58 results on '"Display size"'
Search Results
2. Camera Monitor Systems as Replacement of Side Mirror in Rearward Monitoring
- Author
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Doi, Toshihisa, Murata, Atsuo, Moriwaka, Makoto, Osagami, Takumi, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, and Stanton, Neville, editor
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- 2019
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- View/download PDF
3. Electronic Viewfinders
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Underwood, Ian, Steven, David, Chen, Janglin, editor, Cranton, Wayne, editor, and Fihn, Mark, editor
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- 2016
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- View/download PDF
4. Aucubaceae : Aucubaceae Bercht. & J. Presl, Přir. Rostlin 2: 91 (1825) (Aucubeae).
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Xiang, Q.-Y., Kubitzki, Klaus, Series editor, Kadereit, Joachim W., editor, and Bittrich, Volker, editor
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- 2016
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5. Conclusion
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Belmudez, Benjamin, Möller, Sebastian, Series editor, Küpper, Axel, Series editor, Raake, Alexander, Series editor, and Belmudez, Benjamin
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- 2015
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6. Extension of Auditory and Visual Quality Estimation Functions for Videotelephony
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Belmudez, Benjamin, Möller, Sebastian, Series editor, Küpper, Axel, Series editor, Raake, Alexander, Series editor, and Belmudez, Benjamin
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- 2015
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7. Collaborative Technology in the Classroom
- Author
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Nicola Yuill
- Subjects
Shared space ,Knowledge management ,Display size ,business.industry ,Control (management) ,Group composition ,Orchestration (computing) ,Psychology ,business ,Contingency ,Composition (language) ,Peer collaboration - Abstract
Children enact and develop classroom collaboration through dialogue, and technology alone cannot make this happen. Despite high spending on technology in schools, the focus is more on content-sharing and subject knowledge than on tools for fostering peer collaboration. Interactive whiteboards bring benefits of awareness, control and shared space, but not always peer collaborative working. Tablets can lead to isolated working if used 1:1, but attention to awareness, control and contingency can mitigate this. Training and a culture of collaborative working, careful composition of student groups and separate shared displays can also help. Group size, screen size, experience, training and linking across devices can all support collaboration.
- Published
- 2021
8. The Effect of Outdoor Monitor on People’s Attention
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Chau Tran, Ahmad Bilal Aslam, Islam Tariq, and Muhammad Waqas
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2019-20 coronavirus outbreak ,Display size ,Coronavirus disease 2019 (COVID-19) ,Occupancy ,business.industry ,Social distance ,Internet privacy ,Research questions ,Business ,Meaning (existential) ,Sentence - Abstract
Since the end of 2019, COVID-19 has left several impacts on people’s life. To reduce the chance of infection, avoiding crowded places has been recommended by the authority. It raises a need to find an effective way to avoid high occupancy levels inside public places. One approach is using a screen located outside to display the occupancy information. This study aims to examine this method’s effect and screen size on people’s attention. To evaluate, various screen sizes were investigated in a natural arrangement meaning that people’s activities and behaviors are observed and captured. The results show that placing a monitor outside is a sufficient way to inform customers about the occupancy’s level; and the larger screen size increases the chance of getting people’s attention. The research questions are implied in the sentence above. Our findings benefit those seeking a suitable solution to provide the occupancy level of the public places.
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- 2021
9. Automatic Layout Algorithm of Graphic Language in Visual Communication Design
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Dali Yu
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Engineering drawing ,Display size ,Syntax (programming languages) ,Computer science ,business.industry ,Process (computing) ,Abstract state machines ,Visual communication ,Logo ,Graphics ,business ,Automation - Abstract
When the traditional algorithm is used to describe the graphics language, the result is not accurate enough because of the lack of a strict standard. It can not effectively determine the size and position of the graphic display, and it is difficult to effectively support the graphic language layout control. Therefore, this paper proposes a new automatic graphic language arrangement algorithm in visual communication design. Through the fixed value method to calculate the display size of buffer image in visual communication design, the minimum number of layout layout and the maximum surface utilization are taken as the layout objective function; the ant colony algorithm is used to solve the problem, and the optimal solution is obtained to obtain the best display position of the graphics in visual communication design. The description of graphic language is realized by syntax description based on rules and semantic description based on ASM (abstract state machine). This paper describes the parallel process and selection process of graphic language in visual communication design by using parallel and selection logo, and realizes automatic layout of graphic language by using parallel process and selection process. The algorithm is programmed and run by C language officer to achieve the purpose of automatic arrangement of graphic language.
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- 2021
10. Heuristic Evaluation of Android-Based Applications with Multiple Screen Sizes Support: A Case Study
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Juan-Carlos Romaina
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Display size ,User experience design ,Computer science ,Human–computer interaction ,business.industry ,Heuristic evaluation ,Usability ,Android (operating system) ,business ,Heuristics ,Adaptation (computer science) ,Mobile device - Abstract
In recent years, mobile devices have become one of the main tools for communication and now represent a unique opportunity to reach great numbers of users. Also, Google’s Android OS is the one that has grown into a first choice for developing applications. This situation has a diversity of challenges, one of them being ensuring a rich and engaging user experience. One of the most restrictive and unique aspects of mobile development is the diversity in support for screen sizes and/or resolutions. This characteristic can mean different user experiences for users with the same application and has become increasingly important to consider when evaluating usability. In view of this, a proposal was made of an adaptation for the Heuristic Evaluation method, targeting applications that could be used in a range of devices with multiple screen sizes. To validate the proposal, a case study was conducted, evaluating a well-known banking application in Peru, using the proposed adaptation of the method described by Nielsen. This validation consisted of two groups of evaluators, one using traditional Nielsen heuristics, and a second group using context specific heuristics. As a result of the validation, the second group found more issues related with screen size. The proposed adaptation showed positive results, especially if a predefined set of devices, representative of the most common sizes sub-groups is used. As conclusion to the study, the evaluation conducted is an indication that careful consideration should be taken when building applications for a broad range of users, and devices.
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- 2021
11. A Comparative Study of the Influence of the Screen Size of Mobile Devices on the Experience Effect of 3D Content in the Form of AR/VR Technology
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YanXiang Zhang and Zhenxing Zhang
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Display size ,Human–computer interaction ,Computer science ,Content (measure theory) ,Affect (psychology) ,Mobile device - Abstract
Differences in screen size of mobile devices can affect users’ experience of products, but very few researches have confirmed that differences in screen size of mobile devices can affect users’ experience of VR/AR content are few, or even affect the choice of VR/AR content form by 3D content creators. The authors use the AR and VR forms of the same 3D content to evaluate the participants’ convenience, intuitive feedback and comfort of VR/AR interactive experience on mobile devices with different screen sizes, in order to explore whether the difference of screen size affects the experience effect of 3D content AR/VR. Research has shown that participants tend to use larger screen mobile devices for interactive experiences, but not the larger the screen of the mobile device used, the stronger the willingness of participants are. We found that participants tend to use mobile devices with moderate screen size for VR/AR interaction.
