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Technology at the museum: the missing voice 博物馆里的科技:缺失的声音
Lindah Kotut, Ann Hoang, Jennifer Shenk, Havisha Panda, D. McCrickard
Museums offer opportunities to observe and interact with exhibits, alongside learning about different cultures. Technologies have been developed in order to augment the visitor's experience during their museum visit, and how to make these technologies accessible is also an active and complementary field of research. In this work however, we find that there is a gap when discussing accessible technology for the African museum. We conducted a formative assessment, which incorporates previous work, and augmented it by sampling user reviews on Google Maps of 102 African museums, in order to probe the question of relevance and scalability in the applicability of previous approaches to the African museum. From this, we highlight opportunities to be found in the intersection of the two domains: for cultures to better tell their own stories, to reach an expanded audience, and to offer opportunities for research, together with potential tensions and barriers.
博物馆提供了观察和与展品互动的机会,同时了解不同的文化。技术的发展是为了增强参观者在参观博物馆期间的体验,而如何使这些技术易于使用也是一个活跃和互补的研究领域。然而,在这项工作中,我们发现在讨论非洲博物馆的无障碍技术时存在差距。我们进行了一项形成性评估,纳入了以前的工作,并通过对102个非洲博物馆的谷歌地图上的用户评论进行抽样来增强评估,以探讨以前的方法在非洲博物馆的适用性中的相关性和可扩展性问题。由此,我们强调了在这两个领域的交集中发现的机会:让文化更好地讲述自己的故事,吸引更多的受众,为研究提供机会,以及潜在的紧张和障碍。
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引用次数: 4
Persuasion in eCommerce: a comparative analysis of western and indigenous African eCommerce 电子商务中的说服:西方和非洲本土电子商务的比较分析
M. Nkwo, Rita Orji
Persuasive technologies have been shown to motivate a desirable change of behavior in various domains like education, health, and eCommerce. Using the expert evaluation methodology, this study compared the implementation of the persuasive principles from the Persuasive System Design (PSD) in the Amazon (a western eCommerce) and Jumia (an indigenous African eCommerce). Our study reveals that although there are some similarities in the implementation of the persuasive principles across Amazon and Jumia, there are also significant differences. This study could serve as a guide to eCommerce designers and e-business developers for building or improving existing eCommerce platforms to serve multicultural audiences.
说服性技术已经被证明在教育、健康和电子商务等各个领域都能激发人们想要的行为改变。本研究采用专家评估方法,比较了说服力系统设计(PSD)在亚马逊(西方电子商务)和Jumia(非洲本土电子商务)中说服原则的实施情况。我们的研究表明,虽然亚马逊和Jumia在说服原则的实施上有一些相似之处,但也有显著的差异。本研究可作为电子商务设计者和电子商务开发者构建或改进现有电子商务平台以服务多元文化受众的指南。
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引用次数: 6
A room for social justice: affective and interactive augmented reality exploration 社会正义的空间:情感和互动增强现实探索
Leonard I. Ashikoto, Deborah Ajibola, Veera Virmasalo
Our project is an early exploration of a less-used path toward social justice. Working at home in Namibia, we inquire about the roles we and those similar to us, the local middle classes and elites, might imagine taking for a more just society. For this, we use an augmented reality (AR) application that allows for easy adding to a collective content by users. The application will be coupled with a thought-provoking installation to kindle processes of self-reflection, listening across difference, and thinking of what a healthy conflict could mean in the Namibian context of social justice.
我们的项目是对一条较少使用的通往社会正义之路的早期探索。在纳米比亚的家中工作时,我们询问了我们和那些与我们相似的人,当地的中产阶级和精英,在一个更公正的社会中可能扮演的角色。为此,我们使用增强现实(AR)应用程序,它允许用户轻松地向集合内容添加内容。该应用程序将与一个发人深省的装置相结合,以激发自我反思的过程,倾听差异,并思考在纳米比亚社会正义的背景下健康的冲突可能意味着什么。
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引用次数: 3
Multi-cultural human-robot interaction workshop 多文化人机交互工作坊
Jessica R. Cauchard, A. Wojciechowska
This hands-on workshop brings together researchers and practitioners to discuss the cultural aspects of Human-Robot Interaction design. An increasing body of work [2-4, 7] shows that the one-fits-all model of interaction might be obsolete, especially when considering natural interactions where people use gesture and voice that are culturally dependent [6]. In the first part of the workshop, each attendee will present their accepted position paper on the topic. As a group, we will discuss ideas around social robot designs and leverage everyone's expertise to discuss cultural aspects when designing effective and enjoyable interactions. We encourage the exchange of research results and ideas for future research attempts. The second part of the workshop will be a hands-on activity involving a participatory design task for a cross-cultural robot. The workshop goal is to develop a road-map for cross cultural interactions with robots.
