Items from User Interfaces and Mobile Web track
Number of items: 6.
and Kellar, Melanie
and Patel, Rajan
and Xu, Ya Computers and iPhones and Mobile Phones, oh my!
We present a logs-based comparison of search patterns across three platforms: computers, iPhones and conventional mobile phones. Our goal is to understand how mobile search users differ from computer-based search users, and we focus heavily on the distribution and variability of tasks that users perform from each platform. The results suggest that search usage is much more focused for the average mobile user than for the average computer-based user. However, search behavior on high-end phones resembles computer-based search behavior more so than mobile search behavior. A wide variety of implications follow from these findings. First, there is no single search interface which is suitable for all mobile phones. We suggest that for the higher-end phones, a close integration with the standard computer-based interface (in terms of personalization and available feature set) would be beneficial for the user, since these phones seem to be treated as an extension of the users' computer. For all other phones, there is a huge opportunity for personalizing the search experience for the user's "mobile needs", as these users are likely to repeatedly search for a single type of information need on their phone.
and Xie, Xing
and Duan, Manni
and Hara, Takahiro
and Nishio, Shojiro A Game Based Approach to Assign Geographical Relevance to Web Images.
Geographical context is very important for images. Millions of images on the Web have been already assigned latitude and longitude information. Due to the rapid proliferation of such images with geographical context, it is still difficult to effectively search and browse them, since we do not have ways to decide their relevance. In this paper, we focus on the geographical relevance of images, which is defined as to what extent the main objects in an image match landmarks at the location where the image was taken. Recently, researchers have proposed to use game based approaches to label large scale data such as Web images. However, previous works have not shown the quality of collected game logs in detail and how the logs can improve existing applications. To answer these questions, we design and implement a Web-based and multi-player game to collect human knowledge while people are enjoying the game. Then we thoroughly analyze the game logs obtained during a three week study with 147 participants and propose methods to determine the image geographical relevance. In addition, we conduct an experiment to compare our methods with a commercial search engine. Experimental results show that our methods dramatically improve image search relevance. Furthermore, we show that we can derive geographically relevant objects and their salient portion in images, which is valuable for a number of applications such as image location recognition.
and Zhang, Lizhu
and Xie, Xing
and Ma, Wei-Ying Mining Interesting Locations and Travel Sequences from GPS Trajectories.
The increasing availability of GPS-enabled devices is changing the way people interact with the Web, and brings us a large amount of GPS trajectories representing people’s location histories. In this paper, based on multiple users’ GPS trajectories, we aim to mine interesting locations and classical travel sequences in a given geospatial region. Here, interesting locations mean the culturally important places, such as Tiananmen Square in Beijing, and frequented public areas, like shopping malls and restaurants, etc. Such information can help users understand surrounding locations, and would enable travel recommendation. In this work, we first model multiple individuals’ location histories with a tree-based hierarchical graph (TBHG). Second, based on the TBHG, we propose a HITS (Hypertext Induced Topic Search)-based inference model, which regards an individual’s access on a location as a directed link from the user to that location. This model infers the interest of a location by taking into account the following three factors. 1) The interest of a location depends on not only the number of users visiting this location but also these users’ travel experiences. 2) Users’ travel experiences and location interests have a mutual reinforcement relationship. 3) The interest of a location and the travel experience of a user are relative values and are region-related. Third, we mine the classical travel sequences among locations considering the interests of these locations and users’ travel experiences. We evaluated our system using a large GPS dataset collected by 107 users over a period of one year in the real world. As a result, our HITS-based inference model outperformed baseline approaches like rank-by-count and rank-by-frequency. Meanwhile, when considering the users’ travel experiences and location interests, we achieved a better performance beyond baselines, such as rank-by-count and rank-by-interest, etc.
and Marriott, Kim
and Moulder, Peter
and Wybrow, Michael
and Dwyer, Tim Scrolling Behaviour with Single- and Multi-column Layout.
The standard layout model used by web browsers is to lay text out in a vertical scroll using a single column. The horizontal-scroll layout model—in which text is laid out in columns whose height is set to that of the browser window and the viewer scrolls horizontally—seems well-suited to multi-column layout on electronic devices. We describe a study that examines how people read and, in particular, the strategies they use for scrolling with these two models when reading large textual documents on a standard computer monitor. We compare usability of the models and evaluate both user preferences and the effect of the model on performance. Also interesting is the description of the browser and its user interface which we used for the study.
and Guarino-Reid, Loretta
and Boardman, Richard
and Annam, Srinivas WEB 2.0: Blind to an Accessible New World.
With the advent of Web 2.0 technologies, websites have evolved from static pages to dynamic, interactive Web-based applications with the ability to replicate common desktop functionality. However, for blind and visually impaired individuals who rely upon screen readers, Web 2.0 applications force them to adapt to an inaccessible use model. Many technologies, including WAIARIA, AJAX, and improved screen reader support, are rapidly evolving to improve this situation. However, simply combining them does not solve the problems of screen reader users. The main contributions of this paper are two models of interaction for screen reader users, for both traditional websites and Web 2.0 applications. Further contributions are a discussion of accessibility difficulties screen reader users encounter when interacting with Web 2.0 applications, a user workflow design model for improving Web 2.0 accessibility, and a set of design requirements for developers to ease the user's burden and increase accessibility. These models, accessibility difficulties, and design implications are based directly on responses and lessons learned from usability research focusing on Web 2.0 usage and screen reader users. Without the conscious effort of Web engineers and designers, most blind and visually impaired users will shy away from using new Web 2.0 technology in favor of desktop based applications.
and Kamvar, Maryam
and Baluja, Shumeet What's Up CAPTCHA? A CAPTCHA Based on Image Orientation.
We present a new CAPTCHA which is based on identifying an image’s upright orientation. This task requires analysis of the often complex contents of an image, a task which humans usually perform well and machines generally do not. Given a large repository of images, such as those from a web search result, we use a suite of automated orientation detectors to prune those images that can be automatically set upright easily. We then apply a social feedback mechanism to verify that the remaining images have a human-recognizable upright orientation. The main advantages of our CAPTCHA technique over the traditional text recognition techniques are that it is language-independent, does not require text-entry (e.g. for a mobile device), and employs another domain for CAPTCHA generation beyond character obfuscation. This CAPTCHA lends itself to rapid implementation and has an almost limitless supply of images. We conducted extensive experiments to measure the viability of this technique.
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