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- research-articleMarch 2016
Using electroencephalography to analyze sleepiness due to low-quality audiovisual stimuli
Image Communication (IMAG), Volume 42, Issue CPages 120–129https://doi.org/10.1016/j.image.2016.01.011Standardized methods to assess the quality of experience (QoE) of multimedia focus typically on short sequences of approximately 10s and a subjective judgment of the test participant. Two main problems occur when using this methodology: On the one hand ...
- research-articleMarch 2015
Modeling input modality choice in mobile graphical and speech interfaces
International Journal of Human-Computer Studies (IJHC), Volume 75, Issue CPages 21–34https://doi.org/10.1016/j.ijhcs.2014.11.004In this paper, we review three experiments with a mobile application that integrates graphical input with a touch-screen and a speech interface and develop a model for input modality choice in multimodal interaction. The model aims to enable simulation ...
- articleOctober 2014
Affective Quality of Audio Feedback on Mobile Devices in Different Contexts
International Journal of Mobile Human Computer Interaction (IJMHCI-IGI), Volume 6, Issue 4Pages 1–21https://doi.org/10.4018/ijmhci.2014100101Sound is a common means to give feedback on mobile devices. Much research has been conducted to examine the learnability and user performance with systems that provide audio feedback. In many cases a training period is necessary to understand the ...
- posterSeptember 2014
Ergonomic characteristics of gestures for front- and back-of-tablets interaction with grasping hands
MobileHCI '14: Proceedings of the 16th international conference on Human-computer interaction with mobile devices & servicesPages 453–458https://doi.org/10.1145/2628363.2634214The thumb and the fingers have different flexibility, and thus, gestures performed on the back of a held tablet are suggested to be different from ones performed on the touchscreen with the thumb of grasping hands. APIs for back-of-device gesture ...
- research-articleSeptember 2013
Investigating the affective impression of tactile feedback on mobile devices
BCS-HCI '13: Proceedings of the 27th International BCS Human Computer Interaction ConferenceArticle No.: 4, Pages 1–10On mobile devices, vibrotactile messages are a common way to give feedback to the user. They might be a less obtrusive means to communicate information about the system status compared to auditory feedback. Much research has focused on the possibilities ...
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- posterApril 2013
Did you notice?: neuronal processing of multimodal mobile phone feedback
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing SystemsPages 325–330https://doi.org/10.1145/2468356.2468414To acknowledge information received by a mobile device, a number of feedback modalities are available for which human information processing is still not completely understood. This paper focuses on how different feedback modalities are perceived by ...
- research-articleFebruary 2013
Tickle: a surface-independent interaction technique for grasp interfaces
TEI '13: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied InteractionPages 185–192https://doi.org/10.1145/2460625.2460654We present a wearable interface that consists of motion sensors. As the interface can be worn on the user's fingers (as a ring) or fixed to it (with nail polish), the device controlled by finger gestures can be any generic object, provided they have an ...
- research-articleDecember 2012
Affective quality of audio feedback in different contexts
MUM '12: Proceedings of the 11th International Conference on Mobile and Ubiquitous MultimediaArticle No.: 32, Pages 1–4https://doi.org/10.1145/2406367.2406407To give feedback on mobile devices, sound is commonly used in different ways. Much research has focused on the learnability and user performance with systems that have audio feedback. But so far, there is no standardized method to evaluate the ...
- research-articleOctober 2012
NeuroPad: use cases for a mobile physiological interface
NordiCHI '12: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through DesignPages 795–796https://doi.org/10.1145/2399016.2399152Being engaged with real-world tasks -- when hands are busy -- also means not being able to use mobile devices. Trying to overcome this problem we present NeuroPad, an iPad-application that connects a commercially available low-cost neuro headset with an ...
