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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

In between mobile meetings : Exploring seamless ongoing interaction support for mobile CSCW

Wiberg, Mikael January 2001 (has links)
This thesis is a collection of seven papers reporting a research effort that started in January 1999. The theme of the thesis is interaction support for mobile CSCW (Computer Supported Cooperative Work). The interest in this theme is motivated by the trend towards a networked and nomadic society, the technical trends towards embedded, ubiquitous, and mobile technology, and the emergence of mobile CSCW settings. It is also motivated by current trends within the area of CSCW to focus on actual work practices, invisible and ubiquitous computer support, and mobile work settings where interaction with others is critical to get the work done. For some time now mobile technology has been widely used to support dispersed mobile interaction, and recently the importance of co-located ”mobile meetings” to get the work done, has been recognized in the area of CSCW. However, current technology is not well suited when it comes to support interaction in mobile work settings across co-located and dispersed settings. Here, this problem is approached from an informatics perspective. Informatics can be described as a theory and design oriented study of information technology use. The scope of this thesis can be defined as understanding transformations of work practice through the use of mobile technology, and how it might be supported. The overall research question is: What are the specific needs of interaction support related to mobile meetings and dispersed interaction, how might these be supported, and what are the implications for current interaction models and support within CSCW? To answer this question several activities have been undertaken. This thesis contains empirical studies of mobile work among service technicians at Telia Nära, models of mobility and mobile meetings, and design and evaluations of a prototype system called RoamWare. The overall conclusions related to the question stated in this thesis are that mobile interaction can be described as ongoing across mobile meetings, including both co-located face-to-face and dispersed interaction. Further, the interaction is maintained by the mobile workers through their efforts of re-establishing different threads of interaction across co-located and dispersed settings. Overall: There is a need to bridge co-located and dispersed meetings with sustained interaction support. Concerning the second part of the overall research question one conclusion is that sustained interaction across co-located and dispersed settings can be supported with mobile physical/virtual meetings support systems through the use of personal and public interaction histories. To illustrate and test this idea a prototype system called RoamWare was developed. However, evaluations of RoamWare revealed that synchronous support for sustained interaction divides users’ attention between co-located and dispersed interaction. As a consequence a second version of RoamWare was developed as an unobtrusive support for sustained interaction in between mobile meetings through seamless reestablishment of different threads of interaction, by offering support for converting interaction histories into project contexts. Finally, and according to the last part of the question stated above, this thesis concludes that current session management models need to be extended to handle sustained and dynamic sessions of interaction across co-located and dispersed mobile meetings and that, techniques for addressing groups need to be extended to enable dynamic addressing of participants in co-located mobile meeting. Finally, the exploration of how to support sustained interaction in between mobile meetings reveals important aspects to consider when trying to automatically frame spontaneous interaction with mobile technology. Directions for future work include questions of how to design filters to support: maintenance, participation in, and negotiation about participation in between, different mobile meetings. Further, more work is needed related to how to capture spontaneous face-to-face interaction technically. Finally, new methods are needed to enable good evaluations of the impact of IT in mobile work settings.
22

'Designeering Interaction': un chaînon manquant dans l'évolution de l'Interaction Homme-Machine

