Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services最新文献

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I don't want to seem trashy: exploring context and self-presentation through young gay and bisexual males' attitudes toward shirtless selfies on instagram 我不想看起来很垃圾:通过年轻的同性恋和双性恋男性对instagram上赤膊自拍的态度来探索背景和自我表现
Jeremy P. Birnholtz
{"title":"I don't want to seem trashy: exploring context and self-presentation through young gay and bisexual males' attitudes toward shirtless selfies on instagram","authors":"Jeremy P. Birnholtz","doi":"10.1145/3229434.3229460","DOIUrl":"https://doi.org/10.1145/3229434.3229460","url":null,"abstract":"Mobile devices and social media have made it possible to share photos, often selfies, nearly instantaneously with potentially large networks of contacts and followers. Selfies have become a frequent component of young people's online self-presentations and shirtless male selfies, a common trope among some gay Instagram users, present an interesting self-presentation dilemma. Images of shirtless males, normatively appropriate, attractive and innocuous in some contexts, can also be vulnerable to misinterpretation or unintended sexualization in ways that can negatively impact others' impressions. This paper reports on an interview study of 15-24 year-old gay and bisexual Instagram users' attitudes toward and experiences with shirtless selfies. Results suggest that they see a clear tension between these images conveying attractiveness and possible negative connotations such as promiscuity, and have different strategies for navigating this tension. The results have implications for consideration of the contexts in which mobile social media content is produced and consumed.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128011474","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Motivations and practices for cheating in Pokémon GO 《口袋妖怪GO》的作弊动机与行为
J. Paay, J. Kjeldskov, D. Internicola, M. Thomasen
{"title":"Motivations and practices for cheating in Pokémon GO","authors":"J. Paay, J. Kjeldskov, D. Internicola, M. Thomasen","doi":"10.1145/3229434.3229466","DOIUrl":"https://doi.org/10.1145/3229434.3229466","url":null,"abstract":"Since the emergence of video computer games in the early 70's, the concept of \"cheating\" has been a hot issue in video gaming research. Adding mobility and location-based capabilities to computer games introduces a whole new set of behaviours, motivations and justifications that challenge gaming communities to reconsider what constitutes \"cheating\", and what is simply an acceptable extension of game play. Using the specific case of Pokémon GO, we investigate players' perceptions on cheating in this mobile location-based game. In our research, we identified 10 ways that players circumvent the rules of Pokémon GO. Through analysis of online forums, field observations, interviews, and a focus group with local players, we realised that players' attitudes vary as to what constitutes \"cheating\", and whether playing outside the rules is acceptable. We found players \"cheat\" to enhance game experience, to compensate for limitations in the game's design, or to keep up with other cheaters. While this has been observed in online gaming before, our study contributes to research by relating these specifically to the game's mobile location-based nature. We offer implications for design of location-based games.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116830548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
A large-scale analysis of YouTube videos depicting everyday thermal camera use 对YouTube视频的大规模分析,描绘了热像仪的日常使用
M. Mauriello, Brenna McNally, C. Buntain, Sapna Bagalkotkar, S. Kushnir, Jon E. Froehlich
{"title":"A large-scale analysis of YouTube videos depicting everyday thermal camera use","authors":"M. Mauriello, Brenna McNally, C. Buntain, Sapna Bagalkotkar, S. Kushnir, Jon E. Froehlich","doi":"10.1145/3229434.3229443","DOIUrl":"https://doi.org/10.1145/3229434.3229443","url":null,"abstract":"The emergence of low-cost thermographic cameras for mobile devices provides users with new practical and creative prospects. While recent work has investigated how novices use thermal cameras for energy auditing tasks in structured activities, open questions remain about \"in the wild\" use and the challenges or opportunities therein. To study these issues, we analyzed 1,000 YouTube videos depicting everyday uses of thermal cameras by non-professional, novice users. We coded the videos by content area, identified whether common misconceptions regarding thermography were present, and analyzed questions within the comment threads. To complement this analysis, we conducted an online survey of the YouTube content creators to better understand user behaviors and motivations. Our findings characterize common thermographic use cases, extend discussions surrounding the challenges novices encounter, and have implications for the design of future thermographic systems and tools.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114630050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Mobiceil Mobiceil
Mohit Jain, Megha Nawhal, Saicharan Duppati, Sampath Dechu
