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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
The Therapeutic Use of Humanoid Robots for Behavioral Disorders 类人机器人在行为障碍治疗中的应用
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399960
Federica Amato, M. D. Gregorio, Clara Monaco, M. Sebillo, G. Tortora, G. Vitiello
In this work, we illustrate an innovative treatment for patients affected by Behavioral Disorders, that relies on the use of Pepper humanoid robot. This new therapeutic methodology was created to support and make the therapist's work more attractive. Pepper is equipped with a tablet and two identical cameras. The tablet is used to let the patient interact with the application, while the cameras are used to capture their real-time emotions to understand the degree of attention and any difficulty that they may have. The interaction with the tablet takes place through some exercises in the form of games. The exercises performed by the subject are analyzed and combined with the data captured by the cameras. The combination of these data is processed to propose appropriate levels of therapeutic activities. This process leads to the digitization of the patient's healing path so that any improvement (or worsening) is monitored and causes Pepper to become a reliable and predictable technological intermediary for the child. The work has been developed in collaboration with a diagnostic and therapeutic center. Interacting with a humanoid robot, children exhibit a higher engagement, which can be explained, according to the psychologists, by the fact that a robot is emotionally less rich than human beings, and the patient feels less scared.
在这项工作中,我们展示了一种创新的治疗方法,用于受行为障碍影响的患者,这依赖于使用Pepper人形机器人。创造这种新的治疗方法是为了支持和使治疗师的工作更有吸引力。“小辣椒”配备了一个平板电脑和两个相同的摄像头。平板电脑用于让患者与应用程序互动,而摄像头用于捕捉他们的实时情绪,以了解他们的注意力程度和可能遇到的任何困难。与平板电脑的互动是通过一些游戏形式的练习来实现的。受试者进行的练习被分析并与摄像机捕获的数据相结合。对这些数据进行综合处理,以提出适当的治疗活动水平。这一过程将病人的康复过程数字化,以便监测任何改善(或恶化),并使Pepper成为孩子可靠和可预测的技术中介。这项工作是与一家诊断和治疗中心合作开展的。与类人机器人互动时,孩子们表现出更高的参与度,心理学家认为,这可以解释为机器人在情感上不如人类丰富,病人也不会感到害怕。
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引用次数: 2
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
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
Doing Inclusive Design: From GenderMag in the Trenches to Inclusive Mag in the Research Lab 做包容性设计:从战壕中的性别杂志到研究实验室的包容性杂志
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3400871
M. Burnett
How can user interface and user experience (UI/UX) professionals assess whether their software supports diverse users? And if they find problems, how can they fix them? We begin this keynote address with a summary of GenderMag, a systematic inspection method for finding and fixing "gender inclusivity bugs---biases against different genders in software interfaces and workflows. We then show what UI/UX professionals are doing with it in the real world, from their bias finds & fixes to their practices & pitfalls in using it. Finally, we present InclusiveMag, a meta-method that can be used by HCI researchers to generate systematic inclusiveness methods for other dimensions of diversity.
用户界面和用户体验(UI/UX)专业人员如何评估他们的软件是否支持不同的用户?如果他们发现了问题,他们该如何解决?我们以对GenderMag的一个总结开始这个主题演讲,这是一个系统的检查方法,用于发现和修复“性别包容性错误”——在软件界面和工作流程中对不同性别的偏见。然后我们展示了UI/UX专业人员在现实世界中是如何使用它的,从他们的偏见发现和修复到他们使用它的实践和陷阱。最后,我们提出了一种元方法inclevemag, HCI研究人员可以使用它为多样性的其他维度生成系统的包容性方法。
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引用次数: 3
cASpER: A Plug-in for Automated Code Smell Detection and Refactoring cASpER:用于自动代码气味检测和重构的插件
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399955
M. D. Stefano, Michele Simone Gambardella, Fabiano Pecorelli, Fabio Palomba, A. D. Lucia
During software evolution, code is inevitably subject to continuous changes that are often performed by developers within short and strict deadlines. As a consequence, good design practices are often sacrificed, possibly leading to the introduction of sub-optimal design or implementation solutions, the so-called code smells. Several studies have shown that the presence of code smells makes the source code more change- and fault-prone, reduces productivity, and causes greater rework and more significant design efforts for developers. Refactoring is the practice that developers may use to remove code smells without changing the external behavior of the source code. However, it requires much time and effort and is poorly automated, often leading developers to prefer keeping low-quality code instead of spending time in designing and performing refactoring operations. To mitigate this problem and support developers throughout the process of code smell identification and refactoring, in this paper we present cASpER, a IntelliJ IDEA plugin that provides visual and semi-automatic support for detection and refactoring four different types of code smells. Tool. Jetbrains: https://plugins.jetbrains.com/plugin/13659-casper Video. https://youtu.be/HBWF8fFJM8s
