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Designing usable interfaces for the Industry 4.0 为工业4.0设计可用的界面
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399861
M. D. Gregorio, G. Nota, Marco Romano, M. Sebillo, G. Vitiello
In Industry 4.0, Human Machine Interfaces are largely used in order to increase the performances of production processes at the same time reducing the number of emergencies and accidents. In manufacturing, the most typical system used to monitor the production is the Andon. It is a graphical system exploited in plants to notify operators who deal with management, maintenance and production performance of the presence of a problem. Of course, the usability of such interfaces is essential to allow an operator to identify and react more effectively to potentially critical situations. Improving the usability of such interfaces is a big challenge due to the increasing complexity of the data that must be processed and understood quickly by operators. In this paper, we present a set of guidelines to help professional developers to design usable interfaces for monitoring industrial production in manufacturing. Such guidelines are based on usability principles and formalized by reviewing existing industrial interfaces. Using a realistic case study prepared with manufacturing experts, we propose an Andon interface that we developed to test the efficacy of these guidelines on a last generation touch-wall device.
在工业4.0中,人机界面被大量使用,以提高生产过程的性能,同时减少紧急情况和事故的数量。在制造业中,用于监控生产的最典型系统是安东。它是一种在工厂中使用的图形系统,用于通知处理管理,维护和生产性能的操作员存在问题。当然,这些界面的可用性对于操作员识别和更有效地应对潜在的危险情况至关重要。由于数据越来越复杂,操作人员必须快速处理和理解这些数据,因此提高这些界面的可用性是一个巨大的挑战。在本文中,我们提出了一套指导方针,以帮助专业开发人员设计可用的接口来监控制造业中的工业生产。这样的指导方针基于可用性原则,并通过审查现有的工业接口而形式化。使用与制造专家准备的现实案例研究,我们提出了一个我们开发的Andon接口,以测试这些指南在上一代触摸壁设备上的功效。
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引用次数: 3
Modelling Data Visualization Interactions: from Semiotics to Pragmatics and Back to Humans 数据可视化交互建模:从符号学到语用学再回到人类
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399903
P. Buono, A. Locoro
This paper makes a point of current perspectives on Data Visualization research that were essentially conceived to provide guidelines for finding the best mapping between data and visual representations. Going back to foundational concepts of HCI that rely on manipulation of visual symbols, we propose a new perspective, with the aim to focus on a different configuration, that considers visual signs, professional contexts and user practices. We argue that, so far, user practices have been neglected or left behind in design, evaluation and recommendation scenarios, reducing them to the pure relational focus among kind of data, kind of charts and in lab tasks. This may underestimate the potential of the pragmatic side of this relation, where humans manipulate and interpret signs on the basis of their "practical knowledge, a factor that should be considered to improve human interactions with Data Visualization tools. The perspective discussed here would bring into light and help frame open problems such as interactions in routine tasks and the interpretation of data through visual interactive tools in daily professional practices. By proposing a light but formal model of investigation of these pragmatic interactions, we would like to contribute to the current debate around data visualization as the new strategic tool for dealing with the growing complexity of big data streams, digitization of life, sensor and hardware-embedded intelligence.
本文提出了当前数据可视化研究的观点,这些观点本质上是为了提供在数据和视觉表示之间寻找最佳映射的指导方针。回到依赖于视觉符号操作的HCI的基本概念,我们提出了一个新的视角,旨在关注不同的配置,考虑视觉符号、专业背景和用户实践。我们认为,到目前为止,用户实践在设计、评估和推荐场景中被忽视或抛在后面,将它们减少到纯粹的数据、图表和实验室任务之间的关系焦点。这可能低估了这种关系的实用主义方面的潜力,在这种关系中,人类根据他们的“实践知识”操纵和解释符号,这是一个应该被考虑的因素,以改善人类与数据可视化工具的互动。这里讨论的观点将揭示并帮助构建开放的问题,例如日常任务中的交互以及通过日常专业实践中的可视化交互工具对数据的解释。通过提出一种简单但正式的模型来研究这些实用的交互,我们希望对当前关于数据可视化作为处理日益复杂的大数据流、生活数字化、传感器和硬件嵌入式智能的新战略工具的争论有所贡献。
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引用次数: 0
Evaluating the Scalability of Non-Preferred Hand Mode Switching in Augmented Reality 增强现实中非首选手模式切换的可扩展性评估
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399850
Jesse Smith, Isaac Wang, Winston Wei, Julia Woodward, J. Ruiz
Mode switching allows applications to support a wide range of operations (e.g. selection, manipulation, and navigation) using a limited input space. While the performance of different mode switching techniques has been extensively examined for pen- and touch-based interfaces, investigating mode switching in augmented reality (AR) is still relatively new. Prior work found that using non-preferred hand is an efficient mode switching technique in AR. However, it is unclear how the technique performs when increasing the number of modes, which is more indicative of real-world applications. Therefore, we examined the scalability of non-preferred hand mode switching in AR with two, four, six, and eight modes. We found that as the number of modes increase, performance plateaus after the four-mode condition. We also found that counting gestures have varying effects on mode switching performance in AR. Our findings suggest that modeling mode switching performance in AR is more complex than simply counting the number of available modes. Our work lays a foundation for understanding the costs associated with scaling interaction techniques in AR.
