text:
@inproceedings{10.1145/1409240.1409242,
author = {Dunne, Cameron Ross and Candebat, Thibault and Gray, David},
title = {A Frequency Based Sighting Blurring Algorithm for Use with Location Based Services on the Internet},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409242},
doi = {10.1145/1409240.1409242},
abstract = {In this paper we describe a sighting blurring algorithm for use by a trusted middleware infrastructure, which is part of an architecture that supports the operation of Location Based Services (LBSs) over the Internet. This infrastructure can only obtain sightings for the users who are directly involved in a current invocation of an LBS. Therefore, our sighting blurring algorithm is designed to be dependent on only the sightings of these users. Our sighting blurring algorithm offers these users increased privacy by performing spatial blurring on the location components of their sightings. It does not perform temporal blurring, because we believe that this reduces an LBS's ability to offer a useful service. Instead, our sighting blurring algorithm introduces a new parameter that specifies the frequency with which sightings are released by the infrastructure for a particular user. This frequency parameter is a function of the size of the location component.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {3–12},
numpages = {10},
keywords = {security, location based services, sighting blurring, locatable mobile devices, location privacy},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@dataset{10.1145/review-1409240.1409242_R44531,
author = {Solanas, Agusti},
title = {Review ID:R44531 for DOI: 10.1145/1409240.1409242},
publisher = {Association for Computing Machinery},
url = {https://doi.org/10.1145/review-1409240.1409242_R44531}
}

@inproceedings{10.1145/1409240.1409243,
author = {Church, Karen and Smyth, Barry and Bradley, Keith and Cotter, Paul},
title = {A Large Scale Study of European Mobile Search Behaviour},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409243},
doi = {10.1145/1409240.1409243},
abstract = {Recent evidence suggests that mobile search is becoming an increasingly important way for mobile users to gain access to online information, especially as off-portal content continues to grow rapidly. In this paper we study the characteristics of mobile search by analysing approximately 6 million individual search requests generated by over 260,000 individual mobile searchers over a 7-day period during 2006. We analyse the patterns of queries used by mobile searchers and focus on key characteristics such as the clickthru rates of mobile searches in order to understand, for the first time, just how well mobile search engines are responding to user queries. Moreover, we compare our results to a number of recent mobile studies and highlight some of the key differences between mobile search and traditional Web search behaviours.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {13–22},
numpages = {10},
keywords = {click-thru, search behaviour, mobile internet, mobile search, log analysis},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409244,
author = {Geven, Arjan and Sefelin, Reinhard and H\"{o}ller, Norman and Tscheligi, Manfred and Mayer, Markus},
title = {Always-on Information: Services and Applications on the Mobile Desktop},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409244},
doi = {10.1145/1409240.1409244},
abstract = {We conducted a study to the topic of this active idle screen (AIS) with regards to the services users prefer. To this end, we employed card-sorting techniques for predefined services and applications with personalization and customization aspects, followed by specific brainstorming to generate additional ideas. To evaluate in which specific contexts participants would prefer to use selected services, we employed a semi-closed card-sorting technique ('context-card-sort'), where we defined five basic contexts as group headings but allowed for changes or updates of the groups where the user would need or miss specific elements.In a second step, the users created their own 'active idle screen' and three navigation concepts for the AIS were presented to the users. In a short task-based study, users explored the four concepts using paper prototypes and reflected on them as to which would appeal most to them. Participants felt mainly attached to their own heavily personalized design where exactly those services were included that they missed, and otherwise chose concepts that they knew as opposed to alternative ones that provided more playful experience.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {23–32},
numpages = {10},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409245,
author = {Yoon, Youngwoo and Ahn, Yuri and Lee, Geehyuk and Hong, Sungmoo and Kim, Minjeong},
title = {Context-Aware Photo Selection for Promoting Photo Consumption on a Mobile Phone},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409245},
doi = {10.1145/1409240.1409245},
abstract = {A mobile phone with a camera enabled people to capture moments to remember in the right time and place. Due to a limited user interface, however, a mobile phone is not yet a platform for enjoying the captured moments. We explored possible application scenarios for promoting utilization of user-created photos on a mobile phone. For the realization of the scenarios, we designed context-aware photo selection algorithms that take into consideration mobile phone contexts such as the current location and recent calls. A user study was conducted with a mobile phone prototype for the evaluation of the photo selection algorithms and also for user feedback about the photo consumption scenarios.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {33–42},
numpages = {10},
keywords = {context-ware services, media consumption, photographs, photo recommendation, mobile phone},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409246,
author = {Oulasvirta, Antti},
title = {Designing Mobile Awareness Cues},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409246},
doi = {10.1145/1409240.1409246},
abstract = {This paper considers how we may design future mobile awareness systems. Building upon research on social cognition, we suggest the need to take into account what is known about humans' interpretational capabilities. We identify design issues from the level of an individual awareness cue to the level of a product concept, systematically exposing the associated solution spaces. Using four real applications as analytical examples, we point out multiple ways in which design can affect the user's processing of awareness information and thereby yield different outcomes in the use of technology. We conclude by pointing out novel design opportunities that lie in the integration of cues with functionality and content on the mobile phone.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {43–52},
numpages = {10},
keywords = {mobile awareness systems, social inference, awareness cues, interface design, mobile applications},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@dataset{10.1145/review-1409240.1409246_R44315,
author = {Roda, Claudia},
title = {Review ID:R44315 for DOI: 10.1145/1409240.1409246},
publisher = {Association for Computing Machinery},
url = {https://doi.org/10.1145/review-1409240.1409246_R44315}
}

@inproceedings{10.1145/1409240.1409247,
author = {Vuolle, Maiju and Tiainen, Mari and Kallio, Titti and Vainio, Teija and Kulju, Minna and Wigelius, Heli},
title = {Developing a Questionnaire for Measuring Mobile Business Service Experience},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409247},
doi = {10.1145/1409240.1409247},
abstract = {In this paper, three dimensions are conceptualized to represent elements of mobile business service experience. By combining these perspectives, namely usability, mobile working context and mobile work productivity, we aim to understand the nature of mobile work and how mobile business services could support users in this context. A questionnaire, MoBiS-Q, for measuring these dimensions has been developed and tested in three pilot studies during real service development processes. Iterative item generation and refinement were conducted through examination of the literature, interviews and pre-testing. MoBiS-Q is a multidisciplinary tool that provides a basis for joint development between relevant parties and departments in an organization, including user representatives, sales, marketing, product management, technology, and usability.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {53–62},
numpages = {10},
keywords = {questionnaire, mobile work context, productivity, mobile business service, usability, evaluation},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409248,
author = {Jumisko-Pyykk\"{o}, Satu and Hannuksela, Miska M.},
title = {Does Context Matter in Quality Evaluation of Mobile Television?},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409248},
doi = {10.1145/1409240.1409248},
abstract = {Subjective quality evaluation is used to optimize the produced audiovisual quality from fundamental signal processing algorithms to consumer services. These studies typically follow the basic principles of controlled psychoperceptual experiments. However, when compromising compression and transmission parameters for consumer services, the ecological validity of conventional quality evaluation methods can be questioned. To tackle this, we firstly present a novel user-oriented quality evaluation method for mobile television in its usage contexts. Secondly, we present the results of an experiment conducted with 30 participants comparing acceptability and satisfaction of quality as well as goals of viewing in three mobile contexts and under four different residual transmission error rates, when the participants also performed simultaneous assessment tasks. Finally, we compare the results with a previous laboratory experiment. The studied error rates impacted negatively on all measured tasks with some contextual differences. Moreover, the evaluations were more favorable and less discriminate in the mobile contexts compared to the laboratory.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {63–72},
numpages = {10},
keywords = {context, mobile TV, evaluation, mobile television, transmission quality, subjective quality, ecological validity},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409249,
author = {Smets, Nanja J. J. M. and te Brake, Guido M. and Neerincx, Mark A. and Lindenberg, Jasper},
title = {Effects of Mobile Map Orientation and Tactile Feedback on Navigation Speed and Situation Awareness},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409249},
doi = {10.1145/1409240.1409249},
abstract = {Mobile information systems aid first responders in their tasks. Support is often based on mobile maps. People have different preferences for map orientations (heading-up or north-up), but map orientations also have different advantages and disadvantages. In general north-up maps are good for building up situation awareness and heading-up maps are better for navigational tasks. Because of heavily loaded visual modalities, we expect that tactile waypoint information can enhance navigation speed and situation awareness. In this paper we describe an experiment conducted in a synthetic task environment, in which we examined the effect of heading-up and north-up displays on search and rescue performance of first responders, and if adding the tactile display improves performance.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {73–80},
numpages = {8},
keywords = {mobile maps, crisis management, multimodal interaction, wearable computing, tactile feedback, game-based simulation, first responders, navigation},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409250,
author = {Holleis, Paul and Schmidt, Albrecht and Paasovaara, Susanna and Puikkonen, Arto and H\"{a}kkil\"{a}, Jonna},
title = {Evaluating Capacitive Touch Input on Clothes},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409250},
doi = {10.1145/1409240.1409250},
