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Proceedings of the 28th Annual European Conference on Cognitive Ergonomics最新文献

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Toward an ambient empathic health companion for self care in the intelligent home 朝着智能家居中自我护理的环境移情健康伴侣的方向发展
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962387
V. Evers, B. Kröse
Motivation--This paper describes our work in progress to develop a personal monitoring system that can monitor the physical and emotional condition of a patient by using contextual information from a sensor network, provide the patient with feedback concerning their health status and motivate the patient to adopt behavior with a positive health impact (such as exercising or taking medication at the right moment). Research approach -- We will extend the capabilities of an existing robotic health buddy with a (DBN based) sensor network. Then we will carry out a series of controlled, long-term field experiments where we identify and evaluate the effects of various agent social communicative behaviours on the user's adoption of health improving lifestyle patterns. Findings/Design -- The findings of the experiments will inform the final design of the health buddy and it's behaviours. We will also realise system adaptivity of the data processing and data fusion methods as well as the health buddy adaptivity to the user's emotional state. Research limitations/Implications -- The project will limit itself to monitoring and motivating people who suffer from cardiovascular chronic conditions and to the home environment. Originality/Value -- The research makes a contribution to the needs of health monitoring for a specific user group. The health buddy will use social behaviours to motivate users over a long-term time period. Take away message -- Home health monitoring and self care can be more enjoyable and easier through motivating smart health buddies.
动机——本文描述了我们正在进行的开发个人监测系统的工作,该系统可以通过使用来自传感器网络的上下文信息来监测患者的身体和情绪状况,为患者提供有关其健康状况的反馈,并激励患者采取对健康有积极影响的行为(例如在适当的时候锻炼或服用药物)。研究方法——我们将通过(基于DBN的)传感器网络扩展现有机器人健康伙伴的功能。然后,我们将进行一系列控制的、长期的现场实验,在这些实验中,我们识别和评估各种代理社会交际行为对用户采用改善健康的生活方式的影响。发现/设计——实验的发现将为健康伙伴的最终设计及其行为提供信息。我们还将实现数据处理和数据融合方法的系统适应性,以及健康伙伴对用户情绪状态的适应性。研究局限/启示——该项目将局限于监测和激励患有心血管慢性疾病的人以及家庭环境。独创性/价值——该研究为特定用户群体的健康监测需求做出了贡献。健康伙伴将使用社交行为来长期激励用户。要点:通过激励聪明的健康伙伴,家庭健康监测和自我保健可以变得更愉快、更容易。
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引用次数: 2
Employing use-cases for piecewise evaluation of requirements and claims 使用用例对需求和要求进行分段评估
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962357
M. Westera, J. Boschloo, J. Diggelen, Laurens S. Koelewijn, Mark Antonius Neerincx, N. Smets
Motivation -- Complex design specifications must be partitioned in manageable pieces to be able to evaluate them in separate experiments. No methodology existed to deal with this task. Research approach -- Practical experience in Situated Cognitive Engineering and the Mission Execution Crew Assistant is combined with a theoretical perspective on the relation between use-cases, requirements and claims. Findings/design -- Hierarchical clustering is an effective method for partitioning a design specification. Use-cases provide a good criterion based on which to cluster the requirements and claims. Originality/Value -- A new method and tool are presented for organising requirements and for systematising the evaluation of a complex design specification. Take away message -- Piecewise evaluation benefits from a use-case-based partitioning of the design specification combined with an experimental stance on requirements and claims.