Huot, Stéphane 07 May 2013 (has links) (PDF)
Human Computer Interaction (HCI) is a fascinating research field because of its multidisciplinary nature, combining such diverse research domains as design, human factors and computer science as well as a variety of methods including empirical and theoretical research. HCI is also fascinating because it is still young and so much is left to discover, invent and understand. The evolution of computers, and more generally of interactive systems, is not frozen, and so are the ways in which we interact with them. From desktop computers, to mobile devices, to large displays or multi-surface environments, technology extends the possibles, needs initiate technologies, and HCI is thus a constantly moving field. The variety of challenges to address, as well as their underlying combinations of sub-domains (design, computer science, experimental psychology, sociology, etc.), imply that we should also adapt, question and sometimes reinvent our research methods and processes, pushing the limits of HCI research further. Since I entered the field 12 years ago, my research activities have essentially revolved around two main themes: the design, implementation and evaluation of novel interaction techniques (on desktop computers, mobile devices and multi- surface environments) and the engineering of interactive systems (models and toolkits for advanced input and interaction). Over time, I realized that I had entered a loop between these two concerns, going back and forth between design- ing and evaluating new interaction techniques, and defining and implementing new software architectures or toolkits. I observed that they strongly influence each other: The design of interaction techniques informs on the capabilities and limitations of the platform and the software being used, and new architectures and software tools open the way to new designs and possibilities. Through the discussion of several of my research contributions in these fields, this document investigates how interaction design challenges technology, and how technology - or engineering of interactive systems - could support and unleash interaction design. These observations will lead to a first definition of the "Designeering Interaction" conceptual framework that encompasses the specificities of these two fields and builds a bridge between them, paving the way to new research perspectives. In particular, I will discuss which types of tools, from the system level to the end user, should be designed, implemented and studied in order to better support interaction design along the evolution of interactive systems. At a more general level, Designeering Interaction is also a contribution that, I hope, will help better "understand how HCI works with technology".
23

Beacons & Internet of Things : A design concept for contect-aware mobile interaction with beacons

Selezneva, Nadia, Juskova, Aleksandra January 2014 (has links)
Mobile technology is developing quickly and becomming a part of daily life and communication. Bluetooth Low Energy is presented as a new way of mobile interaction. However there are not enough studies in this field on the interaction between mobile devices and the physical world. In order to understand user needs, and to encourage users to interact, we simulated an interaction process through designing and testing a prototype in a specific indoor environment. Prototype effectiveness and main characteristics for future mobile application was evaluated through a qualitative user study with 20 participants who interacted with our prototype. / Den mobila tekniken växer snabbt och blir en del av våra liv och vår kommunikation. BLE presenteras på ett nytt sätt inom mobilinteraktion. Det förekommer inte tillräckligt med studier inom området för interaktionen mellan mobila enheter och den fysiska världen. För att förstå användarbehov och få användare att interagera har vi simulerat en interaktiv process genom att designa och testa en prototyp i en specifik inomhusmiljö. Utvärdering av prototypens effektivitet och heuristiken har evaluerats genom en kvalitativ studie med 20 användare som har deltagit i interaktionen med vår prototyp.
24

Increasing the expressive power of gesture-based interaction on mobile devices / Augmenter le pouvoir d'expression de l'interaction gestuelle sur les appareils mobiles

