Virtual Occlusion
- Physical Body Occlusion
- Physical/Virtual Occlusion
- Motivation: Everyday Use of Tabletops
- Occlusion Management on Tabletop Displays
- Detecting Physical Occlusion
- Levels of Occlusion Management
- Design Parameters
- Techniques
- Designing the Evaluation
- Evaluation Platform
- Formative Evaluation
- Design Decisions
- Experiment 1: Unguided Visual Search
- Apparatus
- Participants
- Task
- Experimental Conditions
- Experimental Design
- Procedure
- Hypotheses
- Results
- Discussion
- Experiment 2: Guided Visual Search
- Participants
- Task
- Experimental Conditions
- Experimental Design
- Hypothesis
- Results
- Discussion
- Implications for Design
- Detecting 3D Occlusion
- Conclusion and Future Work
- References
- Usage and Recognition of Finger Orientation for Multi-Touch Tabletop Interaction
- Introduction
- Usage of Finger Orientation
- Related Work
- Diffused Illumination
- Finger Orientation Detection
- A Naive Approach
- A Simple and Precise Detection Algorithm
- Recognition Rates
- Reference
- Accuracy of the Reference Orientations
- Results
- Conclusions
- References
- Tangoscope: A Tangible Audio Device for Tabletop Interaction
- Introduction
- Private Auditory Information in Shared Tabletop Applications
- System Description
- Tabletop Setup
- Interaction Techniques for the Tangoscope
- Application Scenarios
- User Study
- Methods
- Results
- Conclusion and Future Work
- References
- Supporting Social Protocols in Tabletop Interaction through Visual Cues
- 1ntroduction
- Concept: Visual Cues to Avoid Conflicts
- The Study
- The PuhBox Game on the cueTable
- Experimental Setup and Execution
- Data Analysis and Results
- Conclusions
- References
- Tabletops II
- Effects of a Tabletop Interface on the Co-construction of Concept Maps
- Introduction
- Concept Mapping and Its Effects on Learning
- Acquisition
- Co-construction
- Existing Support for Concept Mapping
- Tangible Tabletop Concept Mapping
- Evaluation
- Hypotheses
- Related Studies
- Study Design
- Results
- Discussion
- Interpretation of Overall Results
- Conclusions
- References
- The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture on and above a Digital Surface
- Introduction
- The Continuous Interaction Space
- Infrastructure for Rapidly Prototyping Interaction Techniques
- Interaction Categories
- Mirrored Gestures for Redundancy
- Extended Continuous Gestures to avoid Occlusion
- Extended Reach / Raycasting Gestures
- Lifting Gestures to Reveal Objects
- Lifting to Adjust Scale Precision
- Interaction with Discrete Layers and Stacks of Digital Objects
- Magic Lenses and View Ports
- Stacking of Physical Objects
- 6-DOF Manipulation
- Feedback of Hand and Object Actions by Shadows
- Feedback of Possible Actions by Hovering
- Picking and Dropping Gestures
- Picking and Dropping Objects through Filters
- Pouring Gesture
- Related Work
- Multi-touch Tabletop Interaction
- 3D Gestural and Physics Based Interaction with Tabletops
- Tangible Objects and Digital Devices on Tabletops
- Summary
- References
- AffinityTable - A Hybrid Surface for Supporting Affinity Diagramming
- Introduction
- Design Guidelines
- A Hybrid Surface for Supporting Affinity Diagramming
- Workspace Design
- Interaction Techniques
- Implementation
- Conclusion
- References
- Ubiquitous and Context-Aware Computing
- Design as Intercultural Dialogue: Coupling Human- Centered Design with Requirement Engineering Methods
- Introduction
- Defining the Relationship between Disciplines
- Limits of Unifying Frameworks
- Toward a "Dialogic" Perspective
- Tropos: A Goal-Oriented Requirement Engineering Method
- Case study: The Design of ACube
- Reflections on the Experience
- Exploring Reciprocal Strengths and Limits
- Making the Divides Explicit
- Mutual Learning
- Conclusions
- References
- Predicting Selective Availability for Instant Messaging
- Introduction
- Automatic Adaptation of Selective Availability
- Collecting the Data
- Technical Setup
- The Experience Sampling Dialog
- Study Setup and Execution
- Predicting Selective Availability
- Feature Generation, Selection, and Classification
- Evaluation of Machine Learning Performance
- Lessons Learned
- Promising Sensors and Features
- Carefully Engineered Sensors
- General Models vs. Individual User Models
- Designing the Experience Sampling
- Patterns for Selective Availability Configurations
- Related Work
- Conclusions and Future Work
- References
- Testing the Usability of a Platform for Rapid Development of Mobile Context-Aware Applications
- Introduction
- Related Work
- The Solution
- The IVO Interfaces
- Usability Evaluation
- Test Scenarios
- Questionnaire
- Results
- Conclusions and Future Work
- References
- UI Modeling I
- Hammering Models: Designing Usable Modeling Tools
- Introduction
- Modeling Tools
- Structure of the MetaSketch Workbench
- Supporting Iterative Modeling Processes: Case-Driven Theory
- State of the Art
- Usability Test for MetaSketch Editor
- Primary and Secondary Modeling Tasks
- Modeling Approaches
- Design Implications
- Conclusion
- References
- Task Descriptions Using Academic Oriented Modelling Languages: A Survey of Actual Practices across the SIGCHI Community
- Introduction
- A Survey on Task Modelling Practices and Associated Task Description Languages
- Participants' Recruitment and Survey Announcement
- Statistical Analysis
- Representativeness and Limits of the Sample
- Results
- Profiles of Survey's Participants
- What Is the Profile and Arguments of Participants That Have Never Done Task Modelling and Analysis?
