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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Audio is a significant factor in the design of the human computer interface in ubiquitous computing. The characteristics of the medium allow for a hands-free interaction without the need to switch the focus to a display (eyes-free). Moreover, determining the graphical capabilities of the wearable device to adapt the output to the device is not needed. But audio based interfaces are also challenging, since humans are visually oriented. The ubiquitous computing community recognized the advantages of the audio channel, but the restrictions inherent to the medium are mostly ignored. Authors of such systems who know about these challenges often look for a solution by using additional modalities, preferably visually oriented. This thesis analyses these challenges with respect to the humans cognitive capabilities and shows a possible solution using audio design patterns.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
Audio is a significant factor in the design of the human computer interface in ubiquitous computing. The characteristics of the medium allow for a hands-free interaction without the need to switch the focus to a display (eyes-free). Moreover, determining the graphical capabilities of the wearable device to adapt the output to the device is not needed. But audio based interfaces are also challenging, since humans are visually oriented. The ubiquitous computing community recognized the advantages of the audio channel, but the restrictions inherent to the medium are mostly ignored. Authors of such systems who know about these challenges often look for a solution by using additional modalities, preferably visually oriented. This thesis analyses these challenges with respect to the humans cognitive capabilities and shows a possible solution using audio design patterns.