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Scale Effects in the Steering Time Difference between Narrowing and Widening Linear Tunnels 线性隧道变窄与加宽转向时间差的尺度效应
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971486
Shota Yamanaka, Homei Miyashita
Steering time differs between narrowing and widening linear tunnels; a narrowing tunnel requires more time to navigate than a widening one. A prediction model, IDGap, for the time difference has recently been proposed, and it shows an excellent fit. However, the time difference in movement and model fitness were confirmed on a limited scale. The experiment used a 13.3-inch pen tablet, which required primarily wrist movements with a particular level of forearm extension. In this study, we tested the scale effects in the steering time difference between the two tunnel types. In our experiment, participants performed steering operations at five scales, from the entire 21.5-inch tablet area to its 1/12-scale size. The results always showed the time difference, and the conventional steering law did not show a good fit. IDGap improved the fitness, thereby confirming the validity of the model. The scale effects for the other results, including error rates and index of performance, are also discussed.
变窄与加宽直线隧道的转向时间差异;狭窄的隧道比宽阔的隧道需要更多的时间。最近提出了一种预测时差的模型IDGap,它显示出很好的拟合性。然而,运动和模型适应度的时差在有限范围内得到了证实。实验使用了一个13.3英寸的手写平板电脑,主要需要手腕运动和前臂伸展的特定水平。在本研究中,我们测试了两种隧道类型的转向时间差的尺度效应。在我们的实验中,参与者在五个尺度上进行转向操作,从整个21.5英寸的平板区域到1/12的尺度。结果总是显示时差,而传统的转向律并不适合。IDGap提高了适应度,从而证实了模型的有效性。本文还讨论了其他结果的尺度效应,包括错误率和性能指标。
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引用次数: 9
Designing Information Visualizations for Elite Soccer Children's Different Levels of Comprehension 精英足球儿童不同理解水平的信息可视化设计
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971546
Thor Herdal, Jeppe Gerner Pedersen, S. Knudsen
We describe a study that sought to understand elite soccer children's use of visualizations to learn about, and improve their own sports performance. We specifically investigate how visualizations support the players' data comprehension. In this process, we design and evaluate visualizations based on real data. Finally, we discuss how the players' level of comprehension might depend on factors such as their general literacy and visualization literacy, and the role of visualization in coaching children.
我们描述了一项研究,旨在了解精英足球儿童使用可视化来了解和提高他们自己的运动表现。我们专门研究了可视化如何支持玩家的数据理解。在这个过程中,我们设计和评估基于真实数据的可视化。最后,我们讨论了玩家的理解水平如何取决于他们的一般素养和可视化素养等因素,以及可视化在训练儿童中的作用。
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引用次数: 4
HCI and UN's Sustainable Development Goals: Responsibilities, Barriers and Opportunities HCI与联合国可持续发展目标:责任、障碍和机遇
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987679
Elina Eriksson, D. Pargman, Oliver Bates, Maria Normark, J. Gulliksen, Mikael Anneroth, Johan Berndtsson
Despite increasing interest, Sustainable HCI has been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for? With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner?
尽管人们对可持续的人工智能越来越感兴趣,但人们一直批评它做得太少,有时可能还会做错事情。尽管如此,像人机交互这样的领域应该致力于成为将我们的社会转变为一个更可持续的社会的一部分。但我们该怎么做,我们的目标是什么?通过本次研讨会,我们建议HCI应开始与联合国于2015年9月正式通过的新的全球可持续发展目标(SDG)合作。可持续HCI如何受到这些目标的启发,并为这些目标做出贡献?在人工智能领域,我们应该多做些什么,少做些什么?为了实现可持续发展目标,我们应该在哪些领域建立伙伴关系?我们应该与谁合作?
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引用次数: 11
3D Accelerometer-based Gestures for Interacting with Mobile Devices 基于3D加速度计的手势与移动设备交互
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996736
S. Humayoun, Munir Ahmad, A. Ebert
Mobile devices and apps have become an essential part of our daily life activities. Multi-touch gesture interaction directly on the touch screen is one of the most common ways to interact with mobile devices. However, in special circumstances (e.g., disabilities, wet hands, wearing heavy gloves outside in cold weather, etc.) it is difficult to interact directly on the touch screen. In this work, we focus on utilizing the 3D accelerometer sensor, available in most of the current mobile devices, as a way to provide an alternative set of gestures to the standard set of multi-touch gestures. We defined these 3D accelerometer-based gestures' definitions based on a user study and built an opens-source library, called 3DA-Gest, for providing the functionality to be used by mobile application developers. Further, we built a proof of concept map-based mobile app to check the working of our library. The preliminary conducted user study shows that users prefer to use our accelerometer-based gestures in special circumstances.
