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

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Modeling Perceived Screen Resolution Based on Position and Orientation of Wrist-Worn Devices 基于腕带设备位置和方向的感知屏幕分辨率建模
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174184
Frederic Kerber, Michael Mauderer, A. Krüger
This paper presents a model allowing inferences of perceivable screen content in relation to position and orientation of mobile or wearable devices with respect to their user. The model is based on findings from vision science and allows prediction of a value of effective resolution that can be perceived by a user. It considers distance and angle between the device and the eyes of the observer as well as the resulting retinal eccentricity when the device is not directly focused but observed in the periphery. To validate our model, we conducted a study with 12 participants. Based on our results, we outline implications for the design of mobile applications that are able to adapt themselves to facilitate information throughput and usability.
本文提出了一种模型,允许根据移动或可穿戴设备相对于其用户的位置和方向推断可感知的屏幕内容。该模型基于视觉科学的发现,并允许预测用户可以感知的有效分辨率值。它考虑了设备与观察者眼睛之间的距离和角度,以及当设备不是直接聚焦而是在外围观察时所产生的视网膜偏心。为了验证我们的模型,我们进行了一项有12名参与者的研究。根据我们的研究结果,我们概述了移动应用程序设计的含义,这些应用程序能够自我调整以促进信息吞吐量和可用性。
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引用次数: 1
Defining and Predicting the Localness of Volunteered Geographic Information using Ground Truth Data 利用地面真值数据定义和预测志愿地理信息的局域性
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173839
A. Kariryaa, Isaac L. Johnson, Johannes Schöning, Brent J. Hecht
Many applications of geotagged content are predicated on the concept of localness (e.g., local restaurant recommendation, mining social media for local perspectives on an issue). However, definitions of who is a "local" in a given area are typically informal and ad-hoc and, as a result, approaches for localness assessment that have been used in the past have not been formally validated. In this paper, we begin the process of addressing these gaps in the literature. Specifically, we (1) formalize definitions of "local" using themes identified in a 30-paper literature review, (2) develop the first ground truth localness dataset consisting of 132 Twitter users and 58,945 place-tagged tweets, and (3) use this dataset to evaluate existing localness assessment approaches. Our results provide important methodological guidance to the large body of research and practice that depends on the concept of localness and suggest means by which localness assessment can be improved.
地理标记内容的许多应用都是基于本地性的概念(例如,本地餐馆推荐,挖掘社交媒体对某个问题的本地观点)。然而,关于谁是某一特定地区的“本地人”的定义通常是非正式和特别的,因此,过去使用的地方性评估方法尚未得到正式验证。在本文中,我们开始解决这些空白的文献过程。具体来说,我们(1)使用30篇文献综述中确定的主题形式化“本地”的定义,(2)开发了第一个由132个Twitter用户和58,945条位置标记推文组成的真实本地性数据集,(3)使用该数据集评估现有的本地性评估方法。我们的研究结果为依赖于局部性概念的大量研究和实践提供了重要的方法论指导,并提出了改进局部性评估的方法。
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引用次数: 13
Projective Windows: Bringing Windows in Space to the Fingertip 投影窗口:将窗口带入指尖空间
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173792
Joon Hyub Lee, Sang-Gyun An, Yongkwan Kim, Seok-Hyung Bae
In augmented and virtual reality (AR and VR), there may be many 3D planar windows with 2D texts, images, and videos on them. However, managing the position, orientation, and scale of such a window in an immersive 3D workspace can be difficult. Projective Windows strategically uses the absolute and apparent sizes of the window at various stages of the interaction to enable the grabbing, moving, scaling, and releasing of the window in one continuous hand gesture. With it, the user can quickly and intuitively manage and interact with windows in space without any controller hardware or dedicated widget. Through an evaluation, we demonstrate that our technique is performant and preferable, and that projective geometry plays an important role in the design of spatial user interfaces.
