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

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“I Hear You”: Understanding Awareness Information Exchange in an Audio-only Workspace “我听到你了”:理解纯音频工作空间中的感知信息交换
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174120
Oussama Metatla, N. Bryan-Kinns, T. Stockman
Graphical displays are a typical means for conveying awareness information in groupware systems to help users track joint activities, but are not ideal when vision is constrained. Understanding how people maintain awareness through non-visual means is crucial for designing effective alternatives for supporting awareness in such situations. We present a lab study simulating an extreme scenario where 32 pairs of participants use an audio-only tool to edit shared audio menus. Our aim is to characterise collaboration in this audio-only space in order to identify whether and how, by itself, audio can mediate collaboration. Our findings show that the means for audio delivery and choice of working styles in this space influence types and patterns of awareness information exchange. We thus highlight the need to accommodate different working styles when designing audio support for awareness, and extend previous research by identifying types of awareness information to convey in response to group work dynamics.
图形显示是在群件系统中传递感知信息以帮助用户跟踪联合活动的一种典型手段,但在视觉受限时并不理想。了解人们如何通过非视觉手段保持意识,对于设计在这种情况下支持意识的有效替代方案至关重要。我们提出了一项实验室研究,模拟了一个极端的场景,其中32对参与者使用音频工具来编辑共享音频菜单。我们的目标是在这个纯音频空间中描述协作的特征,以便确定音频本身是否以及如何能够调解协作。我们的研究结果表明,在这个空间中,音频传递的方式和工作方式的选择会影响意识信息交换的类型和模式。因此,我们强调在设计意识的音频支持时需要适应不同的工作风格,并通过识别响应团队工作动态而传达的意识信息类型来扩展先前的研究。
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引用次数: 10
Effects of Viewing Multiple Viewpoint Videos on Metacognition of Collaborative Experiences 观看多视点视频对协同体验元认知的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174222
Y. Sumi, M. Suwa, Koichi Hanaue
This paper discusses the effects of multiple viewpoint videos for metacognition of experiences. We present a system for recording multiple users' collaborative experiences by wearable and environmental sensors, and another system for viewing multiple viewpoint videos automatically identified and extracted to associate to individual users. We designed an experiment to compare the metacognition of one's own experience between those based on memory and those supported by video viewing. The experimental results show that metacognitive descriptions related to one's own mind, such as feelings and preferences, are possible regardless whether a person is viewing videos, but such episodic descriptions as the content of someone's utterance and what s/he felt associated with it are strongly promoted by video viewing. We conducted another experiment where the same participants did identical metacognitive description tasks about half a year after the previous experiment. Through the experiments, we found the first-person view video is mostly used for confirming the episodic facts immediately after the experience, whereas after half a year, even one's own experience is often felt like the experiences of others therefore the videos capturing themselves from the conversation partners and environment become important for thinking back to the situations where they were placed.
本文探讨了多视点视频对体验元认知的影响。我们提出了一个通过可穿戴和环境传感器记录多个用户协作体验的系统,以及另一个用于观看自动识别和提取的多个视点视频以关联到单个用户的系统。我们设计了一个实验来比较基于记忆和视频观看支持的人对自己经历的元认知。实验结果表明,与一个人是否观看视频有关的元认知描述,如感觉和偏好,都是可能的,但像某人的话语内容和与其相关的感觉这样的情景描述,则被视频观看强烈地促进了。我们进行了另一个实验,在前一个实验的半年后,同样的参与者做了相同的元认知描述任务。通过实验,我们发现第一人称视角视频主要用于在经历后立即确认情景事实,而半年后,即使是自己的经历也经常感觉像别人的经历,因此从对话伙伴和环境中捕捉自己的视频对于回想他们所处的情境变得重要。
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引用次数: 2
Mental Health Support and its Relationship to Linguistic Accommodation in Online Communities 网络社区心理健康支持及其与语言适应的关系
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174215
Eva Sharma, M. Choudhury
Many online communities cater to the critical and unmet needs of individuals challenged with mental illnesses. Generally, communities engender characteristic linguistic practices, known as norms. Conformance to these norms, or linguistic accommodation, encourages social approval and acceptance. This paper investigates whether linguistic accommodation impacts a specific social feedback: the support received by an individual in an online mental health community. We first quantitatively derive two measures for each post in these communities: 1) the linguistic accommodation it exhibits, and 2) the level of support it receives. Thereafter, we build a statistical framework to examine the relationship between these measures. Although the extent to which accommodation is associated with support varies, we find a positive link between the two, consistent across 55 Reddit communities serving various psychological needs. We discuss how our work surfaces a tension in the functioning of these sensitive communities, and present design implications for improving their support provisioning mechanisms.
