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CHI '14 Extended Abstracts on Human Factors in Computing Systems最新文献

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Persuasive content development: application of protection motivation theory in promoting heritage site preservation awareness 说服性内容开发:保护动机理论在提升遗产地保护意识中的应用
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581259
Y. Poong, Shinobu Yamaguchi, Jun-ichi Takada
This study aims to examine the impact of persuasive content developed based on Protection Motivation Theory (PMT) to promote heritage site preservation awareness among the local community. Digital content consists of threat and coping messages related to heritage site preservation is developed and shown to 20 undergraduate students residing in Luang Prabang world heritage site in Lao PDR. Pre and post-test survey result shows that subjects report stronger agreement on threat, coping, and intention to preserve heritage site after the subjects are exposed to the persuasive digital content. Current work forms one of the core parts of mobile application development under the project of ICT applications for sustainable management of world heritage site in least developed country.
本研究旨在探讨基于保护动机理论(PMT)的说服性内容对促进当地社区遗产保护意识的影响。数字内容包括与遗产保护有关的威胁和应对信息,并向居住在老挝人民民主共和国琅勃拉邦世界遗产的20名本科生展示。测试前和测试后的调查结果显示,被试在接触有说服力的数字内容后,对威胁、应对和保护文物遗址的意图表示更强的认同。目前的工作是最不发达国家世界遗产地可持续管理ICT应用项目下移动应用开发的核心部分之一。
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引用次数: 3
Improving guide dog team play with accessible dog toys 改善导盲犬团队的游戏,提供方便的狗玩具
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581316
Sabrina Hauser, Ron Wakkary, Carman Neustaedter
People with vision impairment have been a longstanding well-recognized user group addressed in HCI. Despite the recent interest in studying sighted dog owners and their pets in HCI, there is a noticeable gap in the field with regards to research on visually impaired owners and their dogs (guide dog teams). This paper presents portions of an ongoing study that explores interactions of guide dog teams revealing major opportunities for focusing on challenges faced in "off-work" everyday activities. In particular, opportunities point to promoting design interventions enriching play-interaction through accessible dog toys utilizing sensor technologies.
视力障碍者长期以来一直是HCI关注的一个公认的用户群体。尽管最近有兴趣研究视力正常的狗主人和他们的宠物在HCI中,但在研究视障主人和他们的狗(导盲犬队)方面,该领域存在明显的差距。本文介绍了一项正在进行的研究的一部分,该研究探讨了导盲犬团队的互动,揭示了专注于“下班”日常活动中面临的挑战的主要机会。特别是,机会指向通过利用传感器技术的无障碍狗玩具来促进设计干预,丰富游戏互动。\
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引用次数: 9
Digital naturalism: designing holistic ethological interaction 数字自然主义:设计整体行为学互动
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2559956
Andrew Quitmeyer
Digital Media can empower the traditionally technologically neglected exploration and outreach components of an ethologist's process. A digitally holistic scientific process holds implications for empowering both fields of ethology and digital media.
数字媒体可以增强传统技术上被忽视的探索和行为学家过程的扩展组件。数字整体科学过程对动物行为学和数字媒体领域的授权具有重要意义。
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引用次数: 5
Multimodal detection of affective states: a roadmap through diverse technologies 情感状态的多模态检测:通过多种技术的路线图
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2567820
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, R. Atkinson, W. Burleson
One important way for systems to adapt to their individual users is related to their ability to show empathy. Being empathetic implies that the computer is able to recognize a user's affective states and understand the implication of those states. Detection of affective states is a step forward to provide machines with the necessary intelligence to appropriately interact with humans. This course provides a description and demonstration of tools and methodologies for automatically detecting affective states with a multimodal approach.
系统适应其个人用户的一个重要方式与它们表现同理心的能力有关。具有同理心意味着计算机能够识别用户的情感状态,并理解这些状态的含义。情感状态的检测是向前迈进了一步,为机器提供必要的智能,以适当地与人类互动。本课程提供了一个描述和示范的工具和方法,自动检测情感状态与多模态的方法。
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引用次数: 1
CopyMe: an emotional development game for children CopyMe:儿童情感发展游戏
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574785
Natalie Harrold, Chek Tien Tan, Daniel Rosser, T. Leong
Proper emotional development is important for young children, especially those with psychological disorders such as autism spectrum disorders (ASDs), whereby early intervention becomes crucial. However, traditional paper-based interventions are mostly laborious and difficult to employ for carers and parents, whilst current computer-aided interventions feel too much like obvious assistive tools and lack timely feedback to inform and aid progress. CopyMe is an iPad game we developed that allows children to learn emotions with instant feedback on performance. A pilot study revealed children with ASDs were able to enjoy and perform well in the game. CopyMe also demonstrates a novel affective game interface that incorporates state-of-the-art facial expression tracking and classification. This will be particularly interesting for CHI attendees working in the domain of affective interfaces and serious games, especially those that target children.
