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A New Notation for Interactive Systems 交互系统的一种新符号
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399940
R. Spence, Leah Redmond
We describe a new notation for interactive systems. It is based on links between the nodes that represent the various affordances available to the user of an interactive system. Like any notation its main benefit may be that of facilitating communication between the customer who commissions the system, the interaction designer and the implementer. The origin of the new notation was a proposed representation of an app designed to support a person with Type-1 diabetes in the management of their condition, and the use of that representation to investigate navigational transitions carried out by the user. Potential generalization of the notation, as well as its benefits and weaknesses, are being investigated.
我们描述了一种交互系统的新符号。它基于节点之间的链接,这些节点表示交互系统用户可用的各种功能。像任何符号一样,它的主要好处可能是促进委托系统的客户、交互设计师和实现者之间的沟通。新表示法的起源是一个应用程序的提议表示法,该应用程序旨在支持1型糖尿病患者管理他们的病情,并使用该表示法调查用户进行的导航转换。目前正在研究该符号的潜在泛化,以及它的优点和缺点。
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引用次数: 0
Interactive Human Centered Artificial Intelligence: A Definition and Research Challenges 交互式以人为中心的人工智能:定义与研究挑战
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3400873
A. Schmidt
Artificial Intelligence (AI) has become the buzzword of the last decade. Advances so far have been largely technical with a focus on machine learning (ML). Only recently have we begun seeing a shift towards focusing on the human aspects of artificial intelligence, centered on the narrow view of making AI interactive and explainable. In this paper I suggest a definition for "Interactive Human Centered Artificial Intelligence and outline the required properties. Staying in control is essential for humans to feel safe and have self-determination. Hence, we need to find ways for humans to understand AI based systems and means to allow human control and oversight. In our work, we argue that levels of abstractions and granularity of control are a general solution to this. Furthermore, it is essential that we make explicit why we want AI and what are the goals of AI research and development. We need to state the properties that we expect of future intelligent systems and who will benefit from a system or service. For me, AI and ML are very much comparable to raw materials (like stone, iron, or bronze). Historical periods are named after these materials as they fundamentally changed what humans can build and what tools humans can engineer. Hence, I argue that in the AI age we need to shift the focus from the material (e.g. the AI algorithms, as there will be plenty of material) towards the tools and infrastructures that are enabled which are beneficial to humans. It is apparent that AI will allow the automation of mental routine tasks and that it will extend our ability to perceive the world and foresee events. For me, the central question is how to create these tools for amplifying the human mind without compromising human values.
人工智能(AI)已经成为过去十年的流行语。到目前为止,人工智能的进步主要是技术上的,重点是机器学习(ML)。直到最近,我们才开始看到人工智能转向关注人类方面,集中在使人工智能具有互动性和可解释性的狭隘观点上。在本文中,我提出了“交互式以人为中心的人工智能”的定义,并概述了所需的属性。保持控制对人类的安全感和自我决定至关重要。因此,我们需要找到让人类理解基于人工智能的系统的方法,以及允许人类控制和监督的方法。在我们的工作中,我们认为抽象级别和控制粒度是解决这个问题的通用解决方案。此外,我们必须明确我们为什么需要人工智能,以及人工智能研发的目标是什么。我们需要陈述我们对未来智能系统的期望,以及谁将从系统或服务中受益。对我来说,人工智能和机器学习非常类似于原材料(如石头、铁或青铜)。历史时期以这些材料命名,因为它们从根本上改变了人类可以建造的东西和人类可以设计的工具。因此,我认为在人工智能时代,我们需要将焦点从材料(例如人工智能算法,因为将会有大量材料)转移到对人类有益的工具和基础设施上。很明显,人工智能将使日常脑力工作自动化,并将扩展我们感知世界和预见事件的能力。对我来说,核心问题是如何在不损害人类价值观的情况下创造这些工具来放大人类的思想。
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引用次数: 24
miniJava
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399847
Rita Francese, M. Risi, Genoveffa Tortora
The use of smartphones is dramatically increasing. As a consequence, many organizations have the need of migrating their Java desktop applications towards the mobile technology. In this paper we present a miniaturization approach (process and supporting tool) named miniJava for the automatic miniaturization of Java desktop applications towards Android. The Java business logic is unvaried, while the calls to the Java objects of the interface are mapped into call to objects of the target technology. Semi-automatic layout fragmentation enables us to partition a desktop Java interface in various mobile screens. The approach also migrates the application files and enables the network connection. We conduct a user study where we assess the user perception in terms of user experience and affective reaction of the miniaturized application generated by a real Java desktop application which also has real Android variant. The end-user sample consisted of 18 participants. Results of this preliminary evaluation are encouraging: they do not reveal particular problems when using the miniaturized version automatically generated of the real desktop app with respect to its original Android variant, except for the novelty, which is better perceived for the native Android one.
