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

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Ila mo (come in): the use of collaborative technologies to mediate collective meaning making ilmo(进来):使用协作技术来调解集体意义的产生
Ryna Cilliers, Lara Kruger
We propose a multimedia interactive installation to be implemented at the 2nd African Conference for Human Computer Interaction that takes place in both a virtual and physical space. The installation utilizes educational social software, a face to face activity and a joint work space as collaborative technologies. It follows a socio-cultural approach to collaborative learning and utilizes a taxonomic design framework of collaborative learning support. The participants will be the conference delegates. The installation aims to function as an artifact for mediating shared understanding, to cultivate community building, as well as to function as a unit of analysis for future research. This responds thematically to the lack of African voices in the discussion of technology in Africa, and theoretically to the successful use of collaborative technologies in complex contexts.
我们建议在第二届非洲人机交互会议上实施多媒体互动装置,该装置在虚拟和物理空间中进行。该装置利用教育社交软件、面对面活动和联合工作空间作为协作技术。它遵循协作学习的社会文化方法,并利用协作学习支持的分类设计框架。与会者将是会议代表。该装置的目的是作为一种人工制品,调解共同的理解,培养社区建设,以及作为未来研究的分析单元。这在主题上回应了非洲技术讨论中缺乏非洲声音的问题,并在理论上回应了在复杂环境中成功使用协作技术的问题。
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引用次数: 1
Designing an interactive career guidance learning system using gamification 利用游戏化设计一个互动式职业指导学习系统
Annastasia Shipepe, Anicia N. Peters
Career counselling is one of the most pressing issues in Namibia. Some youth in Namibia expressed that they do not receive career guidance at all in their high schools. Besides the lack of general career guidance systems, high school students are also not exposed to other sources of information as well as career and educational opportunities. However, given the proliferation of smart mobile phones and cost-effective data plans a gamified career counselling system for mobile devices was developed to complement the existing career systems in Namibia. In this paper we discuss how stakeholders i.e. university and high school students, and career counselors contributed to an interactive career guidance mobile game through participatory co-design workshops. This was done through a game design challenge approach, several workshops and an eventual prototype that will undergo testing in a gameathon soon.
职业咨询是纳米比亚最紧迫的问题之一。纳米比亚的一些青年表示,他们在高中根本没有得到职业指导。除了缺乏通用的职业指导系统外,高中生也没有接触到其他信息来源以及职业和教育机会。然而,鉴于智能移动电话和成本效益高的数据计划的普及,为移动设备开发了一个游戏化的职业咨询系统,以补充纳米比亚现有的职业系统。在本文中,我们讨论了利益相关者(如大学生、高中生和职业顾问)如何通过参与式共同设计研讨会为互动职业指导手机游戏做出贡献。这是通过游戏设计挑战方法,几次研讨会和最终的原型完成的,该原型将很快在游戏马拉松中进行测试。
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引用次数: 5
Human computer interaction for development (HCI4D): implementing reformation/design opportunities for support and care coordination in Nigerian prisons 人机互动促进发展(HCI4D):在尼日利亚监狱实施改革/设计支助和护理协调的机会
ChukwuNonso Nwokoye
The paper highlights opportunities for Human Computer Interaction for Development (HCI4D) in a Prisons context. Firstly, it explored video education as complement for reformative and rehabilitative programmes in Nigerian Prisons Service (NPS). Secondly, it presents the results of a preliminary user study for the development of a mobile collaborative application used in supporting and caring for prison inmates. We hope that an underrepresented and under-resourced institution such as NPS that holds the rejected of the society can benefit from HCI technology and approaches.
本文强调了在监狱环境中进行人机交互促进发展(HCI4D)的机会。首先,它探讨了视频教育作为尼日利亚监狱局(NPS)改革和改造方案的补充。其次,它展示了用于支持和照顾监狱囚犯的移动协作应用程序开发的初步用户研究结果。我们希望像NPS这样被社会排斥的代表性不足和资源不足的机构可以从HCI技术和方法中受益。
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引用次数: 1
The Hard Struggle: a co-designed interactive career guidance online game 艰苦奋斗:一个共同设计的交互式职业指导在线游戏
Annastasia Shipepe, Anicia N. Peters
In this installation paper, we present "Hard Struggle", an interactive career guidance game that is co-designed and co-created with high school learners, university and vocational students as well as After School care givers. The aim of the "The Hard Struggle" game is to expose the youth to different career opportunities including the careers that are invisible to them. Participatory co-design workshops were conducted with the research target group and other stakeholders to design the game. In this paper, we discuss how the "Hard Struggle" game works, how it was developed through game design challenge workshops, the methods involved in the game prototype design and development.
