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Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems最新文献

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Off-Peak: An Examination of Ordinary Player Experience 非高峰:普通玩家体验的检验
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445230
April Tyack, Elisa D. Mekler
Videogames’ increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium’s cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise “ordinary player experience” – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.
电子游戏日益增长的文化相关性和对日常使用环境的渗透表明,它们不再被视为新奇事物。一般来说,CHI的游戏研究涉及两种形式的高峰体验——历史上,研究旨在支持流,或最大化乐趣和积极情绪;最近,学术研究涉及更多不同的强烈情感体验,比如情感挑战。这两种方法以不同的方式强调非凡的玩家体验。相反,随着电子游戏文化的发展,玩电子游戏和玩PX变得越来越常规——事实上,越来越普通。在本文中,我们认为HCI游戏研究在概念上不适合调查这些日益普遍且令人向往的体验。我们将“普通玩家体验”概念化,即熟悉的、情绪温和的、共同关注的、抽象的令人难忘的体验。我们将讨论在HCI游戏研究中有效使用普通PX的机会,以及PX和玩家福利的概念含义。
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引用次数: 11
Making Sense of 3D Modelling and 3D Printing Activities of Young People: A Nexus Analytic Inquiry 年轻人的3D建模和3D打印活动的意义:一个Nexus分析探究
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445139
Behnaz Norouzi, Marianne Kinnula, N. Iivari
Physical space and materials we work with, as well as people we interact with affect the design and making processes. These aspects in relation to 3D designing in alignment with 3D printing need considerable exploration within Child-Computer interaction (CCI) research community. We conducted our case study by collecting 9-full-day-observation and interview data and examining 3D modeling and 3D printing activities, as work duties of 15-17-years-old summer trainees organized at the university. We identified, inspired by nexus analysis, different discourses circulating around these activities of novice young people and how the discourses are intermingled with the space, the materials, and the task at hand in complex ways, constructing and shaping the experience of the young participants. In our research and design implications, by signifying the impact of the people, challenges, tasks, spaces and tools, we provide recommendations for maintaining children's engagement in digital fabrication, significantly 3D designing and 3D printing, activities.
我们使用的物理空间和材料,以及与我们互动的人都会影响设计和制作过程。与3D打印对齐的3D设计相关的这些方面需要在儿童计算机交互(CCI)研究界进行相当大的探索。作为学校组织的15-17岁暑期实习生的工作职责,我们通过收集9个全天的观察和访谈数据,考察3D建模和3D打印活动来进行案例研究。受联系分析的启发,我们确定了围绕这些新手年轻人活动的不同话语,以及这些话语如何以复杂的方式与空间、材料和手头的任务交织在一起,构建和塑造了年轻参与者的体验。在我们的研究和设计暗示中,通过表明人、挑战、任务、空间和工具的影响,我们为保持儿童参与数字制造,特别是3D设计和3D打印活动提供了建议。
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引用次数: 8
From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience 从FOMO到JOMO:在360°视频观看体验中检查错过和存在的恐惧和喜悦
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445183
Tanja Aitamurto, A. S. Won, Sukolsak Sakshuwong, Byungdoo Kim, Yasamin Sadeghi, Krysten Stein, Peter G. Royal, C. Kircos
Cinematic Virtual Reality (CVR), or 360° video, engages users in immersive viewing experiences. However, as users watch one part of the 360° view, they will necessarily miss out on events happening in other parts of the sphere. Consequently, fear of missing out (FOMO) is unavoidable. However, users can also experience the joy of missing out (JOMO). In a repeated measures, mixed methods design, we examined the fear and joy of missing out (FOMO and JOMO) and sense of presence in two repeat viewings of a 360° film using a head-mounted display. We found that users experienced both FOMO and JOMO. FOMO was caused by the users’ awareness of parallel events in the spherical view, but users also experienced JOMO. FOMO did not compromise viewers’ sense of presence, and FOMO also decreased in the second viewing session, while JOMO remained constant. The findings suggest that FOMO and JOMO can be two integral qualities in an immersive video viewing experience and that FOMO may not be as negative a factor as previously thought.
