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Mechanism Perfboard: An Augmented Reality Environment for Linkage Mechanism Design and Fabrication 机构Perfboard:用于连杆机构设计与制造的增强现实环境
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173985
Yunwoo Jeong, Han-Jong Kim, T. Nam
Prototyping devices with kinetic mechanisms, such as automata and robots, has become common in physical computing projects. However, mechanism design in the early-concept exploration phase is challenging, due to the dynamic and unpredictable characteristics of mechanisms. We present Mechanism Perfboard, an augmented reality environment that supports linkage mechanism design and fabrication. It supports the concretization of ideas by generating the initial desired linkage mechanism from a real world movement. The projection of simulated movement within the environment enables iterative tests and modifications in real scale. Augmented information and accompanying tangible parts help users to fabricate mechanisms. Through a user study with 10 participants, we found that Mechanism Perfboard helped the participant to achieve their desired movement. The augmented environment enabled intuitive modification and fabrication with an understanding of mechanical movement. Based on the tool development and the user study, we discuss implications for mechanism prototyping with augmented reality and computational support.
具有动力学机制的原型设备,如自动机和机器人,在物理计算项目中已经变得很常见。然而,由于机制的动态性和不可预测性,在早期概念探索阶段的机制设计是具有挑战性的。我们提出了机制Perfboard,一个增强现实环境,支持联动机构的设计和制造。它通过从现实世界的运动中产生最初期望的联系机制来支持思想的具体化。在环境中模拟运动的投影能够在真实规模中进行迭代测试和修改。增强信息和伴随的有形部件帮助用户制造机构。通过对10名参与者的用户研究,我们发现Mechanism Perfboard可以帮助参与者实现他们想要的动作。增强的环境使直观的修改和制造与机械运动的理解。在工具开发和用户研究的基础上,讨论了增强现实和计算支持对机构原型设计的影响。
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引用次数: 21
Understanding the Accessibility of Smartphone Photography for People with Motor Impairments 了解智能手机摄影对运动障碍人士的可访问性
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174094
Martez E. Mott, J. E, Cynthia L. Bennett, Edward Cutrell, M. Morris
We present the results of an exploration to understand the accessibility of smartphone photography for people with motor impairments. We surveyed forty-six people and interviewed twelve people about capturing, editing, and sharing photographs on smartphones. We found that people with motor impairments encounter many challenges with smartphone photography, resulting in users capturing fewer photographs than they would like. Participants described various strategies they used to overcome challenges in order to capture a quality photograph. We also found that photograph quality plays a large role in deciding which photographs users share and how often they share, with most participants rating their photographs as average or poor quality compared to photos shared on their social networks. Additionally, we created design probes of two novel photography interfaces and received feedback from our interview participants about their usefulness and functionality. Based on our findings, we propose design recommendations for how to improve the accessibility of mobile photoware for people with motor impairments.
我们展示了一项探索的结果,以了解智能手机摄影对运动障碍患者的可及性。我们调查了46个人,并采访了12个人关于在智能手机上拍摄、编辑和分享照片的问题。我们发现,有运动障碍的人在使用智能手机拍照时遇到了许多挑战,导致用户拍摄的照片比他们想要的少。参与者描述了他们用来克服挑战以捕捉高质量照片的各种策略。我们还发现,照片质量在决定用户分享哪些照片以及他们分享的频率方面起着很大的作用,与社交网络上分享的照片相比,大多数参与者将自己的照片评为质量一般或较差。此外,我们创建了两个新颖的摄影界面的设计探针,并从我们的访谈参与者那里收到了关于它们的有用性和功能的反馈。基于我们的研究结果,我们提出了如何提高运动障碍人士移动摄影软件的可访问性的设计建议。
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引用次数: 18
Analysis and Modeling of Grid Performance on Touchscreen Mobile Devices 触屏移动设备网格性能分析与建模
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173862
Ken Pfeuffer, Yang Li
Touchscreen mobile devices can afford rich interaction behaviors but they are complex to model. Scrollable two-dimensional grids are a common user interface on mobile devices that allow users to access a large number of items on a small screen by direct touch. By analyzing touch input and eye gaze of users during grid interaction, we reveal how multiple performance components come into play in such a task, including navigation, visual search and pointing. These findings inspired us to design a novel predictive model that combines these components for modeling grid tasks. We realized these model components by employing both traditional analytical methods and data-driven machine learning approaches. In addition to showing high accuracy achieved by our model in predicting human performance on a test dataset, we demonstrate how such a model can lead to a significant reduction in interaction time when used in a predictive user interface.
