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Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems最新文献

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Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives 理解用户在混合现实和虚拟现实之间传递信息的能力:跨模态和视角的位置估计
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173937
J. Roo, J. Basset, Pierre-Antoine Cinquin, M. Hachet
Mixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints.
混合现实系统结合了物理世界和数字世界,在未来的HCI中具有巨大的潜力。通过结合互补技术来设计支持灵活程度虚拟的系统是可能的。为了使这样的系统成功,用户必须能够从异构表示中创建统一的心智模型。本文采用空间增强现实(SAR)和沉浸式虚拟现实(VR)显示技术,结合自我中心和外中心两种视角,对用户在异构系统上的准确性进行了研究。结果显示了跨条件和视点的鲁棒估计能力。
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引用次数: 11
Knowing You, Seeing Me: Investigating User Preferences in Drone-Human Acknowledgement 了解你,看到我:调查无人机-人类识别中的用户偏好
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173939
Walther Jensen, Simon Hansen, H. Knoche
In the past, human proxemics research has poorly predicted human robot interaction distances. This paper presents three studies on drone gestures to acknowledge human presence and clarify suitable acknowledging distances. We evaluated four drone gestures based on non-verbal human greetings. The gestures included orienting towards the counterpart and salutation gestures. We tested these individually and in combination to create a feeling of acknowledgement in people. Our users preferred being acknowledged from two meters away but gestures were also effective from four meters. Rotating the drone towards the user elicited a higher degree of acknowledgement than without. We conclude with a set design guidelines for drone gestures.
在过去,人类接近学的研究很少预测人机交互距离。本文介绍了三种无人机手势识别人类存在和确定合适识别距离的研究。我们评估了四种基于非语言人类问候的无人机手势。这些手势包括指向对方和致敬手势。我们分别对这些因素进行了测试,并将其组合起来,以在人们中创造一种认可的感觉。我们的用户更喜欢在两米远的地方得到认可,但手势在四米远的地方也很有效。将无人机朝用户方向旋转比不旋转更能获得用户的认可。我们总结了一套无人机手势的设计准则。
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引用次数: 32
Toward Health Information Technology that Supports Overweight/Obese Women in Addressing Emotion- and Stress-Related Eating 支持超重/肥胖妇女处理与情绪和压力有关的饮食的健康信息技术
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173895
A. Barbarin, Laura R. Saslow, M. Ackerman, T. Veinot
Emotion- and stressed-related eating (ESRE) is associated with weight management difficulties and is more likely to affect women than men. Additionally, health information technology (HIT) for weight management tends to be less effective for women than it is for men, and less effective for people who engage in ESRE. Therefore, this study explores how HIT can support overweight/obese women curb ESRE behavior. Study participants, all adult overweight/obese women (BMI ' 25), logged dietary intake for 10 days with the Lose It! smartphone app as an elicitation exercise. Cross sectional, semi-structured interviews (N = 22) were then conducted to explore technology support needs concerning ESRE behavior. Findings revealed participants had the following needs: holistic health goal development, building motivation to achieve goals, and assistance with handling stress. Resulting HIT guidelines include supporting holistic health goals, developing and sustaining motivation, exchange of emotional support, understanding of behavior, and change in ESRE mindset.
