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Transition Resilience with ICTs: 'Identity Awareness' in Veteran Re-Integration 利用信息和通信技术的过渡复原力:退伍军人重新融入社会的 "身份意识
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858109
Bryan C. Semaan, Lauren M. Britton, Bryan Dosono
This paper reports on a qualitative interview study of ICT use amongst a population undergoing transition following a life disruption. We interviewed 13 veterans who were re-integrating into civil society. Veterans are unique in that they experience several transitions at once-that is, after returning home, they often suffer from PTSD, become homeless, change occupations, etc. Amongst other things, veterans often undergo identity crises as caused by the lack of continuity between military and civilian social structures. We show how veterans are resilient through their uses of ICTs when navigating identity crises. We find that they use ICTs to develop identity awareness-that is, they connect with a human infrastructure through which they can develop a "big picture" understanding of unfamiliar rules and norms and receive support when navigating civil society. We discuss the implications of our study and identify implications for design.
本文报告了一项定性访谈研究的信息通信技术的使用,其中人口在生活中断后正在过渡。我们采访了13名正在重新融入公民社会的退伍军人。退伍军人的独特之处在于,他们会同时经历几个转变——也就是说,在回家后,他们通常会患上创伤后应激障碍,无家可归,换工作等等。除其他外,退伍军人经常经历身份危机,这是由于军事和平民社会结构之间缺乏连续性造成的。我们展示了退伍军人如何通过使用信息通信技术应对身份危机。我们发现,她们利用信息通信技术培养身份意识,也就是说,她们与人类基础设施建立联系,通过这种基础设施,她们可以对不熟悉的规则和规范形成“大局观”的理解,并在驾驭公民社会时获得支持。我们讨论了我们研究的意义,并确定了对设计的意义。
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引用次数: 69
Framing Feedback: Choosing Review Environment Features that Support High Quality Peer Assessment 框架反馈:选择支持高质量同行评估的审查环境特征
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858195
Catherine M. Hicks, Vineet Pandey, C. Fraser, Scott R. Klemmer
Peer assessment is rapidly growing in online learning, as it presents a method to address scalability challenges. However, research suggests that the benefits of peer review are obtained inconsistently. This paper explores why, introducing three ways that framing task goals significantly changes reviews. Three experiments manipulated features in the review environment. First, adding a numeric scale to open text reviews was found to elicit more explanatory, but lower quality reviews. Second, structuring a review task into short, chunked stages elicited more diverse feedback. Finally, showing reviewers a draft along with finished work elicited reviews that focused more on the work's goals than aesthetic details. These findings demonstrate the importance of carefully structuring online learning environments to ensure high quality peer reviews.
同行评估在在线学习中迅速发展,因为它提供了一种解决可扩展性挑战的方法。然而,研究表明,同行评议的好处是不一致的。本文探讨了其中的原因,介绍了构建任务目标显著改变评审的三种方式。三个实验在审查环境中操纵特征。首先,在开放文本评论中添加一个数字刻度被发现会引出更多的解释性,但质量较低的评论。第二,将一个复习任务组织成短的、分块的阶段,可以得到更多样化的反馈。最后,向审稿人展示一份草稿和完成的作品,会让审稿人更关注作品的目标,而不是美学细节。这些发现证明了精心构建在线学习环境以确保高质量同行评议的重要性。
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引用次数: 40
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game 揭示技能辅助如何影响多人第一人称射击游戏的游戏体验
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858156
Ansgar E. Depping, R. Mandryk, Chengzhao Li, C. Gutwin, Rodrigo Vicencio-Moreira
In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.
