
Human-Computer Interaction -- INTERACT 2011
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Content
- Title Page
- Foreword
- IFIP TC13
- Organizations
- Table of Contents
- Keynote Speakers
- Natural User Interfaces
- The Future of Distributed Groups and Their Use of Social Media
- Opportunities for Proxemic Interactions in Ubicomp (Keynote)
- Introduction
- What Is Proxemics?
- How Can We Adapt Proxemics to Ubicomp?
- Vignettes of What We Can Do with Proxemics
- Summary
- References
- Long and Short Papers
- Accessibility I
- Voice Games: Investigation Into the Use of Non-speech Voice Input for Making Computer Games More Accessible
- Introduction
- Related Work
- Current Speech-Based Game Controls
- Games Designed to Be Controlled by Voice
- The Vocal Joystick Engine
- Experimental Analysis of Non-speech Voice-Based Discrete Input
- Experiment Background
- Hypotheses
- Participants
- Apparatus and Procedure
- Results
- The Voice Game Controller
- Preliminary Evaluation of the Voice Game Controller
- Conclusion
- References
- GraVVITAS: Generic Multi-touch Presentation of Accessible Graphics
- Introduction
- Design Requirements
- Background
- Design of GraVVITAS
- Basic Design
- Haptic vs. Audio Feedback
- Design of the Audio Interface
- Final Design
- Evaluation
- Design of the Graphics
- Usability Study
- Conclusion
- References
- Designing a Playful Communication Support Tool for Persons with Aphasia
- Introduction
- Understanding the Problem Domain
- Design Interventions and Development
- Final Concept
- Material Explorations
- Digitizing Interaction and Feedback
- Introducing a Desktop Interface
- Expert Evaluation
- Redesigning the Final Prototype: Mediator Concept
- Conclusion and Future Steps
- References
- How to Make Numerical Information Accessible: Experimental Identification of Simplification Strategies
- Introduction
- Background
- Experiment
- Underlying Assumptions
- Materials
- Participants
- Survey Design and Implementation
- Results
- Discussion
- Conclusions
- References
- Accessibility II
- Blind People and Mobile Keypads: Accounting for Individual Differences
- Introduction
- The Blind
- Related Work
- Mobile Interaction for the Blind
- Accounting for Individual Differences
- Assessing the Impact of Individual Differences
- Research Goals
- Procedure
- Tactile Sensitivity
- Cognitive Assessment
- Experimental Task
- Participants
- Design and Analysis
- Results
- Individual Differences
- Mobile Devices
- Discussion
- Conclusions
- References
- Elderly User Evaluation of Mobile Touchscreen Interactions
- Introduction
- Related Work
- Methodology
- Participants
- Apparatus
- Procedure
- Design
- Hypotheses
- Basic Gesture Performances
- Taps
- Drag
- Pinching and Spreading without Panning
- Pinching and Spreading with Panning
- Observational Findings
- Why Is Tapping a Small Target So Difficult?
- Problems in Applications
- Subjective Feedback
- Discussion
- Design Implications
- Future Work
- Conclusion
- References
- BrailleType: Unleashing Braille over Touch Screen Mobile Phones
- Introduction
- BrailleType
- Evaluation
- Participants
- Material
- Procedure
- Results
- Text-Entry Speed
- Text-Entry Accuracy
- Users' Feedback
- Conclusions and Future Work
- References
- Potential Pricing Discrimination Due to Inaccessible Web Sites
- Introduction
- Research Methodology
- Results
- Conclusion
- References
- Affective HCI
- Measuring Immersion and Affect in a Brain-Computer Interface Game
- Introduction
- Background
- Immersion
- Affect
- Selection Methods
- Mind the Sheep!