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- 2020
12. The Effect of Touch Screen Size on Pattern Experiments
- Author
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Lung-Wen Kuo, Ming-Chi Hsieh, and Chih-Chun Lai
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Display size ,Data display ,Product design ,Computer science ,Human–computer interaction ,Software design pattern ,Psychological testing ,Product (category theory) ,Likert scale ,Computer technology - Abstract
Given that computers, tablets and smartphones have become popular devices in daily life in the era of advanced computer technology, this study focused on computer mouse products that best fit product patterns and experimental display sizes. Firstly, this study used the psychological testing method with five patterns to investigate and compare the preferences of patterns of computer mouse products in terms of psychological preferences and preferences on commercial technology products, in the aim to analyze semantic differences, as well as to conduct statistical research for obtaining the best results. Secondly, this study focuses on finding the best practices by design patterns and display sizes. Finally, this study used the Likert scale for statistics and analysis. For the experimental results, it indicates that the patterns of the computer mouse are based on a simple design that satisfies preferences of most users, while the iPad Pro with the largest screen shows data with the optimum size for viewing, and iPhone 7 Plus has the smallest touch screen which is not easy to use. In terms of data display, colors and patterns are seen more clearly with larger touch screens.
- Published
- 2020
13. Customer Oriented Product Design with Conjoint Analysis
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Ersoy Öz and Selçuk Alp
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business.product_category ,Product design ,Database ,Computer science ,Context (language use) ,computer.software_genre ,Conjoint analysis ,Display size ,Laptop ,Central processing unit ,Product (category theory) ,Graphics ,business ,computer - Abstract
Conjoint analysis is a technique used to measure consumer preferences related to the production of a product or service. This analysis can be used to decide if it is possible for the so-called product to retain in the market and compete with other products. In the study, the factors to be used in conjoint analysis were determined as RAM, Graphic Card, Processor Model, Storage Type, Screen Size and Operating System. This chapter has revealed the attributes that academic staff working on data analysis at Yildiz Technical University attaches the highest importance to when choosing a laptop. Sincsatisfaction with product dee all of the cards identified within the context of research would be complicated, 18 cards were prepared using orthogonal design. Apart from the 18 cards prepared, 3 simulation cards were also created. Results of the analysis reveal that the computer processor ranks first and other attributes are ranked as memory capacity (RAM), operating system, storage type, graphics card, and screen size respectively.
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- 2020
14. Usability Evaluation of Smartphone Keyboard Design from an Approach of Structural Equation Model
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Di Wu, Jibo He, Ke Wang, Yincheng Wang, Junyu Huo, and Yuqi Huang
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Display size ,Point (typography) ,Computer science ,Human–computer interaction ,business.industry ,Word error rate ,Response time ,Usability ,Input method ,Interval (mathematics) ,business ,Word (computer architecture) - Abstract
Keyboard input is the mainstream input method on smartphones, and the keyboard design plays an important role in input experience. Previous studies mainly measured descriptive variables through inputting phrases to evaluate the usability of keyboard design. However, the development of screen technology brings about more precise and attributional data that could in-depth explore and assess the details of keyboard design. This study adopted a single factor (Phone screen size: Small, 5-in. vs. Large, 6.5-in.) within-subject design through inputting English character pairs to build up the usability evaluation structural equation model. Traditional measurements and new attributional measurements, including Point Pressure, Point Interval Response Time, and Point Duration, were taken as modeling indicators. The results showed that Word Per Minute was not fitted to evaluate keyboard designs with other indicators in both screen sizes, and new attributional measurements could replace this indicator. For the large-screen smartphone, the well-fitted model consists of three factors, including Input Speed (Point Duration and Point Interval Response Time), Objective Experience (Point Pressure and Word Error Rate), and Subjective Feedback. For the small-screen smartphone, the well-fitted model consists of two factors, including Efficiency (Point Interval Response Time, Word Error Rate, and Point Duration) and Subjective Feedback. These findings provide an effective approach to evaluate the usability of keyboard design for future studies, thus enlightening the keyboard optimization method.
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- 2020
15. Investigating the Effects of Display Fidelity of Popular Head-Mounted Displays on Spatial Updating and Learning in Virtual Reality
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Sabarish V. Babu, Catherine Mobley, Kelly Best Lazar, Andrew Robb, Leah M. Wiitablake, Stephen Moysey, D. Matthew Boyer, Geoff Musick, and Bryson Rudolph
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Spatial contextual awareness ,media_common.quotation_subject ,05 social sciences ,Fidelity ,020207 software engineering ,Terrain ,02 engineering and technology ,Virtual reality ,Display resolution ,050105 experimental psychology ,Photogrammetry ,Display size ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Bloom's taxonomy ,0501 psychology and cognitive sciences ,media_common - Abstract
Often users in VR are required to make mental models, develop spatial awareness, and gain survey knowledge of the environment that they are exploring while learning the content of the simulation. In a between-subjects empirical evaluation, we examined the effect of the display fidelity of popular commercial head-mounted display systems based on display properties such as screen resolution, field of view, and screen size in three conditions, namely low, medium, and high fidelity. Our dependent variables were spatial updating (assessing survey knowledge by measuring the perceived orientation to landmarks previously visited when unseen) and content learning (measured via a pre and post cognitive questionnaire created by domain experts based on Blooms taxonomy of learning). In a VR simulation for geology education, participants explored a terrain, modeled after a segment of the Grand Canyon, collecting and testing rock samples. These landmarks were explored along a winding path through a realistic geological terrain, modeled based on Lidar and photogrammetry data. As the pathway through the Grand Canyon is distinctly sloping and varied, the task of pointing to the perceived location of landmarks in this environment provided rich insights into participants’ survey knowledge and content learning, and how such knowledge differed between the display conditions.
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- 2020
16. Technology Products Suitability for Experimental Display Size and Color Research
- Author
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Lung-Wen Kuo, Chih-Chun Lai, and Ming-Chi Hsieh
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business.product_category ,Computer science ,business.industry ,Color matching ,Likert scale ,Display size ,Psychological testing ,Computer vision ,Research Object ,Artificial intelligence ,Use of technology ,business ,Headphones ,Color psychology - Abstract
In the digital age, the use of technology in music has become a trend with computers and tablet devices, smartphones and the like. In this study, headphone products as the research object, the most suitable headphone color, pattern and experimental display size. First of all, this study uses 16 psychological test methods to investigate and compare the color reaction products of color technology and color psychology of commercial technology products, and carries out the analysis of semantic differences, making statistical research in black and white to obtain the best color matching color. Finally, use the Likert scale statistics and analysis. The results show that black headphones, minimalist design to get most of the preferences
- Published
- 2020
17. The Effect of Screen Size on Reading Speed: A Comparison of Three Screens to Print
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Lisa Jo Elliott, Danielle Wieczorek, and Medina Ljubijanac
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Presentation ,Display size ,Mode (computer interface) ,Multimedia ,Computer science ,Phone ,Reading (process) ,media_common.quotation_subject ,computer.software_genre ,computer ,media_common - Abstract
Many students are starting to rely on screens to consume their textbooks rather than paper. Does the screen influence reading speed according to its size or when compared to traditional paper? In this study, participants started the experiment with a different device and read four short stories for 10 min each. Participants read on a 17ʺ computer screen, a paperback book, a 10ʺ tablet and a 3ʺ cell phone screen. The number of words they read were counted and the actual words read per minute were calculated. No significant effect of reading speed was found across the screen sizes or the book. Individual participant’s reading speed was remarkably consistent across all the devices suggesting that reading speed does not vary with presentation mode for a brief period.
