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PinchPan: Investigating Children's Collaboration in Cross-Device Interaction PinchPan:调查儿童在跨设备交互中的合作
H. P. Jensen, M. Olsen, M. Skov
Cross-device interaction provides new and interesting ways of interacting with technology as people have access to a growing number of mobile devices. In different social situations with more people, such cross-device interaction also enables different kinds of collaboration through the devices. In this paper, we explore collaboration and interaction between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo exploration and panning through pinching. We studied PinchPan with 22 children who used it in pairs to find different characters in various images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.
随着人们可以使用越来越多的移动设备,跨设备交互提供了与技术交互的新颖有趣的方式。在人多的不同社交场合,这种跨设备交互也可以通过设备实现不同类型的协作。在本文中,我们探讨了儿童在跨设备图像探索过程中的协作和互动。我们开发了一款名为PinchPan的跨设备应用程序,可以通过按压来探索和平移照片。我们和22个孩子一起研究了PinchPan,他们两人一组使用它在不同的图像中找到不同的人物。我们发现孩子们在跨设备交互中采用了许多不同的协作方法,而平移对图像探索构成了挑战。
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引用次数: 3
A Moving Feast: Effects of Color, Shape and Animation on Taste Associations and Taste Perceptions 移动的盛宴:颜色、形状和动画对味觉联想和味觉感知的影响
Gijs Huisman, Merijn Bruijnes, D. Heylen
Research into multimodal flavor perceptions has demonstrated associations between basic tastes and visual cues. Moreover, such associations have been found to influence taste perception. Here we are interested in how mixed reality technology in the form of projection mapping can be used to introduce such visual cues during consumption. First, associations between basic tastes and visualizations that differed in color, shape and animation speed were investigated in a crowdsourcing study. The study demonstrated associations between sweetness and red rounded shapes, and sourness and green angular shapes with a fast animation speed. A subsequent lab study where the visualizations were projected around a cup of yogurt that participants tasted confirmed these associations. Finally, specific combinations of visualizations and animation types were found to influence taste perceptions of the yogurt. The implications of these findings are discussed.
对多模态味道感知的研究已经证明了基本味道和视觉线索之间的联系。此外,已经发现这种关联会影响味觉。在这里,我们感兴趣的是如何使用投影映射形式的混合现实技术在消费过程中引入这种视觉线索。首先,在一项众包研究中,研究人员调查了基本口味与不同颜色、形状和动画速度的视觉效果之间的联系。该研究通过快速的动画速度证明了甜味与红色圆形、酸味与绿色棱角形状之间的联系。随后的一项实验室研究证实了这些联系,研究人员将可视化图像投射到一杯酸奶周围,让参与者品尝。最后,可视化和动画类型的特定组合被发现影响酸奶的味道感知。讨论了这些发现的意义。
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引用次数: 37
Emotional Response Evaluation of Users in Ubiquitous Environments: an Observational Case Study 无所不在环境中用户情绪反应评价:一个观察性案例研究
T. Alencar, Kamila R. H. Rodrigues, Marcelo Barbosa, R. G. Bianchi, Vânia P. A. Neris
Ubiquitous systems can be characterized as providing transparency, while being context-sensitive and dynamically interactive. Evaluating ubiquitous environments involves challenges ranging from multidisciplinary areas to environmental simulations. However, few studies have been carried out on the user's feelings and moods in these environments, i.e. within mental contexts. This paper undertakes an observational case study which involves evaluating emotional responses in ubiquitous environments. A number of volunteers were exposed to stimuli with the aim of changing their mood through colors and images, in accordance with their initial emotional state. Emotional responses were evaluated by means of a hybrid approach that entailed employing different evaluation instruments at different periods of the interaction and which took account of different stakeholders. The results suggest that the approach is appropriate, although some adjustments are required for the evaluation instruments, as well for the interaction time with the environment so that it is possible to collect further data about the user's experience.
