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CHI '13 Extended Abstracts on Human Factors in Computing Systems最新文献

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Enhancing the research infrastructure for child-computer interaction 加强儿童计算机交互研究基础设施建设
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468810
J. Read, J. Hourcade
The child-computer interaction community has been steadily adding research infrastructure over the past 20 years through books, the Interaction Design and Children conference, being a featured community at CHI, through an official IFIP group, and more recently through a journal. In this SIG we will discuss the next steps to further strengthen the research infrastructure in this research community with the goals of improving the quality of the research, enhancing research resources, and increasing the impact of the field in industry and education.
在过去的20年里,儿童计算机交互社区一直在稳步增加研究基础设施,通过书籍,交互设计和儿童会议,作为CHI的特色社区,通过官方IFIP小组,以及最近通过期刊。在这次SIG中,我们将讨论进一步加强这个研究界的研究基础设施的下一步措施,以提高研究质量,增加研究资源,并增加该领域在工业和教育方面的影响。
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引用次数: 3
Decomposing immersion: effects of game demand and display type on auditory evoked potentials 分解沉浸感:游戏需求和显示类型对听觉诱发电位的影响
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468552
S. Fairclough, Christopher G. Burns
Immersion is used to describe the degree of psychological engagement with a computer game. A study was performed to investigate the relative contribution of game demand (easy, hard, impossible) and display type (small 5 display, large TV display, head-mounted display) on the experience of immersion. Fifteen participants played a racing game in a range of conditions. Players' experience of immersion was captured via a subjective questionnaire and evoked cortical potentials to an auditory oddball task. Results indicated that slow wave potentials were sensitive to task demand, i.e. impossible demand reduced attention to the game. There was also a weak effect of display type at both frontal and central sites that was indicative of greater immersion for the large TV screen compared to other display types. This study provides preliminary data on the decomposition of immersion into sensory and cognitive components.
沉浸感是用来描述对电脑游戏的心理投入程度。我们进行了一项研究,以调查游戏需求(简单,困难,不可能)和显示类型(小型显示器,大型电视显示器,头戴式显示器)对沉浸体验的相对贡献。15名参与者在一系列条件下玩了一个赛车游戏。玩家的沉浸体验是通过主观调查问卷和诱发皮层电位的听觉古怪任务来捕捉的。结果表明,慢波电位对任务需求敏感,即不可能的需求降低了对游戏的注意。在正面和中央位置的显示类型也有微弱的影响,这表明与其他显示类型相比,大屏幕电视屏幕更有沉浸感。本研究提供了将沉浸分解为感觉和认知成分的初步数据。
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引用次数: 4
Paléo: a collaborative system for social conciliation palachim:社会和解的合作系统
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468838
Tony Aubé, H. Savoie, Mathieu Thériault, Stéphanie Turgeon-Girard
Québec City's Saint-Roch District (Canada) is going through an urban and social transformation period. Over the years, the various efforts aimed at revitalizing the district contributed to the creation of a significant divide between the different social classes. The solution we devised, Paléo, is a social impact outdoor interface aiming to bring together the people frequenting the district. By placing users in a collaborative situation toward a common goal, the search for warmth during the cold Québec winter, our system intends to stimulate the evolution of reciprocal perceptions, and thus, improve the quality of the experience in the district.
魁梅贝克市的圣罗克区(加拿大)正在经历一个城市和社会转型时期。多年来,旨在振兴该地区的各种努力造成了不同社会阶层之间的重大分歧。我们设计的解决方案palo是一个具有社会影响力的户外界面,旨在将经常光顾该地区的人们聚集在一起。通过将用户置于一个共同目标的协作环境中,在寒冷的冬季寻找温暖,我们的系统旨在刺激相互感知的演变,从而提高该地区的体验质量。
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引用次数: 1
Critical InfoVis: exploring the politics of visualization 关键信息:探索可视化的政治
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468739
M. Dörk, Patrick Feng, C. Collins, Sheelagh Carpendale
As information visualization is increasingly used to raise awareness about social issues, difficult questions arise about the power of visualization. So far the research community has not given sufficient thought to how values and assumptions pervade information visualization. Taking engaging visualizations as a starting point, we outline a critical approach that promotes disclosure, plurality, contingency, and empowerment. Based on this approach, we pose some challenges and opportunities for visualization researchers and practitioners.