abstract = {Wearable computing and smart clothing have attracted a lot of attention in the last years. For a variety of applications, it can be seen as potential future direction of mobile user interfaces. In this paper, we concentrate on usability and applicability issues concerned with capacitive touch input on clothing. To be able to perform user studies, we built a generic platform for attaching, e.g., capacitive sensors of different types. On top of that, several prototypes of wearable accessories and clothing and implemented various application scenarios. We report on two studies we undertook with these implementations with a user group randomly sampled at a shopping mall. We provide a significant set of guidelines and lessons learned that emerged from our experiences and those studies. Thus, developers of similar projects have to put major efforts into minimizing the delay between button activation and feedback and to make location and identification of controls and their function as simple and quick as possible. Issues that have to be treated in all designs include the requirement of one-handed interaction and that, even for minimal functionality, to find a general solution with regard to layout and button-to-function mapping is hardly possible. Additionally, in order to generate a satisfactory user experience good usability must be combined with aesthetical factors.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {81–90},
numpages = {10},
keywords = {input on textiles, design guidelines, capacitive touch, wearable controls},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409251,
author = {Dicke, Christina and Deo, Shaleen and Billinghurst, Mark and Adams, Nathan and Lehikoinen, Juha},
title = {Experiments in Mobile Spatial Audio-Conferencing: Key-Based and Gesture-Based Interaction},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409251},
doi = {10.1145/1409240.1409251},
abstract = {In this paper we describe an exploration into the usability of spatial sound and multimodal interaction techniques for a mobile phone conferencing application. We compared traditional keypad based-interaction to that of a newer approach using the phone itself as a device to navigate within a virtual spatial auditory environment. While the traditional keypad interaction proved to be more straightforward to use, there was no significant impact on task completion times or number of interaction movements made between the techniques. Overall, users felt that the spatial audio application supported group awareness while aiding peripheral task monitoring. They also felt it aided the feeling of social connectedness and offered enhanced support for communication.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {91–100},
numpages = {10},
keywords = {spatial audio, mobile HCI, gesture interaction},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409252,
author = {Streefkerk, Jan Willem and van Esch-Bussemakers, Myra P. and Neerincx, Mark A.},
title = {Field Evaluation of a Mobile Location-Based Notification System for Police Officers},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409252},
doi = {10.1145/1409240.1409252},
abstract = {To increase police officer awareness of incident locations, the Dutch police developed and implemented a location-based notification system (LBNS). This mobile service notifies police officers proactively to warrants, agreements and police focal points in their current vicinity. To assess the accuracy, efficiency, effectiveness and user experience of this service, a longitudinal field evaluation was conducted with thirty police officers over four months. The results show that using the LBNS, police officers were better informed of relevant information in their environment and this led to positive operational results. Users considered the interface clear and easy to use. However, users indicated that the system presented too many or non-relevant notifications and that the system is overly complex. Recommendations for further development of the LBNS are to mitigate unwanted interruption by intelligent filtering of notifications and integration of system components.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {101–108},
numpages = {8},
keywords = {situation awareness, notification systems, police, mobile computing, longitudinal evaluation, field testing},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409253,
author = {Kane, Shaun K. and Wobbrock, Jacob O. and Smith, Ian E.},
title = {Getting off the Treadmill: Evaluating Walking User Interfaces for Mobile Devices in Public Spaces},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409253},
doi = {10.1145/1409240.1409253},
abstract = {Using a mobile device while moving limits attention and motor ability and can result in reduced performance. Mobile devices that can sense and adapt to contextual factors such as movement may reduce this performance deficit. We performed two studies evaluating the feasibility of walking user interfaces (WUIs) that adapt their layout when the user is moving. In a pilot study with 6 users, we evaluated the effects of different button sizes on performance when walking while using a portable music player. Results showed significant interactions between size and movement. In the second study, 29 users evaluated the performance of a WUI that dynamically changed button sizes as the user moved. Results show that our dynamic user interface performs at the level of its component static interfaces without any additional penalty due to adaptation. This work adds to our design knowledge about walking user interfaces and provides lessons learned in evaluating mobile devices while walking in public spaces.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {109–118},
numpages = {10},
keywords = {mobile device, walking user interface, adaptive user interface, media player, situational impairments},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409254,
author = {Oliver, Keith J. and Burnett, Gary E.},
title = {Learning-Oriented Vehicle Navigation Systems: A Preliminary Investigation in a Driving Simulator},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409254},
doi = {10.1145/1409240.1409254},
abstract = {Vehicle navigation systems aim to reduce the mental workload for drivers by automating elements of the driving task. Concern has been raised, however, that their long-term use may cause unforeseen problems, including suppressing cognitive map development.A driving simulator study was conducted to discover if this effect could be ameliorated by the use of a novel, learning-oriented, navigation system. The user-interface of this system provided a range of additional features including landmarks, compass bearings and previously driven routes within the visual and auditory guidance instructions.It was found that the users of the learning-oriented system displayed better memory for driven routes, when compared with those using a basic guidance system. It is also suggested that they had developed a better cognitive map of the area. Glance analysis demonstrated that the learning-oriented system was no more visually demanding than the basic system.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {119–126},
numpages = {8},
keywords = {vehicle guidance, satellite navigation, cognitive map, driver workload, driver distraction, vehicle navigation},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409255,
author = {de S\'{a}, Marco and Carri\c{c}o, Lu\'{\i}s},
title = {Lessons from Early Stages Design of Mobile Applications},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409255},
doi = {10.1145/1409240.1409255},
abstract = {This paper presents a set of lessons that resulted from the design process of several mobile applications. It starts by addressing the difficulties that emerged through the data gathering, prototyping and evaluation stages also stressing the absence of adequate techniques and methods to support these activities. We explain how these problems and challenges were solved and how they can be applied in other domains and future projects. As a result, we provide a set of guidelines for designers to apply on the development and design of mobile applications and user interfaces. The paper also addresses three case studies in which these guidelines and procedures were validated, stressing their contributions and results.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {127–136},
numpages = {10},
keywords = {design methodologies, evaluation, scenarios design, mobile devices, prototyping},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409256,
author = {Schr\"{o}der, Sabine and Ziefle, Martina},
title = {Making a Completely Icon-Based Menu in Mobile Devices to Become True: A User-Centered Design Approach for Its Development},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409256},
doi = {10.1145/1409240.1409256},
abstract = {This paper investigates the feasibility and usefulness of completely icon-based menus in mobile devices. The underlying research was arranged in four steps: (1) Employing the sign production method, users' prototypic mental concepts for the pictorial representation of verbal menu terms were obtained. (2) Having selected and implemented the most prototypic ideas their potential was evaluated in the second step using the matching and the naming method. (3) In the third step an icon-based menu was constructed, programmed and implemented. (4) Finally, the utility of this prototype vis-a-vis a text-based menu was investigated on an experimental basis in a menu search task. The icon- based menu is shown to produce a significantly higher learnability thus outweighing initial differences. In general, results demonstrate that icon-based menus are basically viable and successfully applicable, if a users-centered procedure is pursued and if icons represent prototypical semantic knowledge.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {137–146},
numpages = {10},
keywords = {icon-based menu, text-based menu, population stereotypes, matching method, signproduction method, naming method, menu search task},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409257,
author = {Burigat, Stefano and Chittaro, Luca and Parlato, Edoardo},
title = {Map, Diagram, and Web Page Navigation on Mobile Devices: The Effectiveness of Zoomable User Interfaces with Overviews},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409257},
doi = {10.1145/1409240.1409257},
abstract = {This paper presents a study comparing two Zoomable User Interfaces with Overviews (ZUIOs) against a classic Zoomable User Interface (ZUI) in the context of user navigation of large information spaces on mobile devices. The study aims at exploring (i) if an overview is worth the space it uses as an orientation tool during navigation of an information space and (ii) if part of the lost space can be recovered by switching to a wireframe visualization of the overview and dropping semantic information in it. The study takes into consideration search tasks on three types of information space, namely maps, diagrams, and web pages, that widely differ in structural complexity. Results suggest that overviews bring enough benefit to justify the used space if (i) they highlight relevant semantic information that users can exploit during search and (ii) the structure of the considered information space does not provide appropriate orientation cues.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {147–156},
numpages = {10},
keywords = {overview&detail interfaces, mobile interaction, experimental evaluation, zoomable user interfaces, small-screen devices},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409258,
author = {Engstr\"{o}m, A. and Esbj\"{o}rnsson, M. and Juhlin, O.},
title = {Mobile Collaborative Live Video Mixing},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409258},
doi = {10.1145/1409240.1409258},
abstract = {We report on design research investigating a possible combination of mobile collaborative live video production and V Jing. In an attempt to better understand future forms of collaborative live media production, we study how VJs produce and mix visuals live. In the practice of producing visuals through interaction with both music and visitors, VJing embodies interesting properties that could inform the design of emerging mobile services. As a first step to examine a generation of new applications, we tease out some characteristics of VJ production and live performance. We then decide on the requirements both for how visitors could capture and transmit live video using their mobile phones and how this new medium could be integrated within VJ aesthetics and interaction. Finally, we present the SwarmCam application, which has been implemented to investigate these requirements.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {157–166},
numpages = {10},
keywords = {mobile video, collaborative, public displays, nighttime, socializing, hybrid media, real time editing, club, production, VJ, visualization},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409259,
author = {Leitner, Michael and Wolkerstorfer, Peter and Sefelin, Reinhard and Tscheligi, Manfred},
title = {Mobile Multimedia: Identifying User Values Using the Means-End Theory},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409259},
doi = {10.1145/1409240.1409259},