- Published
- 2019
18. Is Bigger Better? A Fitts’ Law Study on the Impact of Display Size on Touch Performance
- Author
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Corinna List and Michael Kipp
- Subjects
Standard form ,Discrete mathematics ,Display size ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,Fitts's law ,050107 human factors ,Prime (order theory) ,Mathematics - Abstract
Touch-sensitive surfaces are already a standard form of interaction. These surfaces come in many different sizes like tablets or touch walls. However, there is little research to characterize the impact of surface size on touch performance. We conducted a Fitts’ Law study of three display sizes (13.5\(^{\prime \prime }\) tablet, 28\(^{\prime \prime }\) monitor, 69.5\(^{\prime \prime }\) large monitor), comparing various performance measures. We found that the smallest size (13.5\(^{\prime \prime }\)) is problematic both objectively (high error rate) and subjectively (imprecise, difficult-to-use). In contrast, both the medium (28\(^{\prime \prime }\)) and the large display (69.5\(^{\prime \prime }\)) perform equally well. However, small displays allow for greater interaction speed compared to very large screens. Our results can help interaction designers and automatic algorithms to optimize current and future touch devices.
- Published
- 2019
19. Research on Configuration Arrangement of Spatial Interface in Mobile Phone Augmented Reality Environment
- Author
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Wenjun Hou and Ye Dai
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Computer science ,Interface (computing) ,020206 networking & telecommunications ,02 engineering and technology ,Virtual reality ,01 natural sciences ,Motion (physics) ,010309 optics ,Display size ,Modal ,Odometry ,Mobile phone ,Human–computer interaction ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Augmented reality - Abstract
Recently, due to the release of ARKit and ARCore, the mobile phone can achieve stable motion track via COM (concurrent odometry and mapping). By this way, mobile phones can display the interface in the real space like the multimodal interface in VR (virtual reality) glass, users can browse and interact with interface not only by touching screen but also by motion modal (moving and rotating mobile phone). This paper studied the optimal arrangement of spatial interface and the influence of various layout parameters on browsing efficiency. Through the test platform program, users can adjust the layout parameters (shape, distance, and size) of the spatial interface, and do some browsing tasks in each layout type. The result of interview feedback data analysis showed that the main factors affected by layout parameter on the browsing experience are screen size, movement rate and mapping deformation. And calculated their alternative relationship with layout parameters. Finally, through the recorded data of browsing speed and satisfaction coming from test platform, it figured out the best value and critical point for each layout parameters.
- Published
- 2019
20. How to Optimize the Input Efficiency of Keyboard Buttons in Large Smartphone? A Comparison of Curved Keyboard and Keyboard Area Size
- Author
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Qiongdan Liang, Yincheng Wang, Jibo He, Wenjie Chang, and Hailin Ai
- Subjects
Display size ,User experience design ,Computer science ,business.industry ,Computer graphics (images) ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,02 engineering and technology ,business ,050107 human factors - Abstract
Smartphone has been constantly optimizing the user experience of viewing content by increasing screen size. However, larger screen brings about unsatisfactory input issue, especially for one-handed users. Curved QWERTY keyboard and reduced soft keyboard area are proposed to solve the input inefficiency issue of application design in the large smartphones. Following the design of existing curved keyboards, we designed a keyboard application, which could collect all the usage data, to test whether the curved keyboard or reduced-area keyboard could indeed solve the input inefficiency issue. By using within-subject design. we compared 2 screen sizes (5.0 in. vs. 6.5 in.), 2 area sizes (small-area: letter key area is 4.9 mm × 7 mm vs. large-area: letter key area is 6.3 mm × 9 mm), and 2 keyboard layouts (curved QWERTY vs. traditional QWERTY). The results show that the large-area keyboard is significantly better in terms of pairs per minute and reaction time between two keys, at the same time, the curved keyboard performs worse than the traditional keyboard. It indicates that the two design elements are not a common practice.
- Published
- 2019
21. Customization: The Path to a Better and More Accessible Web Experience
- Author
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Kim-Phuong L. Vu, Ryan Fritz, and Wayne E. Dick
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business.industry ,media_common.quotation_subject ,Applied psychology ,Electronic information ,Usability ,Personalization ,Display size ,Reading comprehension ,Reading (process) ,ComputingMilieux_COMPUTERSANDSOCIETY ,Psychology ,business ,PATH (variable) ,media_common ,Web accessibility - Abstract
The ever-increasing prevalence of electronic information online has provided a medium that allows for greater access to a wider range of users. It is important that user groups such as older adults, or individuals with visual impairments or disabilities, have an equal level of access to electronic information as do individuals without visual impairments or disabilities. This study examined whether allowing older adults the ability to customize various aspects of text would improve their reading performance and subjective usability ratings, while reducing the level of reported visual fatigue for online reading. Data from 16 older adult participants (age range 49 to 69) and 16 younger adult participants (age range 18 to 22) were analyzed. Participants were asked to read text passages using a big or small screen size, and answer reading comprehension questions under conditions where they were able to customize text or not able to customize text. Reading performance and ratings of usability and visual fatigue were obtained. Results showed an interaction between customization condition and age group. In the customized reading conditions, younger adults were more accurate than older adults in answering reading comprehension questions, but their performance did not differ significantly in the non-customized reading conditions. There was no effect of screen size on any of the dependent measures. Implications of these findings are discussed.
- Published
- 2019
22. Combining Tablets with Smartphones for Data Analytics
- Author
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Célia Picard, Gary Perelman, Emmanuel Dubois, Marcos Serrano, Christophe Bortolaso, Mustapha Derras, Berger-Levrault, Etude de L’Interaction Personne SystèmE (IRIT-ELIPSE), Institut de recherche en informatique de Toulouse (IRIT), Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées, Université Toulouse III - Paul Sabatier (UT3), David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris, TC 13, Université Toulouse 1 Capitole (UT1)-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1)-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Laboratoire de Recherche Appliquée, Berger-Levrault, Rue Jean Rostand Labège, France, and Ecole Nationale de l'Aviation Civile (ENAC)
- Subjects
Data manipulation ,Vocabulary ,Computer science ,Data manipulation language ,media_common.quotation_subject ,05 social sciences ,Mobile interaction ,020207 software engineering ,02 engineering and technology ,Stacking gestures ,Display size ,Human–computer interaction ,Interaction with small displays ,0202 electrical engineering, electronic engineering, information engineering ,Data analysis ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,ComputingMilieux_MISCELLANEOUS ,050107 human factors ,Multimodality ,media_common ,Gesture - Abstract
Part 6: Wearable and Tangible Interaction; International audience; While ubiquitous data analytics is a promising approach, analyzing spreadsheets data on tablets is a tedious task due to the limited display size and touch vocabulary. In this paper, we present the design and evaluation of novel interaction techniques relying on the combination of a tablet, holding the data, and a smartphone, used as a mediator between the user and the tablet. To this end, we propose to use stacking gestures, i.e. laying one edge of a smartphone on the tablet screen. Stacking is a cheap, easy to implement and effective way of employing always-available smartphones to improve data analysis on tablets, by augmenting the input vocabulary and extending the display surface. We first explore stacking gestures to delimitate the possible interaction vocabulary and present the manufacturing of a conductive smartphone case. Then, we propose novel stacking-based techniques to perform spreadsheet data analysis, i.e. pivot table creation and manipulation. We evaluate our stacking techniques against touch interaction as provided by current mobile spreadsheet apps. Our studies reveal that some of our interaction techniques perform 30% faster than touch for creating pivot tables.
