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Roles Matter! Understanding Differences in the Privacy Mental Models of Smart Home Visitors and Residents 角色的事!了解智能家居访客和居民隐私心理模型的差异
Karola Marky, Sarah Prange, M. Mühlhäuser, Florian Alt
In this paper, we contribute an in-depth study of the mental models of various roles in smart home ecosystems. In particular, we compared mental models regarding data collection among residents (primary users) and visitors of a smart home in a qualitative study (N=30) to better understand how their specific privacy needs can be addressed. Our results suggest that visitors have a limited understanding of how smart devices collect and store sensitive data about them. Misconceptions in visitors’ mental models result in missing awareness and ultimately limit their ability to protect their privacy. We discuss the limitations of existing solutions and challenges for the design of future smart home environments that reflect the privacy concerns of users and visitors alike, meant to inform the design of future privacy interfaces for IoT devices.
在本文中,我们对智能家居生态系统中各种角色的心理模型进行了深入研究。特别是,我们在定性研究中比较了智能家居居民(主要用户)和访客(N=30)关于数据收集的心理模型,以更好地了解如何解决他们的特定隐私需求。我们的研究结果表明,访问者对智能设备如何收集和存储有关他们的敏感数据的理解有限。访问者心理模型中的误解导致他们意识缺失,最终限制了他们保护自己隐私的能力。我们讨论了现有解决方案的局限性和未来智能家居环境设计的挑战,这些解决方案反映了用户和访问者的隐私问题,旨在为物联网设备未来隐私接口的设计提供信息。
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引用次数: 8
Augmented museum experience through Tangible Narrative 通过有形叙事增强博物馆体验
Luca Ciotoli, Mortaza Alinam, Ilaria Torre
This paper is about an interactive and tangible storytelling installation based on the principle of ubiquitous museum. The installation is designed to focus children’s attention on the sailing practice in the Medieval age by engaging children in an experience where they interact with several ancient navigation tools, equipped with sensors and communication capabilities. The networked infrastructure is combined with the approach of tangible narratives to augment the museum experience. We conducted a pilot study with three different groups of participants in order to investigate the interaction with the augmented ancient navigation tools. We used quantitative and qualitative data to get feedback on participants’ engagement while interacting with diegetic and non-diegetic objects and on factors that can impact engagement. Even though preliminary, the results can be useful to designers of ubiquitous museum installations to know possible risks and factors to take into account at design time.
本文是一个基于无处不在的博物馆原则的互动、有形的叙事装置。该装置旨在通过让孩子们与几个配备传感器和通信功能的古代导航工具互动的体验,将孩子们的注意力集中在中世纪的航海实践上。网络基础设施与有形叙事相结合,增强了博物馆的体验。我们对三组不同的参与者进行了初步研究,以调查与增强的古代导航工具的相互作用。我们使用定量和定性数据来获得参与者在与叙事和非叙事对象互动时的粘性反馈,以及影响粘性的因素。即使是初步的,结果也可以帮助无处不在的博物馆装置的设计师了解设计时可能考虑的风险和因素。
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引用次数: 0
The TikTok Tradeoff: Compelling Algorithmic Content at the Expense of Personal Privacy TikTok的权衡:以牺牲个人隐私为代价的强制性算法内容
D. Klug, Maya De Los Santos
This paper presents the results of an interview study with twelve TikTok users to explore user awareness, perception, and experiences with the app’s algorithm in the context of privacy. The social media entertainment app TikTok collects user data to cater individualized video feeds based on users’ engagement with presented content which is regulated in a complex and overly long privacy policy. Our results demonstrate that participants generally have very little knowledge of the actual privacy regulations which is argued for with the benefit of receiving free entertaining content. However, participants experienced privacy-related downsides when algorithmically catered video content increasingly adapted to their biography, interests, or location and they in turn realized the detail of personal data that TikTok had access to. This illustrates the tradeoff users have to make between allowing TikTok to access their personal data and having favorable video consumption experiences on the app.
