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Phonetroller: Visual Representations of Fingers for Precise Touch Input with Mobile Phones in VR Phonetroller:在VR中使用手机进行精确触摸输入的手指视觉表示
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445583
Fabrice Matulic, Aditya Ganeshan, Hiroshi Fujiwara, Daniel Vogel
Smartphone touch screens are potentially attractive for interaction in virtual reality (VR). However, the user cannot see the phone or their hands in a fully immersive VR setting, impeding their ability for precise touch input. We propose mounting a mirror above the phone screen such that the front-facing camera captures the thumbs on or near the screen. This enables the creation of semi-transparent overlays of thumb shadows and inference of fingertip hover points with deep learning, which help the user aim for targets on the phone. A study compares the effect of visual feedback on touch precision in a controlled task and qualitatively evaluates three example applications demonstrating the potential of the technique. The results show that the enabled style of feedback is effective for thumb-size targets, and that the VR experience can be enriched by using smartphones as VR controllers supporting precise touch input.
智能手机的触摸屏在虚拟现实(VR)中具有潜在的吸引力。然而,在完全沉浸式的虚拟现实环境中,用户无法看到手机或他们的手,这阻碍了他们进行精确触摸输入的能力。我们建议在手机屏幕上方安装一面镜子,这样前置摄像头就能捕捉到屏幕上或屏幕附近的拇指。这可以创建半透明的拇指阴影叠加,并通过深度学习推断指尖悬停点,这有助于用户瞄准手机上的目标。一项研究比较了视觉反馈在受控任务中对触摸精度的影响,并定性地评估了展示该技术潜力的三个示例应用。结果表明,这种反馈方式对于拇指大小的目标是有效的,并且可以通过使用智能手机作为支持精确触摸输入的VR控制器来丰富VR体验。
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引用次数: 17
Crowdsourcing Design Guidance for Contextual Adaptation of Text Content in Augmented Reality 增强现实中文本内容上下文适应的众包设计指导
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445493
John J. Dudley, Jason T. Jacques, P. Kristensson
Augmented Reality (AR) can deliver engaging user experiences that seamlessly meld virtual content with the physical environment. However, building such experiences is challenging due to the developer’s inability to assess how uncontrolled deployment contexts may influence the user experience. To address this issue, we demonstrate a method for rapidly conducting AR experiments and real-world data collection in the user’s own physical environment using a privacy-conscious mobile web application. The approach leverages the large number of distinct user contexts accessible through crowdsourcing to efficiently source diverse context and perceptual preference data. The insights gathered through this method complement emerging design guidance and sample-limited lab-based studies. The utility of the method is illustrated by re-examining the design challenge of adapting AR text content to the user’s environment. Finally, we demonstrate how gathered design insight can be operationalized to provide adaptive text content functionality in an AR headset.
增强现实(AR)可以提供引人入胜的用户体验,将虚拟内容与物理环境无缝融合。然而,由于开发人员无法评估不受控制的部署上下文如何影响用户体验,因此构建这样的体验是具有挑战性的。为了解决这个问题,我们展示了一种方法,可以使用具有隐私意识的移动web应用程序在用户自己的物理环境中快速进行AR实验和真实世界的数据收集。该方法利用通过众包可访问的大量不同的用户上下文来有效地获取不同的上下文和感知偏好数据。通过这种方法收集的见解补充了新兴的设计指导和样本有限的实验室研究。通过重新检查将AR文本内容适应用户环境的设计挑战,说明了该方法的实用性。最后,我们展示了如何在AR头显中实现收集到的设计洞察力,以提供自适应文本内容功能。
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引用次数: 8
Exploring Technology Design for Students with Vision Impairment in the Classroom and Remotely 视障学生课堂与远程技术设计探索
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445755
Vinitha Gadiraju, Olwyn Doyle, Shaun K. Kane
Teachers of the Visually Impaired (TVIs) teach academic and functional living skills simultaneously to prepare students with vision impairment to be successful and independent. Current educational tools primarily focus on academic instruction rather than this multifaceted approach needed for students. Our work aims to understand how technology can integrate behavioral skills, like independence, and support TVIs in their preferred teaching strategy. We observed elementary classrooms at a school for the blind for six weeks to study how educators design lessons and use technology to supplement their instruction in different subjects. After the observational study, we conducted remote interviews with educators to understand how technology can support students in building academic and behavioral skills in-person and remotely. Educators suggested incorporating audio feedback that motivates students to play and learn consistently, student progress tracking for parents and educators, and designing features that help students build independence and develop collaborative skills.
