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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments最新文献

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Holding hands over a distance: technology probes in an intimate, mobile context 远距离牵手:技术探测亲密的移动环境
Shannon O'Brien, F. Mueller
While apart, couples can verbally and visually communicate through existing technologies such as mobile phones, text messaging, videoconferencing and email. Yet, other important means of communication, such as holding hands, can only happen when couples are co-located. We investigated if geographically distant handholding in a mobile context is important for young-adult couples by deploying a simple technology probe. Unfortunately, the design of our probe fell short in encouraging participants to engage with it. While it is important for technology probes to be simple, they need to be well designed. Our current and future work incorporates form design into the technology probe method to better support intimate, mobile contexts.
在分居期间,情侣们可以通过手机、短信、视频会议和电子邮件等现有技术进行口头和视觉交流。然而,其他重要的交流方式,比如牵手,只有在情侣共处一室的时候才会发生。我们通过部署一个简单的技术探针来调查移动环境中地理距离远的牵手对年轻夫妇是否重要。不幸的是,我们的调查设计在鼓励参与者参与方面做得不够。虽然技术探针的简单性很重要,但它们需要精心设计。我们当前和未来的工作将形式设计融入到技术探测方法中,以更好地支持亲密的移动环境。
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引用次数: 50
A novel method for multi-sensory data fusion in multimodal human computer interaction 一种多模式人机交互中多感官数据融合的新方法
Yong Sun, Fang Chen, Yu Shi, Yuk Ying Chung
Multimodal User Interaction (MMUI) technology aims at building natural and intuitive interfaces allowing a user to interact with computer in a way similar to human-to-human communication, for example, through speech and gestures. As a critical component in MMUI, Multimodal Input Fusion explores ways to effectively interpret the combined semantic interpretation of user inputs through multiple modalities. This paper presents a novel approach to multi-sensory data fusion based on speech and manual deictic gesture inputs. The effectiveness of the technique has been validated through experiments, using a traffic incident management scenario where an operator interacts with a map on a large display at a distance and issues multimodal commands through speech and manual gestures. The description of the proposed approach and preliminary experiment results are presented.
多模式用户交互(MMUI)技术旨在建立自然和直观的界面,允许用户以类似于人与人之间交流的方式与计算机交互,例如,通过语音和手势。作为MMUI的关键组成部分,多模态输入融合探索了通过多种模态有效解释用户输入的组合语义解释的方法。提出了一种基于语音和手动指示手势输入的多感官数据融合方法。该技术的有效性已通过实验得到验证,该实验使用了一个交通事故管理场景,在该场景中,操作员与远处的大型显示器上的地图交互,并通过语音和手动手势发出多模式命令。给出了该方法的描述和初步实验结果。
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引用次数: 18
"heh - keeps me off the smokes...": probing technology support for personal change “嘿——让我远离烟……”探索个人改变的技术支持
Connor Graham, Peter J. Benda, S. Howard, J. Balmford, Nicole Bishop, R. Borland
The design and evaluation of computing technology supporting a process of personal change presents both opportunities and challenges for HCI. Here we describe an existing program of ongoing smoking cessation support delivered via the Internet, and present the case for augmenting this system using messaging and 'social' technologies. A key concern in this enterprise is reconciling a model of human behaviour with models of technology interaction. This involves utilizing a model describing the health behaviour change process to inform present support (an interactive, Web-based 'coaching' system -- the QuitCoach or QC) and future technologies augmenting this system. The two data sets we present (patterns of use of the QC and emails sent to the site) illustrate some broad requirements for interactive support programs, operating through several channels of communication, for smokers trying to quit.
支持个人变化过程的计算技术的设计和评估为HCI提供了机遇和挑战。在这里,我们描述了一个现有的通过互联网提供的持续戒烟支持计划,并提出了使用消息传递和“社交”技术来扩大这一系统的案例。这一事业的一个关键问题是协调人类行为模型与技术交互模型。这包括利用一个描述健康行为改变过程的模型来告知目前的支持(一个交互式的、基于网络的“指导”系统——QuitCoach或QC)和未来增强该系统的技术。我们提供的两个数据集(QC的使用模式和发送到网站的电子邮件)说明了通过几个沟通渠道为试图戒烟的吸烟者提供互动支持计划的一些广泛要求。
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引用次数: 31
Usability problems: do software developers already know? 可用性问题:软件开发人员已经知道了吗?