触屏移动设备可以提供丰富的交互行为,但它们的建模很复杂。可滚动的二维网格是移动设备上常见的用户界面,它允许用户通过直接触摸在小屏幕上访问大量项目。通过分析网格交互过程中用户的触摸输入和眼睛注视,我们揭示了多个性能组件如何在这样的任务中发挥作用,包括导航、视觉搜索和指向。这些发现启发我们设计了一种新的预测模型,将这些组件结合起来用于网格任务建模。我们通过采用传统的分析方法和数据驱动的机器学习方法来实现这些模型组件。除了展示我们的模型在预测测试数据集上的人类表现方面实现的高精度外,我们还演示了在预测用户界面中使用这种模型如何显著减少交互时间。
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引用次数: 14
Greater than the Sum of its PARTs: Expressing and Reusing Design Intent in 3D Models 大于其部分的总和:在3D模型中表达和重用设计意图
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173875
M. Hofmann, G. Hann, S. Hudson, Jennifer Mankoff
With the increasing popularity of consumer-grade 3D printing, many people are creating, and even more using, objects shared on sites such as Thingiverse. However, our formative study of 962 Thingiverse models shows a lack of re-use of models, perhaps due to the advanced skills needed for 3D modeling. An end user program perspective on 3D modeling is needed. Our framework (PARTs) empowers amateur modelers to graphically specify design intent through geometry. PARTs includes a GUI, scripting API and exemplar library of assertions which test design expectations and integrators which act on intent to create geometry. PARTs lets modelers integrate advanced, model specific functionality into designs, so that they can be re-used and extended, without programming. In two workshops, we show that PARTs helps to create 3D printable models, and modify existing models more easily than with a standard tool.
随着消费级3D打印的日益普及,许多人正在创作,甚至更多地使用在Thingiverse等网站上共享的物品。然而,我们对962个Thingiverse模型的形成性研究表明,模型缺乏重用,这可能是由于3D建模所需的高级技能。需要一个终端用户程序的3D建模视角。我们的框架(PARTs)使业余建模者能够通过几何图形指定设计意图。PARTs包括GUI、脚本API和断言范例库(用于测试设计期望),以及根据创建几何图形的意图进行操作的集成商。PARTs允许建模者将高级的、特定于模型的功能集成到设计中,这样它们就可以被重用和扩展,而无需编程。在两个研讨会上,我们展示了零件有助于创建3D打印模型,并比使用标准工具更容易修改现有模型。
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引用次数: 52
Wearables for Learning: Examining the Smartwatch as a Tool for Situated Science Reflection 用于学习的可穿戴设备:将智能手表作为科学反思的工具
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173830
Brittany M. Garcia, Sharon Lynn Chu Yew Yee, Beth Nam, Colin Banigan
Relatively little research exists on the use of smartwatches to support learning. This paper presents an approach for commodity smartwatches as a tool for situated reflection in elementary school science. The approach was embodied in a smartwatch app called ScienceStories that allows students to voice record reflections about science concepts anytime, anywhere. We conducted a study with 18 fifth-grade children to investigate first, the effects of ScienceStories on students' science self-efficacy, and second the effects of different motivational structures (gamification, narrative-based, hybrid) designed into the smartwatch app on students' quality and quantity of use. Quantitative results showed ScienceStories increased science self-efficacy especially with a motivational structure. The gamified version had the highest quantity of use, while narrative performance performed worst. Qualitative findings described how students' recordings related to science topics and were contextualized. We discuss how our findings contribute to understanding of how to design smartwatch apps for educational purposes.
关于使用智能手表支持学习的研究相对较少。本文提出了一种将商品智能手表作为小学科学情境反思工具的方法。这种方法体现在一款名为ScienceStories的智能手表应用程序中,该应用程序允许学生随时随地对科学概念进行录音反思。我们对18名五年级儿童进行了一项研究,首先调查了科学故事对学生科学自我效能感的影响,其次调查了智能手表应用程序中设计的不同动机结构(游戏化、叙事型、混合型)对学生使用质量和数量的影响。定量结果显示,科学故事增加了科学自我效能感,尤其是带有动机结构的科学故事。游戏化版本的使用率最高,而叙事表现最差。定性研究结果描述了学生的录音是如何与科学主题相关的,以及如何被语境化的。我们讨论了我们的发现如何有助于理解如何设计用于教育目的的智能手表应用程序。
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引用次数: 31
Addressing Age-Related Bias in Sentiment Analysis 处理情感分析中的年龄相关偏差
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173986
Mark Diaz, Isaac L. Johnson, Amanda Lazar, Anne Marie Piper, D. Gergle
Computational approaches to text analysis are useful in understanding aspects of online interaction, such as opinions and subjectivity in text. Yet, recent studies have identified various forms of bias in language-based models, raising concerns about the risk of propagating social biases against certain groups based on sociodemographic factors (e.g., gender, race, geography). In this study, we contribute a systematic examination of the application of language models to study discourse on aging. We analyze the treatment of age-related terms across 15 sentiment analysis models and 10 widely-used GloVe word embeddings and attempt to alleviate bias through a method of processing model training data. Our results demonstrate that significant age bias is encoded in the outputs of many sentiment analysis algorithms and word embeddings. We discuss the models' characteristics in relation to output bias and how these models might be best incorporated into research.