无处不在的系统可以被描述为提供透明性,同时具有上下文敏感性和动态交互性。评估无处不在的环境涉及从多学科领域到环境模拟的挑战。然而,很少有人研究用户在这些环境中的感受和情绪,即在心理环境中。本文进行了一项观察性案例研究,涉及评估无处不在的环境中的情绪反应。一些志愿者被暴露在刺激物中,目的是通过颜色和图像来改变他们的情绪,根据他们最初的情绪状态。情绪反应是通过一种混合方法来评估的,这种方法需要在互动的不同时期采用不同的评估工具,并考虑到不同的利益相关者。结果表明,该方法是适当的,尽管需要对评估工具以及与环境的交互时间进行一些调整,以便有可能收集有关用户体验的进一步数据。
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引用次数: 4
MuSeeCol: A See-through Multi-touch Surface for Face-to-face Musical Collaboration MuSeeCol:用于面对面音乐协作的透明多点触控表面
Wooi-Boon Goh, Lijia Yang, K. Ong
MuSeeCol is a collaborative music creation system that allows two users to jointly and playfully compose melodic or percussive music. Collaborative music is rendered when two face-to-face users interact with their respective side of a see-through multi-touch sensitive acrylic panel. We present user study findings from nine pairs of individuals who have used the MuSeeCol system collaboratively and summarize some general observations of what types of interaction designs make for effective face-to-face collaboration.
MuSeeCol是一个协作音乐创作系统,允许两个用户共同创作旋律或打击音乐。当两个面对面的用户与一个透明的多点触控丙烯酸面板的各自一侧互动时,协作音乐就会呈现出来。我们展示了9对协作使用MuSeeCol系统的个人的用户研究结果,并总结了一些关于哪种类型的交互设计可以实现有效的面对面协作的一般观察结果。
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引用次数: 1
Modeling the Enhancement Effect of Countercurrent on Acceleration Perception in Galvanic Vestibular Stimulation 模拟逆流对前庭电刺激加速感知的增强效应
K. Aoyama, Makoto Mizukami, T. Maeda, H. Ando
Galvanic vestibular stimulation induces virtual acceleration sensation and is expected to be applied in computer games to improve their reality. The acceleration sensation can be enhanced by giving countercurrent which consists of an opposite current part and a forwarding current part. Conventionally, however, the degree of the enhancement is uncontrollable. This study reports that the effect of countercurrent can be modeled by an electrical circuit containing a capacitor and resistors. To model the effect of the countercurrent on the acceleration perception, we investigated the relation between the parameters: the duration and the strength of the opposite current part, of the countercurrent and strength of acceleration perception. The results of our study show that the strength of the acceleration sensation induced by the countercurrent stimulation has a nonlinear correlation with the duration of the opposite current, and the characteristics of the enhancement effect can be estimated using a CR circuit model.
前庭电刺激产生虚拟加速感,有望应用于电脑游戏中,以提高游戏的真实感。通过施加逆流可以增强加速度感,逆流由反向电流和正向电流组成。然而,通常情况下,增强的程度是不可控的。这项研究报告了逆流效应可以通过包含电容和电阻的电路来模拟。为了模拟逆流对加速度感知的影响,我们研究了参数之间的关系:逆流和加速度感知强度的反向电流部分的持续时间和强度。研究结果表明,逆流刺激引起的加速感觉强度与反向电流的持续时间呈非线性相关,并且可以使用CR电路模型来估计增强效应的特性。
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引用次数: 3
Alice and Her Friend: A Black "Picture Book" of Multisensory Interaction for Visually-Impaired Children 爱丽丝和她的朋友:一本视觉障碍儿童多感官互动的黑色“图画书”
H. Nishino, Norihidayati Podari, S. Sini, C. Edirisinghe, A. Cheok
Picture books are considered beneficial for children in many ways (e.g., psychological development and language acquisition), yet some children have less opportunity to receive such benefits because of their visual impairment. Considering such a situation, we designed Alice and Her Friend, an interactive book for visually-impaired children. While we put a significant focus on multisensory interaction, the book is designed entirely in black, intending both to emphasize that visually-impaired people also enjoy rich multisensory experiences and to raises awareness of the needs that visually-impaired children have. We used the book to interview experts in related fields to investigate practical needs among visually-impaired children. Based on their insights, we also propose a novel research topic, "creative technologies for the disabled"; it is necessary to support people with disabilities to create what they need by themselves, since the degrees and types of visual impairment significantly differ among visually-impaired people.