- Published
- 2019
23. User Experience and Map Design for Wayfinding in a Virtual Environment
- Author
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Meng-Xi Chen and Chien-Hsiung Chen
- Subjects
business.industry ,Computer science ,System usability scale ,Interface (computing) ,05 social sciences ,050301 education ,050801 communication & media studies ,Usability ,computer.software_genre ,Task (project management) ,0508 media and communications ,Display size ,User experience design ,Human–computer interaction ,Virtual machine ,User interface ,business ,0503 education ,computer - Abstract
Virtual environment (VE) has been developed rapidly in recent years. The level of complexity regarding the user interface in VEs has also increased. Users’ performance in VEs can be affected by the field of vision, screen size, operation mode, individual difference, and other factors. While little research has been conducted on the effects of user experience and map design on wayfinding in VEs. The experiment is 2 × 2 between-subject design. Participants needed to complete three wayfinding tasks and fill out questionnaires regarding satisfaction, preference, and System Usability Scale (SUS). Forty participants were invited using convenient sampling method. The results are as follows: (1) In terms of the map design, participants performed significantly better by using the semi-transparent map than the opaque map in a difficult task. (2) In terms of the user experience, the results generated from the SUS questionnaire showed that experienced users had a significantly better subjective evaluation of interface usability than inexperienced users.
- Published
- 2019
24. Natural Thumb Zone on Smartphone with One-Handed Interaction: Effects of Thumb Length and Screen Size
- Author
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Hyo Chang Kim and Yong Gu Ji
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business.industry ,Computer science ,Usability ,Thumb ,law.invention ,body regions ,Touchscreen ,Display size ,medicine.anatomical_structure ,Human–computer interaction ,law ,medicine ,Large group ,business ,Mobile device - Abstract
This study aimed at investigating natural thumb zone of the user in smartphone touchscreen with one-handed grip. The subjects were divided into three groups according to their thumb lengths: small, medium, large. Experiments were carried out using three smartphones of different sizes: 4.7 in., 5.1 in., 5.2 in. The natural thumb zone of each group was analyzed using heat-map method. In large group, the thumb zone occupied more than 50% of the touch screen, while small and medium groups occupied only about 30% in all smartphones of different sizes. Compare to other groups, the thumb zone ratio of the small group in 5.2 in. smartphone was found greatly reduced. The lowermost region and the upper-left region of the smartphone touchscreen are not commonly included in natural thumb zone, regardless of the thumb-length groups. The results of this study could be used for designing new mobile device to enhance the usability of one-handed interaction; small devices with a touch screen as well.
- Published
- 2018
25. Neck Flexion Angle and User Experience Compared on iPhone X and Samsung S8+
- Author
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Saishyam Akurke and Yueqing Li
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Display size ,User experience design ,Computer science ,business.industry ,Human–computer interaction ,Goniometer ,Neck flexion ,business ,Large screen ,Stress level - Abstract
There have been a lot of research and explanation on Smartphone screen size and user experience of numerous Smartphones. This study considers the difference between neck flexion angle and its effects on human ergonomics while using two Smartphones with different screen sizes and display features (iPhone X and Samsung S8+). This study also collects user experience data through a questionnaire to generate the most ergonomic model among the Apple Inc.’s iPhone X and Samsung S8+. 8 participants were considered for this study. A digital goniometer was used to analyze participant’s neck flexion angle while using both the Smartphones (iPhone X and Samsung S8+). A paired t-test of means was performed. Neck flexion angle was highly flexed for the participants while using iPhone X than compared to the neck flexion angle while using Samsung S8+. Participants felt more comfortable using both Smartphones. However, ‘True-tone’ technology in iPhone X eased the stress level of eyes according to the users. This study suggests a large screen smartphone with ‘True-tone’ or similar technology, which can be an iPhone X but with a larger screen size.
- Published
- 2018
26. Camera Monitor Systems as Replacement of Side Mirror in Rearward Monitoring
- Author
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Atsuo Murata, Toshihisa Doi, Takumi Osagami, and Makoto Moriwaka
- Subjects
Neck movement ,Computer science ,business.industry ,05 social sciences ,030229 sport sciences ,Tracking (particle physics) ,Task (project management) ,Tracking error ,03 medical and health sciences ,0302 clinical medicine ,Display size ,SAFER ,0501 psychology and cognitive sciences ,Computer vision ,Artificial intelligence ,Visual angle ,business ,health care economics and organizations ,050107 human factors - Abstract
The aim of present study was to improve the safety and the effectiveness of the in-vehicle display for camera monitor systems (CMS). The experimental factors were the size of the display and the location of the display. The participants were required to simultaneously carry out a tracking task and a rearward monitoring task. The evaluation measures were: the reaction time and the percentage correct reactions to the rearward stimuli, the tracking error, the car distance between own and the preceding car, and the horizontal neck movement. As a result, the reaction time, the percentage of correct reaction, the neck movement of CMS were better than the traditional side mirrors. It suggests CMS is safer and more effective than the side mirrors. Particularly, more than 5-in. display which was located at smaller visual angle had faster and more accurate reaction. This condition would be one of the design requirements for CMS.
- Published
- 2018
27. Crafting Usable Quantified Self-wearable Technologies for Older Adult
- Author
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Birgit Penzenstadler, Antti Knutas, Jari Porras, Jayden Khakurel, and Helinä Melkas
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business.industry ,media_common.quotation_subject ,Wearable computer ,Usability ,Smartwatch ,Display size ,Typography ,Human–computer interaction ,Perception ,User interface ,business ,Psychology ,Wearable technology ,media_common - Abstract
Commercially off-the-shelf (COTS) quantified self-wearable technologies (QSWT) have enabled younger individuals to adopt a measurable living style [49] through the collection of “quantifiable data”. However, the adoption of wearables remains lowest among the older adult, and the question of what is holding adoption back remains. The purpose of this study is to: (i) explore and present the device characteristics of smartwatches and pedometers that affect the adoption of wearables across different cultures; (ii) study country-specific older adult’s importance weights on identified issues; and (iii) provide informal usability guidelines for manufacturers, researchers, and application developers. The results revealed that the usability issues such as screen size, tapping detection, device size, interaction techniques, navigation, and typography were some of the reasons for the low adoption of wearables among the older adult. Further, device and screen size were significantly more essential for the Finnish compared to US older adult participants, demonstrating that culture might influence the perception of some device characteristics.
