Several interaction techniques have been proposed to enable transfer of information between different displays in heterogeneous multi-display environments. However, it is not clear whether subjective user preference for these different techniques depends on the nature of the displays between which information is transferred. We explore subjective usability of speech, touch and gesture for moving information between various displays in a heterogeneous multi-display environment, consisting of a multi-touch table, a wall-mounted display and a smartphone. We find that subjective user evaluation of the various interaction techniques depends on the combination of displays being used. This implies that the type of display combination should be taken into consideration when designing interaction techniques for the transfer of items between displays in a heterogeneous multi-display environment. Also, gesture based interactions were judged more acceptable when they involved holding a mobile phone, probably since this provided a cue explaining the action.
The document provides guidance on touch interactions for Windows 8 apps. It recommends using large touch targets that support direct manipulation, providing immediate feedback when the screen is touched, and making interactions reversible. Content should follow the user's finger when moving, and interactions should work the same with one or multiple fingers.
Designing for tablets: Touch and Natural InteractionArmando Fidalgo
This document discusses design considerations for tablet interfaces. It notes that tablets come in various screen sizes and recommends organizing the interface for touch-based interaction, direct manipulation, and immediate feedback within finger reach. Interface elements should be appropriately sized and spaced for fingers. Gestures like tap, swipe and pinch/zoom should be supported. The entire screen can act as a control. Interfaces should emulate natural interactions, prioritize content space, provide a sense of realism through metaphors and animation, and ensure an enjoyable user experience. Future exploration of new interaction paradigms is encouraged.
The document discusses the skills and knowledge gained from creating a school magazine project. It discusses learning about appropriate language and images for different audiences. It also discusses improving the layout and design based on feedback. The document also summarizes learning various software tools like Photoshop and how to design a magazine in Microsoft Publisher. It discusses addressing the target audience of 16-25 year olds interested in R&B music and using celebrities and music they enjoy. Finally, it states that IPC would likely distribute the magazine as it fills a gap in their music magazine offerings.
These are my slides from a talk I gave at EDUTICE, in Lille France, on April 16ht, 2012. The talk was about the crisis of access in higher education, the use of technology, the need for more user-friendly technology and the emerging www.bold-research.org research network focussed on blending synchronous and asynchronous online technologies at the graduate studies level.
The document discusses the sustainability of online learning and proposes balancing the priorities of key stakeholders to make online learning more sustainable. It identifies the stakeholders as faculty, students, and administrators. It suggests engaging faculty by making online learning attractive and less time-intensive, making it accessible and affordable for students, and reducing costs for administrators through lower initial design requirements and delivery technologies. Balancing the priorities of these groups could help address current issues that make online learning non-sustainable.
The document outlines the formative offer and facilities available at a secondary school. It describes the first and second cycle of secondary education, special diversification programs, and vocational training options. It also lists the facilities available, including computer rooms, specialized classrooms for subjects like art and music, laboratories for sciences, a large events hall, library, gymnasium, basketball court, and cafeteria.
The document discusses TNO Defence's INVIS integrated night vision surveillance system. It can fuse visual, near-infrared, and long-wave infrared imagery to increase detection capabilities at night. It uses color transfer techniques to apply natural daytime colors to the fused nighttime imagery for easier scene interpretation. The system also includes image enhancement algorithms and the ability to generate synthetic imagery based on sensor data to help users understand scenes. A field experiment was conducted in 2010 to test the system.
The document provides guidance on touch interactions for Windows 8 apps. It recommends using large touch targets that support direct manipulation, providing immediate feedback when the screen is touched, and making interactions reversible. Content should follow the user's finger when moving, and interactions should work the same with one or multiple fingers.
Designing for tablets: Touch and Natural InteractionArmando Fidalgo
This document discusses design considerations for tablet interfaces. It notes that tablets come in various screen sizes and recommends organizing the interface for touch-based interaction, direct manipulation, and immediate feedback within finger reach. Interface elements should be appropriately sized and spaced for fingers. Gestures like tap, swipe and pinch/zoom should be supported. The entire screen can act as a control. Interfaces should emulate natural interactions, prioritize content space, provide a sense of realism through metaphors and animation, and ensure an enjoyable user experience. Future exploration of new interaction paradigms is encouraged.