情绪和压力相关饮食(ESRE)与体重管理困难有关,女性比男性更容易受到影响。此外,健康信息技术(HIT)在体重管理方面对女性的效果往往不如男性,对从事ESRE的人的效果也不如男性。因此,本研究探讨HIT如何支持超重/肥胖女性抑制ESRE行为。研究参与者,所有超重/肥胖的成年女性(BMI ' 25),用Lose It!智能手机应用程序作为启发练习。然后进行横断面、半结构化访谈(N = 22),探讨与ESRE行为有关的技术支持需求。调查结果显示,参与者有以下需求:整体健康目标发展,建立实现目标的动力,以及帮助处理压力。由此产生的HIT指南包括支持整体健康目标、发展和维持动机、交流情感支持、理解行为以及改变ESRE心态。
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引用次数: 17
Passenger Trip Planning using Ride-Sharing Services 利用拼车服务规划乘客行程
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174054
M. K. Svangren, M. Skov, J. Kjeldskov
Ride-sharing can potentially address transportation challenges such as traffic congestion and air pollution by letting drivers share their cars unused capacity with a number of passengers. However, even though multiple ride-sharing services exist and HCI research has investigated various aspects of their use, we still have limited knowledge on how passengers use ride-sharing services to plan their trips. In this paper, we study how passengers use existing services to support the activity of planning a trip. We report from a qualitative study where we participated in 5 rides and conducted interviews with 19 passengers about their use and opinions towards ride-sharing services. We found that planning a ride involves comparing individual preferences across a number of services which enabled participants to support finding a trip and handle challenges such as privacy and trust. Further, we discuss these findings and their implications for future HCI research in ride-sharing.
拼车可以让司机与许多乘客分享他们汽车的未使用容量,从而潜在地解决交通拥堵和空气污染等交通挑战。然而,尽管存在多种拼车服务,HCI研究也调查了它们使用的各个方面,但我们对乘客如何使用拼车服务来计划行程的了解仍然有限。在本文中,我们研究乘客如何使用现有服务来支持计划旅行的活动。我们从一项定性研究中报告,我们参与了5次乘车,并对19名乘客进行了采访,了解他们对拼车服务的使用和意见。我们发现,计划出行需要比较多个服务的个人偏好,这些服务使参与者能够支持寻找行程,并处理隐私和信任等挑战。此外,我们还讨论了这些发现及其对未来拼车领域HCI研究的启示。
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引用次数: 12
Tangible Landscape: A Hands-on Method for Teaching Terrain Analysis 有形景观:地形分析教学的实践方法
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173954
Garrett C. Millar, Payam Tabrizian, A. Petrasova, V. Petras, B. Harmon, H. Mitásová, R. Meentemeyer
This paper presents novel and effective methods for teaching about topography--or shape of terrain--and assessing 3-dimensional spatial learning using tangibles. We used Tangible Landscape--a tangible interface for geospatial modeling--to teach multiple hands-on tangible lessons on the concepts of grading (i.e., earthwork), geomorphology, and hydrology. We examined students' ratings of the system's usability and user experience and tested students' acquisition and transfer of knowledge. Our results suggest the physicality of the objects enabled the participants to effectively interact with the system and each other, positively impacting ratings of usability and task-specific knowledge building. These findings can potentially advance the design and implementation of tangible teaching methods for the topics of geography, design, architecture, and engineering.
本文提出了一种新颖而有效的方法来教授地形或地形形状,并使用有形的东西来评估三维空间学习。我们使用有形景观-地理空间建模的有形界面-来教授有关分级(即土方工程),地貌学和水文学概念的多个实践有形课程。我们检查了学生对系统可用性和用户体验的评分,并测试了学生对知识的获取和转移。我们的研究结果表明,物体的物质性使参与者能够有效地与系统和彼此互动,积极影响可用性评级和特定任务的知识构建。这些发现可以潜在地推进地理、设计、建筑和工程主题的有形教学方法的设计和实施。
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引用次数: 13
“That Really Pushes My Buttons”: Designing Bullying and Harassment Training for the Workplace “这真的让我很恼火”:为工作场所设计欺凌和骚扰培训
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173809
Rosanna Bellini, P. Olivier, R. Comber
Workplace bullying and harassment have been identified as two of the most concerning silent and unseen occupational hazards of the 21st century. The design of bespoke training addressing domain-specific job roles and relations presents a particular challenge. Using the concept of data-in-place where data is understood as being bound and produced by a particular place, this paper describes how locally-situated accounts can be used to engage employees in workplace-specific training seminars. Using higher education as a case study, we describe a four-stage design process for future training efforts: (1) in-depth interviews for further understanding of bullying and harassment; (2) design of digital probes for capturing contextual data; (3) probe deployment and subsequent data analysis; (4) data-driven discussion-based seminars. We outline the potential for digital probes in promoting the denormalization of toxic workplace cultures, considerations for novel sensitive data governance models, and the discussion of data-in-place's temporal dimension.