abstract = {This paper shows how basic human values are related to behavior patterns of the usage and production of mobile multimedia content. For these purposes we applied an interview technique called "Laddering", a technique referring to the means-end theory. These in-depth interviews establish relations between product characteristics (attributes), user behaviors (consequences) and basic values and user goals. We carried out interviews with 24 respondents. We found that the entertainment of other people, the exchange of content, the desire to save time and strategies to influence one's mood are the main driving forces for multimedia usage. Those are strongly related to basic values like social recognition, pleasure and happiness as well as to ambition. It is shown that usability aspects, like an intuitive UI, are strongly related to the users' desire for being effective and ambitious. Summarizing, we report the method's applicability in the realm of (mobile) HCI.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {167–175},
numpages = {9},
keywords = {human goals and values, mobile multimedia, means-end theory, value-centered design, user experience, laddering},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409260,
author = {Preuveneers, Davy and Berbers, Yolande},
title = {Mobile Phones Assisting with Health Self-Care: A Diabetes Case Study},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409260},
doi = {10.1145/1409240.1409260},
abstract = {The applicability of pervasive and mobile computing in the health care sector is beyond dispute. This paper explores the use of the mobile phone as a tool for personalized health care assistance for individuals diagnosed with diabetes. By monitoring user location and activity on the mobile phone, recognizing past behavior and augmenting the logging of blood glucose levels with context data, our prototype application assists with taking well-informed decisions on daily drug dosage to achieve and maintain stable blood glucose levels. Evaluation of the prototype application indicate that a brief training of the application suffices to capture patterns in the user's relevant context that simplify glucose level trends analysis. We describe some of the details of the user study and the prototype application, and conclude with plans to investigate context-driven activity prediction to further improve the decision support for the user.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {177–186},
numpages = {10},
keywords = {activity recognition, mobile computing, location awareness, health care},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409261,
author = {Clawson, James and Voida, Amy and Patel, Nirmal and Lyons, Kent},
title = {Mobiphos: A Collocated-Synchronous Mobile Photo Sharing Application},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409261},
doi = {10.1145/1409240.1409261},
abstract = {People use photographs for numerous reasons with one of the most common uses of both analog and digital photographs is as an artifact to share and discuss with others. While the practice of photo sharing has been thoroughly examined in the HCI community, there is currently very little research on easily capturing and sharing content within groups of collocated mobile users. In this paper we present the design, implementation, and evaluation of a mobile photo sharing application, Mobiphos, that gives a group of collocated users the ability to capture and simultaneously share photos in real-time with each other.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {187–195},
numpages = {9},
keywords = {photo sharing, mobile, collocated},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409262,
author = {Robinson, Simon and Eslambolchilar, Parisa and Jones, Matt},
title = {Point-to-GeoBlog: Gestures and Sensors to Support User Generated Content Creation},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409262},
doi = {10.1145/1409240.1409262},
abstract = {People record and share their experiences through text, audio and video. Increasingly they do this blogging from mobile devices. We illustrate a novel, mobile, low interaction cost approach to supporting the creation of a rich record of journeys made and places encountered. By pointing and tilting a mobile, users indicate their interests in a location. No content is provided to the user in situ but, later, web materials including images, entries from other people's blogs and web pages are automatically placed on an interactive map for viewing on a larger screen device. We built two mobile prototypes to explore the approach -- one combines gestures and visual map feedback; the other is more lightweight, allowing the user to simply point-and-tilt. We describe and motivate the approaches and present user studies that raise issues relevant to their design and to the wider class of device and service concerned with mobile spatial information access.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {197–206},
numpages = {10},
keywords = {mobile, sensors, blogging, geo-web, gestures, user-generated content},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409263,
author = {Hang, Alina and Rukzio, Enrico and Greaves, Andrew},
title = {Projector Phone: A Study of Using Mobile Phones with Integrated Projector for Interaction with Maps},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409263},
doi = {10.1145/1409240.1409263},
abstract = {First working prototypes of mobile phones with integrated pico projectors have already been demonstrated and it is expected that such projector phones will be sold within the next three years. Applications that require interaction with large amounts of information will benefit from the large projection and its high resolution. This paper analyses the advantages and disadvantages of an integrated projector when interacting with maps, and discusses findings useful for the development of mobile applications for projector phones. We report in particular the implementation of an application that uses either the screen of the mobile phone, the projection or a combination of both. These three options were compared in a user study in which the participants had to perform three different tasks with each option. The results provide clear evidence for the positive aspects of using a built-in projector, but also show some negative aspects related to text input.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {207–216},
numpages = {10},
keywords = {map interaction, experimental comparison, projector phone, interaction design},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409264,
author = {Joshi, Anirudha and Welankar, Nikhil and BL, Naveen and Kanitkar, Kirti and Sheikh, Riyaj},
title = {Rangoli: A Visual Phonebook for Low-Literate Users},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409264},
doi = {10.1145/1409240.1409264},
abstract = {In developing countries, language and literacy are barriers that prevent many people from using simple applications like a phonebook on mobile phones. The traditional, alphabetical organization is not good enough for low-literate users who either do not know or have forgotten the alphabetical order of any script. We propose Rangoli, a phonebook that explores several ideas. It organizes contacts in nine colour 'pages'. On each page nine icons are displayed in that colour. A contact is associated with a colour and an icon. Any contact can be accessed by pressing only two buttons on the number-pad. The spatial location of each contact does not change even as the phonebook fills up. The limitation of 81 contacts is not a major problem for these users for now. Rangoli was first conceived during a class project and was improved through iterations of user study, design and evaluation.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {217–223},
numpages = {7},
keywords = {appropriate design, literacy, digital divide},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409265,
author = {Liu, Ying and R\"{a}ih\"{a}, Kari-Jouko},
title = {RotaTxt: Chinese Pinyin Input with a Rotator},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409265},
doi = {10.1145/1409240.1409265},
abstract = {Chinese text entry solutions for mobile phones are critical, since they get used by most Chinese mobile phone users every day. We designed two new solutions for Chinese pinyin text entry with a rotator as input device. They were evaluated in an empirical study with 12 novice users and compared to a straightforward implementation of the date stamp method. Although there was no significant difference between the three designs on user performance, the perceived efficiency by users was higher for one of the new designs, and it was their technique of choice for their own phone. Because the evaluation setup favored the date stamp method (it was the only one supporting predictive input, and also the most familiar to users), the results are encouraging. We close by discussing how to further develop the new techniques.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {225–233},
numpages = {9},
keywords = {rotator, Chinese, input, text entry, pinyin, mobile phone},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409266,
author = {Herbst, Iris and Braun, Anne-Kathrin and McCall, Rod and Broll, Wolfgang},
title = {TimeWarp: Interactive Time Travel with a Mobile Mixed Reality Game},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409266},
doi = {10.1145/1409240.1409266},
abstract = {Mobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been presented which combine gaming and education with mobile Augmented Reality systems. However they typically lack a close crossmedia integration of the surroundings, and often annotate or extend the environment rather than modifying and altering it.In this paper we present a mobile outdoor mixed reality game for exploring the history of a city in the spatial and the temporal dimension. We introduce the design and concept of the game and present a universal mechanism to define and setup multi-modal user interfaces for the game challenges. Finally we discuss the results of the user tests.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {235–244},
numpages = {10},
keywords = {pervasive gaming, multimodal interfaces, mixed reality (MR), augmented reality (AR), presence},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409267,
author = {Hardy, Robert and Rukzio, Enrico},
title = {Touch & Interact: Touch-Based Interaction of Mobile Phones with Displays},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409267},
doi = {10.1145/1409240.1409267},
abstract = {The limited screen size and resolution of current mobile devices can still be problematic for map, multimedia and browsing applications. In this paper we present Touch & Interact: an interaction technique in which a mobile phone is able to touch a display, at any position, to perform selections. Through the combination of the output capabilities of the mobile phone and display, applications can share the entire display space. Moreover, there is potential to realize new interaction techniques between the phone and display. For example, select & pick and select & drop are interactions whereby entities can be picked up onto the phone or dropped onto the display. We report the implementation of Touch & Interact, its usage for a tourist guide application and experimental comparison. The latter shows that the performance of Touch & Interact is comparable to approaches based on a touch screen; it also shows the advantages of our system regarding ease of use, intuitiveness and enjoyment.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {245–254},
numpages = {10},
keywords = {dynamic display, touch & interact, mobile interaction},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409268,
author = {de Oliveira, Rodrigo and Oliver, Nuria},
title = {TripleBeat: Enhancing Exercise Performance with Persuasion},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409268},
doi = {10.1145/1409240.1409268},
abstract = {We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain. First, we describe TripleBeat's hardware and software, emphasizing how it differs from its predecessor MPTrain. Then, we present the results of a runner study with 10 runners. The study compared the runners efficacy and enjoyment in achieving predefined workout goals when running with MPTrain and TripleBeat. The conclusions from the study include: (1) significantly higher efficacy and enjoyment with TripleBeat, and (2) a unanimous preference for TripleBeat over MPTrain. The glanceable interface and the virtual competition are the two main reasons for the improvements in the running experience. We believe that systems like TripleBeat will play an important role in enhancing the exercise experience and in assisting users towards more active lifestyles.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {255–264},
