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Design of a Recommender System for Video Games based on In-Game Player Profiling and Activities 基于游戏内玩家特征和活动的电子游戏推荐系统设计
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464742
L. D. Simone, Davide Gadia, D. Maggiorini, L. Ripamonti
The use of recommender systems has a large diffusion in the e-commerce and entertainment services. These systems try to suggest to the users a personalized set of other items or products, likely to be of interest and compatible to their preferences. Usually, a combination of collaborative filtering and/or content-related information is used to determine a set of suggested items. Due to the relevant growth of the video game industry in the last years, the study for advanced recommender systems for video games has seen an increasing interest. In this paper, we propose a novel approach to design a recommender system for video games, based on an in-game profiling of the player, and on a novel taxonomy of the game activities. The implementation of the proposed approach requires a deep integration with the game design and level design activities. We present in detail the approach, and the results obtained using a prototype video game to validate the proposed recommender system.
推荐系统的使用在电子商务和娱乐服务中有很大的扩散。这些系统试图向用户建议一套个性化的其他项目或产品,可能是他们感兴趣的,符合他们的喜好。通常,使用协作过滤和/或内容相关信息的组合来确定一组建议项目。由于电子游戏行业在过去几年的相关增长,对电子游戏高级推荐系统的研究引起了越来越多的兴趣。在本文中,我们提出了一种设计电子游戏推荐系统的新方法,该方法基于玩家的游戏内分析和游戏活动的新分类。执行所建议的方法需要与游戏设计和关卡设计活动进行深度整合。我们详细介绍了该方法,并使用原型视频游戏验证了所提出的推荐系统的结果。
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引用次数: 5
HCI in K12 Computer Science Education – Using HCI as a Topic and a Didactic Tool HCI在K12计算机科学教育中的应用——使用HCI作为主题和教学工具
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464717
A. Bollin, S. Pasterk, Max Kesselbacher, E. Reçi, Markus Wieser, Nina Lobnig
The role of human-computer interaction in school lessons is usually limited, if at all, to the usability factor of applications. In this paper, we report on a set of teaching principles and a project in which students between the ages of 15 and 18 playfully work through 3D, Virtual Reality, and usability issues without any particular prior knowledge in this field. In this work, we show that the suggested approach is founded on general didactic principles. Furthermore, by following neurodidactic findings, it is highly appealing to students, and essential computing science skills can be taught quasi incidentally. By systematically mapping our setting and decisions to teaching principles, we also show that HCI is not only one topic to be taught – it becomes a valuable didactic tool.
人机交互在学校课程中的作用通常是有限的,如果有的话,应用程序的可用性因素。在本文中,我们报告了一套教学原则和一个项目,其中15至18岁的学生在没有任何特定先验知识的情况下,通过3D,虚拟现实和可用性问题进行有趣的工作。在这项工作中,我们表明,建议的方法是建立在一般教学原则。此外,通过遵循神经教学的发现,它对学生非常有吸引力,基本的计算科学技能可以准偶然地教授。通过系统地将我们的设置和决策映射到教学原则中,我们还表明HCI不仅仅是一个要教授的主题-它成为一种有价值的教学工具。
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引用次数: 1
Fashion Within the Big Data Society: How can data enable fashion transition towards a more meaningful and sustainable paradigm? 大数据社会中的时尚:数据如何使时尚向更有意义和可持续的范式转变?
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3468146
P. Bertola
The availability of big data is creating a paradigm shift in understanding and driving public opinions, informing individual behaviors and expectations. Therefore, future decision-making processes within companies and institutions will be driven by envisioning capacities based on data analytics that can provide meaningful representations of social behaviors. The paper addresses the current and potential impacts that digital transformation and data analytics are producing in the fashion industry. In particular, it shows two dynamics. On the one hand, the advent of the Internet, particularly social media, has transformed the interaction between brands and their customers’ communities, pushing the fashion industry to embrace more sustainable models better reflecting their contemporary values, expectations, and behaviors. On the other hand, it explores how a new systemic approach to data analytics can empower the design process within the fashion industry to promote a radical sustainable transformation.