动机——复杂的设计规范必须划分为可管理的部分,以便能够在单独的实验中对其进行评估。没有任何方法可以处理这项任务。研究方法——情境认知工程和任务执行人员助理的实践经验与用例、需求和索赔之间关系的理论观点相结合。发现/设计——分层聚类是划分设计规范的有效方法。用例提供了一个很好的标准,在此基础上对需求和声明进行聚类。原创性/价值——提出了一种新的方法和工具,用于组织需求和系统化复杂设计规范的评估。带走信息——分段评估受益于基于用例的设计规范划分,并结合需求和声明的实验立场。
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引用次数: 6
Analysing online social support between professionals 分析专业人员之间的在线社会支持
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962376
Magali Prost, B. Cahour, F. Détienne
Online forum give people new opportunities to interact with each other. It is a new mean of coping with problems at work. This paper reports an investigation of interaction structures within two forums on the web (general and specialized), examining different ways to expose a problem and different manifestations of social support. Results reveal two structures: << centralized >> and << distributed >>. Authors of discussions may use different processes, using more or less expressions of their emotions. Helpers can show their support by sharing similar experiences, or providing opinion-advice and opinion-analysis on the situation or the solution, with or without emotional support. The analytical method was tested on seven conversations and it will be extended to further conversations. This research will contribute to propose recommendations to improve social support forums for professionals and to know if this type of support is satisfying for the participants.
在线论坛给人们提供了相互交流的新机会。这是一种处理工作问题的新方法。本文报告了对网络上两个论坛(一般论坛和专门论坛)的互动结构的调查,研究了揭示问题的不同方式和社会支持的不同表现。结果显示两个结构:>和>。讨论的作者可能会使用不同的过程,或多或少地表达他们的情绪。帮助者可以通过分享相似的经历,或提供意见建议和对情况或解决方案的意见分析来表示支持,无论是否有情感支持。分析方法在七个对话中进行了测试,并将扩展到更多的对话中。本研究将有助于提出建议,以改善专业人士的社会支持论坛,并了解这种类型的支持是否令参与者满意。
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引用次数: 3
Unraveling metro train driver's work: challenges in automation concept 解开地铁司机的工作:自动化概念的挑战
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962349
Hannu Karvonen, Iina Aaltonen, Mikael Wahlström, Leena Salo, P. Savioja, L. Norros
Motivation -- We focused on the question: "What is the significance of the train driver in the metro system?" We were especially interested in challenges related to an automation concept of a driverless metro. Research approach -- Metro train drivers' work and the metro system as a whole was examined in interview and field observation studies based on the core-task analysis method. Afterward, a mirror data workshop was organised. Findings/Design -- We describe the diversity of metro train driver's work: in addition to accelerating or braking and door opening or closing, the driver contributes to a variety of other functions in the metro system. For example, the driver maintains an awareness of the surrounding environment and facilitates communication between different actors of the system. Research limitations/Implications -- The participants for both the interview (N=12) and field observation study (N=4) were chosen in advance by the metro organisation. The small sample in the observation study might have also affected the results. Originality/Value -- Our paper analyses the role of the driver in the metro system. The results suggest that a change to a driverless system can affect the quality of service and raise safety issues. The results can be applied to automation implementations also in other domains. Take away message -- There is more to driving a metro train than meets the eye.
动机——我们关注的问题是:“在地铁系统中,火车司机的重要性是什么?”我们对与无人驾驶地铁的自动化概念相关的挑战特别感兴趣。研究方法——基于核心任务分析法,通过访谈和现场观察研究,对地铁列车驾驶员的工作和地铁系统整体进行考察。随后,组织了镜像数据研讨会。研究结果/设计——我们描述了地铁列车驾驶员工作的多样性:除了加速或刹车、开门或关门之外,驾驶员还在地铁系统中承担着各种其他功能。例如,驾驶员保持对周围环境的感知,并促进系统中不同参与者之间的通信。研究局限性/影响-访谈(N=12)和实地观察研究(N=4)的参与者都是由地铁组织提前选择的。观察研究中的小样本可能也影响了结果。创意/价值——本文分析了司机在地铁系统中的作用。研究结果表明,改变无人驾驶系统可能会影响服务质量,并引发安全问题。结果也可以应用于其他领域的自动化实现。要点:驾驶地铁比你看到的要复杂得多。
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引用次数: 6
Wearable environments: reconfiguring human-machine-environment relations 可穿戴环境:重新配置人-机-环境关系
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962367
A. B. Kocaballi
Motivation -- The main motivation of this research is to gain a better understanding of dynamic agency between human, machine and environment relations mediated by a synthesis of wearable computing and smart environments technologies. Research approach -- The study follows a research through design approach. There are two main stages of the study involving a series of workshops involving designed prototype systems with different configurations. The prototype systems are designed based on the idea of "Wearable Environments" combining wearable computing and smart environments approaches to ubiquitous computing together. The interactions between prototype systems and human participants are analysed from a post-phenomenological perspective. Findings/Design -- The preliminary workshop study showed that the perception and interpretation of sonic and tactile feedbacks and consequently the strategies of subjects were highly dependent on the places of wearable devices attached to. Research limitations/Implications -- The study deals with only low-level cognitive actions and micro-perception shaping the machine-mediated human agency. Originality/Value -- The research will clarify some critical dimensions and aspects of complex phenomenon of agency in service of designing wearable environments by synthesizing the approaches of the fields of wearable computing and smart environments. Take away message -- Wearable environments with enactive interfaces can provide unique opportunities for investigating and reconfiguring various forms of human-machine-environment relations.
