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Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay 跳起来投篮!:为激烈的游戏玩法优先考虑主要和可选择的身体手势
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557107
Chaklam Silpasuwanchai, Xiangshi Ren
Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.
动作手势使电子游戏的输入更加自然和直观。然而,开发者设计的游戏手势并不总是玩家的最佳手势。设计合适的游戏手势的一个关键挑战在于电子游戏的交互性,例如,几个动作/命令可能需要使用不同的身体部位同时执行。本研究分析了用户对游戏手势的偏好,目的是在游戏过程中适应高交互性。进行了两项用户启发研究:首先,为了确定用户偏好,参与者被要求定义常见游戏动作/命令的手势;其次,为了开发有效的组合手势,参与者被要求使用每个身体部位(一只手和两只手,一条腿和两条腿,头,眼睛和躯干)来定义可能的游戏手势。我们的研究为常见的游戏动作/命令提供了一套合适的和可选择的身体部位。我们还展示了一些同时应用的游戏手势,这些手势有助于在高度互动的游戏情境中进行互动(例如,在用手射击的同时用脚选择武器)。有趣的设计含义进一步讨论,例如,手和腿手势之间的可转移性。
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引用次数: 14
Real-time feedback for improving medication taking 实时反馈,改善服药效果
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557210
Matthew L. Lee, A. Dey
Medication taking is a self-regulatory process that requires individuals to self-monitor their medication taking behaviors, but this can be difficult because medication taking is such a mundane, unremarkable behavior. Ubiquitous sensing systems have the potential to sense everyday behaviors and provide the objective feedback necessary for self-regulation of medication taking. We describe an unobtrusive sensing system consisting of a sensor-augmented pillbox and an ambient display that provides near real-time visual feedback about how well medications are being taken. In contrast to other systems that focus on reminding before medication taking, our approach uses feedback after medication taking to allow the individual to develop their own routines through self-regulation. We evaluated this system in the homes of older adults in a 10-month deployment. Feedback helped improve the consistency of medication-taking behaviors as well as increased ratings of self-efficacy. However, the improved performance did not persist after the feedback display was removed, because individuals had integrated the feedback display into their routines to support their self-awareness, identify mistakes, guide the timing of medication taking, and provide a sense of security that they are taking their medications well. Finally, we reflect on design considerations for feedback systems to support the process of self-regulation of everyday behaviors.
服药是一个自我调节的过程,需要个人自我监控他们的服药行为,但这可能很困难,因为服药是一种平凡的、不起眼的行为。无处不在的传感系统有可能感知日常行为,并为药物服用的自我调节提供必要的客观反馈。我们描述了一种不引人注目的传感系统,该系统由传感器增强的药盒和环境显示器组成,该显示器提供关于药物服用情况的近实时视觉反馈。与其他注重服药前提醒的系统不同,我们的方法是在服药后进行反馈,让个体通过自我调节形成自己的日常习惯。我们在老年人家中对这个系统进行了为期10个月的评估。反馈有助于提高服药行为的一致性,并提高自我效能的评级。然而,在移除反馈显示后,改善的表现并没有持续下去,因为个体已经将反馈显示整合到他们的日常生活中,以支持他们的自我意识,识别错误,指导服药时间,并提供一种他们正在正确服用药物的安全感。最后,我们反思了反馈系统的设计考虑,以支持日常行为的自我调节过程。
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引用次数: 75
Poverty on the cheap: estimating poverty maps using aggregated mobile communication networks 廉价的贫困:使用聚合移动通信网络估算贫困地图
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557358
Chris Smith-Clarke, A. Mashhadi, L. Capra
Governments and other organisations often rely on data collected by household surveys and censuses to identify areas in most need of regeneration and development projects. However, due to the high cost associated with the data collection process, many developing countries conduct such surveys very infrequently and include only a rather small sample of the population, thus failing to accurately capture the current socio-economic status of the country's population. In this paper, we address this problem by means of a methodology that relies on an alternative source of data from which to derive up to date poverty indicators, at a very fine level of spatio-temporal granularity. Taking two developing countries as examples, we show how to analyse the aggregated call detail records of mobile phone subscribers and extract features that are strongly correlated with poverty indexes currently derived from census data.
