
Human-Computer Interaction -- INTERACT 2011
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
More details
Other editions
Additional editions

Content
- Cover
- Title
- Table of Contents
- Long and Short Papers
- Health I
- Finding the Right Way for Interrupting People Improving Their Sitting Posture
- Introduction
- Related Work
- Posture Detection and Posture Guidance
- Interruption and Feedback
- Feedback Modalities
- Graphical Feedback
- Physical Feedback
- Vibrotactile Feedback
- User Study
- Pilot-Study
- Experimental Design
- Tasks
- Participants
- Apparatus
- Procedure
- Performance Measurements
- Emotional State Measurements
- Results
- Performance Measurement Results
- Emotional State Measurements Results
- Discussion
- Conclusion and Future Work
- References
- Exploring Haptic Feedback in Exergames
- Introduction
- Background
- Applying Haptic Feedback to Exergames
- Balancing Group Exercise
- Guiding Players to Safe and Healthy Interaction
- Increasing Presence
- Summary
- Evaluation
- Participants
- Equipment
- Method
- Experiment 1: Balancing Group Exercise
- Experimental Method
- Results
- Analysis
- Experiment 2: Guiding Players to Safe and Healthy Interaction
- Experimental Method
- Results
- Analysis
- Experiment 3: Increasing Presence
- Experimental Method
- Results
- Analysis
- Discussion
- Limitations
- Design Issues
- Future Work
- Conclusion
- References
- Identifying Barriers to Effective User Interaction with Rehabilitation Tools in the Home
- Introduction
- Related Work
- Methods
- User Workshop
- Findings
- Discussion Phase
- Scenario Phase
- Visual Feedback of Progress
- Conclusion
- Future Work
- References
- Clinical Validation of a Virtual Environment Test for Safe Street Crossing in the Assessment of Acquired Brain Injury Patients with and without Neglect
- Introduction
- Materials and Methods
- Results
- Discussion
- References
- Health II
- Smart Homes or Smart Occupants? Supporting Aware Living in the Home
- Introduction
- A Tale of Two Houses
- Related Work
- Lifestyle and Human Factors
- Design Rationale
- The Aware Living Interface System
- Social Interaction: The Neighbourhood Network
- Control
- Platforms
- Discussion
- Conclusion and Future Work
- References
- Input Devices in Mental Health Applications: Steering Performance in a Virtual Reality Paths with WiiMote
- Introduction
- Evaluation
- Methodology
- Results
- Discussion and Conclusions
- References
- 'Acted Reality' in Electronic Patient Record Research: A Bridge between Laboratory and Ethnographic Studies
- Background and Study Context
- Developing and Using Acted Reality Scenarios
- Reflections on the Use of Acted Reality Scenarios
- Conclusions
- References
- Exercise Support System for Elderly: Multi-sensor Physiological State Detection and Usability Testing
- Introduction
- Technical Realization
- Evaluation
- Usability Evaluation
- Discussion and Conclusion
- References
- Human Factors I
- Estimating the Perceived Difficulty of Pen Gestures
- Introduction
- Previous Work
- Gesture Design Tools
- Models
- User Studies
- Summary
- Experiment 1: Measuring Execution Difficulty
- Results
- Towards Estimating Execution Difficulty
- Difficulty Estimation Rules
- Estimating Production Time
- Experiment 2: Validation of Difficulty Estimation Rules
- Conclusions and Future Work
- References
- On the Limits of the Human Motor Control Precision: The Search for a Device's Human Resolution
- Introduction
- Previous Work
- Defining the Device's Human Resolution
- Device Resolution
- Device's Human Resolution
- On the DHR and the Control/Display gain
- Measuring the DHR
- Experimental Verification
- Input Devices
- The Task
- Experiment Design
- Results
- Analysis
- Discussion
- Conclusion
- References
- Three around a Table: The Facilitator Role in a Co-located Interface for Social Competence Training of Children with Autism Spectrum Disorder
- Introduction
- Related Work
- Technology and Cognitive-Behavioral Therapy
- Join-In Suite
- A Walk through the Interface
- The Three Stories
- The Facilitator as a Primary User of the Interface
- Field Study
- Results
- Facilitator Use of the System to Organize CBT Intervention
- Interleaving the Experiential Part in the Form of Games with Learning Objectives and the Learning Part
- Using Game Structure to Balance Role of the Facilitator
- Redesign of the Interface
- The Control Panel
- The Record Card
- Discussion
- Conclusion
- References
- Human Factors II
- Moving Target Selection in 2D Graphical User Interfaces
- Introduction
- Review of Previous Work
- Modeling Target Acquisition
- Moving Target Selection Technique
- Empirical Validation of Moving Target Models
- Apparatus
- Participants
- Procedure
- Experimental Design
- Performance Measures
- Results
- Model Fitting
- Discussion
- Conclusion and Future Work
- References
- Navigational User Interface Elements on the Left Side: Intuition of Designers or Experimental Evidence?
