2020
DOI: 10.33851/jmis.2020.7.2.107
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Collocated Wearable Interaction for Audio Book Application on Smartwatch and Hearables

Abstract: This paper proposes a wearable audio book application using two wearable devices, a smartwatch and a hearables. We review requirements of what could be a killer wearable application and design our application based on these elicited requirements. To distinguish our application, we present 7 scenarios and introduce several wearable interaction modalities. To show feasibility of our approach, we design and implement our proof-of-concept prototype on Android emulator as well as on a commercial smartwatch. We thor… Show more

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Cited by 2 publications
(3 citation statements)
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“…Moreover, we only considered visual components in our work such as changing icons, text, and characters. Other modalities such as vibration and sound [5] are interesting future work to consider along with usability and user experience evaluation on specialized tasks. Lastly, we targeted only two specific groups (parents and children) in our work.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, we only considered visual components in our work such as changing icons, text, and characters. Other modalities such as vibration and sound [5] are interesting future work to consider along with usability and user experience evaluation on specialized tasks. Lastly, we targeted only two specific groups (parents and children) in our work.…”
Section: Discussionmentioning
confidence: 99%
“…The notification filtering feature allows the user to receive only relevant information through immediate notifications. Smartwatches can also notify the wearer through vibration and audio feedback from the wrist in noisy and dynamic situations, so important notifications will not go unnoticed [5].…”
Section: Introductionmentioning
confidence: 99%
“…Among the classified interaction methods, touchless inputs, hands-free interaction, and voice recognition interaction methods are useful in XR training applications where users' hands are preoccupied to carry out tasks. Moreover, we believe that users in XR training can be supplied with rich, high-quality, pre-defined, and external data sources such as YouTube videos and open public data API (Application Programming Interface), beyond consuming simple audio contents [2].…”
Section: Introductionmentioning
confidence: 99%