- BCI Selection
- Non-BCI Selection
- Methods
- Experimental Setup
- SSVEP Detection
- Questionnaires and Data Acquisition
- Participants
- Results
- Immersion
- Affect
- Game Statistics
- Discussion
- Conclusion
- References
- Understanding Goal Setting Behavior in the Context of Energy Consumption Reduction
- Introduction
- State of the Art
- Sustainable Goals Pilot Study
- Results
- Discussion
- Follow Up Goal Setting Study
- Method
- Results
- Discussion
- Conclusion
- References
- Designing a Context-Aware Architecture for Emotionally Engaging Mobile Storytelling
- Introduction
- Related Work
- Defining the Conceptual Model
- Experimenting the Conceptual Model
- The Software Architecture
- References
- Towards Emotional Interaction: Using Movies to Automatically Learn Users' Emotional States
- Introduction
- Related Work
- The iFelt Classification and Recognition Engines
- Emotional Elicitation
- Biosignal Capture
- Emotional Classification
- Emotion Recognition
- Evaluation and Discussion
- Conclusion and Future Work
- References
- Computer-Mediated Communication
- Motion and Attention in a Kinetic Videoconferencing Proxy
- Introduction
- Background
- Gaze Awareness in Videoconferencing
- Sociable Robots
- Kinetic Proxies
- Laboratory Study
- Study Design
- Experiment Setup
- Measurements
- Results
- Conversational Engagement
- Directing Attention
- Reactions to the Proxy
- Overall Preference
- Satellite's Perspective
- Discussion
- Conclusion and Future Work
- References
- Making Sense of Communication Associated with Artifacts during Early Design Activity
- Introduction
- Related Work
- Studies of Design Communication
- Studies of Early Stages of Creative Design Practice
- Systems Supporting Design Communication
- Methodology
- Study Results
- Role of Communication in Ideation Process
- Communication in Different Phases of Early Design Activity
- Medium of Communication - A Shift towards Digital Channels
- Communication Capture and Management
- Influence of Work Setting: Access, Culture, Ownership and Criticism
- Influence of Expertise: Communication Categories, Partners and Motive
- Discussion and Design Implications
- Integrating Communication Traces with Artifacts
- Categorizing and Organizing Communication
- Aggregate Communication from Multiple Channels
- Support Finding Communication Partners by Integrating Interaction, Preference, and Availability Information
- Conclusion
- References
- Children's Interactions in an Asynchronous Video Mediated Communication Environment
- Video Mediated Communication
- Methodology
- Research Findings
- Discussion and Ongoing Work
- References
- Effects of Automated Transcription Delay on Non-native Speakers' Comprehension in Real-Time Computer-Mediated Communication
- Introduction
- Method
- Preliminary Study
- Experiment Setup
- Experiment Design
- Participants
- Materials and Task
- Measurements
- Results
- Comprehension Performance
- User Satisfaction
- Cognitive Load
- Discussions, Conclusions, and Future Work
- References
- Computer-Supported Cooperative Work I
- Redundancy and Collaboration in Wikibooks
- Introduction
- Wikibooks
- Corpus
- Featured Books as a Measure of Quality
- Analysis 1: Redundancy Patterns
- Measuring Redundancy via Semantic Similarity
- Results
- Analysis 2: Co-authorship
- Measures
- Results
- Analysis 3: Collaborative Interactions
- Measures of Explicit and Implicit Coordination
- Results
- Summary of Findings
- Revisiting the Results through Examples
- Using Implicit Coordination to Avoid Redundancy
- Using Explicit Coordination to Remove Redundancy
- Redundancy Might Be Beneficial
- Discussion
- Summary and Future Work
- References
- Towards Interoperability in Municipal Government: A Study of Information Sharing Practices
- Introduction
- Related Work
- Study Methodology
- Study Details
- Organizational Structure
- Association of Organizational Structure and IT Applications
- Information Sharing Practices
- A More Detailed Information Sharing Example
- Additional Factors Influencing Information Sharing
- Discussion
- Implications for Future Systems
- Conclusion and Future Work
