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

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Digital classroom magazines: design considerations for young learners 数字课堂杂志:对年轻学习者的设计考虑
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2579412
Jeff Stern
We conducted a comparative analysis of young students' interactions with digital and print versions of an informational magazine. Using mixed-methods design, fourth- and fifth-grade students were exposed to two magazine articles, one on a tablet and the other on paper. The students were surveyed on their preference of medium, engagement with the articles and retention of the information. Analysis revealed that the medium in which content was delivered made little effect on engagement or retention, but students showed a significant preference for the tablet devices. Based on observations of the students and quotes from a focus group discussion, we also provide an initial set of interaction-related and content-related design recommendations. These recommendations should prove useful to designers presenting informational, multimedia content on tablet devices and researchers hoping to measure new styles of interaction.
我们对年轻学生与一本信息杂志的电子版和印刷版的互动进行了比较分析。采用混合方法设计,四年级和五年级的学生接触两篇杂志文章,一篇在平板电脑上,另一篇在纸上。调查了学生对媒介的偏好、对文章的参与程度和对信息的保留程度。分析显示,传播内容的媒介对用户粘性或留存率影响不大,但学生们对平板设备表现出明显的偏好。基于对学生的观察和焦点小组讨论的引用,我们还提供了一组与交互和内容相关的初始设计建议。这些建议对于在平板设备上呈现信息、多媒体内容的设计师和希望衡量新型交互方式的研究人员来说应该是有用的。
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引用次数: 2
Gamification of collaborative idea generation and convergence 协同创意产生和融合的游戏化
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581253
Ali Moradian, Maaz Nasir, Kelly A. Lyons, R. Leung, S. Sim
Collaborative brainstorming does not always result in more ideas or higher quality ideas than working individually. We designed a system with game elements to incent participation in a collaborative creative idea generation processes of brainstorming followed by a convergence activity. We compared teams using the system with and without game elements to investigate the effect of the elements on collaborative work activities. Preliminary results suggest that game elements can help teams produce more ideas during brainstorming and engage in more discussion during a subsequent convergence activity, without negatively affecting idea quality.
集体头脑风暴并不总是比单独工作产生更多的想法或更高质量的想法。我们设计了一个带有游戏元素的系统,以激励人们参与集思广益的协作创意生成过程,然后是聚合活动。我们比较了使用带有和不带有游戏元素的系统的团队,以调查这些元素对协作工作活动的影响。初步结果表明,游戏元素可以帮助团队在头脑风暴中产生更多想法,并在随后的聚合活动中参与更多讨论,而不会对想法质量产生负面影响。
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引用次数: 23
None of a CHInd: relationship counselling for HCI and speech technology 没有一个中国:人机交互和语音技术的关系咨询
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2578868
M. Aylett, P. Kristensson, S. Whittaker, Yolanda Vazquez-Alvarez
It's an old story. A relationship built on promises turns to bitterness and recriminations. But speech technology has changed: Yes, we know we hurt you, we know things didn't turn out the way we hoped, but can't we put the past behind us? We need you, we need design. And you? You need us. How can you fulfill a dream of pervasive technology without us? So let's look at what went wrong. Let's see how we can fix this thing. For the sake of little Siri, she needs a family. She needs to grow into more than a piece of PR, and maybe, if we could only work out our differences, just maybe, think of the magic we might make together.
这是一个古老的故事。建立在承诺上的关系变成了痛苦和相互指责。但是语音技术已经改变了:是的,我们知道我们伤害了你,我们知道事情没有按照我们希望的方式发展,但是我们不能把过去抛在脑后吗?我们需要你,我们需要设计。你呢?你需要我们。没有我们,你们怎么能实现普及技术的梦想?让我们看看哪里出了问题。让我们看看如何解决这个问题。为了小Siri,她需要一个家庭。她需要成长为一个不仅仅是公关的人,也许,如果我们能解决我们之间的分歧,也许,想想我们在一起可能创造的奇迹。
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引用次数: 52
Session details: alt.chi: understanding interactions 会话细节:alt.chi:理解交互
Pub Date : 2014-04-26 DOI: 10.1145/3250879
D. Rosner
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引用次数: 0
The effect of multiplayer dynamic difficulty adjustment on the player experience of video games 多人动态难度调整对电子游戏玩家体验的影响
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581285
Alexander Baldwin, Daniel M. Johnson, Peta Wyeth
Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge in competitive multiplayer video games. As a balance of between player skill and challenge experienced is necessary for optimal player experience, this experimental study investigates the effects of mDDA and awareness of its presence on player performance and experience using subjective and biometric measures. Early analysis indicates that mDDA normalizes performance and challenge as expected, but awareness of its presence can reduce its effectiveness.
多人动态难度调整(mDDA)是一种在竞争性多人电子游戏中减少玩家表现差异和后续挑战的方法。由于玩家技能和挑战体验之间的平衡是最佳玩家体验的必要条件,本实验研究使用主观和生物测量方法调查了mDDA及其存在对玩家表现和体验的影响。早期的分析表明,mDDA可以像预期的那样使性能和挑战正常化,但意识到它的存在可能会降低其有效性。
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引用次数: 36
ReflectoSlates: personal overlays for tabletops combining camera-projector systems and retroreflective materials 反光板:个人覆盖桌面结合相机投影仪系统和反光材料
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581269
D. M. Plasencia, Jarrod Knibbe, A. Haslam, Eddie James Latimer, Barney Dennis, Gareth J. Lewis, M. Whiteley, D. Coyle
Tabletop systems are great platforms for collaborative work and social interaction. However, many fail to also accommodate contents visible only to some users, or they do so by reducing the surface visible to the rest of the users. We present ReflectoSlates, which combines a chest mounted camera-projector system connected to the user's mobile device and retroreflective sheets (ReflectoSlates). When placed on the tabletop, ReflectoSlates allow users to see their private contents while other users continue to see the tabletop. They can be lifted and moved while still displaying each user's individual content. Users can also interact with them using mid-air gestures detected by the camera-projector system. This way they do not interfere with other users when their contents are in the tabletop, or they can continue to interact with them, when they lift the ReflectoSlate or walk away from the tabletop.
