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Dissertations / Theses on the topic 'Human-computer interaction Mobile computing'

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1

Muhanna, Muhanna A. "Exploration of human-computer interaction challenges in designing software for mobile devices." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1442874.

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2

Häkkilä, J. (Jonna). "Usability with context-aware mobile applications:case studies and design guidelines." Doctoral thesis, University of Oulu, 2006. http://urn.fi/urn:isbn:9514283236.

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Abstract Context-awareness, a state where the device is aware of the situation in which it is used, is a technology which has gained an increasing amount of attention in recent years. A context-aware device can infer the use condition, and adapt its behavior according to the circumstances. Mobile handheld devices, which have been highly adopted by large user groups, especially in the form of mobile phones, constitute an interesting platform for context-awareness. They are used in different kinds of situations, where the preferences of users may vary, and where different features are prioritized. While the increasing complexity and growing number of features set challenges to intuitive and easy use of devices, context-awareness may offer solutions to more efficient use of mobile applications and services. This thesis investigates the interaction issues with context-aware mobile devices. The research has been exploratory including several separate case studies, where interaction and usability matters have been charted. These studies consider topics such as location-awareness, user-defined settings of context-aware applications, and information sharing and privacy. In addition to these case studies, the author has sough to draw a bigger picture on interaction and usability issues with context-aware mobile devices, and incorporated the findings to a more general framework. Through presenting the case studies it is concluded that context-awareness can improve the usability of mobile devices, but careful design in the application development phase must be emphasized. The usability risks identified through case studies relate to numerous themes, such as diminished user control, increased number of interruptions, information overflow, users' subjective understanding of context attributes and privacy threat. As context-aware technology employs greater risks, e.g. due to the uncertain nature of context recognition, the user-centric design practices and testing in the authentic environment of the context-aware applications should be stressed. The author proposes design guidelines, which have been developed based on the findings from distinct case studies. The design guidelines aim to offer tangible help to application designers, who may not be acquaint with the special characteristics of context-awareness, and intend to prevent potential usability problems identified through the individual studies. Moreover, an evaluation for the design guidelines and their iteration to the presented form is demonstrated.
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Levy, Marcel Andrew. "Ringermute an audio data mining toolkit /." abstract and full text PDF (free order & download UNR users only), 2005. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433402.

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4

Ashbrook, Daniel Lee. "Enabling mobile microinteractions." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33986.

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While much attention has been paid to the usability of desktop computers, mobile com- puters are quickly becoming the dominant platform. Because mobile computers may be used in nearly any situation--including while the user is actually in motion, or performing other tasks--interfaces designed for stationary use may be inappropriate, and alternative interfaces should be considered. In this dissertation I consider the idea of microinteractions--interactions with a device that take less than four seconds to initiate and complete. Microinteractions are desirable because they may minimize interruption; that is, they allow for a tiny burst of interaction with a device so that the user can quickly return to the task at hand. My research concentrates on methods for applying microinteractions through wrist- based interaction. I consider two modalities for this interaction: touchscreens and motion- based gestures. In the case of touchscreens, I consider the interface implications of making touchscreen watches usable with the finger, instead of the usual stylus, and investigate users' performance with a round touchscreen. For gesture-based interaction, I present a tool, MAGIC, for designing gesture-based interactive system, and detail the evaluation of the tool.
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Håkansson, Maria. "Playing with Context : Explicit and Implicit Interaction in Mobile Media Applications." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-8463.

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This thesis contributes with insights into how aspects of the surrounding physical and social context can be exploited in the design of mobile media applications for playful use. In this work, context refers to aspects of the immediate surroundings – outside of the device – that can be identified and measured by sensors; for instance environmental aspects like sound, and social aspects like co-located people. Two extensive case studies explore the interplay between users, mobile media, and aspects of context in different ways, and how it can invite playful use. The first case study, Context Photography, uses sensor-based information about the immediate physical surroundings to affect images in real time in a novel digital camera application for everyday creativity. The second, Push!Music, makes it possible to share music both manually and autonomously between co-located people, based on so-called media context, for spontaneous music sharing. The insights gained from the designs, prototypes, and user studies, point at the value of combining explicit and implicit interaction – essentially, the expected and unexpected – to open for playful use. The explicit interaction encouraged users to be active, exploratory, and creative. The implicit interaction let users embrace and exploit dynamic qualities of the surroundings, contributing to making the systems fun, exciting, magical, ‘live’, and real. This combination was facilitated through our approach to context, where sensor-based information was mostly open in use and interpretation, ambiguous, visible, and possible to override for users, and through giving the systems a degree of agency and autonomy. A key insight is that the combination of explicit and implicit interaction allowed both control and a sense of magic in the interaction with the mobile media applications, which together seems to encourage play and playfulness.
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Kainda, Ronald. "Usability and security of human-interactive security protocols." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:ea14d34a-d232-4c8b-98ab-abbf0d7a5d36.

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We investigate the security and usability of Human-Interactive Security Protocols (HISPs); specifically, how digests of 4 or more digits can be compared between two or more sys- tems as conveniently as possible while ensuring that issues such as user complacency do not compromise security. We address the research question: given different association scenarios and modes of authentication in HISPs, how can we improve on existing, or design new, empirical channels that suit human and contextual needs to achieve acceptable effective security? We review the literature of HISPs, proposed empirical channels,and usability studies of HISPs; we follow by presenting the methodology of the research reported in this thesis. We then make a number of contributions discussing the effectiveness of empirical channels and address the design, analysis, and evaluation of these channels. In Chapter 4 we present a user study of pairwise device associations and discuss the factors affecting effective security of empirical channels in single-user scenarios. In Chapter 5 we present a user study of group device associations and discuss the factors affecting effective security of empirical channels in multi-user scenarios. In Chapter 7 we present a framework designed for researchers and system designers to reason about empirical channels in HISPs. The framework is grounded in experimental data, related research, and validated by experts. In Chapter 8 we present a methodology for analysing and evaluating the security and usability of HISPs. We validate the methodology by applying it in laboratory experiments of HISPs. Finally, in Chapter 6 we present a set of principles for designing secure and usable empirical channels. We demonstrate the effectiveness of these principles by proposing new empirical channels.
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Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Anderson, Zann Benjamin. "Laying a Foundation for Computing in Outdoor Recreation." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8713.

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Mobile computing allows individuals to bring computing with them into the outdoors. This creates a new situation in which individuals can stay connected even when trying to "get away from it all." Questions arise from this juxtaposition regarding whether the inclusion of computing in these activities is a positive or a negative. Evidence exists supporting both conclusions. We posit that computing can contribute positively to outdoor recreation without distracting. This dissertation details work undertaken in two phases which explores how computing can accomplish this goal. Phase 1 explored how individuals are already using computing technology in hiking, and culminated with the development of a model describing individuals' decisions regarding technology use on the trail. In Phase 2, we developed a vision which navigates the tension between the connection technology provides to our day-to-day lives and the desire to disconnect, along with prototypes which serve as an embodiment of this vision. We found that computing is in wide use by hikers, and through qualitative data analysis we developed a Two Worlds model which describes their decisions regarding technology use when hiking. This model provides a space which can be probed and explored in future work. Our vision guides careful growth in the inclusion of computing in outdoor recreation, allowing computing to support activities without becoming a distraction. Our work makes important empirical, theoretical, and artifact contributions to the field of HCI. It also identifies interesting areas of exploration, some of which have already informed the development of our Two Worlds model, and some of which remain largely unexplored. In this sense, our work has both blazed new trails in exploring computing's place in outdoor recreation and identified "side trails" for further exploration by ourselves and others. We look forward to this work and its results.
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Gori, Francesco. "Eyewear Computing: una panoramica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12971/.

