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Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities最新文献

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Designing playful situations for strangers in urban areas 为城市里的陌生人设计有趣的场景
Mark Mushiba, Holger Heissmeyer
Playful interactive game systems are seen as a new and exciting way to enhance social interactions. Although positive results have been reported from previous interventions, many of these games have focused on limited contexts involving players who are already familiar with each other. Research shows that familial experiences are markedly different from those between strangers, as players have different attitudes and motivations towards interaction. In this workshop we focus on the methods, tools, and mediums involved when designing games that encourage prosocial behavior between strangers. We invite the games research community to critically reflect on the complexities of creating such systems for co-located people. Furthermore, we also invite proposals that illuminate how differences in culture, age, gender, and context may affect the design of playful prosocial artifacts.
有趣的互动游戏系统被视为一种增强社交互动的新方式。尽管之前的干预已经取得了积极的结果,但这些游戏中的许多都只关注于有限的情境,即涉及彼此熟悉的玩家。研究表明,家庭体验与陌生人之间的体验明显不同,因为玩家对互动有着不同的态度和动机。在本次研讨会中,我们将重点讨论在设计鼓励陌生人之间亲社会行为的游戏时所涉及的方法、工具和媒介。我们邀请游戏研究社区批判性地反思为共处一地的人创建这样的系统的复杂性。此外,我们还邀请设计方案阐明文化、年龄、性别和环境的差异如何影响好玩的亲社会人工制品的设计。
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引用次数: 0
Formulating an e-learning theory: a grounded theory approach 构建电子学习理论:基于理论的方法
R. N. Kibuku, D. Ochieng
Despite the significant growth and development of e-learning we still do not have a relevant theory specifically stipulated to guide the practice up to date. The design, implementation and delivery of e-learning have been informed by the 20th Century classical theories of learning namely: Behaviorism, Cognitivism and Constructivism. In 2005, we saw the inclusion of the Connectivist theory of learning for the digital era. However, certain lacunae exist in these classical learning theories that need further examination and explanation. This research study therefore seeks to identify the contributions of the classical learning theories to e-learning as well as establish the gaps that exist in these theories in their application to e-learning with a view of extending the connectivist theory into an e-learning theory using the Grounded Theory (GT) Methodology.
尽管电子学习有了显著的增长和发展,但到目前为止,我们仍然没有一个专门规定的相关理论来指导实践。电子学习的设计、实施和交付受到了20世纪经典学习理论的影响,即:行为主义、认知主义和建构主义。2005年,我们看到数字时代的连接主义学习理论被纳入其中。然而,这些经典学习理论也存在一定的不足,需要进一步研究和解释。因此,本研究旨在确定经典学习理论对电子学习的贡献,并确定这些理论在应用于电子学习时存在的差距,以期使用扎根理论(GT)方法将连接主义理论扩展为电子学习理论。
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引用次数: 7
Self-similarity: a sonification and visualisation of fractal systems 自相似性:分形系统的声音化和可视化
W. Spahn
Wolfgang Spahn's unique performance "Self-Similarity" relates to Madelbrot's ideas by displaying sonification and visualisation of fractal systems. Analogue computer and analogue neural systems communicate with the self-similarity of Patagonia's nature on both huge and macroscopic scale.
Wolfgang Spahn的独特表演“Self-Similarity”通过展示分形系统的声音化和可视化,与Madelbrot的思想有关。模拟计算机和模拟神经系统在巨大和宏观尺度上与巴塔哥尼亚自然的自相似性进行交流。
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引用次数: 0
Cross-cultural perspectives on eHealth privacy in Africa 非洲电子健康隐私的跨文化视角
M. Namara, Daricia Wilkinson, Byron M. Lowens, Bart P. Knijnenburg, Rita Orji, S. Remy
The African continent is making considerable strides to develop and implement technology-driven health innovations. Policymakers are increasingly acknowledging the rising concerns for online personal privacy and data protection as advances in eHealth results in increased levels of data collection and surveillance. In this paper, we propose a research agenda to investigate the effect of cultural, constitutional, and societal factors on privacy concerns and preferences among the different African countries in the context of healthcare technologies. In addition to helping us understand policy and design implications for members of this region, this research will broaden our understanding of cultural factors influencing privacy worldwide.