numpages = {10},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409269,
author = {Keijzers, Jeroen and den Ouden, Elke and Lu, Yuan},
title = {Usability Benchmark Study of Commercially Available Smart Phones: Cell Phone Type Platform, PDA Type Platform and PC Type Platform},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409269},
doi = {10.1145/1409240.1409269},
abstract = {The upcoming of smart phones are the result of consumers' preference for high-feature products: manufacturers are lured into integration of a growing number of technologies and features to provide attractive and competitive models. At the same time usability of such complex products becomes an increasing problem. This study aims to provide designers more insight into the consequences of emerging technologies on the usability of smart phones with different platforms. We conducted a usability benchmark study and tested 4 different features on 3 smart phones with 3 different platforms (Nokia E6li (Symbian S60, cell phone type platform), HTC S710 (Windows Mobile 6, PC type platform), Palm Treo680 (Palm OS, PDA type platform)) with in total 43 subjects in a between-subjects design. The results show significant differences in usability of the smart phones for the selected functions. For all platforms, the common design guidelines for usability still apply, but are restricted by the desire to integrate more functionality to create competitive products.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {265–272},
numpages = {8},
keywords = {user interface, usability evaluation, smart phone, design},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409270,
author = {Olsson, Thomas and Soronen, Hannu and V\"{a}\"{a}n\"{a}nen-Vainio-Mattila, Kaisa},
title = {User Needs and Design Guidelines for Mobile Services for Sharing Digital Life Memories},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409270},
doi = {10.1145/1409240.1409270},
abstract = {Digital media content can contain items that are very personal and valuable for their owner. Such items can form life memories, such as media collages from happy events or recordings of the first steps of one's children. Memories can be evoked and created "anytime, anyplace", and thus mobility is a key factor in managing them. Even though related systems for sharing photographs exist, users' needs for managing personal content have not been investigated specifically from the viewpoint of life memories. This paper describes our empirical research on users' needs for sharing the digital representations of their life memories. As the main contribution, we present design guidelines for services for sharing digital life memories. Furthermore, we present a mobile service prototype which was designed based on the guidelines. Our research shows that the creation, sharing, managing and viewing of digital life memories is highly based on meaningful real-life events.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {273–282},
numpages = {10},
keywords = {user needs, mobile services, personal content management, user-centered design, digital life memories, design guidelines},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409271,
author = {Bamford, Will and Coulton, Paul and Walker, Marion and Whyatt, Duncan and Davies, Gemma and Pooley, Colin},
title = {Using Mobile Phones to Reveal the Complexities of the School Journey},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409271},
doi = {10.1145/1409240.1409271},
abstract = {In this paper, we present findings of a research project in which mobile phones were used as part of a multi-methods approach to analyze the effects of air pollution on children's journeys to and from school. In particular, we will present the results from the space-time blogs generated by 30 Year 8 pupils (aged 12--13) on their school journeys during four periods of study across the seasons of a year. The blogs were generated by the teenagers using a specially created application running on a mobile phone linked to a Bluetooth GPS unit and consist of spatially and temporally-referenced texts and images together with a record of their route using GPS coordinates stored at one second intervals. Whilst the blogs generated considerable amounts of quantitative information, particularly when coupled with the pollution profiles of the routes the teenagers travelled, it is the depth of qualitative information revealed in the interviews with the teenagers after each study period, using the routes and blogs as a trigger, that demonstrates the benefits of the multi-methods approach. In particular, we highlight some of the depth of contextual information revealed not only in regard to the use of the phone application and GPS unit but also the complex social factors which contribute to formation of the school journey.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {283–292},
numpages = {10},
keywords = {mobile, school, GPS, photo, travel, health, blogging, pollution},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409272,
author = {Witt, Hendrik and Lawo, Michael and Drugge, Mikael},
title = {Visual Feedback and Different Frames of Reference: The Impact on Gesture Interaction Techniques for Wearable Computing},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409272},
doi = {10.1145/1409240.1409272},
abstract = {We present the results of an empirical study investigating the effect of visual feedback and body postures on gesture interaction techniques in a dual task setup found, for example, in wearable computing. The conducted experiment uses a novel apparatus called "Hot Wire" that allows retaining the properties of wearable computing even in laboratory environments. Visual feedback was found to impair user performance and caused users to be caught in an attention demanding closed feedback loop once presented in a head-mounted display. Even though continuous feedback was not necessary for gesture interaction, users were unable to ignore it and remain focused on the primary task. The design of an alternative gesture recognition method using a body-centric frame of reference instead of a conventional static one to improve usability, is shown to have an opposed impact both on the performance and subjective perception of users. The presence of novel devices in gesture interaction, such as data gloves, is found to be a major source of erroneous gesture recognition due to unpredictable user behavior. Our detailed result discussion provides guidelines for designing better gesture interaction.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {293–300},
numpages = {8},
keywords = {data glove, mobile interaction, HotWire, gestures, wearable computing},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409274,
author = {Eichhorn, Elisabeth and Wettach, Reto and Hornecker, Eva},
title = {A Stroking Device for Spatially Separated Couples},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409274},
doi = {10.1145/1409240.1409274},
abstract = {In this paper we present a device to support the communication of couples in long-distance relationships. While a synchronous exchange of factual information over distance is supported by telephone, e-mail and chat-systems, the transmission of nonverbal aspects of communication is still unsatisfactory. Videocalls let us see the partners' facial expression in real time. However, to experience a more intimate conversation physical closeness is needed. Stroking while holding hands is a special and emotional gesture for couples. Hence, we developed a device that enables couples to exchange the physical gesture of stroking regardless of distance and location. The device allows both sending and receiving. A user test supported our concept and provided new insights for future development.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {303–306},
numpages = {4},
keywords = {physical presence, mobile, tangible interface, force-feedback, intimacy},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409275,
author = {Falchuk, Ben and Glasman, Alex and Glasman, Konstantin},
title = {A Tool for Video Content Understanding on Mobile Smartphones},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409275},
doi = {10.1145/1409240.1409275},
abstract = {Web-accessible video sites - such as YouTube - currently comprise several of the most trafficked sites in the world. Mobile smartphone penetration is also at an all-time high, as is user-appetite for innovative mobile services. This paper anticipates the desire for video content understanding on mobile smartphones by on-the-go users. The implemented tool provides an innovative, compact, visual way for users to use their smartphone to understand the content of a video of interest before download, and the approach goes beyond the prevalent VCR-like controls and static keyframes of today. With a large e-commerce ecosystem evolving around mobile video, this work is extremely topical. We present our early design and implementation details and show how to support deeper mobile video-understanding than the current limited state of the art.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {307–310},
numpages = {4},
keywords = {mobile and online video, designing services or mobile devices, temporal media browsing and understanding},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409276,
author = {Ashbrook, Daniel and Lyons, Kent and Starner, Thad},
title = {An Investigation into Round Touchscreen Wristwatch Interaction},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409276},
doi = {10.1145/1409240.1409276},
abstract = {The wristwatch is a device that is quick to access, but is currently under-utilized as a platform for interaction. We investigate interaction on a circular touchscreen wristwatch, empirically determining the error rate for variously-sized buttons placed around the rim. We consider three types of inter-target movements, and derive a mathematical model for error rate given a movement type and angular and radial button widths.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {311–314},
numpages = {4},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409277,
author = {Phillips, Caleb and Singh, Suresh and Sicker, Douglas and Grunwald, Dirk},
title = {Applying Models of User Activity for Dynamic Power Management in Wireless Devices},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409277},
doi = {10.1145/1409240.1409277},
abstract = {In this paper we use a large dataset of wireless user activity traces to test the various dynamic power management schemes. We also present and test our own empirically-driven dynamic power-saving algorithms, which are based on prior observations of user activity patterns. We believe that this sort of analysis can guide adoption of a user-behavior driven approach to radio and communications power management, and, in networking-centric devices, power management for the entire device. Additionally, understanding the characteristics of user-activity and efficient mechanisms to predict this activity can help inform the design of power-saving schemes for future networking protocols.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {315–318},
numpages = {4},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409278,
author = {Hutter, Hans-Peter and M\"{u}ggler, Thomas and Jung, Udo},
title = {Augmented Mobile Tagging},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409278},
doi = {10.1145/1409240.1409278},
abstract = {In this paper a framework for a novel kind of applications called Augmented-Mobile-Tagging (AMT) applications is presented. AMT applications augment classic Mobile Tagging applications with information from existing Location Based Services (LBS) in a seamless way. This leads to very powerful mobile applications without loosing the efficiency, intuitiveness and robustness of the visual tagging application. We have implemented two AMT applications based on this concept and are currently running two field trials, one a campus information system on the university campus and another, called LocalTagging, running in the town and surroundings of Winterthur.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {319–322},
numpages = {4},
keywords = {augmented mobile tagging, 2D barcode, mobile tagging, visual tag, mobile computing, location based services},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409279,
author = {Elumeze, Nwanua and Eisenberg, Michael},
title = {ButtonSchemer: Ambient Program Reader},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409279},
doi = {10.1145/1409240.1409279},