在增强现实和虚拟现实(AR和VR)中,可能会有许多3D平面窗口,上面有2D文本、图像和视频。然而,在沉浸式3D工作空间中管理这样一个窗口的位置、方向和比例可能很困难。投影窗口策略性地在交互的不同阶段使用窗口的绝对尺寸和表观尺寸,以实现在一个连续的手势中抓取、移动、缩放和释放窗口。有了它,用户可以在没有任何控制器硬件或专用部件的情况下快速直观地管理和与空间窗口交互。通过评估,我们证明了我们的技术是性能和优选的,并且投影几何在空间用户界面的设计中起着重要的作用。
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引用次数: 26
Upstanding by Design: Bystander Intervention in Cyberbullying 故意站立:网络欺凌中的旁观者干预
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173785
Dominic DiFranzo, S. Taylor, F. Kazerooni, Olivia D. Wherry, Natalya N. Bazarova
Although bystander intervention can mitigate the negative effects of cyberbullying, few bystanders ever attempt to intervene. In this study, we explored the effects of interface design on bystander intervention using a simulated custom-made social media platform. Participants took part in a three-day, in-situ experiment, in which they were exposed to several cyberbullying incidents. Depending on the experimental condition, they received different information about the audience size and viewing notifications intended to increase a sense of personal responsibility in bystanders. Results indicated that bystanders were more likely to intervene indirectly than directly, and information about the audience size and viewership increased the likelihood of flagging cyberbullying posts through serial mediation of public surveillance, accountability, and personal responsibility. The study has implications for understanding bystander effect in cyberbullying, and how to develop design solutions to encourage bystander intervention in social media.
虽然旁观者干预可以减轻网络欺凌的负面影响,但很少有旁观者试图干预。在本研究中,我们利用一个模拟的定制社交媒体平台,探讨界面设计对旁观者干预的影响。参与者参加了为期三天的现场实验,在实验中他们接触了几起网络欺凌事件。根据实验条件的不同,他们收到了关于观众数量和观看通知的不同信息,这些信息旨在增强旁观者的个人责任感。结果表明,旁观者更有可能间接干预而不是直接干预,通过公共监督,问责制和个人责任的一系列调解,有关观众规模和观看人数的信息增加了标记网络欺凌帖子的可能性。本研究对理解网络欺凌中的旁观者效应以及如何制定设计解决方案以鼓励社交媒体中的旁观者干预具有启示意义。
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引用次数: 56
Metamaterial Textures 超材料的纹理
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173910
A. Ion, Róbert Kovács, Oliver S. Schneider, Pedro Lopes, Patrick Baudisch
We present metamaterial textures---3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user's tactile sense. Inspired by foldable paper sheets ("origami") and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures and makes them useful, e.g., for exploring parameters in the rapid prototyping of textures. Metamaterial textures are also robust enough to allow the resulting objects to be grasped, pushed, or stood on. This allows us to make objects, such as a shoe sole that transforms from flat to treaded, a textured door handle that provides tactile feedback to visually impaired users, and a configurable bicycle grip. We present an editor assists users in creating metamaterial textures interactively by arranging cells, applying forces, and previewing their deformation.
我们提出了超材料纹理-3D打印表面几何形状,可以在两个或多个纹理之间执行受控过渡。超材料纹理被集成到3D打印对象中,并允许设计对象如何与环境和用户的触觉相互作用。受可折叠纸张(“折纸”)和表面褶皱的启发,我们的3D打印超材料纹理由细胞网格组成,当被外部全局力压缩时可以折叠。然而,与折纸不同的是,超材料纹理提供了对转换的完全控制,例如在状态和驱动顺序之间。这允许集成多个纹理并使它们变得有用,例如,在纹理的快速原型中探索参数。超材料纹理也足够坚固,可以让生成的物体被抓住、推或站在上面。这使我们能够制作出一些物体,比如鞋底可以从平坦变成踏面,有纹理的门把手可以为视力受损的用户提供触觉反馈,还有一个可配置的自行车把手。我们提出了一个编辑器,帮助用户在创建超材料纹理互动安排细胞,施加力,并预览他们的变形。
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引用次数: 57
Complex Mediation in the Formation of Political Opinions 政治观点形成过程中的复杂调解
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174210
Yubo Kou, B. Nardi
The Internet plays an important role in the formation of political opinions by supporting citizens in discovering diverse political information and opinions. However, the echo chamber effect has become of increasing concern, referring to the tendency for people to encounter opinions and information similar to their own online. It remains poorly understood how ordinary citizens use the Internet in the formation of political opinions. To answer this question, we conducted an interview study with 32 Chinese citizens. We found that participants used complex strategies to coordinate personal networks and technologies in specific ways to better understand political events. To analyze this phenomenon, we draw on Bødker and Andersen's model of complex mediation which describes how multiple mediators including people and artifacts work together to mediate an activity. We discuss how complex mediation supported participants in informing their political opinions. We derive design implications for supporting people to form political opinions.