适当的情感发展对幼儿非常重要,尤其是那些有心理障碍的儿童,如自闭症谱系障碍(asd),因此早期干预至关重要。然而,传统的基于纸张的干预措施大多是费力的,难以为护理人员和父母所用,而目前的计算机辅助干预措施感觉太像明显的辅助工具,缺乏及时的反馈来告知和帮助进展。《CopyMe》是我们开发的一款iPad游戏,它允许孩子们通过对表现的即时反馈来学习情绪。一项初步研究表明,患有自闭症的儿童能够享受并在游戏中表现良好。CopyMe还展示了一种新颖的情感游戏界面,该界面结合了最先进的面部表情跟踪和分类。这对于从事情感界面和严肃游戏领域(尤其是针对儿童的游戏)的CHI与会者来说将是特别有趣的。
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引用次数: 14
The CBC newsworld holodeck CBC新闻世界全息甲板
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574795
Martha Ladly, Gerald Penn, C. C. Chen, Pavika Chintraruck, Maziar Ghaderi, Bryn A. Ludlow, Jessica Peter, R. Tanyag, P. Zhou, Siavash Kazemian
For the past 73 years, the CBC has disseminated a unique Canadian perspective across the world, producing a phenomenally rich multimedia record of the country and our social, political and cultural heritage and news. This project utilizes visualization and sonification of portions of an enormous historical CBC Newsworld data corpus to enable an "on this day" experience for viewers. The digitized collection of 24-hour news videos spans a 24-year period (1989-2013) within an immersive multiscreen environment, to enable gesture-driven context-aware browsing, information seeking, and segment review. Employing natural language processing technologies, the interface displays keywords and key phrases identified in the transcripts, enabling serendipitous video search and display and offering a unique browsing opportunity within this rich "big data" corpus.
在过去的73年里,加拿大广播公司将加拿大独特的视角传播到世界各地,制作了丰富的多媒体记录,记录了加拿大的社会、政治、文化遗产和新闻。这个项目利用了CBC新闻世界庞大的历史数据语料库的可视化和声音化部分,为观众提供“在这一天”的体验。在一个沉浸式多屏幕环境中,24小时新闻视频的数字化集合跨越了24年(1989-2013),以实现手势驱动的上下文感知浏览,信息搜索和片段回顾。该界面采用自然语言处理技术,显示文本中识别的关键字和关键短语,使偶然的视频搜索和显示成为可能,并在这个丰富的“大数据”语料库中提供独特的浏览机会。
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引用次数: 3
I-dentity: concealing movement representation associations in games i - identity:隐藏游戏中的动作表征关联
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2580102
J. Garner, Gavin Wood
This paper details the design of i-dentity, a collaborative movement-based game where the game design deliberately conceals the players' associations to a digital representation. While movement-based digital games typically make it clear whose movement representation belongs to which player, we explore how making it ambiguous whose movement controls which representation can facilitate engaging play experiences. We call this "innominate movement representation" and explore this opportunity through our game "i-dentity". The game's setup has each player in a group hold Sony Move controllers, with one of the players' movements controlling all of the Move controller lights. Gameplay involves the group of players with Move controllers trying to perform movements together at the same time in order to conceal from other players whose movements are represented. With i-dentity, we aim to extend the range of multiplayer games with a novel and engaging approach to digital representation of player movement.