在社交游戏环境中,不同技能水平的人很难一起玩游戏。玩家平衡能够为较弱的玩家提供技能帮助,从而创造更有趣的游戏体验;然而,之前的研究(和传统智慧)表明,技能援助应该隐藏起来,以避免产生不公平的感觉。我们进行了一项研究,以测试公开技能辅助如何影响玩家体验。我们惊奇地发现,提供帮助并不会损害游戏体验;相比于他们对助攻的了解,球员更容易受到助攻所带来的平等表现的影响。我们引入归因偏见的概念来帮助解释为什么意识不是有害的——人们倾向于把自己的成功归功于自己,但把失败归因于外部。我们将讨论游戏设计师如何将技能辅助融入多人游戏中,从而为广大玩家提供更好的体验。
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引用次数: 29
Eye-Trace: Segmentation of Volumetric Microscopy Images with Eyegaze 眼球追踪:基于眼球注视的体积显微图像分割
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858578
Thomas Templier, K. Bektaş, Richard Hans Robert Hahnloser
We introduce an image annotation approach for the analysis of volumetric electron microscopic imagery of brain tissue. The core task is to identify and link tubular objects (neuronal fibers) in images taken from consecutive ultrathin sections of brain tissue. In our approach an individual 'flies' through the 3D data at a high speed and maintains eye gaze focus on a single neuronal fiber, aided by navigation with a handheld gamepad controller. The continuous foveation on a fiber of interest constitutes an intuitive means to define a trace that is seamlessly recorded with a desktop eyetracker and transformed into precise 3D coordinates of the annotated fiber (skeleton tracing). In a participant experiment we validate the approach by demonstrating a tracing accuracy of about the respective radiuses of the traced fibers with browsing speeds of up to 40 brain sections per second.
介绍了一种用于脑组织体积电镜图像分析的图像标注方法。核心任务是在连续的脑组织超薄切片图像中识别和连接管状物体(神经元纤维)。在我们的方法中,个体以高速“飞越”3D数据,并在手持游戏手柄控制器的导航辅助下,将目光集中在单个神经元纤维上。对感兴趣的纤维的连续注视构成了一种直观的方式来定义痕迹,该痕迹被桌面眼动仪无缝记录并转换为注释纤维的精确3D坐标(骨架追踪)。在一个参与者实验中,我们通过展示追踪纤维各自半径的准确性来验证该方法,浏览速度高达每秒40个脑切片。
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引用次数: 7
Gamer Style: Performance Factors in Gamified Simulation 玩家风格:游戏化模拟中的表现因素
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858461
Surabhi Gupta, T. Coles, Cédric Dumas, Simon McBride, D. Bradford
Serious games and gamified simulations are increasingly being used to aid instruction in technical disciplines including the medical field. Assessments of player performance are important in understanding user profiles in order to establish serious games as a reliable, consistent method for increasing skills and competence in all trainees. In this study we used questionnaires, game characteristic metrics and EEG analysis to explore players' performance in a bronchoscopy simulator. We found that players who performed better were younger, made fewer errors, were quicker and differed in spectral profile during game play. Our findings, while speculative, have implications for training regimes in which gamified simulations are employed. We make suggestions for game design and for tailoring training regimes to suit individual learning styles to enhance knowledge acquisition and retention.
严肃游戏和游戏化模拟越来越多地被用于辅助技术学科的教学,包括医学领域。对玩家表现的评估对于理解用户特征非常重要,这样才能将严肃游戏作为一种可靠、一致的方法来提高所有受训人员的技能和能力。在这项研究中,我们使用问卷调查、游戏特征指标和脑电图分析来探讨玩家在支气管镜模拟器中的表现。我们发现,表现更好的玩家年龄更小,出错更少,速度更快,在游戏过程中的光谱特征也不同。我们的发现虽然是推测性的,但对采用游戏化模拟的培训制度具有启示意义。我们为游戏设计和培训制度提供建议,以适应个人的学习风格,以提高知识的获取和保留。
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引用次数: 3
Gaze-based Notetaking for Learning from Lecture Videos 从讲座视频中学习的基于凝视的笔记
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858137
Cuong Nguyen, Feng Liu
Taking notes has been shown helpful for learning. This activity, however, is not well supported when learning from watching lecture videos. The conventional video interface does not allow users to quickly locate and annotate important content in the video as notes. Moreover, users sometimes need to manually pause the video while taking notes, which is often distracting. In this paper, we develop a gaze-based system to assist a user in notetaking while watching lecture videos. Our system has two features to support notetaking. First, our system integrates offline video analysis and online gaze analysis to automatically detect and highlight key content from the lecture video for notetaking. Second, our system provides adaptive video control that automatically reduces the video playback speed or pauses it while a user is taking notes to minimize the user's effort in controlling video. Our study shows that our system enables users to take notes more easily and with better quality than the traditional video interface.