abstract = {This paper describes ButtonSchemer, an "ambient program reader" that can be used to input program code directly from a computer screen or from specially bar-coded surfaces. The placement of programs for such a device can be made informal, creative, and practically ubiquitous, suggestive of ways to extend the traditional desktop-centric notions of programming.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {323–326},
numpages = {4},
keywords = {wearable computing, ambient programming, electronic textiles, scheme, children's programming, computational crafts},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409280,
author = {Bostr\"{o}m, Fredrik and Nurmi, Petteri and Flor\'{e}en, Patrik and Liu, Tianyan and Oikarinen, Tiina-Kaisa and Vetek, Akos and Boda, P\'{e}ter},
title = {Capricorn - an Intelligent User Interface for Mobile Widgets},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409280},
doi = {10.1145/1409240.1409280},
abstract = {Widgets are embeddable objects that provide easy and ubiquitous access to dynamic information sources, e.g., weather, news or TV program information. Interactions with widgets take place through a so-called widget engine, which is a specialized client-side runtime component that also provides functionalities for managing widgets. As the number of supported widgets increases, managing widgets becomes increasingly complex. For example, finding relevant or interesting widgets becomes difficult and the user interface easily gets cluttered with irrelevant widgets. In addition, interacting with information sources can be cumbersome, especially on mobile platforms. In order to facilitate widget management and interactions, we have developed Capricorn, an intelligent user interface that integrates adaptive navigation techniques into a widget engine. This paper describes the main functionalities of Capricorn and presents the results of a usability evaluation that measured user satisfaction and compared how user satisfaction varies between desktop and mobile platforms.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {327–330},
numpages = {4},
keywords = {mobile widgets, mobile usability, adaptive user interfaces},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409281,
author = {Jain, Jhilmil and Bhatti, Nina and Baker, Harlyn and Chao, Hui and Dekhil, Mohamed and Harville, Michael and Lyons, Nic and Schettino, John and Susstrunk, Sabine},
title = {Color Match: An Imaging Based Mobile Cosmetics Advisory Service},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409281},
doi = {10.1145/1409240.1409281},
abstract = {In this paper we describe an exploratory study of a mobile cosmetic advisory system that enables women to select appropriate colors of cosmetics. This system is intended for commercial use to address the problem of foundation color selection. Although women are primarily responsible for making most purchasing decisions in the US, we found very few studies to assess the adoption of retail related mobile services by women. Based on surveys, semi-structured interviews, and focus groups, we have identified a number of design factors that should be considered when designing mobile services for women consumers. The results of our study indicate that while usefulness is an important factor, other design aspects such as mobile vs. kiosk, installed vs. existing software, technical comfort vs. social comfort, social vs. individual, privacy and trust should also be accounted for.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {331–334},
numpages = {4},
keywords = {image processing, cosmetics, women, retail, mobile service},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409282,
author = {You, Yilun and Chin, Tat Jun and Lim, Joo Hwee and Chevallet, Jean-Pierre and Coutrix, C\'{e}line and Nigay, Laurence},
title = {Deploying and Evaluating a Mixed Reality Mobile Treasure Hunt: Snap2Play},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409282},
doi = {10.1145/1409240.1409282},
abstract = {With the current trend, we can anticipate that future mobile phones will have ever-increasing computational power and be able to embed several captors/effectors including cameras, GPS, orientation sensors, tactile surfaces and vibro-tactile display. Such powerful mobile platforms enable us to deploy mixed reality systems. Many studies on mobile mixed reality focus on games. In this paper, we describe the deployment and a user study of a mixed reality location-based mobile treasure hunt, Snap2Play[1], using technologies such as place recognition, accelerometers and GPS tracking for enhancing the interaction with the game and therefore the game playability. The game that we deployed and tested is running on an off-the-shelf camera phone.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {335–338},
numpages = {4},
keywords = {place recognition, mobile mixed reality, location awareness},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409283,
author = {Ahmaniemi, Teemu and Lantz, Vuokko and Marila, Juha},
title = {Dynamic Audiotactile Feedback in Gesture Interaction},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409283},
doi = {10.1145/1409240.1409283},
abstract = {Proper feedback is one of the challenges in gesture interaction. Providing continuous feedback during the execution of the gesture increases the feeling of control and it can help user to perform the task more efficiently. In this paper we introduce an experimental handheld sensor-actuator device that responds dynamically to user's motion. With the device we explored the potential of continuous audiotactile feedback in closed-loop gesture interaction, designed simple synthesis methods for feedback, and tested the user perception. We designed four simple textures that respond to overall angular velocity of the device, all with different velocity responses. The system enabled us to examine how well subjects can distinguish the textures on the fly. Our preliminary findings show that audio modality dominates the perception. Tactile feedback worked quite well alone but the modalities together didn't lead to any better performance than audio alone.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {339–342},
numpages = {4},
keywords = {gesture interaction, audio, haptics},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409284,
author = {Lumsden, Joanna and Langton, Nathan and Kondratova, Irina},
title = {Evaluating the Appropriateness of Speech Input in Marine Applications: A Field Evaluation},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409284},
doi = {10.1145/1409240.1409284},
abstract = {This paper discusses the first of three studies which collectively represent a convergence of two ongoing research agendas: (1) the empirically-based comparison of the effects of evaluation environment on mobile usability evaluation results; and (2) the effect of environment -- in this case lobster fishing boats -- on achievable speech-recognition accuracy. We describe, in detail, our study and outline our results to date based on preliminary analysis. Broadly speaking, the potential for effective use of speech for data collection and vessel control looks very promising -- surprisingly so! We outline our ongoing analysis and further work.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {343–346},
numpages = {4},
keywords = {evaluation, speech input, field study},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409285,
author = {Kehoe, Aidan and Neff, Flaithri and Pitt, Ian},
title = {Evaluation of Pause Intervals between Haptic/Audio Cues and Subsequent Speech Information},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409285},
doi = {10.1145/1409240.1409285},
abstract = {Non-speech sounds and haptics have an important role in enabling access to user assistance material in ubiquitous computing scenarios. Non-speech sounds and haptics can be used to cue assistance material that is to be presented to users via speech. In this paper, we report on a study that examines user perception of the duration of a pause between a cue (which may be non-speech sound, haptic, or combined non-speech sound plus haptic) and the subsequent delivery of assistance material using speech.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {347–350},
numpages = {4},
keywords = {haptics, non-speech sounds, cues, user assistance},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409286,
author = {Greaves, Andrew and Rukzio, Enrico},
title = {Evaluation of Picture Browsing Using a Projector Phone},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409286},
doi = {10.1145/1409240.1409286},
abstract = {It is expected that projector phones (mobile phones with an integrated pico projector) will hit the market in the next few years. So far no research exists regarding how mobile applications should be designed when using a projection and which applications will profit from such a large high-resolution display. This paper presents a comparative evaluation of picture browsing using projector phones. In a study we compared three different interaction techniques: phone display only, projection only and a combination of both. The results show that users prefer the projection-based interaction techniques and the large high-resolution projection leads to a reduced number of enlarge interactions. However, the task completion time results illustrate how familiar users are in using conventional phones with small screen size. The paper presents a comprehensive discussion of findings from our study and defines important guidelines which we consider as critical for the success of applications for projector phones in the future.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {351–354},
numpages = {4},
keywords = {interaction design, photo browsing, projector phone},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409287,
author = {Melto, Aleksi and Turunen, Markku and Kainulainen, Anssi and Hakulinen, Jaakko and Heimonen, Tomi and Antila, Ville},
title = {Evaluation of Predictive Text and Speech Inputs in a Multimodal Mobile Route Guidance Application},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409287},
doi = {10.1145/1409240.1409287},
abstract = {We present initial results from an evaluation of a multimodal interface for a mobile route guidance application providing public transport information in Finland. The application includes a range of input and output modalities, such as speech input and output, a fisheye GUI, and contextual predictive text input. The application has been in public pilot use for almost a year. In this paper we present results from a formal user evaluation, focusing on predictive text input and speech input and output. Speech input outperformed other input methods, even with high error rates and slow response times. However, the domain specific predictive text input was the preferred method, surpassing users' expectations.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {355–358},
numpages = {4},
keywords = {speech recognition, predictive text input, SERVQUAL},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409288,
author = {Goussevskaia, Olga and Kuhn, Michael and Wattenhofer, Roger},
title = {Exploring Music Collections on Mobile Devices},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409288},
doi = {10.1145/1409240.1409288},
abstract = {Ever larger collections of music are stored on mobile devices. The process of managing these repositories therefore becomes increasingly challenging. In this work we propose to use a map of the "world of music" as a data structure for music exploration and retrieval on mobile devices. We present Mobile Music Explorer---a mobile application, which allows users to create playlists by specifying trajectories on the map and to use similarity based search methods to navigate through their personal music collections. Our navigation methods ensure that any part of the collection can quickly be reached, even for a large set of items. Moreover, we show that the map representation is a natural approach to provide efficient and distributed operation.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {359–362},
numpages = {4},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409289,
author = {Froehlich, Peter and Obernberger, Gerhard and Simon, Rainer and Reichl, Peter},
title = {Exploring the Design Space of Smart Horizons},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409289},
doi = {10.1145/1409240.1409289},
