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On the Usability of HTTPS Deployment 关于HTTPS部署的可用性
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300540
Matthew Bernhard, John Sharman, C. Acemyan, P. Kortum, D. Wallach, J. A. Halderman
HTTPS and TLS are the backbone of Internet security, however setting up web servers to run these protocols is a notoriously difficult process. In this paper, we perform two live subjects usability studies on the deployment of HTTPS in a real-world setting. Study 1 is a within subjects comparison between traditional HTTPS configuration (purchasing a certificate and installing it on a server) and Let's Encrypt, which automates much of the process. Study 2 is a between subjects study looking at the same two systems, examining why users encounter usability issues. Overall we confirm past results that HTTPS is difficult to deploy, and we find some evidence that suggests Let's Encrypt is an easier, more efficient method for deploying HTTPS.
HTTPS和TLS是互联网安全的支柱,然而设置web服务器来运行这些协议是一个众所周知的困难过程。在本文中,我们对HTTPS在现实环境中的部署进行了两项实时主题可用性研究。研究1是传统HTTPS配置(购买证书并将其安装在服务器上)和Let's Encrypt之间的主题比较,Let's Encrypt使大部分过程自动化。研究2是一个研究对象之间的研究,着眼于相同的两个系统,检查用户为什么会遇到可用性问题。总的来说,我们确认了过去的结果,即HTTPS很难部署,并且我们发现一些证据表明Let's Encrypt是部署HTTPS的更简单,更有效的方法。
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引用次数: 11
Around the (Virtual) World: Infinite Walking in Virtual Reality Using Electrical Muscle Stimulation 环绕(虚拟)世界:利用电肌肉刺激在虚拟现实中无限行走
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300661
Jonas Auda, Max Pascher, Stefan Schneegass
Virtual worlds are infinite environments in which the user can move around freely. When shifting from controller-based movement to regular walking as an input, the limitation of the real world also limits the virtual world. Tackling this challenge, we propose the use of electrical muscle stimulation to limit the necessary real-world space to create an unlimited walking experience. We thereby actuate the users` legs in a way that they deviate from their straight route and thus, walk in circles in the real world while still walking straight in the virtual world. We report on a study comparing this approach to vision shift - the state of the art approach - as well as combining both approaches. The results show that particularly combining both approaches yield high potential to create an infinite walking experience.
虚拟世界是无限的环境,用户可以在其中自由移动。当从基于控制器的运动转变为常规行走作为输入时,现实世界的局限性也限制了虚拟世界。为了应对这一挑战,我们建议使用肌肉电刺激来限制必要的现实空间,以创造无限的步行体验。因此,我们以一种方式驱动用户的腿,使他们偏离直线路线,从而在现实世界中绕圈行走,而在虚拟世界中仍然直线行走。我们报告了一项研究,比较了这种方法和视觉转移-最先进的方法-以及两种方法的结合。结果表明,结合这两种方法可以创造出无限的步行体验。
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引用次数: 30
Social Media TestDrive: Real-World Social Media Education for the Next Generation 社交媒体测试驱动:面向下一代的现实世界社交媒体教育
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300533
Dominic DiFranzo, Y. Choi, Amanda Purington, Jessie G. Taft, J. Whitlock, Natalya N. Bazarova
Social media sites are where life happens for many of today's young people, so it is important to teach them to use these sites safely and effectively. Many youth receive classroom education on digital literacy topics, but have few chances to build actual skills. Social Media TestDrive, an interactive social media simulation, fills a gap in digital literacy education by combining experiential learning in a realistic and safe social media environment with educator-facilitated classroom lessons. The tool was piloted with 12 educators and over 200 students, and formative evaluation data suggest that TestDrive achieved high levels of engagement with both groups. Students reported the modules enhanced their understanding of digital citizenship issues, and educators noted that students were engaging in meaningful classroom conversations. Finally, we discuss the importance of involving multiple stakeholder groups (e.g., researchers, youth, educators, curriculum developers) in designing educational technology.