- Published
- 2018
28. Are Those Immersive Online Ads Really Effective? Consumers’ Responses to 360° Video Ads in Different Media Platforms: An Abstract
- Author
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Seunghyun Kim, Doyle Yoon, and Fuwei Sun
- Subjects
Display size ,Consumer engagement ,Computer science ,Human–computer interaction ,Online video ,Perceived autonomy ,Research objectives - Abstract
This study investigated the main effects of video ad type and media platform type as well as a two-way interaction effect between ad type and media platform type on consumer responses to online video ads. Several research objectives are developed. First, it examines whether 360° video provides more immersive environment (i.e., perceived autonomy, telepresence, and satisfaction) to consumers than 2D video. Second, it also examines whether desktop screens generate greater immersive environment of the contents than mobile screen. Lastly, this study identifies the differences between video types (360° vs. 2D video) within different media screen size (desktop (large) vs. mobile (small)) on consumer engagements.
- Published
- 2018
29. Desktop PC, Tablet PC, or Smartphone? An Analysis of Use Preferences in Daily Activities for Different Technology Generations of a Worldwide Sample
- Author
-
Peter Rasche, Sabine Theis, Janina Jablonski, Alexander Mertens, Matthias Wille, and Christina Bröhl
- Subjects
business.product_category ,Activities of daily living ,Multimedia ,Computer science ,business.industry ,05 social sciences ,050801 communication & media studies ,020206 networking & telecommunications ,Usability ,Sample (statistics) ,02 engineering and technology ,computer.software_genre ,Tablet pc ,Device Usage ,0508 media and communications ,Display size ,Laptop ,0202 electrical engineering, electronic engineering, information engineering ,business ,computer ,Mobile device - Abstract
Our daily life is characterized by increasing digitalization. As a result digital technologies are becoming an integrated part of everyday activities. The most used devices are desktop PCs or laptops, tablet PCs, and smartphones, which mainly differ with regard to the screen size and the method of data entry. Given the growing diffusion of technological devices, the increasing ownership of multiple devices, and the resulting different usage patterns between devices, it is essential to gain insights into which devices are used for which activities. The aim of this analysis was to examine a total of 21 activities people engage in on a day-to-day basis with regard to desktop PC or laptop, tablet PC, and smartphone usage. When considering user characteristics with regard to technology, one of the most influential factors is the user’s age. Therefore, the sample (N = 1923) was analyzed with regard to four different technology generations. Results show that there are significant differences in device usage between the activities under study and between the four analyzed technology generations.
- Published
- 2018
30. Categorization Framework for Usability Issues of Smartwatches and Pedometers for the Older Adults
- Author
-
Jayden Khakurel, Helinä Melkas, Birgit Penzenstadler, Antti Knutas, Bo Fu, and Jari Porras
- Subjects
business.industry ,Computer science ,05 social sciences ,Wearable computer ,Usability ,02 engineering and technology ,Smartwatch ,Display size ,Categorization ,Human–computer interaction ,Evaluation methods ,0202 electrical engineering, electronic engineering, information engineering ,Perceived usability ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,User interface ,business ,050107 human factors - Abstract
In recent years various usability issues related to device characteristics of quantified-self wearables such as smartwatches and pedometers have been identified which appear likely to impact device adoption among the older adults. However, an overall framework has not yet been developed to provide a comprehensive set of usability issues related to smartwatches and pedometers. This study used a two-stage research approach with 33 older participants, applying contextual action theory and usability evaluation methods both to determine perceived usability issues and to formulate a usability categorization framework based on identified issues. Additionally, we prioritized the predominant usability issues of smartwatches and pedometers that warrant immediate attention from technology designers, the research community, and application developers. Results revealed predominant usability issues related to the following device characteristics of smartwatches: user interface (font size, interaction techniques such as notification, button location) and hardware (screen size); and of pedometers: user interface (font size, interaction techniques such as notification, button location, and tap detection) and hardware (screen size).
- Published
- 2018
31. SubtitleFormatter: Making Subtitles Easier to Read for Deaf and Hard of Hearing Viewers on Personal Devices
- Author
-
Kesavan Kushalnagar and Raja S. Kushalnagar
- Subjects
060201 languages & linguistics ,Multimedia ,Computer science ,media_common.quotation_subject ,05 social sciences ,06 humanities and the arts ,computer.software_genre ,Readability ,Disk formatting ,Display size ,Reading (process) ,0602 languages and literature ,Wrap around ,Subtitle ,0501 psychology and cognitive sciences ,Quality (business) ,computer ,050107 human factors ,media_common - Abstract
For deaf or hard of hearing (DHH) viewers who cannot understand speech, many countries require video producers/distributors to provide speech-to-text over the video, also called subtitles that can be turned on or off by the viewer. These subtitles must comply with national subtitle quality standards. The growth in video capable personal devices has shifted viewers away from watching broadcast video on a standardized television display and towards watching video on interactive personal devices. However, personal devices range widely from tiny watch displays to enormous television displays, with different proportions which impact subtitle readability. SubtitleFormatter automatically formats subtitles according to a display’s screen size and minimum font size for reading. A user study of subtitle formatting evaluates subtitle readability, and finds that viewers preferred SubtitleFormatted-segmented subtitles over wrap around (arbitrarily-formatted) subtitles.
- Published
- 2018
32. Shell Fragmentation Beyond Screen-Size and the Reconstruction of Intra-Site Settlement Patterns: A Case Study from the West Coast of South Africa
- Author
-
Antonieta Jerardino
- Subjects
010506 paleontology ,060102 archaeology ,Settlement (structural) ,Fragmentation (computing) ,Shell (structure) ,Behavioral pattern ,06 humanities and the arts ,01 natural sciences ,Archaeology ,Paleontology ,Geography ,Display size ,0601 history and archaeology ,West coast ,0105 earth and related environmental sciences - Abstract
Zooarchaeologists normally screen shell remains through stacked meshes of different sizes to assess the degree of fragmentation of this material. This kind of quantification serves the purpose of characterizing stratigraphic sequences and reconstructing intra-site settlement patterns and site formation processes. However, screening can be time consuming, add an additional step to the processing of faunal remains, and pose complexities when storing shell samples. Moreover, it is not always clear whether the interpretations of changes in shell fragmentation in terms of behavioral patterns are well justified without contrasting them against independent evidence.
- Published
- 2017
33. Challenges and Solutions of Web-based Learning on Mobile Devices
- Author
-
Mustaji, Tepati Hak Kewajiban, and Bachtiar S. Bachri
- Subjects
World Wide Web ,Web Accessibility Initiative ,Display size ,Multimedia ,Computer science ,E-learning (theory) ,Mobile computing ,Mobile search ,Web navigation ,Mobile Web ,computer.software_genre ,Mobile device ,computer - Abstract
According to a 2014 Google report, more Google searches take place on mobile devices than on computers in ten countries including the USA and Japan (Dischler, 2015). This report raises awareness of the use of Web-based learning on mobile devices. Unlike the desktop, mobile devices vary in terms of screen size and primary use of the touch screen. These characteristics result in a different interaction and experience on a mobile device than non-mobile devices. Web-based learning also has had to adapt to these characteristics. This chapter discusses the challenges faced by Web-based learning on mobile devices along with solutions that may be used to overcome these challenges.