视障教师(TVIs)同时教授学术和功能性生活技能,使视障学生做好成功和独立的准备。目前的教育工具主要集中在学术教学上,而不是学生所需要的这种多方面的方法。我们的工作旨在了解技术如何整合行为技能,如独立性,并支持电视教师选择他们喜欢的教学策略。我们对一所盲人学校的小学教室进行了为期六周的观察,以研究教育工作者如何设计课程并使用技术来补充不同学科的教学。在观察性研究之后,我们对教育工作者进行了远程访谈,以了解技术如何支持学生面对面和远程建立学术和行为技能。教育工作者建议加入音频反馈,激励学生持续地玩和学习,为家长和教育工作者跟踪学生的进度,并设计帮助学生建立独立性和发展合作技能的功能。
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引用次数: 2
Evaluating an App to Promote a Better Visit Through Shared Activities for People Living with Dementia and their Families 评估一个应用程序,通过为痴呆症患者及其家人提供共享活动来促进更好的访问
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445764
Diego Muñoz, S. Favilla, S. Pedell, Andrew Murphy, Jeanie Beh, Tanya Petrovich
This project aims to foster shared positive experiences between people living with moderate to advanced dementia and their visitors as they may struggle to find topics to talk about and engaging things to do together. To promote a better visit, we trialed a previously developed app that includes eight games with twenty-one residents and their partners or carers across four care centers for three months each. Through interviews and data logging, we found that residents preferred games that were closer to their interests and skills, and that gameplay and cooperation fostered meaningful and shared interactions between residents and their visitors. The contribution of this work is twofold: (1) insights and opportunities into dyadic interactions when using an app and into promoting positive social experiences through technology design, and (2) reflections on the challenges of evaluating the benefits of technology for people living with dementia.
该项目旨在促进中度至晚期痴呆症患者和他们的来访者之间分享积极的经历,因为他们可能很难找到话题来谈论和参与一起做的事情。为了促进更好的访问,我们试用了一款之前开发的应用程序,其中包括四个护理中心的21名居民及其伴侣或护理人员的八个游戏,每个游戏为期三个月。通过访谈和数据记录,我们发现居民更喜欢那些与他们的兴趣和技能更接近的游戏,游戏玩法和合作能够促进居民和访客之间有意义和共享的互动。这项工作的贡献是双重的:(1)在使用应用程序时对二元互动的见解和机会,以及通过技术设计促进积极的社会体验,以及(2)对评估技术对痴呆症患者的好处所面临的挑战的反思。
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引用次数: 13
Investigating the Impact of Real-World Environments on the Perception of 2D Visualizations in Augmented Reality 研究现实世界环境对增强现实中2D可视化感知的影响
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445330
Marc Satkowski, Raimund Dachselt
In this work we report on two comprehensive user studies investigating the perception of Augmented Reality (AR) visualizations influenced by real-world backgrounds. Since AR is an emerging technology, it is important to also consider productive use cases, which is why we chose an exemplary and challenging industry 4.0 environment. Our basic perceptual research focuses on both the visual complexity of backgrounds as well as the influence of a secondary task. In contrast to our expectation, data of our 34 study participants indicate that the background has far less influence on the perception of AR visualizations. Moreover, we observed a mismatch between measured and subjectively reported performance. We discuss the importance of the background and recommendations for visual real-world augmentations. Overall, our results suggest that AR can be used in many visually challenging environments without losing the ability to productively work with the visualizations shown.