动机——本研究的主要动机是通过可穿戴计算和智能环境技术的综合,更好地理解人、机器和环境关系之间的动态代理。研究方法——本研究采用设计方法进行研究。研究有两个主要阶段,涉及一系列涉及不同配置的设计原型系统的研讨会。原型系统是基于“可穿戴环境”的理念设计的,将可穿戴计算和智能环境方法结合在一起,实现无处不在的计算。从后现象学的角度分析了原型系统与人类参与者之间的相互作用。研究结果/设计——初步的研讨会研究表明,声音和触觉反馈的感知和解释以及受试者的策略高度依赖于所连接的可穿戴设备的位置。研究局限/启示——该研究只涉及低水平的认知行为和塑造机器介导的人类代理的微观感知。原创性/价值——本研究将通过综合可穿戴计算和智能环境领域的方法,阐明服务于可穿戴环境设计的代理复杂现象的一些关键维度和方面。要点:具有动态界面的可穿戴环境可以为调查和重新配置各种形式的人机环境关系提供独特的机会。
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引用次数: 1
Towards remote handwriting deficits therapy: a study on the use of a touch-screen in replacing paper 迈向远程书写缺陷治疗:用触摸屏代替纸张的研究
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962385
Mario Conci, F. Pianesi, M. Zancanaro, R. Capasso, A. Monti, G. Miceli
Motivation -- This pilot study wants to explore the effect of a touch-screen on the rehabilitation of acquired dysgraphia. The outcomes of the study might be useful for the design of a tele-rehabilitation system for handwriting disorders. Research approach -- The touch-screen is compared with the more traditional, pencil-and-paper approach. A specific software application was designed, based on a User Centered Design (UCD) approach and involving patients and therapists. Findings/Design -- Two patients with moderate aphasia agreed to participate in testing the application. The results showed no negative effects on the treatment and revealed a positive attitude towards the touch-screen from both patients and therapists. Take away message -- This preliminary study shows a substantial effectiveness of the touch-screen used as a device in the rehabilitation of handwriting deficits, and brings out issues relevant to the development of a tele-rehabilitation system.
动机——这项初步研究旨在探索触摸屏对获得性书写障碍康复的影响。本研究的结果可能对书写障碍远程康复系统的设计有所帮助。研究方法——将触摸屏与更传统的纸笔方法进行比较。设计了一个特定的软件应用程序,基于以用户为中心的设计(UCD)方法,涉及患者和治疗师。研究结果/设计:两名中度失语症患者同意参与该应用程序的测试。结果显示对治疗没有负面影响,并且显示了患者和治疗师对触摸屏的积极态度。带走的信息——这项初步研究显示了触摸屏作为一种设备在恢复书写缺陷方面的实质性有效性,并提出了与远程康复系统开发相关的问题。
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引用次数: 1
Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games 游戏设计:认知任务分析和游戏话语分析在创造有效和有趣的严肃游戏中的映射
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962358
P. Wouters, H. Oostendorp, E. D. Spek
Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives (e.g., cognitive skills) and information describing the dynamics of the game, (2) guidelines to trigger learning naturally in the game. Findings/Design -- Our proposed methodology comprises two stages. First, a cognitive task analysis (CTA) is made of the task or the domain that has to be learned. Second, the information of this analysis has to be integrated with game-related information elements using our Game Discourse Analysis (GDA). We developed a taxonomy of information elements, types of relations and aggregates of information elements which form the tools for the GDA. We showcase the methodology in the domain of triage. In addition, we present two pilot studies to validate our claims. Research limitations/Implications -- Although the two pilot studies provide some evidence for our claims, more research is needed. Originality/Value -- Currently, the community of (serious) games designers lacks an instrument to design engaging serious games, to communicate about these games and to make comparisons between serious games. Our methodology fills in this gap. Take away message -- Serious game design requires a methodology (GDA) that enables designers to describe, visualize, understand and manipulate the information flow in games in order to create effective and engaging serious games.
