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IDInteraction: Capturing Indicative Usage Models in Software for Implicit Device Interaction

IDInteraction: Capturing Indicative Usage Models in Software for Implicit Device Interaction
IDInteraction:捕获软件中用于隐式设备交互的指示性使用模型
批准号:
EP/M017133/1
负责人:
Caroline Jay
金额:
$13.67万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2015
资助国家:
英国
项目状态:
已结题
起止时间:
2015 至 --

项目摘要

项目成果

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中文摘要
翻译
IDInteraction项目提出的问题是:我们能否利用人类行为模型,从直接、明确的用户命令转向无缝的用户与设备交互?它将研究和开发技术,以捕获特定活动之前的指示性使用模型(IUM)、行为模式或提示,并将这些转换为基于软件的“指示性使用模式”(IUPS),以推动与应用程序的互动。该项目将重点放在未来的电视广播上,研究从设备传感器和事件数据中捕获Ium的可能性,并将这些IuP部署为IuP,将内容(额外信息或相关活动)推送到“第二屏幕伴随应用”,观众可以在移动设备上观看电视节目。研究的核心--调查我们可以在多大程度上预测用户命令和请求--将在塑造我们使用未来技术的方式方面发挥重要作用。物联网正在迅速成为现实,但与之互动的合适模式还远未被理解。快速增长的互联设备数量意味着人们必须成功使用的技术类型可能会大幅增加。虽然一个人可能已经准备好学习如何使用新的家庭自动化系统或汽车,但期望他或她对每一台与之有粗略接触的机器都这样做是不现实的。我们已经开始理解,考虑到基本的人类感知和思维过程的互动体验比那些需要用户大量学习的互动体验更成功。下一步是隐式设备交互,即设备在发出命令之前自动知道用户想要什么。所研究的场景-第二个屏幕观看-也特别及时。广播公司热衷于挖掘人们用移动设备看电视的背景下的创造潜力,尤其是因为移动设备将在未来几年成为电视观看的主要形式。然而,目前这种情景还没有得到很好的理解:虽然一些研究集中在这种情况的社交方面,但很少有人研究第二屏互动的感知或行为方面。目前的配套应用程序是为补充主程序而设计的,它们会在给定的时间点将信息推送到移动设备上,而辅助屏幕上的这种变化在外围视觉中发生,可能会分散注意力。信息流根据观众注意力的位置直观地停止和开始是一个非常理想的目标。IDInteraction是一个雄心勃勃的研究项目,调查对隐式用户界面未来发展至关重要的人类行为的一个方面,并计划从端到端解决这一问题。通过研究研究问题的一部分,从行为建模到测试新的用户界面,它将概述无缝用户与设备交互的开发将带来的理论和技术挑战,并标出进一步研究的关键领域。从有效软件开发的角度来看,该项目存在相当大的风险:获取和部署IMMS可能很困难,在这种情况下无缝提供信息可能具有挑战性。然而,从这一领域的建筑理论角度来看,这样的结果仍将具有重大价值。提高我们对隐性互动的局限性的理解,对于推动这一重要的、新兴的领域是至关重要的。
英文摘要
The IDInteraction project asks: can we exploit models of human behaviour to move away from direct, unambiguous user commands, towards seamless user-device interaction? It will investigate and develop the techniques to capture 'Indicative Usage Models (IUMs), behavioural patterns or cues that precede a particular activity, and translate these into software-based 'Indicative Usage Patterns' (IUPs), to drive interaction with an app. The project will focus on future television broadcasting, examining the extent to which it is possible to capture IUMs from device sensor and event data, and deploy these as IUPs to pull content (additional information or related activities) to a 'second screen companion app', which a viewer watches on a mobile device alongside a TV programme.The core of the research - investigating the extent to which we can anticipate user commands and requests - will play an important role in shaping the way we use future technology. The Internet of Things is fast becoming a reality, but the appropriate paradigms for interacting with it are far from understood. A rapidly growing number of connected devices means a potentially vast increase in the types of technology which people must use successfully. Whilst a person may be prepared to learn how to use a new home automation system or car, expecting him or her to do this for every machine with which there is a cursory encounter is unrealistic. We have already started to understand that interactive experiences which take fundamental human perception and thought processes into account are more successful than those which require significant learning on the part of the user. Implicit Device Interaction, where devices automatically know what the user wants, before a command is issued, is the next step.The scenario investigated - second screen viewing - is also particularly timely. Broadcasters are keen to exploit the creative potential of a context where people are watching television with a mobile device, not least because it is set to become the principle form of TV viewing in the next few years. At present, however, the scenario is not well understood: whilst some research has focused on social aspects of this situation, very little has examined the perceptual or behavioural aspects of second screen interaction. Current companion apps, designed to complement the main programme, push information to the mobile device at given points in time, and this change on the secondary screen, which occurs in peripheral vision, is potentially distracting. A situation where information flow intuitively stops and starts according to the location of the viewer's attention is a highly desirable goal.IDInteraction is an ambitious research project, investigating an aspect of human behaviour that is crucial to the future development of implicit user interfaces, and has been planned to tackle the problem from end-to-end. By studying a slice of the research problem, from modelling behaviour to testing a new user interface, it will provide an overview of the theoretical and technical challenges that the development of seamless user-device interaction will entail, and flag key areas for further investigation. From the perspective of effective software development, the project entails a considerable degree of risk: IUMs may be difficult to capture and deploy, and seamless information provision may be challenging to implement in this context. From the perspective of building theory in this area, such results would still have significant value, however. Improving our understanding of the limits of implicit interaction is crucial to moving this important, emergent, field forward.
期刊论文(3)
专著(0)
科研奖励(0)
会议论文
Contrasting delivery modes for second screen TV content-Push or pull?
第二屏幕电视内容的对比交付模式——推还是拉?
DOI: 10.1016/j.ijhcs.2019.03.007
发表时间: 2019
期刊: International Journal of Human-Computer Studies
影响因子: 5.4
作者: [Brown A]
通讯作者: Brown A
Digital Scholarship and Open Science in Psychology and the Behavioral Sciences (Dagstuhl Perspectives Workshop 15302)
心理学和行为科学中的数字学术和开放科学(Dagstuhl Perspectives Workshop 15302)
DOI: 10.4230/dagrep.5.7.42
发表时间: 2016
期刊: Dagstuhl Reports (DagRep)
影响因子: --
作者: [Garcia Castro A]
通讯作者: Garcia Castro A
ECG-X: Making ECGs explainable with colour to support early detection of life-threatening heart conditions
  • 批准号:
    EP/X02945X/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $74.75万
  • 财政年份:
    2023
  • 负责人:
    Caroline Jay
  • 依托单位:
Socio-technical resilience in software development (STRIDE)
  • 批准号:
    EP/T017198/1
  • 项目类别:
    Research Grant
  • 资助金额:
    $6.39万
  • 财政年份:
    2020
  • 负责人:
    Caroline Jay
  • 依托单位:
海外基金