桌面系统是协作工作和社交互动的绝佳平台。然而,许多应用程序也不能容纳仅对某些用户可见的内容,或者通过减少对其他用户可见的表面来实现。我们介绍了ReflectoSlates,它结合了一个连接到用户移动设备的胸装摄像投影仪系统和反光片(ReflectoSlates)。当放置在桌面上时,ReflectoSlates允许用户看到他们的私人内容,而其他用户继续看到桌面。它们可以被抬起和移动,同时仍然显示每个用户的个人内容。用户还可以通过摄像头-投影仪系统检测到的空中手势与它们互动。这样,当他们的内容在桌面上时,他们不会干扰其他用户,或者当他们抬起ReflectoSlate或离开桌面时,他们可以继续与他们交互。
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引用次数: 8
Session details: Panel 102 会议详情:102小组
Pub Date : 2014-04-26 DOI: 10.1145/3250869
Gilian Hayes, K. Truong
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引用次数: 0
Casalendar: a temporal interface for automated homes Casalendar:自动化家庭的时间接口
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581321
Sarah Mennicken, Jonas Hofer, A. Dey, E. Huang
Smart homes with advanced building technologies can react to sensor triggers in a variety of preconfigured ways. These rules are usually only visible within designated configuration interfaces. For this reason inhabitants who are not actively involved in the configuration process can be taken by surprise by the effects of such rules, such as for example the unexpected automated actions of lights or shades. To provide these inhabitants with better means to understand their home, as well as to increase their motivation to actively engage with its configuration, we propose Casalendar, a visualization that integrates the status of smart home technologies into the familiar interface of a calendar. We present our design and initial findings about the application of a temporal metaphor in smart home interfaces.
拥有先进建筑技术的智能家居可以以各种预先配置的方式对传感器触发器做出反应。这些规则通常只在指定的配置接口中可见。因此,没有积极参与配置过程的居民可能会对这些规则的效果感到惊讶,例如意想不到的自动灯光或阴影动作。为了让这些居民更好地了解他们的家,并增加他们积极参与其配置的动力,我们提出了Casalendar,这是一种将智能家居技术的状态集成到熟悉的日历界面中的可视化技术。我们介绍了在智能家居界面中应用时间隐喻的设计和初步发现。
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引用次数: 27
What nouns and adjectives in online game reviews can tell us about player experience? 在线游戏评论中的哪些名词和形容词能够告诉我们玩家体验?
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2589648
Miaoqi Zhu, Xiaowen Fang
This paper presents a study attempting to investigate player experience by examining nouns and adjectives used in online game reviews. Built on our previous lexical analysis of adjectives in online game reviews, we argue that nouns together with adjectives will likely provide richer information than adjectives alone. We adopted a revised lexical approach and analyzed nouns and adjectives from 821,122 structured reviews provided by different stakeholders in the game community (e.g., players, developers, and producer etc.) 97 factors were identified and ranked from 5,130 unique terms. Results were presented and discussed.
本文旨在通过检查在线游戏评论中使用的名词和形容词来调查玩家体验。基于我们之前对在线游戏评论中形容词的词汇分析,我们认为名词与形容词结合在一起可能比单独使用形容词提供更丰富的信息。我们采用了一种修改过的词汇方法,并分析了来自游戏社区中不同利益相关者(游戏邦注:如玩家、开发者和制作人等)提供的821122篇结构化评论中的名词和形容词,从5130个独特的术语中识别出97个因素并进行了排名。提出并讨论了结果。
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引用次数: 5
Enhancing augmented reality for use in product design 增强增强现实技术在产品设计中的应用
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581251
Timothy G. Purdy, Young Mi Choi
Feedback from users is an invaluable part of the product design process. Prototypes of varying levels of detail are frequently used to solicit this feedback for attributes related to the physical and user experience aspects of a product. There are limitations to current approaches. Accurate feedback is most useful early in the design process where changes to a product are easier to make. At the same time highly detailed prototypes which allow accurate feedback are generally not available until later in the design process after major design decisions have already been made. This paper will discuss Augmented Reality as a potential solution to this problem by combining physical attributes with easily changeable virtual aspects.
来自用户的反馈是产品设计过程中非常宝贵的一部分。不同细节级别的原型经常用于征求与产品的物理和用户体验方面相关的属性的反馈。目前的方法有局限性。在设计过程的早期,准确的反馈是最有用的,因为在这个阶段对产品进行修改是比较容易的。与此同时,允许精确反馈的高度详细的原型通常要到设计过程的后期,即在主要设计决策已经做出之后才能获得。本文将讨论增强现实作为一种潜在的解决方案,通过将物理属性与易于改变的虚拟方面相结合来解决这个问题。
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引用次数: 7
期刊
CHI '14 Extended Abstracts on Human Factors in Computing Systems
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