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ToonNote: Improving Communication in Computational Notebooks Using Interactive Data Comics 图注:使用交互式数据漫画改善计算机笔记本中的通信
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445434
Daye Kang, Tony Ho, Nicolai Marquardt, Bilge Mutlu, Andrea Bianchi
Computational notebooks help data analysts analyze and visualize datasets, and share analysis procedures and outputs. However, notebooks typically combine code (e.g., Python scripts), notes, and outputs (e.g., tables, graphs). The combination of disparate materials is known to hinder the comprehension of notebooks, making it difficult for analysts to collaborate with other analysts unfamiliar with the dataset. To mitigate this problem, we introduce ToonNote, a JupyterLab extension that enables the conversion of notebooks into “data comics.” ToonNote provides a simplified view of a Jupyter notebook, highlighting the most important results while supporting interactive and free exploration of the dataset. This paper presents the results of a formative study that motivated the system, its implementation, and an evaluation with 12 users, demonstrating the effectiveness of the produced comics. We discuss how our findings inform the future design of interfaces for computational notebooks and features to support diverse collaborators.
计算笔记本帮助数据分析师分析和可视化数据集,并共享分析过程和输出。然而,笔记本通常结合了代码(例如,Python脚本)、笔记和输出(例如,表格、图形)。已知不同材料的组合会阻碍对笔记本的理解,使分析师难以与不熟悉数据集的其他分析师合作。为了缓解这个问题,我们引入ToonNote,这是一个JupyterLab扩展,可以将笔记本转换为“数据漫画”。ToonNote提供了Jupyter笔记本的简化视图,突出显示了最重要的结果,同时支持对数据集的交互式和自由探索。本文介绍了一项形成性研究的结果,该研究激励了该系统的实施,并对12名用户进行了评估,证明了所制作的漫画的有效性。我们讨论了我们的发现如何为未来的计算笔记本界面设计和支持不同合作者的功能提供信息。
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引用次数: 21
AdolescentBot: Understanding Opportunities for Chatbots in Combating Adolescent Sexual and Reproductive Health Problems in Bangladesh 青春期机器人:了解聊天机器人在解决孟加拉国青少年性健康和生殖健康问题方面的机会
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445694
R. Rahman, M. R. Rahman, Nafis Irtiza Tripto, Mohammed Eunus Ali, S. H. Apon, Rifat Shahriyar
Traditional face-to-face health consultation-based systems largely failed to attract teenagers to get reproductive and sexual health supports from doctors and practitioners in Bangladesh as ‘sex’ or ‘adolescent’ related issues are considered social taboos and are rarely discussed openly with anyone. This has damaging implications for the physiological and mental well-being of a large group of people. In this paper, we study chatbot’s effectiveness to assist adolescents in seeking reproductive and sexual health supports by analyzing the responses from 256 participants, including adolescents and medical personnel from six different regions of Bangladesh. We prototype an interactive chatbot, namely AdolescentBot, and analyzed users’ communication patterns, feelings, and contexts of use as the first point of support for getting adolescence related health advice. Our analysis finds that a chatbot can satisfy most of the users’ queries, and the majority of the queries are associated with wrong-beliefs. Finally, we discuss ethical and societal issues with chatbot usage and recommend a set of design propositions for the AdolescentBot.