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引用次数: 0
Visual Exploration of Time-Series Forecasts Through Structured Navigation 通过结构化导航的时间序列预测的可视化探索
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399906
Xiaoyi Wang, K. Hornbæk
Evaluating the forecasting ability of time-series involves observations of multiple charts representing different aspects of model accuracy. However, the sequence of the charts observed by users is not controlled and it is difficult for users to discover relations among charts. Therefore, we propose a method for constructing a navigation structure that shows these relations based on the syntax and semantics of the charts. An excerpt from the structure is used as a context menu that allows users to navigate through a series of charts and explore their relations in a structured way. A qualitative study is conducted to evaluate the system and the results show that our approach helps users explore the connections among charts and enhances the understanding of time-series forecasting performance.
评估时间序列的预测能力涉及对多个图表的观察,这些图表代表了模型精度的不同方面。然而,用户观察到的图表顺序是不可控的,用户很难发现图表之间的关系。因此,我们提出了一种构建导航结构的方法,该结构基于图表的语法和语义来显示这些关系。该结构的摘录用作上下文菜单,允许用户浏览一系列图表,并以结构化的方式探索它们之间的关系。通过定性研究对系统进行了评价,结果表明我们的方法帮助用户探索图表之间的联系,增强了对时间序列预测性能的理解。
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引用次数: 2
Information Visualization Interface on Home Router Traffic Data for Laypersons 面向外行人的家庭路由器流量数据信息可视化界面
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399970
Marija Schufrin, D. Sessler, S. L. Reynolds, Salmah Ahmad, Tobias Mertz, J. Kohlhammer
With the aim to increase the awareness of the everyday internet user for the own home network traffic, we present two interactive visualization interfaces for visual exploration of home router traffic records. Thereby we differentiate between users with a present intrinsic motivation for the topic and those with absent intrinsic motivation. Therefore, gamification in the first interface is used to maintain motivation of the first type of user, while the storytelling concept based on the hero's journey in the second interface aims at increasing the perceived incentives for the second user group.
为了提高日常互联网用户对自己家庭网络流量的认识,我们提出了两个交互式可视化界面,用于可视地探索家庭路由器流量记录。因此,我们区分对主题有当前内在动机的用户和没有内在动机的用户。因此,第一个界面中的游戏化是为了维持第一类用户的动机,而第二个界面中基于英雄旅程的故事概念是为了增加对第二类用户群体的感知激励。
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引用次数: 2
Gaze-Based Moving Target Acquisition using Pseudo Stopping for the Time predicted via Fitts' Law 基于Fitts定律预测时间的伪停止注视运动目标捕获
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399938
Keita Shimasato, Y. Kono
This paper describes a technique of gaze-based moving target acquisition achieved by pseudo stopping the target for the time predicted via Fitts' Law, after saccades have been detected. This technique only requires eye-movements for the acquisition of moving targets. The results indicate that participants were able to acquire targets moving at various speeds and with different widths.