abstract = {This paper explores the design space of Smart Horizons -- mobile applications offering to look at virtual representations of the user's visible surroundings. We conducted an outdoor field study with a fully implemented spatially aware restaurant finder service, in which participants accessed points of interest (POI) virtually attached to nearby buildings. The overall finding was that all orientation-aware visualizations of the nearby environment were highly preferable to a conventional orientation-agnostic presentation. Based on the participants' comparative judgments after using the system prototype, first design recommendations along the dimensions of perspective, field of view and realism are provided. Further research directions are proposed.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {363–366},
numpages = {4},
keywords = {human-computer interaction, mobile spatial interaction, field study},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409290,
author = {Martins, Tiago and Sommerer, Christa and Mignonneau, Laurent and Correia, Nuno},
title = {Gauntlet: A Wearable Interface for Ubiquitous Gaming},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409290},
doi = {10.1145/1409240.1409290},
abstract = {In this paper we present a wearable user interface for ubiquitous gaming activities, discussing the design choices that led to the implementation of a first, fully functional prototype. The Gauntlet takes the form of an unobtrusive arm piece that allows gestures and manipulation of real objects to be included as game-play elements. When paired to a mobile device it can be used ubiquitously, without need of a location-dependent hardware framework. Public demonstration of the prototype by means of an interactive installation has allowed us to conduct observations of its usage and achieve preliminary conclusions on our approach.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {367–370},
numpages = {4},
keywords = {ubiquitous computing, human-computer interaction, wearable computers, pervasive games, RFID},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409291,
author = {Amlacher, Katrin and Paletta, Lucas},
title = {Geo-Indexed Object Recognition for Mobile Vision Tasks},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409291},
doi = {10.1145/1409240.1409291},
abstract = {The presented work settles attention in the architecture of ambient intelligence, in particular, for the application of mobile vision tasks in multimodal interfaces. A major issue for the performance of these services is uncertainty in the visual information which roots in the requirement to index into a huge amount of reference images. The presented functional component -- the Attentive Machine Interface (AMI) -- enables contextual processing of multi-sensor information in a probabilistic framework, for example to exploit contextual information from geo-services with the purpose to cut down the visual search space into a subset of relevant object hypotheses. We demonstrate results about geo-indexed object recognition from experimental tracks and image captures in an urban scenario, extracting object hypotheses in the local context from both (i) mobile image based appearance and (ii) GPS based positioning, and verify performance in recognition accuracy (> 14%) using Bayesian decision fusion, verifying the advantage of multi-sensor attentive processing in multimodal interfaces.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {371–374},
numpages = {4},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@dataset{10.1145/review-1409240.1409291_R44310,
author = {Cristani, Marco},
title = {Review ID:R44310 for DOI: 10.1145/1409240.1409291},
publisher = {Association for Computing Machinery},
url = {https://doi.org/10.1145/review-1409240.1409291_R44310}
}

@inproceedings{10.1145/1409240.1409292,
author = {Jarkiewicz, Petra and Frankhammar, My and Fernaeus, Ylva},
title = {In the Hands of Children: Exploring the Use of Mobile Phone Functionality in Casual Play Settings},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409292},
doi = {10.1145/1409240.1409292},
abstract = {We present the results of a study on how Swedish children aged 10--12 use their mobile phones in public indoor and outdoor settings, and in particular how these are taken into use in unsupervised social play. Through a combination of ethnographic observations and focus group interviews we report on how existing mobile phone functionalities were handled in these settings, as well as how the children themselves described their own and each other's mobile phone usage. Our findings illustrate a general pattern of appropriating and utilising commonly available technical features to extend existing play activities, and also to invent new ones based on the functionalities that they discovered. An important observation was also the extensive sharing of media content, which played an essential role in social interactions.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {375–378},
numpages = {4},
keywords = {games, mobile phones, interaction, play, pervasive games},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409293,
author = {Anguera, Xavier and Oliver, Nuria},
title = {MAMI: Multimodal Annotations on a Camera Phone},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409293},
doi = {10.1145/1409240.1409293},
abstract = {We present MAMI (i.e. Multimodal Automatic Mobile Indexing), a mobile-phone prototype that allows users to annotate and search for digital photos on their camera phone via speech input. MAMI is implemented as a mobile application that runs in real-time on the phone. Users can add speech annotations at the time of capturing photos or at a later time. Additional metadata is also stored with the photos, such as location, user identification, date and time of capture and image-based features. Users can search for photos in their personal repository by means of speech. MAMI does not need connectivity to a server. Hence, instead of full-fledged speech recognition, we propose using a Dynamic Time Warping-based metric to determine the distance between the speech input and all other existing speech annotations. We present our preliminary results with the MAMI prototype and outline our future directions of research, including the integration of additional metadata in the search.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {379–382},
numpages = {4},
keywords = {user experience, multimedia retrieval, speech annotations, digital image management, mobile camera phones},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409294,
author = {Fehnert, Ben and Kosagowsky, Alessia},
title = {Measuring User Experience: Complementing Qualitative and Quantitative Assessment},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409294},
doi = {10.1145/1409240.1409294},
abstract = {The paper describes an investigation into the relationship between in development expert assessment of user experience quality for mobile phones and subsequent usage figures. It gives an account of initial attempts to understand the correlation of a measure of quality across a range of mobile devices with usage data obtained from 1 million users. It outlines the initial indicative results obtained and how the approach was modified to be used to contribute to business strategy. The study shows that a lack of a good level of user experience quality is a barrier to adoption and use of mobile voice and infotainment services and outlines the learning that allowed the user experience team to build consensus within the team and with senior management stakeholders.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {383–386},
numpages = {4},
keywords = {analysis, mobile, user experience, consensus, quality, compliance, qualitative, quantitative},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409295,
author = {Brewster, Stephen A. and Johnston, Jody},
title = {Multimodal Interfaces for Camera Phones},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409295},
doi = {10.1145/1409240.1409295},
abstract = {Camera phones are now very common but there are some issues that affect their usability. These can occur because users look through the LCD to frame the image and can often miss the icons displayed around the edge that present important information about exposure, battery life, number of shots remaining, etc. This may lead to shots being missed or poorly exposed. We created a sonified luminance histogram to present exposure information, a sound cue to indicate memory card space remaining and a tactile cue for battery charge status. A user study showed that participants were able to use the sonified histogram to identify exposure successfully and could recognise the status of the battery and memory card well, suggesting that alternative forms of output could free-up the screen for framing the image.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {387–390},
numpages = {4},
keywords = {camera phone, luminance histogram, tactile, sonification},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409296,
author = {Duh, Henry Been-Lirn and Chen, Vivian Hsueh Hua and Tan, Chee Boon},
title = {Playing Different Games on Different Phones: An Empirical Study on Mobile Gaming},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409296},
doi = {10.1145/1409240.1409296},
abstract = {With the growing popularity of mobile phone gaming, design issues with mobile phone games have become more important. Given the complexity of designing games for mobile phones, game developers must understand how mobile phone users' gaming experiences are like when using different types of phones. This paper examines users' gaming experiences in playing three types of games on three different types of phones. It is found that users have different preferences when playing different games on certain phones. Some games are more suitable to be played on mobile phone than others. Easy control and fewer levels of difficulties are the two main issues for consideration in designing mobile phone games. It is recommended that game designers design specific types of games for different mobile phone interfaces. Mobile phone manufacturers need to consider gamers' requirements for the type of games they intend to include in the mobile phone.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {391–394},
numpages = {4},
keywords = {mobile gaming, user study, mobile phone games},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409297,
author = {Chittaro, Luca and Nadalutti, Daniele},
title = {Presenting Evacuation Instructions on Mobile Devices by Means of Location-Aware 3D Virtual Environments},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409297},
doi = {10.1145/1409240.1409297},
abstract = {Natural and man-made disasters present the need to efficiently and effectively evacuate the people occupying the affected buildings. Providing appropriate evacuation instructions to the occupants of the building is a crucial aspect for the success of the evacuation. This paper presents an approach for giving evacuation instructions on mobile devices based on interactive location-aware 3D models of the building. User's position into the building is determined by using active short-range RFID technology. A preliminary user evaluation of the system has been carried out in the building of our Department.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {395–398},
numpages = {4},
keywords = {navigation instructions, RFID, mobile devices, emergencies, 3D models},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409298,
author = {Stapel, Janny C. and de Kort, Yvonne A. W. and IJsselsteijn, Wijnand A.},
title = {Sharing Places: Testing Psychological Effects of Location Cueing Frequency and Explicit vs. Inferred Closeness},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409298},
doi = {10.1145/1409240.1409298},
abstract = {Recent ethnomethodological work in context and location awareness has indicated that location cues hold many socially meaningful cues for interaction. Location-aware technologies are therefore expected to bring about a shift in social life. Yet little is known about underlying psychological effects and the role of specific design decisions. The present research aims to experimentally test some of these effects. In a laboratory experiment participants' location in a virtual game world was shared. The effects of location Cueing frequency and Cueing mode (explicit or inferred closeness) on affinity, social presence, awareness, and game experience were explored. Higher cue frequencies resulted in higher perceived challenge and flow experienced in the game. The data also showed trends of heightened awareness and more behavioural engagement. A trend towards more psychological involvement was found when cues explicitly communicated that players shared a location in the game.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {399–402},
numpages = {4},
keywords = {affinity, location-aware technologies, social presence, interpersonal attraction, social digital media},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409299,