传统的面对面健康咨询系统在很大程度上未能吸引青少年从孟加拉国的医生和从业人员那里获得生殖健康和性健康支持,因为“性”或“青少年”相关问题被认为是社会禁忌,很少与任何人公开讨论。这对一大群人的生理和心理健康造成了破坏性影响。在本文中,我们通过分析来自孟加拉国六个不同地区的256名参与者(包括青少年和医务人员)的反馈,研究了聊天机器人在帮助青少年寻求生殖和性健康支持方面的有效性。我们原型化了一个交互式聊天机器人,即青春期聊天机器人,并分析了用户的交流模式、感受和使用背景,作为获得青春期相关健康建议的第一个支持点。我们的分析发现,聊天机器人可以满足大多数用户的查询,并且大多数查询与错误的信念有关。最后,我们讨论了聊天机器人使用的伦理和社会问题,并为青春期机器人推荐了一套设计主张。
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引用次数: 22
TiltChair: Manipulative Posture Guidance by Actively Inclining the Seat of an Office Chair 倾斜椅子:操纵性的姿势指导,主动倾斜座位的办公椅
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445151
Kazuyuki Fujita, Aoi Suzuki, Kazuki Takashima, Kaori Ikematsu, Y. Kitamura
We propose TiltChair, an actuated office chair that physically manipulates the user’s posture by actively inclining the chair’s seat to address problems associated with prolonged sitting. The system controls the inclination angle and motion speed with the aim of achieving manipulative but unobtrusive posture guidance. To demonstrate its potential, we first built a prototype of TiltChair with a seat that could be tilted by pneumatic control. We then investigated the effects of the seat’s inclination angle and motions on task performance and overall sitting experience through two experiments. The results show that the inclination angle mainly affects the difficulty of maintaining one’s posture, while the motion speed affected the conspicuousness and subjective acceptability of the motion. However, these seating conditions did not affect objective task performance. Based on these results, we propose a design space for facilitating effective seat-inclination behavior using the three dimensions of angle, speed, and continuity. Furthermore, we discuss promising applications.
我们提出了TiltChair,这是一种驱动办公椅,通过主动倾斜椅子的座位来物理地操纵用户的姿势,以解决长时间坐着的问题。该系统控制机器人的倾角和运动速度,以实现可操控但不突兀的姿态引导。为了展示它的潜力,我们首先制作了一个带有可以通过气动控制倾斜座椅的原型。然后,我们通过两个实验研究了座椅倾角和运动对任务表现和整体坐姿体验的影响。实验结果表明,倾斜角度主要影响姿势保持的难度,运动速度主要影响动作的显著性和主观接受度。然而,这些座位条件并不影响客观任务的表现。基于这些结果,我们提出了一个利用角度、速度和连续性三个维度促进有效座椅倾斜行为的设计空间。此外,我们讨论了有前途的应用。
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引用次数: 10
Preserving Agency During Electrical Muscle Stimulation Training Speeds up Reaction Time Directly After Removing EMS 在肌肉电刺激训练中保存代理加速移除EMS后的直接反应时间
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445147
Shunichi Kasahara, Kazuma Takada, Jun Nishida, Kazuhisa Shibata, S. Shimojo, Pedro Lopes
Abstract: Force feedback devices, such as motor-based exoskeletons or wearables based on electrical muscle stimulation (EMS), have the unique potential to accelerate users’ own reaction time (RT). However, this speedup has only been explored while the device is attached to the user. In fact, very little is known regarding whether this faster reaction time still occurs after the user removes the device from their bodies–this is precisely what we investigated by means of a simple reaction time (RT) experiment, in which participants were asked to tap as soon as they saw an LED flashing. Participants experienced this in three EMS conditions: (1) fast-EMS, the electrical impulses were synced with the LED; (2) agency-EMS, the electrical impulse was delivered 40ms faster than the participant’s own RT, which prior work has shown to preserve one’s sense of agency over this movement; and, (3) late-EMS: the impulse was delivered after the participant’s own RT. Our results revealed that the participants’ RT was significantly reduced by approximately 8ms (up to 20ms) only after training with the agency-EMS condition. This finding suggests that the prioritizing agency during EMS training is key to motor-adaptation, i.e., it enables a faster motor response even after the user has removed the EMS device from their body.