移动设备和应用程序已经成为我们日常生活活动的重要组成部分。直接在触摸屏上进行多点触控手势交互是与移动设备交互的最常见方式之一。然而,在特殊情况下(例如,残疾,湿手,在寒冷的天气下戴着沉重的手套等),很难直接在触摸屏上进行交互。在这项工作中,我们专注于利用目前大多数移动设备中可用的3D加速度计传感器,作为一种提供标准多点触摸手势的替代手势集的方式。我们根据用户研究定义了这些基于3D加速度计的手势定义,并建立了一个名为3D - gest的开源库,为移动应用程序开发人员提供功能。此外,我们建立了一个概念验证基于地图的移动应用程序来检查我们的图书馆的工作。初步进行的用户研究表明,用户更喜欢在特殊情况下使用我们基于加速计的手势。
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引用次数: 0
Promoting Citizen Participation through Gamification 通过游戏化促进公民参与
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971543
D. Bianchini, D. Fogli, D. Ragazzi
This paper presents TAB Sharing, a web-based and mobile platform for e-participation. With TAB Sharing citizens are empowered to create and share proposals with Public Administration (PA) actors and other citizens. They can submit a problem occurring in their community or an initiative that could be pursued, as well as a concrete and detailed description of a possible solution. Gamification elements have been included in TAB Sharing to foster participation. This makes the use of the application continuous over time and supports decision-making through the content exchanged. A user study with 20 citizens of two Italian municipalities has been carried out to compare a version of TAB Sharing without gamification and the one with gamification; the results of the study reported in the paper show the added value brought by gamification elements in the e-participation domain.
本文介绍了TAB Sharing,一个基于网络的移动电子参与平台。通过TAB Sharing,公民可以创建提案,并与公共管理(PA)参与者和其他公民共享提案。他们可以提交社区中出现的问题或可以执行的计划,以及对可能的解决方案的具体和详细描述。游戏化元素已被纳入TAB Sharing,以促进参与。这使得应用程序的使用随着时间的推移而持续,并通过交换的内容支持决策。一项针对意大利两个城市的20名市民的用户研究比较了没有游戏化的TAB Sharing和有游戏化的TAB Sharing;本文的研究结果显示了游戏化元素在电子参与领域所带来的附加价值。
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引用次数: 21
Designing for Tangible Affective Interaction 设计有形的情感互动
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971547
Frode Guribye, Tor Gjosater, Christian Bjartli
In this paper, four interactional modes of pervasive affective sensing are identified: in situ intentional, retrospective, automatic, and reconstructive. These modes are used to discuss and highlight the challenges of designing pervasive affective sensing systems for mental health care applications. We also present the design of the Grasp platform, which consists of a hand-held, tangible stone-like object with accompanying peripherals. This device is equipped with a force sensor that registers squeezes, includes capabilities for wireless transmission of data, and comes with a crib for initiating the wireless connection and data transfer. In addition, the platform includes an app on a tablet that can render squeezes in real time or visualize the data from a given time period. In this paper, we focus mainly on the design of the tangible interaction and address the challenges of designing for in situ tangible affective interaction.
本文提出了四种普适情感感知的交互模式:原位感知、回溯感知、自动感知和重构感知。这些模式被用来讨论和强调设计普遍的情感传感系统的精神卫生保健应用的挑战。我们还介绍了Grasp平台的设计,它由一个手持的、有形的石头状物体和附带的外围设备组成。该设备配备了一个力传感器,可以记录挤压,包括无线传输数据的功能,并配有一个用于启动无线连接和数据传输的摇篮。此外,该平台还在平板电脑上安装了一个应用程序,可以实时渲染挤压或可视化给定时间段内的数据。在本文中,我们主要关注有形交互的设计,并解决在现场有形情感交互设计的挑战。
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引用次数: 14
Understanding Aesthetics of Interaction: A Repertory Grid Study 理解交互的美学:一个储备网格研究
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996755
Mati Mõttus, E. Karapanos, D. Lamas, G. Cockton
This work in progress paper explores users' perceptions of the aesthetics of interaction. We describe a qualitative study using the Repertory Grid Technique (RGT) that elicited individuals' personal constructs, bipolar adjectives such as beautiful vs ugly that characterize individuals' idiosyncratic ways of classifying and differentiating between a set of stimuli. The constructs were sorted by similarity, resulting in a set of aesthetic categories. Quantitative data (i.e., participants' ratings) from the RGT further enables us to assess the internal consistency of the emerging categories as well as to chart the design space of aesthetic interactions. All in all, 23 categories of aesthetics of interaction were established based on users' perceptions. These categories partially corroborated (e.g., speed, proximity, complexity) but also expanded (e.g., natural realism, congruence, dimensionality) prior work on experience qualities in Human-Computer Interaction (HCI).