- Introduction and Motivation for Research
- Related Work
- Theoretical Background
- Visual Pseudoneglect
- Fitt's Law and Hick's Law: Human Performance Principles
- Questions Addressed and Research Logic of the Experiment
- Methods
- Independent and Dependent Variables
- Hypotheses
- Experimental Task
- Participants
- Apparatus and Materials
- Experimental Design and Procedure
- Results
- Main Effect of Presentation Side
- Main Effect of Cuing Visual Attention
- Main Effect of the Number of Elements Presented at a Time on the Screen
- Interacting Effect of Visual Cueing and Presentation Side
- Interaction Effect of Visual Cueing and Number of Elements
- Interacting Effect of Presentation Side and Number of Elements
- Conclusion and Future Research Outlook
- References
- Pupillary Response Based Cognitive Workload Measurement under Luminance Changes
- Introduction
- Related Work
- Experiment
- Participants and Apparatus
- Experiment Design
- Analysis
- Coarse-Grained Analysis
- Fine-Grained Analysis
- Conclusion
- References
- Study on the Usability of a Haptic Menu for 3D Interaction
- Introduction
- The 3D Haptic Menu
- Evaluation Tests
- Results
- Discussion
- Conclusion
- References
- Interacting in Public Spaces
- Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game
- Introduction
- Related Work
- Shareable Public Displays
- Multi-touch Tabletop Displays
- Serious Games
- Computer Supported Collaborative Learning (CSCL)
- Designing the Futura Tabletop Game
- Design Challenges
- System Implementation
- Game Description
- Field Survey Study
- Participants and Procedure
- Study Setting
- Survey Data Collection and Analysis
- Limitations
- Results
- Participant Profile
- Overall Attitudes
- Experiences Based on the Survey
- Discussion
- Important Design Features
- Issues
- Conclusion
- References
- Understanding the Dynamics of Engaging Interaction in Public Spaces
- Introduction
- Elements of Engagement
- Cultural
- Physical
- Content
- Social
- Analysis
- Aarhus by Light
- Hydroscopes
- LEGO Table
- Discussion
- References
- Transferring Human-Human Interaction Studies to HRI Scenarios in Public Space
- Introduction
- Motivation and Related Work
- HRI and Communication
- Spatial Arrangement and HRI
- Context and HRI
- Bridging HRI in Public Space by Understanding HHI
- Exploring Itinerary Requests in Public Space
- Study 1: "Itinerary Requests"
- Study 2: "Pedestrian Selection"
- Study 3: "Interaction Reasons"
- Findings for HRI in Public Space
- A Communication Structure for HRI in Public Space
- Principles on Spatial Arrangements for HRI in Public Space
- A Context Model for Situated HRI in Public Space
- Conclusion
- References
- Interacting with Displays
- Comparing Free Hand Menu Techniques for Distant Displays Using Linear, Marking and Finger-Count Menus
- Introduction
- Related work
- Menu Techniques
- Linear Menu
- Marking Menu
- Finger-Count Menu
- Study 1: Hand Posture for Finger-Count
- Experimental Design
- Results
- Discussion
- Implementation
- Study: Menu Techniques Comparison
- Experimental Design
- Results
- Discussion
- Conclusion
- References
- Design and Evaluation of an Ambient Display to Support Time Management during Meetings
- Introduction
- Information Decoration, Ambient Displays, and Related Work
- Related Work on Meeting Rooms
- Design of the Ambient Display
- Concept Description
- Design Goals and Choices
- Evaluation and Research questions
- Implementation and Evaluation results
- First prototype: Low-Fidelity graphical implementation
- First Prototype: In-Field Concept Evaluation and Results
- Second Prototype: Halogen Spots Implementation
- Second Prototype: Controlled Context Evaluation and Results
- Conclusions and Recommendations
- References
- Does Panel Type Matter for LCD Monitors? A Study Examining the Effects of S-IPS, S-PVA, and TN Panels in Video Gaming and Movie Viewing
- Introduction
- Panel Difference - From an Engineering Perspective
- Panel Difference - From a Psychological Perspective
- Method
- Design and Participants
- Apparatus
- Stimulus Material
- Procedure
- User Experience (UX)
- Results
- Discussion
- References
- ModControl - Mobile Phones as a Versatile Interaction Device for Large Screen Applications
- Introduction
- Related Work
- The ModControl Framework
- Communication and Message Format
- Modular Client and Implemented Modules
- Demonstration Application
- Conclusion and Future Work
- References
- Interaction Design for Developing Regions
- A New Visualization Approach to Re-Contextualize Indigenous Knowledge in Rural Africa
- Partiality in Technology Design
- Rural-Urban Disparities
- Acknowledging an Epistemological Gap
- Can Visualization Bridge the Gaps?