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Questa tesi si pone come obiettivo quello di delineare un quadro generale di cosa siano gli eyewear device, e di fornire gli strumenti per approcciarsi allo sviluppo di software mirato per questi dispositivi. Nella prima sezione si tratterà il contesto in cui va ad inserirsi oggi il concetto di eyewear device, e si introdurranno i dispositivi wearable, analizzandone il concetto, la nascita e la storia, per poi fornire una sintetica panoramica sui principali utilizzi al giorno d’oggi. In seguito ci si concentrerà sui dispositivi propriamente eyewear, esaminandone lo sviluppo negli ultimi cinquant’anni, e si rifletterà sul ruolo che questi dispositivi hanno oggi e su quello che potrebbero avere un domani. Il secondo capitolo tratterà gli aspetti relativi all’hardware dei dispositivi: si descriveranno le caratteristiche fisiche necessarie in base alle funzionalità richieste ai device, per poi analizzare i diversi approcci adoperati per implementare i sistemi di visione, proponendo una tassonomia. Si tratterà, poi, il metodo proposto da Kai Kunze per l’Eye Tracking, e infine si analizzerà quali sensori siano richiesti da applicazioni di realtà aumentata. L’ultima sezione approfondirà il software degli eyewear device: in apertura si tratteranno le linee guida per il design del software, esaminando i punti in comune tra i manifesti proposti da alcuni dei principali produttori di questi dispositivi, e successivamente si analizzeranno nel dettaglio gli approcci ad oggi più utilizzati per la realizzazione di applicazioni di realtà aumentata. Verranno, poi, passati in rassegna i sistemi operativi realizzati dai principali produttori di eyewear device, per ognuna delle piattaforme si elencheranno gli strumenti messi a disposizione del pubblico per lo sviluppo di software mirato. Infine, si approfondiranno le funzionalità di alcune applicazioni proposte come esempi di usi concreti degli eyeware device
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Warshawsky, James Emory. "Umbilical Cord: A system for ubiquitous computing." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2518.

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Ubiquitous computing aims to make computing widely available, easy to use, and completely transparent to the user. Umbilical Cord is intended to be the first step in researching ubiquitous computing at CSUSB. It implements a model scalable network with a client-server architecture that features consistent user interaction and global access to user data. It is based on the Linux operating system which can be leveraged for future research due to the open nature of its source code. It also features a scalable network swap.
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11

Cheng, Yun-Maw Kevin. "The development and evaluation of a prototyping environment for context-sensitive mobile computing interaction." Thesis, University of Glasgow, 2003. http://theses.gla.ac.uk/6471/.

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Recent developments in wireless communication, mobile computing, and sensor technologies have prompted a new vision of the world in which we live. As witnesses the effects of Moore's law, which are evident in many aspects of innovative technical opportunity, such as cost, size, capacity, bandwidth, etc. These advances allow us to build new types of human-computer-environment interaction in augmented physical spaces. Ideally, mobile computing devices can go with people so that they can access information on the move as being constantly connected to the digital space. Sensor technologies enable mobile computing devices to sense their users and environments. This increases the interaction bandwidth between a human and a mobile computing device. The development of context-sensitive mobile computing systems requires considerable engineering skills. None of the existing approaches provides an effective means of obtaining location and environmental information using "standard" hardware and software. This raises the entry level of discovering more about this type of interaction to the designers. In addition, it is important to stress that relatively little is known about the usability problems that might arise from interaction with these different context-sensitive mobile computing applications. The focus of this thesis is on the development of a prototyping environment for context-sensitive mobile computing. This thesis makes two contributions. The most significant contribution is the presentation of the Glasgow Context Server (GCS). It has been specifically designed to address the concerns mentioned above. It successfully integrates an off-the-shelf radio Local Area Network (LAN) with the infrared sensors that have been a feature of many previous context-sensitive mobile computing applications. The GCS is intended to help interface designers validate the claimed benefits of location sensing, location disclosing and environment sensing applications. The second contribution is the working applications, in particular, a web-based annotation system for physical objects and a shopping assistant built upon the GCS environment. These demonstrations are used to evaluate the GCS approach and point out the challenging issues in computing technology as well as usability concern. The hope is that this research can provide interface designers with an in-depth reference to a prototyping environment for context-sensitive mobile computing applications.
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Zhou, Yun. "Context-based Innovative Mobile User Interfaces." Phd thesis, Ecole Centrale de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00813532.

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Avec le développement de différents capteurs et des dispositifs, l'informatique ne se limite plus à la mode bureautique. Cependant, l'interface utilisateur traditionnelle, utilisée sur l'ordinateur de bureau, n'est plus approprié pour l'informatique ubiquitaire. La complexité de l'environnement mobile demande la conception d'interfaces dédiées impliquant des techniques d'entrée et la sortie qui contiennent les nouvelles caractéristiques émergentes au-delà des techniques traditionnelles. L'une des solutions possibles pour permettre l'interaction omniprésente soit le nomadisme, soit la mobilité. Nous proposons trois interfaces liées à ces deux solutions: L'interface fixé dan l'environnement (abréviation de IEI en anglais), interface dépendante de l'environnement (EDI) et Interface Indépendante de l'environnement (EII). Tout d'abord, nous présentons globalement notre approche sur la conception de ces trois interfaces innovantes (IEI, EDI et EII), leurs configurations portées (dispositif d'affichage portée sur les lunettes plus caméra et dispositif d'affichage pico-projecteur plus caméra), des exemples réels d'utilisation et une évaluation préliminaire des techniques d'entrée de sélection pour prouver la faisabilité de nos prototypes. Par la suite, nous proposons sur les dispositifs portées, et seule les EDI et les EII seraient étudié plus en détail. Afin de concrétiser l'EDI et l'EII, nous proposons un continuum allant de l'interface physique, l'interface mixte physique-numérique, jusqu'à l'interface totalement numérique. Basé sur l'interface physique, nous proposons le système MobilePaperAccess qui sur le dispositif d'affichage portée sur les lunettes plus caméra permettant l'accès à l'information numérique à partir d'une interface imprimé du papier. Ce système est conçu pour valider nos concepts de l'EDI et de l'EII. Les deux types d'interfaces (EDI et EII) et trois techniques d'entrée (doigt, masque et carnet) ont été évaluées par les méthodes quantitatives et qualitatives avec ce système. Basé sur l'interface numérique projetée multi-échelle, le système PlayAllAround est sur dispositif d'affichage pico-projecteur plus caméra, et il pouvoir fournir un affichage à différentes tailles, à la plus petite, individuelle et portée, à la plus grande, partageable et publique. Pour la conception de ce système, nous proposons une décomposition de l'interface basée sur une de cellule de référence de taille fixé pourrait la mise à l'échelle de l'interface en fonctionne de la taille de projection. Le geste de sélection sur un vol et l'interface multi-échelle ont été évalués avec ce système. Les résultats de nos expériences ont montré que PlayAllAround fonctionne bien avec le geste de sélection sur un vol et l'interface multi-échelle. Pour aller plus loin, nous explorons les gestes de la main, y compris le geste stationnaire, le geste de pincement et le geste de fermeture du poing. Nous employons le geste de pincement et le geste de fermeture du poing comme entrée pour pointer, l'action de glisser-déposer et la action de tracer. Afin de satisfaire aux exigences de l'interaction dans la vie quotidienne, nous étudions comment l'utilisateur peut interagir avec ces gestes à l'arrêt ou en marchant. Nous comparons les interactions du geste de sélection sur un vol et geste de pincement dans trois situations que debout, assis et en marchant. En outre, l'évaluation de l'interface projetée, ainsi que la satisfaction sur le fonctionnement de la configuration porté sur la tête a été faite et discutée. Enfin, le long du continuum, nous continuons à étudier sur l'interface mixte par un dispositif pico-projecteur plus caméra dans le but de concrétiser les concepts de l'EDI et de l'EII. L'interface mixte contient une partie physique basée sur des marqueurs d'ARToolkit et une partie numérique projetée. Comme l'écran de projection est une méthode alternative pour afficher plus d'information sans aucun support physique, l'interface mixte a la capacité de contenir davantage d'informations ainsi que de fournir plus de choix dynamiques par rapport à l'interface physique seul. En conclusion, dans cette thèse, nous avons étudié de manière théorique, la conception innovante, et nous avons proposons les prototypes concrètes et les avons évalués par les deux études quantitatives et qualitatives avec des utilisateurs. Plus généralement, ce travail est une étude multi-facette sur les interfaces portées innovantes, ainsi que les techniques avancées d'entrée et de sortie, ce qui ouvre des prospectives pour futures recherches sur les interfaces portées.
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Nylander, Stina. "Design and Implementation of Multi-Device Services." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7447.