工作场所欺凌和骚扰已被确定为21世纪最令人担忧的两种无声和看不见的职业危害。针对特定领域的工作角色和关系的定制培训的设计提出了一个特殊的挑战。使用就地数据的概念(数据被理解为由特定地点绑定和产生),本文描述了如何使用本地帐户来吸引员工参加特定于工作场所的培训研讨会。以高等教育为例,我们描述了未来培训工作的四阶段设计过程:(1)深入访谈,以进一步了解欺凌和骚扰;(2)设计用于捕获上下文数据的数字探针;(3)探针部署及后续数据分析;(4)数据驱动的讨论型研讨会。我们概述了数字探针在促进有毒工作场所文化的非规范化方面的潜力,对新型敏感数据治理模型的考虑,以及对就地数据时间维度的讨论。
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引用次数: 9
Speak Up: A Multi-Year Deployment of Games to Motivate Speech Therapy in India 畅所欲言:多年来游戏在印度的应用促进了语言治疗
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173892
Amal Nanavati, M. Bernardine Dias, Aaron Steinfeld
The ability to communicate is crucial to leading an independent life. Unfortunately, individuals from developing communities who are deaf and hard of hearing tend to encounter difficulty communicating, due to a lack of educational resources. We present findings from a two-year deployment of Speak Up, a suite of voice-powered games to motivate speech therapy, at a school for the deaf in India. Using ethnographic methods, we investigated the interplay between Speak Up and local educational practices. We found that teachers' speech therapy goals had evolved to differ from those encoded in the games, that the games influenced classroom dynamics, and that teachers had improved their computer literacy and developed creative uses for the games. We used these insights to further enhance Speak Up by creating an explicit teacher role in the games, making changes that encouraged teachers to build their computer literacy, and adding an embodied agent.
沟通能力对独立生活至关重要。不幸的是,由于缺乏教育资源,来自发展中社区的聋哑人和听力障碍者往往会遇到沟通困难。我们在印度的一所聋哑学校展示了一套名为Speak Up的语音游戏,这是一套用于促进语言治疗的语音游戏。运用民族志方法,我们调查了Speak Up和当地教育实践之间的相互作用。我们发现,教师的语言治疗目标已经与游戏中编码的目标有所不同,游戏影响了课堂动态,教师提高了他们的计算机素养,并开发了游戏的创造性用途。我们利用这些见解进一步强化了《Speak Up》,在游戏中创造了一个明确的教师角色,做出了鼓励教师培养计算机素养的改变,并添加了一个实体代理。
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引用次数: 9
Selection-based Text Entry in Virtual Reality 虚拟现实中基于选择的文本输入
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174221
M. Speicher, A. Feit, Pascal Ziegler, A. Krüger
In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. While the technology for input as well as output devices is market ready, only a few solutions for text input exist, and empirical knowledge about performance and user preferences is lacking. In this paper, we study text entry in VR by selecting characters on a virtual keyboard. We discuss the design space for assessing selection-based text entry in VR. Then, we implement six methods that span different parts of the design space and evaluate their performance and user preferences. Our results show that pointing using tracked hand-held controllers outperforms all other methods. Other methods such as head pointing can be viable alternatives depending on available resources. We summarize our findings by formulating guidelines for choosing optimal virtual keyboard text entry methods in VR.
