Related papers: Visual Behaviors and Mobile Information Acquisitio…
Information search has become essential for learning and knowledge acquisition, offering broad access to information and learning resources. The visual complexity of web pages is known to influence search behavior, with previous work…
The potential of using gaze as an input modality in the mobile context is growing. While users often encumber themselves by carrying objects and using mobile devices while walking, the impact of encumbrance on gaze input performance remains…
Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile…
Detecting mind wandering is crucial in online education, and it occurs 30% of the time, as it directly impacts learners' retention, comprehension, and overall success in self-directed learning environments. Integrating automated detection…
With rapid technological advancements, mobile learning (m-Learning) offers incredible opportunities, especially in the area of higher education. However, while interest in this area has been significant and several pilot studies have been…
Mobile learning (m-Learning) is considered to be one of the fastest growing learning platforms. The immense interest in m-Learning is attributed to the incredible rate of growth of mobile technology and its proliferation into every aspect…
M-learning (mobile learning) can take various forms. We are interested in contextualized M-learning, i.e. the training related to the situation physically or logically localized. Contextualization and pervasivity are important aspects of…
Recent years have witnessed an explosive growth of mobile devices. Mobile devices are permeating every aspect of our daily lives. With the increasing usage of mobile devices and intelligent applications, there is a soaring demand for mobile…
The emergence of mobile eye trackers embedded in next generation smartphones or VR displays will make it possible to trace not only what objects we look at but also the level of attention in a given situation. Exploring whether we can…
The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering,…
Data modeling and graphing skill sets are foundational to science learning and careers, yet students regularly struggle to master these basic competencies. Further, although educational researchers have uncovered numerous approaches to…
The relevance of mobile working is steadily increasing. Based on new mobile devices (e.g. smartphones) and their innovative functionalities, an increasing amount of data is being made available ubiquitously. As a result, the growing…
Nowadays, the student community is growing up with mobile devices and it has becomes an integral part of their life. Devices such as smartphones, tablets, and e-book readers connect users to access information and enabling instant…
The dominant paradigm for feature learning in computer vision relies on training neural networks for the task of object recognition using millions of hand labelled images. Is it possible to learn useful features for a diverse set of visual…
Navigation in an unknown environment consists of multiple separable subtasks, such as collecting information about the surroundings and navigating to the current goal. In the case of pure visual navigation, all these subtasks need to…
Mobile and wearable interfaces and interaction paradigms are highly constrained by the available screen real estate, and the computational and power resources. Although there exist many ways of displaying information to mobile users,…
This paper presents an unsupervised approach towards automatically extracting video-based guidance on object usage, from egocentric video and wearable gaze tracking, collected from multiple users while performing tasks. The approach i)…
Multimodal large language models (MLLMs) are changing how Blind and Low Vision (BLV) people access visual information. Unlike traditional visual interpretation tools that only provide descriptions, MLLM-enabled applications offer…
Input multimodality combining speech and hand gestures has motivated numerous usability studies. Contrastingly, issues relating to the design and ergonomic evaluation of multimodal output messages combining speech with visual modalities…
The number of visually impaired or blind (VIB) people in the world is estimated at several hundred million. Based on a series of interviews with the VIB and developers of assistive technology, this paper provides a survey of…