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Augmenting text with multiple pictures can facilitate online information processing across language barriers 用多幅图片增强文本可以促进跨越语言障碍的在线信息处理
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592247
Xiaojuan Ma
Language is a barrier for many non-native English speaking users to benefit from huge resources of information via the Internet. Many approaches have been tried to enhance web content comprehension, including the use of pictorial support. In this paper, we present a two-step exploration of whether augmenting ordinary text content with multiple imagery representations could foster people's process of online information. The first step consisted of two studies, i.e. a food - ingredient matching study and a treatment - illness matching study, which evaluated the efficacy of a combination of text and pictures in facilitating information discrimination and decision making. In the second step, we assessed participants' comprehension and recall of complex scenarios in medical care for online self-diagnoses with the help of image sequences. We used non-native English speakers to resemble language barriers. Results showed that participants' performance was improved significantly with the multi-picture support when people's language skills are limited.
语言是一个障碍,许多非英语为母语的用户受益于巨大的信息资源,通过互联网。人们尝试了许多方法来增强web内容的理解能力,包括使用图像支持。在本文中,我们分两步探索了用多种图像表示来增强普通文本内容是否可以促进人们对在线信息的处理。第一步包括两项研究,即食品-配料匹配研究和治疗-疾病匹配研究,评估文字和图片结合在促进信息辨别和决策方面的功效。第二步,我们利用图像序列评估参与者对在线自我诊断中复杂医疗场景的理解和回忆。我们用非英语母语的人来模拟语言障碍。结果表明,在语言能力有限的情况下,多图片支持能显著提高被试的表现。
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引用次数: 2
Effects of interface interactivity on collecting language data to power dialogue agents 界面交互性对语言数据收集的影响
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592249
Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, A. Huang, Sen-Chia Chang, Jia-Jang Tu
Conversation is one of the easiest modes of communication. Interactive dialogue agents are promising natural interfaces for people to interact with machines. The building of these agents, however, suffers from lacking quality language data for supporting the generation of conversation-like system responses. In this paper, we explore using an interactive chat bot to elicit more naturalistic language data from Chinese-speaking and English-speaking workers. We present two studies to examine the impact of interface interactivity on data quality as well as the ultimate experience of dialogue agent users. Results show that online workers preferred working with the interactive chat bot than a static questionnaire. Users speaking different languages also have different perceptions on the enjoyability of the dialogue agent powered by our data collection method.
交谈是最简单的交流方式之一。交互式对话代理是人类与机器交互的自然接口。然而,这些代理的构建受到缺乏高质量语言数据的困扰,无法支持生成类似对话的系统响应。在本文中,我们探索使用交互式聊天机器人从说中文和说英语的员工中提取更自然的语言数据。我们提出了两项研究来检验界面交互性对数据质量的影响以及对话代理用户的最终体验。结果显示,与静态问卷相比,在线工作者更喜欢使用交互式聊天机器人。使用不同语言的用户对由我们的数据收集方法提供支持的对话代理的愉悦度也有不同的看法。
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引用次数: 1
Using grid visualization to organize visual data 使用网格可视化来组织可视化数据
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592243
Yan Xu, Florian Perteneder, Joanne Leong, Eva-Maria Schwaiger, M. Haller
This paper introduces an alternative novel visualization concept to organize visual data. Our design has been guided by the goal to make information visible with uniform snapshots. After a detailed description of design implications, our interaction model is fully demonstrated within a file management prototype that utilizes the new visualization. Results from an initial evaluation proved the Grid Visualization concept offers a high degree of flexibility and provides an interesting alternative to traditional hierarchical tree-structured file and folder systems.
本文介绍了一种新的可视化概念来组织可视化数据。我们的设计目标是通过统一的快照使信息可见。在详细描述了设计含义之后,我们的交互模型在一个利用新的可视化的文件管理原型中得到了充分的演示。初步评估的结果证明,网格可视化概念提供了高度的灵活性,并为传统的分层树状结构文件和文件夹系统提供了一个有趣的替代方案。
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引用次数: 1
Limiting trial and error: introducing a systematic approach to designing clutching 限制试验和错误:引入一个系统的方法来设计抓紧
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592241
Paweł W. Woźniak, M. Fjeld, Shengdong Zhao
When designing new interfaces we are likely to be confronted with the problem of clutching---creating a way to switch between engaged and disengaged input modes. Using constraint analysis we propose a systematic approach for designing clutching. Based upon Buxton's three-state model, we introduce a design procedure for determining optimal clutching mechanisms. Using this procedure, designers of future interfaces can benefit from reduced time for trial-and-error in clutching design, since key candidates for clutching mechanisms can now be quickly identified. Through a case study of clutching for pen tilt input, we show how our method can be applied to a concrete design task.