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Pelurson, Sébastien. "Navigation multimodale dans une vue bifocale sur dispositifs mobiles." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM035/document.

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Les dispositifs mobiles sont aujourd’hui omniprésents dans notre quotidien. Leurs évolutions technologiques ainsi que les moyens de communication toujours plus rapides font que les utilisateurs manipulent toujours plus d’informations sur leurs dispositifs mobiles, modifiant ainsi l’usage qu’ils en font, et remplaçant petit à petit les ordinateurs de bureau. Cependant les dispositifs mobiles ne s’utilisent pas de la même manière que les ordinateurs de bureau et doivent faire face à des contraintes qui leur sont propres. En particulier, les écrans de taille réduite ne permettent pas d’afficher autant d’information que sur l’écran d’un ordinateur de bureau. De plus, ces écrans, tactiles pour la plupart, sont utilisés à la fois comme périphérique d’entrée et de sortie, entraînant ainsi des problèmes d’occultation d’une partie de l’écran lors de l’interaction. Ces constats et limitations posent ainsi le problème de la visualisation interactive de grandes quantités d’information sur dispositifs mobiles.Le problème s’articule donc selon deux axes fortement liés : d’une part la visualisation d’information et d’autre part l’interaction sur dispositifs mobiles. Pour le premier axe, nous nous sommes intéressés aux techniques de visualisation permettant de visualiser à la fois une vue globale de l’espace d’information et une sous-partie détaillée de celui-ci. En effet, visualiser uniquement une sous-partie de l’espace d’information rend sa compréhension difficile du fait du manque de contexte. A l’inverse, visualiser l’espace d’information complet à l’écran le rend illisible.Pour le second axe, nous nous sommes interessés aux techniques d’interaction pour naviguer dans l’espace d’information. En effet, la variété des capteurs disponibles aujourd’hui dans les dispositifs mobiles définit un large espace de possibilités en termes de modalités d’interaction.Nos travaux apportent deux types de contribution : conceptuelles et pratiques. Nous présentons tout d’abord un espace de conception des modalités de navigation en l’instanciant au cas des dispositifs mobiles : cet espace permet de décrire, comparer et concevoir des modalités d’interaction pour la tâche de navigation. Nous présentons ensuite un modèle conceptuel de navigation multimodale permettant de naviguer dans un espace d’information multi-échelles.Basé sur un état de l’art des techniques de visualisation sur dispositifs mobiles, nous avons conçu et évalué expérimentalement une technique de visualisation bifocale. Enfin, en nous reposant sur deux espaces conceptuels et l’état de l’art des modalités d’interaction sur dispositifs mobiles, nous proposons plusieurs techniques d’interaction multimodale conçues et évaluées expérimentalement pour naviguer dans un espace d’information multi-échelles
Mobile devices are now ubiquitous in everyday computing. Technological advances and increasing mobile network performance allow users to manipulate more and more information on their mobile devices, changing the use they make of these types of devices, which are gradually replacing desktop computers. However mobile devices are not used in the same way as desktops and face specific constraints. In particular, smaller screens fail to display as much information as a computer screen. In addition, these screens, mostly tactile, are used as both input and output devices, leading to occlusion of a portion of the screen during touch interaction. These findings and limitations give rise to the problem of interactive visualization of large amounts of information on mobile devices.We addressed this problem by considering two related research axes: on the one hand information visualization and on the other hand interaction on mobile devices.For the first axis, we focused on visualization techniques that provide an overview of the information space and a detailed subset of it. Indeed, only one view of a subset of the information space makes it difficult to understand it because of the lack of context. Conversely, visualizing the complete information space on the screen of a mobile device makes it unreadable.For the second axis, we studied interaction techniques for navigating an information space. Facing the variety of sensors available in todays mobile devices, there is a vast set of possibilities in terms of interaction modalities.We provide two types of contribution: conceptual and practical.First we present a design space of navigation techniques on mobile devices: this design space enables us to describe, compare and design interaction modalities for the task of navigation in an information space. Second we propose a conceptual model of multimodal navigation for navigating a multiscale information space.Based on a state of the art of visualization techniques on mobile devices, we designed, developed and experimentally tested a bifocal view on a mobile device. By relying on our design space and by operationalizing our conceptual model of navigation, we designed developed and experimentally compared several multimodal interaction techniques for navigating a multiscale information space
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Singh, Akash. "An intelligent user interface model for contact centre operations." Thesis, Nelson Mandela Metropolitan University, 2007. http://hdl.handle.net/10948/d1011399.

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Contact Centres (CCs) are at the forefront of interaction between an organisation and its customers. Currently, 17 percent of all inbound calls are not resolved on the first call by the first agent attending to that call. This is due to the inability of the contact centre agents (CCAs) to diagnose customer queries and find adequate solutions in an effective and efficient manner. The aim of this research is to develop an intelligent user interface (IUI) model to support and improve CC operations. A literature review of existing IUI architectures, modelbased design and existing CC software together with a field study of CCs has resulted in the design of an IUI model for CCs. The proposed IUI model is described in terms of its architecture, component-level design and interface design. An IUI prototype has been developed as a proof of concept of the proposed IUI model. The IUI prototype was evaluated in order to determine to what extent it supports problem identification and query resolution. User testing, incorporating the use of eye tracking and a post-test questionnaire, was used in order to determine the usability and usefulness of the prototype. The results of this evaluation show that the users were highly satisfied with the task support and query resolution assistance provided by the IUI prototype. This research resulted in the design of an IUI model for the domain of CCs. This model can be used to assist the development of CC applications incorporating IUIs. Use of the proposed IUI model is expected to support and enhance the effectiveness and efficiency of CC operations. Further research is needed to conduct a longitudinal study to determine the impact of IUIs in the CC domain.
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Leonard, Virginia Kathlene. "Universal Access to Information Technology for Older Adults with Visual Impairments." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7178.

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This dissertation considers the interactions of users who have been diagnosed with Age-related Macular Degeneration (AMD), the leading cause of blindness in adults 65 years and older. The investigation focused on the quantification of behaviors and strategies used by this growing subset of computer users. Participants diagnosed with AMD and age-matched controls without any ocular disease completed a series of visual search, icon selection and manipulation tasks with desktop or handheld PCs. Participants searched, selected and manipulated familiar playing card icons under varied icon set sizes, inter-icon spacing, icon sizes and auditory feedback. A comprehensive account of the interaction was made using a collection of efficiency, accuracy and information processing metrics. While all participants demonstrated a high rate for successful task completion, analyses revealed participants' overall task efficacy to be coupled with features of the interface and also strongly linked with measures of ocular health and personal factors. The outcomes of this study contribute to a growing body of work which informs a framework of performance thresholds for critical graphical user interface interactions based on visual profile, interface features and supplemental non-visual cues, including the following: The impact of auditory feedback on task interaction and information processing for visually impaired versus visually healthy older adults; The observed of use of the mouse pointer or stylus as means to direct attention during visual search and the implications of manual dexterity on visual search; The presence of speed accuracy trade-offs in handheld PC interaction performance for individuals based on their contrast sensitivity and near visual acuity; The shifting impact of increased icon spacing on visual search and movement times, versus its role in the accuracy of icon release; The utility for non-clinically acquired summaries of visual health to effectively predict performance decrements in handheld or desktop interaction; Emergent differences between handheld and desktop interaction and the most influential visual factors informing performance on each; and Empirical evidence that older adults, even with visual impairments can interact with small handheld displays, in spite of the size images.
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Le, Dantec Christopher. "Community resource messenger: a mobile system and design exploration in support of the urban homeless." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41128.

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Access to computers, to mobile phones, and to data connectivity has opened new avenues of interaction and created expectations about the flattening of society brought about by these new modes of production. These technologies have enabled us to recognize many forms of community---from close knit social groups to individuals who merely co-habit public spaces---and to support interaction with each other in novel ways. The notion that modern digital technology holds promises of democratization by expanding access to information and broadening modes of knowledge production often fails to acknowledge that these benefits rely upon devices and infrastructure whose availability reflect socioeconomic contours; that the technologies that enable information access can also reinforce rather than obviate marginality due to barriers to access and suitability. This assessment points to opportunities for better understanding and better designing technologies for the marginalized or dispossessed. The research presented in this dissertation discusses the findings from empirical, theoretical, and design based investigations of technology use with the urban homeless. The empirical work provides a foundation for understanding current technology practices among the homeless and their care providers. The theoretical investigation develops Deweyan publics as a novel frame for participatory design. The design-based investigation presents findings from the design and deployment of the Community Resource Messenger at a shelter for homeless mothers. The results of this research shed light on impact of social computing platforms on social service provision and on the ways the staff and residents used the Community Resource Messenger as a resource for identifying common issues and taking action to contend with those issues.
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Zhang, Huiqi. "Socioscope: Human Relationship and Behavior Analysis in Mobile Social Networks." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30533/.