社交媒体网站是当今许多年轻人生活的场所,所以教他们安全有效地使用这些网站很重要。许多年轻人在课堂上接受有关数字素养主题的教育,但很少有机会培养实际技能。社交媒体TestDrive是一个交互式社交媒体模拟项目,通过将现实和安全的社交媒体环境中的体验式学习与教育者促进的课堂课程相结合,填补了数字扫盲教育的空白。该工具在12名教育工作者和200多名学生中进行了试验,形成性评估数据表明,TestDrive在这两个群体中都取得了很高的参与度。学生们报告说,这些模块增强了他们对数字公民问题的理解,教育工作者注意到,学生们正在参与有意义的课堂对话。最后,我们讨论了在设计教育技术时涉及多个利益相关者群体(例如,研究人员、青年、教育工作者、课程开发者)的重要性。
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引用次数: 16
An Explanation of Fitts' Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach 基于注视的选择任务中Fitts定律表现的心理物理学解释
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300765
Immo Schuetz, T. Scott Murdison, Kevin J. MacKenzie, Marina Zannoli
Eye gaze as an input method has been studied since the 1990s, to varied results: some studies found gaze to be more efficient than traditional input methods like a mouse, others far behind. Comparisons are often backed up by Fitts' Law without explicitly acknowledging the ballistic nature of saccadic eye movements. Using a vision science-inspired model, we here show that a Fitts'-like distribution of movement times can arise due to the execution of secondary saccades, especially when targets are small. Study participants selected circular targets using gaze. Seven different target sizes and two saccade distances were used. We then determined performance across target sizes for different sampling windows ("dwell times") and predicted an optimal dwell time range. Best performance was achieved for large targets reachable by a single saccade. Our findings highlight that Fitts' Law, while a suitable approximation in some cases, is an incomplete description of gaze interaction dynamics.
自20世纪90年代以来,人们就开始研究凝视作为一种输入法,并得出了不同的结果:一些研究发现凝视比鼠标等传统输入法更有效,而另一些研究则远远落后。比较常常得到菲茨定律的支持,而没有明确承认跳眼运动的弹道性质。使用视觉科学启发的模型,我们在这里表明,由于执行二次扫视,特别是当目标很小时,运动时间的菲茨分布可能会出现。研究参与者通过凝视选择圆形目标。使用了七种不同的目标大小和两种扫视距离。然后,我们确定了不同采样窗口(“停留时间”)的目标尺寸的性能,并预测了最佳停留时间范围。对于单次扫视即可到达的大型目标,可以实现最佳性能。我们的研究结果强调,菲茨定律虽然在某些情况下是一个合适的近似值,但对凝视互动动力学的描述并不完整。
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引用次数: 30
Frame Analysis of Voice Interaction Gameplay 声音交互玩法的框架分析
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300623
Fraser Allison, Joshua Newn, Wally Smith, M. Carter, M. Gibbs
Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman's frame analysis, as adapted to the study of games by Conway and Trevillian, to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.