在这篇装置论文中,我们展示了一款由高中学习者、大学和职业学生以及After school照顾者共同设计和创作的互动式职业指导游戏“Hard Struggle”。“艰苦奋斗”游戏的目的是让年轻人接触到不同的职业机会,包括他们看不见的职业。为了设计游戏,我们与研究目标群体和其他利益相关者进行了参与式共同设计研讨会。在本文中,我们将讨论《Hard Struggle》游戏是如何运作的,它是如何通过游戏设计挑战研讨会开发出来的,以及游戏原型设计和开发所涉及的方法。
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引用次数: 1
BAM framework: unlocking highly personalized banking services in Africa BAM框架:在非洲开启高度个性化的银行服务
O. Oyebode, Rita Orji
The banking industry in Africa is currently faced with increasing demand for highly personalized banking experience from their customers. Many African banks are yet to tap into modern technological advances to deliver a more personalized services and financial guidance that is tailored to individual customer's needs and situation. African banks can achieve this fine-grained tailoring by adopting the right personalization approach and by using the right technologies and tools that enable them to gain a deeper understanding of their customers' needs or preferences in real-time and tailor services to meet those needs. In this paper, we present the BAM personalization framework that could be used by banks in Africa to achieve their goal of providing highly personalized banking services and experience that will persuade customers, improve engagement and retention, enhance customer lifetime value, and attract more revenue. The BAM framework aims to guide African banks on how to achieve their personalization goals.
非洲的银行业目前面临着客户对高度个性化银行体验的需求日益增长。许多非洲银行尚未利用现代技术进步来提供更加个性化的服务和金融指导,以满足个人客户的需求和情况。非洲银行可以通过采用正确的个性化方法和使用正确的技术和工具来实现这种精细的定制,这些技术和工具使它们能够更深入地实时了解客户的需求或偏好,并定制服务以满足这些需求。在本文中,我们提出了BAM个性化框架,非洲的银行可以使用它来实现提供高度个性化的银行服务和体验的目标,这将说服客户,提高参与度和保留率,提高客户终身价值,并吸引更多收入。BAM框架旨在指导非洲银行如何实现其个性化目标。
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引用次数: 0
Visualization of African knowledge to embody the spirit of African storytelling: principles, practices and evaluation 非洲知识的可视化,体现非洲讲故事的精神:原则、实践和评价
J. V. Biljon, K. Renaud, Bester Chimbo
Storytelling is part of the knowledge creation and transfer tradition and constitutes the knowledge base of many African cultures. Visualization, as a means of knowledge creation and transfer, goes back to the origins of human communication and provides a mechanism for extending and enhancing human cognitive capacity. Technological advances have made the consumption and creation of visualizations easier and more accessible. However, the connection between storytelling and the visualization of African knowledge has not been explored in depth, particularly not from the perspective of benchmarks and standards. Knowledge is context specific, and knowledge visualization guidelines need to be developed and validated within specific contexts too. Cross-cultural studies expose Western biases in design, as well as incorrect assumptions about the universality of concepts, methods, theories and models, which have led to inappropriate decisions. This workshop aims to focus on this gap in the literature by exploring the visualization of knowledge generated through storytelling, and then benchmarking the visualizations based on African context-specific guidelines.
讲故事是知识创造和转移传统的一部分,构成了许多非洲文化的知识基础。可视化作为一种知识创造和转移的手段,可以追溯到人类交流的起源,为扩展和增强人类的认知能力提供了一种机制。技术的进步使得可视化的消费和创造变得更加容易和容易。然而,叙述故事与非洲知识可视化之间的联系尚未得到深入探讨,特别是没有从基准和标准的角度进行探讨。知识是特定于上下文的,知识可视化指南也需要在特定的上下文中开发和验证。跨文化研究揭示了西方在设计方面的偏见,以及对概念、方法、理论和模型的普遍性的错误假设,这些都导致了不恰当的决策。本次研讨会旨在通过探索通过讲故事产生的知识的可视化来关注这一文献差距,然后根据非洲具体情况的指导方针对可视化进行基准测试。
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引用次数: 0
Culturally sensitive user interface design: a case study with German and Vietnamese users 具有文化敏感性的用户界面设计:德国和越南用户的案例研究
F. Lachner, Mai-Anh Nguyen, A. Butz
Considering country-specific preferences in user interface (UI) design is a time-consuming task. We present a case study with German and Vietnamese users to explore how cultural theory can be applied in early design phases to support culturally sensitive design. We present an analysis of cultural dimensions and a comparison of German and Vietnamese question-and-answer (Q&A) websites. Based on the derived insights, we developed two UI concepts of a Q&A-website that differ in information architecture, navigation structure, and visual presentation. The prototypes were assessed with 14 German and 14 Vietnamese users in a think aloud setting. We were able to draw a conclusion about our initial analysis and the differing evaluation of the participants from the two countries due to their preferences regarding information retrieval, trust, and error handling. Our analysis provides first insights into the applicability of cultural theory in UI design but also opens up questions for further research.