The document discusses the skills and knowledge gained from creating a school magazine project. It discusses learning about appropriate language and images for different audiences. It also discusses improving the layout and design based on feedback. The document also summarizes learning various software tools like Photoshop and how to design a magazine in Microsoft Publisher. It discusses addressing the target audience of 16-25 year olds interested in R&B music and using celebrities and music they enjoy. Finally, it states that IPC would likely distribute the magazine as it fills a gap in their music magazine offerings.
These are my slides from a talk I gave at EDUTICE, in Lille France, on April 16ht, 2012. The talk was about the crisis of access in higher education, the use of technology, the need for more user-friendly technology and the emerging www.bold-research.org research network focussed on blending synchronous and asynchronous online technologies at the graduate studies level.
The document discusses the sustainability of online learning and proposes balancing the priorities of key stakeholders to make online learning more sustainable. It identifies the stakeholders as faculty, students, and administrators. It suggests engaging faculty by making online learning attractive and less time-intensive, making it accessible and affordable for students, and reducing costs for administrators through lower initial design requirements and delivery technologies. Balancing the priorities of these groups could help address current issues that make online learning non-sustainable.
The document outlines the formative offer and facilities available at a secondary school. It describes the first and second cycle of secondary education, special diversification programs, and vocational training options. It also lists the facilities available, including computer rooms, specialized classrooms for subjects like art and music, laboratories for sciences, a large events hall, library, gymnasium, basketball court, and cafeteria.
The document discusses TNO Defence's INVIS integrated night vision surveillance system. It can fuse visual, near-infrared, and long-wave infrared imagery to increase detection capabilities at night. It uses color transfer techniques to apply natural daytime colors to the fused nighttime imagery for easier scene interpretation. The system also includes image enhancement algorithms and the ability to generate synthetic imagery based on sensor data to help users understand scenes. A field experiment was conducted in 2010 to test the system.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/qualcomm/embedded-vision-training/videos/pages/may-2014-embedded-vision-summit
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Francis MacDougall, Senior Director of Technology at Qualcomm, presents the "Vision-Based Gesture User Interfaces" tutorial at the May 2014 Embedded Vision Summit.
The means by which we interact with the machines around us is undergoing a fundamental transformation. While we may still sometimes need to push buttons, touch displays and trackpads, and raise our voices, we’ll increasingly be able to interact with and control our devices simply by signaling with our fingers, gesturing with our hands, and moving our bodies.
This presentation explains how gestures fit into the spectrum of advanced user interface options, compares and contrasts the various 2-D and 3-D technologies (vision and other) available to implement gesture interfaces, gives examples of the various gestures (and means of discerning them) currently in use by systems manufacturers, and forecasts how the gesture interface market may evolve in the future.
This document discusses designing multi-touch interfaces for HTML5 applications. It covers challenges like flexible layouts for different screen sizes and orientations, implementing common gestures, performance optimization, and cross-browser compatibility. Frameworks can help address these challenges. The conclusion recommends HTML5 for small applications and native solutions for large, feature-rich responsive apps.
1. The document defines eight common gestures used in mobile games such as tap, drag, flick, swipe, double tap, pinch, touch and hold, and shake.
2. It provides the definition, typical use, and examples for each gesture from both Apple and mobile games.
3. The objective was to establish a standard vocabulary for gestures in mobile games and identify best practices based on principles of direct manipulation, feedback, and cognitive mapping.
The document discusses universal design and accessibility in user interfaces. It covers seven principles of universal design for interactive systems: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, and size and space for approach and use. It also discusses multi-modal technology, including using sight, sound, touch, taste and smell to provide alternative modes of interaction. Emerging technologies that could impact interface design are mentioned, such as mobile and wearable computing, augmented reality and virtual reality. The impacts of emerging technologies on users and society are wide-ranging.