大数据的可用性在理解和推动公众舆论、告知个人行为和期望方面正在创造一种范式转变。因此,未来公司和机构内部的决策过程将由基于数据分析的设想能力驱动,这些能力可以提供有意义的社会行为表示。本文阐述了数字化转型和数据分析对时尚行业产生的当前和潜在影响。特别是,它显示了两种动态。一方面,互联网的出现,特别是社交媒体的出现,改变了品牌与客户群体之间的互动,推动时尚产业采用更可持续的模式,更好地反映他们的当代价值观、期望和行为。另一方面,它探讨了一种新的系统的数据分析方法如何赋予时尚行业的设计过程权力,以促进彻底的可持续转型。
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引用次数: 3
Expressive digital place making as means of aggregation.: A case study from the COVID-19 pandemic. 表现性的数字场所制作作为聚合的手段。:以2019冠状病毒病疫情为例。
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464731
Beatrice Gobbo, A. Benedetti
The spreading of geo-location technologies embedded in digital devices and their use on social media platforms has made many location-related data available, enabling the digital study of social phenomena. Due to the COVID-19 health emergency, the reality of lockdowns in many countries prevented people from meeting and aggregating in real places. Expressive geo-tags such as fictitious quarantine places sprung on Instagram as a means to create a new kind of aggregation. Design techniques and methodologies have proven to adequately translate available data sources into usable knowledge by visualising the data and information in moderately effective ways. Thus, by exploiting the Instagram platform’s affordances, the paper proposes a data visualisation approach that gives dignity to the expressive quarantine locations and enables lay users to understand the observed phenomenon’s thought, process, and implication.
嵌入数字设备的地理定位技术的普及及其在社交媒体平台上的使用,使许多与位置相关的数据成为可能,使社会现象的数字研究成为可能。由于COVID-19突发卫生事件,许多国家的封锁现实使人们无法在真实场所聚会和聚集。富有表现力的地理标签,比如虚构的隔离地点,在Instagram上兴起,作为一种创造新型聚合的手段。设计技术和方法已被证明可以通过适度有效的方式将数据和信息可视化,将可用的数据源充分转化为可用的知识。因此,通过利用Instagram平台的支持,本文提出了一种数据可视化方法,赋予富有表现力的隔离位置以尊严,并使非专业用户能够理解观察到的现象的思想、过程和含义。
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引用次数: 3
Critical Tools for Machine Learning: Situating, Figuring, Diffracting, Fabulating Machine Learning Systems Design 机器学习的关键工具:定位,计算,衍射,制造机器学习系统设计
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3467475
Goda Klumbytė, Claude Draude, Alex S. Taylor
This workshop draws on feminist and other critical methodologies to construct interdisciplinary interventions in the design of machine learning systems. Theoretical concepts of “figuration”, “situating/situated knowledge”, “critical fabulation/speculation,” and “diffraction” are explored through hands-on experimentation to imagine and design machine learning systems in a more situated, inclusive, contextualize and accountable way. Through this “theory turned practice” approach the workshop aims to address systemic socio-cultural biases and develop more socially responsible frameworks of design. The workshop provides space for building a network for future research on interdisciplinary machine learning systems design.
本次研讨会利用女权主义和其他关键方法来构建机器学习系统设计中的跨学科干预。“图形化”、“情境/情境知识”、“关键制造/推测”和“衍射”的理论概念通过动手实验来探索,以一种更加情境化、包容性、情境化和负责任的方式来想象和设计机器学习系统。通过这种“理论转向实践”的方法,研讨会旨在解决系统性的社会文化偏见,并开发更具社会责任感的设计框架。研讨会为跨学科机器学习系统设计的未来研究提供了一个网络空间。
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引用次数: 0
The Influence of Personas’ Gender in Design 人物角色性别对设计的影响
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464736
M. Lopes, Carl Vogel
In mobile application design, the construction of personas is a well-known technique that helps designers to empathise with users and to understand their needs. However, there are several issues that lead to stereotyped personas and men’s needs being prioritised in design projects. The under-representation of women in design teams, insufficient user research, the assumption that the default user is a man, and the influence of personal beliefs in the decision making process all obstruct the inclusion of women’s needs in the design process. Therefore, we propose the creation of gender-neutral personas that merge both the needs of men and women using two different approaches, and we compare them with traditional gendered personas. The results of the study confirm our hypothesis — the gender-neutral personas culminated in more gender-inclusive design requirements.