政府和其他组织经常依靠住户调查和人口普查收集的数据来确定最需要重建和发展项目的地区。然而,由于与数据收集过程有关的高昂费用,许多发展中国家很少进行这种调查,而且只包括相当小的人口样本,因此未能准确地捕捉到该国人口目前的社会经济状况。在本文中,我们通过一种方法来解决这个问题,该方法依赖于另一种数据来源,从中得出最新的贫困指标,在非常精细的时空粒度水平上。以两个发展中国家为例,我们展示了如何分析手机用户的汇总通话详细记录,并提取与目前从人口普查数据中得出的贫困指数密切相关的特征。
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引用次数: 102
Interface design for older adults with varying cultural attitudes toward uncertainty 对不确定性有不同文化态度的老年人的界面设计
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557124
Shathel Haddad, Joanna McGrenere, C. Jacova
This work reports on the design and evaluation of culturally appropriate technology for older adults. Our design context was Cognitive Testing on a Computer (C-TOC): a self-administered computerized test under development, intended to screen older adults for cognitive impairments. Using theory triangulation of cultural attitudes toward uncertainty, we designed two interfaces (one minimal and one rich) for one C-TOC subtest and hypothesized they would be culturally appropriate for older adult Caucasians and East Asians respectively. We ran an experiment with 36 participants to investigate cultural differences in performance, preference and anxiety. We found that Caucasians preferred the interface with minimal elements (i.e. those essential for the primary task) or had no preference. By contrast, East Asians preferred the rich interface augmented with security and learning support and felt less anxious with it than the minimal.
这项工作报告了老年人文化适宜技术的设计和评估。我们的设计背景是计算机上的认知测试(C-TOC):一种正在开发的自我管理的计算机测试,旨在筛选老年人的认知障碍。利用对不确定性的文化态度的理论三角,我们为一个C-TOC子测试设计了两个界面(一个最小,一个丰富),并假设它们在文化上分别适用于老年白种人和东亚人。我们对36名参与者进行了一项实验,以调查表现、偏好和焦虑方面的文化差异。我们发现,白种人更喜欢具有最小元素的界面(即那些对主要任务至关重要的元素),或者没有偏好。相比之下,东亚人更喜欢具有安全性和学习支持的丰富界面,并且比最小的界面更少感到焦虑。
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引用次数: 17
Pay or delay: the role of technology when managing a low income 支付或延迟:技术在管理低收入时的作用
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2556961
John Vines, Paul Dunphy, A. Monk
This paper reports on a qualitative study of 38 low-income individuals living in the North East of England. The participants' experiences of money, banking and the role digital technology plays in their financial practices were identified through semi-structured interviews in people's homes and group workshops. A grounded theory analysis of these data characterises how technology both helped and hindered participants to keep close control of their finances. These findings suggest design opportunities for future digital banking technologies that extend the already sophisticated practices of individuals managing a low income, focusing on: delaying, prioritising, planning, watching, and hiding monetary transactions.
本文对居住在英格兰东北部的38名低收入者进行了定性研究。参与者的货币、银行经验和数字技术在他们的金融实践中所扮演的角色是通过在人们家中和小组研讨会进行的半结构化访谈来确定的。对这些数据进行的一项有根据的理论分析表明,技术既帮助又阻碍了参与者密切控制自己的财务状况。这些发现为未来的数字银行技术提供了设计机会,这些技术可以扩展已经成熟的个人管理低收入的实践,重点是:延迟、优先排序、计划、监视和隐藏货币交易。
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引用次数: 59
Understanding procedural content generation: a design-centric analysis of the role of PCG in games 理解程序内容生成:以设计为中心分析PCG在游戏中的作用
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557341
Gillian Smith
Games that use procedural content generation (PCG) do so in a wide variety of ways and for different reasons. One of the most common reasons cited by PCG system creators and game designers is improving replayability by providing a means for automatically creating near-infinite amounts of content, the player can come back and replay the game and refine her strategies over a long period. However, this notion of replayability is both overly broad and incomplete as a motivation. This paper contributes an analytical framework and associated common vocabulary for understanding the role of PCG in games from a design standpoint, with an aim of unpacking some of the broad justifications for PCG use in games, and bringing together technical concerns in designing PCG systems with design concerns related to creating engaging playable experiences.
使用程序内容生成(PCG)的游戏以各种不同的方式和原因来实现这一点。PCG系统创造者和游戏设计师所提到的最常见的原因之一便是通过提供一种自动创造无限内容的方法去提高重玩性,玩家能够回到游戏中并在较长时间内完善自己的策略。然而,重玩性这一概念过于宽泛且不完整。本文提供了一个分析框架和相关的通用词汇,以便从设计角度理解PCG在游戏中的作用,目的是揭示游戏中使用PCG的一些广泛理由,并将设计PCG系统的技术问题与创造引人入胜的可玩体验的设计问题结合起来。
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引用次数: 46
Captioned photographs in psychosocial aged care: relationship building and boundary work 老年社会心理照护中的照片:关系建立与边界工作
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557290
Jenny Waycott, H. Davis, F. Vetere, A. Morgans, A. Gruner, E. Ozanne, L. Kulik
In this paper we examine the use of a novel social technology to support the provision of formal aged care services to clients who live in their own homes. Social technologies offer enormous potential for enhancing aged care, but research on their use in aged care has largely focused on institutional or informal care settings, rather than formal care in the home. Meanwhile, technologies for aging in place typically focus on monitoring and security, rather than psychosocial support. We conducted a field study in which aged care managers used a photo and message-sharing tool to communicate with clients living in their own homes. Our findings demonstrate that visual and social forms of communication are valuable for supporting psychosocial care-giving, but there are barriers to effectively adopting new communication tools in this setting. Time constraints inhibited care managers' use of the technology, which was also influenced by their efforts to carefully maintain boundaries between their personal and professional lives.
