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Proceedings of the 34th Conference on l'Interaction Humain-Machine最新文献

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Training nurses in VR: exploring spatial mapping and free-hand interaction 培训护士在VR:探索空间映射和徒手互动
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583980
Marine Capallera, Leonardo Angelini, Alexandre Favre, François Magnin, Mariateresa De Vito Woods, Omar Abou Khaled, E. Mugellini
Virtual Reality can provide an immersive training environment in nursing education, in particular to experience situations that cannot be perceived in the reality. Through a user-centered design process with educators and students from a nursing school, we developed a VR application for asepsis training in a blood sampling scenario. The simulation allows to visualize the contamination risks during the procedures. We conducted three tests and continuously improved the application in order to increase the usability and the feeling of immersion. During the tests, we compared two interaction modalities, two visualizations of the hands and different degrees of immersion (teleportation, or mapping a real simulation room, with the possibility to walk and touch physical elements). These experiments allowed us to draw a conclusion on the level of immersion reached by the new virtual reality technologies and on their possible implication in the practical training of students.
虚拟现实可以为护理教育提供身临其境的培训环境,特别是体验现实中无法感知的情境。通过与护理学校的教育工作者和学生一起以用户为中心的设计过程,我们开发了一款用于血液采样场景无菌培训的VR应用程序。模拟可以使过程中的污染风险可视化。我们进行了三次测试,并不断改进应用程序,以增加可用性和沉浸感。在测试中,我们比较了两种交互模式,两种可视化的手和不同程度的沉浸(传送,或映射一个真实的模拟房间,可以行走和触摸物理元素)。通过这些实验,我们得出了一个结论,即新的虚拟现实技术所达到的沉浸程度,以及它们在学生实践训练中的可能含义。
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引用次数: 0
Human-Machine Co-Learning : Case Study on Motor Skill Acquisition 人机共同学习:运动技能习得案例研究
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583977
Vaynee Sungeelee, Antoine Loriette, Olivier Sigaud, Baptiste Caramiaux
RÉSUMÉ Des recherches antérieures sur l’apprentissage moteur ont étudié les effets de divers programmes d’entraînement sur les performances d’apprentissage. Si le fait de s’entraîner davantage améliore l’apprentissage, l’entraînement doit être adapté au niveau de compétence de l’apprenant. Une approche est de concevoir des systèmes interactifs d’aide à l’apprentissage qui s’adaptent à l’apprenant. Seulement, la conception de tels systèmes semble manquer de résultats théoriques sur les mécanismes d’adaptation. Ici, nous étudions les effets d’une personnalisation en temps-réel de la pratique par le biais d’un algorithme MAB (Multi-Armed Bandit). Nous avons conduit une étude contrôlée en laboratoire avec une tâche motrice simple impliquant des mouvements de pointage où le poignet pilote un curseur dans un canal. Nous montrons que l’algorithme MAB surpasse les algorithmes standards en réduisant efficacement la variabilité du mouvement et que cette adaptation rend homogène les compétences des apprenants. Ces résultats ont des implications théoriques
以往运动学习研究的总结研究了各种训练方案对学习成绩的影响。如果更多的训练能提高学习能力,那么训练就必须与学习者的能力水平相适应。一种方法是设计适合学习者的交互式学习辅助系统。然而,这种系统的设计似乎缺乏关于适应机制的理论结果。在这里,我们通过MAB(多武装强盗)算法研究实时定制实践的效果。我们进行了一项受控的实验室研究,使用一个简单的运动任务,包括指向动作,手腕引导光标进入通道。我们表明,MAB算法在有效降低动作变异性方面优于标准算法,这种适应使学习者的技能同质化。这些结果具有理论意义
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引用次数: 0
Vue Radar: déporter le gestionnaire de fenêtres sur une tablette: RadarView: Unloading the Desktop Window Manager onto a Tablet 雷达视图:在平板电脑上卸载窗口管理器:RadarView:在平板电脑上卸载桌面窗口管理器
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583962
E. Dubois, Ilyes Reguig, G. Perelman, P. Limousin, Bergé Louis-Pierre
In an activity that involves viewing and editing a large amount of data, organising the information in the form of a dashboard is relatively common. The user must then be able to move efficiently from one area of information to another to view or edit the data in the dashboard, which sometimes exceeds even the size of the screen. Multiple window managers have been studied but their application has never been explored for information areas within a single window. The "Radar View" we propose is a miniature representation of the different information areas accessible. We study the use of the radar view according to several considerations including the location of the radar view and the layout of its content. Through a first experimental study, il appears that the results are in line with the hypothesis according to which the use of a radar view displayed on a tablet glued to the keyboard allows the user to complete the task in less time than if he/she were to use a mouse and conventional window navigation, without increasing the number of errors made and without obscuring the data being consulted and edited. These results will need to be confirmed in a further study.
