Human-Computer Interaction – INTERACT 2011: 13th IFIP TC 13 by Michael Haller, Christoph Richter, Peter Brandl, Sabine

By Michael Haller, Christoph Richter, Peter Brandl, Sabine Gross, Gerold Schossleitner (auth.), Pedro Campos, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque, Marco Winckler (eds.)

The four-volume set LNCS 6946-6949 constitutes the refereed court cases of the thirteenth IFIP TC13 foreign convention on Human-Computer interplay, engage 2011, held in Lisbon, Portugal, in September 2011. ((Text folgt)) The forty nine papers integrated within the moment quantity are prepared in topical sections on healthiness, human components, interacting in public areas, interacting with screens, interplay layout for constructing areas, interface layout, foreign and culural element of HCI, interruptions and a spotlight, cellular interfaces, multi-modal interfaces, multi-user interaction/cooperation, and navigation and wayfinding.

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Extra info for Human-Computer Interaction – INTERACT 2011: 13th IFIP TC 13 International Conference, Lisbon, Portugal, September 5-9, 2011, Proceedings, Part II

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Kunzinger, E. ) Proceedings of the 6th Conference on Human Factors and the Web: Doing Business on the Web, Austin, TX (2000) 6. : Effects of prolonged sitting on the passive flexion stiffness of the in vivo lumbar spine. Spine J. 5, 145–154 (2005) 7. : Instant Messaging: Effects of Relevance and Timing. In: People and Computers XIV: Proceedings of HCI 2000, pp. 71–76 (2000) 8. : A diary study of task switching and interruptions. In: Proceedings CHI 2004, pp. 175–182. ACM, New York (2004) 9. : Sensitive chair: a force sensing chair with multimodal real-time feedback via agent.

Players receive tactile feedback f indicating their cadence through the hand-hheld 24 T. C. Niccholas Graham gamepad. The gamepad produces p a pulsing sensation every time a balloonn is launched; therefore, the fasster a player pedals, the more rapidly the pulses occurr. If the maximum pedal cadencce is exceeded, the gamepad vibrates continuously, givving the player a cue to slow dow wn. , trying to hit the balloons) rather than on a visual cadence monitor. The feedbackk is subtle, and therefore does not break the immersion of the game.

The vibrotactile feedback was harder to ignore for them compared to the graphical and physical feedback. In contrast to the graphical and physical feedback, the vibrotactile feedback was clearly noticeable with the lightest feedback status already (30% of the full vibration strength). With increasing strength (up to 80%), the feedback’s disrupting effect was also incrementing. The most obvious way to deal with the feedback was to simply react to the alert and start with the training. The general short times we got for returning to the main task seem to be caused by the type of interrupt we are dealing with; since there is low cognitive load during the physical training and the participants are informed about how long the task lasts (through the countdown timer), they already plan the next steps of the primary task.

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