记笔记已被证明对学习有帮助。然而,当通过观看讲座视频学习时,这种活动并没有得到很好的支持。传统的视频界面不支持用户快速定位和标注视频中的重要内容。此外,用户在做笔记时有时需要手动暂停视频,这通常会分散注意力。在本文中,我们开发了一个基于注视的系统来帮助用户在观看讲座视频时做笔记。我们的系统有两个功能来支持记笔记。首先,我们的系统将离线视频分析和在线注视分析相结合,自动检测和突出讲座视频中的重点内容,以便做笔记。其次,我们的系统提供自适应视频控制,自动降低视频播放速度或暂停它,而用户正在做笔记,以尽量减少用户在控制视频的努力。我们的研究表明,与传统的视频界面相比,我们的系统使用户更容易记笔记,并且质量更好。
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引用次数: 20
Generating Personalized Spatial Analogies for Distances and Areas 为距离和区域生成个性化的空间类比
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858440
Yea-Seul Kim, J. Hullman, Maneesh Agrawala
Distances and areas frequently appear in text articles. However, people struggle to understand these measurements when they cannot relate them to measurements of locations that they are personally familiar with. We contribute tools for generating personalized spatial analogies: re-expressions that contextualize spatial measurements in terms of locations with similar measurements that are more familiar to the user. Our automated approach takes a user's location and generates a personalized spatial analogy for a target distance or area using landmarks. We present an interactive application that tags distances, areas, and locations in a text article and presents personalized spatial analogies using interactive maps. We find that users who view a personalized spatial analogy map generated by our system rate the helpfulness of the information for understanding a distance or area 1.9 points higher (on a 7 pt scale) than when they see the article with no spatial analogy and 0.7 points higher than when they see generic spatial analogy.
距离和区域经常出现在文本文章中。然而,当人们无法将这些测量值与他们个人熟悉的位置测量值联系起来时,他们就很难理解这些测量值。我们提供用于生成个性化空间类比的工具:根据用户更熟悉的类似测量位置将空间测量上下文化的重新表达。我们的自动化方法获取用户的位置,并使用地标为目标距离或区域生成个性化的空间类比。我们提供了一个交互式应用程序,可以在文本文章中标记距离、区域和位置,并使用交互式地图呈现个性化的空间类比。我们发现,查看由我们的系统生成的个性化空间类比地图的用户对信息对理解距离或区域的帮助程度的评分比看到没有空间类比的文章时高1.9分(7分制),比看到一般空间类比的文章时高0.7分。
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引用次数: 30
Designing Engaging Games Using Bayesian Optimization 运用贝叶斯优化设计引人入胜的游戏
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858253
Mohammad M. Khajah, Brett D. Roads, Robert V. Lindsey, Yun-En Liu, M. Mozer
We use Bayesian optimization methods to design games that maximize user engagement. Participants are paid to try a game for several minutes, at which point they can quit or continue to play voluntarily with no further compensation. Engagement is measured by player persistence, projections of how long others will play, and a post-game survey. Using Gaussian process surrogate-based optimization, we conduct efficient experiments to identify game design characteristics---specifically those influencing difficulty---that lead to maximal engagement. We study two games requiring trajectory planning, the difficulty of each is determined by a three-dimensional continuous design space. Two of the design dimensions manipulate the game in user-transparent manner (e.g., the spacing of obstacles), the third in a subtle and possibly covert manner (incremental trajectory corrections). Converging results indicate that overt difficulty manipulations are effective in modulating engagement only when combined with the covert manipulation, suggesting the critical role of a user's self-perception of competence.