在涉及查看和编辑大量数据的活动中,以仪表板的形式组织信息是相对常见的。然后,用户必须能够有效地从一个信息区域移动到另一个信息区域,以查看或编辑仪表板中的数据,仪表板有时甚至超过了屏幕的大小。已经研究了多个窗口管理器,但是它们的应用从来没有在单个窗口内的信息区域进行过探索。我们提出的“雷达视图”是可访问的不同信息区域的微型表示。我们从雷达视图的位置和内容的布局等几个方面来研究雷达视图的使用。通过第一项实验研究,结果似乎与假设相符,根据该假设,使用粘在键盘上的平板电脑上显示的雷达视图,用户可以在更短的时间内完成任务,而不是使用鼠标和传统的窗口导航,而不会增加错误的数量,也不会模糊正在查阅和编辑的数据。这些结果需要在进一步的研究中得到证实。
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引用次数: 0
Robots collaboratifs dans l’industrie française en 2021 : acceptation des opérateurs et points de vue d’industriels. 2021年法国工业中的协作机器人:运营商的接受和实业家的观点。
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583979
Sophie Lemonnier, J. Simonin, Jean-Baptiste Lanfranchi
Cette étude aborde différentes thématiques autour de l’état de l’acceptation de la cobotique dans le monde industriel français, notamment par le biais d’un questionnaire en ligne auprès des opérateurs utilisant des cobots dans leur activité professionnelle. Afin d’étudier l’acceptation de cette nouvelle technologie, nous nous sommes inspirés du modèle META-UTAUT pour constituer le réseau de variables pertinent (facilité d’utilisation, attente de performance, conditions facilitatrices, influence(s) sociale(s), attitudes, intention d’usage, émotions ressenties). Les résultats quantitatifs obtenus auprès d’un petit échantillon de 20 opérateurs laissent entrevoir quelques relations significatives. En complément, 32 entretiens semi-directifs avec les industriels et différents acteurs de terrain (intégrateur, fournisseurs péri-robotiques, entreprises utilisatrices) nous permet de discuter en termes de coûts et de gains de l’insertion du cobot au niveau organisationnel.
