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Coming in from the margins: amateur musicians in the online age 在线时代的业余音乐家从边缘进入
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557298
M. Hoare, S. Benford, Rachel Jones, Natasa Milic-Frayling
HCI is increasingly interested in amateurism, but the wider literature suggests that the amateur is a complex and distinctive phenomenon. An interview study reveals the nature of the amateur in the digital age. Even though operating non-professionally at a micro-scale, amateur musicians employ a plethora of online services to sustain local fanbases, reach out to new fans, collaborate internationally, and actively promote both digital and material products. Our findings lead to recommendations for event-oriented promotion tools; community-oriented analytics; tangible and embedded products; and limited-edition digital experiences. We conclude that HCI needs to recognise the amateur as an important class of user, one who is serious about their leisure, and who is also distinct from the professional as from the novice and hobbyist.
HCI对业余爱好者越来越感兴趣,但更广泛的文献表明,业余爱好者是一个复杂而独特的现象。一项访谈研究揭示了数字时代业余爱好者的本质。尽管在小规模的非专业经营中,业余音乐家使用大量的在线服务来维持当地的粉丝基础,接触新的粉丝,进行国际合作,并积极推广数字和物质产品。我们的发现为面向事件的推广工具提供了建议;社区分析;有形和嵌入式产品;以及限量版的数字体验。我们的结论是,HCI需要认识到业余用户是一个重要的用户类别,一个认真对待他们的休闲,谁也有别于专业人士,从新手和业余爱好者。
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引用次数: 20
Session details: Network of care 会议细节:网络护理
P. Olivier
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引用次数: 0
Spending real money: purchasing patterns of virtual goods in an online social game 花真钱:在线社交游戏中的虚拟商品购买模式
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557074
D. Y. Wohn
Researchers have found that 'social' factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving virtual goods to others was the strongest factor associated with the amount of spending. Study 2 examined purchasing patterns of players who spent real money: high real-money spenders were buying items for visual customization while low spenders were buying consumable items necessary to sustain playing the game.
研究人员发现,“社交”因素会影响在线社交游戏中虚拟商品的购买意向,但对实际购买行为却知之甚少。研究1利用一款在线社交游戏的服务器日志获取的大量数据,检验了社交因素与虚拟商品购买模式之间的关系。与不花钱相比,虚拟商品交换和好友数量增加了玩家花真钱的可能性。在那些花了真钱的玩家中,赠送虚拟商品是影响消费金额的最重要因素。研究2考察了花真钱玩家的购买模式:高真钱玩家购买的是视觉定制道具,而低真钱玩家购买的是维持游戏所需的消耗性道具。
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引用次数: 42
Session details: Managing income 会议细节:管理收入
S. Schoenebeck
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引用次数: 0
Persuasive technology for overcoming food cravings and improving snack choices 说服技术,克服食物的渴望和改善零食的选择
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557099
Anne S. Hsu, J. Yang, Yigit Han Yilmaz, Md Sanaul Haque, Cengiz Can, A. Blandford
A central challenge in weight management is the difficulty of overcoming desires for excessive and unhealthy food. Yet, studies show that when people are able to resist their desires for unhealthy choices, they experience pride and satisfaction. In order to alleviate the former and support the latter, we designed, implemented and tested a mobile application for improving snacking behavior. Our application delivers a food craving reduction intervention at the moment of need and allows users to track how often they successfully resisted cravings. Our craving reduction intervention is based on recent research that shows that food cravings can be reduced through imagery techniques. We conducted a week-long evaluation of our application, comparing the effectiveness of our application to a basic tracking application. We found that our imagery application significantly reduced both overall snacking and unhealthy snacking compared to a simple snack-tracking application.