我们使用贝叶斯优化方法来设计最大化用户粘性的游戏。参与者可以付费尝试游戏几分钟,然后他们可以退出或继续游戏,不需要额外的补偿。用户粘性是通过玩家持久性、其他人玩游戏的时间预测以及游戏后调查来衡量的。使用基于高斯过程的优化,我们进行了有效的实验,以确定游戏设计特征(特别是那些影响难度的特征),从而获得最大的用户粘性。我们研究了两个需要轨迹规划的游戏,每个游戏的难度都由一个三维连续的设计空间决定。其中两个设计维度以用户透明的方式操纵游戏(例如,障碍物的间距),第三个设计维度以微妙且隐蔽的方式操纵游戏(增量轨迹修正)。趋同结果表明,显性难度操作只有在与隐性操作相结合时才能有效调节用户粘性,这表明用户自我能力感知在其中起着关键作用。
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引用次数: 55
Gaze-Contingent Manipulation of Color Perception 注视-色彩感知的偶然操纵
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858320
Michael Mauderer, David R. Flatla, Miguel A. Nacenta
Using real time eye tracking, gaze-contingent displays can modify their content to represent depth (e.g., through additional depth cues) or to increase rendering performance (e.g., by omitting peripheral detail). However, there has been no research to date exploring how gaze-contingent displays can be leveraged for manipulating perceived color. To address this, we conducted two experiments (color matching and sorting) that manipulated peripheral background and object colors to influence the user's color perception. Findings from our color matching experiment suggest that we can use gaze-contingent simultaneous contrast to affect color appearance and that existing color appearance models might not fully predict perceived colors with gaze-contingent presentation. Through our color sorting experiment we demonstrate how gaze-contingent adjustments can be used to enhance color discrimination. Gaze-contingent color holds the promise of expanding the perceived color gamut of existing display technology and enabling people to discriminate color with greater precision.
使用实时眼动追踪,视景显示可以修改其内容以表示深度(例如,通过额外的深度线索)或提高渲染性能(例如,通过省略周边细节)。然而,到目前为止,还没有研究探索如何利用注视显示来操纵感知的颜色。为了解决这个问题,我们进行了两个实验(颜色匹配和排序),操纵外围背景和物体颜色来影响用户的颜色感知。我们的配色实验结果表明,我们可以使用注视条件下的同步对比来影响颜色外观,现有的颜色外观模型可能无法完全预测注视条件下的感知颜色。通过我们的颜色分类实验,我们展示了如何使用注视条件调整来增强颜色辨别。注视感应色有望扩大现有显示技术的可感知色域,使人们能够更精确地辨别颜色。
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引用次数: 13
Proactive Sensing for Improving Hand Pose Estimation 改进手部姿态估计的主动感知
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858587
Dun-Yu Hsiao, Min Sun, Christy Ballweber, Seth Cooper, Zoran Popovic
We propose a novel sensing technique called proactive sensing. Proactive sensing continually repositions a camera-based sensor as a way to improve hand pose estimation. Our core contribution is a scheme that effectively learns how to move the sensor to improve pose estimation confidence while requiring no ground truth hand poses. We demonstrate this concept using a low-cost rapid swing arm system built around the state-of-the-art commercial sensing system Leap Motion. The results from our user study show that proactive sensing helps estimate users' hand poses with higher confidence compared to both static and random sensing. We further present an online model update to improve performance for each user.
我们提出了一种新的传感技术,称为主动传感。作为一种改进手部姿态估计的方法,主动感知不断地重新定位基于相机的传感器。我们的核心贡献是一种方案,该方案有效地学习如何移动传感器以提高姿态估计的置信度,同时不需要地面真手姿态。我们使用围绕最先进的商业传感系统Leap Motion构建的低成本快速摆臂系统来演示这一概念。我们的用户研究结果表明,与静态和随机感知相比,主动感知有助于以更高的置信度估计用户的手部姿势。我们进一步提供了一个在线模型更新,以提高每个用户的性能。
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引用次数: 13
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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