非洲大陆在发展和实施技术驱动的卫生创新方面正在取得相当大的进展。随着电子卫生的进步导致数据收集和监测水平的提高,政策制定者越来越多地认识到对在线个人隐私和数据保护的日益关注。在本文中,我们提出了一个研究议程,以调查在医疗保健技术背景下不同非洲国家的文化,宪法和社会因素对隐私问题和偏好的影响。除了帮助我们了解该地区成员的政策和设计含义外,这项研究还将扩大我们对影响全球隐私的文化因素的理解。
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引用次数: 17
Considerations for co-designing e-government services in under-served rural communities 在服务不足的农村社区共同设计电子政务服务的思考
K. Fröhlich, M. Nieminen, Anicia N. Peters, A. Pinomaa
Electronic government (e-Government) is expected to play a critical role of enabling the attainment of best practices of governance. Despite various efforts to implement e-Government, its use by the populace remains low. There are claims that e-government promotes social exclusion of those in under-served rural communities on technical, language, costs and culture grounds. As such, this study assumes a co-designing and co-creation approach in an attempt to incorporate different contextual factors resulting from cultural surroundings, capacities and skills among rural population. The aim is to promote electronic participation by rural based citizens and attain social inclusivity. Users based in under-served rural communities shall be engaged in identifying characteristics of e-Government and issues with rural ICT. The study makes use of solar powered technology (mobile phone and internet access) provided by the "Fusion Grid" project. Selected e-Government services are used to experiment the process of co-designing and co-creation of e-Government.
预计电子政府(e-Government)将在实现最佳治理实践方面发挥关键作用。虽然政府致力推行电子政府,但市民对电子政府的使用率仍然很低。有人声称,电子政务在技术、语言、成本和文化等方面助长了对服务不足的农村社区的社会排斥。因此,本研究采用共同设计和共同创造的方法,试图将农村人口的文化环境、能力和技能等不同背景因素纳入其中。其目的是促进农村公民的电子参与,实现社会包容性。服务不足的农村社区的用户应参与识别电子政务的特征和农村信息通信技术的问题。这项研究利用了“融合电网”项目提供的太阳能技术(移动电话和互联网接入)。通过选定的电子政务服务,对电子政务的协同设计和协同创建过程进行了实验。
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引用次数: 5
An interactive classical VR concert featuring multiple views 一场多视角的互动古典VR音乐会
Michael Droste, J. Letellier, J. Sieck
Advances in technologies such as virtual reality enable innovative concepts to impart knowledge on and open access to classical music for laymen. This paper describes a novel approach for an interactive classical concert experience that allows the user to chose between multiple viewpoints during playback. Some of these viewpoints feature perspectives that are not available during a normal concert, making the application an interesting experience for tourists and new visitors as well as regulars.
虚拟现实等技术的进步使创新概念能够传授知识,并为外行人开放古典音乐的访问。本文描述了一种用于交互式古典音乐会体验的新方法,该方法允许用户在播放过程中在多个视点之间进行选择。其中一些视点的特点是在普通音乐会中无法获得的,这使得该应用程序对游客、新游客和常客来说都是一种有趣的体验。
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引用次数: 3
Personalizing health theories in persuasive game interventions to gamer types: an African perspective 针对玩家类型的说服性游戏干预中的个性化健康理论:一个非洲视角
Rita Orji, F. Orji, Kiemute Oyibo, I. A. Ajah
Persuasive games (PGs) informed by behaviour theories are effective tools for motivating health behaviour. It has been shown that tailoring PGs to the target audience increases their effectiveness. However, most existing studies on how to tailor PGs and gameful systems are focused on people from the Western cultures. There is a paucity of research on how to personalize PGs to the African audience. To advance research in this area, we conducted a large-scale study of 360 game players from Africa to investigate their eating habits and associated determinants of health behaviour to understand how health behaviour relates to their gamer types. We developed models showing the determinants of health behaviour for the seven gamer types identified by BrainHex. Our results show that gamer types play significant roles in the impact of various determinants on the health behaviour of Africans. People high in the achiever gamer type are motivated by perceived susceptibility (what they stand to lose), while daredevils are motivated by perceived benefit (what they stand to gain) from adopting a healthy lifestyle. Self-efficacy emerged as the most effective determinant overall, it influences health behaviour positively for all gamer types. We contribute to Human-Computer Interaction (HCI) research and practice by offering design guidelines for tailoring PGs for health to Africans based on their gamer types.
