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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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Estimating virtual touchscreen for fingertip interaction with large displays 估计虚拟触摸屏指尖交互与大显示器
Kelvin Cheng, M. Takatsuka
Large displays are everywhere. However, the computer mouse remains the most common interaction tool for such displays. We propose a new approach for fingertip interaction with large display systems using monocular computer vision. By taking into account the location of the user and the interaction area available, we can estimate an interaction surface - virtual touchscreen - between the display and the user. Users can use their pointing finger to interact with the display as if it was brought forward and presented directly in front of them, while preserving viewing angle. An interaction model is presented to describe the interaction with the virtual touchscreen, using the head-hand line method. Initial results, in the form of a work-in-progress prototype, demonstrate the feasibility of this concept.
大型显示器随处可见。然而,电脑鼠标仍然是这类显示器最常用的交互工具。我们提出了一种使用单目计算机视觉的指尖与大型显示系统交互的新方法。通过考虑用户的位置和可用的交互区域,我们可以估计显示器和用户之间的交互面-虚拟触摸屏。用户可以在保持视角的情况下,用手指与显示器进行交互,就好像它被直接带到他们面前一样。采用头手线法建立了虚拟触摸屏的交互模型。最初的结果,以一个正在进行的原型的形式,证明了这个概念的可行性。
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引用次数: 23
iSocialize: investigating awareness cues for a mobile social awareness application 社会化:为手机社交意识应用调查意识线索
Berith L. Andersen, Martin L. Jørgensen, Ulrik Kold, M. Skov
Emerging technologies increasingly provide opportunities for creating and maintaining social relations with people even though separated by time or distance. However, it is still unclear how such technologies can support these social relations and what kind of interface awareness cues such technologies should provide. Based on an ethnographic study of social awareness in families, we identified four awareness cues namely activity, status, relation, and vicinity. From these cues, we designed a prototype called iSocialize to explore the identified awareness cues. Based on a laboratory-based evaluation, we assessed our solution and identified five issues of social awareness cues including that imprecise awareness cues are requested to ensure privacy issues and that users found it difficult to maintain a continuously peripheral awareness of their contacts.
新兴技术越来越多地为建立和维持与人的社会关系提供了机会,即使时间或距离分开。然而,目前还不清楚这些技术如何支持这些社会关系,以及这些技术应该提供什么样的界面感知线索。基于对家庭社会意识的民族志研究,我们确定了四种意识线索,即活动、地位、关系和邻近。根据这些线索,我们设计了一个名为“社会化”的原型来探索已识别的意识线索。基于基于实验室的评估,我们评估了我们的解决方案,并确定了社会意识提示的五个问题,包括要求不精确的意识提示以确保隐私问题,以及用户发现难以保持对其联系人的持续外围意识。
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引用次数: 19
Design of an advanced telemedicine system for emergency care 一种先进的急诊远程医疗系统的设计
Jane Li, L. Wilson, Stuart Stapleton, P. Cregan
In this paper we describe the design process of the Virtual Critical Care Unit (ViCCU®) -- an advanced telemedicine system developed by CSIRO in conjunction with Sydney West Area Health Service. The system allows an emergency care specialist in a major referral hospital to remotely lead a team in a small rural hospital during the treatment of critically ill patients. It enables transmission of high quality audio/video information and has a seamless interface to the complex clinical working environment. The technical design team took an iterative participatory design approach towards the system design. The combination of expert user evaluations and scenariobased user testing methods ensured users' needs were designed into the system and verified. Our experience indicates that the success of this telemedicine system relied largely on a participatory design approach, appropriate evaluation methodologies and working closely with users to build a system which was integrated into the emergency clinical work practice.