本文介绍了对12名TikTok用户的访谈研究结果,以探索用户在隐私背景下对该应用程序算法的意识、感知和体验。社交媒体娱乐应用TikTok收集用户数据,根据用户对呈现内容的参与程度来提供个性化的视频馈送,这些内容受到一项复杂且过于冗长的隐私政策的监管。我们的研究结果表明,参与者通常对实际的隐私法规知之甚少,这与接受免费娱乐内容的好处是一致的。然而,当算法迎合的视频内容越来越适应他们的传记、兴趣或位置时,参与者体验到与隐私相关的缺点,他们反过来意识到TikTok可以访问的个人数据的细节。这说明了用户必须在允许TikTok访问他们的个人数据和在应用程序上获得良好的视频消费体验之间做出权衡。
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引用次数: 2
Exploring 3D Landmark-based Map Interface in AR Navigation System for City Exploration 城市探索AR导航系统中基于地标的三维地图界面研究
Yiyi Zhang, Tatsuoki Nakajima
Nowadays pedestrian navigation not only provides reliable route planning and efficient wayfinding instructions but also visualizes location-based information for supporting exploratory activities, for example, visualizing and recommending some Point-of-interests (POIs). With the Augmented Reality (AR) technology development, it provides more imagination in navigation field, especially in AR POIs visualization of map interface. However, a user’s experience during navigation activities is easy to suffer from information overload and difficulty of identifying the spatial knowledge from POIs. In this work, we aimed to explore a 3D landmark-based map interface in AR navigation to support location awareness and spatial knowledge acquisition. The results of a preliminary user study indicated that participants had positive attitudes to using 3D landmark-based map. The interviews showed it could help them recognize their locations better and learn spatial knowledge of POIs surrounding them, but it also increased mental and effort pressure during different phase of exploration, which engages us to modify our work in the future.
如今,行人导航系统不仅提供可靠的路线规划和高效的寻路指令,而且还提供基于位置的可视化信息,以支持探索活动,例如可视化和推荐一些兴趣点(poi)。随着增强现实(AR)技术的发展,它为导航领域,特别是地图界面的AR点可视化提供了更多的想象空间。然而,用户在导航活动中的体验容易出现信息过载,难以从poi中识别空间知识。在这项工作中,我们旨在探索AR导航中基于3D地标的地图界面,以支持位置感知和空间知识获取。初步的用户研究结果表明,参与者对使用3D地标地图持积极态度。访谈表明,这可以帮助他们更好地识别自己的位置,学习周围poi的空间知识,但也增加了不同探索阶段的心理和精力压力,这促使我们在未来的工作中进行修改。
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引用次数: 3
TV-watching Companion Robot Supported by Open-domain Chatbot “KACTUS” 开放域聊天机器人“KACTUS”支持的观电视伴侣机器人
Jianming Wu, Donghuo Zeng, Bo Yang, Gen Hattori, Y. Takishima, Yuta Hagio, Marina Kamimura, Yuta Hoshi, Yutaka Kaneko, Yusei Nishimoto
Watching TV once encouraged generations of families and friends [11] to communicate and share empathy. However, the Internet is changing how we watch TV and reducing interaction, leading to problems such as lack of self-control and inadequate communication skills [17]. To understand the conversations while watching TV, we design a scheme based on human conversational behavior [2], and then develop a prototype of TV-watching companion robot supported by the chatbot “KACTUS” [20]. The robot generates a disclosure utterance (e.g., ”I like elephants”) with extracted keywords from the TV program in “TV-watching mode” and uses a cross-topic dialogue management method from “KACTUS” with question utterance to respond with rich conversations in ”Conversation mode”. The robot switches between these two modes at a preset ratio (TV-watching:3, Conversation:1) and behaves like a human enjoying TV-watching. The result of initial experiment shows that three groups of participants enjoyed talking with the robot and the question about their interests in the robot were rated 6.5 (7-levels: ascending from ”extremely disagree” to ”extremely agree”).
