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.
{"title":"Design of a Recommender System for Video Games based on In-Game Player Profiling and Activities","authors":"L. D. Simone, Davide Gadia, D. Maggiorini, L. Ripamonti","doi":"10.1145/3464385.3464742","DOIUrl":"https://doi.org/10.1145/3464385.3464742","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"70 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":"115174276","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}
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.
{"title":"HCI in K12 Computer Science Education – Using HCI as a Topic and a Didactic Tool","authors":"A. Bollin, S. Pasterk, Max Kesselbacher, E. Reçi, Markus Wieser, Nina Lobnig","doi":"10.1145/3464385.3464717","DOIUrl":"https://doi.org/10.1145/3464385.3464717","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"20 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":"124543455","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}
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.
{"title":"Fashion Within the Big Data Society: How can data enable fashion transition towards a more meaningful and sustainable paradigm?","authors":"P. Bertola","doi":"10.1145/3464385.3468146","DOIUrl":"https://doi.org/10.1145/3464385.3468146","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"55 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":"124837600","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}
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.
{"title":"Expressive digital place making as means of aggregation.: A case study from the COVID-19 pandemic.","authors":"Beatrice Gobbo, A. Benedetti","doi":"10.1145/3464385.3464731","DOIUrl":"https://doi.org/10.1145/3464385.3464731","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"26 6 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":"116860242","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}
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.
{"title":"Critical Tools for Machine Learning: Situating, Figuring, Diffracting, Fabulating Machine Learning Systems Design","authors":"Goda Klumbytė, Claude Draude, Alex S. Taylor","doi":"10.1145/3464385.3467475","DOIUrl":"https://doi.org/10.1145/3464385.3467475","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"10 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":"126841566","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}
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.
{"title":"The Influence of Personas’ Gender in Design","authors":"M. Lopes, Carl Vogel","doi":"10.1145/3464385.3464736","DOIUrl":"https://doi.org/10.1145/3464385.3464736","url":null,"abstract":"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.","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":"126760162","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}
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.
{"title":"Player behaviour metrics for adjusting content in VR games: the case of fear","authors":"S. Palma, L. Ripamonti, N. A. Borghese, D. Maggiorini, Davide Gadia","doi":"10.1145/3464385.3464705","DOIUrl":"https://doi.org/10.1145/3464385.3464705","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"1 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":"122318209","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}
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.
{"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}
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.
{"title":"Pandemics throughout history and geography – an interactive environment to educate the new generation of students","authors":"M. D. Gregorio, M. Sebillo, G. Tortora, G. Vitiello","doi":"10.1145/3464385.3464743","DOIUrl":"https://doi.org/10.1145/3464385.3464743","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"106 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":"132052779","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}
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.
{"title":"Designing for/with/around Nature: Exploring new Frontiers of Outdoor-related HCI","authors":"Eleonora Mencarini, A. Rapp, Linda Tonolli, Maurizio Teli, R. Cibin, V. D'Andrea, M. Zancanaro","doi":"10.1145/3464385.3467687","DOIUrl":"https://doi.org/10.1145/3464385.3467687","url":null,"abstract":"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.","PeriodicalId":221731,"journal":{"name":"CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter","volume":"9 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":"114081576","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}