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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
Whiskers: Exploring the Use of Ultrasonic Haptic Cues on the Face 胡须:探索在面部使用超声波触觉线索
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174232
Hyunjae Gil, Hyungki Son, Jin Ryong Kim, Ian Oakley
Haptic cues are a valuable feedback mechanism for smart glasses. Prior work has shown how they can support navigation, deliver notifications and cue targets. However, a focus on actuation technologies such as mechanical tactors or fans has restricted the scope of research to a small number of cues presented at fixed locations. To move beyond this limitation, we explore perception of in-air ultrasonic haptic cues on the face. We present two studies examining the fundamental properties of localization, duration and movement perception on three facial sites suitable for use with glasses: the cheek, the center of the forehead, and above the eyebrow. The center of the forehead led to optimal performance with a localization error of 3.77mm and accurate duration (80%) and movement perception (87%). We apply these findings in a study delivering eight different ultrasonic notifications and report mean recognition rates of up to 92.4% (peak: 98.6%). We close with design recommendations for ultrasonic haptic cues on the face.
对于智能眼镜来说,触觉提示是一种有价值的反馈机制。之前的工作已经展示了它们如何支持导航、发送通知和提示目标。然而,对机械因素或风扇等驱动技术的关注将研究范围限制在固定位置呈现的少量线索上。为了超越这一限制,我们探索了对空气中面部超声波触觉线索的感知。我们提出了两项研究,检查了适合戴眼镜使用的三个面部部位的定位,持续时间和运动感知的基本特性:脸颊,前额中心和眉毛以上。前额中心的定位误差为3.77mm,准确的持续时间(80%)和运动感知(87%)表现最佳。我们将这些发现应用于一项提供八种不同超声通知的研究中,报告平均识别率高达92.4%(峰值:98.6%)。最后,我们提出了面部超声波触觉提示的设计建议。
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引用次数: 28
Frames and Slants in Titles of Visualizations on Controversial Topics 关于有争议话题的可视化标题的框架和倾斜
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174012
H. Kong, Zhicheng Liu, Karrie Karahalios
Slanted framing in news article titles induce bias and influence recall. While recent studies found that viewers focus extensively on titles when reading visualizations, the impact of titles in visualization remains underexplored. We study frames in visualization titles, and how the slanted framing of titles and the viewer's pre-existing attitude impact recall, perception of bias, and change of attitude. When asked to compose visualization titles, people used five existing news frames, an open-ended frame, and a statistics frame. We found that the slant of the title influenced the perceived main message of a visualization, with viewers deriving opposing messages from the same visualization. The results did not show any significant effect on attitude change. We highlight the danger of subtle statistics frames and viewers' unwarranted conviction of the neutrality of visualizations. Finally, we present a design implication for the generation of visualization titles and one for the viewing of titles.
新闻标题的倾斜框架引起偏见,影响回忆。虽然最近的研究发现,观众在阅读可视化时广泛关注标题,但标题在可视化中的影响仍未得到充分探讨。我们研究了可视化标题的框架,以及标题的倾斜框架和观众的预先存在的态度如何影响回忆、偏见感知和态度变化。当被要求撰写可视化标题时,人们使用了五个现有的新闻框架、一个开放式框架和一个统计框架。我们发现,标题的倾斜度影响了可视化的主要信息,观众从同一个可视化中得到相反的信息。结果显示对态度的改变没有显著的影响。我们强调了微妙的统计框架和观众对可视化中立性的毫无根据的信念的危险。最后,我们提出了可视化标题的生成和标题查看的设计含义。
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引用次数: 72
Fostering Commonfare. Infrastructuring Autonomous Social Collaboration 培育Commonfare。基础设施自治社会协作
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174026
Peter Lyle, Mariacristina Sciannamblo, Maurizio Teli
Recently, HCI scholars have started questioning the relationship between computing and political economy, with both general analyses of such relationships, and specific design cases describing design interventions. This paper contributes to this stream of reflections, and argues that IT designers and HCI scholars can critically engage with the contemporary phase of capitalism by infrastructuring the emergence of new institutional forms of autonomous social collaboration through IT projects. More specifically, we discuss strategies and tactics that are available for IT designers embracing an activist agenda while infrastructuring autonomous social collaborations. We draw on empirical data from an H2020 EU funded project -- Commonfare -- that seeks to foster the emergence of alternative forms of welfare provision rooted in social collaboration. In this context, we discuss how the necessary multiple relations that unfold in a project with such ambitions shape both the language and the technologies of the project itself.