{"title":"Mobiceil","authors":"Mohit Jain, Megha Nawhal, Saicharan Duppati, Sampath Dechu","doi":"10.1145/3229434.3229447","DOIUrl":"https://doi.org/10.1145/3229434.3229447","url":null,"abstract":"Location awareness of people inside commercial establishments can help with occupancy-based dynamic energy management and indoor navigation. In this paper, we propose MobiCeil, a novel phone-based indoor localization technique. The proposed technique is offline, automated, and uses image captured from phone's camera to identify the unique ceiling structure of any particular location in the office building. The proposed method is based on these assumptions: (a) in office, employees tend to keep their phones lying on the table, and (b) the layout of ceiling landmarks in a portion of the ceiling structure (as captured by the phone's camera on the table) is unique. We validated these assumptions by checking the phone placement of 47 employees randomly at their cubicle or meeting room, and collecting ceiling layout data from 18 meeting rooms and 6 cubicles in an IT office building. To evaluate the performance of MobiCeil, we collected images of the ceiling as seen by the phone (front and back) camera in three different rotations of the phone placed on the table, to capture a total of 960 ceiling images. Our approach achieved an accuracy of 88.2% for identifying locations, with a low computation time of 2.8s per image.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"61 8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121496302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Customized communication between healthcare members during the medication administration stage 在药物管理阶段,医疗保健成员之间的定制通信
Maali Alabdulhafith, Abdulhadi Alqarni, S. Sampalli
{"title":"Customized communication between healthcare members during the medication administration stage","authors":"Maali Alabdulhafith, Abdulhadi Alqarni, S. Sampalli","doi":"10.1145/3229434.3229483","DOIUrl":"https://doi.org/10.1145/3229434.3229483","url":null,"abstract":"Communication between nurses and other healthcare member is essential during the bedside medication administration stage to provide effective patient care and prevent medication errors. The nurse provides information to the physician and pharmacist when consultation regarding medication errors or concern is needed. This information is very critical as it affects the situation assessment and clinical judgment. Insufficient information can lead to failure in treatment and jeopardize patient health. The research to date has focused on improving tools for general communication between healthcare members. However, none of them have been customized to effectively fit the medication administration stage nor have considered the content of the communication. Therefore, in this paper, we propose a novel idea of customized communication that precisely applies to the medication administration stage. We developed the Medication Administration Communication (MAC) application that generates the essential content of communication between the nurse and other healthcare members. We evaluated the application by testing its usability from the nurses perspective.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124319696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Pressure-sensitive zooming-out interfaces for one-handed mobile interaction 单手移动交互的压力敏感缩小界面
Kenji Suzuki, R. Sakamoto, Daisuke Sakamoto, T. Ono
{"title":"Pressure-sensitive zooming-out interfaces for one-handed mobile interaction","authors":"Kenji Suzuki, R. Sakamoto, Daisuke Sakamoto, T. Ono","doi":"10.1145/3229434.3229446","DOIUrl":"https://doi.org/10.1145/3229434.3229446","url":null,"abstract":"We present new alternative interfaces for zooming out on a mobile device: Bounce Back and Force Zoom. These interfaces are designed to be used with a single hand. They use a pressure-sensitive multitouch technology in which the pressure itself is used to zoom. Bounce Back senses the intensity of pressure while the user is pressing down on the display. When the user releases his or her finger, the view is bounced back to zoom out. Force Zoom also senses the intensity of pressure, and the zoom level is associated with this intensity. When the user presses down on the display, the view is scaled back according to the intensity of the pressure. We conducted a user study to investigate the efficiency and usability of our interfaces by comparing with previous pressure-sensitive zooming interface and Google Maps zooming interface as a baseline. Results showed that Bounce Back and Force Zoom was evaluated as significantly superior to that of previous research; number of operations was significantly lower than default mobile Google Maps interface and previous research.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127715810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
The hidden image of mobile apps: geographic, demographic, and cultural factors in mobile usage 手机应用的隐藏形象:手机使用中的地理、人口和文化因素
Ella Peltonen, Eemil Lagerspetz, Jonatan Hamberg, Abhinav Mehrotra, Mirco Musolesi, P. Nurmi, S. Tarkoma
{"title":"The hidden image of mobile apps: geographic, demographic, and cultural factors in mobile usage","authors":"Ella Peltonen, Eemil Lagerspetz, Jonatan Hamberg, Abhinav Mehrotra, Mirco Musolesi, P. Nurmi, S. Tarkoma","doi":"10.1145/3229434.3229474","DOIUrl":"https://doi.org/10.1145/3229434.3229474","url":null,"abstract":"While mobile apps have become an integral part of everyday life, little is known about the factors that govern their usage. Particularly the role of geographic and cultural factors has been understudied. This article contributes by carrying out a large-scale analysis of geographic, cultural, and demographic factors in mobile usage. We consider app usage gathered from 25,323 Android users from 44 countries and 54,776 apps in 55 categories, and demographics information collected through a user survey. Our analysis reveals significant differences in app category usage across countries and we show that these differences, to large degree, reflect geographic boundaries. We also demonstrate that country gives more information about application usage than any demographic, but that there also are geographic and socio-economic subgroups in the data. Finally, we demonstrate that app usage correlates with cultural values using the Value Survey Model of Hofstede as a reference of cross-cultural differences.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"583 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126737442","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 42
