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Fostering Person-Centric User Experiences and Interaction On, Across, and in the Spaces Between Devices in Fragmented Digital Landscapes

Fostering Person-Centric User Experiences and Interaction On, Across, and in the Spaces Between Devices in Fragmented Digital Landscapes
在碎片化的数字环境中,促进以人为本的用户体验以及设备上、跨设备以及设备之间的交互
批准号:
RGPIN-2022-03069
负责人:
Wigdor, Daniel
金额:
$2.99万
依托单位:
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2022
资助国家:
加拿大
项目状态:
已结题
起止时间:
2022-01-01 至 2023-12-31

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中文摘要
翻译
想象一下,你是一个励志演说家,在演讲时在舞台上走来走去。你可以用投影仪来演讲,但是只有你和你的听众才能看到你的幻灯片。如果你连接了智能手机,那么你就可以看到你的幻灯片列表,演讲者的笔记,并通过滑动智能手机的屏幕来切换幻灯片。如果你把智能手表加入其中,它就能显示你当前的时间,以及你的演讲还剩下多长时间。如果你戴上头戴式显示器,比如谷歌Glass,它可以在你自己的私人提词器上显示你的演讲笔记,而不是在你的智能手机上。如果你突然想解放双手,你可以把智能手机放在一边,你的幻灯片列表就会出现在你的谷歌眼镜上,你可以轻敲眼镜的底部来切换幻灯片。在这种情况下,您可以选择在什么时间使用什么设备以及出于什么目的,可以自由地忽略幕后所需的软件和交互。虽然这个例子展示了一个简单的、统一的体验,但是如果我们考虑到我们每天可能遇到的其他任务、场景和可用设备集合,那么预测和设计可以定制自己以满足我们无限需求的应用程序的任务,对于开发人员来说,即使不是不可能的,也是一项艰巨的任务。为了使这种统一的用户体验成为现实,我过去的研究项目“设备交响曲”(Symphony of Devices)调查了当我们与多个设备交互和互动时出现的需求和机会。它带来了新的方法,可以用来编写结合不同设备集合的应用程序行为,也产生了新的算法,这样软件就可以优化自己,以最适合我们现有的设备。虽然这项研究帮助我们更接近单一、统一的用户体验,但许多用户仍然认为应用程序和数字内容被锁定在特定的设备上,而不是自由地存在于我们的环境中,我们可以使用设备作为窗口或门户来访问这些数字工件。因此,这项研究的目标是协调我们所处的分散的数字景观,这样我们就可以对我们所接触到的数字文物进行可视化并获得反馈,我们可以在我们的设备和空间上与这些文物进行无缝互动,我们可以与其他人合作,无论他们是远程的还是在一起的。由于这种统一的体验应该无缝地将我们的日常体验与这些体验的数字增强融合在一起,因此我将使用混合现实技术,例如增强现实耳机,虚拟现实环境等,以确保我们可以根据其固有功能选择我们想要使用的设备来编写和选择必要的应用程序行为,而不是使用具有我们需要的软件功能的设备。
英文摘要
Imagine you are a motivational speaker roaming a stage while giving a talk. You could give your talk using a projector, but then only you and your audience would see your slides. If you connected a smartphone, then you could see a list of your slides, your speaker notes, and switch between slides by swiping on the smartphone's screen. If you added a smartwatch to the mix, then it could show you the current time and how long you have left in your talk. If you put on a head-mounted display, such as Google Glass, it could display your speaker notes on your own private teleprompter rather than on your smartphone. If you suddenly wanted your hands free, you could put the smartphone away, your list of slides could appear on your Google Glass, and you could tap on the temple of your glasses to switch slides. In this scenario, you get to choose which devices you use, at which times, and for which purposes, being free to ignore the software and interactions that are needed behind the scenes. Although this example presents one simple, unified experience, if we consider the other tasks, scenarios, and collections of available devices that we could encounter throughout our day, then the task of foreseeing and designing applications that can tailor themselves to meet our limitless needs becomes a daunting, if not impossible, activity for developers. To make such unified user experiences a reality, my past research project, the Symphony of Devices, investigated the needs and opportunities that arise when we interact and engage with multiple devices. It led to new methods that could be used to author application behaviors that combined different collections of devices and also resulted in new algorithms so that software could optimize its itself to best fit the devices that we have available. While this research helped to bring us closer to a single, unified user experience, many users still view applications and digital content as locked to a specific device rather than freely existing in our environments and us being able to use devices as windows or portals to these digital artifacts. Therefore, the goal of this research is to harmonize the scattered digital landscapes that we all find ourselves in so that we can visualize and get feedback about the digital artifacts we have access to, we can seamlessly interact with these artifacts on, across, and between our devices and in our spaces, and we can collaborate with others, regardless of if they are remote or collocated. As this unified experience should seamlessly blend our everyday experiences with digital augmentations of those experiences, I will use mixed reality technologies, e.g., augmented reality headsets, virtual reality environments, and so on, to ensure that we can author and select necessary application behaviours by choosing the devices we want to use based on its inherent capabilities, rather than using the devices that have the software functionality we need.
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Enabling a Symphony of Devices
  • 批准号:
    RGPIN-2016-06544
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $3.35万
  • 财政年份:
    2021
  • 负责人:
    Wigdor, Daniel
  • 依托单位:
Enabling and Leveraging whole-chassis sensing in VR, AR, and Handhelds
  • 批准号:
    520891-2017
  • 项目类别:
    Collaborative Research and Development Grants
  • 资助金额:
    $12.51万
  • 财政年份:
    2020
  • 负责人:
    Wigdor, Daniel
  • 依托单位:
NSERC - Facebook Industrial Research Chair in Human-Machine Interaction
  • 批准号:
    537801-2018
  • 项目类别:
    Industrial Research Chairs
  • 资助金额:
    $15.15万
  • 财政年份:
    2020
  • 负责人:
    Wigdor, Daniel
  • 依托单位:
Enabling a Symphony of Devices
  • 批准号:
    RGPIN-2016-06544
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $3.35万
  • 财政年份:
    2020
  • 负责人:
    Wigdor, Daniel
  • 依托单位:
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