最近,HCI学者开始质疑计算与政治经济之间的关系,既对这种关系进行了一般分析,也对设计干预进行了具体的设计案例描述。本文为这一反思流做出了贡献,并认为IT设计师和HCI学者可以通过IT项目为自主社会协作的新制度形式的出现提供基础设施,从而批判性地参与资本主义的当代阶段。更具体地说,我们讨论了IT设计师在基础架构自治社会协作时采用激进议程可用的策略和策略。我们借鉴了欧盟资助的H2020项目Commonfare的经验数据,该项目旨在促进基于社会协作的其他福利提供形式的出现。在这种背景下,我们讨论了在具有这种雄心的项目中展开的必要的多重关系如何塑造项目本身的语言和技术。
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引用次数: 26
How “Wide Walls” Can Increase Engagement: Evidence From a Natural Experiment in Scratch “宽墙”如何提高参与度:来自Scratch自然实验的证据
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173935
Sayamindu Dasgupta, Benjamin Mako Hill
A core aim for designing constructionist learning systems and toolkits is enabling "wide walls"-a metaphor used to describe supporting a diverse range of creative outcomes. Ensuring that a broad design space is afforded to learners by a toolkit is a common approach to achieving wide walls. We use econometric methods to provide an empirical test of the wide walls theory through a natural experiment in the Scratch online community. We estimate the causal effect of a policy change that gave a large number of Scratch users access to a more powerful version of Scratch data structures, effectively widening the walls for learners. We show that access to and use of these more powerful new data structures caused learners to use data structures more frequently. Our findings provide support for the theory that wide walls can increase engagement and learning.
设计建构主义学习系统和工具包的一个核心目标是实现“宽墙”——一个用来描述支持各种创造性成果的比喻。确保通过工具包为学习者提供广泛的设计空间是实现宽墙的常用方法。我们使用计量经济学方法,通过Scratch在线社区的自然实验,对宽墙理论进行了实证检验。我们估计了政策变化的因果效应,该政策变化使大量Scratch用户能够访问更强大版本的Scratch数据结构,有效地拓宽了学习者的界限。我们表明,访问和使用这些更强大的新数据结构会使学习者更频繁地使用数据结构。我们的研究结果为宽墙可以提高参与度和学习能力的理论提供了支持。
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引用次数: 18
Investigating Perceptual Congruence between Data and Display Dimensions in Sonification 研究数据和显示维度在超声处理中的感知一致性
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174185
Jamie Ferguson, S. Brewster
The relationships between sounds and their perceived meaning and connotations are complex, making auditory perception an important factor to consider when designing sonification systems. Listeners often have a mental model of how a data variable should sound during sonification and this model is not considered in most data:sound mappings. This can lead to mappings that are difficult to use and can cause confusion. To investigate this issue, we conducted a magnitude estimation experiment to map how roughness, noise and pitch relate to the perceived magnitude of stress, error and danger. These parameters were chosen due to previous findings which suggest perceptual congruency between these auditory sensations and conceptual variables. Results from this experiment show that polarity and scaling preference are dependent on the data:sound mapping. This work provides polarity and scaling values that may be directly utilised by sonification designers to improve auditory displays in areas such as accessible and mobile computing, process-monitoring and biofeedback.
声音与其感知到的意义和内涵之间的关系是复杂的,这使得听觉感知成为设计声音系统时要考虑的一个重要因素。听众通常对数据变量在发声过程中应该如何发声有一个心理模型,而这个模型在大多数数据中都没有考虑到:声音映射。这可能导致难以使用的映射,并可能导致混淆。为了研究这个问题,我们进行了一个震级估计实验,以绘制粗糙度、噪声和音调与感知到的应力、误差和危险的大小之间的关系。这些参数的选择是由于先前的研究结果表明,这些听觉感觉和概念变量之间的知觉一致性。实验结果表明,极性和尺度偏好取决于数据:声音映射。这项工作提供了极性和缩放值,可直接用于超声设计人员,以改善可访问和移动计算,过程监控和生物反馈等领域的听觉显示。
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引用次数: 15
NavigaTone: Seamlessly Embedding Navigation Cues in Mobile Music Listening NavigaTone:在移动音乐收听中无缝嵌入导航提示
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174211
Florian Heller, Johannes Schöning
As humans, we have the natural capability of localizing the origin of sounds. Spatial audio rendering leverages this skill by applying special filters to recorded audio to create the impression that a sound emanates from a certain position in the physical space. A main application for spatial audio on mobile devices is to provide non-visual navigation cues. Current systems require users to either listen to artificial beacon sounds, or the entire audio source (e.g., a song) is repositioned in space, which impacts the listening experience. We present NavigaTone, a system that takes advantage of multi-track recordings and provides directional cues by moving a single track in the auditory space. While minimizing the impact of the navigation component on the listening experience, a user study showed that participants could localize sources as good as with stereo panning while the listening experience was rated to be closer to common music listening.