This document provides information on designing interfaces for small screen devices such as mobile phones and tablets. It discusses defining small screen devices, common types including mobile phones and tablets, and other categories such as netbooks. Input methods on small screens are typically touch-based using fingers, but stylus and voice input are also covered. Different touch sensor technologies and touch input types like tap, pinch, and swipe are outlined. Design considerations for small screens include text size, touch target sizes, screen orientation, and types of mobile applications. Navigation patterns like hierarchy, tabs and filters are reviewed. Information architecture principles emphasize focusing on one task, using less clutter, following platform conventions, and reducing scrolling and text input.
AR / UX: Building Augmented Reality ExperiencesJoey deVilla
These are the slides from the presentation given at the joint Tampa Bay User Experience / Front End Design Group meetup by Anitra Pavka and Joey deVilla on the evening of June 14, 2018.
We are overwhelmed with things these days and our lives are cluttered. Everyone is always hurrying and usually just a little late. If you meet people on the streets, nearly all of them have a strained, harassed look, and anyone you meet will tell you there is no time for anything anymore.
Touch-sensitive screens have various applications like lifestyle, exercise equipment, and industrial uses. A survey found 90% of people use smart phones with touchscreens as their first experience, and 90% do not consider their mobile phone their first touchscreen device. Apple and Samsung are the most popular phone brands, while touchscreens are commonly used in ATMs, tablets, and smart phones. Touchscreens became widely accepted due to their integration into popular smart phones.
Mobile Applications Development - Lecture 5
UI Design
Layout
Look & Feel
Colors
Typography
Graphics
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
The document discusses surface computing and the Microsoft Surface tabletop computer. It provides background on surface computing, how the Surface works using infrared cameras and rear projection, and examples of how the Surface is used. It also summarizes a study where participants defined over 1000 gestures for interacting with the Surface and taxonomy of surface gestures. Key challenges of the Surface include cost and lack of portability. The document concludes the user study helps develop gestures for tabletop systems and Surface changes how people interact with technology.
Natural User Interface Design for SmartphonesAhmed Bouzid
The smartphone presents a set of usability challenges that can be solved only with a combination of all input and output modalities available to the user. In this workshop, we review some basic principles for building highly usable, multimodal applications. The principles will be illustrated through concrete implementation examples.
This document discusses designing mobile applications to be accessible and inclusive for all users. It covers common misconceptions about accessibility and outlines that over 1 in 5 people have an official disability. The document then discusses the WCAG 2.0 guidelines of perceivable, operable, understandable and robust. It provides tips for making content perceivable through proper use of color, fonts, labeling and forgiveness in design. Tips are also provided for making interfaces operable through touch targets, placement, keyboards and hierarchy. The document stresses the importance of understandable information and layout. It concludes with making content robust and accessible to assistive technologies like screen readers.
Apples’ iPhone, iPod touch and iPad Application Programming - CLASS 1Violeta Salas
Across this sessions you will learn to develop and deploy mobile applications on Apple´s iPhone, Ipod and iPad.
CLASS 1. Introduction. Mobile Characteristics and Interaction Design Principles.
This presentation is an overview of multi-touch technology available for developers today, and it covers different scenarios of multi-touch and when to use which one.
This chapter discusses mobile user interface design. It covers using screen real estate efficiently, understanding how users perceive design elements, the social aspect of mobile interfaces, accessibility considerations, and designing for specific mobile platforms. Key points include using minimalism and a visual hierarchy; understanding Gestalt principles of perception; ensuring usability and reaching the intended audience; and following platform-specific design patterns and guidelines.
Learning in a Multi-device World Infographic explores the Multidevice World and explains how you can get started with multi-device learning. Get a comprehensive insight into creating, testing and delivering learning across a plethora of devices.
The infographic provides a graphical explanation on the rapid rise in the number of devices and their increased usage in our daily lives that have led to the evolution of 'The Multi-device World'.
Mobile immersive learning uses powerful tablet devices to provide immersive learning experiences that were previously only available on desktop systems. This allows rich learning environments to be put literally into the hands of learners. Some key benefits include improving understanding through learning by doing in context, enhancing retention through visual and audio cues, and reducing costs by replacing travel with virtual experiences. Effective design of mobile immersive learning focuses on short, self-contained sessions with simple navigation and a strong narrative to maintain engagement despite distractions.
