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

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Abba-dabba-ooga-booga-hoojee-goojee-yabba-dabba-doo: stupidity, ignorance & nonsense as tools for nurturing creative thinking Abba-dabba-ooga-booga-hoojee-goojee-yabba-dabba-doo:愚蠢,无知和废话作为培养创造性思维的工具
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2578860
Dimitris Grammenos
Despite the present abundance of approaches and information related to creative thinking, three basic human traits have been completely overlooked although that, if cautiously used, can considerably contribute to the creative process. Not coincidentally, these traits are also the ones that education has traditionally demonized and designated as its major enemies: stupidity, ignorance and nonsense. The aim of this paper is to shed light on the positive aspects of these defamed traits but also provide practical advice on how they can be used for sparking and nurturing creative thinking and innovative design.
尽管目前有大量与创造性思维相关的方法和信息,但人类的三个基本特征被完全忽视了,尽管如果谨慎使用,它们可以在很大程度上促进创造性过程。并非巧合的是,这些特征也是教育传统上被妖魔化并指定为主要敌人的:愚蠢、无知和胡说八道。本文的目的是阐明这些被诽谤的特征的积极方面,但也提供实用的建议,如何利用它们来激发和培养创造性思维和创新设计。
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引用次数: 9
Diverse information fragments to enhance troubleshooting efficiency 丰富的信息片段,提高故障处理效率
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581272
Ryo Yamashita, Chihiro Takayama, Takehiko Ohno
This paper proposes a novel system that displays diverse information fragments to enhance troubleshooting efficiency. We focus on supporting the technicians performing on-site network troubleshooting by developing a knowledge management system. Most prior work assumes that the professional technicians know the precise terms suitable for accessing keyword-based search systems. A six day ethnographic study and a laboratory experiment find that keyword-based search is not efficient for supporting on-site network troubleshooting. We derive three design requirements from these studies, (1)Display diverse information fragments for divergent thinking, (2)Support of veering between causes and symptoms to stimulate convergent thinking and (3)Navigation system for getting information quickly. A prototype based on these design requirements is created. We believe this research can be used to troubleshoot other complex systems similar to networks where there are many components that must be coordinated.
为了提高故障诊断效率,本文提出了一种显示多种信息片段的系统。我们专注于通过开发知识管理系统来支持技术人员进行现场网络故障排除。大多数先前的工作假设专业技术人员知道适合访问基于关键字的搜索系统的精确术语。一项为期六天的人种学研究和一项实验室实验发现,基于关键字的搜索在支持现场网络故障排除方面效率不高。我们从这些研究中得出了三个设计要求,(1)显示多样化的信息片段,以促进发散思维;(2)支持病因和症状之间的转换,以激发趋同思维;(3)导航系统,以快速获取信息。基于这些设计需求创建一个原型。我们相信这项研究可以用来排除其他复杂系统的故障,类似于有许多组件必须协调的网络。
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引用次数: 0
GLOs: graph-level operations for exploratory network visualization GLOs:用于探索性网络可视化的图级操作
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581239
Charles D. Stolper, Florian Foerster, Minsuk Kahng, Zhiyuan Jerry Lin, Aakash Goel, J. Stasko, Duen Horng Chau
There is a wealth of visualization techniques available for graph and network visualization. However, each of these techniques was designed for a specific task. Many graph visualization techniques and the transitions between them can be specified using a set of operations on the visualization elements such as positioning or resizing nodes, showing or hiding edges, or showing or hiding axes. We term these operations Graph-Level Operations or GLOs. Our goal is to identify and provide a comprehensive set of these operations in order to better support the broadest range of graph and network analysis tasks. Here we present early results of our work, including a preliminary set of operations and an example application of GLOs in transitioning between familiar graph visualization techniques.
有大量的可视化技术可用于图形和网络可视化。然而,每一种技术都是为特定的任务而设计的。许多图形可视化技术和它们之间的转换可以使用可视化元素上的一组操作来指定,例如定位或调整节点大小、显示或隐藏边缘、或显示或隐藏轴。我们称这些操作为图级操作或GLOs。我们的目标是确定并提供这些操作的综合集合,以便更好地支持最广泛的图和网络分析任务。在这里,我们介绍了我们工作的早期结果,包括一组初步的操作和GLOs在熟悉的图形可视化技术之间转换的示例应用。
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引用次数: 4
FingerReader: a wearable device to support text reading on the go FingerReader:一款可穿戴设备,支持在旅途中阅读文本
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581220
Roy Shilkrot, Jochen Huber, Connie Liu, P. Maes, Suranga Nanayakkara
Visually impaired people report numerous difficulties with accessing printed text using existing technology, including problems with alignment, focus, accuracy, mobility and efficiency. We present a finger worn device that assists the visually impaired with effectively and efficiently reading paper-printed text. We introduce a novel, local-sequential manner for scanning text which enables reading single lines, blocks of text or skimming the text for important sections while providing real-time auditory and tactile feedback. The design is motivated by preliminary studies with visually impaired people, and it is small-scale and mobile, which enables a more manageable operation with little setup.