力反馈设备,如基于电机的外骨骼或基于电肌肉刺激(EMS)的可穿戴设备,具有加速用户自身反应时间(RT)的独特潜力。然而,这种加速只在设备连接到用户身上时才被探索过。事实上,很少有人知道在用户将设备从身体中取出后,这种更快的反应时间是否仍然存在——这正是我们通过简单反应时间(RT)实验所调查的,在这个实验中,参与者被要求在他们看到LED闪烁时立即点击。参与者在三种EMS条件下经历了这一点:(1)快速EMS,电脉冲与LED同步;(2)代理- ems,电脉冲的传递速度比参与者自己的RT快40ms,先前的研究表明,在这个运动中保持了一个人的代理感;(3)晚ems:冲动是在参与者自己的RT之后传递的。我们的研究结果显示,参与者的RT仅在代理- ems条件下训练后显着减少了大约8ms(最多20ms)。这一发现表明,EMS训练中的优先机构是运动适应的关键,也就是说,即使在用户从身体上取下EMS设备后,它也能使运动反应更快。
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引用次数: 25
Let’s Frets! Assisting Guitar Students During Practice via Capacitive Sensing 让我们担心!透过电容感测协助吉他学生练习
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445595
Karola Marky, Andreas Weiß, A. Matviienko, Florian Brandherm, Sebastian Wolf, Martin Schmitz, Florian Krell, Florian Müller, Max Mühlhäuser, T. Kosch
Learning a musical instrument requires regular exercise. However, students are often on their own during their practice sessions due to the limited time with their teachers, which increases the likelihood of mislearning playing techniques. To address this issue, we present Let’s Frets - a modular guitar learning system that provides visual indicators and capturing of finger positions on a 3D-printed capacitive guitar fretboard. We based the design of Let’s Frets on requirements collected through in-depth interviews with professional guitarists and teachers. In a user study (N=24), we evaluated the feedback modules of Let’s Frets against fretboard charts. Our results show that visual indicators require the least time to realize new finger positions while a combination of visual indicators and position capturing yielded the highest playing accuracy. We conclude how Let’s Frets enables independent practice sessions that can be translated to other musical instruments.
学习一种乐器需要经常练习。然而,由于与老师相处的时间有限,学生在练习过程中往往是独自一人,这增加了错误学习演奏技巧的可能性。为了解决这个问题,我们提出了Let’s Frets -一个模块化的吉他学习系统,它提供了3d打印的电容式吉他指板上的视觉指示器和手指位置捕获。我们根据对专业吉他手和老师的深入访谈收集的需求来设计Let 's fret。在一项用户研究中(N=24),我们根据指板图表评估了《Let’s Frets》的反馈模块。我们的研究结果表明,视觉指示需要最少的时间来实现新的手指位置,而视觉指示和位置捕捉的组合产生了最高的演奏精度。我们总结了《Let’s Frets》如何使独立的练习可以转化为其他乐器。
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引用次数: 19
Mapping Design Spaces for Audience Participation in Game Live Streaming 为游戏直播中的用户参与映射设计空间
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445511
Alina Striner, Andrew M. Webb, Jessica Hammer, A. Cook
Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience participation. This paper introduces and validates a theme map of audience participation in game live streaming for student designers. This map is a lens that reveals relationships among themes and sub-themes of Agency, Pacing, and Community—to explore, reflect upon, describe, and make sense of emerging, complex design spaces. We are the first to articulate such a lens, and to provide a reflective tool to support future research and education. To create the map, we perform a thematic analysis of design process documents of a course on audience participation for Twitch, using this analysis to visually coordinate relationships between important themes. To help student designers analyze and reflect on existing experiences, we supplement the theme map with a set of mapping procedures. We validate the applicability of our map with a second set of student designers, who found the map useful as a comparative and reflective tool.