This presentation will explore the user experience mobile design principles noting how it can help and in some cases make it more challenging for people with disabilities, using practical examples to illustrate both good and challenging designs for mobile. Participants will learn what challenges people with disabilities face using mobile devices and how to balance the design needs for all users.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/qualcomm/embedded-vision-training/videos/pages/may-2014-embedded-vision-summit
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Francis MacDougall, Senior Director of Technology at Qualcomm, presents the "Vision-Based Gesture User Interfaces" tutorial at the May 2014 Embedded Vision Summit.
The means by which we interact with the machines around us is undergoing a fundamental transformation. While we may still sometimes need to push buttons, touch displays and trackpads, and raise our voices, we’ll increasingly be able to interact with and control our devices simply by signaling with our fingers, gesturing with our hands, and moving our bodies.
This presentation explains how gestures fit into the spectrum of advanced user interface options, compares and contrasts the various 2-D and 3-D technologies (vision and other) available to implement gesture interfaces, gives examples of the various gestures (and means of discerning them) currently in use by systems manufacturers, and forecasts how the gesture interface market may evolve in the future.
This document discusses designing multi-touch interfaces for HTML5 applications. It covers challenges like flexible layouts for different screen sizes and orientations, implementing common gestures, performance optimization, and cross-browser compatibility. Frameworks can help address these challenges. The conclusion recommends HTML5 for small applications and native solutions for large, feature-rich responsive apps.
1. The document defines eight common gestures used in mobile games such as tap, drag, flick, swipe, double tap, pinch, touch and hold, and shake.
2. It provides the definition, typical use, and examples for each gesture from both Apple and mobile games.
3. The objective was to establish a standard vocabulary for gestures in mobile games and identify best practices based on principles of direct manipulation, feedback, and cognitive mapping.
The document discusses universal design and accessibility in user interfaces. It covers seven principles of universal design for interactive systems: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, and size and space for approach and use. It also discusses multi-modal technology, including using sight, sound, touch, taste and smell to provide alternative modes of interaction. Emerging technologies that could impact interface design are mentioned, such as mobile and wearable computing, augmented reality and virtual reality. The impacts of emerging technologies on users and society are wide-ranging.
This document provides information on designing interfaces for small screen devices such as mobile phones and tablets. It discusses defining small screen devices, common types including mobile phones and tablets, and other categories such as netbooks. Input methods on small screens are typically touch-based using fingers, but stylus and voice input are also covered. Different touch sensor technologies and touch input types like tap, pinch, and swipe are outlined. Design considerations for small screens include text size, touch target sizes, screen orientation, and types of mobile applications. Navigation patterns like hierarchy, tabs and filters are reviewed. Information architecture principles emphasize focusing on one task, using less clutter, following platform conventions, and reducing scrolling and text input.
AR / UX: Building Augmented Reality ExperiencesJoey deVilla
These are the slides from the presentation given at the joint Tampa Bay User Experience / Front End Design Group meetup by Anitra Pavka and Joey deVilla on the evening of June 14, 2018.
We are overwhelmed with things these days and our lives are cluttered. Everyone is always hurrying and usually just a little late. If you meet people on the streets, nearly all of them have a strained, harassed look, and anyone you meet will tell you there is no time for anything anymore.
Touch-sensitive screens have various applications like lifestyle, exercise equipment, and industrial uses. A survey found 90% of people use smart phones with touchscreens as their first experience, and 90% do not consider their mobile phone their first touchscreen device. Apple and Samsung are the most popular phone brands, while touchscreens are commonly used in ATMs, tablets, and smart phones. Touchscreens became widely accepted due to their integration into popular smart phones.
