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IFIP TC13 International Conference on Human-Computer Interaction最新文献

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Our Nudges, Our Selves: Tailoring Mobile User Engagement Using Personality 我们的推动,我们的自我:使用个性定制移动用户粘性
Pub Date : 2023-07-24 DOI: 10.48550/arXiv.2307.13145
N. Jamalian, Marios Constantinides, Sagar Joglekar, Xueni Pan, D. Quercia
To increase mobile user engagement, current apps employ a variety of behavioral nudges, but these engagement techniques are applied in a one-size-fits-all approach. Yet the very same techniques may be perceived differently by different individuals. To test this, we developed HarrySpotter, a location-based AR app that embedded six engagement techniques. We deployed it in a 2-week study involving 29 users who also took the Big-Five personality test. Preferences for specific engagement techniques are not only descriptive but also predictive of personality traits. The Adj. $R^2$ ranges from 0.16 for conscientious users (encouraged by competition) to 0.32 for neurotic users (self-centered and focused on their own achievements), and even up to 0.61 for extroverts (motivated by both exploration of objects and places). These findings suggest that these techniques need to be personalized in the future.
为了提高手机用户的粘性,目前的应用采用了各种各样的行为推动,但这些粘性技术都是一刀切的。然而,同样的技巧,不同的人可能会有不同的理解。为了测试这一点,我们开发了HarrySpotter,这是一个基于位置的AR应用程序,嵌入了六种参与技术。我们对29名用户进行了为期两周的研究,他们也接受了大五人格测试。对特定参与技巧的偏好不仅是描述性的,而且是预测性的。对于有责任心的用户(受到竞争的鼓励),R^2为0.16;对于神经质的用户(以自我为中心,专注于自己的成就),R^2为0.32;对于外向的用户(受到探索物体和地点的激励),R^2甚至高达0.61。这些发现表明,这些技术在未来需要个性化。
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引用次数: 0
Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling 每个人的数字建模:探索新手如何接近基于语音的3D建模
Pub Date : 2023-07-10 DOI: 10.1007/978-3-031-42293-5_11
Giuseppe Desolda, Andrea Esposito, F. Mueller, S. Feger
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引用次数: 0
Awayvirus: A Playful and Tangible Approach to Improve Children's Hygiene Habits in Family Education 远离病毒:在家庭教育中改善儿童卫生习惯的有趣而切实的方法
Pub Date : 2023-06-15 DOI: 10.48550/arXiv.2306.09076
Xiang Qi, Yaxiong Lei, Shijing He, S. Cheng
Despite various playful and educational tools have been developed to support children's learning abilities, limited work focuses on tangible toys designed to improve and maintain children's hygiene perception, habits and awareness, as well as fostering their collaboration and social abilities in home education contexts. We developed textbf{Awayvirus} to address this research and design gap, aiming to help children gain hygiene habits knowledge through tangible blocks. Our findings indicate that a playful tangible interaction method can effectively increase children's interest in learning and encourage parents to become actively involved in their children's hygiene and health education. Additionally, Awayvirus seeks to build a collaborative bridge between children and parents, promoting communication strategies while mitigating the adverse effects of the challenging the post-pandemic period.
尽管已经开发了各种有趣的教育工具来支持儿童的学习能力,但有限的工作集中在旨在改善和保持儿童的卫生观念、习惯和意识,以及在家庭教育环境中培养他们的合作和社会能力的有形玩具上。我们开发textbf{away病毒}是为了解决这一研究和设计差距,旨在帮助儿童通过有形的积木获得卫生习惯知识。我们的研究结果表明,一种有趣的有形互动方式可以有效地提高儿童的学习兴趣,并鼓励家长积极参与儿童的卫生和健康教育。此外,away病毒还寻求在儿童和父母之间建立合作桥梁,促进沟通战略,同时减轻大流行后时期的不利影响。
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引用次数: 0
Playing with Data: An Augmented Reality Approach to Interact with Visualizations of Industrial Process Tomography 玩数据:增强现实方法与工业过程断层扫描可视化交互
Pub Date : 2023-02-03 DOI: 10.48550/arXiv.2302.01686
Yuchong Zhang, Yueming Xuan, Rahul Yadav, Adel Omrani, M. Fjeld
Industrial process tomography (IPT) is a specialized imaging technique widely used in industrial scenarios for process supervision and control. Today, augmented/mixed reality (AR/MR) is increasingly being adopted in many industrial occasions, even though there is still an obvious gap when it comes to IPT. To bridge this gap, we propose the first systematic AR approach using optical see-through (OST) head mounted displays (HMDs) with comparative evaluation for domain users towards IPT visualization analysis. The proof-of-concept was demonstrated by a within-subject user study (n=20) with counterbalancing design. Both qualitative and quantitative measurements were investigated. The results showed that our AR approach outperformed conventional settings for IPT data visualization analysis in bringing higher understandability, reduced task completion time, lower error rates for domain tasks, increased usability with enhanced user experience, and a better recommendation level. We summarize the findings and suggest future research directions for benefiting IPT users with AR/MR.