这个实践研讨会汇集了研究人员和实践者来讨论人机交互设计的文化方面。越来越多的研究[2- 4,7]表明,一刀切的互动模式可能已经过时了,尤其是在考虑到人们使用手势和声音的自然互动时,这是文化依赖的[6]。在研讨会的第一部分,每位与会者将提交他们对该主题的公认立场文件。作为一个小组,我们将讨论有关社交机器人设计的想法,并在设计有效和愉快的互动时利用每个人的专业知识来讨论文化方面的问题。我们鼓励研究成果和想法的交流,为未来的研究尝试。工作坊的第二部分将是一个实践活动,涉及一个跨文化机器人的参与式设计任务。研讨会的目标是为与机器人的跨文化互动制定路线图。
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引用次数: 1
ICTs use and cyberspace risks faced by adolescents in Namibia 纳米比亚青少年面临的信息通信技术使用和网络空间风险
Pardon Blessings Maoneke, Fungai Bhunu Shava, Attlee M. Gamundani, Mercy Bere-Chitauro, Isaac Nhamu
There is a paucity of research on ICTs use and risks and/or misuse by adolescents in the developing world. In addition, the nature and extent of cyberspace risks associated with adolescents of different age groups and gender is yet to be fully understood. ICTs are a critical developmental tool but if not handled with caution, they can be harmful. This study researched on ICTs use and misuse by adolescents based in Namibia. Focus was on establishing cyberspace risks that adolescents are exposed to. A quantitative research methodology was used. About 729 respondents from urban and rural areas were engaged during data collection. The respondents' age ranged from thirteen to seventeen years. ICT uses and common cyberspace risks were analysed according to age and gender. Findings show that mobile phones are widely used for accessing the Internet. When online, adolescents prefer social networking, watching movies, playing games, researching health-related issues and doing school work among other activities. Observed cyberspace risks include cyberbullying and sexual abuse-oriented risks. In addition, adolescents across all genders are open to befriending strangers online and they consider sharing contact details with strangers. While cyberspace risks are common across gender and age groups, female adolescents appear more prone to cyberspace risks. Results also show that exposure to cyberspace risks increase with age. These study findings can be critical in informing the development of policy frameworks aimed at protecting children from cyberspace risks.
关于发展中国家青少年使用信息通信技术以及风险和/或滥用信息通信技术的研究缺乏。此外,与不同年龄组和性别的青少年相关的网络空间风险的性质和程度尚未得到充分了解。信息通信技术是一个重要的发展工具,但如果不谨慎处理,它们可能是有害的。这项研究调查了纳米比亚青少年使用和滥用信息通信技术的情况。重点是确定青少年面临的网络空间风险。采用定量研究方法。来自城市和农村的约729名受访者参与了数据收集。受访者的年龄从13岁到17岁不等。根据年龄和性别分析了信息通信技术的使用和常见的网络空间风险。调查结果显示,手机被广泛用于上网。上网时,青少年更喜欢社交网络、看电影、玩游戏、研究与健康有关的问题以及做功课等活动。观察到的网络空间风险包括网络欺凌和性虐待导向的风险。此外,所有性别的青少年都愿意在网上与陌生人交朋友,他们会考虑与陌生人分享联系方式。虽然网络空间风险在不同性别和年龄群体中都很常见,但女性青少年似乎更容易受到网络空间风险的影响。研究结果还表明,随着年龄的增长,网络风险暴露也会增加。这些研究结果对于制定旨在保护儿童免受网络空间风险的政策框架至关重要。
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引用次数: 7
CyberBullet - Share Your Story: an interactive game for stimulating awareness on the harm and negative effects of the internet CyberBullet -分享你的故事:这是一个互动游戏,旨在激发人们对互联网的危害和负面影响的认识
Josephina Mikka-Muntuumo, Anicia N. Peters, H. Jazri
Increased internet connectivity across the African continent through mobile phones not only opens numerous opportunities, but also increases cybercrimes such as online child abuse and sexual exploitation. Previous national studies have shown that Namibia has experienced a surge in cybercrimes, which leaves children vulnerable to predators. While a national reporting portal has been launched, children are less likely to report incidents of cyber bullying or online abuse. This study aimed at investigating how an interactive game-based approach can be used for preventing online child abuse and the study also creates a fully functional game prototype. We wanted to gain insight into the current online experiences in Namibia. After administering an online survey and conducting focus group interviews at a local high school, we then conducted two game design workshops with stakeholders namely students, teachers, parents, and game developers. We found that most girls liked storytelling games whereas boys were more drawn to action games. This led to the development of the game called CyberBullet - Share Your Story. The study contribution is in the application of game-based approach to sensitize and prevent children from becoming victims of online abuse.