这篇正在进行的论文探讨了用户对交互美学的看法。我们描述了一项使用存储网格技术(RGT)的定性研究,该研究激发了个体的个人构式,双极性形容词,如美与丑,表征了个体对一组刺激进行分类和区分的特殊方式。这些构念按相似性排序,形成一套美学范畴。来自RGT的定量数据(即参与者的评分)进一步使我们能够评估新兴类别的内部一致性,并绘制美学交互的设计空间。总的来说,基于用户的感知建立了23个交互美学类别。这些类别部分证实了(例如,速度,接近性,复杂性),但也扩展了(例如,自然现实性,一致性,维度)先前在人机交互(HCI)中关于经验质量的工作。
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引用次数: 7
Ubitile: A Finger-Worn I/O Device for Tabletop Vibrotactile Pattern Authoring Ubitile:用于桌面振动触觉模式创作的手指穿戴I/O设备
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996721
Khanh-Duy Le, Kening Zhu, Tomasz Kosinski, M. Fjeld, Maryam Aj, Shengdong Zhao
While most mobile platforms offer motion sensing as input for creating tactile feedback, it is still hard to design such feedback patterns while the screen becomes larger, e.g. tabletop surfaces. This demonstration presents Ubitile, a finger-worn concept offering both motion sensing and vibration feedback for authoring of vibrotactile feedback on tabletops. We suggest the mid-air motion input space made accessible using Ubitile outperforms current GUI-based visual input techniques for designing tactile feedback. Additionally Ubitile offers a hands-free input space for the tactile output. Ubitile integrates both input and output spaces within a single wearable interface, jointly affording spatial authoring/editing and active tactile feedback on- and above- tabletops.
虽然大多数移动平台都提供动作感应作为创造触觉反馈的输入,但当屏幕变得更大时,例如桌面表面,仍然很难设计出这样的反馈模式。这个演示展示了Ubitile,一个手指佩戴的概念,提供运动传感和振动反馈,用于在桌面上创作振动触觉反馈。我们认为使用Ubitile的空中运动输入空间在设计触觉反馈方面优于当前基于gui的视觉输入技术。此外,Ubitile为触觉输出提供了一个免提输入空间。Ubitile将输入和输出空间集成在一个可穿戴界面中,共同提供桌面和桌面上的空间创作/编辑和主动触觉反馈。
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引用次数: 2
Walk as You Work: User Study and Design Implications for Mobile Walking Meetings 边走边工作:移动步行会议的用户研究和设计含义
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971510
Aino Ahtinen, Eeva Andrejeff, Maiju Vuolle, Kaisa Väänänen
People's sedentary lifestyle is connected with serious health threats. The goal of our research is to gain novel insights on ways in which movement during knowledge work can be increased. We propose and study mobile technology mediated walking meetings. In this paper we present the results of a design research project with a two-phase qualitative user study, in which we first explored users' expectations towards walking meetings (N=15) and designed the Walking metro mobile application concept. We then evaluated user experience of the concept in field tests (N=14). Based on the findings, we propose 10 design implications for mobile walking meetings in three categories: designing for acceptability, non-interrupting guidance, and discreet persuasion and stimulation.
人们久坐不动的生活方式与严重的健康威胁有关。我们研究的目标是获得关于如何在知识工作中增加运动的新见解。我们提出并研究移动技术介导的步行会议。在本文中,我们通过两阶段定性用户研究展示了一个设计研究项目的结果,其中我们首先探索了用户对步行会议(N=15)的期望,并设计了步行地铁移动应用概念。然后,我们在现场测试中评估了该概念的用户体验(N=14)。基于研究结果,我们提出了移动步行会议的10个设计建议,分为三类:可接受性设计、非打断性指导、谨慎的说服和刺激。
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引用次数: 14
Towards Using Gaze Properties to Detect Language Proficiency 用注视属性检测语言能力的研究
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996753
Jakob Karolus, Paweł W. Woźniak, L. Chuang
Humans are inherently skilled at using subtle physiological cues from other persons, for example gaze direction in a conversation. Personal computers have yet to explore this implicit input modality. In a study with 14 participants, we investigate how a user's gaze can be leveraged in adaptive computer systems. In particular, we examine the impact of different languages on eye movements by presenting simple questions in multiple languages to our participants. We found that fixation duration is sufficient to ascertain if a user is highly proficient in a given language. We propose how these findings could be used to implement adaptive visualizations that react implicitly on the user's gaze.
人类天生就善于利用他人微妙的生理暗示,比如谈话中的凝视方向。个人电脑尚未探索这种隐式输入方式。在一项有14名参与者的研究中,我们调查了如何在自适应计算机系统中利用用户的目光。特别是,我们通过向参与者展示多种语言的简单问题来研究不同语言对眼球运动的影响。我们发现,注视时间足以确定用户是否对给定语言非常精通。我们建议如何使用这些发现来实现对用户的注视作出隐式反应的自适应可视化。
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引用次数: 1
期刊
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
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