在移动应用程序设计中,人物角色的构建是一种众所周知的技术,可以帮助设计师与用户产生共鸣并了解他们的需求。然而,有几个问题导致刻板的人物角色和男性的需求在设计项目中被优先考虑。女性在设计团队中的代表性不足、用户研究不足、默认用户为男性的假设以及决策过程中个人信仰的影响都阻碍了在设计过程中纳入女性需求。因此,我们建议使用两种不同的方法创建融合男性和女性需求的性别中立角色,并将其与传统的性别角色进行比较。研究结果证实了我们的假设——性别中立的角色最终导致了更具性别包容性的设计要求。
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引用次数: 1
Player behaviour metrics for adjusting content in VR games: the case of fear 调整VR游戏内容的玩家行为指标:以恐惧为例
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464705
S. Palma, L. Ripamonti, N. A. Borghese, D. Maggiorini, Davide Gadia
Video games are complex multidisciplinary artefacts, that more and more include sophisticated narrative content able to leverage emotions in players. Due to their interactive nature, they should meet the expectation of a diversified audience. Till now the problem of automatically adapting content to players have focused mainly on gameplay-related aspects, and too few attentions have been devoted to track players emotions to adjust coherently the narrative of the game. This issue becomes more evident in Virtual Reality (VR) based games, in which the immersivity is drastically emphasized, and for specific game-genres, such as horror games. We have tackled this issue by designing and developing a system that tracks the behaviour of the players to adapt the content of a horror VR game, increasing or decreasing drastically its frightening elements according to how much a specific player “likes to be scared”. We have then tested our proposed solution with a sample of players, obtaining some preliminary encouraging results.
电子游戏是复杂的多学科人工制品,其中包含越来越多能够影响玩家情感的复杂叙事内容。由于它们的互动性,它们应该满足多样化受众的期望。到目前为止,自动适应玩家内容的问题主要集中在与游戏玩法相关的方面,很少有人关注追踪玩家情绪以协调游戏叙事。这个问题在基于虚拟现实(VR)的游戏中变得更加明显,这些游戏非常强调沉浸感,对于特定的游戏类型(如恐怖游戏)来说也是如此。我们通过设计和开发一个系统来解决这个问题,该系统可以跟踪玩家的行为,以适应恐怖VR游戏的内容,根据特定玩家“喜欢被吓到”的程度大幅增加或减少其恐怖元素。然后,我们用玩家样本测试了我们提出的解决方案,获得了一些令人鼓舞的初步结果。
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引用次数: 4
Pict-Place Authentication: Recognition-based Graphical Password using Image Layout for Better Balance of Security and Operation Time Pict-Place认证:使用图像布局的基于识别的图形密码,更好地平衡安全性和操作时间
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464709
Tetsuji Takada, Mitsuhiro Yoshida
In this paper, we propose a novel recognition-based graphical authentication (RbGA) scheme, named “Pict-Place authentication” (PPA). RbGA was expected to improve the credential memorability issue of knowledge-based user authentication. However, RbGA has not been widely used owing to its low security and longer operation time. We therefore propose a new RbGA scheme to modify the credential input method in order to improve these issues. In PPA, the credential is input as a layout of multiple images. Based on this idea, we implemented a web-based prototype system and conducted evaluation experiments. The results indicate that PPA has the potential to reduce the operation time and improve theoretical security.