本文描述了一种基于注视的运动目标捕获技术,该技术在检测到扫视后,根据菲茨定律预测的时间对目标进行伪停止。这种技术只需要眼球运动来获取移动的目标。结果表明,参与者能够获得以不同速度和不同宽度移动的目标。
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引用次数: 0
Empirical Study of Focus-Plus-Context and Aggregation Techniques for the Visualization of Streaming Data 流数据可视化的焦点+上下文与聚合技术实证研究
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399837
E. Ragan, Andrew S. Stamps, J. Goodall
Analysis of streaming data often involves both real-time monitoring of incoming data as well as contextual awareness of data history. A focus-plus-context approach can support both goals, with variable levels of visual aggregation making it possible to provide a high level of detail for incoming and recent data while providing contextual information about recent history. Visual aggregation reduces data resolution in order to show the context of data over large periods of time within a limited display space. With a controlled experiment, we evaluated the effectiveness of different types of aggregation for four types of stream-analysis tasks. Overall, the results show that a focus-plus-context design has little negative impact on the ability to successfully monitor and analyze streaming data, making it possible to show longer periods of time than other approaches. However, visual aggregation can be problematic for trend recognition tasks. This research demonstrates how the effectiveness of the visualization depends on the specifics of the analysis task.
流数据的分析通常既包括对传入数据的实时监控,也包括对数据历史的上下文感知。焦点加上下文的方法可以支持这两个目标,通过不同级别的视觉聚合,可以为传入的和最近的数据提供高级别的详细信息,同时提供有关最近历史的上下文信息。可视聚合降低了数据分辨率,以便在有限的显示空间内显示大时间段内的数据上下文。通过对照实验,我们评估了四种类型流分析任务中不同类型聚合的有效性。总体而言,结果表明,焦点加上下文的设计对成功监控和分析流数据的能力几乎没有负面影响,使其能够显示比其他方法更长的时间。然而,视觉聚合在趋势识别任务中可能存在问题。这项研究证明了可视化的有效性如何取决于分析任务的具体情况。
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引用次数: 2
Domus
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399951
G. Coppola, G. Costagliola, Mattia De Rosa, V. Fuccella
In this paper, we present Domus, an educational game for multi-touch tables that makes use of a Tangible User Interface (TUI). In particular, it uses as game pieces physical objects called tangibles, which have conductive feet arranged in different patterns so that the device can recognize their position/rotation. Domus is designed to be used in museum environments. The game board, in fact, simulates the environments of an ancient Roman domus, inspired by those present in Pompeii. Depending on the position of the tangibles on the screen and on the actions carried out by the users, the system will provide notions and multimedia contents concerning the daily life of the ancient Romans, thus allowing gradual learning during the gaming session.
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引用次数: 4
Modified AttrakDiff in UX Evaluation of a Mobile Prototype 修改了手机原型用户体验评估中的AttrakDiff
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399930
P. Isomursu, Minna Virkkula, Karoliina Niemelä, J. Juntunen, Janne Kumpuoja
We are developing a novel mobile application with a visual user interface for the visitors of museums and art galleries. In this paper we focus on the AttrakDiff method and the modifications we have made to it for our User Experience (UX) evaluation work. The modifications we have made help in getting a deeper user insight from the AttrakDiff questionnaire than with the original method.
我们正在开发一个新颖的移动应用程序,为博物馆和艺术画廊的游客提供一个可视化的用户界面。在本文中,我们将重点关注AttrakDiff方法以及我们为用户体验(UX)评估工作对其所做的修改。与原始方法相比,我们所做的修改有助于从AttrakDiff问卷中获得更深入的用户洞察。
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引用次数: 2
Polka 波尔卡
Pub Date : 2020-09-28 DOI: 10.4135/9781483317731.n568
Reona Nagafuchi, Yasushi Matoba, Kaori Ikematsu, Ayaka Ishii, Yoshihiro Kawahara, I. Siio
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引用次数: 6
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
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