Session:「Mobile interactions and interactions with mobiles」

ResearchIME: A Mobile Keyboard Application for Studying Free Typing Behaviour in the Wild

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173829

論文アブストラクト: We present a data logging concept, tool, and analyses to facilitate studies of everyday mobile touch keyboard use and free typing behaviour: 1) We propose a filtering concept to log typing without recording readable text and assess reactions to filters with a survey (N=349). 2) We release an Android keyboard app and backend that implement this concept. 3) Based on a three-week field study (N=30), we present the first analyses of keyboard use and typing biometrics on such free text typing data in the wild, including speed, postures, apps, auto correction, and word suggestions. We conclude that research on mobile keyboards benefits from observing free typing beyond the lab and discuss ideas for further studies.

日本語のまとめ:

タッチキーボードの研究室実験は入力方法、内容に制限。自然なタイピングを調査するためのプライバシーに考慮した記録のコンセプト、キーボードアプリを提案。フィールドスタディからタイピングの特徴、バイオメトリクスを分析した。

Veritaps: Truth Estimation from Mobile Interaction

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174135

論文アブストラクト: We introduce the concept of Veritaps: a communication layer to help users identify truths and lies in mobile input. Existing lie detection research typically uses features not suitable for the breadth of mobile interaction. We explore the feasibility of detecting lies across all mobile touch interaction using sensor data from commodity smartphones. We report on three studies in which we collect discrete, truth-labelled mobile input using swipes and taps. The studies demonstrate the potential of using mobile interaction as a truth estimator by employing features such as touch pressure and the inter-tap details of number entry, for example. In our final study, we report an F1-score of .98 for classifying truths and .57 for lies. Finally we sketch three potential future scenarios of using lie detection in mobile applications; as a security measure during online log-in, a trust layer during online sale negotiations, and a tool for exploring self-deception.

日本語のまとめ:

タッチ入力の嘘/真実の識別を補助するVeritapsを提案。3つの調査からコンテンツに依存しない識別の実現可能性を調査。得られたデータを入力の応答時間差、行動特徴などから分類。情報の信頼性を評価し、ユーザの判断を補助。

Training Person-Specific Gaze Estimators from User Interactions with Multiple Devices

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174198

論文アブストラクト: Learning-based gaze estimation has significant potential to enable attentive user interfaces and gaze-based interaction on the billions of camera-equipped handheld devices and ambient displays. While training accurate person- and device-independent gaze estimators remains challenging, person-specific training is feasible but requires tedious data collection for each target device. To address these limitations, we present the first method to train person-specific gaze estimators across multiple devices. At the core of our method is a single convolutional neural network with shared feature extraction layers and device-specific branches that we train from face images and corresponding on-screen gaze locations. Detailed evaluations on a new dataset of interactions with five common devices (mobile phone, tablet, laptop, desktop computer, smart TV) and three common applications (mobile game, text editing, media center) demonstrate the significant potential of cross-device training. We further explore training with gaze locations derived from natural interactions, such as mouse or touch input.

日本語のまとめ:

個人特有マルチデバイス対応の視線推定器をデバイス毎のエンコーダ/デコーダと共有の特徴抽出層からなるCNNで実現。5つのデバイスについてデータ収集を行い、評価を行った。データ数を削減できる点で学習ベースの推定の問題点を解消

D-SWIME: A Design Space for Smartwatch Interaction Techniques Supporting Mobility and Encumbrance

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174208

論文アブストラクト: Smartwatches enable rapid access to information anytime and anywhere. However, current smartwatch content navigation techniques, for panning and zooming, were directly adopted from those used on smartphones. These techniques are cumbersome when performed on small smartwatch screens and have not been evaluated for their support in mobility and encumbrance contexts (when the user's hands are busy). We studied the effect of mobility and encumbrance on common content navigation techniques and found a significant decrease in performance as the pace of mobility increases or when the user was encumbered with busy hands. Based on these initial findings, we proposed a design space which would improve efficiency when navigation techniques, such as panning and zooming, are employed in mobility contexts. Our results reveal that our design space can effectively be used to create novel interaction techniques that improve smartwatch content navigation in mobility and encumbrance contexts.

日本語のまとめ:

スマートウォッチのパン、ズーム操作は移動時や手が自由でない時に操作性が低下。画面接触時、接触準備時の負荷に注目してデザインスペースを設計。各操作2つずつ操作を提案し評価。デザインスペースの目標とする領域に近いほど良い結果