Mobile Applications Development - Lecture 5
UI Design
Layout
Look & Feel
Colors
Typography
Graphics
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
The document discusses surface computing and the Microsoft Surface tabletop computer. It provides background on surface computing, how the Surface works using infrared cameras and rear projection, and examples of how the Surface is used. It also summarizes a study where participants defined over 1000 gestures for interacting with the Surface and taxonomy of surface gestures. Key challenges of the Surface include cost and lack of portability. The document concludes the user study helps develop gestures for tabletop systems and Surface changes how people interact with technology.
Natural User Interface Design for SmartphonesAhmed Bouzid
The smartphone presents a set of usability challenges that can be solved only with a combination of all input and output modalities available to the user. In this workshop, we review some basic principles for building highly usable, multimodal applications. The principles will be illustrated through concrete implementation examples.
This document discusses designing mobile applications to be accessible and inclusive for all users. It covers common misconceptions about accessibility and outlines that over 1 in 5 people have an official disability. The document then discusses the WCAG 2.0 guidelines of perceivable, operable, understandable and robust. It provides tips for making content perceivable through proper use of color, fonts, labeling and forgiveness in design. Tips are also provided for making interfaces operable through touch targets, placement, keyboards and hierarchy. The document stresses the importance of understandable information and layout. It concludes with making content robust and accessible to assistive technologies like screen readers.
Apples’ iPhone, iPod touch and iPad Application Programming - CLASS 1Violeta Salas
Across this sessions you will learn to develop and deploy mobile applications on Apple´s iPhone, Ipod and iPad.
CLASS 1. Introduction. Mobile Characteristics and Interaction Design Principles.
This presentation is an overview of multi-touch technology available for developers today, and it covers different scenarios of multi-touch and when to use which one.
This chapter discusses mobile user interface design. It covers using screen real estate efficiently, understanding how users perceive design elements, the social aspect of mobile interfaces, accessibility considerations, and designing for specific mobile platforms. Key points include using minimalism and a visual hierarchy; understanding Gestalt principles of perception; ensuring usability and reaching the intended audience; and following platform-specific design patterns and guidelines.
Learning in a Multi-device World Infographic explores the Multidevice World and explains how you can get started with multi-device learning. Get a comprehensive insight into creating, testing and delivering learning across a plethora of devices.
The infographic provides a graphical explanation on the rapid rise in the number of devices and their increased usage in our daily lives that have led to the evolution of 'The Multi-device World'.
Mobile immersive learning uses powerful tablet devices to provide immersive learning experiences that were previously only available on desktop systems. This allows rich learning environments to be put literally into the hands of learners. Some key benefits include improving understanding through learning by doing in context, enhancing retention through visual and audio cues, and reducing costs by replacing travel with virtual experiences. Effective design of mobile immersive learning focuses on short, self-contained sessions with simple navigation and a strong narrative to maintain engagement despite distractions.
This presentation will explore the user experience mobile design principles noting how it can help and in some cases make it more challenging for people with disabilities, using practical examples to illustrate both good and challenging designs for mobile. Participants will learn what challenges people with disabilities face using mobile devices and how to balance the design needs for all users.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Communications Mining Series - Zero to Hero - Session 1
Achi 2013
1. Subjective Usability of Speech, Touch
and Gesture
in a Heterogeneous Multi-Display
Environment
Arnoud de Jong Susanne Tak Alexander Toet Sven Schultz
Jan-Pieter Wijbenga Jan van Erp
TNO, The Netherlands
2. Overview
‒ Introduction
‒ Related work
‒ User Study
‒ Tasks & Results
‒ Conclusions
‒ Future Work
4. Introduction:
Using different interaction
techniques
Touch Speech Gesture
- Hand contact - Spoken commands - In-air body movements
- Physical interaction - Direct hands-free interaction - Interaction over
at close range at close to medium range longer ranges
5. Related Work
− New techniques have been proposed to move objects between heterogeneous
devices.
− Typically keyboard, touch, gesture, speech based.
− Single-user single-display paradigm still dominates.
− Available techniques complement each other:
6. Related Work
− New techniques have been proposed to move objects between heterogeneous
devices.
− Typically keyboard, touch, gesture, speech based.
− Single-user single-display paradigm still dominates.