- posterSeptember 2012
View from a distance: comparing online and retrospective ux-evaluations
MobileHCI '12: Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companionPages 113–118https://doi.org/10.1145/2371664.2371686This paper reports the results of an explorative field study investigating if and how remembered UX evaluations differ from evaluations collected during usage. Results show that while quantitative ratings are similar, qualitative data differs: Comments ...
- ArticleDecember 2011
A Physiological Approach to Determine Video Quality
ISM '11: Proceedings of the 2011 IEEE International Symposium on MultimediaPages 518–523https://doi.org/10.1109/ISM.2011.91Video quality has turned out to be a crucial aspect of multimodal transmission services. Most common video quality tests rely on a conscious judgment of test participants reflecting their internal quality perception. But it is not completely clear how ...
- articleOctober 2011
WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games
International Journal of Mobile Human Computer Interaction (IJMHCI-IGI), Volume 3, Issue 4Pages 18–35https://doi.org/10.4018/jmhci.2011100102Mobile devices are increasingly used in social networking applications and research. So far, there is little work on real-time emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of ...
- ArticleJuly 2011
A model of shortcut usage in multimodal human- computer interaction
Users of multimodal systems have to choose between different interaction strategies. Thereby the number of interaction steps to solve a task can vary across the available modalities. In this work we introduce such a task and present empirical data that ...
- research-articleMay 2011
Real-time nonverbal opinion sharing through mobile phones during sports events
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 307–310https://doi.org/10.1145/1978942.1978985Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via ...
- articleNovember 2010
Making it easier for older people to talk to smart homes: the effect of early help prompts
- K. Maria Wolters,
- Klaus-Peter Engelbrecht,
- Florian Gödde,
- Sebastian Möller,
- Anja Naumann,
- Robert Schleicher
Universal Access in the Information Society (UAIS), Volume 9, Issue 4Pages 311–325https://doi.org/10.1007/s10209-009-0184-xIt is well known that help prompts shape how users talk to spoken dialogue systems. This study investigated the effect of help prompt placement on older users’ interaction with a smart home interface. In the dynamic help condition, help was only given ...
- articleNovember 2009
Impact of item density on the utility of visual context in magic lens interactions
Personal and Ubiquitous Computing (PUC), Volume 13, Issue 8Pages 633–646https://doi.org/10.1007/s00779-009-0247-2This article reports on two user studies investigating the effect of visual context in handheld augmented reality interfaces. A dynamic peephole interface (without visual context beyond the device display) was compared to a magic lens interface (with ...
- research-articleSeptember 2009
Impact of item density on magic lens interactions
MobileHCI '09: Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and ServicesArticle No.: 38, Pages 1–4https://doi.org/10.1145/1613858.1613907We conducted a user study to investigate the effect of visual context in handheld augmented reality interfaces. A dynamic peephole interface (without visual context beyond the device display) was compared to a magic lens interface (with video see-...
- ArticleAugust 2009
The 'Joy-of-Use'-Button: Recording Pleasant Moments While Using a PC
INTERACT '09: Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part IIPages 630–633https://doi.org/10.1007/978-3-642-03658-3_67This paper describes the conceptualization and implementation of a free software tool to record positive moments while using a PC. The application runs in the background and is only visible as an icon in the system tray. Once called, the user is ...
- ArticleJuly 2009
Measurements and Concepts of Usability and User Experience: Differences between Industry and Academia
HCD 09: Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009Pages 618–626https://doi.org/10.1007/978-3-642-02806-9_72Usability and User experience are two central terms in the discipline of Human-Computer Interaction (HCI). The relevant literature provides a wide range of definitions and measuring methods for both concepts. This paper presents results of a survey ...
- articleAugust 2008
Predicting the quality and usability of spoken dialogue services
Speech Communication (SPCO), Volume 50, Issue 8-9Pages 730–744https://doi.org/10.1016/j.specom.2008.03.001In this paper, we compare different approaches for predicting the quality and usability of spoken dialogue systems. The respective models provide estimations of user judgments on perceived quality, based on parameters which can be extracted from ...