author = {Liu, KuanTing and Reimer, Roger Andersson},
title = {Social Playlist: Enabling Touch Points and Enriching Ongoing Relationships through Collaborative Mobile Music Listening},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409299},
doi = {10.1145/1409240.1409299},
abstract = {While listening to music is mainly an individual experience, it also holds social significance by acting as a ground for interaction and a means for self-expression. In this paper we report the design and field testing of a service for collaborative music listening among friends in a mobile context. The prototype, Social Playlist, is a shared music channel where music is selected by its members according to their current activities and states of mind. Our findings suggest that Social Playlist enables self-expression, discovery about friends and touch points in the shared listening context. To support ongoing use, we suggest a smooth integration between mobile collaborative services and personal music associations and adopting features for resolving tensions arising from different music preferences in a collaborative playlist.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {403–406},
numpages = {4},
keywords = {collaborative playlist, discovery, mobile, music, presence, relationship, status},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409300,
author = {Guinard, Dominique and Baecker, Oliver and Michahelles, Florian},
title = {Supporting a Mobile Lost and Found Community},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409300},
doi = {10.1145/1409240.1409300},
abstract = {In the era of ubiquitous devices and mobility, we increasingly carry objects of great value (in terms of data, money or emotions). Because of our increased mobility, we are also more inclined to lose these objects. When it comes to finding them again, current lost property offices seem rather inflexible and not fully adapted to our nomad lives. They lack dynamic information, introduce too many intermediates and induce high costs. We support the growth of a community of users able to solve the problem on their own using their mobile phones. We describe our concept and implementation of the idea based on prototypes of mobile phones enhanced with a novel type of RFID (Radio Frequency IDentifiaction) reader, the use of the EPC (Electronic Product Code) standards and the creation of both mobile and server-side software. We finally discuss how it can help making the current system more dynamic and efficient.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {407–410},
numpages = {4},
keywords = {lost and found, RFID, mobile interactions, internet of things},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409301,
author = {Hall, Malcolm and Hoggan, Eve and Brewster, Stephen},
title = {T-Bars: Towards Tactile User Interfaces for Mobile Touchscreens},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409301},
doi = {10.1145/1409240.1409301},
abstract = {Mobile device user interface elements tend to be based on desktop widgets that were not originally intended for small screen finger-based interfaces. Mobile usage scenarios afford many completely different interactions, so should be designed accordingly. This paper presents a new type of widget, the T-Bar, designed specifically for finger-based touchscreen interfaces using tactile feedback. Using the tactile feedback for orientation, the user's fingertip is guided along the T-Bar until an item is successfully selected. This paper offers observations on our finger-based touchscreen widget and two applications of the T-Bar widget. Both, File-o-Feel and Touch 'n' Twist are multi-touch information browsing applications that deviate from traditional desktop GUI paradigms and are tailored for fingertip input where all interaction takes place through the use of T-Bars; eliminating the need for any other widgets.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {411–414},
numpages = {4},
keywords = {tactile, mobile phone, widgets, touch screen, multi-touch, user interface design},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409302,
author = {Lacroix, Joyca and Saini, Privender and Holmes, Roger},
title = {The Relationship between Goal Difficulty and Performance in the Context of a Physical Activity Intervention Program},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409302},
doi = {10.1145/1409240.1409302},
abstract = {This paper addresses the relationship between goal difficulty and performance within the context of an ongoing activity intervention program called New Wellness Solutions (NWS). The NWS program employs a mobile device to enable moment-to-moment monitoring and progress feedback. In order to assess the relationship between goal difficulty and physical performance, we analyzed the data of a recently completed NWS program test. We found a significant positive linear relationship between goal difficulty and performance for individuals with an inactive lifestyle. No significant relationship was found for individuals with an active lifestyle. This may be explained by the active participants' low level of commitment to the assigned goals. We conclude that sufficiently difficult goals combined with timely progress feedback are effective in increasing activity levels of inactive people. Future studies should address the effect of additional mobile persuasion techniques to further improve physical activity patterns of inactive individuals and to enhance goal commitment of active individuals.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {415–418},
numpages = {4},
keywords = {timely feedback, physical activity intervention, mobile persuasion, behavioral change, goal setting},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409303,
author = {Langley, David and Pals, Nico},
title = {The Social Contagion of Mobile Television},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409303},
doi = {10.1145/1409240.1409303},
abstract = {This paper explores an emerging approach to understand the adoption and diffusion of mobile devices and services, namely social contagion. Due to the publicly visible nature of mobile devices, we propose that the influence of those around us has a large effect on the decision to adopt a new service. We describe this approach and its application to a new mobile service, Mobile Television, based on the Digital Video Broadcasting -- Handheld format. Results show how the market segments with the highest potential for social contagion can be identified for this service and how marketing communication can be focused on specific issues which stimulate social contagion in each segment.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {419–422},
numpages = {4},
keywords = {new product adoption, imitation, DVB-H},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409304,
author = {Park, Yong S. and Han, Sung H. and Park, Jaehyun and Cho, Youngseok},
title = {Touch Key Design for Target Selection on a Mobile Phone},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409304},
doi = {10.1145/1409240.1409304},
abstract = {Mobile phones with a touch screen replacing traditional keypads have been introduced to the market. Few studies, however, have been conducted on the touch interface design for a mobile phone. This study investigated the effects of touch key sizes and locations on the one-handed thumb input that is popular in mobile phone interactions. Three different touch key sizes (i.e. square shape with 4mm, 7mm, and 10mm wide) and twenty five locations were examined in an experiment. The results provided two groups of touch key locations (an appropriate and an inappropriate region) with respect to three usability measures including success rate, number of errors, and pressing convenience. In addition, a hits distributions based algorithm was applied to target selection tasks, which statistically improved the performance. The results of this study could be used to design touch keys so as to enhance the usability of mobile phones with a touch screen.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {423–426},
numpages = {4},
keywords = {usability, mobile phones, touch screen, hits distribution based algorithm, one-handed thumb input},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409305,
author = {Gostner, Roswitha and Rukzio, Enrico and Gellersen, Hans},
title = {Usage of Spatial Information for Selection of Co-Located Devices},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409305},
doi = {10.1145/1409240.1409305},
abstract = {Use of spatial information to support discovery of interaction opportunities has been widely demonstrated. In this paper, we focus on the use of spatial interfaces for identification and selection of devices a mobile user encounters in their immediate environment. We contribute an experimental evaluation of two spatial interface conditions in comparison with a non-spatial condition. The two spatial interface conditions are a device list ordered by distance and an iconic map of devices as seen from the user's perspective and the non-spatial condition is an alphabetical list. Our results show an overall user preference for the iconic map over the spatial and alphabetical list. However, there was no clear preference for the spatial interfaces over the non-spatial condition with respect to user satisfaction and mental load.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {427–430},
numpages = {4},
keywords = {location information, spatial reference, mobile devices},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409306,
author = {Ghiani, Giuseppe and Leporini, Barbara and Patern\`{o}, Fabio},
title = {Vibrotactile Feedback as an Orientation Aid for Blind Users of Mobile Guides},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409306},
doi = {10.1145/1409240.1409306},
abstract = {In this paper, we present a solution for supporting vibrotactile feedback in mobile museum guides for blind users. To this end, we have designed and implemented a hardware/software module, which can be easily plugged into current PDAs to assist blind users in orientation. The solution, which comprises a two-channels haptic module as well as vocal support, has been exploited for moving through tagged objects. We also report on a user evaluation carried out with a number of blind users.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {431–434},
numpages = {4},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409307,
author = {Crossan, Andrew and Williamson, John and Brewster, Stephen and Murray-Smith, Rod},
title = {Wrist Rotation for Interaction in Mobile Contexts},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409307},
doi = {10.1145/1409240.1409307},
abstract = {In this paper, we investigate wrist rotation as a hands-free method of interaction with a mobile device. To evaluate this technique, a Fitts' Law targeting study is described in four different postures: resting, seated, standing and walking. Results show correlations in movement time and the Index of Difficulty of the task and similarities in the targeting performance for the first three conditions, but show walking and targeting using this method was significantly more difficult.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {435–438},
numpages = {4},
keywords = {accelerometer, mobile, hands-free interaction, Fitts' law},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409309,
author = {Agrawal, Hitesh and Dhotre, Kiran and Williams, Jason},
title = {A Streamlined Interface Documentation Methodology for Mobile User Interfaces},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409309},
doi = {10.1145/1409240.1409309},
abstract = {In this paper we describe a methodology for specifying a user interface application for mobile handset interfaces. This was derived from a design project in which Human Factors International worked together with one of the world's largest handset manufacturers on supporting the development and documentation of the user interface for one of the major US carriers. The methodology arose as a result of the challenges that the design team faced during the course of the project. Key goals of the resulting tool and process were to be as lightweight as possible, to cater for the different information needs of the various Stakeholders, and to be easy to create and update. The resulting tool was PowerPoint based and divided documentation into high and low level descriptions to meet the needs of both product management stakeholders and the development stakeholders. Overall, the improved documentation creation process and the clearer documentation which results have the ability to significantly accelerate the development process.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {441–444},