- Places and Representation
- Social Significance of Places and Knowledge
- First Person Point-of-View
- Spatial and Temporal Relationships
- Re-Creating Context
- Scenario-Based 3DVisualization Prototype
- Resemblance and Animation
- Scenarios and Embedded Videos
- 3D Placement and Navigation
- Evaluation
- Community-Based Evaluation
- System Walkthrough with the Youth
- Elders' Comments on the System
- Reflections and the Way Forward
- The Importance of Realistic Details
- Interpretations and the Need for Community-Driven Design
- Further Features and Transferability
- Conclusion
- References
- Design Opportunities for Supporting Treatment of People Living with HIV / AIDS in India
- Introduction
- Background
- About HIV, AIDS, and ART
- Prior Studies on Treatment Effectiveness
- The Objective
- Method
- Clinics and the PLHA Profiles
- Findings and Implications to Design
- Clinic Operations
- Financial Issues
- Awareness Issues and Information Gaps
- Knowing Facts and Procedures or Understanding Concepts?
- Social and Emotional Aspects
- Non-uniform Mobile Phone Usage
- Conclusions and Ongoing Work
- References
- In Class Adoption of Multimedia Mobile Phones by Gender - Results from a Field Study
- Introduction
- Related Work
- Method
- Setup of the Field of Study
- Adoption of the Use of Multimedia Phones during the Learning Activities
- Learning/Adoption during Explorative Use
- Log File Analysis
- Discussion and Conclusion
- References
- Interface Design
- Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation
- Introduction
- Traditional Approach
- Overview and Examples
- Example: The ASUR Scenarchitectural Model
- Example: The Fiia Scenarchitectural Model
- Scenarchitectures in the Design Process
- Support Exploration of Tasks
- Refine Scenarios from Abstract to Concrete
- Illustrate Alternative Ways of Carrying out a Task
- Illustrate Scenario Steps
- Summing Up: Fitting Scenarchitectures into the Design Process
- Deriving Implementations from Scenarchitectures
- Example of Collaborative Design Using Scenarchitectures
- Discussion
- Conclusions
- References
- Pattern Tool Support to Guide Interface Design
- Introduction
- Patterns in HCI
- Sketch of the Solution
- Formalizing HCI Patterns in UML
- Overview Plus Detail
- Modelling One Window Drilldown
- Extensions to other Patterns
- Issues and Limitations with the Representation
- A Tool for Recognizing HCI Patterns
- Example System: An Email Client
- The Design Pattern Tool
- Discussion and Further Work
- Conclusions
- References
- Meerkat and Tuba: Design Alternatives for Randomness, Surprise and Serendipity in Reminiscing
- Introduction
- Related Work
- Design Approach
- Designing the Devices
- Designing Meerkat
- Designing Tuba
- Content Scraper
- User Evaluation
- Conclusion/Discussion
- References
- International and Cultural Aspects of HCI
- Culture and Facial Expressions: A Case Study with a Speech Interface
- Introduction
- Culture
- Culture and Interface Design
- Facial Expressions, Emotion and Speech Interfaces
- Culture and Expressiveness
- Hypotheses
- Methods
- Experiment Design
- Application Design
- Participants
- Questionnaires
- Procedure
- Perception Study
- Results
- Quantitative
- Qualitative
- Discussion
- Possible Bias
- Conclusion and Future Work
- References
- Equality = Inequality: Probing Equality-Centric Design and Development Methodologies
- Introduction
- Background
- Culture
- Participatory Design
- Agile Development Methodologies
- Case study: The Girl Game Workshop
- Motivations and Objectives
- Host Organization: The DIA-Skole
- Workshop Process
- Game Concepts
- Research Method
- Results
- Location
- Cultural Hierarchies
- Classroom Hierarchies
- Gender Representations in "Girl Games"
- Replications of "Girl Game" Themes
- Stakeholders and Boundaries
- Risk Mitigation
- Conclusions
- References
- e-Rural: A Framework to Generate Hyperdocuments for Milk Producers with Different Levels of Literacy to Promote Better Quality Milking