电影虚拟现实(CVR),或360°视频,吸引用户沉浸式观看体验。然而,当用户观看360°视图的一部分时,他们必然会错过在球体的其他部分发生的事件。因此,害怕错过(FOMO)是不可避免的。然而,用户也可以体验到错过的喜悦(JOMO)。在重复测量、混合方法设计中,我们使用头戴式显示器,在两次重复观看360°电影时,研究了错过的恐惧和喜悦(FOMO和JOMO)以及存在感。我们发现用户同时经历了FOMO和JOMO。FOMO是由用户对球形视野中平行事件的意识引起的,但用户也经历了JOMO。FOMO并没有影响观众的存在感,FOMO在第二次观看时也有所下降,而JOMO保持不变。研究结果表明,在沉浸式视频观看体验中,FOMO和JOMO可能是两个不可或缺的品质,FOMO可能并不像之前认为的那样是一个负面因素。
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引用次数: 13
U!Scientist: Designing for People-Powered Research in Museums 你!科学家:设计以人为本的博物馆研究
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445334
Mmachi G. Obiorah, J. Hammerman, Becky Rother, Will Granger, H. West, Michael S. Horn, L. Trouille
Scientists have long sought to engage public audiences in research through citizen science projects such as biological surveys or distributed data collection. Recent online platforms have expanded the scope of what people-powered research can mean. Science museums are unique cultural institutions that translate scientific discovery for public audiences, while conducting research of their own. This makes museums compelling sites for engaging audiences directly in scientific research, but there are associated challenges as well. This project engages public audiences in contributing to real research as part of their visit to a museum. We present the design and evaluation of U!Scientist, an interactive multi-person tabletop exhibit based on the online Zooniverse project, Galaxy Zoo. We installed U!Scientist in a planetarium and collected video, computer logs, naturalistic observations, and surveys with visitors. Our findings demonstrate the potential of exhibits to engage new audiences in collaborative scientific discussions as part of people-powered research.
长期以来,科学家们一直寻求通过诸如生物调查或分布式数据收集等公民科学项目让公众参与研究。最近的在线平台扩大了以人为本的研究的范围。科学博物馆是独特的文化机构,在进行自己的研究的同时,也为公众提供科学发现。这使得博物馆成为吸引观众直接参与科学研究的绝佳场所,但也存在相关的挑战。这个项目吸引公众观众参与到真正的研究中来,作为他们参观博物馆的一部分。本文介绍了U!科学家,一个交互式的多人桌面展览,基于在线动物宇宙项目,银河动物园。我们安装了U!科学家在天文馆和收集视频,电脑日志,自然观察,和游客调查。我们的研究结果表明,作为以人为本的研究的一部分,展览具有吸引新观众参与合作科学讨论的潜力。
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引用次数: 3
Priorities, Technology, & Power: Co-Designing an Inclusive Transit Agenda in Kampala, Uganda 优先事项、技术与力量:乌干达坎帕拉共同设计包容性交通议程
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445168
Lynn Kirabo, E. Carter, Devon Barry, Aaron Steinfeld
There is considerable effort within the HCI community to explore, document, and advocate for the lived experiences of persons with disabilities (PWDs). However, PWDs from the Global South, particularly Africa, are underrepresented in this scholarship. We contribute to closing this gap by investigating the unmet transit needs and characterization of technology within the disability community in Kampala, Uganda. We investigated transportation due to the increase in ride-share solutions created by widespread mobile computing and the resulting disruption of transportation worldwide. We hosted co-design sessions with disability advocates and adapted the stakeholder tokens method from the value-sensitive design framework to map the stakeholder ecosystem. Our key insight is the identification of a new group of non-traditional core stakeholders who highlight the values of inclusion, mobility, and safety within the ecosystem. Finally, we discuss how our findings engage with concepts of disability justice and perceptions of power.