文本分析的计算方法在理解在线交互方面很有用,例如文本中的观点和主观性。然而,最近的研究已经确定了基于语言的模型中的各种形式的偏见,这引起了人们对基于社会人口因素(例如,性别,种族,地理)传播针对某些群体的社会偏见的风险的关注。在这项研究中,我们对语言模型在研究老龄化话语中的应用进行了系统的研究。我们分析了15个情感分析模型和10个广泛使用的GloVe词嵌入对年龄相关术语的处理,并试图通过处理模型训练数据的方法来减轻偏见。我们的研究结果表明,在许多情感分析算法和词嵌入的输出中编码了显著的年龄偏见。我们讨论了与输出偏差相关的模型特征,以及如何将这些模型最好地纳入研究。
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引用次数: 143
Contextualizing Privacy Decisions for Better Prediction (and Protection) 情境化隐私决策以更好地预测(和保护)
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173842
Primal Wijesekera, Joel Reardon, Irwin Reyes, Lynn Tsai, Jung-Wei Chen, Nathaniel Good, D. Wagner, K. Beznosov, Serge Egelman
Modern mobile operating systems implement an ask-on-first-use policy to regulate applications' access to private user data: the user is prompted to allow or deny access to a sensitive resource the first time an app attempts to use it. Prior research shows that this model may not adequately capture user privacy preferences because subsequent requests may occur under varying contexts. To address this shortcoming, we implemented a novel privacy management system in Android, in which we use contextual signals to build a classifier that predicts user privacy preferences under various scenarios. We performed a 37-person field study to evaluate this new permission model under normal device usage. From our exit interviews and collection of over 5 million data points from participants, we show that this new permission model reduces the error rate by 75% (i.e., fewer privacy violations), while preserving usability. We offer guidelines for how platforms can better support user privacy decision making.
现代移动操作系统实现了首次使用请求策略来规范应用程序对私人用户数据的访问:在应用程序第一次尝试使用敏感资源时,提示用户允许或拒绝访问它。先前的研究表明,该模型可能无法充分捕获用户隐私偏好,因为后续请求可能发生在不同的上下文中。为了解决这个缺点,我们在Android上实现了一个新的隐私管理系统,在这个系统中,我们使用上下文信号来构建一个分类器,预测用户在各种场景下的隐私偏好。我们进行了一项37人的现场研究,以在正常设备使用下评估这种新的权限模型。从我们的离职访谈和从参与者那里收集的超过500万个数据点中,我们发现这种新的权限模型将错误率降低了75%(即更少的隐私侵犯),同时保持了可用性。我们为平台如何更好地支持用户隐私决策提供指导。
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引用次数: 61
Drunk User Interfaces: Determining Blood Alcohol Level through Everyday Smartphone Tasks 醉酒用户界面:通过日常智能手机任务确定血液酒精水平
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173808
A. Mariakakis, Sayna Parsi, Shwetak N. Patel, J. Wobbrock
Breathalyzers, the standard quantitative method for assessing inebriation, are primarily owned by law enforcement and used only after a potentially inebriated individual is caught driving. However, not everyone has access to such specialized hardware. We present drunk user interfaces: smartphone user interfaces that measure how alcohol affects a person's motor coordination and cognition using performance metrics and sensor data. We examine five drunk user interfaces and combine them to form the "DUI app". DUI uses machine learning models trained on human performance metrics and sensor data to estimate a person's blood alcohol level (BAL). We evaluated DUI on 14 individuals in a week-long longitudinal study wherein each participant used DUI at various BALs. We found that with a global model that accounts for user-specific learning, DUI can estimate a person's BAL with an absolute mean error of 0.005% ± 0.007% and a Pearson's correlation coefficient of 0.96 with breathalyzer measurements.