随着信息可视化越来越多地用于提高对社会问题的认识,关于可视化的力量出现了一些难题。到目前为止,研究界还没有充分考虑到价值和假设是如何渗透到信息可视化中的。以引人入胜的可视化为出发点,我们概述了一种促进披露、多元化、偶然性和赋权的关键方法。基于这种方法,我们为可视化研究人员和实践者提出了一些挑战和机遇。
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引用次数: 122
Lost in time: the meaning of temporal aspects in user experience 迷失在时间中:用户体验中时间方面的意义
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468455
Sari Kujala, Marlene Vogel, A. Pohlmeyer, Marianna Obrist
The long-term and dynamic nature of user experience (UX) is challenging both UX design and evaluation activities. Although the CHI community acknowledges the importance of a temporal perspective on UX, we are still lacking an understanding of time and the meaning of temporal aspects in UX. In order to close this gap, we organized a workshop at NordiCHI 2012 exploring the topic with researchers and practitioners, especially searching for a common understanding of long-term UX and its relevance to the field. In this paper, we analyze the current state of the topic, discuss definitions and theoretical models based on previous work and the outcome of the workshop. We conclude with a working definition for long-term UX, its relevance for design and summarize future research directions.
用户体验(UX)的长期性和动态性对用户体验设计和评估活动都提出了挑战。尽管CHI社区承认时间视角对UX的重要性,但我们仍然缺乏对时间和时间方面在UX中的意义的理解。为了缩小这一差距,我们在2012年NordiCHI上组织了一个研讨会,与研究人员和实践者一起探讨这个话题,特别是寻找对长期用户体验及其与该领域的相关性的共同理解。在本文中,我们分析了该主题的现状,讨论了基于以往工作和研讨会成果的定义和理论模型。我们总结了长期用户体验的工作定义,它与设计的相关性,并总结了未来的研究方向。
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引用次数: 36
Don't talk to strangers!: peer tutoring versus active intervention methodologies in interviewing children 不要和陌生人说话!:同伴辅导与积极干预方法在儿童访谈中的对比
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468761
S. Ognjanovic, J. Ralls
Digital products designed for children should be validated by children. When it comes to usability testing, not all the available methods which work well with adults are equally applicable with child participants. In our study, we investigated two methods, Peer Tutoring which was developed for children, and Active Intervention which originates from the more traditional Think-Aloud methodology with adults. Our goal was to find out which of the two methods does elicit more comments by 8-10 years old boys when using a web application. The results showed that Peer Tutoring did elicit the greatest number of comments. At the same time the number of prompts provided by the test moderator was tendentially lower than during Active Intervention.
为儿童设计的数码产品应该经过儿童的验证。当谈到可用性测试时,并非所有适用于成人的方法都同样适用于儿童参与者。在我们的研究中,我们调查了两种方法,一种是为儿童开发的同伴辅导,另一种是源于更传统的成人有声思考方法的积极干预。我们的目标是找出这两种方法中哪一种在使用web应用程序时能引起8-10岁男孩更多的评论。结果显示,“同伴辅导”确实引发了最多的评论。与此同时,测试主持人提供的提示数量趋于低于主动干预期间。
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引用次数: 3
Ubi-Jector: an information-sharing screen in a casual meeting environment using mobile devices Ubi-Jector:在非正式会议环境下,通过移动设备提供的信息共享界面
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468660
Hajin Lim, Seohee Choi, Joonhwan Lee
We propose a system called Ubi-Jector, which provides a shared information screen utilizing participants' personal mobile devices in casual meeting places. This system can successfully substitute for a large projector screen in most conventional meeting rooms, such as cafeterias, lobbies, or libraries, and also enable all participants to communicate simultaneously through their mobile devices. In this paper, we first present the preliminary study results that characterize the current issues when a casual meeting is carried out without a large shared screen, and then identify a set of user requirements for the system design. Next we describe our early prototype implementation, user interface, and simple evaluation.
我们提出了一个名为Ubi-Jector的系统,它在非正式的会议场所利用参与者的个人移动设备提供共享信息屏幕。该系统可以成功替代大多数传统会议室(如自助餐厅、大堂或图书馆)的大型投影仪屏幕,并使所有参与者通过他们的移动设备同时进行交流。在本文中,我们首先提出了初步的研究结果,描述了在没有大型共享屏幕的情况下进行临时会议时当前问题的特征,然后确定了一组用户对系统设计的需求。接下来,我们描述我们的早期原型实现、用户界面和简单的评估。
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引用次数: 3
Someone to watch over me: presence of an assistant agent on SNS inhibits negative blaming statements in tweeting 有人在监视我:在社交网络上有一个助理代理可以抑制推特上的负面指责言论
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468509
Miyuki Onuma, A. Kimura, Hiroki Sasaki, N. Mukawa
This study explored whether artificial cues of others on social networking sites (SNS) have an effect on a user's tweeting behavior in frustrating situations. By manipulating artificial cues of others, we measured the statements posted by participants on a hypothetical SNS under two different experimental situations: one was the agent condition, in which task instructions were given by an assistant agent throughout the task, and the other was the control condition in which task instructions were given through a text box. In each condition, participants were first asked to read fictional stories including frustrating interpersonal and intrapersonal events and to adopt these situations as their own. Participants were then asked to tweet about their feelings on the hypothetical SNS. The negativity and aggressiveness of each statement in both conditions were assessed by other participants. Results demonstrate that the statements for the frustrating interpersonal event posted by participants under the agent condition were more often evaluated as non-negative and less often evaluated as negative-and-blaming-of-others than those posted under the control condition. Conversely, there was no difference between conditions in the statements for the frustrating intrapersonal event. These findings suggest that the implication of the presence of others, such as an assistant agent, in the tweeting environment inhibits disparaging tweeting behavior on SNS.