− Available techniques complement each other:
− Direct touch is fast - but only feasible at close range.
7. Related Work
− New techniques have been proposed to move objects between heterogeneous
devices.
− Typically keyboard, touch, gesture, speech based.
− Single-user single-display paradigm still dominates.
− Available techniques complement each other:
− Direct touch is fast - but only feasible at close range.
− Speech suitable for descriptive techniques
and in conditions with occlusion.
8. Related Work
− New techniques have been proposed to move objects between heterogeneous
devices.
− Typically keyboard, touch, gesture, speech based.
− Single-user single-display paradigm still dominates.
− Available techniques complement each other:
− Direct touch is fast - but only feasible at close range.
− Speech suitable for descriptive techniques and in conditions with occlusion.
− Gestural interaction enables remote manipulation of objects.
9. Related Work
− New techniques have been proposed to move objects between heterogeneous
devices.
− Typically keyboard, touch, gesture, speech based.
− Single-user single-display paradigm still dominates.
− Available techniques complement each other:
− Direct touch is fast - but only feasible at close range.
− Speech suitable for descriptive techniques and in conditions with occlusion.
− Gestural interaction enables remote manipulation of objects.
− Users prefer combination of speech and gestural interaction
when handling graphics.
10. User Study:
Usability and Preference
Blabla
Participants: Display Pairs: Interaction Modes: Usability Questionnaire:
21 participants Table Screen − Speech − without thinking
12 male Table Mobile − Touch − intuitive
9 female Screen Mobile − Gesture − unnatural
27 average age Mobile Screen − tiring
− responsive
− complex
− error-prone
11. Interaction Techniques
Table to screen
Speech: Select photo and say “send to screen”.
Touch: Drag photo to a window entitled ‘Screen’.
Gesture: Select photo and point at the screen.
Table to mobile
Speech: Select photo and say “send to Harry”.
Touch: Drag photo to a window entitled ‘Harry’.
Tangible: Place mobile on table and drag photo to it.
Screen to mobile
Speech: Start voice command by saying “screen” then say “send to Harry”.
Gesture: Hold phone as if taking a photo of the screen.
Mobile to screen
Speech: Start voice command by dragging finger downwards over screen and
say “send to screen”.
Touch: Press send button below photo and select the ‘Screen’ menu item.
Gesture: Point phone at the screen.
12.
13. Tasks:
Table to Screen
Results
• Most participants preferred touch
technique
• 5 participants thought speaking
commands out loud was awkward
Speech Touch Gesture
Select photo and say Drag photo to window Select photo and point
“send to screen”. entitled ‘Screen’. at screen.
14. Tasks:
Table to Screen
Preference Usability
Speech Touch Gesture
Select photo and say Drag photo to window Select photo and point
“send to screen”. entitled ‘Screen’. at screen.
15. Tasks:
Table to Mobile
Results
• Most participants preferred the tangible
technique
• The tangible technique was very well received,
with 10 participants calling it “fun” or “cool”.
Speech Touch Tangible
Select photo and say Drag photo to window Place mobile on table
“send to Harry”. entitled ‘Harry’. and drag photo to it.
16. Tasks:
Table to Mobile
Preference Usability
Speech Touch Tangible
Select photo and say Drag photo to window Place mobile on table
“send to Harry”. entitled ‘Harry’. and drag photo to it.
17. Tasks:
Screen to Mobile
Results
• No significant preference for either of the
techniques
• 12 participants preferred speech the most,
9 participants preferred gesture the most
Speech Gesture
Say “screen” followed Hold phone as if taking
by “send to Harry”. photo of screen.
18. Tasks:
Screen to Mobile
Preference Usability
Speech Gesture
Say “screen” followed Hold phone as if taking
by “send to Harry”. photo of screen.
19. Tasks
Mobile to Screen
Results
• Most participants preferred the gesture
technique
Speech Touch Gesture
Drag finger and say Select ‘Screen’ menu Point phone at screen.
“send to screen”. item and press ‘Send’.
20. Tasks
Mobile to Screen
Preference Usability
Speech Touch Gesture
Drag finger and say Select ‘Screen’ menu Point phone at screen.