HCI社区在探索、记录和倡导残疾人(PWDs)的生活经历方面付出了相当大的努力。然而,来自全球南方,特别是非洲的残疾人士在这项奖学金中的代表性不足。我们通过调查乌干达坎帕拉残疾人社区内未满足的过境需求和技术特征,为缩小这一差距做出贡献。我们调查了交通运输,因为广泛的移动计算创造了乘车共享解决方案的增加,以及由此导致的全球交通中断。我们与残疾人倡导者举办了共同设计会议,并从价值敏感的设计框架中调整了利益相关者代币方法,以映射利益相关者生态系统。我们的主要见解是识别一个新的非传统核心利益相关者群体,他们在生态系统中强调包容性、移动性和安全性的价值。最后,我们讨论了我们的研究结果如何与残疾正义的概念和权力的看法。
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引用次数: 7
Improving Viewing Experiences of First-Person Shooter Gameplays with Automatically-Generated Motion Effects 用自动生成的运动效果改善第一人称射击游戏的观看体验
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445358
Gyeore Yun, Hyoseung Lee, Sangyoon Han, Seungmoon Choi
In recent times, millions of people enjoy watching video gameplays at an eSports stadium or home. We seek a method that improves gameplay spectator or viewer experiences by presenting multisensory stimuli. Using a motion chair, we provide the motion effects automatically generated from the audiovisual stream to the viewers watching a first-person shooter (FPS) gameplay. The motion effects express the game character’s movement and gunfire action. We describe algorithms for the computation of such motion effects developed using computer vision techniques and deep learning. By a user study, we demonstrate that our method of providing motion effects significantly improves the viewing experiences of FPS gameplay. The contributions of this paper are with the motion synthesis algorithms integrated for FPS games and the empirical evidence for the benefits of experiencing multisensory gameplays.
最近,数以百万计的人喜欢在电子竞技体育场或家中观看电子游戏。我们寻求一种方法,通过呈现多感官刺激来改善游戏观众或观众的体验。使用运动椅,我们为观看第一人称射击(FPS)游戏的观众提供从视听流自动生成的运动效果。动作效果表现了游戏角色的移动和射击动作。我们描述了使用计算机视觉技术和深度学习开发的这种运动效果的计算算法。通过一项用户研究,我们证明了我们提供运动效果的方法显著改善了FPS游戏的观看体验。本文的贡献在于将运动合成算法集成到FPS游戏中,并为体验多感官游戏玩法的好处提供了经验证据。
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引用次数: 10
Haptic and Visual Comprehension of a 2D Graph Layout Through Physicalisation 通过物理化实现二维图形布局的触觉和视觉理解
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445704
Adam Drogemuller, Andrew Cunningham, James A. Walsh, James Baumeister, Ross T. Smith, B. Thomas
Data physicalisations afford people the ability to directly interact with data using their hands, potentially achieving a more comprehensive understanding of a dataset. Due to their complex nature, the representation of graphs and networks could benefit from physicalisation, bringing the dataset from the digital world into the physical one. However, no empirical work exists investigating the effects physicalisations have upon comprehension as they relate to graph representations. In this work, we present initial design considerations for graph physicalisations, as well as an empirical study investigating differences in comprehension between virtual and physical representations. We found that participants perceived themselves as being more accurate via touch and sight (visual-haptic) than the graphical-only modality, and perceived a triangle count task as less difficult in visual-haptic than in the graphical-only modality. Additionally, we found that participants significantly preferred interacting with visual-haptic over other conditions, despite no significant effect on task time or error.
数据物理化使人们能够直接用手与数据交互,从而有可能对数据集有更全面的理解。由于其复杂性,图形和网络的表示可以从物理化中受益,将数据集从数字世界带入物理世界。然而,没有实证工作存在调查物化对理解的影响,因为它们与图形表示有关。在这项工作中,我们提出了图形物理化的初步设计考虑,以及调查虚拟和物理表示之间理解差异的实证研究。我们发现,参与者认为自己通过触觉和视觉(视觉触觉)比纯图形模式更准确,并且认为三角形计数任务在视觉触觉模式下比纯图形模式下更容易。此外,我们发现,尽管对任务时间或错误没有显著影响,但参与者明显更喜欢与视觉-触觉互动。
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引用次数: 9
What Makes a “Bad” Ad? User Perceptions of Problematic Online Advertising 什么是“坏”广告?用户对有问题的在线广告的看法
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445459
Eric Zeng, Paul G. Allen, Tadayoshi Kohno, Franziska Roesner
Online display advertising on websites is widely disliked by users, with many turning to ad blockers to avoid “bad” ads. Recent evidence suggests that today’s ads contain potentially problematic content, in addition to well-studied concerns about the privacy and intrusiveness of ads. However, we lack knowledge of which types of ad content users consider problematic and detrimental to their browsing experience. Our work bridges this gap: first, we create a taxonomy of 15 positive and negative user reactions to online advertising from a survey of 60 participants. Second, we characterize classes of online ad content that users dislike or find problematic, using a dataset of 500 ads crawled from popular websites, labeled by 1000 participants using our taxonomy. Among our findings, we report that users consider a substantial amount of ads on the web today to be clickbait, untrustworthy, or distasteful, including ads for software downloads, listicles, and health & supplements.