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The widely used mobile phone, as well as its related technologies had opened opportunities for a complete change on how people interact and build relationship across geographic and time considerations. The convenience of instant communication by mobile phones that broke the barrier of space and time is evidently the key motivational point on why such technologies so important in people's life and daily activities. Mobile phones have become the most popular communication tools. Mobile phone technology is apparently changing our relationship to each other in our work and lives. The impact of new technologies on people's lives in social spaces gives us the chance to rethink the possibilities of technologies in social interaction. Accordingly, mobile phones are basically changing social relations in ways that are intricate to measure with any precision. In this dissertation I propose a socioscope model for social network, relationship and human behavior analysis based on mobile phone call detail records. Because of the diversities and complexities of human social behavior, one technique cannot detect different features of human social behaviors. Therefore I use multiple probability and statistical methods for quantifying social groups, relationships and communication patterns, for predicting social tie strengths and for detecting human behavior changes and unusual consumption events. I propose a new reciprocity index to measure the level of reciprocity between users and their communication partners. The experimental results show that this approach is effective. Among other applications, this work is useful for homeland security, detection of unwanted calls (e.g., spam), telecommunication presence, and marketing. In my future work I plan to analyze and study the social network dynamics and evolution.
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Henrysson, Anders. "Bringing Augmented Reality to Mobile Phones." Doctoral thesis, Norrköping : Department of Science and Technology, Linköpings universitet, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10204.

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Brunberg, Marike. "User optimized design of handheld medical devices -applications and casing." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-36270.

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21

Chouiten, Mehdi. "Architecture distribuée dédiée aux applications de Réalité Augmentée mobile." Phd thesis, Université d'Evry-Val d'Essonne, 2013. http://tel.archives-ouvertes.fr/tel-00903538.

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La réalité augmentée (RA) mobile consiste à faire coexister en temps-réel des mondes virtuel et réel. La mobilité est facilitée par l'utilisation de nouveaux dispositifs de types smartphones, et mini-PC embarquant un certain nombre de capteurs (visuels, inertiels,...). Ces dispositifs disposent toutefois d'une puissance de calcul limitée, qui peut s'avérer critique au vu des applications envisagées. L'une des solutions est de recourir à des mécanismes de distributions pour répartir les calculs sur un ensemble hétérogène de machines (serveurs ou autre terminaux mobiles). L'objectif de cette thèse est de concevoir une architecture logicielle dédiée à la réalité augmentée distribuée et plus particulièrement aux applications distribuées capable de fonctionner sur des réseaux ad-hoc constitués de terminaux hétérogènes déployées au travers d'un réseau dans un premier temps. Dans un deuxième temps, il conviendra de démontrer l'applicabilité de la solution proposée à des applications concrètes et d'explorer différentes possibilités d'exploitation originales de la distribution dans les applications de Réalité Augmentée en mettant l'accent sur la plus value apportée en terme de fonctionnalités ou d'opérations possibles en comparaison avec une solution de Réalité Augmentée classique (non distribuée) et en comparaison avec les performances des environnements dédiés à la RA existants offrant la possibilité de créer des applications distribuées.
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Wang, Lei. "Effectiveness of text-based mobile learning applications: case studies in tertiary education : a thesis presented to the academic faculty, submitted in partial fulfilment of the requirements for the degree of Master of Information Sciences in Information Technology, Massey University." Massey University, 2009. http://hdl.handle.net/10179/1092.

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This research focuses on developing a series of mobile learning applications for future 'beyond' classroom learning environments. The thesis describes the general use pattern of the prototype and explores the key factors that could affect users‘ attitudes towards potential acceptance of the mobile learning applications. Finally, this thesis explores the user acceptance of the mobile learning applications; and investigates the mobility issue and the comparison of applying learning activities through mobile learning and e-learning.
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Yardi, Sarita Ann. "Social media at the boundaries: supporting parents in managing youth's social media use." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45746.

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This dissertation investigates ways of supporting parents in managing youth's social media use. I present empirical evidence of the challenges parents face in managing youth technology use. I then translate these results into the design and deployment of ParentNet, a community-based online social network for middle school parents to keep up with changes in technology. This dissertation provides new insights into the opportunities and challenges in conducting HCC research with a particular demographic, parents and youth. The contributions of this research are: (1) empirical studies of challenges parents face in managing youth technology use; (2) the design and deployment of a community-based online social network called ParentNet; (3) limitations and design considerations for deploying technological interventions for different social groups; and (4) reflection on emerging themes around overuse and disconnection in daily life.
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Kwapich, Sally J. "Smartphone Spying: Uncovering Hidden Dangers." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1363858931.

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Amer, Taher. "Evaluating Swiftpoint as a Mobile Device for Direct Manipulation Input." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1123.

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Swiftpoint is a promising new computer pointing device that is designed primarily for mobile computer users in constrained space. Swiftpoint has many advantages over current pointing devices: it is small, ergonomic, has a digital ink mode, and can be used over a flat keyboard. This thesis aids the development of Swiftpoint by formally evaluating it against two of the most common pointing devices with today's mobile computers: the touchpad, and mouse. Two laws commonly used with pointing devices evaluations, Fitts' Law and the Steering Law, were used to evaluate Swiftpoint. Results showed that Swiftpoint was faster and more accurate than the touchpad. The performance of the mouse was however, superior to both the touchpad and Swiftpoint. Experimental results were reflected in participants' choice for the mouse as their preferred pointing device. However, some participants indicated that their choice was based on their familiarity with the mouse. None of the participants chose the touchpad as their preferred device.
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Vidot, Nicolas. "Convergence des copies dans les environnements collaboratifs répartis." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2002. http://tel.archives-ouvertes.fr/tel-00684167.

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Dans les environnements collaboratifs répartis temps réel, les objets répliqués, partagés par les utilisateurs sont soumis à des contraintes de concurrence. Pour les satisfaire, différents algorithmes de contrôle, exploitant les propriétés sémantiques des opérations et utilisant les Transformées opérationnelles, ont été proposés de façon à ordonner les opérations concurrentes et par-là garantir la convergence des copies d'un objet tout en respectant l'intention des usagers. Leur inconvénient est d'imposer ou bien que les opérations utilisées par les utilisateurs satisfassent une condition, difficile à vérifier et qu'il n'est pas toujours possible d'assurer, ou bien de défaire puis de refaire des opérations dans certaines situations. Le premier objectif de la thèse est de présenter deux nouveaux algorithmes n'ayant pas ces défauts. Ils reposent sur la mise en œuvre d'un ordre global continu qui permet non seulement de s'affranchir de cette condition mais aussi de simplifier le processus d'intégration d'une opération. Dans l'un des algorithmes, SOCT4 dont nous donnons la preuve formelle, l'intégration est encore simplifiée en différant la diffusion des opérations alors que dans l'autre, SOCT5, le parallélisme dans la diffusion est privilégié. L'extension de ces algorithmes pour tenir compte de la présence de postes mobiles est abordée. Le deuxième objectif est d'adapter les algorithmes de type SOCT2 pour permettre à un utilisateur d'annuler une opération dans la mesure où les rares propositions non restrictives faites pour résoudre ce problème compromettent dans certains cas la convergence des copies. Pour cela, plutôt que de manipuler directement l'opération inverse, on considère l'annulation comme une opération spécifique dont la transposition en avant doit satisfaire deux conditions générales que l'étude met en évidence. Le bien fondé de cette démarche est validée par l'étude de cas critiques.
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Niezen, Gerrit. "The optimization of gesture recognition techniques for resource-constrained devices." Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-01262009-125121/.

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Oliveira, Rodrigo de. "Design multi-dispositivo em contextos de uso alternado e migração de tarefas." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276083.