R. Høegh
The result of usability evaluations is often accentuated as a distinctive input for developers to improve the usability of a software system. On the other hand developers say that many of the results from the usability evaluations are issues already known to them. This paper presents a study of usability problems as developers perceive them in their own emerging software in relation to usability problems experienced by users in a usability evaluation. The results indicate that having developers explicating their expectation on emerging software can provide a low-cost identification of problem areas, whereas a full scale usability evaluation provides specific knowledge of usability problems and their severity.
可用性评估的结果通常被强调为开发人员改进软件系统可用性的独特输入。另一方面,开发人员说,许多可用性评估的结果是他们已经知道的问题。本文提出了一项可用性问题的研究,即开发人员在他们自己的新兴软件中感知到的可用性问题与用户在可用性评估中遇到的可用性问题有关。结果表明,让开发人员解释他们对新兴软件的期望可以提供低成本的问题区域识别,而全面的可用性评估提供了关于可用性问题及其严重性的具体知识。
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引用次数: 13
From the certainty of information transfer to the ambiguity of intuition 从信息传递的确定性到直觉的模糊性
F. Mueller, S. Kethers, L. Alem, Ross Wilkinson
Handovers between shifts are known causes of preventable adverse events in hospitals. In order to gain an insight into the information transfer that occurs between shifts of senior staff in an emergency department, we observed handovers, interviewed practitioners and distributed questionnaires. We found that merely considering the transfer of "hard data", such as patients' heart rate, blood pressure, etc. can be insufficient: the transfer of "soft data" such as the ambiguity of intuition is also a central aspect in this type of work environment and vital for successful crosscoverage. We describe design concepts that address capture, visualization and transfer of intuition for the handover process. Addressing the issue of intuition support can be a challenge but also a rewarding opportunity for human-computer interaction research in supporting health care handovers.
轮班之间的交接是医院中可预防的不良事件的已知原因。为了深入了解急诊科高级员工轮班之间发生的信息传递,我们观察了交接,采访了从业人员并分发了问卷。我们发现,仅仅考虑“硬数据”的转移,如患者的心率、血压等可能是不够的:“软数据”的转移,如直觉的模糊性,也是这类工作环境的核心方面,对成功的交叉覆盖至关重要。我们描述了解决交接过程中直觉的捕捉、可视化和转移的设计概念。解决直觉支持的问题可能是一个挑战,但对于支持医疗保健移交的人机交互研究来说,也是一个有益的机会。
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引用次数: 9
Scenarios for embracing errorful automatic speech recognition 包含错误的自动语音识别的场景
Ben Kraal, A. Dugdale, P. Collings
Errorful speech recognition can be embraced in the design of automatic speech recognition (ASR) support for the Magistrates Court. In this paper we describe processes and scenarios that led to a design by examining work practices and considering a more realistic understanding of ASR technology than is promoted in ASR literature.This paper also uses scenarios in a novel way to package and communicate field work data in a way that is accessible to a wide range of stakeholders.
在裁判官法院的自动语音识别系统的设计中,可以包含错误的语音识别。在本文中,我们通过检查工作实践和考虑对ASR技术比ASR文献中所提倡的更现实的理解来描述导致设计的过程和场景。本文还以一种新颖的方式使用场景,以一种广泛的利益相关者可以访问的方式打包和交流现场工作数据。
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引用次数: 2
Conceptual framework and models for identifying and organizing usability impact factors of mobile phones 识别和组织手机可用性影响因素的概念框架和模型
Dong-Han Ham, Jeongyun Heo, Peter Fossick, W. Wong, Sanghyun Park, Chiwon Song, Mike D. Bradley
Usability has been regarded as a critical factor affecting the quality of mobile phones. Many studies have examined usability impact factors of mobile phones on the basis of software usability concepts. However, considering mobile phones as multi-media and information appliances, a new usability concept and associated factors should be developed. This paper proposes a conceptual framework which has five views to reflect different aspect of interactions between users and mobile phones, and from which various usability impact factor models can be derived. Five views include user view, product view, interaction view, dynamic view, and execution view. Furthermore, we developed a hierarchical model which organizes usability factors in terms of goal-means relations. Through two case studies, we could verify the usefulness of the framework and model. Lastly, we developed a set of checklists that are helpful to measure the usability of mobile phones, thereby increasing the practicality of the framework and model.