互联网通过支持公民发现多样化的政治信息和观点,在政治观点的形成中发挥着重要作用。然而,回音室效应越来越受到关注,指的是人们倾向于在网上遇到与自己相似的观点和信息。对于普通公民如何利用互联网形成政治观点,人们仍然知之甚少。为了回答这个问题,我们对32名中国公民进行了访谈研究。我们发现,参与者使用复杂的策略以特定的方式协调个人网络和技术,以更好地理解政治事件。为了分析这一现象,我们借鉴了Bødker和Andersen的复杂中介模型,该模型描述了包括人和工件在内的多个中介如何共同协调一个活动。我们讨论了复杂的调解如何支持参与者表达他们的政治观点。我们得出了支持人们形成政治观点的设计含义。
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引用次数: 10
The Impact of Abstract vs. Concrete Feedback Design on Behavior Insights from a Large Eco-Driving Field Experiment 抽象与具体反馈设计对大型生态驾驶现场实验行为洞察的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173953
André Dahlinger, Felix Wortmann, Benjamin Ryder, Bernhard Gahr
About 17% of the worldwide CO2-emissions can be ascribed to road transportation. Using information systems (IS)-enabled feedback has shown to be very efficient in promoting a less fuel-consuming driving style. Today, in-car IS that provide feedback on driving behavior are in the midst of a fundamental change. Increasing digitalization of in-car IS enables virtually any kind of feedback. Still, we see a gap in the empirical evidence on how to leverage this potential, raising questions on future HCI-based feedback design. To address this knowledge gap, we designed an eco-driving feedback IS and, building upon construal level theory, hypothesize that abstract feedback is more effective in reducing fuel consumption than concrete feedback. Deployed in a large field experiment with 56 participants covering over 297,000km, we provide first empirical evidence that supports this hypothesis. Despite its limitations, this research may have general implications for the design of real-time feedback.
全球约17%的二氧化碳排放量可归因于道路运输。使用信息系统(IS)支持的反馈已被证明是非常有效的推广一种更少燃料消耗的驾驶方式。如今,为驾驶行为提供反馈的车载信息系统正处于一场根本性的变革之中。车载信息系统日益数字化,几乎可以提供任何形式的反馈。尽管如此,我们在如何利用这一潜力的经验证据中看到了差距,这为未来基于hci的反馈设计提出了问题。为了解决这一知识差距,我们设计了一个生态驾驶反馈系统,并基于解释水平理论,假设抽象反馈比具体反馈在降低油耗方面更有效。在一项涉及56名参与者、覆盖29.7万公里的大型野外实验中,我们首次提供了支持这一假设的经验证据。尽管有其局限性,但该研究可能对实时反馈的设计具有普遍意义。
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引用次数: 14
Combating Attrition in Digital Self-Improvement Programs using Avatar Customization 在使用头像定制的数字自我完善程序中对抗损耗
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174234
M. Birk, R. Mandryk
Digital self-improvement programs (e.g., interventions, training programs, self-help apps) are widely accessible, but can not employ the same degree of external regulation as programs delivered in controlled environments. As a result, they suffer from high attrition -- even the best programs won't work if people don't use them. We propose that volitional engagement -- facilitated through avatar customization -- can help combat attrition. We asked 250 participants to engage daily for 3 weeks in a one-minute breathing exercise for anxiety reduction, using either a generic avatar or one that they customized. Customizing an avatar resulted in significantly less attrition and more sustained engagement as measured through login counts. The problem of attrition affects self-improvement programs across a range of do-mains; we provide a subtle, versatile, and broadly-applicable solution.
