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Knotation: Exploring and Documenting Choreographic Processes 编舞:探索和记录编舞过程
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174022
Marianela Ciolfi Felice, S. Alaoui, W. Mackay
Contemporary choreographers often interact directly with dancers when exploring their ideas, but lack adequate tools for capturing and documenting their work. Although our first study of choreographers and dancers revealed diverse strategies for recording choreographic fragments, we found that they all worked in terms of constraints, which they represented via spatial diagrams, as movement qualities or with their own personal notation system. This led to the design of Knotation, a mobile pen-based tool that lets choreographers sketch their own representations of choreographic ideas and render them interactive. In study two, Knotation served as a technology probe to support the contrasting practices of three professional choreographers. We revised Knotation based on their input, and ran a third structured observation study with six professional choreographers. Knotation easily supported both dance-then-record and record-then-dance strategies. Participants used and appropriated Knotation's advanced features, including the combination of interactive timelines and floorplan diagrams, to represent and explore complex choreographic structures.
当代编舞家在探索舞者的想法时经常与他们直接互动,但缺乏足够的工具来捕捉和记录他们的工作。虽然我们对编舞家和舞者的第一项研究揭示了记录编舞片段的不同策略,但我们发现他们都是在约束条件下工作的,他们通过空间图来表现这些约束,作为运动品质或他们自己的个人符号系统。这导致了Knotation的设计,这是一个基于笔的移动工具,可以让编舞者描绘出他们自己的编舞思想,并使它们具有互动性。在研究二中,Knotation作为一种技术探针来支持三位专业编舞家的对比实践。我们根据他们的输入修改了Knotation,并与六位专业编舞家进行了第三次结构化观察研究。Knotation很容易支持跳舞-录制和录制-跳舞策略。参与者使用和利用Knotation的高级功能,包括交互式时间轴和平面图的组合,来表示和探索复杂的舞蹈结构。
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引用次数: 37
Multidimensional Risk Communication: Public Discourse on Risks during an Emerging Epidemic 多维风险沟通:关于新出现流行病期间风险的公众话语
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173788
Xinning Gui, Yubo Kou, Kathleen H. Pine, Elisa Ladaw, Harold Kim, Eli Suzuki-Gill, Yunan Chen
Crisis informatics has examined how institutions and individuals seek, communicate, and curate information in response to crises. The public's communication and perception of risks on social media remain understudied. In this study, we report a qualitative analysis of public perceptions of risks and risk management measures on Reddit during the Zika crisis, an emerging epidemic associated with high uncertainty regarding pathology, epidemiology, and broad consequences. We found two types of perceived risks: ones directly caused by the Zika virus, and ones potentially introduced by authorities' risk management measures. Risk perceptions unfolded along multiple dimensions beyond the imminent and personal level. Reddit users discussed in a speculative way to foresee various risks in the long run or at larger geographical scales. We discuss the multidimensionality and speculative nature of risk perception on social media, and derive implications for crisis informatics research and public health research and practice.
危机信息学研究了机构和个人在应对危机时如何寻求、沟通和管理信息。公众在社交媒体上的沟通和对风险的认知仍未得到充分研究。在这项研究中,我们报告了一项关于寨卡危机期间Reddit上公众对风险和风险管理措施的看法的定性分析,寨卡危机是一种新兴的流行病,在病理学、流行病学和广泛后果方面具有高度不确定性。我们发现了两种感知风险:一种是由寨卡病毒直接引起的,另一种可能是由当局的风险管理措施引入的。风险感知在迫在眉睫和个人层面之外的多个维度展开。Reddit用户以一种投机的方式讨论,以预见长期或更大的地理范围内的各种风险。我们讨论了社交媒体上风险感知的多维性和投机性质,并得出危机信息学研究和公共卫生研究与实践的影响。
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引用次数: 31
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality 消失的重要性:研究虚拟现实中游戏音频感知对玩家体验的沉浸效果
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173902
Katja Rogers, Giovanni Ribeiro, Rina R. Wehbe, M. Weber, L. Nacke
Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.