通过移动电话增加的整个非洲大陆的互联网连接不仅提供了许多机会,但也增加了网络犯罪,如在线虐待儿童和性剥削。此前的国家研究表明,纳米比亚经历了网络犯罪的激增,这使得儿童容易受到捕食者的攻击。虽然已经启动了一个国家报告门户网站,但儿童报告网络欺凌或网络虐待事件的可能性较低。本研究旨在调查如何使用基于互动游戏的方法来防止在线虐待儿童,并且该研究还创建了一个功能齐全的游戏原型。我们想深入了解纳米比亚目前的在线体验。在进行在线调查并在当地一所高中进行焦点小组访谈后,我们与利益相关者(学生、教师、家长和游戏开发者)进行了两次游戏设计研讨会。我们发现大多数女孩喜欢讲故事的游戏,而男孩更喜欢动作游戏。这导致了游戏“网络子弹-分享你的故事”的发展。这项研究的贡献在于应用基于游戏的方法来敏感和防止儿童成为网络虐待的受害者。
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引用次数: 5
Technology appropriation through co-design of conservation management tools by indigenous communities 通过土著社区共同设计保护管理工具的技术挪用
Chris Muashekele
Conservancies in the Skeleton Coast Iona Transfrontier Conservation Area (TFCA) in North West Namibia and Southern Angola face several challenges in regards to the management of ecosystem's and wildlife. Human Wildlife Conflict (HWC), lack of livelihood opportunities and lack of formal involvement in sustainable resource management of valuable wildlife and flora are such challenges. The current TFCA eco-system and wildlife management methods seem to be inadequate and exclusive of indigenous communities. As a result, the Skeleton Coast Iona (SCIONA) project, aims to strengthen cross-border ecosystem management and wildlife protection by co-designing and implementing conservation monitoring technology. Considering that previous technologies were developed without the input of indigenous communities, we postulate that technology appropriation be facilitated through a systematic co-design process that reflects the joint meaning of the process.
纳米比亚西北部和安哥拉南部的Skeleton Coast Iona跨境保护区(TFCA)面临着生态系统和野生动物管理方面的若干挑战。人类与野生动物冲突(HWC)、缺乏谋生机会以及缺乏对珍贵野生动植物资源可持续管理的正式参与就是这些挑战。目前的TFCA生态系统和野生动物管理方法似乎是不充分的,并且排斥土著社区。因此,骨架海岸Iona (SCIONA)项目旨在通过共同设计和实施保护监测技术来加强跨境生态系统管理和野生动物保护。考虑到以前的技术是在没有土著社区投入的情况下开发出来的,我们假设通过系统的共同设计过程来促进技术挪用,该过程反映了该过程的共同意义。
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引用次数: 3
The tales of the Tokoloshe: safeguarding intangible cultural heritage using virtual reality Tokoloshe的故事:利用虚拟现实保护非物质文化遗产
Milo Marsfeldt Skovfoged, Martin Viktor, Miroslav Kalinov Sokolov, Anders Hansen, Helene Høgh Nielsen, Kasper Rodil
This paper elaborates on the process of digitising Intangible Cultural Heritage, here exemplified by the oral tradition about the African cautionary tales of the Tokoloshe. First the core concepts of Intangible Cultural Heritage and its digitisation efforts are explained. This is followed by an explanation of what the tales of the Tokoloshe entails, and how it was used for constructing a fully playable Virtual Reality environment. The end product is a Virtual Reality installation of the cautionary tale being told around a campfire, from the perspective of an outsider. The player is then possessed by the Tokoloshe and must work with the village witch doctor to remove the bodily possession of the Tokoloshe. A full description of what is needed to play the demo is included in the last section of the paper.