近年来,虚拟现实(VR)和3D用户界面(3DUI)的受欢迎程度急剧上升,尤其是在面向消费者的硬件和软件方面。虽然用于输入和输出设备的技术已经为市场做好了准备,但只有少数文本输入解决方案存在,而且缺乏关于性能和用户偏好的经验知识。在本文中,我们通过在虚拟键盘上选择字符来研究VR中的文本输入。我们讨论了评估VR中基于选择的文本输入的设计空间。然后,我们实现了跨越设计空间不同部分的六种方法,并评估了它们的性能和用户偏好。我们的结果表明,使用跟踪手持控制器的指向优于所有其他方法。根据可用资源,其他方法(如头部指向)也是可行的替代方案。我们总结了我们的发现,并制定了在VR中选择最佳虚拟键盘文本输入方法的指导方针。
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引用次数: 115
Investigating How Smartphone Movement is Affected by Body Posture 研究智能手机的移动如何受到身体姿势的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173776
R. Eardley, A. Roudaut, S. Gill, Stephen J. Thompson
We present an investigation into how hand usage is affected by different body postures (Sitting at a table, Lying down and Standing) when interacting with smartphones. We theorize a list of factors (smartphone support, body support and muscle usage) and explore their influence the tilt and rotation of the smartphone. From this we draw a list of hypotheses that we investigate in a quantitative study. We varied the body postures and grips (Symmetric bimanual, Asymmetric bimanual finger, Asymmetric bimanual thumb and Single-handed) studying the effects through a dual pointing task. Our results showed that the body posture Lying down had the most movement, followed by Sitting at a table and finally Standing. We additionally generate reports of motions performed using different grips. Our work extends previous research conducted with multiple grips in a sitting position by including other body postures, it is anticipated that UI designers will use our results to inform the development of mobile user interfaces.
我们提出了一项调查,研究在与智能手机互动时,不同的身体姿势(坐着、躺着和站着)如何影响手的使用。我们理论化了一系列因素(智能手机支撑、身体支撑和肌肉使用),并探讨了它们对智能手机倾斜和旋转的影响。由此我们得出了一系列我们在定量研究中调查的假设。我们通过双指任务研究了不同身体姿势和握持方式(对称双手、不对称双手手指、不对称双手拇指和单手)的影响。我们的研究结果显示,躺着的身体姿势运动最多,其次是坐在桌子旁,最后是站着。我们还生成使用不同握把执行的动作报告。我们的工作扩展了先前的研究,通过包括其他身体姿势,在坐姿中进行多种握持,预计UI设计师将使用我们的结果来通知移动用户界面的开发。
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引用次数: 28
Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends 在线游戏中的连胜:玩家如何看待《英雄联盟》中的输赢连胜
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174152
Yubo Kou, Yao Li, Xinning Gui, Eli Suzuki-Gill
Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied in present online game research. How do players perceive streakiness? How does it impact player experience (PX)? How should streakiness be taken into consideration for the design of PX? In this paper, we address these questions through a qualitative study of player discussions about streakiness in League of Legends. We found that players developed various ways to describe a streak. Both winning and losing streaks negatively impacted PX. Players devised numerous strategies to manage streakiness, among which disengagement was a primary means. We analyze streakiness as a social construct through which players coped with complex game systems. We discuss design implications for managing streakiness in online games.
条纹是指观察到的特定图案连续出现的趋势。在电子游戏中,玩家在短时间内不断获胜或失败,这通常是不可避免的。然而,在目前的网络游戏研究中,这一现象仍未得到充分的研究。玩家如何看待条纹?它如何影响玩家体验(PX)?PX的设计应该如何考虑条纹?在本文中,我们通过对《英雄联盟》中玩家关于条纹性的讨论进行定性研究来解决这些问题。我们发现球员们想出了各种方法来描述连胜。连胜和输球都对PX产生了负面影响。玩家设计了许多策略来控制裸奔,其中脱离是主要手段。我们将条纹性分析为玩家应对复杂游戏系统的一种社会结构。我们将讨论在线游戏中管理条纹的设计含义。
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引用次数: 20
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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