在本文中,我们描述了虚拟重症监护病房(ViCCU®)的设计过程,这是一种由CSIRO与悉尼西区卫生服务中心共同开发的先进远程医疗系统。该系统允许大型转诊医院的急诊护理专家在治疗危重病人期间远程领导小型农村医院的小组。它能够传输高质量的音频/视频信息,并与复杂的临床工作环境具有无缝接口。技术设计团队采用迭代式参与式设计方法进行系统设计。专家用户评估与基于场景的用户测试方法相结合,确保用户需求被设计到系统中并得到验证。我们的经验表明,这种远程医疗系统的成功在很大程度上依赖于参与式设计方法、适当的评估方法以及与用户密切合作,以建立一个集成到急诊临床工作实践中的系统。
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引用次数: 42
Question-based group authentication 基于问题的组身份验证
A. Nosseir, R. Connor, K. Renaud
There are various situations where a distinction needs to be made between group members and outsiders. For example, to protect students in chat groups from unpleasant incidents caused by intruders; or to provide access to common domains such as computer labs. In some of these situations the implications of unauthorized access are negligible. Thus, using an expensive authentication technique, in terms of equipment and maintenance, or requiring significant effort from the user, is wasteful and unjustified. Passwords are the cheapest access control mechanism but have memorability issues. As a result, various alternatives have been proposed. These solutions are often either insecure or expensive in terms of data collection and maintenance. In this paper we present a solution that is less costly since it is built on the data produced by user-system interactions. The mechanism relies on a dynamic (and unpredictable) shared secret. We report on our investigation into differentiating between group members and outsiders by means of their group characteristics. We also present an original analytical framework to facilitate the automatic generation of questions from group characteristics. Finally, we introduce a prototype of the mechanism.
在不同的情况下,需要对团队成员和外部人员进行区分。例如,保护聊天群中的学生免受入侵者造成的不愉快事件;或者提供对计算机实验室等公共领域的访问。在某些情况下,未经授权访问的影响可以忽略不计。因此,就设备和维护而言,使用昂贵的身份验证技术,或者需要用户付出巨大的努力,是浪费和不合理的。密码是最便宜的访问控制机制,但存在可记忆性问题。因此,人们提出了各种替代方案。这些解决方案通常要么不安全,要么在数据收集和维护方面代价高昂。在本文中,我们提出了一个成本较低的解决方案,因为它建立在用户-系统交互产生的数据基础上。该机制依赖于一个动态的(不可预测的)共享秘密。我们报告了通过群体特征来区分群体成员和局外人的调查。我们还提出了一个原始的分析框架,以促进从群体特征中自动生成问题。最后,介绍了该机构的原型。
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引用次数: 4
Technology designers as technology users: the intertwining of infrastructure and product 作为技术使用者的技术设计师:基础设施和产品的交织
J. Prior, Toni Robertson, J. Leaney
This paper is about the developer as technical user interacting with computer technology as part of the infrastructure that makes possible their 'real work' of developing a large and complex software product. A longitudinal ethnographic study of work practice in a software development company that uses an Agile development approach found that the developers spend a large part of their working time designing, creating, modifying and interacting with infrastructure to enable and support their software development work. This empirical work-in-progress shows that an understanding of situated technology design may have implications for the future development of HCI methods, tools and approaches.
本文是关于作为技术用户与计算机技术交互的开发人员,作为基础设施的一部分,使他们开发大型复杂软件产品的“实际工作”成为可能。对一家使用敏捷开发方法的软件开发公司的工作实践进行的纵向民族志研究发现,开发人员花了大量的工作时间来设计、创建、修改和与基础设施交互,以启用和支持他们的软件开发工作。这项正在进行的实证研究表明,对情境技术设计的理解可能会对HCI方法、工具和方法的未来发展产生影响。
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引用次数: 0
Exploration and reflection in interactive art: glass pond 互动艺术的探索与反思:玻璃池塘
Jennifer Seevinck, L. Candy, E. Edmonds
Glass Pond is an interactive artwork designed to engender exploration and reflection through an intuitive, tangible interface and a simulation agent. It is being developed using iterative methods. A study has been conducted with the aim of illuminating user experience, interface, design, and performance issues.The paper describes the study methodology and process of data analysis including coding schemes for cognitive states and movements. Analysis reveals that exploration and reflection occurred as well as composing behaviours (unexpected). Results also show that participants interacted to varying degrees. Design discussion includes the artwork's (novel) interface and configuration.
玻璃池塘是一个互动的艺术作品,旨在通过一个直观的,有形的界面和模拟代理产生探索和反思。它正在使用迭代方法开发。一项研究的目的是阐明用户体验、界面、设计和性能问题。本文描述了数据分析的研究方法和过程,包括认知状态和运动的编码方案。分析表明,在构成行为(意外)的同时,也发生了探索和反思。结果还表明,参与者的互动程度不同。设计讨论包括艺术品的(新颖的)界面和配置。
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引用次数: 7
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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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