numpages = {4},
keywords = {interface documentation, mobile, project management, stakeholders},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409310,
author = {Davies, Matt},
title = {Designing a New Mobile Search Service: A User-Centered Approach},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409310},
doi = {10.1145/1409240.1409310},
abstract = {This case study explores a user-Centered design (UCD) approach to the design of a new, mobile internet search engine aimed at consumers in a commercial context.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {445–447},
numpages = {3},
keywords = {mobile search, prototyping, usability testing, telecommunications industry, visual design, mobile user interface (UI) design, user-centered design, interaction design, design process},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409311,
author = {Jung, Younghee and Anttila, Akseli and Blom, Jan},
title = {Designing for the Evolution of Mobile Contacts Application},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409311},
doi = {10.1145/1409240.1409311},
abstract = {We describe the design drivers, prototype and one-month field study results of a mobile contacts application incorporating new features and design elements. The design was inspired by 8 hypotheses on the potential new uses of a mobile contacts application. A total of 16 users from varying age groups and prior experiences with mobile phones participated in the trial of a prototype application running on Series 60 platform. The results of the user trial show that allowing personalization and reflection of own communication behavior are key factors motivating users to explore new usage of Contacts application. We also discuss a cultivator vs. communicator dimension of user preference towards contacts application use observed during the trial.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {449–452},
numpages = {4},
keywords = {prototyping, concept design, concept exploration, user preference modeling, user studies, mobile communication},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@dataset{10.1145/review-1409240.1409311_R44967,
author = {Davis, Gordon B.},
title = {Review ID:R44967 for DOI: 10.1145/1409240.1409311},
publisher = {Association for Computing Machinery},
url = {https://doi.org/10.1145/review-1409240.1409311_R44967}
}

@inproceedings{10.1145/1409240.1409312,
author = {Inbar, Ohad and Zilberman, Boaz},
title = {Usability Challenges in Creating a Multi-IM Mobile Application},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409312},
doi = {10.1145/1409240.1409312},
abstract = {We describe the usability challenges of designing a mobile instant messaging (IM) application with voice (VoIP) capability. The key challenge was to maintain the experience of PC-based IM applications while taking into account both the constraints of mobile devices and the differences in the context in which such applications are used. We also discuss the challenges involved in implementing solutions to correspond with the capabilities and UI conventions of varied platforms and devices.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {453–456},
numpages = {4},
keywords = {user-interface design, IM, VoIP, instant messaging, presence, usability},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409314,
author = {de Winter, J. C. F. and de Groot, S. and Dankelman, J. and Wieringa, P. A. and van Paassen, M. M. and Mulder, M.},
title = {Advancing Simulation-Based Driver Training: Lessons Learned and Future Perspectives},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409314},
doi = {10.1145/1409240.1409314},
abstract = {This paper aims to provide recommendations for improving the effectiveness of automatic, student-adaptive, simulation-based driver training. Using experiments and recorded data in driving simulators, three distinct issues are discussed: 1) the student, 2) the virtual driving instructor (VDI), and 3) the student-profile. We found that: first, students seek task-relevant information themselves; not providing them with feedback can be beneficial. Second, an intelligent VDI that emulates a human driving instructor is not favored. To the contrary, regressive instruction -- a relatively simple principle -- was effective in letting students drive away autonomously. Third, constructing a student-profile based on individual characteristics, such as a strength-weakness report, is viable for providing student-adaptive feedback.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {459–464},
numpages = {6},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409315,
author = {van den Bosch, Antal and Bogers, Toine},
title = {Efficient Context-Sensitive Word Completion for Mobile Devices},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409315},
doi = {10.1145/1409240.1409315},
abstract = {Word completion is a basic technology for reducing the effort involved in text entry on mobile devices and in augmentative communication devices, where efficiency and ease of use are needed, but where a low memory footprint is also required. Standard solutions compress a lexicon into a suffix tree with a small memory footprint and high retrieval speed. Keystroke savings, a measurable correlate of text entry effort gain, typically improve when the algorithm would also take into account the previous word; however, this comes at the cost of a large footprint. We develop two word completion algorithms that encode the previous word in the input. The first algorithm utilizes a character buffer that includes a fixed number of recent keystrokes, including those belonging to previous words. The second algorithm includes the complete previous word as an extra input feature. In simulation studies, the first algorithm yields marked improvements in keystroke savings, but has a large memory footprint. The second algorithm can be tuned by frequency thresholding to have a small footprint, and be less than one order of magnitude slower than the baseline system, while its keystroke savings improve over the baseline.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {465–470},
numpages = {6},
keywords = {predictive text processing, context sensitivity, ergonomics, word completion, mobile devices, scaling},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409316,
author = {Khan, Vassilis-Javed and Markopoulos, Panos and Eggen, Berry and IJsselsteijn, Wijnand and de Ruyter, Boris},
title = {Reconexp: A Way to Reduce the Data Loss of the Experiencing Sampling Method},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409316},
doi = {10.1145/1409240.1409316},
abstract = {This paper presents Reconexp, a diary method supported by a distributed application, which partly runs on a mobile device and partly on a website, enabling us to survey user attitudes, experiences and requirements in field studies. Reconexp combines aspects of the Experience Sampling Method and the Day Reconstruction Method aiming to reduce data loss, improve data quality and reduce burden put upon participants. We discuss our first experiences of using this method in the context of a study of communication needs of working parents with young children.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {471–476},
numpages = {6},
keywords = {awareness systems, day reconstruction method, experience sampling method, family communication},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409318,
author = {Prekopcs\'{a}k, Zolt\'{a}n and Hal\'{a}csy, P\'{e}ter and G\'{a}sp\'{a}r-Papanek, Csaba},
title = {Design and Development of an Everyday Hand Gesture Interface},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409318},
doi = {10.1145/1409240.1409318},
abstract = {Hand gesture interfaces gained great popularity due to game consoles in the past few years and they have the potential to appear in our everyday lives too. In this paper, we introduce four design principles for an everyday hand gesture interface. We evaluate related works and show a prototype that has been designed and developed with these principles in mind. This prototype satisfies most of the principles, and can be easily extended to satisfy all of them when previously announced hardware and software tools hit the market.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {479–480},
numpages = {2},
keywords = {gestural user interfaces, design principles, machine learning},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409319,
author = {Uluca, Doguhan and Streefkerk, Jan Willem and Sciacchitano, Brian and McCrickard, D. Scott},
title = {Designing Automated Handheld Navigation Support},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409319},
doi = {10.1145/1409240.1409319},
abstract = {Map usage on handheld devices suffers from limited screen size and the minimal attention that users can dedicate to them in mobile situations. This work examines effects of automating navigation features like zooming and panning as well as other features such as rotation, path finding and artifact representation on the mobile navigation experience. Described are five claims and early support for these features in the police work domain.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {481–482},
numpages = {2},
keywords = {mobile devices, adaptive user interfaces, automated user interaction, navigation aids, police, loosely-directed navigation},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409320,
author = {Leichtenstern, Karin and Erdmann, Dennis and Andr\'{e}, Elisabeth},
title = {EVAL - an Evaluation Component for Mobile Interfaces},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409320},
doi = {10.1145/1409240.1409320},
abstract = {The Eval Tool is a usability evaluation environment which can be used to evaluate users an their behaviour while they interact with their pervasive computing environment via a mobile phone interface. The tool supports audio-visual recordings of several users and automatically annotates and synchronizes them with context data emerging from the pervasive environment. The annotation of video material with contextual information is important for the analysis of user studies and the detection of usability issues. The EVAL Tool consists of a recorder and a analyzer component. Using the recorder component the capturing of the videos and the logging of the context can be controlled whereas the analyzer components helps to interpret the user study.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {483–484},
numpages = {2},
keywords = {evaluation tool, context, usability, user study},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409321,
author = {Shahid, Suleman and Mubin, Omar and Al Mahmud, Abdullah},
title = {Friend Forever: A Healderly Partner},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409321},
doi = {10.1145/1409240.1409321},
abstract = {In this paper we present an application that helps to motivate the elderly in maintaining an independent healthy life style. With this application elderly people don't need to memorize the details --- they will be informed round the clock about their diet and exercise schedules-freeing their memory for something else. The application was designed and implemented in a participatory manner. The early results from the evaluation show that the application has potential in enabling the elderly to maintain a healthy life style.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {485–486},
numpages = {2},
keywords = {user-centered design, prototyping, elderly},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.1409322,
author = {Bor\ss{}, Christian and Martin, Rainer},
title = {Interactive Auditory Virtual Environments for Mobile Devices},
year = {2008},
isbn = {9781595939524},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1409240.1409322},
doi = {10.1145/1409240.1409322},
abstract = {In this paper we present a client-server architecture which makes interactive auditory virtual environments (AVEs) accessible to devices with limited computational power. The implementation of an AVE generator as web service allows for platform independent "AVE services" via mobile devices almost "anywhere on any device" using a standard web browser. We propose a client-server architecture which computes the acoustic signals on a high-performance server and provides low-latency audio streaming from the server to the client.},
booktitle = {Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services},
pages = {487–488},
numpages = {2},
location = {Amsterdam, The Netherlands},
series = {MobileHCI '08}
}

@inproceedings{10.1145/1409240.140932

license: Unlicense

repository: goyalkaraniit/acm-cr

repo_name: goyalkaraniit/acm-cr