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Orientador: Heloisa Vieira da Rocha
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-11T08:22:19Z (GMT). No. of bitstreams: 1 Oliveira_Rodrigode_D.pdf: 16111521 bytes, checksum: 6c77c064d781230212b6c88feb0bcb6c (MD5) Previous issue date: 2008
Resumo: Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefas
Abstract: With the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migration
Doutorado
Doutor em Ciência da Computação
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29

Pinkerton, Michael David. "Ubiquitous computing : extending access to mobile data." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8242.

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30

Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references (p. 113-122).
The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;
(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.
by Enrico Costanza.
S.M.
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31

Hamette, Patrick de la. "Embedded stereo vision systems for mobile human-computer interaction /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=18075.

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32

Fischer, Joel. "Understanding receptivity to interruptions in mobile human-computer interaction." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12499/.

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Interruptions have a profound impact on our attentional orientation in everyday life. Recent advances in mobile information technology increase the number of potentially disruptive notifications on mobile devices by an increasing availability of services. Understanding the contextual intricacies that make us receptive to these interruptions is paramount to devising technology that supports interruption management. This thesis makes a number of contributions to the methodology of studying mobile experiences in situ, understanding receptivity to interruptions, and designing context-sensitive systems. This thesis presents a series of real-world studies that investigate opportune moments for interruptions in mobile settings. In order to facilitate the study of the multi-faceted ways opportune moments surface from participants' involvement in the world this thesis develops: - a model of the contextual factors that interact to guide receptivity to interruptions, and - an adaptation of the Experience-Sampling Method (ESM) to capture behavioural response to interruptions in situ. In two naturalistic experiments, participants' experiences of being interrupted on a mobile phone are sampled as they go about their everyday lives. In a field study, participants' experiences are observed and recorded as they use a notification-driven mobile application to create photo-stories in a theme park. Experiment 1 explores the effects of content and time of delivery of the interruption. The results show that receptivity to text messages is significantly affected by message content, while scheduling one's own interruption times in advance does not improve receptivity over randomly timed interruptions. Experiment 2 investigates the hypothesis that opportune moments to deliver notifications are located at the endings of episodes of mobile interaction such as texting and calling. This notification strategy is supported by significant effects in behavioural measures of receptivity, while self-reports and interviews reveal complexities in the subjective experience of the interruption. By employing a mixed methods approach of interviews, observations and an analysis of system logs in the field study, it is shown that participants appreciated location-based notifications as prompts to foreground the application during relative 'downtimes' from other activities. However, an unexpected quantity of redundant notifications meant that visitors soon habituated to and eventually ignored them, which suggests careful, sparing use of notifications in interactive experiences. Overall, the studies showed that contextual mediation of the timing of interruptions (e.g. by phone activity in Experiment 2 and opportune places in the field study) is more likely to lead to interruptions at opportune moments than when participants schedule their own interruptions. However, momentary receptivity and responsiveness to an interruption is determined by the complex and situated interactions of local and relational contextual factors. These contextual factors are captured in a model of receptivity that underlies the interruption process. The studies highlight implications for the design of systems that seek to manage interruptions by adapting the timing of interruptions to the user's situation. In particular, applications to manage interruptions in personal communication and pervasive experiences are considered.
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Graham, Connor Clive. "The case for mobile trajectory : a practical 'theory' for mobile work /." Connect to thesis, 2009. http://repository.unimelb.edu.au/10187/5635.

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This thesis progressively evolves and presents a practical 'theory' for mobile work – mobile trajectory – through three case studies conducted using fieldwork. The three cases presented here examine tram travellers finding their way around a city centre (Case A), health care workers looking after people with mental illness in a residential setting (Case B) and mobile clinicians caring for young people with mental illness in a community setting (Case C). My concern is to develop a 'theory' for mobile work that is both practical and theoretical,; at once supporting the practical action of completing field and analytic work while abstracting away from the ordinary affairs of society. The contribution of this ‘theory’ is to synthesise ideas from the domain of studies of ICTs mobile work to support description, rhetoric, inference and application for mobile work. This 'theory' has particular COMPONENTS, FEATURES, PROPERTIES, CONCERNS and ASSOCIATED NOTIONS.
A mobile trajectory has a CORE TRAJECTORY that involves particular work: the CORE WORK. There are ALIGNED TRAJECTORIES that feed the CORE TRAJECTORY. These are part of the CORE TRAJECTORY. The FEATURES of mobile trajectory are CYCLES, TRANSITIONS, TRAVERSALS, STREAMS, SCHEMES, POSSIBILITIES, HISTORICITY and SHAPE. The PROPERTIES are PHYSICALITY, LOCALITY, INSTRUMENTALITY, SYNCHRONICITY, INTER- DEPENDENCY, PREDICTABILITY and PALPABILITY. Important CONCERNS are RECONCILIATION CONCERNS, ALIGNMNENT CONCERNS, RECIPROCAL CONCERNS and CONTINGENCY CONCERNS. Key ASSOCIATED NOTIONS are SOCIAL SPHERES with particular WORLDS and SUB-WORLDS comprising MEMBERS with particular ROLES and INVOLVEMENT. SOCIAL SPHERES have particular BOUNDARIES, RESOURCES and MEDIA and shared KNOWLEDGE and PRACTICES. MEDIA and RESOURCES have particular AVAILABILITY and MUTABILITY. MEMBERS have particular BIOGRAPHIES, TIES and OBLIGATIONS and AWARENESS of others. Through the case material presented I demonstrate how this 'theory' supports the work of describing and discussing mobile work for the purpose of conceptualising, selecting, recommending and critically evaluating everyday Information and Communication Technologies. At the end of the thesis I compare mobile trajectory to three alternative approaches and two alternative theories with regard to supporting the same kind of work.
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Ghorbel, Achraf. "Interprétation interactive de documents structurés : application à la rétroconversion de plans d'architecture manuscrits." Phd thesis, INSA de Rennes, 2012. http://tel.archives-ouvertes.fr/tel-00788832.