工业过程断层扫描(IPT)是一种专门的成像技术,广泛应用于工业场景的过程监督和控制。今天,增强/混合现实(AR/MR)越来越多地应用于许多工业场合,尽管在IPT方面仍然存在明显的差距。为了弥补这一差距,我们提出了第一个系统的AR方法,使用光学透明(OST)头戴式显示器(hmd),并对领域用户进行IPT可视化分析的比较评估。采用平衡设计的主题内用户研究(n=20)验证了概念验证。研究了定性和定量测量方法。结果表明,我们的AR方法优于IPT数据可视化分析的传统设置,带来了更高的可理解性,减少了任务完成时间,降低了领域任务的错误率,提高了用户体验的可用性,并提供了更好的推荐级别。我们总结了研究结果,并提出了未来的研究方向,以使IPT用户受益于AR/MR。
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引用次数: 0
Older Adults' Motivation and Engagement with Diverse Crowdsourcing Citizen Science Tasks 老年人对不同众包公民科学任务的动机和参与
Pub Date : 2022-07-07 DOI: 10.1007/978-3-030-85616-8_7
Kinga H. Skorupska, Anna Jaskulska, Rafał Masłyk, Julia Paluch, R. Nielek, Wiesław Kopeć
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引用次数: 4
Participatory Design Landscape for the Human-Machine Collaboration, Interaction and Automation at the Frontiers of HCI (PDL 2021) 人机协作、交互和自动化的参与式设计景观(PDL 2021)
Pub Date : 2022-07-07 DOI: 10.1007/978-3-030-85607-6_78
Wiesław Kopeć, Cezary Biele, M. Kornacka, G. Pochwatko, Anna Jaskulska, Kinga H. Skorupska, Julia Paluch, Piotr Gago, Barbara Karpowicz, Marcin Niewinski, Rafał Masłyk
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引用次数: 4
An Immersive Approach Based on Two Levels of Interaction for Exploring Multiple Coordinated 3D Views 一种基于两级交互的沉浸式方法探索多个协调的三维视图
Pub Date : 2021-10-18 DOI: 10.1007/978-3-030-85613-7_33
Carlos Quijano-Chavez, L. Nedel, C. Freitas
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引用次数: 0
SENSATION: An Authoring Tool to Support Event-State Paradigm in End-User Development SENSATION:在终端用户开发中支持事件状态范式的创作工具
Pub Date : 2021-09-06 DOI: 10.1007/978-3-030-85616-8_22
Giuseppe Desolda, Francesco Greco, Francisco Guarnieri, Nicole Mariz, M. Zancanaro
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引用次数: 9
Strategically using Applied Machine Learning for Accessibility Documentation in the Built Environment 策略性地使用应用机器学习在建筑环境中的可访问性文档
Pub Date : 2021-07-30 DOI: 10.1007/978-3-030-85616-8_25
Marvin Lange, Reuben Kirkham, Benjamin Tannert
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引用次数: 4
Don't Touch Me! A Comparison of Usability on Touch and Non-Touch Inputs 别碰我!触摸和非触摸输入的可用性比较
Pub Date : 2021-07-12 DOI: 10.1007/978-3-030-85607-6_46
Kieran Waugh, J. Robertson
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引用次数: 2
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IFIP TC13 International Conference on Human-Computer Interaction
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