本文详细阐述了非物质文化遗产数字化的过程,这里以非洲托科洛人的告诫故事的口头传统为例。首先阐述了非物质文化遗产的核心概念及其数字化工作。接下来是对Tokoloshe的故事的解释,以及如何使用它来构建一个完全可玩的虚拟现实环境。最终的产品是一个虚拟现实装置,从一个局外人的角度,在篝火旁讲述一个警世故事。然后玩家被Tokoloshe附身,必须与村里的巫医一起移除Tokoloshe的身体附身。在本文的最后一节中,我们将详细描述如何进行演示。
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引用次数: 9
Interactive recipe book - enhance your traditional recipe book: showing cultural heritage through cooking 互动食谱-提升你的传统食谱:通过烹饪展示文化遗产
D. Bischof, J. Sieck, J. Fransman, Christian Kassung, Eileen Klingner
This paper describes the production of a recipe book with an accompanying Augmented Reality App for cultural content to be digitised. We collected material for our book and the App through interviewing and filming people that are working for the Corona Guest Farm in Namibia. Thanks to the fantastic landscape, we were able to gather astonishing pictures to use in the book. We want to show the traditional ways of preparing different dishes as well as the cultural background which they belong to. In post-production, we adjusted the newly created content to fit with the application. What we ascertained is that a lot of recipe books do not capture the cultural identity of the dishes. Augmented Reality is a perfect way to show the cultural heritage that belongs to the different recipes and dishes. Through this paper, we describe the recognition software that makes this possible and demonstrate its benefits with some examples of the augmentation. We will also go through the process of creating the content needed for the Augmented Reality App. What we wanted to achieve was to combine traditional media (books) and digital technologies to enrich the experience of using classical recipe books and reinforcing interest in cultural exchange. This paper will focus on the recipe book, preparation of the dishes as well as the augmented reality app made explicitly for a Namibian guest farm.
本文描述了一本食谱的制作,并附带了一个用于文化内容数字化的增强现实应用程序。我们通过采访和拍摄在纳米比亚科罗娜客人农场工作的人们,为我们的书和应用程序收集材料。多亏了这奇妙的风景,我们才能够收集到令人惊叹的照片用于书中。我们想展示不同菜肴的传统制作方法,以及它们所属的文化背景。在后期制作中,我们调整了新创建的内容以适应应用程序。我们确定的是,许多食谱书没有捕捉到菜肴的文化特征。增强现实是展示属于不同食谱和菜肴的文化遗产的完美方式。通过本文,我们描述了使这成为可能的识别软件,并通过一些增强的例子证明了它的好处。我们还将完成增强现实应用程序所需内容的创建过程。我们想要实现的是将传统媒体(书籍)和数字技术结合起来,丰富经典食谱的使用体验,增强文化交流的兴趣。本文将重点介绍食谱,菜肴的准备以及为纳米比亚客人农场制作的增强现实应用程序。
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引用次数: 3
Co-designing with young adults with intellectual disability to develop social life skills 与智障青年共同设计,发展社交生活技能
A. Bayor
Participation in social media has become mainstream and accessible, especially among young people. Social media offer opportunities for social connectedness as well as content sharing and skills development. Developing social skills is an essential goal for young adults with Intellectual Disability (ID) as they are interested in greater social participation. This PhD research grounds itself in social participation, and in exploring how existing competencies with technology and interests mediated through technology can be leveraged to support social skills development and participation. Through this approach, we aim to understand how technologies are appropriated, abandoned, and how they might be reconfigured and redesigned while focusing on supporting social participation for young adults with ID. This PhD research will employ a Participatory Action Research Approach that involves qualitative methods and co-design workshops. As outcomes, the PhD would contribute an empirical understanding of social media use; a social skills training framework that leverages social media, and design guidelines and prototypes for social media platforms to better support social participation through social skills development of young adults with ID.
参与社交媒体已经成为主流和可及性,尤其是在年轻人中。社交媒体为社交联系、内容分享和技能发展提供了机会。发展社交技能是有智力障碍(ID)的年轻人的一个重要目标,因为他们对更多的社会参与感兴趣。这项博士研究以社会参与为基础,探索如何利用现有的技术能力和通过技术介导的兴趣来支持社会技能的发展和参与。通过这种方法,我们的目标是了解技术是如何被挪用、放弃的,以及它们如何被重新配置和重新设计,同时专注于支持有身份证的年轻人参与社会。这项博士研究将采用参与式行动研究方法,包括定性方法和共同设计研讨会。作为结果,博士学位将有助于对社交媒体使用的实证理解;利用社交媒体的社交技能培训框架,以及社交媒体平台的设计指南和原型,以更好地支持有身份证的年轻人通过社交技能发展参与社会。
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引用次数: 4
期刊
Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities
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