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Cette thèse entre dans le cadre de projet ANR-Mobisketch (http://mobisketch.irisa.fr/). Ce projet vise à élaborer une solution logicielle générique orientée stylo pour la réalisation de documents techniques : schémas, plans... L'objectif est d'aboutir à un continuum entre un document technique sous sa forme papier et ce même document sous sa forme numérique interprétée. Ce continuum nécessite deux analyseurs cohérents : un pour la phase de reconnaissance et un autre pour la composition/édition. Nous nous sommes intéressés dans cette thèse à l'analyseur pour la reconnaissance de documents. Le but de nos travaux était d'élaborer une approche interactive, générique et incrémentale. L'originalité de notre méthode de reconnaissance, nommée IMISketch, est la sollicitation de l'utilisateur durant la phase d'analyse. En effet, le processus d'analyse est capable de solliciter l'utilisateur s'il rencontre des cas d'ambigüités. Deux cas d'ambigüité peuvent se présenter : l'ambigüité structurelle et l'ambigüité de forme. L'ambigüité structurelle est levée par le système d'analyse quand il hésite entre deux segmentations différentes pour interpréter un symbole. Par exemple, dans un plan d'architecture, une ambigüité structurelle peut être levée pour trouver la bonne segmentation des primitives entre un mur et un ouvrant (porte, fenêtre, etc.). L'ambigüité de forme est levée s'il existe plusieurs hypothèses concurrentes pour étiqueter un symbole, par exemple une ambigüité entre une porte et une fenêtre. L'intégration de l'utilisateur dans la boucle de reconnaissance évite une correction a posteriori fastidieuse des erreurs de reconnaissance tout en permettant d'avoir un système auto-évolutif au fur et à mesure de l'analyse. Le processus de reconnaissance est basé sur une séparation de l'analyseur et des connaissances liées au type de document à reconnaître. Les connaissances structurelles a priori du document sont exprimées à travers un langage visuel grammatical basé sur l'écriture de règles de production. L'application de chaque règle est quantifiée par l'attribution d'un score à chaque hypothèse sous tendue par une branche de l'arbre d'analyse. La description grammaticale ainsi produite permet de piloter l'analyseur. Notre analyseur à base de règles est capable de mettre en concurrence des hypothèses possibles d'interprétation, afin de solliciter l'utilisateur lorsque c'est nécessaire. De plus, afin de limiter la combinatoire, l'analyseur se base sur un contexte local de recherche. Nous avons également mis en place un processus d'exploration hybride original, guidé par la description grammaticale, qui permet d'accélérer localement l'analyse tout en limitant le risque de réaliser une fausse interprétation. Notre méthode interactive a été validée sur les plans d'architecture dessinés à main levée. Ces plans sont composés de murs, de trois types d'ouvrants et d'une dizaine de classes de mobilier. Ces travaux montrent que la sollicitation de l'utilisateur permet d'améliorer la qualité de reconnaissance des documents.
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Yong, Kin Fuai. "Emerging human-computer interaction interfaces : a categorizing framework for general computing." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90692.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 86).
Executive summary: The dominant design of Human-Computer Interface over last thirty years has been the combination of monitor, keyboard and mouse. However the constant miniaturization of IC and sensors and the availability of computing power has spurred incredible new dimensions of inputs (touch, gesture, voice, brain wave, etc.) and outputs (watch, glasses, phone, surface, etc.), which started the explosive growth of recombination of both inputs and outputs into new classes of devices. The design constraints have also noticeably shifted from technical to ergonomic and contextual. This thesis sets out to map these new interfaces to the use context in general computing and project the adoption path and the driving factors behind them. The theoretical foundation of this thesis is based on multiple technology innovation theories including the importance of Innovation and Technology Diffusion Models from Paul Geroski, Dominant Design from James Utterback, the Curse of Innovation from John Gourville and Lead User Innovation by Eric Von Hippel. System Architecture thinking, founded most notably by Ed Crawley and Olivier de Weck from MIT, is also applied to analyze the architecture of Human- Computer Interface. The study of Human-Computer Interface starts with a case study of the invention of the computer mouse - conceived in 1968 by Douglas Engelbart. A paper published by Engelbart compared different technologies and the mouse emerged as superior with lower fatigue and error rate yet a surprisingly short learning time. The mouse, however, was not popularized until Apple showcased the design with the first GUI1 on a personal computer on its Macintosh in 1984, and its subsequent mass adoption by Microsoft Windows in the late 1980s. The case study showed that even with the superior design of a specific HCI, a number of other factors, including holistic solution, killer application, market position and platform strategy, are required for successful adoption. The next chapter maps out developing Human-Computer Interface technologies and notable existing or developing products and their company background. The superiority of an interface depends on how well it fits into the inherent nature of a specific use context. The daily general computing domains of an average computer user include collaboration, productivity, media consumption, communication and augmentation. The clear distinction of the use context in each domain strongly correlates with the effectiveness of the Human-Computer Interface in each class of device. The chapter includes analysis of proposed frameworks that place HCI interface on a plot of interaction complexity against screen sizes. Several industry experts generally agreed on a few observations: the keyboard and mouse will remain as the primary input interface for the productivity domain, the growing importance of collaboration, the increasing emphasis on human-centered design, and the huge opportunity in the wearable market with a potential size of $50 billion. In conclusion, the projected future of adoption is: * The collaboration domain needs the combination of a low fatigue, high precision interface for productivity; a high freedom, low precision interface for creativity; and a large output screen for multiple collaborators. This will remain the frontier battleground for a variety of concepts from several giant players and niche players, each with a different competitive edge. * Productivity domain input interfaces will likely continue to be dominated by low fatigue, high precision interfaces that are not necessarily intuitive i.e. a keyboard and mouse. 3D manipulation will remain a niche interface only needed by specific industries, while a 3D general computing environment is unlikely to be realized in the short term. * The media consumption domain will be the major area of adoption for medium accuracy, highly intuitive interfaces, e.g. gesture and sound. Personal media consumption devices might be challenged by head-mounted display while group media consumption devices face an interesting challenge from bridging devices like Chromecast. * The communication domain needs an input interface that is fairly accurate and responsive, with just enough screen space. Voice recognition is rising fast to challenge typing. The dominating form factor will be the smartphone but challenged by glasses. * The augmentation domain needs an interface that is simple and fairly accurate. New input interfaces like brainwave, gaze detection, and muscle signal will be adopted here given the right context. Flexible OLED is likely to revolutionize both input and output interfaces for wearable devices. Product developers should choose technology according to their targeted domain and identify competitors using this framework. Killer applications should be developed early, internally or with partners, to ensure success, while platform strategy can leverage innovation of third-party developers to widen the application. During the course of research, other opportunities arising from the proliferation of computing are also identified in the areas of the Internet of Things, smart objects and smart healthcare. This thesis is based mainly in qualitative analysis due to the lack of comprehensive data on the new Human-Computer Interfaces. Future research can collect quantitative data based on the framework of the five domains of general computing activities and their categorical requirements. It is also possible to extend the model to other computing use cases, for example Gaming, Virtual Reality and Augmented Reality.
by Kin Fuai Yong.
S.M. in Engineering and Management
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36

Surie, Dipak. "An agent-centric approach to implicit human-computer interaction." Thesis, Umeå universitet, Institutionen för datavetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-52476.

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Humans live in physical world and perform activities that are physical, natural and biological. But humans are forced to shift explicitly from physical world to virtual world and vice-versa in performing computer aided physical activities. The research reported here is investigating: How implicit human-computer interaction can be used as a means to bridge the gap between physical world and virtual world. An agent-centric approach is introduced to extend ubiquitous computing to unlimited geographical space and a framework for implicit human-computer interaction is also discussed. The benefits of standardized ontologies are used as a base upon which this framework is built. This semantic approach together with agent-centric approach is discussed to visualize the visions of implicit Human-Computer Interaction (i-HCI).
PHYVIR project
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37

Covington, Michael J. "A flexible security architecture for pervasive computing environments." Diss., Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-06072004-131113/unrestricted/covington%5Fmichael%5Fj%5F200405%5Fphd.pdf.

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38

Frey, Jérémy. "Leveraging human-computer interactions and social presence with physiological computing." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0241/document.

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Cette thèse explore comment l’informatique physiologique peut contribuer aux interactions homme-machine (IHM) et encourager l’apparition de nouveaux canaux de communication parmi le grand public. Nous avons examiné comment des capteurs physiologiques,tels que l’électroencéphalographie (EEG), pourraient être utilisés afin d’estimer l’état mental des utilisateurs et comment ils se positionnent par rapport à d’autres méthodes d’évaluation. Nous avons créé la première interface cerveau-ordinateur capable de discriminer le confort visuel pendant le visionnage d’images stéréoscopiques et nous avons esquissé un système qui peux aider à estimer l’expérience utilisateur dans son ensemble, en mesurant charge mentale, attention et reconnaissance d’erreur. Pour abaisser la barrière entre utilisateurs finaux et capteurs physiologiques, nous avons participé à l’intégration logicielle d’un appareil EEG bon marché et libre, nous avons utilisé des webcams du commerce pour mesurer le rythme cardiaque à distance, nous avons confectionné des wearables dont les utilisateurs peuvent rapidement s’équiper afin qu’électrocardiographie, activité électrodermale et EEG puissent être mesurées lors de manifestations publiques. Nous avons imaginé de nouveaux usages pour nos capteurs, qui augmenteraient la présence sociale. Dans une étude autour de l’interaction humain agent,les participants avaient tendance à préférer les avatars virtuels répliquant leurs propres états internes. Une étude ultérieure s’est concentrée sur l’interaction entre utilisateurs, profitant d’un jeu de plateau pour décrire comment l’examen de la physiologie pourrait changer nos rapports. Des avancées en IHM ont permis d’intégrer de manière transparente du biofeedback au monde physique. Nous avons développé Teegi, une poupée qui permet aux novices d’en découvrir plus sur leur activité cérébrale, par eux-mêmes. Enfin avec Tobe, un toolkit qui comprend plus de capteurs et donne plus de liberté quant à leurs visualisations, nous avons exploré comment un tel proxy décalenos représentations, tant de nous-mêmes que des autres
This thesis explores how physiological computing can contribute to human-computer interaction (HCI) and foster new communication channels among the general public. We investigated how physiological sensors, such as electroencephalography (EEG), could be employed to assess the mental state of the users and how they relate to other evaluation methods. We created the first brain-computer interface that could sense visual comfort during the viewing of stereoscopic images and shaped a framework that could help to assess the over all user experience by monitoring workload, attention and error recognition.To lower the barrier between end users and physiological sensors,we participated in the software integration of a low-cost and open hardware EEG device; used off-the shelf webcams to measure heart rate remotely, crafted we arables that can quickly equip users so that electrocardiography, electrodermal activity or EEG may be measured during public exhibitions. We envisioned new usages for our sensors, that would increase social presence. In a study about human-agent interaction, participants tended to prefer virtual avatars that were mirroring their own internal state. A follow-up study focused on interactions between users to describe how physiological monitoringcould alter our relationships. Advances in HCI enabled us to seam lesslyintegrate biofeedback to the physical world. We developped Teegi, apuppet that lets novices discover by themselves about their brain activity. Finally, with Tobe, a toolkit that encompasses more sensors and give more freedom about their visualizations, we explored how such proxy shifts our representations, about our selves as well as about the others
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39

Blisard, Samuel N. "Modeling spatial references for unoccupied spaces for human-robot interaction /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1426048.