用户普遍不喜欢网站上的在线展示广告,许多人转而使用广告拦截器来避免“坏”广告。最近的证据表明,除了对广告的隐私和侵入性的充分研究之外,今天的广告包含潜在的问题内容。然而,我们不知道用户认为哪些类型的广告内容有问题,对他们的浏览体验有害。我们的工作弥补了这一差距:首先,我们从60名参与者的调查中创建了15个积极和消极的用户对在线广告的反应分类。其次,我们对用户不喜欢或发现有问题的在线广告内容进行分类,使用从流行网站抓取的500个广告数据集,由1000名参与者使用我们的分类法进行标记。在我们的调查结果中,我们报告说,用户认为今天网络上的大量广告是点击党,不值得信任或令人反感的,包括软件下载广告,列表和健康&补充剂。
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引用次数: 22
Super-Resolution Capacitive Touchscreens 超分辨率电容触摸屏
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445703
Sven Mayer, Xiangyu Xu, Chris Harrison
Capacitive touchscreens are near-ubiquitous in today’s touch-driven devices, such as smartphones and tablets. By using rows and columns of electrodes, specialized touch controllers are able to capture a 2D image of capacitance at the surface of a screen. For over a decade, capacitive “pixels” have been around 4 millimeters in size – a surprisingly low resolution that precludes a wide range of interesting applications. In this paper, we show how super-resolution techniques, long used in fields such as biology and astronomy, can be applied to capacitive touchscreen data. By integrating data from many frames, our software-only process is able to resolve geometric details finer than the original sensor resolution. This opens the door to passive tangibles with higher-density fiducials and also recognition of every-day metal objects, such as keys and coins. We built several applications to illustrate the potential of our approach and report the findings of a multipart evaluation.
电容式触摸屏在如今的触控设备中几乎无处不在,比如智能手机和平板电脑。通过使用电极的行和列,专门的触摸控制器能够捕获屏幕表面电容的二维图像。十多年来,电容“像素”的尺寸一直在4毫米左右,这是一个令人惊讶的低分辨率,阻碍了广泛的有趣应用。在本文中,我们展示了如何将长期用于生物学和天文学等领域的超分辨率技术应用于电容触摸屏数据。通过整合来自许多帧的数据,我们的纯软件处理能够比原始传感器分辨率更精细地解决几何细节。这为具有高密度基准的被动有形物体打开了大门,也为日常金属物体(如钥匙和硬币)的识别打开了大门。我们构建了几个应用程序来说明我们的方法的潜力,并报告了多部分评估的结果。
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引用次数: 9
What Matters in Professional Drone Pilots’ Practice? An Interview Study to Understand the Complexity of Their Work and Inform Human-Drone Interaction Research 专业无人机飞行员的实践重点是什么?一项访谈研究,以了解他们工作的复杂性,并为人-无人机交互研究提供信息
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445737
S. Ljungblad, Yemao Man, Mehmet Aydın Baytaş, M. Gamboa, M. Obaid, M. Fjeld
Human-drone interaction is a growing topic of interest within HCI research. Researchers propose many innovative concepts for drone applications, but much of this research does not incorporate knowledge on existing applications already adopted by professionals. This limits the validity of said research. To address this limitation, we present our findings from an in-depth interview study with 10 professional drone pilots. Our participants were armed with significant experience and qualifications – pertinent to both drone operations and a set of applications covering diverse industries. Our findings have resulted in design recommendations that should inform both ends and means of human-drone interaction research. These include, but are not limited to: safety-related protocols, insights from domain-specific use cases, and relevant practices outside of hands-on flight.
人机交互是人机交互研究中一个越来越受关注的话题。研究人员提出了许多无人机应用的创新概念,但这些研究中的大部分都没有纳入专业人员已经采用的现有应用的知识。这限制了上述研究的有效性。为了解决这一限制,我们提出了对10名专业无人机飞行员进行深入访谈研究的结果。我们的参与者都具有丰富的经验和资格-与无人机操作和涵盖不同行业的一系列应用相关。我们的研究结果产生了设计建议,应该为人类无人机交互研究的目的和手段提供信息。这些包括,但不限于:与安全相关的协议,来自领域特定用例的见解,以及实际操作之外的相关实践。
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引用次数: 19
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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