这项研究探讨了社交网站上他人的人为暗示是否会影响用户在令人沮丧的情况下发推文的行为。通过操纵他人的人工提示,我们在两种不同的实验情境下测量了参与者在假设的社交网络上发表的陈述:一种是代理条件,即在整个任务过程中由助理代理提供任务指令;另一种是控制条件,即通过文本框提供任务指令。在每种情况下,参与者首先被要求阅读虚构的故事,其中包括令人沮丧的人际和个人事件,并将这些情况作为自己的情况。然后,参与者被要求在假想的社交网络上发布自己的感受。在两种情况下,每句话的消极性和攻击性都由其他参与者评估。结果表明,与控制组相比,被试在代理条件下发表的令人沮丧的人际事件的陈述被更多地评价为非消极的,而被评价为消极和责备他人的则较少。相反,在令人沮丧的个人事件的陈述中,不同条件之间没有差异。这些发现表明,在推特环境中存在他人(如助理代理)的暗示会抑制社交网络上的贬低推特行为。
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引用次数: 0
Taskville: visualizing tasks and raising awareness in the workplace Taskville:可视化任务,提高工作场所的意识
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468384
Shawn Nikkila, Daragh Byrne, H. Sundaram, Aisling Kelliher, S. Linn
Taskville is an interactive visualization that aims to increase awareness of tasks that occur in the workplace. It utilizes gameplay elements and playful interaction to motivate continued use. A preliminary study with 37 participants shows that Taskville succeeds at being a fun and enjoyable experience while also increasing awareness. A strong correlation was also found between two major study groups demonstrating its potential to increase awareness and stimulate task-based activity across work groups.
Taskville是一个交互式可视化工具,旨在提高人们对工作场所中发生的任务的认识。它利用玩法元素和有趣的互动来激励玩家持续使用。一项针对37名参与者的初步研究表明,Taskville成功地成为了一种有趣而愉快的体验,同时也提高了人们的意识。在两个主要的研究小组之间也发现了很强的相关性,这表明它有可能提高意识并刺激跨工作组的基于任务的活动。
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引用次数: 11
Design guidelines of a tool to help blind authors independently format their word documents 一个工具的设计指南,帮助盲人作者独立格式化他们的word文档
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468363
L. M. Villaverde, S. Arteaga, S. Kurniawan
Most work on document creators for blind people mainly concentrates on supporting document writing rather than document formatting, even though blind authors' documents are often treated dismissively when they do not match "expected" standards and many blind authors rely on sighted people to check their documents. Through understanding sighted readers' expectations and strategies and problems blind authors experience with current word processors, we compiled a set of guidelines for a formatting tool for blind authors. The guidelines include: the ability for users to control the level of corrections, the timeliness and intuitiveness of the information, and the compatibility with screen readers. We then developed a prototype with which we are conducting a case study evaluation, mainly, to come up with more guidelines. Emerging guidelines include: differentiating voices associated with content and formatting information, the ability to record user preference, and a preview of the surrounding context of the formatted items.
大多数针对盲人的文档创建者的工作主要集中在支持文档写作,而不是文档格式,尽管盲人作者的文档在不符合“预期”标准时经常被轻蔑地对待,许多盲人作者依靠视力正常的人来检查他们的文档。通过了解视力正常的读者的期望和策略,以及盲人作者在使用当前文字处理程序时遇到的问题,我们为盲人作者编写了一套格式化工具指南。这些准则包括:用户控制更正级别的能力,信息的及时性和直观性,以及与屏幕阅读器的兼容性。然后我们开发了一个原型,用它来进行案例研究评估,主要是为了提出更多的指导方针。新出现的指导方针包括:区分与内容和格式化信息相关的声音,记录用户偏好的能力,以及对格式化项的周围上下文的预览。
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引用次数: 13
期刊
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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