http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Synthesis digital library of engineering and computer science
1 online resource (xxii, 177 pages) : illustrations.
In the everyday world, much of what we do as social beings is dictated by how we perceive and manage our interpersonal space. This is called proxemics. At its simplest, people naturally correlate physical distance to social distance. We believe that people's expectations of proxemics can be exploited in interaction design to mediate their interactions with devices (phones, tablets, computers, appliances, large displays) contained within a small ubiquitous computing ecology. Just as people expect increasing engagement and intimacy as they approach others, so should they naturally expect increasing connectivity and interaction possibilities as they bring themselves and their devices in close proximity to one another. This is called Proxemic Interactions. This book concerns the design of proxemic interactions within such future proxemic-aware ecologies. It imagines a world of devices that have fine-grained knowledge of nearby people and other devices--how they move into range, their precise distance, their identity, and even their orientation-- and how such knowledge can be exploited to design interaction techniques. The first part of this book concerns theory. After introducing proxemics, we operationalize proxemics for Ubicomp interaction via the Proxemic Interactions framework that designers can use to mediate people's interactions with digital devices. The framework, in part, identifies five key dimensions of proxemic measures (distance, orientation, movement, identity, and location) to consider when designing proxemic-aware Ubicomp systems. The second part of this book applies this theory to practice via three case studies of proxemic-aware systems that react continuously to people's and devices' proxemic relationships. The case studies explore the application of proxemics in small-space Ubicomp ecologies by considering first person-to-device, then device-to-device, and finally person-to-person and device-to-device proxemic relationships. We also offer a critical perspective on proxemic interactions in the form of "dark patterns," where knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user.
1. Introduction -- 1.1 Proxemics -- 1.2 Proxemics applied to Ubicomp interactions -- 1.3 Audience for this book -- Part I. Proxemics and ubiquitous computing --
10. Conclusion -- 10.1 What was learnt -- 10.2 Potential directions for future work -- 10.2.1 Defining rules of behavior -- 10.2.2 Other factors influencing proxemic behavior -- 10.2.3 Pattern language of proxemic interactions -- 10.2.4 Violating proxemic expectations -- 10.2.5 Safeguarding abuses -- 10.2.6 Interactions in large-scale, cluttered Ubicomp ecologies -- 10.2.7 Proxemic interactions in public spaces, buildings, cities -- 10.2.8 Technical challenges -- 10.2.9 Other concerns -- 10.3 The future is here -- 10.4 Closing remarks --
2. Ubicomp in brief -- 2.1 Envisioning ubiquitous computing -- 2.2 Situating computing in people's everyday environments -- 2.3 Embodied interaction -- 2.4 Context-aware computing -- 2.5 Ubicomp systems considering spatial relationships -- 2.5.1 Sensing devices -- 2.5.2 Sensing people -- 2.5.3 Sensing both people and devices -- 2.6 Conclusion --
3. Proxemic interactions theory -- 3.1 Personal space -- 3.2 Hall's proxemics -- 3.3 Environment: fixed and semi-fixed features -- 3.4 Size and shape of interpersonal distance zones -- 3.5 Orientation -- 3.6 Compensation, balance, and privacy -- 3.7 Discrete vs. continuous distances -- 3.8 The focused encounter: F-formations -- 3.9 Proxemic theories as analytical lenses in interaction design -- 3.10 Summary --
4. Operationalizing proxemics for Ubicomp interaction -- 4.1 Proxemic dimensions -- 4.1.1 Distance -- 4.1.2 Orientation -- 4.1.3 Movement and motion -- 4.1.4 Identity -- 4.1.5 Location -- 4.2 Applying dimensions to Ubicomp interaction design -- 4.3 Conclusion --