- Published
- 2017
34. Effect of Smartphone Use on Upper Extremity and Neck
- Author
-
Brian Craig, Yueqing Li, and Saishyam Akurke
- Subjects
Neck pain ,medicine.medical_specialty ,medicine.diagnostic_test ,business.industry ,05 social sciences ,030229 sport sciences ,Electromyography ,Wrist pain ,Large screen ,03 medical and health sciences ,Task (computing) ,0302 clinical medicine ,Physical medicine and rehabilitation ,Display size ,medicine ,Back pain ,0501 psychology and cognitive sciences ,Muscle activity ,medicine.symptom ,business ,050107 human factors - Abstract
Smartphones nowadays are very popular and does most of the work from sending emails to attending meetings. However, Smartphone over-use has been studied from years now and there are many proven problems such as neck pain, back pain, headache, arm or wrist pain, psychological discomfort, etc. In this study, effect of screen sizes, task type and one/two hand on user muscle activities was investigated while users perform various tasks on Smartphone. Electromyography was used to assess muscle activities. Results showed that screen size and one/two handed use had significant main effects on users’ muscle activity. Significant interaction effect was also found. For example, significantly less muscle activities were observed in hands while texting with two hands compared to one-hand. Gaming with two hands led to higher muscle activities on large screen Smartphone than small screen. The research could help users to choose more appropriate smart phones and develop a better usage habit.
- Published
- 2017
35. Visual Search Techniques and Performance in Electronic Map Display
- Author
-
Jean Luc Habiyaremye and Yan Shengyuan
- Subjects
Visual search ,business.industry ,Computer science ,Interface (computing) ,Eye movement ,law.invention ,Display size ,law ,Fixation (visual) ,Clutter ,Computer vision ,Artificial intelligence ,Radar ,Set (psychology) ,business - Abstract
The appropriate visual search techniques and visual display methods lead to the most effective and quickest way of extracting information during visual search tasks. Visual search time and performance in visual display terminals can be influenced by various parameters, such as an amount of the clutter objects and the screen size. This paper investigated the visual search techniques and performance using radar interface with different symbols that vary in color and features. Thirty-six subjects participated in the study and experiments were performed on separate monitors whose screen size is 7, 15 and 21 in. , the visual angles are experimentally set to be 45; 55; 65; 75 and 85 min of arc. This article took into considerations various performance variables such as completion time, fixation duration etc. to complete the visual search investigation. It was confirmed that the accuracy is highly affected by many clutter objects in the region surrounding a target.
- Published
- 2017
36. A Field Experiment on Capabilities Involved in Mobile Navigation Task
- Author
-
Qingchuan Li and Yan Luximon
- Subjects
Visual perception ,Computer science ,business.industry ,Spatial ability ,05 social sciences ,050301 education ,Cognition ,Workload ,Interaction Styles ,Mobile robot navigation ,Display size ,Human–computer interaction ,Embedded system ,0501 psychology and cognitive sciences ,Mobile technology ,business ,0503 education ,050107 human factors - Abstract
An increasing usage of mobile technologies has been seen among diverse age groups of users in recent years. The limited screen size and multiple interaction styles inevitably produce much more workload on mobile technologies use; thus it is necessary to investigate the possible capabilities involved in mobile navigation tasks. The particular interests of this study are the cognitive capabilities, namely spatial ability, short-term memory and processing speed and attention, as well as the visual abilities including vision acuity and visual perception of digital screens. Fifteen participants who covered a wide age range attended in this field experiment to complete several navigation tasks with three levels of complexity using an experimental mobile application. The results suggest that the capability of processing speed and attention is more important than the other capabilities for navigation performance and subjective preference. Specifically, the capability of processing speed and attention is significantly correlated with user characteristics, including age, education experience, and technology experience. The results can help designers to address the major capabilities involved in mobile navigation tasks to make relevant allowance to include more possible users, such as elderly people.
- Published
- 2017
37. Does Screen Size Matter? An Examination of the Effectiveness of Mobile Banner Ads on Smartphones vs. Phablets (An Abstract)
- Author
-
Ying Jiang
- Subjects
Engineering ,Display size ,business.industry ,Internet privacy ,Mobile advertising ,Advertising ,Customer relationship management ,business ,Set (psychology) ,Web banner ,Digital advertising - Abstract
With the recent dramatic increase in the smartphone ownership and usage, the spending on mobile advertising surpassed the spending on desktop digital advertising for the first time in 2015. The current research investigates the effectiveness of these mobile banner ads. Particularly, we examine which location on a screen (top vs. bottom) is more effective for mobile banner ads displayed on smartphones vs. phablets. Results from an experiment show that the mobile banner ads are more effective in terms of attitude and consideration of set formation when displayed on the top (vs. bottom) of the screen on smartphones, but such difference is not significant for phablets.
- Published
- 2017
38. Dynamic-K Recommendation with Personalized Decision Boundary
- Author
-
Jiafeng Guo, Yan Gao, Huaming Liao, and Yanyan Lan
- Subjects
Information retrieval ,Display size ,Ranking ,Computer science ,Heuristic ,Web page ,Decision boundary ,Relevance (information retrieval) ,Set (psychology) ,Task (project management) - Abstract
In this paper, we investigate the recommendation task in the most common scenario with implicit feedback (e.g., clicks, purchases). State-of-the-art methods in this direction usually cast the problem as to learn a personalized ranking on a set of items (e.g., webpages, products). The top-N results are then provided to users as recommendations, where the N is usually a fixed number pre-defined by the system according to some heuristic criteria (e.g., page size, screen size). There is one major assumption underlying this fixed-number recommendation scheme, i.e., there are always sufficient relevant items to users’ preferences. Unfortunately, this assumption may not always hold in real-world scenarios. In some applications, there might be very limited candidate items to recommend, and some users may have very high relevance requirement in recommendation. In this way, even the top-1 ranked item may not be relevant to a user’s preference. Therefore, we argue that it is critical to provide a dynamic-K recommendation, where the K should be different with respect to the candidate item set and the target user. We formulate this dynamic-K recommendation task as a joint learning problem with both ranking and classification objectives. The ranking objective is the same as existing methods, i.e., to create a ranking list of items according to users’ interests. The classification objective is unique in this work, which aims to learn a personalized decision boundary to differentiate the relevant items from irrelevant items. Based on these ideas, we extend two state-of-the-art ranking-based recommendation methods, i.e., BPRMF and HRM, to the corresponding dynamic-K versions, namely DK-BPRMF and DK-HRM. Our experimental results on two datasets show that the dynamic-K models are more effective than the original fixed-N recommendation methods.