本研究探讨了法国工业世界对合作机器人的接受程度的不同主题,特别是通过对在专业活动中使用合作机器人的操作人员进行在线问卷调查。为了研究这种新技术的接受程度,我们受到元utaut模型的启发,建立了相关变量的网络(易用性、性能期望、促进条件、社会影响、态度、使用意图、感受情绪)。从20个操作员的小样本中获得的定量结果显示了一些显著的关系。此外,与制造商和该领域的不同参与者(集成商、周边机器人供应商、用户公司)进行的32次半定向访谈,使我们能够讨论在组织层面插入合作机器人的成本和收益。
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引用次数: 0
Le désalignement de valeurs dans les interactions : une opportunité pour l'IHM soutenable: Value misalignments in interactions: an opportunity for sustainable HCI 价值的改变导致了更少的相互作用:一个机会:相互作用中的价值错位:可持续的人工智能的机会
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583964
Lou Grimal, Inès di Loreto, Nadège Troussier
La tentative de lier les transitions numériques et écologiques est de plus en plus présente dans les articles scientifiques. Depuis le début des années 2000, plusieurs nouveaux champs de recherche se sont développés, couvrant un très large spectre de domaines, allant de l'informatique environnementale à la soutenabilité des interactions humain-machine. La diversité des recherches dans ces domaines a permis d'explorer différentes manières de comprendre l'informatique en relation avec la transition écologique : au niveau technique, au niveau des interactions, au niveau de l'impact sur les structures sociales, etc. Cet article vise à décrire dans quelle mesure l'interaction humain-machine soutenable (IHMS) doit traiter des alignements entre l'informatique et les valeurs des parties prenantes dans la transition soutenable des systèmes socio-techniques. The attempt to link digital and ecological transitions is becoming increasingly present in scientific papers. Since the early 2000s, several new fields of research have developed, covering a very broad spectrum of domains, ranging from environmental computing to the sustainability of human-machine interactions. The diversity of research in these domains has allowed to explore different ways of understanding computing in relation to the ecological transition: at the technical level, at the interaction level, at the impact on social structures, and so on. This article aims at describing to what extent Sustainable HCI (SHCI) needs to deal with alignments between HCI and stakeholders’ values in the sustainable transition of socio-technical systems.
将数字转型与生态转型联系起来的尝试越来越多地出现在科学文章中。自21世纪初以来,已经发展了几个新的研究领域,涵盖了非常广泛的领域,从环境计算到人机交互的可持续性。这些领域研究的多样性使我们能够探索不同的方式来理解信息技术与生态转型的关系:在技术层面、相互作用层面、对社会结构的影响层面,等等。本文旨在描述在社会技术系统的可持续转型中,可持续的人机交互(hmi)应该在多大程度上解决it和利益相关者价值观之间的一致性。The试探性to link digital in scientific and is生态转变成为现在越来越严格的论文。自21世纪初以来,发展了几个新的研究领域,涵盖了非常广泛的领域,从环境计算到人机交互的可持续性。这些领域研究的多样性使人们能够探索不同的方法来理解与生态转型有关的计算:技术层面、相互作用层面、对社会结构的影响等等。本文旨在描述在社会技术系统的可持续转型中,可持续人机交互(SHCI)需要在多大程度上处理人机交互与利益相关者价值观之间的一致性。
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引用次数: 1
Démarche de conception participative d'une application mobile motivationnelle pour l'autogestion de la lombalgie chronique: Co-design process of a motivational mobile application for the self-management of chronic low back pain 慢性腰痛自我管理的动机性移动应用程序的共同设计过程
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583976
Florian Debackere, C. Clavel, Alexandra Rören, F. Rannou, C. Nguyen, Viet-thi Tran, I. Boutron, Yosra Messai, Jean-Claude Martin
The market for mobile health applications is growing rapidly, but few of these applications are based on evidence-based guidelines. In the case of chronic low back pain, some studies have attempted to identify user needs in order to propose recommendations for the design of digital interventions. However, the specification of human-machine interactions adapted to these needs is poorly described. In this study, we propose a participatory design approach for the design of a mobile application to support self-management of low back pain. We present the results of qualitative and quantitative methods to identify patients' needs and specify the associated human-machine interactions. Then we present the results of workshops conducted with patients in order to validate the human-machine interactions adapted to the previously identified needs. Finally, we propose several recommendations for the design of a mobile application for self-management of chronic low back pain.
