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Record W2746268185 · doi:10.1145/3121348

Opportunities and challenges for cross-device interactions in the wild

2017· article· en· W2746268185 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.

Bibliographic record

Venueinteractions · 2017
Typearticle
Languageen
FieldComputer Science
TopicMobile Crowdsensing and Crowdsourcing
Canadian institutionsUniversity of Calgary
Fundersnot available
KeywordsCitationLibrary scienceUniversity campusEngineeringComputer science

Abstract

fetched live from OpenAlex

People are increasingly using multiple computing devices in their daily lives as portals into a shared online information space.We can select devices based on their form factor and affordances to match our task and context of use.Moreover, we are often using multiple devices at once, for example when sharing content, playing games, controlling other devices such as a smart TV, or collaboratively editing and presenting content in a meeting.The seamless use of multiple devices to work toward achieving the same goal is known as cross-device interaction.Cross-device interaction opens up new opportunities for how we interact with digital technology, but it also presents several fundamental challenges.To uncover some of these challenges, problems, and opportunities with cross-device interaction, we organized the well-attended Cross-Surface workshop series (http://www.cross-surface.com/).We discussed how such technologies could be used in the wild, supporting new domains and use cases at ACM Interactive Tabletops and Surfaces (ITS) 2015 [1]; how we could move away from Weiser's vision of ubiquitous devices to a "bring your own device" approach at CHI 2016 [2]; and finally, how space and spatial relations between people and devices could be used to support better device awareness at ACM Interactive Spaces and Surfaces (ISS) 2016 [3].In 1991, Mark Weiser outlined his vision for ubiquitous computing [4], in which people interact with multiple computing devices in different form factors.In his vision, people have ready access to a plethora of devices to pick up and use seamlessly, allowing them to interact with content through cross-device interactions.This work accelerated academic research into providing new technologies, conceptual models, and interaction techniques that support interactions across device ecologies [5,6].However, despite the availability of such a range of devices, technologies, and techniques, has this vision of cross-device ecologies really materialized?Weiser introduced three types of devices: inch-scale pads (similar to today's smartphones), footscale pads (similar to today's tablets), and yard-scale boards (similar to today's large displays).Two decades later, this aspect of Weiser's vision concerning interaction with multiple devices in What's Next?Cross-device interaction is an exciting new area that has seen increased focus from both the research community and industry.Enabling interaction across many devices provides opportunities and potential benefits for application domains such as education, healthcare, and business.However, in practice, interacting across devices is challenging and often not possible.To move forward in cross-device interaction, we need to bridge the gap between the messiness and chaos of real-world ubiquitous computing [7] and the ideal of cross-device interaction and interacting across many different devices.More work is needed to explore in-the-wild use of cross-device ubiquitous computing systems.The seven challenges and opportunities we outlined here open up new and exciting avenues for research.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesScholarly communication
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.925
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0010.000
Scholarly communication0.0010.001
Open science0.0010.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.235
GPT teacher head0.385
Teacher spread0.150 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it