视障人士报告说,使用现有技术获取印刷文本存在许多困难,包括对齐、聚焦、准确性、移动性和效率方面的问题。我们提出了一种手指佩戴装置,帮助视障人士有效和高效地阅读纸质印刷品。我们介绍了一种新颖的,局部顺序的方式来扫描文本,可以阅读单行,文本块或略读文本的重要部分,同时提供实时的听觉和触觉反馈。设计的动机是对视障人士的初步研究,它是小规模的,可移动的,这使得更容易管理的操作,很少的设置。
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引用次数: 65
Understanding expert-novice differences in geometry problem-solving tasks: a sensor-based approach 理解专家与新手在几何问题解决任务上的差异:基于传感器的方法
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581248
Seungjun Kim, V. Aleven, A. Dey
Understanding learner differences with sensors is increasingly important for effective learner modeling. Learner models based on a student's problem-solving actions and the automated interpretation of those actions have successfully advanced computer tutoring services. However, such transaction level actions provide insufficient detail about higher-rate cognitive variations, which may hold key information about individual differences in cognition and learning, and about factors that differentiate attention-switching strategies and instructional effects between individuals. To fill this gap, we have conducted a user study to investigate causal relationships between learners' expertise levels and patterns of interaction and attention during learning tasks by using an eye tracker and physiological sensors. In this paper, we validate our experimental test-bed built for inferring learners' cognitive processing states and diagnosing learning phases with sensors, and present initial results about expert-novice differences revealed in transaction level samples and sensor data streams.
理解学习者与传感器之间的差异对于有效的学习者建模越来越重要。基于学生解决问题的行为和这些行为的自动解释的学习者模型已经成功地推进了计算机辅导服务。然而,这种交易层面的行为提供的关于高速率认知变异的细节并不充分,这些变异可能包含关于认知和学习的个体差异的关键信息,以及关于个体之间区分注意转换策略和教学效果的因素。为了填补这一空白,我们进行了一项用户研究,通过使用眼动仪和生理传感器来调查学习者的专业水平与学习任务中互动和注意力模式之间的因果关系。在本文中,我们验证了我们建立的用于推断学习者认知处理状态和诊断传感器学习阶段的实验测试平台,并给出了在事务级样本和传感器数据流中揭示的专家-新手差异的初步结果。
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引用次数: 9
A half-implant device on fingernails 指甲上的半植入装置
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581293
E. Tamaki, Ken Iwasaki
Hand gesture feedback systems using tactile or visual information can only be used in given situations because of the limitations of the device features such as the need for a battery. In this paper, we propose a half-implant device located on the fingernail. The half-implant device consists of a radio frequency (RF) receiving antenna, small electronic parts, and UV gel. The UV gel is used to glue the parts onto the user's nail and cover the parts meant to be waterproof. The device receives power from the RF antenna; therefore, it does not require a battery to function. It notifies whether the finger is in a target site by lighting an LED or activating a vibration motor. The primary benefit of this device is that the user can feel hand gesture feedback, anytime and anywhere. The device can be placed on the users' fingernail for approximately three weeks. To verify the devices' influence on the users' pointing task, we conducted a preliminary user study. The task success rate was 100% over the sessions with tactile and visual feedback and 97% without feedback. The experiment revealed that the tactile notification reduced the task time by 12.3 % compared to that of the test with no feedback.
使用触觉或视觉信息的手势反馈系统只能在特定情况下使用,因为设备功能的限制,比如需要电池。在本文中,我们提出了一种位于指甲上的半植入装置。该半植入装置由射频(RF)接收天线、小型电子部件和紫外线凝胶组成。紫外线凝胶用于将部件粘在用户的指甲上,并覆盖本应防水的部件。所述设备从射频天线接收功率;因此,它不需要电池来工作。它通过点亮LED或激活振动电机来通知手指是否在目标位置。这个设备的主要好处是用户可以随时随地感受到手势反馈。该设备可以在用户的指甲上放置大约三周。为了验证设备对用户指向任务的影响,我们进行了初步的用户研究。有触觉和视觉反馈的任务成功率为100%,没有反馈的任务成功率为97%。实验显示,与没有反馈的测试相比,触觉通知减少了12.3%的任务时间。
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引用次数: 1
Rafigh: a living media interface for learning games Rafigh:学习游戏的活媒体界面
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574772
Foad Hamidi, Melanie Baljko
Digital games can engage children in therapeutic and learning activities. Incorporating living media in these games can create feelings of empathy and caring in users and add more motivation and involvement to the gameplay. We present, Rafigh, a living media interface designed to motivate children to play learning games that involve repetitive and sometimes boring tasks. In the current implementation the interface is used for speech intervention games. During gameplay, children practice their speech and care for a living mushroom colony in the process. The mushroom's growth is used to communicate how much speech is used, as an indicator of degree of speech practice, during interaction.