基于行为理论的劝导游戏(pg)是激励健康行为的有效工具。事实证明,根据目标受众量身定制pg可以提高其有效性。然而,大多数关于如何定制pg和游戏系统的现有研究都集中在来自西方文化的人身上。关于如何为非洲用户定制个性化pg的研究很少。为了推进这一领域的研究,我们对来自非洲的360名游戏玩家进行了大规模研究,调查他们的饮食习惯和健康行为的相关决定因素,以了解健康行为与他们的游戏类型之间的关系。我们开发的模型显示了BrainHex识别的七种玩家类型的健康行为决定因素。我们的研究结果表明,游戏玩家类型在影响非洲人健康行为的各种决定因素中发挥着重要作用。高成就玩家类型的动机是感知到的易感性(他们可能失去的东西),而冒险者的动机是通过采用健康的生活方式感知到的利益(他们可能获得的东西)。总体而言,自我效能感是最有效的决定因素,它对所有类型的玩家的健康行为都有积极影响。我们通过提供设计指南,根据非洲人的游戏玩家类型为他们的健康量身定制pg,从而促进人机交互(HCI)的研究和实践。
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引用次数: 9
Using smartphones to take eye images for disease diagnosis in developing countries 在发展中国家,使用智能手机拍摄眼部图像用于疾病诊断
Daniel Diethei, Johannes Schöning
Mobile health applications can increase access to healthcare in low and middle-income countries, where the penetration of smartphones is rapidly increasing. However, despite a large amount of clinical trials of mobile health applications, there is little proof of beneficial clinical outcomes. Recent studies suggest that one of the reasons is user experience issues. The aim of our work is to improve the user experience of acquiring medical eye images with a smartphone camera. We present EyeGuide, a mobile application that assists people in taking eye images. Possible application areas are the algorithmic detection of diseases and the support of clinicians during tele-medicine examinations.
移动医疗应用程序可以增加低收入和中等收入国家获得医疗保健的机会,在这些国家,智能手机的普及率正在迅速提高。然而,尽管对移动医疗应用程序进行了大量临床试验,但几乎没有证据表明有有益的临床结果。最近的研究表明,其中一个原因是用户体验问题。我们工作的目的是改善用户使用智能手机相机获取医学眼睛图像的体验。我们介绍EyeGuide,一个帮助人们拍摄眼睛图像的移动应用程序。可能的应用领域是疾病的算法检测和远程医疗检查期间临床医生的支持。
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引用次数: 6
Dérive
Mark Mushiba, Holger Heissmeyer
This proposal invites participants to playfully explore public areas using a flexible activity called the dérive. We seek to chart new directions for exploratory games as a method for constructive placemaking. The dérive allows for a playful way to elicit multilayered meanings that residents and visitors ascribe to the urban landscape. This has the advantage of furthering discourse on matters of interest to urban planners and civic organisations. We are especially interested in the exploration of African cosmopolitan spaces as platforms of play and the dynamics of player sensibilities within these environments.
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引用次数: 1
SoundPlay
Mark Mushiba
Intergenerational playful interactions are seen as a way to foster intergenerational social interaction. These types of interactions have been linked with both cognitive and physical benefits. While previous works have focused on enhancing intergenerational social needs between relatives, non-familial intergenerational needs have scarcely been explored. Especially in urban areas where large non-familial communities are likely to exist, both young and senior residents have been reported to be at risk of social isolation. We present an interactive playful system (SoundPlay) that was developed based on guidelines elicited from preliminary motivational studies for non-familial intergenerational interaction. Through developing moments of prosocial play, we establish a formative step in improving intergenerational relations. Mixed-aged cohorts can have brief encounters that potentially develop into prolonged social relationships. We draw inspiration from socio-psychology, playful persuasive systems and participatory co-design.
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引用次数: 1
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Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities
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