声音和虚拟现实(VR)是创造沉浸式玩家体验(PX)的两种重要输出方式。虽然之前的研究表明,声音可能有助于在屏幕和手机屏幕上玩游戏时获得更身临其境的体验,但目前还没有证据表明声音对VR中的PX有这些影响。为了解决这个问题,我们使用一款商业恐怖冒险游戏进行了一项受试者内实验,研究同一款游戏的VR和显示器显示版本对PX的影响。随后,我们在被试间研究中探讨了VR中音频维度对PX的影响。结果表明,在VR中,音频对PX的影响更为隐性,主要是受整体感官体验的影响,而VR中的音频维度可能不是影响PX的重要因素。基于我们的发现和观察,我们为VR游戏提供了5条设计准则。
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引用次数: 40
Understanding Artefact and Process Challenges for Designing Low-Res Lighting Displays 了解设计低分辨率照明显示器的人工制品和工艺挑战
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173833
Marius Hoggenmüller, M. Tomitsch, A. Wiethoff
Low-resolution (low-res) lighting displays are increasingly used by HCI researchers, designers, and in the industry as a versatile and aesthetic medium for deploying ambient interfaces in various contexts. These display types distinguish themselves from conventional high-res screens through: high contrasts, hi-power LED technology which allows visibility even in bright environments, and their ability to take on three-dimensional free forms. However, to date most work on low-res displays has been either of experimental nature or carried out in isolated industry contexts. This paper addresses this gap through an analysis of our own experiences from previous experimental design studies and related work, which led us to five domain challenges for designing low-res displays. We then describe how we approached these challenges in a deployment study, which involved the implementation of a prototype guided by a low-res prototyping toolkit. Based on an analysis of our design process and findings from the deployment study, we present ten design recommendations for low-res lighting displays.
低分辨率(low-res)照明显示器越来越多地被HCI研究人员、设计师和工业界用作在各种环境中部署环境接口的通用和美学媒介。这些显示类型与传统高分辨率屏幕的区别在于:高对比度,高功率LED技术,即使在明亮的环境中也可以看到,并且它们能够呈现三维自由形式。然而,到目前为止,大多数关于低分辨率显示器的工作要么是实验性的,要么是在孤立的工业环境中进行的。本文通过分析我们自己从以前的实验设计研究和相关工作中获得的经验来解决这一差距,这导致我们在设计低分辨率显示器时面临五个领域的挑战。然后,我们描述了如何在部署研究中处理这些挑战,其中包括由低分辨率原型工具包指导的原型的实现。基于对我们的设计过程和部署研究结果的分析,我们提出了10个低分辨率照明显示器的设计建议。
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引用次数: 20
Bottom-Up Imaginaries: The Cultural-Technical Practice of Inventing Regional Advantage through IT R&D 自下而上的想象:通过信息技术研发创造区域优势的文化技术实践
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173899
Guo Freeman, Shaowen Bardzell, Jeffrey Bardzell
Recent HCI research on social creativity and bottom-up innovation has highlighted how concerted efforts by the government policy and business communities to develop innovation ecosystems are increasingly intertwined with IT research and development. We note that many such efforts focus on cultivating regional advantage [20] in the form of innovation hubs that are situated in and leverage distinct sociocultural histories and geographies. Cultivating regional advantage entails achieving broad consensus about what that region's advantage might be, that is, the construction of a regional advantage imaginary beyond the policies, IT supports, and practices to make it happen. Here, we document how an ongoing public debate among makers and manufacturers in Taiwan as a region-distinguished by direct engagement with design, fabrication, prototyping, and manufacturing processes-are proposing pathways toward a regional advantage that both reflects Taiwan's recent sociocultural and economic histories and also its near future aspirations.
最近关于社会创造力和自下而上创新的HCI研究突出表明,政府、政策和商界共同努力发展创新生态系统,与IT研发日益交织在一起。我们注意到,许多此类努力侧重于以创新中心的形式培育区域优势[20],这些创新中心位于并利用独特的社会文化历史和地理位置。培育区域优势需要就该地区的优势可能是什么达成广泛的共识,也就是说,在政策、信息技术支持和实践之外构建想象中的区域优势。在这里,我们记录了台湾作为一个地区的制造者和制造商之间正在进行的公开辩论——以直接参与设计、制造、原型制作和制造过程而闻名——如何提出通往区域优势的途径,这既反映了台湾最近的社会文化和经济历史,也反映了台湾近期的未来愿望。
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引用次数: 16
Pictures Worth a Thousand Words: Reflections on Visualizing Personal Blood Glucose Forecasts for Individuals with Type 2 Diabetes 图片胜过千言万语:对2型糖尿病患者血糖预测可视化的思考
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174112
Pooja M. Desai, M. Levine, D. Albers, Lena Mamykina
Type 2 Diabetes Mellitus (T2DM) is a common chronic condition that requires management of one's lifestyle, including nutrition. Critically, patients often lack a clear understanding of how everyday meals impact their blood glucose. New predictive analytics approaches can provide personalized mealtime blood glucose forecasts. While communicating forecasts can be challenging, effective strategies for doing so remain little explored. In this study, we conducted focus groups with 13 participants to identify approaches to visualizing personalized blood glucose forecasts that can promote diabetes self-management and understand key styles and visual features that resonate with individuals with diabetes. Focus groups demonstrated that individuals rely on simple heuristics and tend to take a reactive approach to their health and nutrition management. Further, the study highlighted the need for simple and explicit, yet information-rich design. Effective visualizations were found to utilize common metaphors alongside words, numbers, and colors to convey a sense of authority and encourage action and learning.