- References
- An Integrated Communication and Collaboration Platform for Distributed Scientific Workgroups
- Introduction
- Background
- Design Process
- Understanding the Practice
- Iterative Design and Testing
- The Integrated Communication and Collaboration Platform
- Physical Design of the Platform
- Video Conferencing
- Application Sharing
- User Interface Integration
- Early User Experience
- Discussion and Future Work
- Conclusion
- References
- Computer-Supported Cooperative Work II
- IdeaTracker: An Interactive Visualization Supporting Collaboration and Consensus Building in Online Interface Design Discussions
- Introduction
- Related Work
- Distributed Collaborative User Interface Design
- Visual Representation of Online Content
- User Interface Design in Open Source
- A Study of Online Interface Design Discussion
- Challenges and Implications
- Designers Struggle to Track Design Alternatives
- Integration of UI Design and Development Activities Is Essential
- Participants Need to Be Aware of Others' Opinions Regarding Alternatives
- IdeaTracker
- Tracking Alternatives
- Comparing Alternatives
- Voting System
- User Scenario
- Implementation
- Preliminary Evaluation
- Conclusions and Future Work
- References
- What You See Is What You (Can) Get? Designing for Process Transparency in Financial Advisory Encounters
- Introduction
- Transparency Issues in Financial Advisory
- Design of the Prototype System
- Design Requirements
- Design Rationales
- The SurFinance Prototype
- Hypotheses
- Experimental Evaluation
- Experimental Design
- Data Collection
- Results
- Discussion
- Lessons Learned
- Conclusion
- References
- A Framework for Supporting Joint Interpersonal Attention in Distributed Groups
- Introduction
- Background
- Gathering, Display and Coupling
- Gathering Is Display
- Display Is Gathering
- Approaching Is Interacting
- The OpenMessenger Framework
- Supporting Gathering and Display at the Framework Level
- Focus Level: Degree of Attention and Coupling
- An OMF Implementation Example: Eye Tracking and OMNI
- Discussion
- Sensor Data for Both Gathering and Display
- Approaching, Interacting and Privacy
- Limitations and Future Work
- Conclusion
- References
- Evaluation I
- Do Teams Achieve Usability Goals? Evaluating Goal Achievement with Usability Goals Setting Tool
- Introduction
- Goals in Design and HCI
- UGT Overview
- Goal Parameters in UGT
- Using UGT
- Data and Analyses
- Goal Parameter Coverage, Relevance, Granularity and Reliability
- Goal Achievement
- Latent Goals and Explicit Goals
- Conclusions and Future Work
- References
- Supporting Window Switching with Spatially Consistent Thumbnail Zones: Design and Evaluation
- Introduction
- Related Work
- Commercial Window Switching Interfaces
- Task-Based Window Switching Interfaces
- Studies of Window Switching
- SCOTZ
- Predictable Window Locations
- Improved Accessibility of Frequently Used Windows
- Improved Accessibility of Recently Used Windows
- Support for Various Display Sizes
- Support for Keyboard and Mouse Input
- Support for Application Launching
- Options for Personalization
- Qualitative Study
- Lab Study
- Method
- Design
- Procedure
- Software and Hardware
- Questionnaire
- Participants
- Results
- Discussion
- Conclusions and Future Work
- References
- Evaluating Commonsense Knowledge with a Computer Game
- Introduction
- Related Work
- Game Design
- Identifying Commonsense Knowledge
- Evaluation
- Conclusions and Future Work
- References
- Remote Usability Testing Using Eyetracking
- Introduction
- Tools Used in Experiment
- Experiment
- Conclusions and Future Work
- References
- Evaluation II
- A Means-End Analysis of Consumers' Perceptions of Virtual World Affordances for E-commerce
- Introduction
- Research Question
- Background
- Data Collection
- Data Analysis
- Codes Derived from the Annotation Process
- Ladders Derived from the Linking Process
- Results
- Summary of Attributes, Consequences and Values
- Relationship between Attributes, Consequences and Values
- Which Affordances of Virtual Worlds Can Enhance Consumers' E-commerce Experiences?