- Introduction
- Common Sense and OMCS-Br Project
- e-Rural Framework
- Experiment
- Conclusions
- References
- Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives
- Introduction
- Background
- Digital and Virtual Storytelling
- Simulated Museum Guides
- Personal Experience Narratives
- Research Overview
- Ethnographic Study of Storytelling
- Storytelling Prototype
- User Questions
- Exchange Structures
- Preliminary Results and Conclusion
- References
- Interruptions and Attention
- Choosing Your Moment: Interruptions in Multimedia Annotation
- Introduction
- Previous Work
- The CASAM System - Interruptions and Disruptions
- Experiment Design
- Results
- User Perceptions
- User Response Times
- Discussion
- Comparison to Previous Research Results
- Limitations and Further Work
- Conclusions
- References
- Attention and Intention Goals Can Mediate Disruption in Human-Computer Interaction
- Introduction
- Interruptions, Disruption, and Distraction
- Interruption Management
- Disruption Management
- Disruption Mediation Framework
- Relationships between Goals and Concepts
- Activity Monitoring
- Tasks
- Disruption Manager
- Context Modules
- Evaluation
- Hypothesis
- Method
- Protocol
- Results
- Conclusions and Future Work
- References
- Again?!! The Emotional Experience of Social Notification Interruptions
- Introduction
- Methodology
- Results and Discussion
- Study Limitations
- Conclusions
- References
- Do Not Disturb: Physical Interfaces for Parallel Peripheral Interactions
- Introduction
- Peripheral Interaction through Physical and Simple Actions
- Social Networking
- Evaluation
- Related Work
- Conclusions
- References
- Mobile Interfaces
- Information to Go: Exploring In-Situ Information Pick-Up "In the Wild"
- Introduction
- Related Work
- Conceptual Design and Implementation
- Iterative Design
- Results
- Questionnaire study
- On-campus prototypes
- Longitudinal Study in the Wild
- Discussion
- Models of In-Situ Information Delivery
- In-Situ Information Delivery in the Wild
- Towards Understanding Users' In-Situ Behaviour
- Implications for Design
- Conclusion
- References
- IntelliTilt: An Enhanced Tilt Interaction Technique for Mobile Map-Based Applications
- Introduction
- Related Work
- Mobile Map-Based Applications
- Tilt Interaction
- Problems and Shortcomings
- Intellitilt: Design and Implementation
- Visual and Vibrotactile Feedback
- Attractor Mechanisms
- Sensitivity Adaptation
- Gesture Zooming
- Dwell-Time Selection
- Prototype: MapExplorer
- Functionality
- SDAZ Implementation
- User Study
- Method
- Perceived Workload and User Satisfaction Results
- Performance Results
- Qualitative Feedback
- Discussion
- Design Implications
- Conclusions and Future Work
- References
- Tensions in Developing a Secure Collective Information Practice - The Case of Agile Ridesharing
- Introduction
- Background
- Related Work
- Iterative "Design in Use" Approach
- Emerging Security and Privacy Tensions in Agile Ridesharing
- Precise Tracking versus Imprecision
- Prior Disclosure versus Action over Time
- Moderation versus Referral and Reputation
- Underlying Infrastructure versus Accountability and Transparency
- Conclusion
- References
- Choose Popovers over Buttons for iPad Questionnaires
- Introduction
- Hypotheses
- Method
- Subjects
- Design
- Material
- Procedure
- Results
- Discussion
- Conclusion
- References
- Multi-Modal Interfaces
- Developing and Evaluating a Non-visual Memory Game
- Introduction
- Related Work
- Non-visual Games
- Non-visual Memory
- Non-visual Design Considerations
- Development of Memory Game
- Main Study
- Results
- Replication of Non-visual Sequences
- Time Taken to Perform Tasks
- Performance of Blind and Sighted Participants
- Usability of Interface
- Discussion
- Haptic Feedback vs Multimodal Conditions
- Method of Interaction with Game
- Auditory and Multimodal Feedback