数字自我完善项目(如干预措施、培训项目、自助应用程序)可以广泛获取,但不能像在受控环境中提供的项目那样采用同样程度的外部监管。因此,他们的流失率很高——如果人们不使用,即使是最好的程序也不会起作用。我们认为,通过角色定制促进的自愿参与可以帮助对抗损耗。我们要求250名参与者连续三周每天进行一分钟的呼吸练习,以减少焦虑,使用通用的化身或他们自定义的化身。从登录次数来看,定制虚拟形象显著降低了流失率,提高了用户粘性。人员流失的问题影响着各种各样的自我提升计划;我们提供精细、通用、广泛适用的解决方案。
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引用次数: 36
Veritaps: Truth Estimation from Mobile Interaction Veritaps:来自移动交互的真实估计
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174135
Aske Mottelson, Jarrod Knibbe, K. Hornbæk
We introduce the concept of Veritaps: a communication layer to help users identify truths and lies in mobile input. Existing lie detection research typically uses features not suitable for the breadth of mobile interaction. We explore the feasibility of detecting lies across all mobile touch interaction using sensor data from commodity smartphones. We report on three studies in which we collect discrete, truth-labelled mobile input using swipes and taps. The studies demonstrate the potential of using mobile interaction as a truth estimator by employing features such as touch pressure and the inter-tap details of number entry, for example. In our final study, we report an F1-score of .98 for classifying truths and .57 for lies. Finally we sketch three potential future scenarios of using lie detection in mobile applications; as a security measure during online log-in, a trust layer during online sale negotiations, and a tool for exploring self-deception.
我们引入了Veritaps的概念:一个通信层,帮助用户识别移动输入中的真相和谎言。现有的测谎研究通常使用不适合移动交互广度的特征。我们探索了利用智能手机传感器数据在所有移动触摸交互中检测谎言的可行性。我们报告了三项研究,在这些研究中,我们收集了使用滑动和敲击的离散的、带有真相标签的移动输入。这些研究展示了使用移动交互作为真实估计器的潜力,例如,通过使用触摸压力和数字输入的点击细节等功能。在我们的最后一项研究中,我们报告了对真相的分类得分为0.98,对谎言的分类得分为0.57。最后,我们概述了在移动应用中使用测谎的三种潜在未来场景;作为在线登录时的安全措施,在线销售谈判时的信任层,以及探索自我欺骗的工具。
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引用次数: 7
Cognitive Load Estimation in the Wild 野外认知负荷估计
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174226
Alex Fridman, B. Reimer, Bruce Mehler, W. Freeman
Cognitive load has been shown, over hundreds of validated studies, to be an important variable for understanding human performance. However, establishing practical, non-contact approaches for automated estimation of cognitive load under real-world conditions is far from a solved problem. Toward the goal of designing such a system, we propose two novel vision-based methods for cognitive load estimation, and evaluate them on a large-scale dataset collected under real-world driving conditions. Cognitive load is defined by which of 3 levels of a validated reference task the observed subject was performing. On this 3-class problem, our best proposed method of using 3D convolutional neural networks achieves 86.1% accuracy at predicting task-induced cognitive load in a sample of 92 subjects from video alone. This work uses the driving context as a training and evaluation dataset, but the trained network is not constrained to the driving environment as it requires no calibration and makes no assumptions about the subject's visual appearance, activity, head pose, scale, and perspective.
数百项经过验证的研究表明,认知负荷是理解人类表现的一个重要变量。然而,建立实用的、非接触的方法来自动估计现实世界条件下的认知负荷还远未解决问题。为了设计这样一个系统,我们提出了两种新的基于视觉的认知负荷估计方法,并在真实驾驶条件下收集的大规模数据集上对它们进行了评估。认知负荷是由观察对象正在执行的3个有效参考任务中的哪一个级别来定义的。在这个3类问题上,我们提出的使用3D卷积神经网络的最佳方法在预测来自视频的92个受试者的任务诱导认知负荷方面达到了86.1%的准确率。这项工作使用驾驶环境作为训练和评估数据集,但训练后的网络不受驾驶环境的限制,因为它不需要校准,也不需要对受试者的视觉外观、活动、头部姿势、尺度和视角进行假设。
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引用次数: 113
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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