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40

Chenyan, Xu. "Accessing the Power of Aesthetics in Human-computer Interaction." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc500128/.

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In information systems design there are two schools of thought about what factors are necessary to create a successful information system. The first, conventional view holds that system performance is a key, so that efficiency characteristics such as system usability and task completion time are primary concerns of system designers. The second, emerging view holds that the visual design is also the key, so that visual interface characteristics such as visual appeal, in addition to efficiency characteristics, are critical concerns of designers. This view contends that visual design enhances system use. Thus, this work examines the effects of visual design on computer systems. Visual design exerts its influence on systems through two mechanisms: it evokes affective responses from IT users, such as arousal and pleasure and it influences individuals’ cognitive assessments of systems. Given that both affective and cognitive reactions are significant antecedents of user behaviors in the IT realm, it is no surprise that visual design plays a critical role in information system success. Human-computer-interaction literature indicates that visual aesthetics positively influences such information success factors as usability, online trust, user satisfaction, flow experience, and so on. Although academic research has introduced visual design into the Information Systems (IS) field and validated its effects, visual design is still very limited in three contexts: product aesthetics in e-commerce, mobile applications and commercial emails. This dissertation presents three studies to help fill these theoretical gaps respectively.
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Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.

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42

Zheng, Shaoqing. "The human-computer interaction design of self-operated mobile telemedicine devices." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-110461.

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Human-computer interaction (HCI) is an important issue in the area of medicine, for example, the operation of surgical simulators, virtual rehabilitation systems, telemedicine treatments, and so on. In this thesis, the human-computer interaction of a self-operated mobile telemedicine device is designed. The mobile telemedicine device (i.e. intelligent Medication Box or iMedBox) is used for remotely monitoring patient health and activity information such as ECG (electrocardiogram) signals, home medication, patient movements, etc., through a wearable bio-patch and a touch screen on the device, thus creating interaction between patient and doctor via the internet. The telemedicine device also has a reminder function for the time of medication. Two aspects have mainly been addressed in designing the HCI. The first one is about the user interface of the telemedicine device and the second one is about the interaction between patients and the wearable device. Scenario design, user participation and interview were applied as the design methodology of this work. Literature study of relevant background information and interviews with experts were also used for scenario design. After the first version of the prototype was developed, interviews were conducted with some typical users, whose feedback and user data were collected and analysed. The thesis includes envisionment and evaluation as two parts. The study revealed that HCI is an important issue for telemedicine, particularly when it is used for elderly-care. A simple and user-friendly interface, proper physical size of devices, better and bio-compatible materials for the bio-patch etc. are to be considered important for a better HCI for telemedicine devices.
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Arslan, Cagan. "Doing more without more : data fusion in human-computer interaction." Thesis, Lille 1, 2020. http://www.theses.fr/2020LIL1I042.

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La variété croissante des tâches qui nécessitent des interfaces homme-machine aboutit à la production des nouveaux capteurs améliorés et provoque donc l'obsolescence des technologies plus anciennes. Dans un monde aux ressources limitées, le taux de production de nouveaux appareils homme-machine ne semble pas viable. La conception durable nécessite une réappropriation des matériaux existants, nous devons donc concevoir des interfaces modulaires, réutilisables, mais qui permettent de nouvelles techniques d'interaction. Nous pensons que la combinaison des puissances de différents périphériques grâce à la fusion de données peut permettre des interactions puissantes tout en prolongeant la durée de vie des matériaux électroniques. À mesure que la complexité des capteurs augmente, leur combinaison présente de nouveaux défis et opportunités, notamment en termes de puissance de calcul et de comportement des utilisateurs, que nous explorons dans ce document. Nous expliquons d'abord comment les travaux antérieurs menés dans différents sous-domaines d'interaction homme-machine s'intègrent dans la perspective de la fusion de données. Dans cette perspective, nous prenons en compte tous les aspects des dispositifs d'entrée pour définir le cadre auquel appartient cette thèse. La première étape consiste à manipuler les périphériques d'entrée pour fournir des informations significatives à fusionner. Nous montrons donc comment passer d'une source de données complexe, telle qu'un flux de caméra, à une simple information descriptive qui permet une fusion légère. Ensuite, nous séparons les avantages de la fusion de données multi-capteurs pour les espaces d'interaction en deux catégories; enrichir l'espace d'interaction et étendre l'espace d'interaction. Notre contribution aux espaces enrichis se concentre principalement sur les interfaces musicales où nous proposons une application de sonification de mouvement sur un appareil mobile et un mécanisme de retour d'information visuelle, le tout en utilisant une combinaison de capteurs. De plus, nous contribuons à une surface virtuellement étendue pour les interactions sur grand écran à l'aide d'un écran tactile portable et examinons l'appropriation de l'utilisateur dans ce nouvel espace d'interaction
The increasing variety of tasks which require human-computer interfaces result in the production of new and improved sensing devices and therefore causes the obsolescence of older technologies. In a world of limited resources, the production rate of new interaction devices is unsustainable. Sustainable design calls for re-appropriation of existing materials, so we need to design interfaces that are modular, re-usable, yet that allow new interaction techniques. We believe that combining the strength of different input devices through data fusion can enable powerful interactions while extending the lifespan of electronic materials. As the complexity of sensors increases, their combination presents new challenges and opportunities, notably in terms of computational power and user behavior, which we explore in this document. We first explain how previous work conducted in different sub-domains of human-computer interaction fit into the data fusion perspective. From this perspective, we take all aspects of input devices into consideration to define the framework to which this thesis belongs. The first step consists of handling input devices to provide meaningful information to be fused, so we demonstrate how to go from a complex data source such as a camera stream, to a small, descriptive bit of information that enables lightweight fusion. Then, we separate the benefits of multi-sensor data fusion for interaction spaces into two categories; enriching the interaction space and extending the interaction space. Our contribution to the enriched spaces mainly focuses on musical interfaces where we propose a movement sonification application on a mobile device and a visual feedback mechanism, all by using a combination sensors. Further, we contribute a virtually extended surface for large display interactions using a hand-held touchscreen and examine the user's appropriation to the new interaction space
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44

Wagy, Mark David. "Enabling Machine Science through Distributed Human Computing." ScholarWorks @ UVM, 2016. http://scholarworks.uvm.edu/graddis/618.

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Distributed human computing techniques have been shown to be effective ways of accessing the problem-solving capabilities of a large group of anonymous individuals over the World Wide Web. They have been successfully applied to such diverse domains as computer security, biology and astronomy. The success of distributed human computing in various domains suggests that it can be utilized for complex collaborative problem solving. Thus it could be used for "machine science": utilizing machines to facilitate the vetting of disparate human hypotheses for solving scientific and engineering problems. In this thesis, we show that machine science is possible through distributed human computing methods for some tasks. By enabling anonymous individuals to collaborate in a way that parallels the scientific method -- suggesting hypotheses, testing and then communicating them for vetting by other participants -- we demonstrate that a crowd can together define robot control strategies, design robot morphologies capable of fast-forward locomotion and contribute features to machine learning models for residential electric energy usage. We also introduce a new methodology for empowering a fully automated robot design system by seeding it with intuitions distilled from the crowd. Our findings suggest that increasingly large, diverse and complex collaborations that combine people and machines in the right way may enable problem solving in a wide range of fields.
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45

Axelrod, Lesley Ann. "Emotional recognition in computing." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/5758.