在本文中,我们提出了一种新的基于识别的图形认证(RbGA)方案,称为“Pict-Place认证”(PPA)。RbGA有望改善基于知识的用户认证的凭据记忆问题。然而,RbGA由于安全性低、运行时间长等问题,并没有得到广泛的应用。因此,我们提出了一种新的RbGA方案来修改凭证输入法,以改善这些问题。在PPA中,凭据作为多个图像的布局输入。基于这一思路,我们实现了一个基于web的原型系统,并进行了评估实验。结果表明,PPA具有缩短操作时间和提高理论安全性的潜力。
{"title":"Pict-Place Authentication: Recognition-based Graphical Password using Image Layout for Better Balance of Security and Operation Time","authors":"Tetsuji Takada, Mitsuhiro Yoshida","doi":"10.1145/3464385.3464709","DOIUrl":"https://doi.org/10.1145/3464385.3464709","url":null,"abstract":"In this paper, we propose a novel recognition-based graphical authentication (RbGA) scheme, named “Pict-Place authentication” (PPA). RbGA was expected to improve the credential memorability issue of knowledge-based user authentication. However, RbGA has not been widely used owing to its low security and longer operation time. We therefore propose a new RbGA scheme to modify the credential input method in order to improve these issues. In PPA, the credential is input as a layout of multiple images. Based on this idea, we implemented a web-based prototype system and conducted evaluation experiments. The results indicate that PPA has the potential to reduce the operation time and improve theoretical security.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134629752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Pandemics throughout history and geography – an interactive environment to educate the new generation of students 贯穿历史和地理的大流行病——教育新一代学生的互动环境
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464743
M. D. Gregorio, M. Sebillo, G. Tortora, G. Vitiello
The new coronavirus pandemic (COVID-19) has induced a radical change in the way people are educated. Distance or online learning has become the norm and it is important to provide new resources to ensure that continuing education takes place during this difficult time. The main objective is, therefore, to provide a service that not only supports school teaching but that can also increasingly motivate students while learning. In recent years, an increasing emphasis has been placed on geo-education in middle and high school curricula, transforming the way certain subjects are now taught to provide students with a thorough understanding of the dynamics and interconnections in the world, which are based also on relevant geographic areas information. This paper proposes the integration of advanced geospatial technology into traditional interactive learning tools as a way to describe experiences that help students understand phenomena and improve their skills, focusing on pandemic diseases, as they have happened in the history of humankind. The system is the result of a usability engineering process aimed at providing users with an effective learning experience, by iteratively analyzing their expectations and needs concerning georeferenced content. The resulting learning environment was tested in the context of a middle school program. A usability study was conducted to analyze the impact in terms of perceived quality, engagement, and learning performance of students.
新型冠状病毒大流行(COVID-19)导致人们的教育方式发生了根本性变化。远程或在线学习已经成为常态,提供新的资源以确保在这个困难时期继续教育是很重要的。因此,主要目标是提供一项服务,不仅支持学校教学,而且还可以在学习过程中越来越多地激励学生。近年来,地理教育在初中和高中课程中受到越来越多的重视,改变了某些科目的教学方式,使学生能够全面了解世界的动态和相互联系,这也是基于相关的地理区域信息。本文建议将先进的地理空间技术整合到传统的交互式学习工具中,作为一种描述经验的方式,帮助学生理解现象并提高他们的技能,重点关注人类历史上发生的大流行性疾病。该系统是可用性工程过程的结果,旨在通过迭代分析用户对地理参考内容的期望和需求,为用户提供有效的学习体验。最终的学习环境在一个中学项目的背景下进行了测试。我们进行了一项可用性研究,以分析在感知质量、参与和学生学习表现方面的影响。
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引用次数: 0
Designing for/with/around Nature: Exploring new Frontiers of Outdoor-related HCI 面向自然、利用自然、围绕自然进行设计:探索与户外相关的HCI的新领域
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3467687
Eleonora Mencarini, A. Rapp, Linda Tonolli, Maurizio Teli, R. Cibin, V. D'Andrea, M. Zancanaro
Resonating with the CHItaly theme “Frontiers of HCI”, this workshop will explore the frontiers of i) using technology outdoors, in terms of scope, opportunities, and limitations; ii) spaces that are not completely natural nor artificial but hybrid and offer opportunities for remote and asynchronous outdoor experiences; iii) interaction design in accounting for human interests over a variety of non-human ecologies.
与CHItaly的主题“HCI的前沿”相呼应,本次研讨会将探讨以下领域的前沿:1)在户外使用技术的范围、机会和限制;Ii)不完全自然或人工的混合空间,并提供远程和异步户外体验的机会;Iii)交互设计在多种非人类生态中考虑人类利益。
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引用次数: 1
期刊
CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter
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