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

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Session details: Student games competition 活动详情:学生游戏比赛
Pub Date : 2014-04-26 DOI: 10.1145/3250875
Seth Cooper, Alessandro Canossa
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引用次数: 0
Interactions magazine 交互杂志
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2559215
Ron Wakkary, E. Stolterman
In this SIG meeting we invite attendees of CHI to join us to provide input, feedback, and discuss the ACM interactions magazine.
在这次SIG会议中,我们邀请CHI的与会者加入我们,提供输入、反馈和讨论ACM交互杂志。
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引用次数: 2
A three-dimensional mirror augmented by medical imaging: questioning self-portraying at the limit of iintimacy 医学成像增强的三维镜子:在亲密的极限下质疑自我描绘
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2578876
Tom Giraud, M. Courgeon, M. Tardieu, Alexandra Roatis, X. Maître
With the rapid developments of medical imaging, our personal inner body can be unveiled as never before. Medical images are usually considered as ordinary objects and their potential intimate value is never really considered. In this paper, we present an exploratory installation which anticipates prospective issues when medical and self-images interfere with each other. Primary Intimacy of being acts as a digital mirror reflecting the users' bodies with three-dimensional avatars, which are computed in real time from three medical imaging modalities (Fig. 1). A first evaluation reveals individual differences between users with respect to their personal privacy concerns while interacting with the installation. Thereafter, these issues may be probed in the scope of self-portraying.
随着医学影像技术的快速发展,我们的个人身体内部可以前所未有地被揭示出来。医学图像通常被认为是普通的物体,它们潜在的亲密价值从未被真正考虑过。在本文中,我们提出了一个探索性的装置,当医学和自我形象相互干扰时,它可以预测未来的问题。Primary Intimacy of being就像一面数字镜子,用三种医学成像方式实时计算用户的三维化身,反映用户的身体(图1)。第一次评估揭示了用户在与装置互动时对个人隐私问题的个体差异。因此,这些问题可以在自我描绘的范围内进行探讨。
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引用次数: 10
Who says personas can't dance?: the use of comic strips to design information security personas 谁说人物角色不能跳舞?:使用连环画设计资讯保安角色
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581323
Makayla M. Lewis, Lizzie Coles-Kemp
This paper presents comic strips as an approach to align personas and narrative scenarios; the resulting visual artifact was tested with information security practitioners, who often struggle with wider engagement. It offers ways in which different professional roles can work together to share understanding of complex topics such as information security. It also offers user-centered design practitioners a way to reflect on, and participate with, user research data.
本文提出了连环画作为一种对齐人物角色和叙事场景的方法;由此产生的可视化工件由信息安全从业人员进行测试,他们经常与更广泛的参与作斗争。它提供了不同的专业角色可以一起工作的方式,以分享对复杂主题(如信息安全)的理解。它还为以用户为中心的设计从业者提供了一种反思和参与用户研究数据的方法。
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引用次数: 18
Free-hand interaction with leap motion controller for stroke rehabilitation 用跳跃运动控制器进行中风康复的徒手交互
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2581203
M. Khademi, Hossein Mousavi Hondori, A. McKenzie, L. Dodakian, C. Lopes, S. Cramer
In recent years, the field of Human-Computer Interaction (HCI) has been advanced with many technologies, however, most are limited to healthy users. In this paper, we leveraged the technology of free-hand interaction to rehabilitate patients with stroke. We modified the game of Fruit Ninja to use Leap Motion controller's hand tracking data for stroke patients with arm and hand weakness to practice their finger individuation. In a pilot study, we recruited 14 patients with chronic stroke to play the game using natural interaction. Their Fruit Ninja (FN) scores show high correlation with the standard clinical assessment scores such as Fugl-Meyer (FMA) and Box-and-Blocks Test (BBT) scores. This finding suggests that our free-hand Fruit Ninja's score is a good indicator of the patient's hand function and therefore will be informative if used in their rehabilitation.
近年来,人机交互(HCI)领域取得了许多进步,但大多数技术仅限于健康用户。在本文中,我们利用徒手交互技术来康复中风患者。我们对《水果忍者》游戏进行修改,利用Leap Motion控制器的手部追踪数据,对手臂和手部无力的中风患者进行手指个性化练习。在一项初步研究中,我们招募了14名慢性中风患者,让他们用自然互动的方式玩这个游戏。他们的水果忍者(FN)分数与标准临床评估分数(如Fugl-Meyer (FMA)和Box-and-Blocks Test (BBT)分数)高度相关。这一发现表明,我们的徒手《水果忍者》得分能够很好地反映患者的手部功能,因此如果将其用于康复治疗,将会提供有用的信息。
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引用次数: 144
Interacting with the kiwi move: a platform for motion-based applications 与kiwi移动交互:一个基于动作的应用程序平台
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574825
Ashley Beattie, Daniel Chen, John David Chibuk, Olivier Mayrand, Z. Patel
The Kiwi move is an internet-enabled motion-sensing device used to track activity, trace motion, automate homes, and secure valuables. By using the Kiwi Application Programming Interface (API) developers can build motion-based applications on our sensor platform, satisfying multiple use cases while avoiding the details of hardware implementation.