语音控制是数字游戏中越来越普遍的功能,但语音控制的体验往往会受到尴尬和不和谐感的影响。过去的研究已经认识到了这些紧张关系,但并没有提供它们如何产生以及玩家如何应对的一般模型。在本研究中,我们使用了Erving Goffman的框架分析,并将其应用于Conway和Trevillian的游戏研究中,以理解通过语音玩游戏的社交体验。基于对24名在社交环境中玩语音控制游戏的参与者的采访,我们提出了将游戏玩法作为社交事件的框架分析模型,以及描述语音互动如何增强或破坏玩家体验的7个主题。我们的研究结果证明了框架分析在理解语音交互玩法中的社交失调方面的效用,并指出了设计师在提高语音控制游戏的用户粘性方面的实际考虑。
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引用次数: 8
Text Entry Throughput: Towards Unifying Speed and Accuracy in a Single Performance Metric 文本输入吞吐量:在单一性能指标中实现速度和准确性的统一
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300866
M. Zhang, Shumin Zhai, J. Wobbrock
Human-computer input performance inherently involves speed-accuracy tradeoffs---the faster users act, the more inaccurate those actions are. Therefore, comparing speeds and accuracies separately can result in ambiguous outcomes: Does a fast but inaccurate technique perform better or worse overall than a slow but accurate one? For pointing, speed and accuracy has been unified for over 60 years as throughput (bits/s) (Crossman 1957, Welford 1968), but to date, no similar metric has been established for text entry. In this paper, we introduce a text entry method-independent throughput metric based on Shannon information theory (1948). To explore the practical usability of the metric, we conducted an experiment in which 16 participants typed with a laptop keyboard using different cognitive sets, i.e., speed-accuracy biases. Our results show that as a performance metric, text entry throughput remains relatively stable under different speed-accuracy conditions. We also evaluated a smartphone keyboard with 12 participants, finding that throughput varied least compared to other text entry metrics. This work allows researchers to characterize text entry performance with a single unified measure of input efficiency.
人机输入性能本质上涉及速度和准确性的权衡——用户动作越快,这些动作就越不准确。因此,单独比较速度和准确性可能会导致模棱两可的结果:快速但不准确的技术总体上比缓慢但准确的技术表现得更好还是更差?对于指向,速度和准确性已经统一为吞吐量(bits/s)超过60年了(Crossman 1957, Welford 1968),但是到目前为止,还没有为文本输入建立类似的度量。在本文中,我们介绍了一个基于香农信息理论(1948)的文本输入方法无关的吞吐量度量。为了探索该指标的实际可用性,我们进行了一项实验,其中16名参与者使用笔记本电脑键盘使用不同的认知集(即速度-准确性偏差)进行打字。我们的结果表明,作为一个性能指标,文本输入吞吐量在不同的速度精度条件下保持相对稳定。我们还对12名参与者的智能手机键盘进行了评估,发现与其他文本输入指标相比,吞吐量变化最小。这项工作使研究人员能够用一个统一的输入效率度量来描述文本输入性能。
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引用次数: 17
Local Standards for Anonymization Practices in Health, Wellness, Accessibility, and Aging Research at CHI 在CHI的健康、健康、可达性和老化研究中的匿名化实践的地方标准
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300692
Jacob Abbott, H. MacLeod, Novia Nurain, Gustave Ekobe, S. Patil
When studying technologies pertaining to health, wellness, accessibility, and aging, researchers are often required to perform a balancing act between controlling and sharing sensitive data of the people in their studies and protecting the privacy of these participants. If the data can be anonymized and shared, it can boost the impact of the research by facilitating replication and extension. Despite anonymization, data reporting and sharing may lead to re-identification of participants, which can be particularly problematic when the research deals with sensitive topics, such as health. We analyzed 509 CHI papers in the domains of health, wellness, accessibility, and aging to examine data reporting and sharing practices. Our analysis revealed notable patterns and trends regarding the reporting of age, gender, participant types, sample sizes, methodology, ethical considerations, anonymization techniques, and data sharing. Based on our findings, we propose several suggestions for community standards and practices that could facilitate data reporting and sharing while limiting the privacy risks for study participants.