Twitch等直播网站为远程用户提供了参与和影响游戏玩法的新途径。虽然研究考虑了用户如何与游戏互动,但HCI缺乏明确划分用户参与的潜在设计空间。本文为学生设计师介绍并验证了游戏直播中观众参与的主题图。这张地图是一个镜头,揭示了代理、节奏和社区的主题和子主题之间的关系,以探索、反思、描述和理解新兴的、复杂的设计空间。我们是第一个阐明这样一个镜头,并提供一个反思的工具,以支持未来的研究和教育。为了创建地图,我们对Twitch的观众参与课程的设计过程文档进行了主题分析,使用这种分析来视觉协调重要主题之间的关系。为了帮助学生设计师分析和反思已有的经验,我们在主题地图的基础上补充了一套映射程序。我们用第二组学生设计师验证了我们地图的适用性,他们发现地图作为一个比较和反思的工具很有用。
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引用次数: 9
Context-Based Interface Prototyping: Understanding the Effect of Prototype Representation on User Feedback 基于上下文的界面原型:理解原型表示对用户反馈的影响
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445159
Marius Hoggenmüller, M. Tomitsch, L. Hespanhol, Tram Thi Minh Tran, Stewart Worrall, E. Nebot
The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine interfaces (eHMIs). In this paper, we present a comparative study of three prototype representations (real-world VR, computer-generated VR, real-world video) of an eHMI in a mixed-methods study with 42 participants. Quantitative results show that while the real-world VR representation results in higher sense of presence, no significant differences in user experience and trust towards the AV itself were found. However, interview data shows that participants focused on different experiential and perceptual aspects in each of the prototype representations. These differences are linked to spatial awareness and perceived realism of the AV behaviour and its context, affecting in turn how participants assess trust and the eHMI. The paper offers guidelines for prototyping and evaluating context-based interfaces through simulations.
自动驾驶汽车(AVs)等自主系统在城市中的兴起,需要新的方法来进行原型设计,并评估人们如何通过基于上下文的用户界面(如外部人机界面(eHMIs))与这些系统进行交互。在本文中,我们在42名参与者的混合方法研究中对eHMI的三种原型表示(现实世界的VR,计算机生成的VR,现实世界的视频)进行了比较研究。定量结果表明,虽然真实世界的VR呈现会产生更高的存在感,但用户体验和对AV本身的信任没有显著差异。然而,访谈数据显示,参与者在每个原型表征中关注的是不同的经验和感知方面。这些差异与AV行为的空间意识和感知现实主义及其背景有关,进而影响参与者如何评估信任和eHMI。本文通过仿真为基于上下文的接口的原型设计和评估提供了指导方针。
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引用次数: 21
Hummer: Text Entry by Gaze and Hum 悍马:文本输入凝视和嗡嗡声
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445501
Ramin Hedeshy, C. Kumar, Raphael Menges, Steffen Staab
Text entry by gaze is a useful means of hands-free interaction that is applicable in settings where dictation suffers from poor voice recognition or where spoken words and sentences jeopardize privacy or confidentiality. However, text entry by gaze still shows inferior performance and it quickly exhausts its users. We introduce text entry by gaze and hum as a novel hands-free text entry. We review related literature to converge to word-level text entry by analysis of gaze paths that are temporally constrained by humming. We develop and evaluate two design choices: “HumHum” and “Hummer.” The first method requires short hums to indicate the start and end of a word. The second method interprets one continuous humming as an indication of the start and end of a word. In an experiment with 12 participants, Hummer achieved a commendable text entry rate of 20.45 words per minute, and outperformed HumHum and the gaze-only method EyeSwipe in both quantitative and qualitative measures.