在设计新界面时,我们可能会遇到紧抓问题——创造一种在投入和脱离输入模式之间切换的方法。利用约束分析,提出了一种系统的设计紧抓性的方法。基于Buxton的三状态模型,我们介绍了确定最佳抓紧机构的设计过程。使用此程序,未来接口的设计者可以从减少在抓紧设计中反复试验的时间中获益,因为现在可以快速识别抓紧机构的关键候选对象。通过对笔倾斜输入的抓握的案例研究,我们展示了我们的方法如何应用于具体的设计任务。
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引用次数: 6
Sensorendipity: a real-time web-enabled smartphone sensor platform for idea generation and prototyping Sensorendipity:一个实时网络智能手机传感器平台,用于创意生成和原型设计
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592238
W. Lu, Chenchen Sun, Timo Bleeker, Yingdan You, Shintaro Kitazawa, E. Do
We introduce Sensorendipity, a real-time smartphone-based web-enabled sensor platform for novice designers of sensor-based applications. To understand the usability issues with the platform, we conducted a rapid prototyping workshop. From the results of the workshop, we addressed the major issues by including new visualizations to the visualization suite of the platform. We then conducted two case studies to understand the use of the platform in application development. Our preliminary results show that Sensorendipity does empower users to create innovative sensor-based solutions to problems by allowing easy access and real-time visualization of smartphone sensor readings, and is suitable for use in rapid prototyping.
我们介绍Sensorendipity,这是一个基于智能手机的实时网络传感器平台,专为基于传感器的应用程序的新手设计。为了了解平台的可用性问题,我们进行了一个快速原型制作研讨会。从研讨会的结果来看,我们通过在平台的可视化套件中加入新的可视化来解决主要问题。然后,我们进行了两个案例研究,以了解该平台在应用程序开发中的使用。我们的初步结果表明,Sensorendipity允许用户轻松访问和实时可视化智能手机传感器读数,从而使用户能够创建基于传感器的创新解决方案,并且适合用于快速原型设计。
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引用次数: 5
HearMe: assisting the visually impaired to record vibrant moments of everyday life 帮助视障人士记录日常生活中充满活力的时刻
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592245
Yi-Hsuan Tsai, Yi-Tsen Lin, Szu Yang Cho, Chun-Meng Cheng, Neng-Hao Yu, Hsien-Hui Tang
The auditory sense is the primary channel for the visually impaired to experience the world around them. Typically they use various recording devices, such as tape recorders and digital voice recorders, to record what they'd like to keep. In recent years, touch-screen technology with dynamic interface and portability has become an alternative for visually impaired users. However, very few recording applications are tailored for their use. In this study, we interviewed twelve visually impaired people to investigate their behaviors and needs. Based upon the data gained therefrom, we have concluded design considerations and present HearMe, a touch-based application to assist the visually impaired for recording sounds during everyday life.
听觉是视障人士感知周围世界的主要渠道。他们通常使用各种录音设备,如录音机和数字录音机,来记录他们想要保留的内容。近年来,具有动态界面和便携性的触摸屏技术已成为视障用户的替代选择。然而,很少有录音应用程序是为他们的使用量身定制的。在这项研究中,我们采访了12位视障人士,调查他们的行为和需求。基于所获得的数据,我们总结了设计考虑,并提出了HearMe,这是一款基于触摸的应用程序,可以帮助视障人士在日常生活中记录声音。
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引用次数: 0
Developing a serious game for cognitive assessment: choosing settings and measuring performance 开发一个严肃的认知评估游戏:选择设置和衡量表现
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592246
Tiffany Tong, M. Chignell
Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.
游戏化和严肃游戏在训练、健康和其他应用中变得越来越重要。如何为老年人等非传统游戏人群开发游戏,如何将游戏应用于认知评估等非传统领域?我们感兴趣的应用是检测老年人的认知障碍。游戏化认知评估可能有用的示例用例有:预测急诊科和术后医院病房的谵妄发作风险;脑卒中患者神经康复的评价在长期护理中监测从轻度认知障碍到痴呆的转变。随着许多国家认知障碍的迅速增加,需要对大量人群持续使用廉价的认知状况测量方法。为了应对这一挑战,我们开发了一种新的基于游戏的认知评估方法。在本文中,我们将呈现一项针对游戏的可用性研究的结果,该研究旨在测量认知状态的变化。我们报告了游戏在不同游戏参数下预测认知状态的能力,并介绍了一种考虑速度、准确性和运动协调差异的校准游戏的方法。对认知评估严肃游戏的发展提出了建议,并对未来打地鼠游戏的发展提出了详细建议。
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引用次数: 48
Evaluating generation Y interaction qualities in an office work context 评估Y世代在办公室工作环境中的互动品质
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592239
Wei Liu, P. Stappers, Gert Pasman, Jenneke Taal-Fokker
This study presents evaluations conducted with a working prototype in practice. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new tool can have on the office workers' interaction behavior. By evaluating the interaction qualities we also evaluate what was found before in theory and practice. The working prototype is set out in practice in a series of contextual evaluations. The prototype supports office workers in experiencing Generation Y type of interactions in the work context. The overall evaluation was positive with some valuable suggestions to its user interactions and features.