在用户界面(UI)设计中考虑特定国家的偏好是一项耗时的任务。我们以德国和越南用户为例,探讨如何将文化理论应用于早期设计阶段,以支持文化敏感设计。我们对文化维度进行了分析,并对德国和越南的问答网站进行了比较。基于衍生的见解,我们开发了问答网站的两个UI概念,它们在信息架构、导航结构和视觉表示方面有所不同。14名德国和14名越南用户在大声思考的环境中对原型进行了评估。我们能够得出关于我们的初步分析的结论,以及由于两国参与者在信息检索、信任和错误处理方面的偏好而对他们的不同评价。我们的分析为文化理论在UI设计中的适用性提供了第一个见解,但也为进一步的研究开辟了问题。
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引用次数: 12
Bringing a virtual string quartet to life 将一个虚拟弦乐四重奏带入生活
Elisabeth Thielen, J. Letellier, J. Sieck, Annette Thoma
Classical music is a very traditional art and not often associated with modern technology. This paper proposes an approach to combine both classical music and modern technology in order to create an interactive Augmented Reality (AR) experience. The developed application brings the string quartet of the Konzerthaus in Berlin to life using the 3D engine Unity and the AR library Vuforia. The AR string quartet lets users freely interact with the four individual musicians of a string quartet and listen to as many musicians at the same time as one likes.
古典音乐是一门非常传统的艺术,通常不与现代科技联系在一起。本文提出了一种结合古典音乐和现代技术的方法,以创造一种交互式的增强现实(AR)体验。开发的应用程序使用3D引擎Unity和AR库Vuforia将柏林Konzerthaus的弦乐四重奏带入生活。AR弦乐四重奏可以让用户自由地与弦乐四重奏的四位音乐家进行互动,并且可以同时听尽可能多的音乐家的音乐。
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引用次数: 1
Personality, culture and password behavior: a relationship study 个性、文化与密码行为:一项关系研究
A. Kawu, Rita Orji, A. Awal, U. Gana
Culture - an aggregation of people's location, language, tribe and economic activities might have a role to play in the security decisions of users. Culture in this context is even more relevant in most African societies as there are many ethnic groups. Studies on users' password behavior have seen some advances, but little is known of the relationship between people's password behaviors, their personality and cultural backgrounds. In this paper, we report a study of the relationship between passwords and personality of the users. We also analyzed culture (via ethnic grouping) to determine its relationship with password strength. The results of the study of 230 participants indicate that although there exists a relationship between personality of users and their passwords behavior, it is quite weak and mainly negatively related except for participants high in agreeableness (cooperative) traits, hence might create stronger passwords. In addition, most participants (93%) created weak passwords, notwithstanding, participants who have defined themselves as belonging to Hausa tend to create better passwords than Nupe and Gbagyi ethnic group participants.
文化——人们的位置、语言、部落和经济活动的集合,可能在用户的安全决策中发挥作用。在这种背景下,文化在大多数非洲社会中更为重要,因为那里有许多种族群体。对用户密码行为的研究取得了一定的进展,但人们的密码行为与个性和文化背景之间的关系知之甚少。本文研究了密码与用户个性之间的关系。我们还分析了文化(通过种族分组)来确定其与密码强度的关系。230名参与者的研究结果表明,虽然用户的个性与其密码行为之间存在一定的关系,但除了亲和性(合作)特征较高的参与者外,这种关系非常弱,主要是负相关的,因此可能会创建更强的密码。此外,大多数参与者(93%)创建了弱密码,尽管自定义为豪萨族的参与者往往比努佩族和巴吉族参与者创建更好的密码。
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引用次数: 5
A low-cost flexible IoT system supporting elderly's healthcare in rural villages 支持农村老年人医疗保健的低成本灵活物联网系统
J. Aneke, C. Ardito, D. Caivano, L. Colizzi, M. Costabile, Loredana Verardi
We propose to create a system that, by exploiting the possibilities provided by the Internet of Things (IoT), offers a cheap and affordable solution to prevent and control health problems of people, especially elderly, living in rural villages, where assessing good health facilities is a major concern. The system consists of a heterogeneous combination of apps and Arduino-based devices that connect patients and healthcare service providers remotely located. An important feature from the interaction point of view is that the system is easily configurable by non-technical people, e.g., caregivers.
我们建议创建一个系统,通过利用物联网(IoT)提供的可能性,提供廉价和负担得起的解决方案,以预防和控制生活在农村的人们,特别是老年人的健康问题,在农村,评估良好的卫生设施是一个主要问题。该系统由应用程序和基于arduino的设备组成,这些设备将远程位置的患者和医疗保健服务提供商连接起来。从交互的角度来看,一个重要的特性是系统很容易被非技术人员(例如,护理人员)配置。
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引用次数: 3
期刊
Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities
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