可用性一直被认为是影响手机质量的关键因素。许多研究在软件可用性概念的基础上考察了手机的可用性影响因素。然而,考虑到移动电话作为多媒体和信息设备,应该发展一个新的可用性概念和相关因素。本文提出了一个概念框架,从五个角度反映用户与手机之间交互的不同方面,并从中推导出各种可用性影响因素模型。五个视图包括用户视图、产品视图、交互视图、动态视图和执行视图。此外,我们开发了一个分层模型,该模型根据目标-手段关系组织可用性因素。通过两个案例研究,我们可以验证该框架和模型的有效性。最后,我们开发了一套有助于衡量手机可用性的检查表,从而增加了框架和模型的实用性。
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引用次数: 25
Tangible tiles: design and evaluation of a tangible user interface in a collaborative tabletop setup 有形瓦片:在协作桌面设置中设计和评估有形用户界面
Manuela Waldner, Jörg Hauber, J. Zauner, M. Haller, M. Billinghurst
In this paper we describe a tangible user interface "Tangible Tiles", which uses optically tracked transparent plexiglass tiles for interaction and display of projected imagery on a table or whiteboard. We designed and implemented a number of interaction techniques based on two sets of different tiles, which either directly represent digital objects or function as tools for data manipulation. To discover the strengths and weaknesses of our current prototype, we conducted a user study that compared simple interaction with digital imagery in three conditions: 1) our Tangible Tiles system, 2) a commercial touch screen, and 3) a control condition using real paper prints. Although we discovered some conceptual problems, the results show potential benefits of Tangible Tiles for supporting collaboration and natural interaction.
在本文中,我们描述了一个有形的用户界面“有形瓷砖”,它使用光学跟踪透明有机玻璃瓷砖进行交互和显示投影图像在桌子或白板上。我们基于两组不同的图块设计并实现了许多交互技术,这些图块要么直接表示数字对象,要么作为数据操作的工具。为了发现我们当前原型的优点和缺点,我们进行了一项用户研究,比较了三种情况下与数字图像的简单交互:1)我们的有形瓷砖系统,2)商业触摸屏,以及3)使用真实纸张打印的控制条件。尽管我们发现了一些概念上的问题,但结果显示了有形瓷砖在支持协作和自然交互方面的潜在好处。
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引用次数: 58
A cross-cultural study of mobile music: retrieval, management and consumption 手机音乐的跨文化研究:检索、管理与消费
Esa Nettamo, Mikko Nirhamo, Jonna Häkkilä
This paper reports a user study on retrieving, consuming and managing digital music content related to mobile music consumption. We study the personal relationship people have with music entertainment technology and content, and explore how music is enjoyed on the move. We also look at the typical actions related to personal music management, how they are accomplished, and where they take place. The study was carried out in New York City and Hong Kong, and the paper also reports the differences found in mobile music consumption between these cultural settings.
本文报道了一项与移动音乐消费相关的数字音乐内容检索、消费和管理的用户研究。我们研究人们与音乐娱乐技术和内容的个人关系,并探索如何在移动中享受音乐。我们还研究了与个人音乐管理相关的典型操作,它们是如何完成的,以及它们发生在哪里。这项研究是在纽约和香港进行的,论文还报告了这些文化环境在移动音乐消费方面的差异。
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引用次数: 42
Socialising across channels: group multichannel communication 跨渠道社交:群组多渠道沟通
Clint Heyer, M. Brereton
People increasingly communicate over multiple channels, such as SMS, email and IM. Choosing the channel for interaction is typically a considered action and shapes the message itself. In order to explore how people make sense of communication mediums and more generally, social group behaviour, we developed a multichannel communication prototype. Preliminary results indicate that multichannel communication was considered very useful in the group context even considering the increased quantity of messages while it was little used for person-to-person interaction.
人们越来越多地通过多种渠道进行交流,如短信、电子邮件和即时通讯。为交互选择通道通常是经过深思熟虑的操作,它塑造了消息本身。为了探索人们如何理解沟通媒介,更广泛地说,是如何理解社会群体行为,我们开发了一个多渠道沟通原型。初步结果表明,即使考虑到消息数量的增加,多渠道沟通在群体环境中也被认为是非常有用的,而它很少用于人与人之间的互动。
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引用次数: 6
期刊
Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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