在研究与健康、健康、可访问性和老龄化相关的技术时,研究人员通常需要在控制和共享研究对象的敏感数据与保护这些参与者的隐私之间取得平衡。如果数据可以匿名化和共享,它可以通过促进复制和扩展来提高研究的影响。尽管匿名化,数据报告和共享可能会导致参与者的重新识别,当研究涉及敏感话题(如健康)时,这可能会特别有问题。我们分析了健康、健康、可访问性和老龄化领域的509篇CHI论文,以检查数据报告和共享实践。我们的分析揭示了关于年龄、性别、参与者类型、样本量、方法、伦理考虑、匿名化技术和数据共享的显著模式和趋势。基于我们的发现,我们提出了一些关于社区标准和实践的建议,这些标准和实践可以促进数据报告和共享,同时限制研究参与者的隐私风险。
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引用次数: 23
Can Children Understand Machine Learning Concepts?: The Effect of Uncovering Black Boxes 儿童能理解机器学习概念吗?:打开黑匣子的效果
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300645
Tom Hitron, Yoav Orlev, I. Wald, Ariel Shamir, H. Erel, Oren Zuckerman
Machine Learning services are integrated into various aspects of everyday life. Their underlying processes are typically black-boxed to increase ease-of-use. Consequently, children lack the opportunity to explore such processes and develop essential mental models. We present a gesture recognition research platform, designed to support learning from experience by uncovering Machine Learning building blocks: Data Labeling and Evaluation. Children used the platform to perform physical gestures, iterating between sampling and evaluation. Their understanding was tested in a pre/post experimental design, in three conditions: learning activity uncovering Data Labeling only, Evaluation only, or both. Our findings show that both building blocks are imperative to enhance children's understanding of basic Machine Learning concepts. Children were able to apply their new knowledge to everyday life context, including personally meaningful applications. We conclude that children's interaction with uncovered black boxes of Machine Learning contributes to a better understanding of the world around them.
机器学习服务被集成到日常生活的各个方面。它们的底层流程通常是黑盒化的,以增加易用性。因此,孩子们缺乏探索这些过程和发展基本心智模式的机会。我们提出了一个手势识别研究平台,旨在通过揭示机器学习的构建模块:数据标记和评估来支持从经验中学习。孩子们利用这个平台进行肢体动作,在采样和评估之间进行迭代。他们的理解在实验前/实验后的设计中进行了测试,在三种情况下:仅发现数据标记的学习活动,仅评估或两者兼而有之。我们的研究结果表明,这两个构建模块对于增强儿童对基本机器学习概念的理解是必不可少的。孩子们能够将他们的新知识应用到日常生活中,包括对个人有意义的应用。我们的结论是,儿童与未被发现的机器学习黑盒子的互动有助于更好地理解他们周围的世界。
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引用次数: 94
FiberWire FiberWire
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300797
Saiganesh Swaminathan, Kadri Bugra Ozutemiz, C. Majidi, S. Hudson
3D printing offers significant potential in creating highly customized interactive and functional objects. However, at present ability to manufacture functional objects is limited by available materials (e.g., various polymers) and their process properties. For instance, many functional objects need stronger materials which may be satisfied with metal printers. However, to create wholly interactive devices, we need both conductors and insulators to create wiring, and electronic components to complete circuits. Unfortunately, the single material nature of metal printing, and its inherent Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACMmust be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk © 2019 Association for Computing Machinery. ACM ISBN 978-1-4503-5970-2/19/05. . . $15.00 https://doi.org/10.1145/3290605.3300797 high temperatures, preclude this. Thus, in 3D printed devices, we have had a choice of strong materials, or embedded interactivity, but not both. In this paper, we introduce a set of techniques we call FiberWire, which leverages a new commercially available capability to 3D print carbon fiber composite objects. Our