动机——为了创造有效且吸引人的严肃游戏,游戏设计和教学设计必须协调一致。但是,目前还没有为此目的的方法。研究方法——这种方法应该满足两个要求。它应该提供(1)可用于描述与学习目标相关的信息(如认知技能)和描述游戏动态的信息的分类;(2)在游戏中自然触发学习的指导方针。研究结果/设计——我们提出的方法包括两个阶段。首先,对需要学习的任务或领域进行认知任务分析(CTA)。其次,这种分析的信息必须使用我们的游戏话语分析(GDA)与游戏相关的信息元素相结合。我们开发了一种信息元素、关系类型和信息元素集合的分类法,它们构成了GDA的工具。我们展示了分诊领域的方法论。此外,我们提出了两个试点研究来验证我们的说法。研究局限性/启示——尽管这两项初步研究为我们的观点提供了一些证据,但还需要更多的研究。原创性/价值——目前,(严肃的)游戏设计师社区缺乏一种工具来设计引人入胜的严肃游戏,交流这些游戏,比较严肃游戏。我们的方法填补了这一空白。重要信息——严肃游戏设计需要一种方法论(GDA),使设计师能够描述、可视化、理解和操纵游戏中的信息流,从而创造出有效且吸引人的严肃游戏。
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引用次数: 12
Re-creating Edinburgh: adopting the tourist gaze 重新创造爱丁堡:采用游客的目光
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962337
Luke Burrows, Susan Turner, Phil Turner
Motivation -- The work described in this paper investigated the potential of a low fidelity desktop application using the metaphor of the 'tourist gaze' in conveying a sense of place. Research approach -- An exploratory study was used, in which an application was developed and evaluated by 25 participants. Findings/Design -- The results suggest that the simple, non-immersive representation of Edinburgh through augmented images and sound supported a reasonable degree of sense of place. Research limitations/Implications -- This was a small scale study and trials against other environments are required. Originality/Value -- Relatively economical applications of this type could be of value in resource-constrained contexts such as therapeutic arenas. Take away message -- Low fidelity virtual reality applications may be surprisingly effective if expectations are constrained.
动机——本文描述的工作研究了使用“游客凝视”的隐喻来传达地点感的低保真桌面应用程序的潜力。研究方法-采用探索性研究,其中由25名参与者开发和评估应用程序。研究结果/设计——结果表明,通过增强图像和声音对爱丁堡进行简单、非沉浸式的呈现,支持了合理程度的地方感。研究局限性/启示——这是一项小规模研究,需要在其他环境下进行试验。原创性/价值——这种类型的相对经济的应用可能在资源受限的环境中(如治疗领域)具有价值。总结:如果期望受到限制,低保真度的虚拟现实应用可能会出乎意料地有效。
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引用次数: 2
Participatory design for challenging user groups: a case study 具有挑战性的用户群体的参与式设计:一个案例研究
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962375
Immo Colonius, S. Budde, R. Annicchiarico
Motivation -- To develop the interaction design of an intelligent assistive device and environment for elderly people suffering from disease-related cognitive deficits within an interdisciplinary and international development team. Research approach -- Combining two different participatory development methods in order to involve both the development team and the real end-user. Findings/Design -- Scenarios were used to develop an idea of interaction design which were later adapted involving the real end-users in a operational prototyping phase. Research limitations/Implications -- Operational prototyping is done involving 21 end-users. Evaluation with a larger group is an open issue. Originality/Value -- The research makes a contribution of how to involve both application domain experts and cognitively impaired end-users in the development process of interactive systems. The value added consists of a successful field study and experience how to create an efficient workflow. Take away message -- Participatory design for people suffering from cognitive deficits is challenging but possible.