模式切换允许应用程序使用有限的输入空间支持广泛的操作(例如选择,操作和导航)。虽然不同模式切换技术的性能已经广泛地研究了基于笔和触摸的界面,但研究增强现实(AR)中的模式切换仍然是相对较新的。先前的研究发现,在AR中使用非首选手是一种有效的模式切换技术。然而,当增加模式数量时,该技术的表现如何尚不清楚,这更能说明现实世界的应用。因此,我们研究了AR中2、4、6和8种模式的非首选手模式切换的可扩展性。我们发现,随着模式数量的增加,在四模式条件下,性能趋于稳定。我们还发现计数手势对AR中的模式切换性能有不同的影响。我们的研究结果表明,在AR中建模模式切换性能比简单地计数可用模式的数量要复杂得多。我们的工作为理解AR中缩放交互技术的相关成本奠定了基础。
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引用次数: 3
CrossWidgets CrossWidgets
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399918
M. Angelini, G. Blasilli, S. Lenti, A. Palleschi, G. Santucci
Filtering is one of the basic interaction techniques in Information Visualization, with the main objective of limiting the amount of displayed information using constraints on attribute values. Research focused on direct manipulation selection means or on simple interactors like sliders or check-boxes: while the interaction with a single attribute is, in principle, straightforward, getting an understanding of the relationship between multiple attribute constraints and the actual selection might be a complex task. To cope with this problem, usually referred as cross-filtering, the paper provides a general definition of the structure of a filter, based on domain values and data distribution, the identification of visual feedbacks on the relationship between filters status and the current selection, and guidance means to help in fulfilling the requested selection. Then, leveraging on the definition of these design elements, the paper proposes CrossWidgets, modular attribute selectors that provide the user with feedback and guidance during complex interaction with multiple attributes. An initial controlled experiment demonstrates the benefits that CrossWidgets provide to cross-filtering activities.
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引用次数: 1
Interactive Time-Series of Measures for Exploring Dynamic Networks 探索动态网络的交互式时间序列测度
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399922
Liwenhan Xie, J. O'Donnell, Benjamin Bach, Jean-Daniel Fekete
We present MeasureFlow, an interface to visually and interactively explore dynamic networks through time-series of network measures such as link number, graph density, or node activation. When networks contain many time steps, become large and more dense, or contain high frequencies of change, traditional visualizations that focus on network topology, such as animations or small multiples, fail to provide adequate overviews and thus fail to guide the analyst towards interesting time points and periods. MeasureFlow presents a complementary approach that relies on visualizing time-series of common network measures to provide a detailed yet comprehensive overview of when changes are happening and which network measures they involve. As dynamic networks undergo changes of varying rates and characteristics, network measures provide important hints on the pace and nature of their evolution and can guide an analysts in their exploration; based on a set of interactive and signal-processing methods, MeasureFlow allows an analyst to select and navigate periods of interest in the network. We demonstrate MeasureFlow through case studies with real-world data.
我们提出了MeasureFlow,这是一个通过时间序列的网络度量(如链接数、图密度或节点激活)来可视化和交互式地探索动态网络的界面。当网络包含许多时间步长,变得更大、更密集,或者包含高频率的变化时,传统的关注网络拓扑的可视化,如动画或小倍数,不能提供足够的概述,因此不能引导分析人员找到有趣的时间点和周期。MeasureFlow提供了一种补充方法,它依赖于公共网络度量的可视化时间序列,以提供一个详细而全面的概述,说明变化何时发生,以及它们涉及哪些网络度量。由于动态网络以不同的速度和特征发生变化,网络测度为其演变的速度和性质提供了重要线索,并可以指导分析人员进行探索;基于一组交互和信号处理方法,MeasureFlow允许分析人员选择和导航网络中感兴趣的时间段。我们通过实际数据的案例研究来演示MeasureFlow。
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引用次数: 5
Virtual bowling: launch as you all were there! 虚拟保龄球:发射,因为你都在那里!