technique demonstrates a means to embed circuitry for interactive devices within objects that are light weight and mechanically strong. With FiberWire, we describe a fabrication pipeline takes advantage of laser etching and fiber printing between layers of carbon-fiber composite to form low resistance conductors, thereby enabling the fabrication of electronics directly embedded into mechanically strong objects. Utilizing the fabrication pipeline, we show a range of sensor designs, their performance characterization on these new materials and finally three fully printed example object that are both interactive and mechanically strong ś a bicycle handle bar with interactive controls, a swing and impact sensing golf club and an interactive game controller (Figure 1). CHI 2019 Paper CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK
3D打印在创建高度定制的交互式和功能性对象方面提供了巨大的潜力。然而,目前制造功能性物体的能力受到可用材料(例如各种聚合物)及其工艺特性的限制。例如,许多功能物体需要更坚固的材料,金属打印机可以满足这一要求。然而,为了创造完全互动的设备,我们需要导体和绝缘体来制造布线,需要电子元件来完成电路。不幸的是,金属印刷的单一材料性质及其固有的允许,允许将本作品的全部或部分用于个人或课堂使用的数字或硬拷贝免费授予,前提是副本不是为了盈利或商业利益而制作或分发,并且副本在第一页上带有此通知和完整的引用。本作品的版权由acm以外的人所有,必须得到尊重。允许有信用的摘要。以其他方式复制或重新发布,在服务器上发布或重新分发到列表,需要事先获得特定许可和/或付费。从permissions@acm.org请求权限。CHI 2019, 2019年5月4-9日,英国苏格兰格拉斯哥©2019计算机械协会。Acm isbn 978-1-4503-5970-2/19/05…$15.00 https://doi.org/10.1145/3290605.3300797高温,防止这种情况发生。因此,在3D打印设备中,我们可以选择坚固的材料或嵌入的交互性,但不能两者兼而有之。在本文中,我们介绍了一套我们称之为FiberWire的技术,它利用了一种新的商业可用能力来3D打印碳纤维复合材料物体。我们的技术展示了一种将交互式设备的电路嵌入重量轻、机械强度高的物体中的方法。利用FiberWire,我们描述了一种制造管道,利用碳纤维复合材料层之间的激光蚀刻和纤维打印来形成低电阻导体,从而使电子设备的制造直接嵌入到机械强度高的物体中。利用制造流水线,我们展示了一系列传感器设计,以及它们在这些新材料上的性能表征,最后展示了三个完全打印的示例对象,这些示例对象既具有交互式和机械强度,又具有交互式控制,挥杆和冲击传感高尔夫球杆和交互式游戏控制器(图1)。CHI 2019论文CHI 2019, 2019年5月4日至9日,格拉斯哥,苏格兰,英国
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引用次数: 20
Estimating Touch Force with Barometric Pressure Sensors 用气压传感器估计触摸力
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300919
Philip Quinn
Finger pressure offers a new dimension for touch interaction, where input is defined by its spatial position and orthogonal force. However, the limited availability and complexity of integrated force-sensing hardware in mobile devices is a barrier to exploring this design space. This paper presents a synthesis of two features in recent mobile devices - a barometric sensor (pressure altimeter) and ingress protection - to sense a user's touch force. When a user applies force to a device's display, it flexes inward and causes an increase in atmospheric pressure within the sealed chassis. This increase in pressure can be sensed by the device's internal barometer. However, this change is uncontrolled and requires a calibration model to map atmospheric pressure to touch force. This paper derives such a model and demonstrates its viability on four commercially-available devices (including two with dedicated force sensors). The results show this method is sensitive to forces of less than 1 N, and is comparable to dedicated force sensors.
手指压力为触摸交互提供了一个新的维度,其中输入由其空间位置和正交力定义。然而,移动设备中集成力感硬件的有限可用性和复杂性是探索这一设计空间的障碍。本文介绍了最近移动设备的两个功能的综合-气压传感器(压力高度计)和进入保护-来感知用户的触摸力。当用户对设备的显示屏施力时,显示屏会向内弯曲,导致密封机箱内的大气压增加。这种压力的增加可以通过设备内部的气压计来感知。然而,这种变化是不受控制的,需要一个校准模型来映射大气压力到触摸力。本文推导了这样一个模型,并在四个商用设备(包括两个专用力传感器)上证明了它的可行性。结果表明,该方法对小于1n的力敏感,可与专用力传感器相媲美。
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引用次数: 9
期刊
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
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