- Implications for Theory
- Technology Acceptance
- Multi-channel Consumption and the Service Encounter
- Practical Implications for E-commerce on Websites
- Limitations and Directions for Further Study
- Conclusion
- References
- Improving Users' Consistency When Recalling Location Sharing Preferences
- Introduction
- Related Work
- Study
- Results
- Discussion
- Implications
- Limitations
- Conclusion
- References
- Navigation Time Variability: Measuring Menu Navigation Errors
- Introduction
- Related Research
- Navigation Time Variability Measure
- Measuring Navigation Times - Practical Considerations
- Experiment
- Menus
- Measures
- Procedure
- Results and Discussion
- Conclusions
- References
- Challenges in Designing Inter-usable Systems
- Introduction
- Background
- Research Approach
- Findings
- Analysis and Implications for Design Methodologies
- Conclusions
- References
- Directed Cultural Probes: Detecting Barriers in the Usage of Public Transportation
- Introduction
- Related Work
- Directed Cultural Probes
- Development
- Participants
- Study Procedure
- Results
- Discussion and Conclusion
- References
- Finding and Retrieving
- Image Retrieval with Semantic Sketches
- Introduction
- Related Work
- Methods
- Matching-Cost Function
- Decision Trees
- The Sketch Search Interface
- Evaluation
- Algorithmic Evaluation
- User Study
- Cognitive Constraints
- Conclusions
- References
- Mixer: Mixed-Initiative Data Retrieval and Integration by Example
- Introduction
- Design
- Wrappers
- Mixer Program Induction
- Evaluation
- Findings
- Discussion
- Related Work
- Conclusion
- References
- Speaking to See: A Feasibility Study of Voice-Assisted Visual Search
- Introduction
- Background
- Method
- Results
- Discussion of Results and Future Work Directions
- References
- Fun / Aesthetic Design I
- Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction
- Introduction
- The Playground
- Research Methods
- Workshop Proceedings
- Sensitizing Concepts
- Knowledge Gained through Study of a Novel System
- Overview of Breathless
- Collection and Analysis of Material during Breathless
- Discussion - Lessons Learned, and Future Work
- Accounting for Individuality
- Considering Trade-Offs between Concepts
- Inclusive Design in Relation to Playful Systems
- Conclusions
- References
- Comparative Feedback in the Street: Exposing Residential Energy Consumption on House Façades
- Introduction
- Background
- Design
- Public Display Design
- Persuasive Visualization
- Technical Implementation
- Methodology
- Setup
- Evaluation Study
- Results and Discussion
- Awareness
- Behavior Change
- Energy Conservation
- Representation Methods
- Conclusion
- References
- Are First Impressions about Websites Only Related to Visual Appeal?
- Introduction
- Method
- Procedure
- Analysis
- Discussion
- Conclusion
- References
- You Can Wear It, But Do They Want to Share It or Stare at It?