Memstone Memstone
Agon Bexheti, A. Fedosov, Ivan Elhart, Marc Langheinrich
{"title":"Memstone","authors":"Agon Bexheti, A. Fedosov, Ivan Elhart, Marc Langheinrich","doi":"10.1145/3229434.3229477","DOIUrl":"https://doi.org/10.1145/3229434.3229477","url":null,"abstract":"Today's sensor-rich mobile and wearable devices allow us to seamlessly capture an increasing amount of our daily experiences in digital format. This process can support human memory by producing \"memory cues\", e.g., an image or a sound that can help trigger our memories of a past event. However, first-person captures such as those coming from wearable cameras are not always ideal for triggering remembrance. One interesting option is thus to combine our own capture streams with those coming from co-located peers, in or even infrastructure sensors (e.g., a surveillance camera) in order to create more powerful memory cues. Given the significant privacy and security concerns of a system that shares personal experience streams with co-located peers, we developed a tangible user interface (TUI) that allows users to in-situ control the capture and sharing of their experience streams through a set of five physical gestures. We report on the design of the device, as well as the results of a user study with 20 participants that evaluated its usability and efficiency in the context of a meeting capture. Our results show that our TUI outperforms a comparable smartphone application, but also uncovers user concerns regarding the need for additional control devices.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127616325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
A liquid tangible display for mobile colour mixing 用于移动混色的液体有形显示器
Cameron Steer, Simon Robinson, Jennifer Pearson, D. Sahoo, I. Mabbett, Matt Jones
{"title":"A liquid tangible display for mobile colour mixing","authors":"Cameron Steer, Simon Robinson, Jennifer Pearson, D. Sahoo, I. Mabbett, Matt Jones","doi":"10.1145/3229434.3229461","DOIUrl":"https://doi.org/10.1145/3229434.3229461","url":null,"abstract":"Digital painting is an increasingly popular medium of expression for many artists, yet when compared to its traditional equivalents of physical brushes and viscous paint it lacks a dimension of tangibility. We conducted observations and interviews with physical and digital artists, which gave us a strong understanding of the types of interactions used to create both physical and digital art, and the important role tangibility plays within these experiences. From this, we developed a unique liquid-like tangible display for mobile, digital colour mixing. Using a chemical hydrogel that changes its viscosity depending on temperature, we are able to create some resemblances to the feeling of mixing paint with a finger. This paper documents the information gathered from working with artists, how this process informed the development of a mobile painting attachment, and an exploration of its capabilities. After returning with our prototype, we found that it provided artists with sensations of oil and acrylic paint mixing and also successfully mimicked how paints are laid out on a paint palette.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131468715","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Knock knock, what's there: converting passive objects into customizable smart controllers 这是什么:将被动对象转换为可定制的智能控制器
Lei Shi, M. Ashoori, Yunfeng Zhang, Shiri Azenkot
{"title":"Knock knock, what's there: converting passive objects into customizable smart controllers","authors":"Lei Shi, M. Ashoori, Yunfeng Zhang, Shiri Azenkot","doi":"10.1145/3229434.3229453","DOIUrl":"https://doi.org/10.1145/3229434.3229453","url":null,"abstract":"Knocking is a way of interacting with everyday objects. We introduce BeatIt, a novel technique that allows users to use passive, everyday objects to control a smart environment by recognizing the sounds generated from knocking on the objects. BeatIt uses a BeatSet, a series of percussive sound samples, to represent the sound signature of knocking on an object. A user associates a BeatSet with an event. For example, a user can associate the BeatSet of knocking on a door with the event of turning on the lights. Decoder, a signal-processing module, classifies the sound signals into one of the recorded BeatSets, and then triggers the associated event. Unlike prior work, BeatIt can be implemented on microphone-enabled commodity devices. Our user studies with 12 participants showed that our proof-of-concept implementation based on a smartwatch could accurately classify eight BeatSets using a user-independent classifier.","PeriodicalId":344738,"journal":{"name":"Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":"7 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131318743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
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