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Sökning: L773:9781450324748

  • Resultat 1-10 av 10
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1.
  • Gaunt, Kevin, et al. (författare)
  • Baby Lucent: Pitfalls of applying quantified self to baby products
  • 2014
  • Ingår i: CHI EA '14. - New York, NY, USA : ACM Digital Library. - 9781450324748 ; , s. 263-268
  • Konferensbidrag (refereegranskat)abstract
    • Quantified Baby products are a new area for the application of Quantified Self. Such products primarily focus on measuring infant's body data and vital signals. Our Baby Lucent system is a prediction of how Quantified Baby products may evolve in the near future and illustrates what dilemmas designers ought to overcome when devices are being designed to measure the body data of those that cannot decide for themselves. We intend to raise these questions and propose three design qualities that all Quantified Baby products should avoid: raising parental anxiety; inhibiting parental intuition; increasing distance between parent and child.
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2.
  • Kaye, Jofish, et al. (författare)
  • #CHImoney: financial interactions, digital cash, capital exchange and mobile money
  • 2014
  • Ingår i: CHI '14- Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. - New York, NY, USA : ACM Press. - 9781450324748 ; , s. 111-114
  • Konferensbidrag (refereegranskat)abstract
    • Interactions around money and financial services are a critical part of our lives on and off-line. New technologies and new ways of interacting with these technologies are of huge interest; they enable new business models and ways of making sense of this most important aspect of our everyday lives. At the same time, money is an essential element in HCI research and design. This workshop is intended to bring together researchers and practitioners involved in the design and use of systems that combine digital and new media with monetary and financial interactions to build on an understanding of these technologies and their impacts on users' behaviors. The workshop will focus on social, technical, and economic aspects around everyday user interactions with money and emerging financial technologies and systems.
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3.
  • Lv, Z., et al. (författare)
  • Foot motion sensing : Augmented game interface based on foot interaction for smartphone
  • 2014
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 293-296, s. 293-296
  • Konferensbidrag (refereegranskat)abstract
    • We designed and developmented two games: real-time augmented football game and augmented foot piano game to demonstrate a innovative interface based on foot motion sensing approach for smart phone. In the proposed novel interface, the computer vision based hybrid detection and tracking method provides a core support for foot interaction interface by accurately tracking the shoes. Based on the proposed interaction interface, wo demonstrations are developed, the applications employ augmented reality technology to render the game graphics and game status information on smart phones screen. The players interact with the game using foot interaction toward the rear camera, which triggers the interaction event. This interface supports basic foot motion sensing (i.e. direction of movement, velocity, rhythm).
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4.
  • McGregor, Moira, et al. (författare)
  • 100 days of iPhone use : mobile recording in the wild
  • 2014
  • Ingår i: CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York : Association for Computing Machinery (ACM). - 9781450324748 ; , s. 2335-2340
  • Konferensbidrag (refereegranskat)abstract
    • This report presents preliminary results from an unobtrusive video study of iPhone use--totalling over 100 days of everyday device usage. The data gives us a uniquely detailed view on how messages, social media and internet use are integrated and threaded into daily life, our interaction with others, and everyday events such as transport, communication and entertainment. These initial results seek to address the when, who and what of situated mobile phone use--beginning with understanding the impact of context
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5.
  • Mentis, H., et al. (författare)
  • Designing for the experiential body
  • 2014
  • Ingår i: Proceeding CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450324748 ; , s. 1069-1073
  • Konferensbidrag (refereegranskat)abstract
    • The goal of this panel is to reflect on the past and discuss the present and future of designing for an experiencing body in HCI. The motivation is to discuss the full range of rich body/movement-based experiences and how the CHI community can embrace and extend these perspectives on designing for the body. The panelists and audience will be asked to share their perspectives on what has most influenced thought in designing for the body, how new sensing technologies are crafting the HCI perspective, and where they see this line of research and design heading in the next ten years.
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6.
  • Nylander, Stina, et al. (författare)
  • HCI and sports
  • 2014
  • Ingår i: CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM Press. - 9781450324748 ; , s. 115-118
  • Konferensbidrag (refereegranskat)abstract
    • Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.
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7.
  • nylander, stina, et al. (författare)
  • Runright : real-time visual and audio feedback on running
  • 2014
  • Ingår i: CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York : ACM Press. - 9781450324748 ; , s. 583-586
  • Konferensbidrag (refereegranskat)abstract
    • RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.
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8.
  • Renkema-Padmos, Arne, et al. (författare)
  • Building Castles in Quicksand : Blueprints of a Crowdsourced Study
  • 2014
  • Ingår i: ProceedingCHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450324748 ; , s. 643-652
  • Konferensbidrag (refereegranskat)abstract
    • Finding participants for experiments has always been a challenge. As technology advanced, running experiments online became a viable way to carry out research that did not require anything more than a personal computer. The natural next step in this progression emerged as crowdsourcing became an option. We report on our experience of joining this new wave of practice, and the difficulties and challenges we encountered when crowdsourcing a study. This led us to re-evaluate the validity of crowdsourced research. We report our findings, and conclude with guidelines for crowdsourced experiments.
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9.
  • Tscheligi, M., et al. (författare)
  • "Touch me" - Workshop on tactile user experience evaluation methods
  • 2014
  • Ingår i: Proceeding CHI EA '14 CHI '14 Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450324748 ; , s. 41-44
  • Konferensbidrag (refereegranskat)abstract
    • In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX - without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation.
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10.
  • Wozniak, Pawel, 1988, et al. (författare)
  • MochaTop: Building ad-hoc data spaces with multiple devices
  • 2014
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM. - 9781450324748 ; , s. 2329-2334
  • Konferensbidrag (refereegranskat)abstract
    • We present MochaTop-a system using multiple mobile devices that is part of our on-going inquiry into ad-hoc multi-device environments on tabletops. In this progress report, we describe the motivation for designing multi-device, ad-hoc systems for single and multiple users, and explain the design and implementation of our prototype system. We report on preliminary user studies made with focus groups and sandbox explorations of the prototype, with video analysis. By designing new interaction patterns, we focus on investigating if multiple mobile devices can be used to transform everyday settings into new environments for data exploration. Our research indicates that users value the extended interactive space created by multiple mobile devices.
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