移动医疗应用市场正在迅速增长,但这些应用很少是基于循证指南的。在慢性腰痛的情况下,一些研究试图确定用户需求,以便为数字干预的设计提出建议。然而,适应这些需求的人机交互规范描述得很差。在这项研究中,我们提出了一种参与式设计方法来设计一个支持腰痛自我管理的移动应用程序。我们提出定性和定量方法的结果,以确定患者的需求和指定相关的人机交互。然后,我们展示了与患者进行的研讨会的结果,以验证人机交互适应先前确定的需求。最后,我们对慢性腰痛自我管理移动应用程序的设计提出了几点建议。
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引用次数: 0
Head Mounted Displays in Surgical Training and Planning: A Literature Review 头戴式显示器在外科训练和计划:文献综述
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583973
E. Ferrier-Barbut, Ignacio Avellino, M. Vitrani, G. Canlorbe
Training and planning are two important preclinical activities when preparing for surgery. Although Head Mounted Displays (HMDs) are progressively being studied for training and planning in Mixed Reality (MR), clinicians need scientific evidence before making decisions when institutionalizing the technology. We investigate the up-to-date demonstrated benefits of MR-HMDs for preclinical activities through a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. The results indicate little evidence-based findings. Only twelve studies were eligible, nine Randomized Controlled Studies (RCT), and three non-RCT comparative studies. Regarding training, even if there is evidence demonstrating learning benefits, these do not seem to transpose to real environments. Regarding planning, we see little-to-no evidence supporting MR-HMDs compared with traditional methods. We discuss possible directions so that future studies can increase the level of evidence, as well as how the technology can evolve to better support the particular needs of surgery.
在准备手术时,培训和计划是两个重要的临床前活动。尽管头戴式显示器(hmd)正在逐渐被研究用于混合现实(MR)的培训和规划,但临床医生在将该技术制度化之前需要科学证据。我们通过使用系统评价和荟萃分析(PRISMA)指南的首选报告项目进行系统文献综述,调查了mr - hmd在临床前活动中最新证明的益处。研究结果显示,几乎没有基于证据的发现。只有12项研究符合条件,9项随机对照研究(RCT)和3项非RCT比较研究。关于培训,即使有证据表明学习的好处,这些似乎并没有转移到真实的环境。在计划方面,与传统方法相比,我们几乎没有看到支持mr - hmd的证据。我们讨论了可能的方向,以便未来的研究可以提高证据水平,以及技术如何发展以更好地支持手术的特殊需求。
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引用次数: 1
Présence et incarnation dans les jeux sérieux : Une revue de la littérature 严肃游戏中的存在与化身:文献综述
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583982
Anthony Basille, Élise Lavoué, A. Serna
Presence and embodiment are important dimensions of the user experience in immersive virtual environments. These concepts have been extensively studied, particularly in the field of video games, to model, measure and analyze their influences on the user experience. Serious games, although close to video games, have a different purpose (educational, informative or training) and few studies have yet focused on presence and embodiment in this specific context. In this paper, we conduct an in-depth analysis of the studies that have been conducted so far on the feeling of presence and embodiment in serious games. Our literature review addresses 3 research questions: (1) How are the concepts of presence and embodiment studied and measured? (2) By what modalities, factors or variables are the sense of presence and embodiment influenced? (3) What are the impacts of the degree of presence or embodiment on other dimensions of the user experience and on learning? We conclude by proposing avenues of research to explore some aspects that have not yet been fully explored in the field..