本研究提出了在实践中使用工作原型进行的评估。这些评估的目的是评估原型,并找出一个新工具对办公室工作人员的互动行为有什么影响。通过评估交互质量,我们也评估了之前在理论和实践中发现的东西。工作原型是在实践中设定的一系列情境评估。该原型支持办公室员工在工作环境中体验Y世代类型的互动。总体评价是积极的,对其用户交互和功能提出了一些有价值的建议。
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引用次数: 1
Evaluating subtle cueing in head-worn displays 评估头戴式显示器中的细微线索
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592237
W. Lu, D. Feng, Steven K. Feiner, Qi Zhao, H. Duh
Goal-oriented visual search in Augmented Reality (AR) can be facilitated by using visual cues to call attention to the target. However, traditional use of explicit cues may degrade visual search performance. In contrast, Subtle Cueing has been previously proposed as an alternative to explicit cueing, but little is known about how well it performs in head-tracked head worn displays (HWDs). Using visual search research methods in simulated augmented reality environments, our user study found that Subtle Cueing improves visual search performance in HWDs, and revealed a phenomenon whereby subjects were not able to see the target, even though subjects were primed and the target was well within view.
增强现实(AR)中的目标导向视觉搜索可以通过使用视觉线索来引起对目标的注意。然而,传统使用明确的线索可能会降低视觉搜索性能。相比之下,先前已经提出了微妙提示作为显式提示的替代方案,但很少有人知道它在头戴式显示器(hwd)中的表现如何。在模拟增强现实环境中使用视觉搜索研究方法,我们的用户研究发现,微妙线索提高了hwd的视觉搜索性能,并揭示了一种现象,即受试者无法看到目标,即使受试者被启动并且目标在视线范围内。
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引用次数: 5
User experience analysis on urban interaction and information service in smart city nodes 智慧城市节点中城市交互与信息服务的用户体验分析
Pub Date : 2014-04-26 DOI: 10.1145/2592235.2592251
Sheng-Ming Wang, Chieh-Ju Huang
Numerous information communication technologies (ICTs) are adopted in urban nodes to broadcast messages, convey urban expressions, and create urban interaction for certain locations in smart city development. However, evaluation of these new applications is lacking from a user perspective. By incorporating service design, which provides a broader perspective on user needs, this study analyzes user experiences created by new urban interaction and information service at smart city nodes. Based on the participant observation method, activities, social interactions, space attributes and other related phenomena are mapped out to identify the unique strengths and limitations of this urban node. Additionally, a case study involving an installed digital signage array and floor QR code information tags near a smart city node is performed to analyze user experiences. Moreover, two perspectives on user experience are proposed. Analysis results indicate that besides developing ICT applications, user experiences of urban interaction and information service should also be incorporated in smart city development. Thus, the smart city nodes can offer more opportunities to improve the quality of interaction and service. Results of this study contribute to interdisciplinary studies involving service design, user experience analysis and smart city development.
在智慧城市发展中,城市节点采用了大量的信息通信技术(ict)来广播消息、传达城市表达,并为某些地点创建城市互动。然而,缺乏从用户角度对这些新应用程序的评估。本研究结合服务设计,提供更广阔的用户需求视角,分析新型城市交互与智慧城市节点信息服务所创造的用户体验。基于参与式观察法,绘制出活动、社会互动、空间属性等相关现象,识别出该城市节点的独特优势和局限性。此外,还对智能城市节点附近安装的数字标牌阵列和地板QR码信息标签进行了案例研究,以分析用户体验。此外,本文还提出了用户体验的两种观点。分析结果表明,智慧城市发展除了发展ICT应用外,还应考虑城市交互和信息服务的用户体验。因此,智慧城市节点可以提供更多的机会来提高交互和服务的质量。本研究的结果有助于服务设计、用户体验分析和智慧城市发展的跨学科研究。
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引用次数: 7
期刊
Chinese CHI '14
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