在这项工作中,我们报告了两项全面的用户研究,调查了受现实世界背景影响的增强现实(AR)可视化的感知。由于AR是一项新兴技术,因此考虑生产用例也很重要,这就是为什么我们选择了一个具有示范性和挑战性的工业4.0环境。我们的基本知觉研究既关注背景的视觉复杂性,也关注次要任务的影响。与我们的预期相反,我们的34名研究参与者的数据表明,背景对AR可视化感知的影响要小得多。此外,我们观察到在测量和主观报告的性能之间存在不匹配。我们讨论了背景的重要性和对视觉现实增强的建议。总的来说,我们的研究结果表明,AR可以在许多视觉上具有挑战性的环境中使用,而不会失去与所示的可视化有效工作的能力。
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引用次数: 19
Assisting Manipulation and Grasping in Robot Teleoperation with Augmented Reality Visual Cues 基于增强现实视觉线索的机器人遥操作辅助操作与抓取
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445398
S. A. Arboleda, Franziska Rücker, Tim Dierks, J. Gerken
Teleoperating industrial manipulators in co-located spaces can be challenging. Facilitating robot teleoperation by providing additional visual information about the environment and the robot affordances using augmented reality (AR), can improve task performance in manipulation and grasping. In this paper, we present two designs of augmented visual cues, that aim to enhance the visual space of the robot operator through hints about the position of the robot gripper in the workspace and in relation to the target. These visual cues aim to improve the distance perception and thus, the task performance. We evaluate both designs against a baseline in an experiment where participants teleoperate a robotic arm to perform pick-and-place tasks. Our results show performance improvements in different levels, reflecting in objective and subjective measures with trade-offs in terms of time, accuracy, and participants’ views of teleoperation. These findings show the potential of AR not only in teleoperation, but in understanding the human-robot workspace.
在同一位置的空间中远程操作工业机械手可能具有挑战性。通过使用增强现实(AR)提供关于环境和机器人功能的额外视觉信息,促进机器人的远程操作,可以提高操作和抓取的任务性能。在本文中,我们提出了两种增强视觉线索的设计,旨在通过提示机器人抓手在工作空间中的位置以及与目标的关系来增强机器人操作员的视觉空间。这些视觉线索旨在提高距离感知,从而提高任务表现。我们在实验中对两种设计进行了基线评估,参与者远程操作机械臂来执行拾取和放置任务。我们的结果显示了不同程度的性能改进,反映了客观和主观的衡量标准,在时间、准确性和参与者对远程操作的看法方面进行了权衡。这些发现表明,增强现实不仅在远程操作方面具有潜力,而且在理解人机工作空间方面也具有潜力。
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引用次数: 24
MeetingCoach: An Intelligent Dashboard for Supporting Effective & Inclusive Meetings MeetingCoach:支持有效和包容会议的智能仪表盘
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445615
Samiha Samrose, Daniel J. McDuff, Robert Sim, Jina Suh, Kael Rowan, Javier Hernández, Sean, Rintel, Kevin Moynihan, M. Czerwinski
Video-conferencing is essential for many companies, but its limitations in conveying social cues can lead to ineffective meetings. We present MeetingCoach, an intelligent post-meeting feedback dashboard that summarizes contextual and behavioral meeting information. Through an exploratory survey (N=120), we identified important signals (e.g., turn taking, sentiment) and used these insights to create a wireframe dashboard. The design was evaluated with in situ participants (N=16) who helped identify the components they would prefer in a post-meeting dashboard. After recording video-conferencing meetings of eight teams over four weeks, we developed an AI system to quantify the meeting features and created personalized dashboards for each participant. Through interviews and surveys (N=23), we found that reviewing the dashboard helped improve attendees’ awareness of meeting dynamics, with implications for improved effectiveness and inclusivity. Based on our findings, we provide suggestions for future feedback system designs of video-conferencing meetings.
视频会议对许多公司来说是必不可少的,但它在传达社交线索方面的局限性可能导致会议无效。我们介绍了MeetingCoach,这是一个智能的会后反馈仪表板,总结了会议的背景和行为信息。通过探索性调查(N=120),我们确定了重要的信号(例如,转弯,情绪),并利用这些见解创建线框仪表板。该设计由现场参与者(N=16)评估,他们帮助确定他们在会后仪表板中更喜欢的组件。在录制了八个团队为期四周的视频会议后,我们开发了一个人工智能系统来量化会议特征,并为每个参与者创建个性化的仪表板。通过访谈和调查(N=23),我们发现回顾仪表板有助于提高与会者对会议动态的认识,从而提高有效性和包容性。在此基础上,对未来视频会议反馈系统的设计提出了建议。
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引用次数: 37
Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming 你不知道你是有毒的吗
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445157
Nicole A. Beres, Julian Frommel, Elizabeth Reid, R. Mandryk, Madison Klarkowski
Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.