看电视曾经鼓励几代人的家人和朋友[11]交流和分享同理心。然而,互联网正在改变我们看电视的方式,减少互动,导致缺乏自我控制和沟通能力不足等问题[17]。为了理解看电视时的对话,我们设计了一个基于人类对话行为的方案[2],然后开发了一个由聊天机器人“KACTUS”支持的看电视伴侣机器人原型[20]。机器人在“看电视模式”下,从电视节目中提取关键词,生成披露话语(如“我喜欢大象”),在“对话模式”下,使用“KACTUS”的跨话题对话管理方法和疑问话语,进行丰富的对话回应。机器人以预设的比例(看电视:3,对话:1)在这两种模式之间切换,表现得像一个看电视的人。最初的实验结果显示,三组参与者喜欢与机器人交谈,关于他们对机器人的兴趣的问题被评为6.5(7个等级:从“非常不同意”到“非常同意”)。
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引用次数: 0
Face-the-Waste - Learning about Food Waste through a Serious Game 面对浪费-通过一个严肃的游戏学习食物浪费
Dorian Sinclear, Linda Birch Flensborg, Ask Lindblad Fogsgaard, Markus Löchtefeld
Consumer food waste in industrialised countries is becoming an increasing concern as its impact on greenhouse emissions is comparable to that of the aviation industry. In recent years we have accordingly seen a growing interest in HCI to support users getting into more sustainable consumption practices. As part of this movement, we present in this paper a serious game called Face-the-Waste that is meant to increase users food literacy and educate them about the impact and development of food waste. Our serious game comes in the form of a public installation that uses provocative design to engage the users. They had to answer multiple choice questions and if they answered wrongly real food would be disposed into a bin in front of the users eyes. The aim with this was to create a strong emotional response and increase the level of reflection on the topic. In our evaluation we not only found that the users often voiced very strong emotional reactions but also engaged and discussed the question and their content. Furthermore, we demonstrated that such provocations can add a new layer for the design of serious games.
工业化国家的消费者食物浪费正日益成为一个令人担忧的问题,因为它对温室气体排放的影响与航空业相当。近年来,我们看到人们对人机交互越来越感兴趣,以支持用户进入更可持续的消费实践。作为这一运动的一部分,我们在这篇论文中提出了一个名为Face-the-Waste的严肃游戏,旨在提高用户的食物素养,并教育他们关于食物浪费的影响和发展。我们的严肃游戏以公共装置的形式出现,使用煽动性的设计来吸引用户。他们必须回答多项选择题,如果他们回答错了,真正的食物就会被扔进使用者眼前的垃圾桶里。这样做的目的是创造一种强烈的情绪反应,并增加对这个话题的反思水平。在我们的评估中,我们不仅发现用户经常表达非常强烈的情绪反应,而且还参与和讨论问题及其内容。此外,我们还证明了这种挑衅行为可以为严肃游戏的设计增添新的层次。
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引用次数: 3
Understanding User Requirements for Self-Created IoT Health Assistant Systems 了解用户对自己创建的物联网健康助理系统的需求
S. Faltaous, Maximilian Altmeyer, Felix Kosmalla, Pascal Lessel, Florian Daiber, Stefan Schneegass
Over recent decades, with the fast growth of urbanization, new health-related issues have resulted from the changed lifestyles. People have become more sedentary. They suffer from fully-packed calendars, which does not give them enough time to care for their physical and psychological well-being. While this is a growing challenge, advancements made in internet of things (IoT) devices in the private context offer the chance to develop applications that tackle these issues. While many such applications have been envisioned, the user’s views and requirements for them remain unclear. To better understand this, we conducted a literature review in which we identified the four most common health-related scenarios in which such technologies are used. Next, we conducted an online survey (N=80), in which participants envisioned how smart home devices could realize these scenarios. Based on the results, we derive design implications that show that users value a high degree of customization and the ability to select a specific automation level through an all-in-one, easy-to-use platform.