- Effects of Memory
- Participant Selection
- Conclusion and Future Work
- References
- Playing with Tactile Feedback Latency in Touchscreen Interaction: Two Approaches
- Introduction
- Background Work
- Touchscreens with Tactile Feedback
- Latency
- Experiment 1: Variable Delay
- Participants
- Equipment and Stimuli
- Procedure
- Results
- Discussion
- From Performance Measurements to Illusions
- Experiment 2: Perceived Weight Study
- Related Work
- Equipment and Stimuli
- Methodology
- Hypothesis
- Results
- Post-study Questionnaire Results
- Discussion
- Overall Discussion and Conclusions
- References
- The Role of Modality in Notification Performance
- Introduction
- Related Work
- Design and Method
- Primary Task
- Secondary Task
- Notifications
- Measurements
- Hypotheses
- Procedure
- Results
- Discussion
- Conclusion and Future Work
- References
- Multi-User Interaction / Cooperation
- Co-located Collaborative Sensemaking on a Large High-Resolution Display with Multiple Input Devices
- Introduction
- Related Work
- Study Design
- Participants
- Apparatus
- Analytic Environment
- Task and Procedure
- Data Collection
- Analysis
- User Activities
- Comparison between Sensemaking Loop and Activities
- Collaboration Levels
- User Roles
- Design Implications
- Conclusion
- References
- Exploring How Tangible Tools Enable Collaboration in a Multi-touch Tabletop Game
- Introduction
- Related Work
- Background Theory
- Objects of Negotiation
- Access Points
- Physical Constraints
- Awareness
- The Futura Game and Visualization Tools
- Overview
- Design Goals: The New Version of Futura
- Visualization Tools
- Tool Usage
- System Implementation
- Study Methodology
- Participants
- Procedure
- Data Collection and Analysis
- Results
- General Tool Use
- Object of Negotiation
- Access Points
- Physical Constraints
- Awareness
- Limitations
- Conclusions
- References
- Hidden Details of Negotiation: The Mechanics of Reality-Based Collaboration in Information Seeking
- Introduction
- Motivation
- Reality-Based User Interfaces
- Research Focus and Goals
- Related Work
- Interactive Surfaces
- TUIs and Hybrid Interactive Surfaces
- Insights and Open Research Areas
- Experimental User Interfaces
- Interaction and Visualization Principles
- Reality-Based User Interface: The Search Token
- Synchronized PC User Interface
- Experimental User Study
- Participants and Design
- Procedure and Tasks
- Data Collection and Analysis
- Study Results
- Interaction Strategy
- Communication
- Roles of Collaboration
- Conclusion
- References
- Navigation and Wayfinding
- A Tactile Compass for Eyes-Free Pedestrian Navigation
- Introduction
- Related Work
- Design of the Tactile Compass
- Requirements and Constraints
- Investigation of the Design Space
- Implementation of Prototype Methods
- Qualitative Evaluation of Designs
- The Tactile Compass' Design
- Field Study
- Material
- Participants
- Design
- Procedure
- Results
- Quantitative Results
- Comments and Observations
- Discussion
- Conclusions
- References
- Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars
- Introduction
- Motivation
- Research Goals
- Method
- Study Setup
- Probing Package
- Probing Activities
- Results
- Findings
- Summary
- Lessons Learned for the Design of Interactive Technology
- Summary
- Design Concept: Riddle Ride
- Conclusions
- References
- Don't Look at Me, I'm Talking to You: Investigating Input and Output Modalities for In-Vehicle Systems
- Introduction
- Related Work
- In-Vehicle System: Input and Output
- Input: Touch-Based and Gesture-Based
- Output: Visual-Based and Audio-Based
- Experiment
- Experimental Design
- Subjects
- Setting
- Tasks
- Procedure
- Data Analysis
- Results
- Primary Driving Task Performance
- Secondary Driving Task Performance
- Eye Glance Behavior
- Discussion
- Input
- Output
- Limitations
- Conclusion
- References
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.