许多在线社区迎合了精神疾病患者的关键和未被满足的需求。一般来说,社区产生特有的语言实践,称为规范。符合这些规范,或语言上的适应,鼓励社会的认可和接受。本文研究了语言适应是否会影响一种特定的社会反馈:个人在网络心理健康社区中获得的支持。我们首先定量地得出这些社区中每个职位的两个衡量标准:1)它所展示的语言适应性,以及2)它所获得的支持水平。然后,我们建立了一个统计框架来检验这些度量之间的关系。尽管住宿与支持的关联程度各不相同,但我们发现两者之间存在正相关,在55个服务于各种心理需求的Reddit社区中是一致的。我们讨论了我们的工作如何在这些敏感社区的运作中表现出紧张,并提出了改进其支持供应机制的设计含义。
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引用次数: 102
A Large-Scale Study of iPhone App Launch Behaviour iPhone应用发布行为的大规模研究
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173918
A. Morrison, Xiaoyu Xiong, Matthew Higgs, Marek Bell, M. Chalmers
There have been many large-scale investigations of users' mobile app launch behaviour, but all have been conducted on Android, even though recent reports suggest iPhones account for a third of all smartphones in use. We report on the first large-scale analysis of app usage patterns on iPhones. We conduct a reproduction study with a cohort of over 10,000 jailbroken iPhone users, reproducing several studies previously conducted on Android devices. We find some differences, but also significant similarities: e.g. communications apps are the most used on both platforms; similar patterns are apparent of few apps being very popular but there existing a 'long tail' of many apps used by the population; users show similar patterns of 'micro-usage'; almost identical proportions of people use a unique combination of apps. Such similarities add confidence but also specificity about claims of consistency across smartphones. As well as presenting our findings, we discuss issues involved in reproducing studies across platforms.
关于用户的手机应用启动行为已经进行了许多大规模调查,但所有调查都是在Android上进行的,尽管最近的报告显示,iphone占所有智能手机用户的三分之一。我们报告了iphone应用使用模式的首次大规模分析。我们对超过1万名越狱iPhone用户进行了一项复制研究,复制了之前在Android设备上进行的几项研究。我们发现了一些差异,但也有显著的相似之处:例如,通信应用程序在两个平台上使用最多;类似的模式也很明显,即少数应用非常受欢迎,但存在许多应用的“长尾”;用户表现出类似的“微使用”模式;几乎相同比例的人使用独特的应用组合。这种相似性增加了人们对智能手机一致性的信心,但也增加了其特殊性。除了展示我们的研究结果,我们还讨论了跨平台复制研究所涉及的问题。
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引用次数: 20
Live Sketch: Video-driven Dynamic Deformation of Static Drawings 现场素描:视频驱动的静态图纸动态变形
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174236
Qingkun Su, Xue Bai, Hongbo Fu, Chiew-Lan Tai, Jue Wang
Creating sketch animations using traditional tools requires special artistic skills, and is tedious even for trained professionals. To lower the barrier for creating sketch animations, we propose a new system, emphLive Sketch, which allows novice users to interactively bring static drawings to life by applying deformation-based animation effects that are extracted from video examples. Dynamic deformation is first extracted as a sparse set of moving control points from videos and then transferred to a static drawing. Our system addresses a few major technical challenges, such as motion extraction from video, video-to-sketch alignment, and many-to-one motion-driven sketch animation. While each of the sub-problems could be difficult to solve fully automatically, we present reliable solutions by combining new computational algorithms with intuitive user interactions. Our pilot study shows that our system allows both users with or without animation skills to easily add dynamic deformation to static drawings.
