Model-Based Target Sonification in Small Screen Devices

Author(s):  
Parisa Eslambolchilar ◽  
Andrew Crossan ◽  
Roderick Murray-Smith ◽  
Sara Dalzel-Job ◽  
Frank Pollick

In this work, we investigate the use of audio and haptic feedback to augment the display of a mobile device controlled by tilt input. The questions we answer in this work are: How do people begin searching in unfamiliar spaces? What patterns do users follow and which techniques are employed to accomplish the experimental task? What effect does a prediction of the future state in the audio space, based on a model of the human operator, have on subjects’ behaviour? In the pilot study we studied subjects’ navigation in a state space with seven randomly placed audio sources, displayed via audio and vibrotactile modalities. In the main study, we compared only the efficiency of different forms of audio feedback. We ran these experiments on a Pocket PC instrumented with an accelerometer and a headset. The accuracy of selecting, exploration density, and orientation of each target was measured. The results quantified the changes brought by predictive or “quickened” sonified displays in mobile, gestural interaction. Also, they highlighted subjects’ search patterns and the effect of a combination of independent variables and each individual variable in the navigation patterns.

2012 ◽  
Author(s):  
Judith E. Gold ◽  
Feroze B. Mohamed ◽  
Sayed Ali ◽  
Mary F. Barbe
Keyword(s):  

2021 ◽  
Vol 7 ◽  
pp. 205520762110012
Author(s):  
John E Leikauf ◽  
Carlos Correa ◽  
Andrew N Bueno ◽  
Vicente Peris Sempere ◽  
Leanne M Williams

Introduction To address the need for non-pharmacologic, scalable approaches for managing attention-deficit and hyperactivity disorder (ADHD) in young people, we report the results of a study of an application developed for a wearable device (Apple Watch) that was designed to track movement and provide visual and haptic feedback for ADHD. Methods Six-week, open label pilot study with structured rating scales ADHD and semi-structured qualitative interview. Apple Watch software application given to users that uses actigraphy and graphic interface as well as haptic feedback to provide feedback to users about level of movement during periods of intentional focus. Linear mixed models to estimate trajectories. Results Thirty-two participants entered the study. This application was associated with improvement in ADHD symptoms over the 6 weeks of the study. We observed an ADHD-Rating Scale change of β = −1.2 units/week (95% CI = −0.56 to −1.88, F = 13.4, P = .0004). Conclusions These positive clinical outcomes highlight the promise of such wearable applications for ADHD and the need to pursue their further development.


2002 ◽  
Vol 6 (4) ◽  
pp. 245-252 ◽  
Author(s):  
O. de Bruijn ◽  
R. Spence ◽  
M. Y. Chong

Author(s):  
Sven Gedicke ◽  
Adalat Jabrayilov ◽  
Benjamin Niedermann ◽  
Petra Mutzel ◽  
Jan-Henrik Haunert

2021 ◽  
Vol 14 (28) ◽  
pp. 67-78
Author(s):  
Alexandra Presser ◽  
Gilson Braviano ◽  
Eduardo Côrte-Real

There is a noticeable gap in academic studies between comic books and hypermedia. On the one hand, are found several publications on both printed and digital comic books. On the other hand, are publications aimed at media and technologies for content usability for small screen devices. Therefore, this study focuses on the development of comic books for small screen device reading. A parameter guide for the so-called Webtoons was developed, based on theoretical foundation, observation of webcomics in this style on content platforms, and 3 phases of qualitative field research. The research included interviews with comic artists, comic book professionals, and, seeking successive refinement, the guide's presentation to students as educational material.


2019 ◽  
Vol 8 (1) ◽  
pp. 24-40
Author(s):  
Paz González ◽  
Tim Diaubalick

Abstract Research on tense-aspect phenomena has shown that the type of experimental task can affect the performance of L2 learners. This pilot study on the understudied language combination Dutch-Spanish investigates this issue by focusing on the interaction between known affecting variables (inherent aspect; L1 effects) and different tasks (multiple-choice, fill-in-the-blanks, free production). First findings show that, indeed, both task type and L1 have an influence on the outcome. Generally, Dutch learners seem to prefer the Imperfect over the Preterit. This stands in contrast to previous research but can be explained by the imperfective features of the Dutch Simple Past with which the learners associate the L2 forms. Whereas this L1 effect is not visible in the multiple-choice task where the choice is forced, it manifests itself in tasks where students can choose freely between forms they know. Especially in the free production task, the L1 effect interacts with a high individual variability.


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