“send to screen”. item and press ‘Send’.
21. Conclusions
‒User preference for interaction techniques depends
on the nature of the displays.
‒Speech technique is generally disliked: people feel
embarrassed when speaking commands out loud.
‒Holding an object that provides a clear visual cue
indicating the user’s actions makes gesture-based
interaction more acceptable.
22. Future Work
‒Explicitly address embarrassment:
test whether participants are primarily
spatial, verbal or object oriented
‒Register objective performance measures
(e.g. time required to perform different actions).
‒Investigate multiple users settings
and/or more complex display
combinations.
Several interaction techniques have been proposed to enable transfer of information between different displays in heterogeneous multi-display environments. However, it is not clear whether subjective user preference for these different techniques depends on the nature of the displays between which information is transferred. In this study we explored subjective usability of speech, touch and gesture for moving information between various displays in a heterogeneous multi-display environment, consisting of a multi-touch table, a wall-mounted display and a smartphone.
First I will introduce the problem of interactive information transfer between multiple heterogeneous displays.Then I will discuss some related work on interaction and navigation techniques used in multi-display environments. Next, I will describe the user study that we performed to assess the subjective usability of gesture, touch and speech techniques for this purpose, and I will present the results of this study. Finally, I will present our conclusions and provide suggestions for future research.
Distributed computing environments (e.g. meeting rooms, collaborative work spaces) are increasingly populated with many heterogeneous display devices like smartphones and tablets (providing small personalized displays), tabletop displays (facilitating collaboration between small groups), and large size displays (for information presentation to larger groups). A frequent task in these heterogeneous multi-display environments is moving objects between displays .
Although several cross-display interaction techniques have been proposed, it is still unknown if subjective user preference for these different techniques depends on the nature of the selected display pairs. The current study assesses subjective user preferences for gesture, touch and speech based interaction techniques in a setting that integrates a multi-touch table with a wall-mounted display and a smartphone.
The single-user single-display paradigm: still dominates: the user interacts with one display at a time, using an interaction technique that is considered most appropriate for that particular type of display. Touch based interaction has become popular for devices like mobile phones, tablets and interactive tabletops. Gestural interaction has gained popularity through interactive computer games (Wii, Microsoft’s Kinect system) and is appropriate for direct interaction with large displays that can be operated from a distance.Speech based interaction is typically used for in-car navigation devices and hands-free phone systems, and might gain in popularity with the increasing availability of voice operated smartphone apps (e.g. via Siri on the iPhone). Similar to touch, speech interaction is only suitable for direct interaction at close range.
To assess user preference for different interaction techniques in a heterogeneous multi-display environment, we performed a study in which users transferred items (photographs) between different types of displays, using gesture, touch and speech techniques. Subjective user experience was quantified through semantic questionnaires. Participants rated their agreement on a 5-point Likert scale ranging from “completely disagree” to “complete agree”. For each display pair, participants ranked the 3 (2for the screen to mobile display pair) techniques from most to least preferred. On average, participants completed the experiment in 60 minutes.
Participants were requested to send a photograph from one display to another using various techniques. The 4display pairs were (touch)table to screen, table to mobile (phone), screen to mobile, and mobile to screen.
This movie illustrates the different interaction techniques.
Even though most participants preferred the touch technique, the subjective usability scores of the touch and gesture techniques are not so different.
Even though most participants preferred the tangible technique, the subjective usability scores of the tangible and touch techniques are nearly equal.
Even though most participants preferred the gesture technique, the subjective usability scores of the gesture and touch techniques are nearly equal.
Speech was only preferred when the large screen was the target of the speech command, probably because it was the only viable interaction mode in this condition.Participants felt uncomfortable or embarrassed using a gesture for the table to screen task, but not for the mobile to screen task. Possibly, holding an object that provides a clear visual cue explaining the user’s actions makes gesture-based interaction more acceptable.
Subjective usability scores showed no difference between the various gesture conditions, but the user preference rankings did.Future user evaluations should explicitly address embarrassment to resolve this issue.