通过凝视输入文本是一种有用的免提交互方式,适用于听写语音识别能力差或口语和句子危及隐私或机密的环境。然而,通过凝视输入文本仍然表现出较差的性能,并且很快耗尽用户。我们引入了凝视和嗡嗡声作为一种新颖的免提文本输入。我们回顾了相关文献,通过分析受嗡嗡声暂时约束的凝视路径,将焦点集中到词级文本输入。我们开发并评估了两种设计选择:“HumHum”和“Hummer”。第一种方法需要短的哼哼声来表示单词的开始和结束。第二种方法将一个连续的嗡嗡声解释为一个单词的开始和结束的指示。在一项有12名参与者的实验中,Hummer达到了每分钟20.45个单词的值得称赞的文本输入率,并且在定量和定性方面都优于HumHum和只盯着眼睛的方法eyewipe。
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引用次数: 7
Taking Mental Health & Well-Being to the Streets: An Exploratory Evaluation of In-Vehicle Interventions in the Wild 将心理健康和福祉带到街头:野外车载干预的探索性评估
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3446865
Kevin Koch, Verena Tiefenbeck, Shu Liu, T. Berger, E. Fleisch, Felix Wortmann
The increasing number of mental disorders worldwide calls for novel types of prevention measures. Given the number of commuters who spend a substantial amount of time on the road, the car offers an opportune environment. This paper presents the first in-vehicle intervention study affecting mental health and well-being on public roads. We designed and implemented two in-vehicle interventions based on proven psychotherapy interventions. Whereas the first intervention uses mindfulness exercises while driving, the second intervention induces positive emotions through music. Ten ordinary and healthy commuters completed 313 of these interventions on their daily drives over two months. We collected drivers’ immediate and post-driving feedback for each intervention and conducted interviews with the drivers after the end of the study. The results show that both interventions have improved drivers’ well-being. While the participants rated the music intervention very positively, the reception of the mindfulness intervention was more ambivalent.
世界范围内日益增多的精神障碍需要新型的预防措施。考虑到通勤者在路上花费大量时间,汽车提供了一个合适的环境。本文首次提出了影响公共道路上心理健康和幸福感的车内干预研究。我们设计并实施了两种基于已证实的心理治疗干预的车内干预措施。第一种干预是在开车时进行正念练习,而第二种干预是通过音乐诱发积极情绪。10名普通和健康的通勤者在两个月的日常驾驶中完成了313项干预措施。我们收集了司机对每次干预的即时反馈和驾驶后反馈,并在研究结束后对司机进行了访谈。结果表明,这两种干预措施都改善了司机的幸福感。虽然参与者对音乐干预的评价非常积极,但对正念干预的接受则更加矛盾。
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引用次数: 7
Reading in VR: The Effect of Text Presentation Type and Location VR中的阅读:文本呈现类型和位置的影响
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445606
Rufat Rzayev, Polina Ugnivenko, Sarah Graf, V. Schwind, N. Henze
Reading is a fundamental activity to obtain information both in the real and the digital world. Virtual reality (VR) allows novel approaches for users to view, read, and interact with a text. However, for efficient reading, it is necessary to understand how a text should be displayed in VR without impairing the VR experience. Therefore, we conducted a study with 18 participants to investigate text presentation type and location in VR. We compared world-fixed, edge-fixed, and head-fixed text locations. Texts were displayed using Rapid Serial Visual Presentation (RSVP) or as a paragraph. We found that RSVP is a promising presentation type for reading short texts displayed in edge-fixed or head-fixed location in VR. The paragraph presentation type using world-fixed or edge-fixed location is promising for reading long text if movement in the virtual environment is not required. Insights from our study inform the design of reading interfaces for VR applications.
阅读是在现实世界和数字世界中获取信息的一项基本活动。虚拟现实(VR)为用户提供了查看、阅读和与文本交互的新方法。然而,为了高效阅读,有必要了解如何在不影响VR体验的情况下在VR中显示文本。因此,我们对18名参与者进行了一项研究,以调查VR中的文本呈现类型和位置。我们比较了世界固定、边缘固定和头部固定的文本位置。文本使用快速连续视觉呈现(RSVP)或作为段落显示。我们发现RSVP是一种很有前途的呈现类型,用于阅读VR中边缘固定或头部固定位置显示的短文本。如果不需要在虚拟环境中移动,使用世界固定或边缘固定位置的段落表示类型有望用于阅读长文本。我们的研究见解为VR应用程序的阅读界面设计提供了信息。
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引用次数: 18
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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