数字游戏可以让儿童参与治疗和学习活动。在这些游戏中融入生动的媒体能够让用户产生共鸣和关心,并为游戏玩法添加更多动机和参与度。我们提出,Rafigh,一个活生生的媒体界面,旨在激励孩子们玩学习游戏,包括重复的,有时是无聊的任务。在目前的实现中,该接口用于语音干预游戏。在游戏过程中,孩子们练习他们的语言,并在这个过程中照顾一个活生生的蘑菇群落。蘑菇的生长是用来交流在互动过程中使用了多少语言,作为语言实践程度的一个指标。
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引用次数: 4
Trampoline: a double-sided elastic touch device for repoussé and chasing techniques 蹦床:一种双面弹性触摸装置,用于反弹和追逐技术
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581252
Jaehyun Han, Seongkook Heo, Jiseong Gu, Geehyuk Lee
Relief is often used to add patterns to product surfaces, but interaction techniques for modeling relief on the surface of virtual objects have not received due attention. We adopt the repoussé and chasing artwork techniques in an alternative interaction technique for modeling relief on virtual surfaces. To support the interaction technique, we develop a double-sided touchpad called Trampoline that can detect the position and force of a finger touch on both sides. In addition, it provides an elastic feedback to users as the surface consists of an elastic fabric. With this device and the interaction technique developed, we implement a relief application and present modeling results that demonstrate the efficacy of our system.
浮雕通常用于在产品表面添加图案,但在虚拟物体表面上对浮雕建模的交互技术尚未得到应有的重视。我们采用了一种替代的交互技术来模拟虚拟表面上的浮雕。为了支持交互技术,我们开发了一种叫做Trampoline的双面触摸板,它可以检测手指在两侧触摸的位置和力度。此外,由于表面由弹性织物组成,它为用户提供弹性反馈。利用该装置和开发的交互技术,我们实现了一个救济应用程序,并给出了建模结果,证明了我们系统的有效性。
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引用次数: 5
Beam: a mobile application to improve happiness and mental health Beam:一款提高幸福感和心理健康的手机应用
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2580931
Joyce Sakata, Mengdi Zhang, Shi-Wei Pu, Jianqi Xing, Kritika Versha
In this paper, we present beam, a mobile application that uses random acts of kindness to analyze and improve the mental health of its users. The concept was developed using an iterative, user-centered design process that included contextual inquiry, surveys, low and high-fidelity prototypes, and usability testing. Based on our initial research findings, we found that users tend to be pessimistic and focus on stress and negativity. We designed a mobile application that focuses on positive action and self-reflection to improve individual mental health. We used a combination of theory, design, and user research to influence users to become more optimistic -- linking the use of the application with mental health and mood improvements.
在本文中,我们提出了beam,这是一个使用随机善意行为来分析和改善其用户心理健康的移动应用程序。这个概念是通过迭代的、以用户为中心的设计过程开发出来的,其中包括上下文查询、调查、低保真度和高保真度原型以及可用性测试。根据我们最初的研究结果,我们发现用户倾向于悲观,专注于压力和消极。我们设计了一个移动应用程序,专注于积极的行动和自我反思,以改善个人的心理健康。我们结合理论、设计和用户研究来影响用户变得更加乐观——将应用程序的使用与心理健康和情绪改善联系起来。
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引用次数: 7
Testing a grassroots citizen science venture using open design, "the bee lab project" 测试一个使用开放设计的草根公民科学项目,“蜜蜂实验室项目”
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581134
R. Phillips, Jesse M. Blum, Michael A. Brown, S. Baurley
The Bee Lab project applies Citizen Science and Open Design to beekeeping, enabling participants to construct monitoring devices gathering reciprocal data, motivating participants and third parties. The presented approach uses design workshops to provide insight into the design of kits, user motivations, promoting reciprocal interests and address community problems. This paper signposts issues and opportunities in the process of designing Citizen Science tools for communities using Open Design to solve individual problems, including: downloadable design for social/local change, laypeople creating technology and repairable kits.
蜜蜂实验室项目将公民科学和开放设计应用于养蜂业,使参与者能够构建监测设备,收集相互数据,激励参与者和第三方。所提出的方法使用设计研讨会来提供对套件设计,用户动机,促进互惠利益和解决社区问题的见解。本文指出了使用开放设计为社区设计公民科学工具的过程中的问题和机会,包括:为社会/地方变革提供可下载的设计,外行人创造技术和可修复的工具包。
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引用次数: 17
期刊
CHI '14 Extended Abstracts on Human Factors in Computing Systems
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