使用传统工具创建草图动画需要特殊的艺术技能,即使对于训练有素的专业人员也是乏味的。为了降低创建草图动画的障碍,我们提出了一个新的系统,即emplive sketch,它允许新手用户通过应用从视频示例中提取的基于变形的动画效果,交互式地将静态绘图带入生活。动态变形首先作为一组稀疏的移动控制点从视频中提取,然后转移到静态绘图中。我们的系统解决了一些主要的技术挑战,例如从视频中提取运动,视频到草图对齐,以及多对一运动驱动的草图动画。虽然每个子问题都很难完全自动解决,但我们通过将新的计算算法与直观的用户交互相结合,提出了可靠的解决方案。我们的试点研究表明,我们的系统允许用户有或没有动画技能,轻松地添加动态变形到静态绘图。
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引用次数: 22
Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware 使用最先进的硬件在虚拟现实中传达动觉反馈的感知
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174034
Michael Rietzler, Florian Geiselhart, Julian Frommel, E. Rukzio
Including haptic feedback in current consumer VR applications is frequently challenging, since technical possibilities to create haptic feedback in consumer-grade VR are limited. While most systems include and make use of the possibility to create tactile feedback through vibration, kinesthetic feedback systems almost exclusively rely on external mechanical hardware to induce actual sensations so far. In this paper, we describe an approach to create a feeling of such sensations by using unmodified off-the-shelf hardware and a software solution for a multi-modal pseudo-haptics approach. We first explore this design space by applying user-elicited methods, and afterwards evaluate our refined solution in a user study. The results show that it is indeed possible to communicate kinesthetic feedback by visual and tactile cues only and even induce its perception. While visual clipping was generally unappreciated, our approach led to significant increases of enjoyment and presence.
在当前的消费级VR应用中包含触觉反馈通常具有挑战性,因为在消费级VR中创建触觉反馈的技术可能性有限。虽然大多数系统包括并利用了通过振动产生触觉反馈的可能性,但到目前为止,动觉反馈系统几乎完全依赖外部机械硬件来诱导实际感觉。在本文中,我们描述了一种通过使用未经修改的现成硬件和多模态伪触觉方法的软件解决方案来创建这种感觉的方法。我们首先通过应用用户引出的方法来探索这个设计空间,然后在用户研究中评估我们的改进解决方案。结果表明,仅通过视觉和触觉线索传达动觉反馈,甚至诱导其感知,确实是可能的。虽然视觉剪辑通常不受欢迎,但我们的方法显著增加了乐趣和存在感。
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引用次数: 42
Imaginary Design Workbooks: Constructive Criticism and Practical Provocation 想象的设计手册:建设性的批评和实际的挑衅
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173807
M. Blythe, Enrique Encinas, Jofish Kaye, M. Avery, R. McCabe, Kristina Andersen
his paper reports on design strategies for critical and experimental work that remains constructive. We report findings from a design workshop that explored the "home hub" space through "imaginary design workbooks". These feature ambiguous images and annotations written in an invented language to suggest a design space without specifying any particular idea. Many of the concepts and narratives which emerged from the workshop focused on extreme situations: some thoughtful, some dystopian, some even mythic. One of the workshop ideas was then developed with a senior social worker who works with young offenders. A "digital social worker" concept was developed and critiqued simultaneously. We draw on Foucault's history of surveillance to "defamiliarise" both the home hub technology and the current youth justice system. We argue that the dichotomy between "constructive" and "critical" design is false because design is never neutral.
他的论文报告了批判性和实验性工作的设计策略,这些策略仍然具有建设性。我们报告了一个设计研讨会的发现,该研讨会通过“想象的设计工作手册”探索了“家庭中心”空间。这些特征是用一种虚构的语言编写的模糊图像和注释,以暗示设计空间,而不指定任何特定的想法。从研讨会中产生的许多概念和叙述都集中在极端的情况下:有些是深思熟虑的,有些是反乌托邦的,有些甚至是神话。其中一个工作坊的想法是由一位与青少年罪犯打交道的高级社会工作者提出的。“数字社会工作者”的概念在发展的同时也受到了批评。我们利用福柯的监控史来“陌生化”家庭中心技术和当前的青少年司法系统。我们认为“建设性”和“批判性”设计之间的二分法是错误的,因为设计从来都不是中立的。
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引用次数: 44
Teaching Language to Deaf Infants with a Robot and a Virtual Human 用机器人和虚拟人教聋儿语言
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174127
B. Scassellati, Jake Brawer, K. Tsui, Setareh Nasihati Gilani, Melissa Malzkuhn, Barbara Manini, Adam Stone, Geo Kartheiser, A. Merla, Ari Shapiro, D. Traum, L. Petitto
Children with insufficient exposure to language during critical developmental periods in infancy are at risk for cognitive, language, and social deficits [55]. This is especially difficult for deaf infants, as more than 90% are born to hearing parents with little sign language experience [48]. We created an integrated multi-agent system involving a robot and virtual human designed to augment language exposure for 6-12 month old infants. Human-machine design for infants is challenging, as most screen-based media are unlikely to support learning in [33]. While presently, robots are incapable of the dexterity and expressiveness required for signing, even if it existed, developmental questions remain about the capacity for language from artificial agents to engage infants. Here we engineered the robot and avatar to provide visual language to effect socially contingent human conversational exchange. We demonstrate the successful engagement of our technology through case studies of deaf and hearing infants.