2型糖尿病(T2DM)是一种常见的慢性疾病,需要对生活方式进行管理,包括营养。至关重要的是,患者往往缺乏对日常饮食如何影响血糖的清晰认识。新的预测分析方法可以提供个性化的进餐时间血糖预测。虽然沟通预测可能具有挑战性,但这样做的有效策略仍然很少被探索。在这项研究中,我们进行了13名参与者的焦点小组,以确定可视化个性化血糖预测的方法,这些方法可以促进糖尿病患者的自我管理,并了解与糖尿病患者产生共鸣的关键风格和视觉特征。焦点小组表明,个人依赖于简单的启发式,并倾向于采取被动的方法来管理他们的健康和营养。此外,该研究强调了简单、明确但信息丰富的设计的必要性。研究发现,有效的可视化是利用常见的隐喻和文字、数字和颜色来传达一种权威感,鼓励行动和学习。
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引用次数: 38
Coco's Videos: An Empirical Investigation of Video-Player Design Features and Children's Media Use 可可的视频:视频播放器设计特点与儿童媒体使用的实证调查
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173828
Alexis Hiniker, Sharon Heung, S. Hong, J. Kientz
In this study, we present Coco's Videos, a video-viewing platform for preschoolers designed to support them in learning to self-manage their media consumption. We report results from a three-week experimental deployment in 24 homes in which preschoolers used three different versions of the platform: one that is neutral to the limits they set, one that enforces the limits they set, and one that attempts to erode the limits they set by automatically playing additional content after the planned content is finished ("post-play"). We found that post-play significantly reduced children's autonomy and likelihood of self-regulation, extended video-viewing time, and led to increases in parent intervention. We found that the lock-out mechanism did not reduce video-viewing time or the likelihood of parent intervention. Together, our results suggest that avoiding platforms that work to undermine the user's intentions is more likely to help children self-regulate their media use than rigid parental controls.
在这项研究中,我们介绍了Coco's Videos,这是一个为学龄前儿童设计的视频观看平台,旨在帮助他们学习自我管理媒体消费。我们报告了在24个家庭中进行的为期三周的实验部署的结果,在这些家庭中,学龄前儿童使用了三种不同版本的平台:一种对他们设定的限制保持中立,一种强制执行他们设定的限制,另一种试图通过在计划的内容完成后自动播放额外的内容来削弱他们设定的限制(“后播放”)。我们发现,游戏后显著降低了儿童的自主性和自我调节的可能性,延长了观看视频的时间,并导致父母干预的增加。我们发现,锁定机制并没有减少观看视频的时间或父母干预的可能性。总之,我们的研究结果表明,与严格的父母控制相比,避免那些破坏用户意图的平台更有可能帮助孩子自我调节他们的媒体使用。
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引用次数: 31
RoMA: Interactive Fabrication with Augmented Reality and a Robotic 3D Printer 罗马:互动制造与增强现实和机器人3D打印机
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174153
Huaishu Peng, Jimmy Briggs, Cheng-Yao Wang, Kevin Guo, Joseph T. Kider, Stefanie Mueller, Patrick Baudisch, François Guimbretière
We present the Robotic Modeling Assistant (RoMA), an interactive fabrication system providing a fast, precise, hands-on and in-situ modeling experience. As a designer creates a new model using RoMA AR CAD editor, features are constructed concurrently by a 3D printing robotic arm sharing the same design volume. The partially printed physical model then serves as a tangible reference for the designer as she adds new elements to her design. RoMA's proxemics-inspired handshake mechanism between the designer and the 3D printing robotic arm allows the designer to quickly interrupt printing to access a printed area or to indicate that the robot can take full control of the model to finish printing. RoMA lets users integrate real-world constraints into a design rapidly, allowing them to create well-proportioned tangible artifacts or to extend existing objects. We conclude by presenting the strengths and limitations of our current design.