Alvina, Jessalyn 13 December 2017 (has links)
Les interfaces mobiles actuelles permettent aux utilisateurs de manipuler directement les objets affichés à l’écran avec de simples gestes, par exemple cliquer sur des boutons ou des menus ou pincer pour zoomer. Pour accéder à un espace de commande plus large, les utilisateurs sont souvent forcés de passer par de nombreuses étapes, rendant l’interaction inefficace et laborieuse. Des gestes plus complexes sont un moyen puissant d’accéder rapidement à l’information ainsi que d’exécuter des commandes plus efficacement [5]. Ils sont en revanche plus difficiles à apprendre et à contrôler. Le “Gesture Typing” (saisie de texte par geste) est une alternative intéressante au texte tapé: il permet aux utilisateurs de dessiner un geste sur leur clavier virtuel pour entrer du texte, depuis la première jusqu’à la dernière lettre d’un mot. Dans cette thèse, j’augmente le pouvoir d’expression de l’interaction mobile en tirant profit de la forme et la dynamique du geste et de l’espace d'écran, pour invoquer des commandes ainsi que pour faciliter l’appropriation dans différents contextes d’usage. Je conçois "Expressive Keyboard", qui transforme la variation du geste en un résultat riche et je démontre plusieurs applications dans le contexte de la communication textuelle. Et plus, je propose "CommandBoard", un clavier gestuel qui permet aux utilisateurs de sélectionner efficacement des commandes parmi un vaste choix tout en supportant la transition entre les novices et les experts. Je démontre plusieurs applications de "CommandBoard", dont chacune offre aux utilisateurs un choix basé sur leurs compétences cognitives et moteur, ainsi que différentes tailles et organisations de l’ensemble des commandes. Ensemble, ces techniques donnent un plus grand pouvoir expressif aux utilisateurs en tirant profit de leur contrôle moteur et de leur capacité à apprendre, à contrôler et à s’approprier. / Current mobile interfaces let users directly manipulate the objects displayed on the screen with simple stroke gestures, e.g. tap on soft buttons or menus or pinch to zoom. To access a larger command space, the users are often forced to go through long steps, making the interaction cumbersome and inefficient. More complex gestures offer a powerful way to access information quickly and to perform a command more efficiently [5]. However, they are more difficult to learn and control. Gesture typing [78] is an interesting alternative to input text: it lets users draw a gesture on soft keyboards to enter text, from the first until the final letter in a word. In this thesis, I increase the expressive power of mobile interaction by leveraging the gesture’s shape and dynamics and the screen space to produce rich output, to invoke commands, and to facilitate appropriation in different contexts of use. I design "Expressive Keyboard" that transforms the gesture variations into rich output, and demonstrate several applications in the context of textbased communication. As well, I propose "CommandBoard", a gesture keyboard that lets users efficiently select commands from a large command space while supporting the transition from novices to experts. I demonstrate different applications of "CommandBoard", each offers users a choice, based on their cognitive and motor skills, as well as the size and organization of the current command set. Altogether, these techniques give users more expressive power by leveraging human’s motor control and cognitive ability to learn, to control, and to appropriate.
25

Wearables im industriellen Einsatz: Befähigung zu mobiler IT-gestützter Arbeit durch verteilte tragbare Benutzungsschnittstellen

Ziegler, Jens 10 December 2015 (has links)
Die industrielle Instandhaltung ist ein erheblicher Kostenfaktor während der Betriebsphase einer verfahrenstechnischen Produktionsanlage. Insbesondere der Mangel an technischen Möglichkeiten zum Informationsaustausch des Instandhaltungspersonals mit der digitalen Anlage während der Arbeiten im Feld erzeugt hohe Kosten. Durch die entstehenden Medienbrüche sinkt die Qualität der Informationen in der Digitalen Anlage erheblich. Mobile Informationssysteme können diese Medienbrüche beseitigen und die Informationsqualität in der Digitalen Anlage entscheidend verbessern. Das Konzept der Distributed Wearable User Interfaces (DWUI) stellt einen integrierten Ansatz zur flexiblen Zusammenstellung gebrauchstauglicher Benutzungsschnittstellen für komplexe Arbeitsabläufe in widrigen Arbeitssituationen bereit. Diese setzen sich aus Interaktionsgeräten zusammen, die in einem kabellosen körpernahen Funknetzwerk miteinander verbunden sind und in ihrer Kombination die Benutzungsschnittstelle zu einem mobilen System bilden. Die Geräte sind ergonomisch und funktional optimal am Körper des Nutzers verteilt, wobei jedes Gerät eigenständig nutzbar und für eine bestimmte Aufgabe oder einen bestimmten Nutzungskontext optimiert ist. Die Ein- und Ausgaberäume der Geräte werden in einem integrierten Interaktionsraum harmonisiert. Im Rahmen dieser Arbeit wird zunächst der Nutzungskontext der mobilen IT-gestützten Instandhaltung verfahrenstechnischer Produktionsanlagen im Hinblick auf Nutzungsszenarien und Anwendungsfälle für mobile Informationssysteme festgelegt. Darauf aufbauend werden Anforderungen an derartige Systeme spezifiziert und Gestaltungsgrundlagen und Empfehlungen speziell für DWUI-basierte mobile Informationssysteme erarbeitet. Anschließend wird eine Reihe spezieller Interaktionsgeräte vorgestellt, die verschiedene Interaktionsprinzipien, Techniken und Modalitäten umsetzen. Um diese Geräte in einem kollaborativen DWUI organisieren zu können, wird ein spezielles Kommunikationsprotokoll entworfen und prototypisch umgesetzt. Eine mobile Anwendung zur Instandhaltungsunterstützung wird vorgestellt, welche das DWUI-Kommunikationsprotokoll unterstützt und mit verschiedenen DWUI-Konfigurationen vollständig bedienbar ist. Diese Anwendung wird integriert in ein komplexes Unternehmensnetzwerk, über das sie Zugriff auf industrietypische computergestützte Planungswerkzeuge erhält. Anhand des resultierenden Gesamtsystems werden die prinzipielle Tauglichkeit und die Vorteile des DWUI-Konzepts demonstriert.
26

Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games

Rören, Jonas January 2007 (has links)
This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
27

Uma arquitetura de software baseada em serviços para sinalização digital interativa

Freitas, Douglas Oliveira de 21 June 2013 (has links)
Made available in DSpace on 2016-06-02T19:06:06Z (GMT). No. of bitstreams: 1 5411.pdf: 2022977 bytes, checksum: d18cf1f2f76e34c4bbfbf2c6284c18dc (MD5) Previous issue date: 2013-06-21 / Financiadora de Estudos e Projetos / The use of large displays for digital signage in collective spaces is increasing for numerous purposes. For most signalling scenarios, the dynamic adjustment of the display contents is desirable. Contextual information related to the site and to the signalling profile of observers may be taken into consideration for the selection of content and for user interaction. Interactions can occur implicitly and transparently, by just mutually identifying users and systems for the selection of the content displayed, or by allowing the explicit data exchange between users and the signalling system. Mobile computing devices and wireless technologies extend the possibilities of interaction with users, creating a complex scenario for the exhibition of public and private data. The dynamic analysis of contextual information, the retrieval and generation of presentation data, and the interaction with users all require significant processing which demonstrate the complexity of encoding a digital signage system. This thesis presents a distributed system and service-based software architecture developed for creating interactive digital signage systems. The architecture allows the centralized, but scalable, creation and management of digital signage systems containing different displays and users. An implementation of the proposed architectural model and software was carried out and the results show its ability to serve the creation of dynamic, flexible and interactive digital signage systems. / O uso de monitores de vídeo como forma de sinalização e apresentação de conteúdos digitais em ambientes de uso coletivo é crescente, com inúmeras finalidades. Além disso, para a maior parte dos cenários de sinalização, o ajuste dinâmico dos conteúdos a apresentar é algo desejável. Informações contextuais, relacionadas ao local de sinalização e ao perfil dos observadores, podem ser levadas em consideração para a seleção de conteúdos e para a interação com usuários. Interações podem ocorrer de forma implícita e transparente, apenas identificando usuários e sistemas mutuamente para a seleção do conteúdo exibido, ou permitindo a troca de dados explícita entre os usuários e o sistema de sinalização. Dispositivos computacionais móveis e tecnologias de comunicação sem fio ampliam as possibilidades de interação com usuários, criando um cenário complexo para exibição de dados públicos e privados. A análise dinâmica de parâmetros de contexto, a obtenção e a geração de conteúdos e a interação com usuários, contudo, requerem processamentos que evidenciam a complexidade da codificação de sistemas de sinalização digital. Este trabalho apresenta uma arquitetura de sistema distribuído e de software baseado em serviços, desenvolvida para a criação de sistemas de sinalização digital interativa. A arquitetura permite a criação e o gerenciamento centralizado, mas escalável, de sistemas de sinalização digital contendo diferentes pontos de apresentação e conjuntos de usuários. Uma implementação do modelo arquitetural e de software proposto foi realizada e os resultados mostram sua capacidade de atender à criação de sistemas de sinalização digital dinâmicos, flexíveis e interativos.
28

Workshopband der Mensch & Computer 2011 / Workshop-Proceedings of Mensch & Computer 2011

09 September 2011 (has links) (PDF)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
29

Workshopband der Mensch & Computer 2011

Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik

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