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Emotions are fundamental to human lives and decision-making. Understanding and expression of emotional feeling between people forms an intricate web. This complex interactional phenomena, is a hot topic for research, as new techniques such as brain imaging give us insights about how emotions are tied to human functions. Communication of emotions is mixed with communication of other types of information (such as factual details) and emotions can be consciously or unconsciously displayed. Affective computer systems, using sensors for emotion recognition and able to make emotive responses are under development. The increased potential for emotional interaction with products and services, in many domains, is generating much interest. Emotionally enhanced systems have potential to improve human computer interaction and so to improve how systems are used and what they can deliver. They may also have adverse implications such as creating systems capable of emotional manipulation of users. Affective systems are in their infancy and lack human complexity and capability. This makes it difficult to assess whether human interaction with such systems will actually prove beneficial or desirable to users. By using experimental design, a Wizard of Oz methodology and a game that appeared to respond to the user's emotional signals with human-like capability, I tested user experience and reactions to a system that appeared affective. To assess users' behaviour, I developed a novel affective behaviour coding system called 'affectemes'. I found significant gains in user satisfaction and performance when using an affective system. Those believing the system responded to emotional signals blinked more frequently. If the machine failed to respond to their emotional signals, they increased their efforts to convey emotion, which might be an attempt to 'repair' the interaction. This work highlights how very complex and difficult it is to design and evaluate affective systems. I identify many issues for future work, including the unconscious nature of emotions and how they are recognised and displayed with affective systems; issues about the power of emotionally interactive systems and their evaluation; and critical ethical issues. These are important considerations for future design of systems that use emotion recognition in computing.
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Burrell, James. "Comparison of Text Input and Interaction in a Mobile Learning Environment." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/111.

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Mobile computing devices are increasingly being utilized to support learning activities outside the traditional classroom environment. The text input capabilities of these devices represent a limiting factor for effective support of user-based interaction. The ability to perform continuous character selection and input to complete course exercises is becoming increasingly difficult as these devices become miniaturized to a point where traditional input and output methods are becoming less efficient for continuous text input. This study investigated the design and performance of a prototype mobile text entry keyboard (MobileType) based on characteristics of the linguistic frequency of character occurrence and increasing key size to minimize visual search time and distance during character selection. The study was designed to compare efficiency, effectiveness, and learning effects of the MobileType to the QWERTY keyboard layouts while performing fixed phrase and course exercise text entry tasks in two separate evaluation sessions. A custom software application was developed for a tablet device to display the two keyboard interfaces and capture text entry interaction and timing information. The results of this study indicated the QWERTY text entry interface performed faster in terms of efficiency, while the MobileType interface performed better in terms of effectiveness. In addition, there was an observable increase in the efficiency of the MobileType interface between the two task sessions. The results indicated that the MobileType interface was readily learnable relating to learning effect. Future research is recommended to establish if the performance of the MobileType interface could be increased with further participant familiarization after completing multiple sessions, which would validate the design of MobileType as a possible alternative to the QWERTY text entry interface for mobile devices.
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47

Nylander, Stina. "The ubiquitous interactor : Mobile services with multiple user interfaces." Licentiate thesis, Uppsala : Univ. : Dept. of Information Technology, Univ, 2003. http://www.it.uu.se/research/reports/lic/2003-013/.

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48

Hannuksela, J. (Jari). "Camera based motion estimation and recognition for human-computer interaction." Doctoral thesis, University of Oulu, 2008. http://urn.fi/urn:isbn:9789514289781.

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Abstract Communicating with mobile devices has become an unavoidable part of our daily life. Unfortunately, the current user interface designs are mostly taken directly from desktop computers. This has resulted in devices that are sometimes hard to use. Since more processing power and new sensing technologies are already available, there is a possibility to develop systems to communicate through different modalities. This thesis proposes some novel computer vision approaches, including head tracking, object motion analysis and device ego-motion estimation, to allow efficient interaction with mobile devices. For head tracking, two new methods have been developed. The first method detects a face region and facial features by employing skin detection, morphology, and a geometrical face model. The second method, designed especially for mobile use, detects the face and eyes using local texture features. In both cases, Kalman filtering is applied to estimate the 3-D pose of the head. Experiments indicate that the methods introduced can be applied on platforms with limited computational resources. A novel object tracking method is also presented. The idea is to combine Kalman filtering and EM-algorithms to track an object, such as a finger, using motion features. This technique is also applicable when some conventional methods such as colour segmentation and background subtraction cannot be used. In addition, a new feature based camera ego-motion estimation framework is proposed. The method introduced exploits gradient measures for feature selection and feature displacement uncertainty analysis. Experiments with a fixed point implementation testify to the effectiveness of the approach on a camera-equipped mobile phone. The feasibility of the methods developed is demonstrated in three new mobile interface solutions. One of them estimates the ego-motion of the device with respect to the user's face and utilises that information for browsing large documents or bitmaps on small displays. The second solution is to use device or finger motion to recognize simple gestures. In addition to these applications, a novel interactive system to build document panorama images is presented. The motion estimation and recognition techniques presented in this thesis have clear potential to become practical means for interacting with mobile devices. In fact, cameras in future mobile devices may, for the most of time, be used as sensors for self intuitive user interfaces rather than using them for digital photography.
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Brown, John N. A. "Unifying interaction across distributed controls in a smart environment using anthropology-based computing to make human-computer interaction "Calm"." Doctoral thesis, Universitat Politècnica de Catalunya, 2014. http://hdl.handle.net/10803/285372.

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Rather than adapt human behavior to suit a life surrounded by computerized systems, is it possible to adapt the systems to suit humans? Mark Weiser called for this fundamental change to the design and engineering of computer systems nearly twenty years ago. We believe it is possible and offer a series of related theoretical developments and practical experiments designed in an attempt to build a system that can meet his challenge without resorting to black box design principles or Wizard of Oz protocols. This culminated in a trial involving 32 participants, each of whom used two different multimodal interactive techniques, based on our novel interaction paradigm, to intuitively control nine distributed devices in a smart home setting. The theoretical work and practical developments have led to our proposal of seven contributions to the state of the art.
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Austin, Ann. "The differing profiles of the human-computer interaction professional : perceptions of practice, cognitive preferences and the impact on HCI education." Thesis, University of West London, 2018. https://repository.uwl.ac.uk/id/eprint/5327/.

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At a time when there is increasing demand for Human-Computer Interaction (HCI) skills, it becomes increasingly important that the curriculum is effective and relevant. This research aims to provide a better understanding of the professionals who work in the field of HCI. It extends previous studies by examining the different roles of HCI professionals in order to identify differences regarding cognitive preferences, background, what is valued, concerns and issues, and the potential impact of these upon curriculum design and delivery within the Higher Education sector. This study also extends technological frames theory by applying the framework to HCI practice. The literature review covers the history of HCI, the position of HCI within the software development lifecycle, HCI academic research and its relationship to practice, HCI practice and HCI education. It then discusses cognitive style research and the Cognitive Styles Index (CSI) and the Object-Spatial Imagery and Verbal Questionnaire (OSIVQ), concluding with the social construction of technology and technological frames. This study follows a mixed methods approach adopting a pragmatic epistemological stance, collecting data by means of a survey which gathered demographic data and cognitive profiles. These were complemented by interviews which were analysed using the Template Analysis approach. iv Both the quantitative and the qualitative data highlight a number of differences between the roles of the professionals, and in particular between those who educate and those who are involved in practice. The interview findings also highlight inconsistences in what is valued, and indicate that HCI is not well understood outside of the HCI community. It appears that a dominant technological frame has not yet been achieved in the field of HCI, with particular incongruences noted between academia and practice. In particular, the interviews confirm the findings of the literature that the curriculum may not be meeting the needs of practice, and that there still exists a lack of consensus regarding terminology and processes. The discussion moves on to consider the implications for the curriculum discussing the need for more input from practice when designing the curriculum, the advantages of embedding HCI skills within the curriculum in order to address graduate attributes, and the need to be aware of role differences in order to offer appropriate academic advice to students.
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