电子游戏中毒是网络游戏特有的问题,是一个普遍而复杂的问题。在线游戏中的反社会行为直接损害了玩家的健康、乐趣和留存率——但研究也表明,一些玩家将这种行为正常化,认为这是竞争性电子游戏体验中不可分割和可接受的元素。在这项工作中,我们探索了对毒性的看法,以及如何通过玩家特征来预测它们,证明参与者报告了行为重构、扭曲后果、非人性化和有毒在线去抑制的更高倾向,他们认为在线游戏互动的毒性较小。通过对举报意愿的主题分析,我们也证明了玩家避免举报有害内容,因为他们认为这是可以接受的,是典型的游戏,是玩笑,或者与他们无关。我们认为这些特征和主题代表了毒性周期性正常化的贡献因素。这些发现进一步强调了在线视频游戏中毒性的多面性。
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引用次数: 50
Conversational Futures: Emancipating Conversational Interactions for Futures Worth Wanting 对话的未来:解放对话互动的未来值得期待
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445244
Minha Lee, Renee Noortman, Cristina Zaga, A. Starke, Gijs Huisman, Kristina Andersen
We present a vision for conversational user interfaces (CUIs) as probes for speculating with, rather than as objects to speculate about. Popular CUIs, e.g., Alexa, are changing the way we converse, narrate, and imagine the world(s) to come. Yet, current conversational interactions normatively may promote non-desirable ends, delivering a restricted range of request-response interactions with sexist and digital colonialist tendencies. Our critical design approach envisions alternatives by considering how future voices can reside in CUIs as enabling probes. We present novel explorations that illustrate the potential of CUIs as critical design material, by critiquing present norms and conversing with imaginary species. As micro-level interventions, we show that conversations with diverse futures through CUIs can persuade us to critically shape our discourse on macro-scale concerns of the present, e.g., sustainability. We reflect on how conversational interactions with pluralistic, imagined futures can contribute to how being human stands to change.
我们提出了对话用户界面(gui)作为推测的探针的愿景,而不是作为推测的对象。流行的用户界面,例如Alexa,正在改变我们交谈、叙述和想象未来世界的方式。然而,当前的会话交互在规范上可能会促进不理想的结果,提供具有性别歧视和数字殖民主义倾向的有限范围的请求-响应交互。我们的关键设计方法通过考虑未来的声音如何驻留在gui中作为启用探针来设想替代方案。我们提出了新的探索,通过批评现有规范和与想象的物种对话,说明了ui作为关键设计材料的潜力。作为微观层面的干预,我们表明,通过gui与不同未来的对话可以说服我们批判性地塑造我们对当前宏观层面关注的话语,例如可持续性。我们思考与多元化、想象未来的对话互动如何有助于人类的变化。
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引用次数: 9
Armed in ARMY: A Case Study of How BTS Fans Successfully Collaborated to #MatchAMillion for Black Lives Matter 武装在军队:防弹少年团粉丝成功合作“黑人的命也是命”的案例研究
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445353
S. Park, Nicole K. Santero, Blair Kaneshiro, Jin Ha Lee
Music fans strategically support their artists. Their collective efforts can extend to social causes as well: In 2020 for example, ARMY—the fandom of the music group BTS—successfully organized the #MatchAMillion campaign to raise over one million USD to support Black Lives Matter. To better understand factors of fandoms’ collaborative success for arguably unrelated social goals, we conducted a survey focusing on ARMYs’ perceptions of their fandom and their social effort. Most ARMYs viewed the fandom as a community, loosely structured with pillar accounts. They reported trust in each other as well as high team composition, which mediated the relationship between their neutral psychological safety and high efficacy. Respondents attributed their success in #MatchAMillion to shared values, good teamwork, and established infrastructure. Our findings elucidate contextual factors that contribute to ARMY’s collaborative success and highlight themes that may be applied to studying other fandoms and their collaborative efforts.
乐迷策略性地支持他们的艺人。他们的集体努力也可以扩展到社会事业:例如,在2020年,音乐团体bts的粉丝团army成功组织了# matchammillion活动,筹集了100多万美元来支持“黑人的命也是命”。为了更好地理解粉丝们在不相关的社交目标上取得合作成功的因素,我们进行了一项调查,重点是army对自己的粉丝圈和社交努力的看法。大多数army将粉丝圈视为一个由支柱账户组成的松散社区。他们彼此信任,团队构成高,中介了中立心理安全与高效能之间的关系。受访者将他们在“百万配对”中的成功归功于共同的价值观、良好的团队合作和成熟的基础设施。我们的研究结果阐明了影响ARMY合作成功的背景因素,并强调了可以应用于研究其他领域及其合作努力的主题。
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引用次数: 20
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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