动机-在跨学科和国际开发团队中,为患有疾病相关认知缺陷的老年人开发智能辅助设备和环境的交互设计。研究方法——结合两种不同的参与式开发方法,以便让开发团队和真正的最终用户都参与进来。发现/设计——场景用于开发交互设计的理念,随后在操作原型阶段将其应用于实际的最终用户。研究限制/影响——操作原型涉及21个终端用户。在更大的群体中进行评估是一个悬而未决的问题。原创性/价值——该研究对如何在交互系统的开发过程中让应用领域的专家和认知受损的最终用户都参与进来做出了贡献。附加价值包括成功的实地研究和如何创建高效工作流程的经验。要点:为认知缺陷患者设计参与式设计具有挑战性,但也是可行的。
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引用次数: 10
Self-efficacy & stress in senior computer interaction 老年人电脑交互中的自我效能感与压力
Pub Date : 2010-08-25 DOI: 10.1145/1962300.1962347
H. Nap, P. D. Greef
Motivation -- To gather an understanding about the relation between system complexity, self-efficacy and stress in senior computer interaction. Research approach -- An empirical study was employed in which 30 seniors performed a number of tasks on a low and high complexity search system. Self-efficacy was manipulated by positive and negative performance feedback. Self-efficacy and perceived stress were both measured by self-reports. Findings/Design -- The results revealed that stress plays a role in senior computer interaction. Negative performance feedback increases stress and decreases self-efficacy. Furthermore, it was found that positive performance feedback significantly increases seniors' self-efficacy during computer interaction. Moreover, a significant effect was found of self-efficacy on stress. Perceived stress increased with decreasing self-efficacy. Although system complexity significantly influenced self-efficacy, no relation was found between system complexity and stress. Research limitations/Implications -- The findings can be used in the design of interaction devices for seniors. To increase self-efficacy and to decrease stress in senior computer interaction, it is advised to present seniors with positive performance feedback; negative performance feedback should rather be avoided for satisfying interaction. Originality/Value -- The research contributes to the need of designers to target senior users by creating satisfying interaction for these groups. Take away message -- To increase seniors' confidence with computers, i.e. to increase self-efficacy, it is vital to provide positive performance feedback and high accessibility. Furthermore, increasing self-efficacy reduces the stress experience of seniors during computer interaction.
动机——了解系统复杂性、自我效能感和老年人计算机交互压力之间的关系。研究方法:采用实证研究方法,让30名老年人在一个低复杂度和高复杂度的搜索系统上执行多项任务。自我效能感受积极和消极绩效反馈的影响。自我效能感和感知压力都通过自我报告来测量。研究结果/设计——研究结果显示,压力在老年人的电脑互动中起着重要作用。消极的表现反馈会增加压力,降低自我效能。此外,我们还发现,积极的绩效反馈显著提高了老年人在电脑互动中的自我效能感。此外,自我效能感对压力有显著影响。感知压力随着自我效能的降低而增加。虽然系统复杂性显著影响自我效能感,但系统复杂性与压力之间没有关系。研究局限性/启示——研究结果可用于老年人互动设备的设计。为提高老年人电脑互动的自我效能感和减轻压力,建议向老年人提供积极的绩效反馈;为了满足互动,应该避免消极的表现反馈。独创性/价值——该研究有助于设计师通过为这些群体创造令人满意的互动来瞄准老年用户。要点:为了提高老年人对电脑的信心,即提高自我效能,提供积极的绩效反馈和高可访问性是至关重要的。此外,自我效能感的增加减少了老年人在电脑互动中的压力体验。
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引用次数: 4
期刊
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
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