Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new parad...
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Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new paradigm to combine different zooming functionalities in a common interface and support zooming within the window manager. This helps to unify zooming techniques of different applications. To meet the demand of efficient and easy navigation on a user interface, several novel interaction techniques are shown that further support the integration of three-level zooming within the underlying presentation system. For mobile small-screen devices, where the benefit of zooming user interfaces is even higher, the proposed system can be operated with simple pen tap or tap and drag operations. We also present a prototypical implementation, which demonstrates how applications based on the SPARK toolkit can transparently benefit form the proposed technology.
Location-based services, which can be applied in navigation systems, are a key application in mobile and ubiquitous computing. Combined with indoor localization techniques, pico projectors can be used for navigation p...
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ISBN:
(纸本)9781450318150
Location-based services, which can be applied in navigation systems, are a key application in mobile and ubiquitous computing. Combined with indoor localization techniques, pico projectors can be used for navigation purposes to augment the environment with navigation information. In the present empirical study (n = 24) we explore users' perceptions, workload and navigation performance when navigating with a mobile projector in comparison to a mobile screen as indoor navigation interface. To capture user perceptions and to predict acceptance by applying structural equation modeling, we assessed perceived disorientation, privacy concerns, trust, ease of use, usefulness and sources of visibility problems. Moreover, the impact of user factors (spatial abilities, technical selfefficacy, familiarity) on acceptance was analyzed. The structural models exhibited adequate predictive and psychometric properties. Based on real user experience, they clearly pointed out a) similarities and device-specific differences in navigation device acceptance, b) the role of specific user experiences (visibility, trust, and disorientation) during navigation device usage and c) illuminated the underlying relationships between determinants of user acceptance. Practical implications of the results and future research questions are provided. Copyright 2012 ACM.
This paper presents the design and evaluation of ProFi, a PROduct FInding assistant in a supermarket scenario. We explore the idea of micro-navigation in supermarkets and aim at enhancing visual search processes in fr...
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Natural language processing and the machine translation of spoken language (speech/text) has benefitted from significant scientific research and development in recent times, rapidly advancing the field. On the other h...
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Projector phones, handheld game consoles and many other mobile devices increasingly include more than one display, and therefore present a new breed of mobile Multi-Display Environments (MDEs) to users. Existing studi...
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This article reports on the experience of conducting the program committee (PC) meeting for the IEEE VR 2009 conference in Second Life. More than 50 PC members from around the globe met virtually over a two-day period...
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This paper presents results of a master thesis at the Fraunhofer Institute for computergraphics Rostock (IGD-R) at the department for human-Centered interaction. Using an emotion recognition sensor system, an e-learn...
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This paper presents results of a master thesis at the Fraunhofer Institute for computergraphics Rostock (IGD-R) at the department for human-Centered interaction. Using an emotion recognition sensor system, an e-learning system was enhanced with affective abilities. By taking certain actions, the user is supported to handle negative emotions, which should enable a better learning as well as a greater satisfaction. The affective communication and actions are encapsulated by an Affective Component, which was implemented as a prototype and evaluated at a first glance.
The effect of field-of-view, display type and user role on the experience of simulator sickness and presence in users of a virtual environment was investigated. A PC based assessment instrument was created to administ...
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ISBN:
(纸本)1581134541
The effect of field-of-view, display type and user role on the experience of simulator sickness and presence in users of a virtual environment was investigated. A PC based assessment instrument was created to administer the Presence, Immersive Tendencies and Simulator Sickness questionnaires. The field-of-view was found to be the major determinant of both simulator sickness and presence.
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