在本文中,我们研究了使用一种新的社会技术来支持向住在自己家里的客户提供正式的老年护理服务。社会技术为加强老年护理提供了巨大的潜力,但关于它们在老年护理中的应用的研究主要集中在机构或非正式的护理环境中,而不是在家中的正式护理。与此同时,现有的老龄化技术通常侧重于监控和安全,而不是社会心理支持。我们进行了一项实地研究,在该研究中,老年护理经理使用照片和信息共享工具与住在自己家中的客户交流。我们的研究结果表明,视觉和社会形式的沟通对于支持社会心理护理是有价值的,但在这种情况下,有效采用新的沟通工具存在障碍。时间限制限制了护理经理对技术的使用,这也受到了他们努力保持个人生活和职业生活之间界限的影响。
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引用次数: 42
Session details: Novel mobile displays and devices 会议细节:新颖的移动显示和设备
C. Forlines
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引用次数: 0
TouchTools: leveraging familiarity and skill with physical tools to augment touch interaction TouchTools:利用对物理工具的熟悉程度和技能来增强触摸交互
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557012
Chris Harrison, R. Xiao, Julia Schwarz, S. Hudson
The average person can skillfully manipulate a plethora of tools, from hammers to tweezers. However, despite this remarkable dexterity, gestures on today's touch devices are simplistic, relying primarily on the chording of fingers: one-finger pan, two-finger pinch, four-finger swipe and similar. We propose that touch gesture design be inspired by the manipulation of physical tools from the real world. In this way, we can leverage user familiarity and fluency with such tools to build a rich set of gestures for touch interaction. With only a few minutes of training on a proof-of-concept system, users were able to summon a variety of virtual tools by replicating their corresponding real-world grasps.
一般人都能熟练地使用各种工具,从锤子到镊子。然而,尽管现在的触控设备非常灵巧,但它们的手势操作还是过于简单,主要依赖于手指的操作:一指触控、两指捏控、四指滑动等等。我们建议触摸手势设计的灵感来自于现实世界中物理工具的操作。通过这种方式,我们可以利用用户对这些工具的熟悉度和流畅度来构建一套丰富的触摸交互手势。只需在概念验证系统上进行几分钟的培训,用户就可以通过复制他们相应的现实世界的掌握来召唤各种虚拟工具。
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引用次数: 51
Motivating people with chronic pain to do physical activity: opportunities for technology design 激励慢性疼痛患者进行体育锻炼:技术设计的机遇
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557268
Aneesha Singh, Annina Klapper, Jinni Jia, A. Fidalgo, A. Tajadura-Jiménez, N. Kanakam, N. Bianchi-Berthouze, A. Williams
Physical activity is important for improving quality of life in people with chronic pain. However, actual or anticipated pain exacerbation, and lack of confidence when doing physical activity, make it difficult to maintain and build towards long-term activity goals. Research guiding the design of interactive technology to motivate and support physical activity in people with chronic pain is lacking. We conducted studies with: (1) people with chronic pain, to understand how they maintained and increased physical activity in daily life and what factors deterred them; and (2) pain-specialist physiotherapists, to understand how they supported people with chronic pain. Building on this understanding, we investigated the use of auditory feedback to address some of the psychological barriers and needs identified and to increase self-efficacy, motivation and confidence in physical activity. We conclude by discussing further design opportunities based on the overall findings.
体育活动对于改善慢性疼痛患者的生活质量很重要。然而,实际或预期的疼痛加剧,以及在进行体育活动时缺乏信心,使得维持和建立长期活动目标变得困难。缺乏指导交互技术设计的研究,以激励和支持慢性疼痛患者的身体活动。我们对:(1)慢性疼痛患者进行了研究,了解他们如何在日常生活中保持和增加体力活动,以及哪些因素阻碍了他们;(2)疼痛专家物理治疗师,了解他们如何支持患有慢性疼痛的人。在此基础上,我们调查了听觉反馈的使用,以解决一些心理障碍和确定的需求,并增加自我效能感,动力和自信的体育活动。最后,我们根据总体发现讨论进一步的设计机会。
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引用次数: 100
期刊
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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