- Introduction
- Related Work
- User Study
- Results
- Conclusions
- References
- Fun / Aesthetic Design II
- Design and Evaluation of Interaction Technology for Medical Team Meetings
- Introduction
- Background
- MDTMs at Gastro
- Initial Studies at Gastro
- Prototypes for Collaborative Interaction Techniques
- Design Guidelines
- Interaction Techniques and Implementation
- User Study Setup
- Results
- Interaction Techniques: Pointing, Navigation and Annotation
- Private Interaction vs. Shared Focus
- Applicability for Different Scenarios
- Interaction Technology: Multi-touch, Pens, Display, Size, Precision and Portability
- Suggested Improvements, Additional Functionality and Potential Risks
- Discussion
- Conclusions and Future Work
- References
- How Technology Influences the Therapeutic Process: A Comparative Field Evaluation of Augmented Reality andIn Vivo Exposure Therapy for Phobia of Small Animals
- Introduction
- In Vivo, Virtual Reality, and Augmented Reality Exposure Therapy in the Treatment of Specific Phobias of Small Animals
- A Multidisciplinary and Mixed Perspective Approach
- Methodology
- Research Design
- Participants
- Materials
- Instruments
- Procedure
- Data Analysis
- Results
- The Nature of Therapeutic Activity
- Clinical Effectiveness
- Acceptability
- Discussion and Conclusions
- References
- You've Covered: Designing for In-shift Handoffs in Medical Practice
- Introduction
- Related Work
- Methodology
- Study Site: Main ED Unit
- Participants
- Data and Data Collection
- Data Analysis
- Findings
- Patient Care in ED
- Continuous Coverage in the ED
- End of Shift Handoffs through EMR
- Three Types of In-shift Handoffs without EMR
- Discussions
- The Coordination of In-shift Handoffs
- The Impact of In-shift Handoffs
- Implications for System Design
- Easy Role Switch During In-Shift Handoffs
- Social Display of In-shifts Handoffs
- Shared Responsibility
- Conclusion
- References
- Gestures
- A Taxonomy of Microinteractions: Defining Microgestures Based on Ergonomic and Scenario-Dependent Requirements
- Introduction
- Related Work
- Method
- Results
- Feasibility and Limitations
- Risk of Confusion
- General Idea
- Discussion
- Palm-Grasp Gestures
- Pad-Grasp Gestures
- Side-Grasp Gestures
- Dual-Task Suitability
- Conclusion and Design Guideline
- Dual-Tasking Design
- Interface Design
- Further Research
- References
- Unifying Events from Multiple Devices for Interpreting User Intentions through Natural Gestures
- Introduction
- Related Work
- The FLING Framework
- Platform-Independent
- Useful for Rapid Prototyping
- Allows Customization of Event Interpretation and Triggered Actions
- Cross-Platform Multi-gestures
- Progressive Learning Curve
- Sample Applications
- Therapy Applications
- Educational Applications
- Data Visualization and Control Applications
- Conclusions and Future Work
- References
- SimpleFlow: Enhancing Gestural Interaction with Gesture Prediction, Abbreviation and Autocompletion
- Introduction
- Related Work
- Visual Autocompletion and Predictive Gestures
- Visual Autocompletion
- Standard Non-predictive Visual Feedback
- SimpleFlow
- Scale Free Dynamic Paths
- Experiment
- Hypothesis
- Design
- Results
- Hypothesis: H1 Shorten
- Hypothesis: H2 Accuracy
- Hypothesis: H3 Speed
- Hypothesis: H4 Cognitive Load
- User Preferences
- Discussion and Limitations
- Conclusions
- References
- Appendix
- HCI in the Classroom
- The Perception of Sound and Its Influence in the Classroom
- Introduction
- Effects of Classroom Noise on Students and Teachers
- Changing Behavior with Games
- The Game
- Assessment of the School Where the Game Was Tested
- Testing the Game
- Conclusions and Future Work
- References
- Encouraging Initiative in the Classroom with Anonymous Feedback
- Introduction
- Feedback in Conversation
- The Fragmented Social Mirror
- FSM Design Choices
- Pilot Study
- Discussion
- Conclusion and Future Work
- References
- U-Note: Capture the Class and Access It Everywhere
- Introduction
- Related Work
- Presentation Tools
- Note Sharing and Annotation Tools
- Augmented Notebooks
- Motivations and Interviews
- Method
- Results
- Privacy Considerations
- Implication for Design
- Scenarios
- In the Classroom
- At Home
- In a Mobile Situation
- U-Note
- Capturing the Class
- Accessing Digital Materials from the Notebook
- Extending the Lectures through the Notebook
- Conclusion
- References
- Author Index
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