我们介绍了机器人建模助手(RoMA),一个交互式制造系统,提供快速,精确,动手和现场建模体验。当设计师使用RoMA AR CAD编辑器创建新模型时,功能由共享相同设计体积的3D打印机械臂同时构建。当设计师在设计中添加新元素时,部分打印的物理模型可以作为有形的参考。设计师和3D打印机械臂之间的握手机制,设计师可以快速中断打印以进入打印区域,或者指示机器人可以完全控制模型以完成打印。RoMA允许用户将现实世界的约束快速集成到设计中,允许他们创建比例合理的有形工件或扩展现有对象。最后,我们将介绍当前设计的优点和局限性。
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引用次数: 133
KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times KeyTime:超精确的预测笔画手势的产生时间
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173813
Luis A. Leiva, Daniel Martín-Albo, R. Plamondon, Radu-Daniel Vatavu
We introduce KeyTime, a new technique and accompanying software for predicting the production times of users' stroke gestures articulated on touchscreens. KeyTime employs the principles and concepts of the Kinematic Theory, such as lognormal modeling of stroke gestures' velocity profiles, to estimate gesture production times significantly more accurately than existing approaches. Our experimental results obtained on several public datasets show that KeyTime predicts user-independent production times that correlate r=.99 with groundtruth from just one example of a gesture articulation, while delivering an average error in the predicted time magnitude that is 3 to 6 times smaller than that delivered by CLC, the best prediction technique up to date. Moreover, KeyTime reports a wide range of useful statistics, such as the trimmed mean, median, standard deviation, and confidence intervals, providing practitioners with unprecedented levels of accuracy and sophistication to characterize their users' a priori time performance with stroke gesture input.
我们介绍KeyTime,一种新技术和配套软件,用于预测用户在触摸屏上表达的笔触手势的产生时间。KeyTime采用运动学理论的原理和概念,如笔划手势的速度曲线的对数正态建模,以比现有方法更准确地估计手势生产时间。我们在几个公共数据集上获得的实验结果表明,KeyTime预测与r=相关的用户无关的生产时间。在预测时间量级上的平均误差比目前最好的预测技术CLC所提供的误差小3到6倍。此外,KeyTime报告了广泛的有用统计数据,如修剪平均值、中位数、标准偏差和置信区间,为从业者提供了前所未有的准确性和复杂性,以表征用户使用笔划手势输入的先验时间表现。
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引用次数: 23
Seemo: A Computational Approach to See Emotions Seemo:一种观察情绪的计算方法
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173938
Zhe Liu, Anbang Xu, Yufan Guo, J. Mahmud, Haibin Liu, R. Akkiraju
Successful human interactions are based on becoming aware of other's emotion and making adaptations accordingly. However, understanding emotion is a complex task that has generated countless debates among researchers over the past decades. The abstract nature of human emotion highlights the need for a new data-driven approach that can better describe and compare across fine-grained emotional states. In this study, we propose Seemo, a novel neural embedding framework, which allows us to map human emotions into vector space representations. Seemo is trained using Twitter data and is evaluated on two fundamental use cases in traditional emotion research: determining the underlying dimensions of emotions and identifying the set of basic emotions. The evaluation reveals that on both tasks Seemo can generate results consistent with the mainstream theories. Results also show that the vector space representation of Seemo can effectively decode the important relationships between emotions that were usually not explicitly presented.
成功的人际交往是建立在了解他人情绪并做出相应调整的基础上的。然而,理解情绪是一项复杂的任务,在过去的几十年里,研究人员之间产生了无数的争论。人类情感的抽象本质凸显了对一种新的数据驱动方法的需求,这种方法可以更好地描述和比较细粒度的情绪状态。在这项研究中,我们提出了Seemo,一个新的神经嵌入框架,它允许我们将人类情感映射到向量空间表示中。Seemo使用Twitter数据进行训练,并在传统情绪研究中的两个基本用例上进行评估:确定情绪的潜在维度和识别基本情绪集。评价结果表明,在这两项任务上,Seemo都能得出与主流理论一致的结果。结果还表明,Seemo的向量空间表示可以有效地解码通常不明确表示的情绪之间的重要关系。
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引用次数: 18
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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