- Participants Who Reported to Have Done Task Modelling: To What Extend and for What Purpose
- Discussion
- Formal TDL Are Not Well Known and Are Not Used
- Formal TDL Are Not Adapted to the Analysts' Needs
- Productive Use of Task Models Is Not the Only One Use
- Task Modelling as an Expert Activity
- Some Implications of Our Study and Recommendations towards the HCI Community
- References
- Selective Modeling to Support Task Migratability of Interactive Artifacts
- Introduction
- Task Migratability
- Current and Envisaged Worlds
- The Example Problem
- Roots of Selective Modeling
- Task-Based Conceptions
- Resource-Based Conceptions
- Related User-Centered Design Approaches
- Selective Modeling - Main Ideas
- Selective Modeling with HOPS
- Introduction to HOPS
- Selective Modeling Techniques Supported by HOPS
- Summary
- References
- UI Modelling II
- Structuring and Composition Mechanisms to Address Scalability Issues in Task Models
- Introduction
- Structuring Issues for Tasks Notations
- Case Study: Ground Segment Operations for PICARD Satellite
- Informal Description of Case Study
- Task Model Using CTT
- Issues Raised by the Legibility and Scalability of the Tasks Models of the Case Study
- HAMSTERS and Its Extensions for Structuring Models
- Short Introduction to HAMSTERS
- Structuring Mechanisms in HAMSTERS Notation
- Case Study Modeling Using the Proposed Structuring Mechanisms
- Sub-routine with Empty Input and Output Parameters
- Sub-routine with at Least One Input Parameter and Empty Output Parameter
- Sub-routine with Empty Input Parameter and at Least One Output Parameter
- Sub-routine with Both Input and Output Parameters
- Condition on a Parameter
- Assignment of a Value to an Output Parameter
- Sub-model of an Existing Task (Copy
- Analysis of the Case Study
- Quantitative Analysis
- Qualitative Analysis
- Discussion and Conclusions
- References
- User Driven Evolution of User Interface Models - The FLEPR Approach
- Introduction
- Problem Classification
- Background
- CAP3
- Movisa
- FLEPR: UCD Meets MBUID
- User Perspective
- Conceptual Perspective
- Technology Perspective
- Case Study
- Related Work
- Conclusion and Future Work
- References
- Adapting Desktop Web Pages for Vocal Browsing
- Introduction
- The Proposed Approach to Vocal Adaptation
- An Example
- The Graphical-to-Vocal Adaptation
- Concrete Graphical Description Pre-conversion
- Menu Generation
- Desktop to Vocal UI Mappings
- Evaluation
- Conclusions and Future Work
- References
- Using the Journalistic Metaphor to Design User Interfaces That Explain Sensor Data
- Introduction
- A User Interface Based on the Journalistic Metaphor
- Automatic Generation of Presentations
- Applications and Related Work
- Conclusions
- References
- Usability
- Domain Experts Tailoring Interaction to Users - An Evaluation Study
- Introduction
- Tools for Knowledge Representation and Interaction Design
- ACKTUS and the Application Domains in Focus for the Study
- Methods
- Activity Analysis
- User Evaluations
- Results
- Using the AAIMA Protocol for Detecting Learning and Skill Development in the Use of ACKTUS
- Outcome of the Evaluation Sessions in Terms of Developed Applications
- Discussion
- Conclusions
- References
- Identifying Relationships between Physiological Measures and Evaluation Metrics for 3D Interaction Techniques
- Introduction
- Related Work
- Methodology
- Platform for Testing
- Physiological Measures
- Task Performance Measures
- Questionnaires
- Test Protocol
- Normalization and Exclusion Methods for Physiological Measures
- Statistical Analysis Methods
- Case Study
- Relationships between Physiological and Task Performance Measures
- Relationships between Physiological and User Preferences Measures
- Discussion
- Conclusions
- References
- Comparing User Experience and Performance in SecondLife and Blackboard
- Introduction
- Related Work
- Methods
- Results- Quantitative Data
- Results: Qualitative Data Analysis
- Discussion
- References
- Author Index
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