绘本被认为在许多方面对儿童有益(例如,心理发展和语言习得),然而一些儿童由于视力障碍而很少有机会获得这些好处。考虑到这种情况,我们设计了爱丽丝和她的朋友,一个为视障儿童设计的互动书。虽然我们把重点放在多感官互动上,但这本书的设计完全是黑色的,意在强调视障人士也享受丰富的多感官体验,并提高人们对视障儿童需求的认识。我们利用这本书采访了相关领域的专家,调查视障儿童的实际需求。基于他们的见解,我们还提出了一个新颖的研究课题——“残疾人创意技术”;由于视障人士的视力损害程度和类型有很大差异,因此有必要支持残疾人自己创造所需的东西。
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引用次数: 5
Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study 探索设计空间:作者游戏进化工具案例研究
Rui Craveirinha, Licinio Gomes Roque
This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.
本文描述了一个使用AGE(作者游戏进化方法)的案例研究,这是一种旨在帮助游戏设计师的创造力支持工具。AGE允许设计师进行生成和评估游戏原型的系统过程,并自动发展游戏原型,直到它成为理想的游戏体验形式。为了评估这个工具,我们进行了一个设计案例研究,让设计师使用AGE创造一款游戏。我们采用融合混合方法实验设计,并分析了四次设计会议产生的定量和定性数据。创意支持指数自我报告显示,设计师认为AGE对他的设计非常支持,尤其是对设计空间的探索。然而,他把它专门用于探索,而不是优化。这表明AGE在探索设计空间方面具有潜力,尽管在成为高质量设计的有效媒介之前还存在一些问题。
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引用次数: 5
Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices 通过生物共生机器人设备提高儿童的身体活动水平
Marta Ferraz, Antonio Camara, Afonso O'Neill
We describe the effects of a Biosymtic robotic device -"Cratus" - on physical activity levels in a group of 20 children aged 6 to 8. Children interacted with "Cratus" via whole-body motion in a natural environment - playing a video game. Expectations and opinions regarding the device were also evaluated. Results indicate that interacting with "Cratus", in a natural environment, instilled vigorous physical activity. Children mentioned being highly motivated to interact with "Cratus". This device, and the natural environment, seem a promising solution to promote physical and mental health. This study shows that to increase physical activity, children aged 6 to 8 should be encouraged to perform activities in large spatial areas, such as natural environments, and to interact with user interfaces promoting gross motor skills. Because situations of excitability or fear may increase heart rate values, video game play seems an optimal solution to raise physical activity levels.