- Published
- 2017
39. Evaluating Factors Affecting Virtual Reality Display
- Author
-
Charles B. Owen and Lisa Rebenitsch
- Subjects
Visual perception ,Computer science ,business.industry ,05 social sciences ,Statistical difference ,020207 software engineering ,02 engineering and technology ,Virtual reality ,Large screen ,Rendering (computer graphics) ,Display size ,Computer graphics (images) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Computer vision ,Artificial intelligence ,business ,050107 human factors - Abstract
Head Mounted Displays (HMDs) anecdotally exhibit a higher rate of cybersickness, motion-sickness like symptoms due to visual stimuli, than virtual reality systems that employ large screens. Yet, there have been relatively few multi-display studies, and frequently factors other than the display varied between conditions. We controlled for these additional factors in three experiments which considered HMDs weight, perceived screen size, and rendering mode. The HMD weight experiment had no effect on cybersickness, with p < 0.88. This is of benefit to HMD developers as it signifies that additional weight in the hardware is not cause for concern. While screen size and field of view (FOV) are often used interchangeably, the FOV has a strong effect independent of screen size. The perceived screen size experiment had no effect on cybersickness, with p < 0.66. This benefits cybersickness researchers, as it signifies that the results from monitor experiments can be compared directly with the results from large screen experiments, assuming the remaining factors are held constant. The rendering experiment, with stereo and mono rendering, had no effect on cybersickness, with p = 0.22. Since the HMD weight and screen size experiments used the same FOV, application, and navigation paradigm, they were compared for possible effects. Initially, we found a significant effect on cybersickness. After normalizing using the average change when a part of the real world is seen, such as in large screens, there is no longer a statistical difference (p < 0.77).
- Published
- 2017
40. Design and Evaluation of an Assistive Window for Soft Keyboards of Tablet PCs that Reduces Visual Attention Shifts
- Author
-
Bomyeong Kim, Kyungdoh Kim, Jinho Ahn, and Robert W. Proctor
- Subjects
Engineering ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,business.industry ,05 social sciences ,Window (computing) ,Usability ,02 engineering and technology ,Tablet pc ,Gaze ,Display size ,0202 electrical engineering, electronic engineering, information engineering ,Visual attention ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,business ,050107 human factors ,Simulation ,Soft keyboard - Abstract
In general, soft keyboards are used for tablet PCs much as they are for smartphones. However, since the screen size is larger than for smartphones, user gaze is dispersed. In this paper, we propose a new keyboard for tablet PCs, in which an assistive window is introduced to decrease visual shifts, and evaluate the usability and usefulness of the keyboard. Results of an experiment are reported confirming that the gaze dispersion showed a reduction of 90% compared to an existing keyboard, although the typing error rates and typing time did not greatly improve. These results indicate a way to reduce visual dispersions on larger screen devices.
- Published
- 2017
41. Multi-Device Applications Using the Multimodal Architecture
- Author
-
Antônio Lúcio Teixeira, Diogo Vieira, Samuel Silva, and Nuno Almeida
- Subjects
Modalities ,Display size ,Human–computer interaction ,Computer science ,Multi device ,Multitude ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,020201 artificial intelligence & image processing ,02 engineering and technology ,Architecture ,Interactive visualization ,Multimodal interaction - Abstract
Nowadays, users have access to a multitude of devices at their homes, workplaces or that they can carry around. Each of these devices, given its features (e.g., interaction modalities, screen size), might be more suitable for particular users, tasks, and contexts. While having one application installed in several devices might be common, they mostly work isolated, not exploring the possibilities of several devices working together to provide a more versatile and richer interaction scenario. Adopting a multimodal interaction (MMI) architecture based on the W3C recommendations, beyond the advantages to the design and development of MMI, provides, we argue, an elegant approach to tackle multi-device interaction scenarios. In this regard, this chapter conveys our views and research outcomes addressing this subject, presenting concrete application examples.
- Published
- 2016
42. Effects of Visual Variables on the Perception of Distance in Off-Screen Landmarks: Size, Color Value, and Crispness
- Author
-
Rui Li
- Subjects
business.industry ,Computer science ,media_common.quotation_subject ,Cognition ,Spatial knowledge ,Display size ,Level of measurement ,Perception ,Computer vision ,Artificial intelligence ,business ,Mobile device ,Spatial analysis ,media_common - Abstract
Maps on mobile devices provide the convenience of accessing spatial information of the surroundings. They also raise the concern that the small screen size impacts user’s acquisition of spatial knowledge as the small size causes the fragmentation of spatial knowledge. This fragmentation leads to the expense of more cognitive efforts and degradation of spatial knowledge. Following some effective approaches of representing distance to off-screen locations as contextual cues, this paper reports a design that incorporates not only the direction but also the distance using symbols. In addition, this study uses three different visual variables including size, color value, and crispness at the ordinal level of measurement and then compares their effectiveness on the perception of distance. Results show that color value contributes the least to the perception of distance. Size leads to slightly higher accuracy than crispness in comparing distances of off-screen landmarks. This study provides valuable information to further explore the impacts of different visual variables that could facilitate the acquisition of spatial knowledge on mobile devices. This study also points out the necessity of follow-up studies to clarify some issues in the current design as well as its impact on actual wayfinding performance.
- Published
- 2016
43. Characterizing Relevance on Mobile and Desktop
- Author
-
Manisha Verma and Emine Yilmaz
- Subjects
Web standards ,Viewport ,Display size ,Computer science ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Hand held devices ,020201 artificial intelligence & image processing ,02 engineering and technology ,Dynamic web page ,Rendering (computer graphics) - Abstract
Relevance judgments are central to Information retrieval evaluation. With increasing number of hand held devices at users disposal today, and continuous improvement in web standards and browsers, it has become essential to evaluate whether such devices and dynamic page layouts affect users notion of relevance. Given dynamic web pages and content rendering, we know little about what kind of pages are relevant on devices other than desktop. With this work, we take the first step in characterizing relevance on mobiles and desktop. We collect crowd sourced judgments on mobile and desktop to systematically determine whether screen size of a device and page layouts impact judgments. Our study shows that there are certain difference between mobile and desktop judgments. We also observe different judging times, despite similar inter-rater agreement on both devices. Finally, we also propose and evaluate display and viewport specific features to predict relevance. Our results indicate that viewport based features can be used to reliably predict mobile relevance.
- Published
- 2016
44. An R-CNN Based Method to Localize Speech Balloons in Comics
- Author
-
Zhi Tang, Xicheng Liu, and Yongtao Wang
- Subjects
Multimedia ,business.industry ,Computer science ,media_common.quotation_subject ,02 engineering and technology ,Comics ,computer.software_genre ,Convolutional neural network ,Popularity ,GeneralLiterature_MISCELLANEOUS ,Display size ,020204 information systems ,Reading (process) ,0202 electrical engineering, electronic engineering, information engineering ,Effective method ,020201 artificial intelligence & image processing ,business ,Mobile device ,computer ,media_common - Abstract
Comic books enjoy great popularity around the world. More and more people choose to read comic books on digital devices, especially on mobile ones. However, the screen size of most mobile devices is not big enough to display an entire comic page directly. As a consequence, without any reflow or adaption to the original books, users often find that the texts on comic pages are hard to recognize when reading comics on mobile devices. Given the positions of speech balloons, it becomes quite easy to do further processing on texts to make them easier to read on mobile devices. Because the texts on a comic page often come along with surrounding speech balloons. Therefore, it is important to devise an effective method to localize speech balloons in comics. However, only a few studies have been done in this direction. In this paper, we propose a Regions with Convolutional Neural Network R-CNN based method to localize speech balloons in comics. Experimental results have demonstrated that the proposed method can localize the speech balloons in comics effectively and accurately.
