Accelerometer & Spatial Audio Technology: Making Touch-Screen Mobile Devices Accessible

Author(s):  
Flaithri Neff ◽  
Tracey J. Mehigan ◽  
Ian Pitt
Author(s):  
Mark David Dunlop ◽  
Michelle Montgomery Masters

Text entry on mobile devices (e.g. phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text entry techniques for smaller keyboards and touch screens: some of which have become mainstream, while others have not lived up to early expectations. As the mobile phone industry moves to mainstream touch screen interaction we will review the range of input techniques for mobiles, together with evaluations that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. We also report initial results on iPhone text entry speed.


Author(s):  
Takashi Ohta ◽  
Jun Tanaka

The authors propose the use of a pinching gesture for relating the applications running on discrete mobile devices. The gesture is realized by swiping the touch-screen of two annexed mobile devices as if pinching them together. The authors believe that this user interface can create new user experiences of multiple-screen usages, especially by designing the applications’ content to react instantly to the connection and disconnection triggered by the gesture, and to make it happen even while applications are running in each device. The authors expect this interface to fulfill a great potential in inspiring application designers to conceive various ideas especially suited for visually fascinating contents that take advantage of the dynamic reconfigurable multi-display feature. To demonstrate that potential, the authors produced some sample applications. Herein, the authors explain the idea and details of the interface mechanism, and explain the design of sample applications.


Author(s):  
Rajesh Keshavrao Deshmukh ◽  
Shilpa Markandey ◽  
Pooja Sahu

The Android is mobile platform. It is an open source and free operating system application, by Google it is developed and maintained. It was designed essentially for touch screen mobile devices, such as and tablet, computers, smart phones, watch television, cars etc. Android is one of the most widely used mobile OS. Android is a not only operating system but also key applications and middleware. Android is an open source operating system. It is developed by the open handset Alliance, led by Google, and other companies. Those are used to android studio 2.2.3 version and development the mobile application.


Author(s):  
Lorna McKnight ◽  
Brendan Cassidy

In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction between the child and the devices. In the first study, a range of devices were observed in use, in order to gather overall impressions of interaction styles and user experience. In the second study, a more controlled comparison between stylus and finger input is made. The article concludes by offering a set of general design guidelines for the design of mobile devices for children.


Author(s):  
Flaithrí Neff ◽  
Ian Pitt

Game technology often offers solutions to problems that are difficult or impossible to solve in traditional educational settings. Maturing spatial audio technology being developed to enhance the playing experience of gamers is increasingly recognized as a promising method for relaying complex educational scenarios to blind students. The subject of mathematics is a prime example of complex information in education that has challenged teachers of blind students, the students themselves, and researchers for many years. This is especially prevalent in relation to mathematics with inherent spatial attributes or complex sequences that are most effectively portrayed in the traditional medium using visual diagrams or spatially organized symbols on a page. This chapter discusses the alternative uses of spatial sound in gaming industry for overcoming some of the problems associated with presenting some of these complex attributes in mathematics to blind students. The authors also present a theoretical framework designed to offer guidelines to audio game designers focused on presenting complex information to blind students using spatial sound technology. Furthermore, the authors present results of a pilot study examining the presentation of trigonometric shapes using game surround sound tools.


Author(s):  
Andrew Crossan ◽  
Roderick Murray-Smith ◽  
Stephen Brewster ◽  
Bojan Musizza

Instrumented usability analysis involves the use of sensors during a usability study which provide observations from which the evaluator can infer details of the context of use, specific activities, or disturbances. This is particularly useful for the evaluation of mobile and wearable devices which are currently difficult to test realistically without constraining users in unnatural ways. To illustrate the benefits of such an approach, a study of touch-screen selection of on-screen targets is presented whilst walking and sitting, using a PocketPC instrumented with an accelerometer. From the accelerometer data, the user’s gait behaviour is inferred, allowing linking performance to gait phase angle, showing there were phase regions with significantly lower error and variability. The chapter provides examples of how information acquired via sensors gives quantitatively measurable information about the detailed interactions taking place when mobile, allowing designers to test and revise design decisions, based on realistic user activity.


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