体重管理的一个核心挑战是难以克服对过量和不健康食物的欲望。然而,研究表明,当人们能够抵制不健康选择的欲望时,他们会感到骄傲和满足。为了缓解前者,支持后者,我们设计、实现并测试了一个改善零食行为的移动应用程序。我们的应用程序在需要的时候提供食物渴望减少干预,并允许用户跟踪他们成功抵制渴望的频率。我们的减少渴望干预是基于最近的研究,该研究表明,通过想象技术可以减少对食物的渴望。我们对我们的应用程序进行了为期一周的评估,将我们的应用程序的有效性与一个基本的跟踪应用程序进行比较。我们发现,与一个简单的零食跟踪应用程序相比,我们的图像应用程序大大减少了总体零食和不健康零食的摄入。
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引用次数: 42
Posting for community and culture: considerations for the design of interactive digital bulletin boards 面向社区和文化的张贴:交互式电子公告板设计的思考
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2556970
Claude Fortin, Carman Neustaedter, Kate Hennessy
The next decade is likely to see a shift in digital public displays moving from non-interactive to interactive content. This will likely create a need for digital bulletin boards and for a better understanding of how such displays should be designed to encourage community members to interact with them. Our study addresses this by exploring community bulletin boards as a ubiquitous type of participatory non-digital display "in the wild". Our results highlight how they are used for content of local and contextual relevance, and how cultures of participation, personalization, location, the tangible character of architecture, access, control and flexibility might affect community members' level of engagement with them. Our analysis suggests entry points as design considerations intrinsically linked to the users' sense of agency within a delineated space. Overlaps with related work are identified throughout to provide further validation of previous findings in this area of research.
下一个十年,我们可能会看到数字公共展示从非交互式内容向交互式内容的转变。这可能会产生对数字公告板的需求,并使人们更好地了解如何设计这样的展示,以鼓励社区成员与之互动。我们的研究通过探索社区公告板作为一种无处不在的参与性非数字展示形式来解决这个问题。我们的研究结果强调了它们如何用于本地和上下文相关的内容,以及参与、个性化、位置、建筑的有形特征、访问、控制和灵活性的文化如何影响社区成员与它们的接触程度。我们的分析表明,入口点作为设计考虑因素,与用户在划定的空间内的代理感有着内在的联系。与相关工作的重叠部分在整个过程中被确定,以进一步验证该研究领域的先前发现。
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引用次数: 14
A technology probe of wearable in-home computer-assisted physical therapy 可穿戴式家用计算机辅助物理治疗技术探讨
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557416
Kevin Huang, P. Sparto, S. Kiesler, A. Smailagic, Jennifer Mankoff, D. Siewiorek
Physical therapists could make better treatment decisions if they had accurate patient home exercise data but today this information is only available from patient self-report. A more accurate source of data could be gained from wearable computing designed for physical therapy exercise support. Existing systems have been tested in the lab but we have little information about issues they may face in home settings. We designed a technology probe, SenseCap, and deployed it for seven days in ten physical therapy patients' homes. SenseCap is a wearable physical therapy support system that gathers patient exercise compliance and performance data and summarizes the data in charts on an iPad Dashboard for physical therapists to view when patients return to the clinic. In this paper, we present the results of our deployment, show in-home patient exercise data gathered by the probe, and make design recommendations based on patient and physical therapist responses.
如果物理治疗师有准确的患者家庭锻炼数据,他们可以做出更好的治疗决定,但目前这些信息只能从患者的自我报告中获得。更准确的数据来源可以从为物理治疗运动支持设计的可穿戴计算中获得。现有的系统已经在实验室进行了测试,但我们对它们在家庭环境中可能面临的问题知之甚少。我们设计了一种技术探针,SenseCap,并在10个物理治疗患者的家中使用了7天。SenseCap是一款可穿戴式物理治疗支持系统,它收集患者的运动依从性和表现数据,并将数据汇总在iPad仪表板上的图表中,供物理治疗师在患者返回诊所时查看。在本文中,我们展示了我们的部署结果,展示了探针收集的家庭患者运动数据,并根据患者和理疗师的反应提出了设计建议。
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引用次数: 39
Streaming on twitch: fostering participatory communities of play within live mixed media twitch上的流媒体:在现场混合媒体中培养参与性游戏社区
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557048
William A. Hamilton, Oliver Garretson, A. Kerne
Previously, video streaming sites were at the fringes of online social media. In the past two years, live streams of video games, on sites such as Twitch.tv, have become very popular. Live streams serve as meeting grounds for player communities. The Twitch streaming medium combines broadcast video with open IRC chat channels. In conjunction with gameplay, viewer participation and community building gain emphasis. Twitch streams range in size and nature, from intimate communities with fifty viewers, to massive broadcasts with tens of thousands. In this paper, we present an ethnographic investigation of the live streaming of video games on Twitch. We find that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate. Over time, stream communities form around shared identities drawn from streams? contents and participants? shared experiences. We describe processes through which stream communities form, the motivations of members, and emergent issues in the medium. Finally, we draw from our findings to derive implications for design of live mixed-media environments to support participatory online communities.