- Published
- 2016
45. Size Effects and Scale Effects on the Usability of Tablets in Finger Pointing and Dragging Tasks
- Author
-
Chih-Chun Lai and Lung-Wen Kuo
- Subjects
Task (computing) ,Engineering drawing ,Display size ,business.industry ,Scale effects ,Usability ,business ,Tablet pc ,Scale effect ,Simulation ,Mathematics - Abstract
By comparing the operation times for the prevalent touch-input methods of 5 different display sizes in 4 applied tasks, this study examined the size effects and its interactions with movement scale effects in tablet PCs with the target sizes (W) and distance (A) proportionally increased (with a constant index of difficulty). Overall, task types (complexity) and the display sizes had significant effects and interactions. The 7″ display tasks underperformed the 9″–11″ displays (significantly in almost all the tasks except marginally significantly in the complex pointing tasks when compared to the 9″ and 10″ displays) and the 8″ display (significantly in the dragging tasks). Nevertheless, the increased distances and widths only result in non-significantly decreased operating times for increased display sizes from 8″ to 11″ in almost all the tasks. The motor scale effects seem to attenuate the size effects more profoundly in complex task types than in simple ones.
- Published
- 2016
46. Immersion in Cardboard VR Compared to a Traditional Head-Mounted Display
- Author
-
Ashfaq Amin, Chris Shaw, Diane Gromala, and Xin Tong
- Subjects
020205 medical informatics ,Oculus rift ,Computer science ,05 social sciences ,050301 education ,cardboard ,Optical head-mounted display ,02 engineering and technology ,Pain management ,Display size ,Computer graphics (images) ,visual_art ,0202 electrical engineering, electronic engineering, information engineering ,Immersion (virtual reality) ,visual_art.visual_art_medium ,0503 education - Abstract
This paper describes a study that aims at finding the difference in levels of immersion between a Cardboard VR and a traditional Head-mounted Display (HMD)—the Oculus Rift DK2. Three groups of participants—the experimental group for Cardboard VR, and two control groups for Oculus Rift and a Desktop display—played Cryoblast in the same experimental setups for this study. Jennett et al.’s Immersive Experience Questionnaire was used to measure immersion for all the groups. The results indicate that the Cardboard VR, despite its simplicity and small screen size, is capable of providing an acceptable level of immersion compared to Oculus Rift’s larger screen size. Since ‘immersion’ plays an important role in VR pain distraction, knowing the level of immersion for Cardboard VR may help determine its potential as an accessible VR device for chronic pain self-management.
- Published
- 2016
47. Narrower Conceptual Scope in the App Than the Web Store Interface – The Size Does It and the Ad Has It
- Author
-
Chien-Ling Kao and Man-Ying Wang
- Subjects
World Wide Web ,Display size ,Scope (project management) ,Computer science ,Interface (Java) ,Relevance (information retrieval) ,Task (project management) - Abstract
How does screen size impact users in ways other than task performance or efficiency? The current study proposed and tested the hypothesis that a narrower conceptual scope was associated with the small/App than the large/web store interface leading to reduced ad relevance effect (i.e., evaluation of the ad and advertised products in high than low relevance ads was more positive). The hypothesis was supported. Implications for mobile shopping behavior and online ad placement were also discussed.
- Published
- 2015
48. Elements of Properties of User Experience in Cloud Computing Documentation Platform According to Smart Device Screen Size Changes: Focus on Google Docs and Naver Office
- Author
-
Min Kyung Kang and Sung Woo Kim
- Subjects
Focus (computing) ,Multimedia ,Computer science ,business.industry ,Smart device ,Collaboration tool ,Cloud computing ,computer.software_genre ,law.invention ,World Wide Web ,Consistency (database systems) ,Display size ,Documentation ,User experience design ,law ,business ,computer - Abstract
As the smart devices marketplace becomes increasingly more competitive, the usage accessibility of individuals has improved and services development is more active. Among these developments, use of the Cloud Office Platform as a collaboration tool for cooperation in Cloud Computing is on the rise. The N-Screen, with its limited function and amount of information displayed depending on screen size, also requires that a seamless user environment be provided. This paper analyzes user experience UX factors and characteristics using patterns and functions that should be taken into consideration for utilization of the Cloud Office Platform based on web browsers on PCs and Mobiles. This analysis is called the "Consistency of Character" analysis, and this paper proposes a research method in which it is incorporated.
- Published
- 2015
49. Eye Tracking Evaluation of User Experience on Large-Scale Displays
- Author
-
Andrew Schall
- Subjects
Display size ,User experience design ,business.industry ,Computer science ,Human–computer interaction ,Scale (chemistry) ,User experience evaluation ,Second screen ,Eye tracking ,Computer vision ,Artificial intelligence ,business ,Variety (cybernetics) - Abstract
Recent advancements in technology have made eye tracking less expensive, much easier to use, and flexible enough to track a variety of display sizes and configurations. Larger high-resolution displays have become an increasingly prominent format for many users. New user behavior patterns have been emerging between primary and secondary (also known as second screen) displays. This paper describes a new research approach in order to understand what attracts user attention and identifies what they see when interacting with these devices. A case study is presented that demonstrates the procedures and findings for a study that involves eye tracking of a large-screen television display. The study described is a user experience evaluation of dynamic on-screen content presented as a part of the display during a television program.
- Published
- 2015
50. This Study of Hand Anthropometry and Touchscreen Size of Smartphones
- Author
-
Ming-Hung Lin and Yu-Cheng Lin
- Subjects
Display size ,Touchscreen ,business.industry ,Computer science ,law ,Global Positioning System ,Operation time ,Mobile telephony ,Anthropometry ,business ,Simulation ,law.invention - Abstract
With the development of communication technology, smartphone becomes an important personnel device that everyone must have. As the introduction of 3rd Generation mobile telecommunication, the technology of touch screen was started to be applied on the mobile phones and an indispensable component on a 3G smartphone that is built in advanced computing capability like digital cameras, GPS and web-browser. Most of modern smartphones include high-resolution touchscreens for display and control and the size of touchscreen becomes larger and larger. However, the question is that a larger screen is convenient to every user? The aim of this study is to realize the relationship between touchscreen sizes of smartphones and user’s relative hand dimensions based on the operation time, operation error rate and subjective thumb fatigue. One hundred subjects, including 50 males and 50 females were invited to attend the experiment. The experiment design includes 4 touchscreen sizes. The hand length and hand width were both divided into 4 categories respectively. The results indicated there is a rapid increasing trend from 3.5 in. screen to 5.7 in. screen for smaller hand length/width and the trend decreases firstly slight and then increases for large hand length/width. Touchscreen size from 4.6 in. to 5.0 in. is suggested for most people because this interval of screen size is relatively suitable based on the analysis of hand dimensions and 3 performance evaluation indices. Too large touchscreen (5.7 in.) is hard to use for any hand length or width.
- Published
- 2015
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