在软件发展过程中,代码不可避免地受到持续变化的影响,这些变化通常是由开发人员在短而严格的期限内执行的。因此,良好的设计实践常常被牺牲,可能导致引入次优设计或实现解决方案,即所谓的代码气味。一些研究表明,代码气味的存在使源代码更容易发生更改和故障,降低了生产力,并导致开发人员进行更多的返工和更重要的设计工作。重构是开发人员在不改变源代码的外部行为的情况下消除代码异味的一种实践。然而,它需要大量的时间和精力,而且自动化程度很低,经常导致开发人员宁愿保留低质量的代码,也不愿花时间设计和执行重构操作。为了缓解这个问题,并在整个代码气味识别和重构过程中为开发人员提供支持,在本文中,我们介绍了cASpER,一个IntelliJ IDEA插件,它为检测和重构四种不同类型的代码气味提供了可视化和半自动的支持。工具。Jetbrains: https://plugins.jetbrains.com/plugin/13659-casper视频。https://youtu.be/HBWF8fFJM8s
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引用次数: 7
Recognition and Recall of Geographic Data In Cartograms 地图中地理数据的识别与检索
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399873
S. Nusrat, M. J. Alam, S. Kobourov
We investigate the memorability of two types of cartograms, both in terms of recognition of the visualization and recall of the data. A cartogram, or a value-by-area map, is a representation of a map in which geographic regions are modified to reflect a given statistic, such as population or income. Of the many different types of cartograms, the contiguous and Dorling types are among the most popular and most effective. With this in mind, we evaluate the memorability of these two cartogram types with a human-subjects study, using task-based experimental data and cartogram visualization tasks based on Bertin's map reading levels. In particular, our results indicate that Dorling cartograms are associated with better recall of general patterns and trends. This, together with additional significant differences between the two most popular cartogram types, has implications for the design and use of cartograms, in the context of memorability.
我们研究了两种类型的地图的可记忆性,无论是在识别的可视化和召回的数据。地图图或按区域值划分的地图是地图的一种表示形式,其中对地理区域进行修改以反映给定的统计数据,例如人口或收入。在许多不同类型的地图中,连续和多林类型是最受欢迎和最有效的。考虑到这一点,我们使用基于任务的实验数据和基于Bertin地图阅读水平的地图可视化任务,通过人类受试者研究来评估这两种地图类型的可记忆性。特别是,我们的研究结果表明,多林地图与更好地回忆一般模式和趋势有关。这一点,再加上两种最流行的地图类型之间的其他显著差异,在可记忆性方面对地图的设计和使用产生了影响。
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引用次数: 2
Emotions on the Go: Mobile Emotion Assessment in Real-Time using Facial Expressions 移动中的情绪:使用面部表情的实时移动情绪评估
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399928
T. Kosch, Mariam Hassib, Robin Reutter, Florian Alt
Exploiting emotions for user interface evaluation became an increasingly important research objective in Human-Computer Interaction. Emotions are usually assessed through surveys that do not allow information to be collected in real-time. In our work, we suggest the use of smartphones for mobile emotion assessment. We use the front-facing smartphone camera as a tool for emotion detection based on facial expressions. Such information can be used to reflect on emotional states or provide emotion-aware user interface adaptation. We collected facial expressions along with app usage data in a two-week field study consisting of a one-week training phase and a one-week testing phase. We built and evaluated a person-dependent classifier, yielding an average classification improvement of 33% compared to classifying facial expressions only. Furthermore, we correlate the estimated emotions with concurrent app usage to draw insights into changes in mood. Our work is complemented by a discussion of the feasibility of probing emotions on-the-go and potential use cases for future emotion-aware applications.
利用情感评价用户界面已成为人机交互领域一个日益重要的研究方向。情绪通常是通过不允许实时收集信息的调查来评估的。在我们的工作中,我们建议使用智能手机进行移动情绪评估。我们使用前置智能手机摄像头作为基于面部表情的情绪检测工具。这些信息可以用来反映情绪状态或提供情绪感知的用户界面适应。我们在为期两周的实地研究中收集了面部表情和应用程序使用数据,包括一周的训练阶段和一周的测试阶段。我们建立并评估了一个依赖于人的分类器,与只对面部表情进行分类相比,平均分类效率提高了33%。此外,我们将估计的情绪与同时使用的应用程序联系起来,以了解情绪的变化。我们的工作是通过讨论在移动中探测情绪的可行性和未来情绪感知应用的潜在用例来补充的。
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引用次数: 13
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
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