近几十年来,随着城市化的快速发展,生活方式的改变带来了新的健康相关问题。人们越来越久坐不动了。他们的日程排得满满的,没有足够的时间照顾自己的身心健康。虽然这是一个日益严峻的挑战,但私有环境中物联网(IoT)设备的进步为开发解决这些问题的应用程序提供了机会。虽然已经设想了许多这样的应用程序,但用户对它们的看法和需求仍然不清楚。为了更好地理解这一点,我们进行了文献综述,确定了使用此类技术的四种最常见的健康相关场景。接下来,我们进行了一项在线调查(N=80),参与者设想智能家居设备如何实现这些场景。基于结果,我们推导出设计含义,表明用户重视高度的定制和通过一体化、易于使用的平台选择特定自动化级别的能力。
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引用次数: 1
Exploring Potential Gestures for Controlling an Eye-Tracker Based System 探索控制眼动仪系统的潜在手势
Ilana Arzis, Moayad Mokatren, Yasmin Felberbaum, T. Kuflik
Body gestures could be used as an intuitive interaction method with computerized systems. Previous studies explored gesture-based interaction mostly with digital displays, thus there is no standard set of gestures for a system that lacks a display. In this work we conducted a pilot study to explore the potential of using gestures to control an eye tracker based mobile museum visitors’ guide. Our objective was to identify a user-defined set of gestures for controlling the mobile guide. In this work we present the preliminary results of the experiment and discuss the participants’ suggestions and concerns for using this type of interaction.
身体手势可以作为与计算机系统的直观交互方法。先前的研究主要是通过数字显示器来探索基于手势的交互,因此对于一个没有显示器的系统来说,没有标准的手势集。在这项工作中,我们进行了一项试点研究,以探索使用手势来控制基于眼动仪的移动博物馆游客指南的潜力。我们的目标是确定一组用户定义的手势来控制移动指南。在这项工作中,我们提出了实验的初步结果,并讨论了参与者对使用这种类型的互动的建议和关注。
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引用次数: 1
Have the Same Perspective as Someone Else, so Am I the Person?: The Effect of Perspective on Empathic Orientation in Virtual Reality 和别人有相同的观点,所以我是那个人吗?虚拟现实中视角对共情取向的影响
Asha Kambe, Tatsuoki Nakajima
The purpose of this study is to clarify which player perspective (the first-person perspective vs. the third-person perspective) is effective in promoting other-oriented empathy in persuasive virtual reality (VR) games and to provide preliminary insights into the design of persuasive VR games. To verify the hypothesis, participants played a persuasive VR game from each perspective, and their empathy orientation was investigated using a questionnaire.
本研究的目的是阐明在说服性虚拟现实(VR)游戏中,哪种玩家视角(第一人称视角vs第三人称视角)能有效促进他人导向的共情,并为说服性VR游戏的设计提供初步的见解。为了验证这一假设,参与者从每个角度玩了一个有说服力的VR游戏,并使用问卷调查了他们的同理心取向。
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引用次数: 0
Enabling Multi-Material 3D Printing for Designing and Rapid Prototyping of Deformable and Interactive Wearables 实现多材料3D打印,用于设计和快速成型可变形和交互式可穿戴设备
Aluna Everitt, Alexander Keith Eady, A. Girouard
Deformable surfaces with interactive capabilities provide opportunities for new mobile interfaces such as wearables. Yet current fabrication and prototyping techniques for deformable surfaces, that are both flexible and stretchable, are still limited by complex structural design and mechanical surface rigidity. We propose a simplified rapid fabrication technique that utilizes multi-material 3D printing for developing customizable and stretchable surfaces for mobile wearables with interactive capabilities embedded during the 3D printing process. Our prototype, FlexiWear, is a dynamic surface with embedded electronic components that can adapt to mobile body shape/movement and applied to contexts such as healthcare and sports wearables. We describe our design and fabrication approach using a commercial desktop 3D printer, the interaction techniques supported, and possible application scenarios for wearables and deformable mobile interfaces. Our approach aims to support rapid development and exploration of deformable surfaces that can adapt to body shape/movement.
具有交互功能的可变形表面为可穿戴设备等新型移动界面提供了机会。然而,目前可变形表面的制造和原型技术,既灵活又可拉伸,仍然受到复杂结构设计和机械表面刚度的限制。我们提出了一种简化的快速制造技术,利用多材料3D打印为移动可穿戴设备开发可定制和可拉伸的表面,并在3D打印过程中嵌入交互功能。我们的原型flexwear是一种内置电子元件的动态表面,可以适应移动的身体形状/运动,并应用于医疗保健和运动可穿戴设备等环境。我们描述了我们使用商用桌面3D打印机的设计和制造方法,支持的交互技术,以及可穿戴设备和可变形移动接口的可能应用场景。我们的方法旨在支持快速开发和探索可以适应身体形状/运动的可变形表面。
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引用次数: 4
期刊
Proceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia
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