在场和体现是沉浸式虚拟环境中用户体验的重要维度。这些概念已被广泛研究,特别是在电子游戏领域,以建模、测量和分析它们对用户体验的影响。严肃游戏虽然与电子游戏很接近,但具有不同的目的(教育、信息或培训),很少有研究关注这一特定背景下的存在和体现。在本文中,我们将对迄今为止关于严肃游戏中的存在感和化身感的研究进行深入分析。我们的文献综述解决了3个研究问题:(1)如何研究和测量存在和体现的概念?(2)存在感和化身感受到哪些方式、因素或变量的影响?(3)存在或体现的程度对用户体验的其他维度和对学习的影响是什么?最后,我们提出了研究途径,以探索该领域尚未充分探索的一些方面。
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引用次数: 0
Effect of Obstacle Type and Cognitive Task on Situation Awareness and Takeover Performance in Conditionally Automated Driving 障碍类型和认知任务对条件自动驾驶情境感知和接管行为的影响
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583966
Quentin Meteier, Marine Capallera, Emmanuel De Salis, Leonardo Angelini, S. Carrino, Omar Abou Khaled, E. Mugellini, A. Sonderegger
In conditionally automated driving, several factors can affect the driver’s situation awareness and ability to take over control. To better understand the influence of some of these factors, 88 participants spent 20 minutes in a conditionally automated driving simulator. They had to react to four obstacles that varied in danger and movement. Half of the participants were required to engage in a verbal cognitive non-driving-related task. Situation awareness, takeover performance and physiological responses were measured for each situation. The results suggest that obstacle movement influences obstacle danger perception, situation awareness, and response time, while the latter is also influenced by obstacle danger. The cognitive verbal task also had an effect on the takeover response time. These results imply that the driver’s cognitive state and the driving situation (e.g. the movement/danger of entities present around the vehicle) must be considered when conveying information to drivers through in-vehicle interfaces.
在有条件自动驾驶中,有几个因素会影响驾驶员的态势感知和接管控制的能力。为了更好地了解其中一些因素的影响,88名参与者在一个有条件自动驾驶模拟器中呆了20分钟。他们必须对四个危险和移动程度不同的障碍做出反应。一半的参与者被要求参与一项与驾驶无关的语言认知任务。在每种情况下测量情境意识、接管绩效和生理反应。结果表明,障碍物运动影响障碍物危险感知、情境感知和反应时间,而情境感知也受障碍物危险的影响。认知言语任务对接管反应时间也有影响。这些结果表明,在通过车载界面向驾驶员传递信息时,必须考虑驾驶员的认知状态和驾驶情况(例如车辆周围实体的运动/危险)。
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引用次数: 0
Ressources de connaissances dans les ateliers de fabrication: objectifs et défis: Knowledge Resources in Fabrication Workshops: Objectives and Challenges 制造车间的知识资源:目标和挑战:制造车间的知识资源:目标和挑战
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583974
Clara Rigaud, Gilles Bailly, Yvonne Jansen
Créer, utiliser et partager des ressources de connaissances est central à la culture et au fonctionnement des ateliers de fabrication. Nous présentons une revue de la littérature de recherche sur ces ressources de connaissances incluant les domaines de l’Interaction Humain Machine, mais aussi de l’Éducation et du Design. Notre revue a pour résultat l’identification de quatre objectifs que les makers peuvent poursuivre lors de la création d’une ressource: (1) Représenter un projet de fabrication, (2) Réutiliser son travail, (3) Supporter la réflexion et (4) Communiquer. Pour chacun de ces objectifs, nous formalisons deux défis auxquels le maker peut être confronté. Nous illustrons ensuite, au travers de quatre exemples, comment notre ensemble de défis peut être utilisé comme grille d’analyse pour comparer différentes approches, avant de discuter de la relation entre les défis et les outils visant à les relever.
创造、使用和共享知识资源是制造车间文化和运作的核心。我们综述了这些知识资源的研究文献,包括人机交互领域,但也包括教育和设计领域。我们的回顾确定了制造商在创建资源时可以追求的四个目标:(1)代表一个制造项目,(2)重用他们的工作,(3)支持反思,(4)沟通。对于每一个目标,我们都将创客面临的两个挑战形式化。然后,我们通过四个例子说明,在讨论挑战和解决它们的工具之间的关系之前,我们的挑战集可以作为一个分析网格来比较不同的方法。
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引用次数: 0
期刊
Proceedings of the 34th Conference on l'Interaction Humain-Machine
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