作为人类,我们有定位声音来源的天然能力。空间音频渲染通过对录制的音频应用特殊的过滤器来创造声音从物理空间中的某个位置发出的印象,从而利用了这一技能。空间音频在移动设备上的一个主要应用是提供非视觉导航提示。当前的系统要求用户要么收听人工信标声音,要么将整个音频源(例如歌曲)在空间中重新定位,这会影响收听体验。我们介绍了NavigaTone,这是一个利用多轨录音的系统,通过在听觉空间中移动单个轨道来提供方向线索。在最小化导航组件对聆听体验的影响的同时,一项用户研究表明,参与者可以像使用立体声平移一样好地定位来源,而聆听体验被评为更接近普通音乐聆听。
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引用次数: 23
CatAR: A Novel Stereoscopic Augmented Reality Cataract Surgery Training System with Dexterous Instruments Tracking Technology CatAR:一种具有灵巧器械跟踪技术的新型立体增强现实白内障手术训练系统
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174039
Yu-Hsuan Huang, Hao-Yu Chang, Wan-ling Yang, Yu-Kai Chiu, Tzu-Chieh Yu, Pei-Hsuan Tsai, M. Ouhyoung
We propose CatAR, a novel stereoscopic augmented reality (AR) cataract surgery training system. It provides dexterous instrument tracking ability using a specially designed infrared optical system with 2 cameras and 1 reflective marker. The tracking accuracy on the instrument tip is 20 µm, much higher than previous simulators. Moreover, our system allows trainees to use and to see real surgical instruments while practicing. Five training modules with 31 parameters were designed and 28 participants were enrolled to conduct efficacy and validity tests. The results revealed significant differences between novice and experienced surgeons. Improvements in surgical skills after practicing with CatAR were also significant.
我们提出了一种新型的立体增强现实(AR)白内障手术训练系统CatAR。它使用一个特殊设计的红外光学系统,具有2个摄像头和1个反射标记,提供灵活的仪器跟踪能力。仪器尖端的跟踪精度为20 μ m,大大高于以往的模拟器。此外,我们的系统允许学员在练习时使用和看到真正的手术器械。设计5个训练模块,共31个参数,招募28名参与者进行有效性和效度测试。结果显示新手和经验丰富的外科医生之间存在显著差异。使用CatAR后手术技巧的提高也很显著。
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引用次数: 9
'You Can Always Do Better!": The Impact of Social Proof on Participant Response Bias “你总是可以做得更好!”:社会认同对参与者反应偏差的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174126
Aditya Vashistha, F. Okeke, Richard J. Anderson, Nicola Dell
Evaluations of technological artifacts in HCI4D contexts are known to suffer from high levels of participant response bias---where participants only provide positive feedback that they think will please the researcher. This paper describes a practical, low-cost intervention that uses the concept of social proof to influence participant response bias and successfully elicit critical feedback from study participants. We subtly exposed participants to feedback that they perceived to be provided by people 'like them', and experimentally controlled the tone and content of the feedback to provide either positive, negative, or no social proof. We then measured how participants' quantitative and qualitative evaluations of an HCI artifact changed based on the feedback to which they were exposed. We conducted two controlled experiments: an online experiment with 245 MTurk workers and a field experiment with 63 women in rural India. Our findings reveal significant differences between participants in the positive, negative, and no social proof conditions, both online and in the field. Participants in the negative condition provided lower ratings and a greater amount of critical feedback, while participants in the positive condition provided higher ratings and a greater amount of positive feedback. Taken together, our findings demonstrate that social proof is a practical and generalizable technique that could be used by HCI researchers to influence participant response bias in a wide range of contexts and domains.
在HCI4D环境中,对技术工件的评估存在高水平的参与者反应偏差——参与者只提供他们认为会取悦研究人员的积极反馈。本文描述了一种实用的、低成本的干预方法,该方法利用社会认同的概念来影响参与者的反应偏差,并成功地从研究参与者那里获得批判性反馈。我们巧妙地让参与者接触到他们认为是“喜欢他们”的人提供的反馈,并通过实验控制反馈的语气和内容,以提供积极、消极或没有社会证明。然后,我们测量了参与者对HCI工件的定量和定性评估是如何根据他们所接触到的反馈而改变的。我们进行了两个对照实验:一个是245名土耳其工人的在线实验,另一个是63名印度农村妇女的实地实验。我们的研究结果揭示了参与者在积极、消极和无社会认同条件下的显著差异,无论是在网上还是在现场。消极条件下的参与者给出了较低的评分和更多的批评反馈,而积极条件下的参与者给出了较高的评分和更多的积极反馈。综上所述,我们的研究结果表明,社会认同是一种实用且可推广的技术,可被HCI研究人员用于在广泛的背景和领域中影响参与者的反应偏见。
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引用次数: 16
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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