我们描述了一种名为“克拉特斯”的生物共生机器人设备对20名6至8岁儿童身体活动水平的影响。孩子们在一个自然的环境中玩电子游戏,通过全身运动与“克拉特斯”互动。对该设备的期望和意见也进行了评估。结果表明,与“克拉特斯”互动,在自然环境中,灌输剧烈的身体活动。孩子们提到了与“克拉特斯”互动的强烈动机。这种设备和自然环境似乎是促进身心健康的一个有希望的解决方案。这项研究表明,为了增加身体活动,应该鼓励6至8岁的儿童在大空间区域(如自然环境)进行活动,并与提高大肌肉运动技能的用户界面进行互动。因为兴奋或恐惧的情况可能会增加心率值,所以玩电子游戏似乎是提高身体活动水平的最佳解决方案。
{"title":"Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices","authors":"Marta Ferraz, Antonio Camara, Afonso O'Neill","doi":"10.1145/3001773.3001781","DOIUrl":"https://doi.org/10.1145/3001773.3001781","url":null,"abstract":"We describe the effects of a Biosymtic robotic device -\"Cratus\" - on physical activity levels in a group of 20 children aged 6 to 8. Children interacted with \"Cratus\" via whole-body motion in a natural environment - playing a video game. Expectations and opinions regarding the device were also evaluated. Results indicate that interacting with \"Cratus\", in a natural environment, instilled vigorous physical activity. Children mentioned being highly motivated to interact with \"Cratus\". This device, and the natural environment, seem a promising solution to promote physical and mental health. This study shows that to increase physical activity, children aged 6 to 8 should be encouraged to perform activities in large spatial areas, such as natural environments, and to interact with user interfaces promoting gross motor skills. Because situations of excitability or fear may increase heart rate values, video game play seems an optimal solution to raise physical activity levels.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115344639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
A voice-controlled serious game for the sustained vowel exercise 一个语音控制的严肃游戏,用于持续的元音练习
M. Lopes, João Magalhães, S. Cavaco
Speech is the main form of human communication. Thus it is important to detect and treat speech sound disorders as early as possible during childhood. When children need to attend speech therapy it is critical to keep them motivated on doing the therapy exercises. Software systems for speech therapy can be a useful tool to keep the child interested in keep practicing the therapy exercises. Several software systems have been developed to assist speech and language therapists during the therapy sessions. However most software focus on articulation disorders while voice disorders have been mostly neglected. Here we propose a voice-controlled serious computer game for the sustained vowel exercise, which is an exercise commonly used in speech therapy to treat voice disorders. The main novelty of this application is the combination of real time speech processing, with the gamification of the speech therapy exercises and the parameterization of the difficulty level.
言语是人类交流的主要形式。因此,在儿童时期尽早发现和治疗语音障碍是很重要的。当孩子们需要参加语言治疗时,让他们有动力去做治疗练习是至关重要的。语言治疗的软件系统可以是一个有用的工具,让孩子对持续练习治疗练习感兴趣。已经开发了几个软件系统来帮助言语和语言治疗师在治疗过程中。然而,大多数软件关注的是发音障碍,而语音障碍大多被忽视。在这里,我们提出了一个语音控制的严肃电脑游戏,用于持续元音练习,这是一种常用的练习,用于语言治疗,以治疗语音障碍。该应用程序的主要新颖之处在于将实时语音处理与语言治疗练习的游戏化和难度水平的参数化相结合。
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引用次数: 13
Exploring Emotions through Painting, Photography and Expressive Writing: an Early Experimental User Study 通过绘画、摄影和表达性写作探索情感:早期实验性用户研究
Carla Nave, N. Correia, T. Romão
This paper presents a working prototype of PaintMyEmotions, an interactive self-reflection instrument that allows individuals to assess, express and monitor their affective states in a fun and engaging way. Despite the ever-increasing popularity of eHealth technologies, online interventions and research studies often present severe problems of attrition (low adherence to the program and/or high drop-out rates). To increase the chances for success of our project and subsequent research, we decided to test early and often, involving users from the beginning, in an iterative design cycle. In this article, we describe the process and the results of an early exploratory user study, where we analyzed the performance and usability of a working prototype, studied its potential, and explored aspects like engagement and joy of use.
本文介绍了PaintMyEmotions的工作原型,这是一个互动的自我反思工具,允许个人以有趣和吸引人的方式评估,表达和监控他们的情感状态。尽管电子健康技术日益普及,但在线干预和研究经常出现严重的人员流失问题(低依从性和/或高辍学率)。为了增加我们的项目和后续研究成功的机会,我们决定在迭代设计周期中尽早并且经常地进行测试,从一开始就涉及用户。在本文中,我们描述了早期探索性用户研究的过程和结果,我们分析了工作原型的性能和可用性,研究了它的潜力,并探索了诸如用户粘性和使用乐趣等方面。
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引用次数: 5
期刊
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
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