5. Exploiting proxemics to address challenges in Ubicomp ecologies -- 5.1 Ubicomp interaction design challenges -- 5.2 Revisiting challenge 1: revealing interaction possibilities -- 5.2.1 Reacting to the presence and approach of people -- 5.2.2 Transition from awareness to interaction -- 5.2.3 Spatial visualizations of Ubicomp environments -- 5.3 Revisiting challenge 2: directing actions -- 5.3.1 Discrete distance zones for interaction -- 5.3.2 Considering attention and orientation -- 5.3.3 Considering location features -- 5.3.4 Considering motion trajectories -- 5.3.5 Adapt to number of nearby devices -- 5.4 Revisiting challenge 3: establishing connections between devices -- 5.4.1 Connection as a consequence of close proximity -- 5.4.2 Progressive connection process -- 5.5 Revisiting challenge 4: providing feedback -- 5.5.1 Adjusting feedback output -- 5.5.2 Selecting appropriate feedback modality -- 5.5.3 Proxemic-dependent reveal of feedback -- 5.6 Revisiting challenge 5: preventing and correcting mistakes -- 5.6.1 Inverting actions -- 5.6.2 Explicit action to undo -- 5.6.3 Proxemic safeguards -- 5.7 Revisiting challenge 6: managing privacy and security -- 5.7.1 Proximity-dependent authentication -- 5.7.2 Distance-dependent information disclosure -- 5.7.3 Proxemic-aware privacy mechanisms -- 5.7.4 Considering people's expectations of personal space -- 5.8 Discussion and conclusion -- Part II: exploiting proxemics in Ubicomp ecologies --
6. Person/people-to-device proxemic interactions -- 6.1 Scenario: the proxemic media player application -- 6.2 Incorporating the fixed and semi-fixed feature space -- 6.3 Interpreting directed attention to people, objects, and devices -- 6.4 Supporting fine-grained explicit interaction -- 6.5 Continuous movements vs. discrete proxemic zones -- 6.6 The gradual engagement pattern -- 6.7 Applying the gradual engagement pattern: from awareness to interaction -- 6.8 Leveraging people's identity -- 6.9 Mediating people's simultaneous interaction -- 6.9.1 Merging multiple proxemic distances -- 6.9.2 Handling conflicts -- 6.10 Other example applications -- 6.10.1 ViconFace -- 6.10.2 Proxemic presenter -- 6.10.3 Attentive transparent display for museums -- 6.10.4 Proxemic 3D visualization system -- 6.10.5 Proxemic-aware Pong -- 6.10.6 Proxemic peddler -- 6.10.7 Spalendar -- 6.10.8 Mediating shoulder surfing -- 6.11 Discussion and conclusion --
7. Device-to-device proxemic interactions -- 7.1 Applying gradual engagement to cross-device information transfer -- 7.2 Prior work applied to gradual engagement -- 7.2.1 Awareness of device presence and connectivity -- 7.2.2 Revealing exchangeable content -- 7.2.3 Transferring digital content -- 7.3 Stage 1: awareness of device presence and connectivity -- 7.3.1 Proxemic-dependent awareness -- 7.3.2 Dynamic notifications about device presence and position -- 7.4 Stage 2: reveal of exchangeable content -- 7.4.1 Proximity-dependent progressive reveal -- 7.4.2 Implicit vs. explicit reveal -- 7.4.3 Revealing content on personal vs. public devices -- 7.5 Stage 3: techniques for information transfer between devices -- 7.5.1 Single person transfer: from personal to public device -- 7.5.2 Collaborative transfer -- 7.6 Other example applications -- 7.6.1 ProxemiCanvas -- 7.6.2 Multi-device viewer for medical images -- 7.6.3 Proxemic remote controls -- 7.6.4 Spatial music experience -- 7.6.5 Tip-me-lens -- 7.6.6 The greeting robot -- 7.7 Discussion -- 7.7.1 Large ecologies of people and devices -- 7.7.2 Gradual engagement and privacy -- 7.7.3 Pattern applied to different tracking hardware -- 7.8 Conclusion --
8. Considering person-to-person and device-to-device proxemics -- 8.1 Using theory to motivate group interaction techniques -- 8.2 Design study: proxemics of people and devices -- 8.3 GroupTogether system: detecting federations -- 8.4 Interaction techniques -- 8.4.1 Tilt-to-preview selected content -- 8.4.2 Face-to-mirror the full screen -- 8.4.3 Portals -- 8.4.4 Cross-device pinch-to-zoom -- 8.4.5 Propagation through F-formations -- 8.4.6 A digital whiteboard as part of an F-formation -- 8.5 Discussion and future work -- 8.6 Conclusion --
9. Dark patterns -- 9.1 Dark patterns -- 9.2 The captive audience -- 9.3 The attention grabber -- 9.4 Bait and switch -- 9.5 Making personal information public -- 9.6 We never forget -- 9.7 Disguised data collection -- 9.8 The social network of proxemic contacts/unintended relationships -- 9.9 The milk factor -- 9.10 Discussion -- 9.11 Conclusion --
Abstract freely available; full-text restricted to subscribers or individual document purchasers.
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Includes bibliographical references (pages 161-176).
Synthesis lectures on human-centered informatics ; # 25