在婴儿期的关键发育时期,没有充分接触语言的儿童有认知、语言和社交缺陷的风险。这对失聪婴儿来说尤其困难,因为超过90%的失聪婴儿的父母听力正常,几乎没有手语经验。我们创建了一个集成的多智能体系统,包括一个机器人和虚拟人,旨在增加6-12个月大婴儿的语言暴露。婴儿的人机设计具有挑战性,因为大多数基于屏幕的媒体不太可能支持婴儿的学习。虽然目前,机器人还不具备手语所需的灵巧性和表达能力,即使它存在,关于人工智能与婴儿互动的语言能力的发展问题仍然存在。在这里,我们设计了机器人和化身来提供视觉语言来影响社会偶然的人类对话交流。我们通过聋儿和听力正常婴儿的案例研究展示了我们的技术的成功参与。
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引用次数: 40
Family Health Promotion in Low-SES Neighborhoods: A Two-Month Study of Wearable Activity Tracking 低社会经济地位社区的家庭健康促进:一项为期两个月的可穿戴活动跟踪研究
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173883
Herman Saksono, C. Castaneda-Sceppa, Jessica A. Hoffman, M. S. El-Nasr, V. Morris, A. Parker
Low-socioeconomic status (SES) families face increased barriers to physical activity (PA)-a behavior critical for reducing and preventing chronic disease. Research has explored how wearable PA trackers can encourage increased activity, and how the adoption of such trackers is driven by people's emotions and social needs. However, more work is needed to understand how PA trackers are perceived and adopted by low-SES families, where PA may be deprioritized due to economic stresses, limited resources, and perceived crime. Accordingly, we conducted a two-month, in-depth qualitative study, exploring low-SES caregivers' perspectives on PA tracking and promotion. Our findings show how PA tracking was impacted by caregivers' attitudes toward safety, which were influenced by how they perceived social connections within their neighborhoods; and cognitive-emotional processes. We conclude that PA tracking tools for low-SES families should help caregivers and children to experience and celebrate progress.
低社会经济地位(SES)家庭面临越来越多的身体活动障碍(PA)-一种对减少和预防慢性疾病至关重要的行为。研究已经探索了可穿戴式PA追踪器如何鼓励人们增加活动,以及人们的情绪和社交需求如何推动这种追踪器的采用。然而,需要做更多的工作来了解低社会经济地位家庭如何感知和采用PA跟踪器,在这些家庭中,由于经济压力、资源有限和感知犯罪,PA可能不被优先考虑。因此,我们进行了为期两个月的深入定性研究,探讨低社会经济地位照顾者对PA跟踪和促进的观点。我们的研究结果表明,护理人员对安全的态度如何影响护理人员对安全的态度,而安全态度又受到他们如何感知社区内的社会关系的影响;认知-情绪过程。我们的结论是,低社会经济地位家庭的PA跟踪工具应该帮助照顾者和儿童体验和庆祝进步。
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引用次数: 38
Understanding the Effect of In-Video Prompting on Learners and Instructors 了解视频提示对学习者和教师的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173893
Hyungyu Shin, Eun-Young Ko, J. Williams, Juho Kim
Online instructional videos are ubiquitous, but it is difficult for instructors to gauge learners' experience and their level of comprehension or confusion regarding the lecture video. Moreover, learners watching the videos may become disengaged or fail to reflect and construct their own understanding. This paper explores instructor and learner perceptions of in-video prompting where learners answer reflective questions while watching videos. We conducted two studies with crowd workers to understand the effect of prompting in general, and the effect of different prompting strategies on both learners and instructors. Results show that some learners found prompts to be useful checkpoints for reflection, while others found them distracting. Instructors reported the collected responses to be generally more specific than what they have usually collected. Also, different prompting strategies had different effects on the learning experience and the usefulness of responses as feedback.
在线教学视频无处不在,但教师很难衡量学习者的经验以及他们对讲课视频的理解或困惑程度。此外,学习者观看视频可能会变得心不在焉或无法反思和构建自己的理解。本文探讨了教师和学习者对视频提示的看法,学习者在观看视频时回答反思性问题。我们对群体工作者进行了两项研究,以了解提示的一般效果,以及不同的提示策略对学习者和教师的影响。结果表明,一些学习者发现提示是有用的反思检查点,而另一些人则认为它们分散了注意力。教师报告说,收集到的回答通常比他们通常收集到的更具体。此外,不同的提示策略对学习体验和反应作为反馈的有用性有不同的影响。
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引用次数: 33
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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