此前,视频流媒体网站处于在线社交媒体的边缘。在过去的两年里,视频游戏的直播出现在Twitch等网站上。电视,已经变得非常受欢迎。直播是玩家社区的聚会场所。Twitch流媒体结合了广播视频和开放的IRC聊天频道。与游戏玩法相结合,观众参与和社区建设得到了强调。Twitch流的规模和性质各不相同,从只有50名观众的亲密社区到拥有数万名观众的大规模广播。在本文中,我们对Twitch上的视频游戏直播进行了人种学调查。我们发现Twitch流充当了虚拟的第三场所,非正式社区在其中出现、社交和参与。随着时间的推移,流社区围绕着从流中提取的共享身份形成。内容和参与者?共同的经历。我们描述了流社区形成的过程、成员的动机以及媒体中的突发问题。最后,我们从研究结果中得出了对现场混合媒体环境设计的启示,以支持参与式在线社区。
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引用次数: 541
A game-based learning approach to road safety: the code of everand 基于游戏的道路安全学习方法:永恒法则
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557281
I. Dunwell, S. Freitas, Panagiotis Petridis, M. Hendrix, S. Arnab, Petros Lameras, Craig D. Stewart
Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage and retain users whilst transferring information. This paper presents an evaluation of a game-based approach seeking to improve the road safety behaviour amongst children aged 9-15 within the UK, made available outside of a classroom context as an online, browser-based, free-to-play game. The paper reports on data for 99,683 players over 315,882 discrete logins, supplemented by results from a nationally-representative survey of children at UK schools (n=1,108), an incentivized survey of the player-base (n=1,028), and qualitative data obtained through a series of one-to-one interviews aged 9-14 (n=28). Analysis demonstrates the reach of the game to its target demographic, with 88.13% of players within the UK. A 3.94 male/female ratio was observed amongst players surveyed, with an age distribution across the target range of 9-15. Noting mean and median playtimes of 93 and 31 minutes (n=99,683), it is suggested such an approach to user engagement and retention can surpass typical contact times obtained through other forms of web-based content. The size of the player-base attracted to the game and players' qualitative feedback demonstrates the potential for serious games deployed on a national scale.
游戏和游戏化元素越来越成为应用程序界面设计的一部分,旨在吸引和留住用户,同时传递信息。本文介绍了一种基于游戏的方法的评估,该方法旨在改善英国9-15岁儿童的道路安全行为,并将其作为一种基于浏览器的在线免费游戏提供给课堂之外的环境。本文报告了315,882个独立登录的99,683名玩家的数据,并辅以对英国学校儿童的全国代表性调查结果(n= 1108),对玩家基础的激励调查(n=1,028),以及通过一系列9-14岁的一对一访谈获得的定性数据(n=28)。分析表明这款游戏的目标用户群是88.13%的英国玩家。在接受调查的玩家中,男女比例为3.94,目标年龄范围为9-15岁。注意到游戏时间的平均和中位数分别为93分钟和31分钟(n=99,683),这表明这种用户粘性和留存率的方法可以超越其他形式的网络内容所获得的典型接触时间。游戏吸引的玩家基础规模和玩家的定性反馈表明,严肃游戏有可能在全国范围内推广。
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引用次数: 22
Session details: Journalism and social news 会议细节:新闻和社会新闻
Coye Cheshire
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引用次数: 0
期刊
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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