Kiwi move是一款可以联网的动作感应设备,用于跟踪活动、追踪动作、自动化家居和保护贵重物品。通过使用Kiwi应用程序编程接口(API),开发人员可以在我们的传感器平台上构建基于运动的应用程序,满足多种用例,同时避免硬件实现的细节。
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引用次数: 0
Beyond quantified self: data for wellbeing 超越量化自我:幸福感数据
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2560469
Jochen Meyer, S. Simske, K. Siek, C. Gurrin, H. Hermens
Sustaining our health and wellbeing requires lifelong efforts for prevention and healthy living. Continuously observing ourselves is one of the fundamental measures to be taken. While many devices support monitoring and quantifying our health behavior and health state, they all are facing the same trade-off: the higher the data quality is the higher are the efforts of data acquisition. However, for lifelong use, minimizing efforts for the user is crucial. Nowadays, few devices find a good balance between cost and value. In this interdisciplinary workshop we discuss how this trade-off can be approached by addressing three topics: understanding the user's information needs, exploring options for data acquisition, and discussing potential designs for life-long use.
维持我们的健康和福祉需要终生努力预防和健康生活。不断地观察自己是我们应该采取的基本措施之一。虽然许多设备支持监控和量化我们的健康行为和健康状态,但它们都面临着同样的权衡:数据质量越高,数据采集的努力就越高。然而,对于终身使用来说,尽量减少用户的工作量是至关重要的。如今,很少有设备能在成本和价值之间找到很好的平衡。在这个跨学科的研讨会上,我们讨论了如何通过解决三个主题来实现这种权衡:理解用户的信息需求,探索数据获取的选择,以及讨论终身使用的潜在设计。
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引用次数: 49
Runright: real-time visual and audio feedback on running Runright:实时运行的视觉和音频反馈
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574806
Stina Nylander, M. Jacobsson, Jakob Tholander
RunRight is a system that gives two different kinds of feedback for runners. First, it creates a visualization of the running movement based on acceleration in vertical and horizontal direction. Second it gives audio feedback on the rhythm. These two types of feedback are valuable when exploring how to design technology that supports athletes in learning how a desired movement should feel.
RunRight是一个为跑步者提供两种不同反馈的系统。首先,它基于垂直和水平方向的加速度创建了跑步运动的可视化。其次,它提供了节奏的音频反馈。这两种类型的反馈是有价值的,当探索如何设计技术,以支持运动员学习期望的运动应该是什么感觉。
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引用次数: 42
Metatravels and metalonsdale: ipad apps for percussive improvisation metatravel和metalonsdale:用于打击乐即兴创作的ipad应用程序
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2574805
Charles P. Martin, H. Gardner, Ben Swift
Percussionists are unique among instrumentalists in that their artistic practice is defined by an approach to interaction rather than their instruments. While percussionists are accustomed to exploring non-traditional objects to create music, these objects have yet to encompass touch-screen computing devices to any great extent. The proliferation and popularity of these devices now presents an opportunity to explore their use in combining computer-generated sound together with percussive interaction in a musical ensemble. This interactivity demonstration presents two iPad-instruments developed in collaboration with Ensemble Metatone, a group formed to explore the "infiltration" of iPad apps into a free-improvisation percussion ensemble. The apps encourage the performers' exploration through percussive gestures and use network features to support cohesive improvisation.
打击乐手在乐器演奏家中是独一无二的,因为他们的艺术实践是由一种互动的方法而不是他们的乐器来定义的。虽然打击乐手习惯于探索非传统的物体来创作音乐,但这些物体还没有在很大程度上包含触摸屏计算设备。这些设备的扩散和普及现在提供了一个机会,探索它们在将计算机生成的声音与音乐合奏中的打击互动结合起来的用途。这个互动演示展示了与Ensemble Metatone合作开发的两种iPad乐器,Ensemble Metatone是一个探索iPad应用程序“渗透”到自由即兴打击乐合奏中的团队。这些应用程序鼓励表演者通过打击乐手势进行探索,并利用网络功能支持有凝聚力的即兴创作。
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引用次数: 3
The afterlife of digital identity 数字身份的来世
Pub Date : 2014-04-26 DOI: 10.1145/2559206.2559964
Jed R. Brubaker
The death of a user challenges many of the assumptions we hold for social network sites, social media, and digital identity architecture. Death provides a natural breaching experiment that violates core design assumptions about the relationship between users, their accounts, and related data. By studying death in the context of social media, my work aims to understand how people interact with and experience digital identity systems. It demonstrates limitations and provides insight into how social computing systems can better support the entirety of our lives -- including when those lives come to an end.
用户的死亡挑战了我们对社交网站、社交媒体和数字身份架构的许多假设。死亡提供了一个自然的突破实验,违反了关于用户、他们的帐户和相关数据之间关系的核心设计假设。通过研究社交媒体背景下的死亡,我的工作旨在了解人们如何与数字身份系统互动和体验。它展示了局限性,并提供了关于社会计算系统如何更好地支持我们的整个生活的见解——包括当这些生命结束时。
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引用次数: 7
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CHI '14 Extended Abstracts on Human Factors in Computing Systems
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