酒精测试仪是评估醉酒程度的标准定量方法,主要由执法部门拥有,只有在潜在醉酒的人被抓到开车后才会使用。然而,并不是每个人都能使用这种专用硬件。我们提出醉酒用户界面:智能手机用户界面,测量酒精如何影响一个人的运动协调和认知使用性能指标和传感器数据。我们研究了五个醉酒用户界面,并将它们组合成“醉酒app”。酒后驾驶使用经过人类性能指标和传感器数据训练的机器学习模型来估计一个人的血液酒精水平(BAL)。我们在一项为期一周的纵向研究中评估了14个人的DUI,其中每个参与者在不同的bal中使用DUI。我们发现,通过考虑用户特定学习的全局模型,DUI可以估计一个人的BAL,绝对平均误差为0.005%±0.007%,Pearson相关系数为0.96。
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引用次数: 35
SpeechBubbles: Enhancing Captioning Experiences for Deaf and Hard-of-Hearing People in Group Conversations 演讲泡泡:增强聋人和听力障碍者在群体对话中的字幕体验
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173867
Yi-Hao Peng, Ming-Wei Hsu, Paul Taele, Ting-Yu Lin, P. Lai, L. Hsu, Tzu-chuan Chen, Te-Yen Wu, Yu-An Chen, Hsien-Hui Tang, Mike Y. Chen
Deaf and hard-of-hearing (DHH) individuals encounter difficulties when engaged in group conversations with hearing individuals, due to factors such as simultaneous utterances from multiple speakers and speakers whom may be potentially out of view. We interviewed and co-designed with eight DHH participants to address the following challenges: 1) associating utterances with speakers, 2) ordering utterances from different speakers, 3) displaying optimal content length, and 4) visualizing utterances from out-of-view speakers. We evaluated multiple designs for each of the four challenges through a user study with twelve DHH participants. Our study results showed that participants significantly preferred speechbubble visualizations over traditional captions. These design preferences guided our development of SpeechBubbles, a real-time speech recognition interface prototype on an augmented reality head-mounted display. From our evaluations, we further demonstrated that DHH participants preferred our prototype over traditional captions for group conversations.
聋人和听力障碍(DHH)个体在与听力正常的个体进行群体对话时遇到困难,原因包括多个说话者同时说话,以及说话者可能在视线之外。我们采访并共同设计了8位DHH参与者,以解决以下挑战:1)将话语与说话者联系起来,2)对来自不同说话者的话语进行排序,3)显示最佳内容长度,以及4)将视线外说话者的话语可视化。我们通过对12名DHH参与者的用户研究,评估了四个挑战中的每个挑战的多个设计。我们的研究结果表明,参与者明显更喜欢语音气泡可视化而不是传统的字幕。这些设计偏好指导了我们对SpeechBubbles的开发,这是一个增强现实头戴式显示器上的实时语音识别界面原型。从我们的评估中,我们进一步证明了DHH参与者更喜欢我们的原型而不是传统的小组对话字幕。
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引用次数: 57
shapeShift: 2D Spatial Manipulation and Self-Actuation of Tabletop Shape Displays for Tangible and Haptic Interaction shapesshift:二维空间操作和自驱动桌面形状显示的有形和触觉交互
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173865
A. Siu, Eric J. Gonzalez, Shenli Yuan, Jason B. Ginsberg, Sean Follmer
We explore interactions enabled by 2D spatial manipulation and self-actuation of a tabletop shape display. To explore these interactions, we developed shapeShift, a compact, high-resolution (7 mm pitch), mobile tabletop shape display. shapeShift can be mounted on passive rollers allowing for bimanual interaction where the user can freely manipulate the system while it renders spatially relevant content. shapeShift can also be mounted on an omnidirectional-robot to provide both vertical and lateral kinesthetic feedback, display moving objects, or act as an encountered-type haptic device for VR. We present a study on haptic search tasks comparing spatial manipulation of a shape display for egocentric exploration of a map versus exploration using a fixed display and a touch pad. Results show a 30% decrease in navigation path lengths, 24% decrease in task time, 15% decrease in mental demand and 29% decrease in frustration in favor of egocentric navigation.
我们探索通过二维空间操作和桌面形状显示器的自驱动实现的交互。为了探索这些相互作用,我们开发了shapesshift,一种紧凑,高分辨率(7毫米间距)的移动桌面形状显示器。shapesshift可以安装在被动滚轮上,允许手动交互,用户可以在呈现空间相关内容时自由操纵系统。shapesshift也可以安装在全向机器人上,提供垂直和横向的运动反馈,显示移动的物体,或者作为VR的遭遇型触觉设备。我们提出了一项关于触觉搜索任务的研究,比较了以自我为中心的地图探索的形状显示与使用固定显示器和触摸板的探索的空间操作。结果表明,以自我为中心的导航方式使导航路径长度减少30%,任务时间减少24%,心理需求减少15%,挫折感减少29%。
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引用次数: 89
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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