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399848
M. De Marsico, Emanuele Panizzi, Francesca Romana Mattei, A. Musolino, Manuel Prandini, Marzia Riso, D. Sforza
This work proposes BowlingVR, an advanced Virtual Reality (VR) multiplayer game that tackles two main goals: the first one is to provide a realistic User eXperience (UX) to the user, by reproducing the dynamics and physical context of a real bowling challenge; the second one is to allow a remote, distributed, socially satisfying gameplay, providing the user the illusion of the real presence of the remote players. The prototype was evaluated using a modified version of SUXES, a kind of user interview schema that was originally devised for multimedia applications and that has been modified in order to better compare the responses of different users and get a more reliable estimation of user appreciation.
这项工作提出了BowlingVR,一个先进的虚拟现实(VR)多人游戏,解决了两个主要目标:第一个是通过再现真实保龄球挑战的动态和物理环境,为用户提供逼真的用户体验(UX);第二个是允许远程、分布式、社交性的游戏玩法,让用户产生远程玩家真实存在的幻觉。原型是使用改进版本的SUXES进行评估的,SUXES是一种最初为多媒体应用程序设计的用户访谈模式,为了更好地比较不同用户的反应并获得更可靠的用户评价,对其进行了修改。
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引用次数: 2
Visualizing Program Genres' Temporal-Based Similarity in Linear TV Recommendations 线性电视推荐中节目类型的时间相似性可视化
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399813
Veronika Bogina, Julia Sheidin, T. Kuflik, S. Berkovsky
There is an increasing evidence that data visualization is an important and useful tool for quick understanding and filtering of large amounts of data. In this paper, we contribute to this body of work with a study that compares chord and ranked list for presentation of a temporal TV program genre similarity in next-program recommendations. We consider genre similarity based on the similarity of temporal viewing patterns. We discover that chord presentation allows users to see the whole picture and improves their ability to choose items beyond the ranked list of top similar items. We believe that similarity visualization may be useful for the provision of both the recommendations and their explanations to the end users.
越来越多的证据表明,数据可视化是快速理解和过滤大量数据的重要而有用的工具。在本文中,我们通过一项比较和弦和排名列表在下一个节目推荐中呈现时间电视节目类型相似性的研究来促进这一工作。我们基于时间观看模式的相似性来考虑类型相似性。我们发现,和弦表示可以让用户看到整个画面,并提高他们选择项目的能力,而不是排名在前的类似项目列表。我们相信,相似性可视化对于向最终用户提供推荐及其解释可能是有用的。
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引用次数: 2
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
FeedBucket FeedBucket
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399947
Valentino Artizzu, Davide Fara, Riccardo Macis, L. D. Spano
Standard development libraries for Virtual and Mixed Reality support haptic feedback through low-level parameters, which do not guide developers in creating effective interactions. In this paper, we report some preliminary results on a simplified structure for the creation, assignment and execution of haptic feedback for standard controllers with the optional feature of synchronizing an haptic pattern to an auditory feedback. In addition, we present the results of a preliminary test investigating the users' ability in recognizing variations in intensity and/or duration of the stimulus, especially when the two dimensions are combined for encoding information.
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引用次数: 0
DELEX DELEX
Pub Date : 2020-09-28 DOI: 10.1145/3399715.3399820
A. F. Abate, Aniello Castiglione, Michele Nappi, Ignazio Passero
Recent advances in Machine Learning have unveiled interesting possibilities for real-time investigating about user characteristics and expressions like, but not limited to, age, sex, body posture, emotions and moods. These new opportunities lay the foundations for new HCI tools for interactive applications that adopt user emotions as a communication channel. This paper presents an Emotion Controlled User Experience that changes according to user feelings and emotions analysed at runtime. Aiming at obtaining a preliminary evaluation of the proposed ecosystem, a controlled experiment has been performed in an engineering and software development company, where 60 people have been involved as volunteers. The subjective evaluation has been based on a standard questionnaire commonly adopted for measuring user perceived sense of immersion in Virtual Environments. The results of the controlled experiment encourage further investigations strengthen by the analysis of objective performance measurements and user physiological parameters.
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引用次数: 2
期刊
Proceedings of the International Conference on Advanced Visual Interfaces
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