本文详细介绍了i- identity的设计,这是一种基于协作运动的游戏,游戏设计故意隐藏了玩家与数字表示的联系。虽然基于移动的数字游戏通常会明确谁的移动代表属于哪个玩家,但我们探讨了如何模糊谁的移动控制哪个代表可以促进游戏体验。我们将其称为“无名运动表征”,并通过游戏“i- identity”探索这一机会。游戏的设置是,每名玩家组成一组,手持索尼移动控制器,其中一名玩家的动作控制所有移动控制器的灯光。游戏玩法包括一群拥有移动控制器的玩家试图同时执行移动,以隐藏其他玩家的动作。通过i- identity,我们的目标是通过一种新颖而引人入胜的方法来扩展多人游戏的范围,以数字方式表示玩家的运动。
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引用次数: 1
Greybox scheduling: designing a joint cognitive system for sustainable manufacturing 灰盒调度:可持续制造的联合认知系统设计
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2559970
C. Upton, F. Quilligan
The aims of this work were to investigate how decision making in production planning happens, to understand how energy efficiency could be included as a manufacturing goal and to design a decision support system that integrates into current work practices. This case study describes the research, design and development this system. An interactive visualisation provides an interface to a flexible optimisation engine and allows experts to interpret, amend and augment system inputs and outputs without the need for programming knowledge. This approach supports collaboration between automated and human agents, working as a joint cognitive system.
这项工作的目的是调查生产计划中的决策是如何发生的,了解如何将能源效率纳入制造目标,并设计一个集成到当前工作实践中的决策支持系统。本案例描述了该系统的研究、设计和开发过程。交互式可视化为灵活的优化引擎提供了一个界面,允许专家在不需要编程知识的情况下解释、修改和增加系统输入和输出。这种方法支持自动代理和人类代理之间的协作,作为一个联合认知系统工作。
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引用次数: 4
Scopophobic kitties in wonderland: stories behind the scene of a gaze contingent environment 仙境中的猫猫恐惧症:一个偶然的凝视环境背后的故事
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574822
Mon-Chu Chen, Kuan-Ying Wu, Yi-Ching Huang
This installation showcases an office desk, an imaginary wonderland, where a group of diligent kitties live happily and work industriously to make artifacts react to users' eye gaze. Kitties are shy about being seen, but determined to keep everything in the wonderland moving after they hide behind. The desk environment consists of two paper objects augmented by video projections and two devices with digital displays as well as other office stationaries. One desktop eye tracker was carefully setup in order to track gaze in the 3D physical space. Users sit in front of the desk and work as a normal office worker while objects and devices behave in different ways upon the presence and absence of eye gaze of users.
这个装置展示了一张办公桌,一个想象的仙境,一群勤劳的小猫快乐地生活在那里,勤奋地工作,让人工制品对用户的目光做出反应。小猫们很害羞,不愿被人看见,但它们躲在后面后,却决心让仙境里的一切都保持运转。桌面环境由两个带有视频投影的纸质物体和两个带有数字显示器的设备以及其他办公文具组成。一个桌面眼动仪被精心设置,以便在3D物理空间中跟踪注视。用户坐在办公桌前,像一个正常的办公室工作人员一样工作,而物体和设备在用户眼睛注视和不注视时表现出不同的行为。
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引用次数: 1
Glance: enabling rapid interactions with data using the crowd Glance:使用人群与数据进行快速交互
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574817
Walter S. Lasecki, Mitchell L. Gordon, Steven W. Dow, Jeffrey P. Bigham
Behavioral coding is a common technique in the social sciences and human computer interaction for extracting meaning from video data [3]. Since computer vision cannot yet reliably interpret human actions and emotions, video coding remains a time-consuming manual process done by a small team of researchers. We present Glance, a tool that allows researchers to rapidly analyze video datasets for behavioral events that are difficult to detect automatically. Glance uses the crowd to interpret natural language queries, and then aggregates and summarizes the content of the video. We show that Glance can accurately code events in video in a fraction of the time it would take a single person. We also investigate speed improvements made possible by recruiting large crowds, showing that Glance is able to code 80% of an hour-long video in just 5 minutes. Rapid coding allows participants to have a "conversation with their data" to rapidly develop and refine research hypotheses in ways not previously possible.
行为编码是社会科学和人机交互中从视频数据中提取意义的常用技术[3]。由于计算机视觉还不能可靠地解释人类的行为和情绪,视频编码仍然是一个耗时的手工过程,由一小群研究人员完成。我们介绍Glance,这是一个工具,它允许研究人员快速分析难以自动检测的行为事件的视频数据集。Glance使用人群对自然语言查询进行解读,然后对视频内容进行聚合和总结。我们展示了Glance可以准确地编码视频中的事件,而这只需要一个人花费的一小部分时间。我们还调查了通过招募大量人群而可能实现的速度改进,结果显示Glance能够在5分钟内编写一个小时长的视频的80%。快速编码允许参与者“与他们的数据对话”,以以前不可能的方式快速发展和完善研究假设。
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引用次数: 6
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CHI '14 Extended Abstracts on Human Factors in Computing Systems
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