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

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Gaze-supported foot interaction in zoomable information spaces 可缩放信息空间中支持凝视的足部交互
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479610
F. Göbel, Konstantin Klamka, A. Siegel, Stefan Vogt, S. Stellmach, Raimund Dachselt
When working with zoomable information spaces, we can distinguish complex tasks into primary and secondary tasks (e.g., pan and zoom). In this context, a multimodal combination of gaze and foot input is highly promising for supporting manual interactions, for example, using mouse and keyboard. Motivated by this, we present several alternatives for multimodal gaze-supported foot interaction in a computer desktop setup for pan and zoom. While our eye gaze is ideal to indicate a user's current point of interest and where to zoom in, foot interaction is well suited for parallel input controls, for example, to specify the zooming speed. Our investigation focuses on varied foot input devices differing in their degree of freedom (e.g., one- and two-directional foot pedals) that can be seamlessly combined with gaze input.
在处理可缩放的信息空间时,我们可以将复杂任务区分为主要任务和次要任务(例如,平移和缩放)。在这种情况下,注视和脚输入的多模态组合非常有希望支持手动交互,例如使用鼠标和键盘。受此启发,我们提出了在计算机桌面设置中用于平移和缩放的多模态凝视支持的足部交互的几种替代方案。虽然我们的眼睛注视是指示用户当前感兴趣的点和放大的理想选择,但脚的交互非常适合并行输入控制,例如,指定缩放速度。我们的研究重点是各种不同自由度的足部输入设备(例如,单向和双向脚踏板),这些设备可以与凝视输入无缝结合。
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引用次数: 45
Crafting wearables: interaction design meets fashion design 制作可穿戴设备:交互设计与时尚设计
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479556
O. Tomico, M. V. Zijverden, T. Fejér, L. Chen, E. Lubbers, Meerthe Heuvelings, Sonia Aïssaoui, Verena Schepperheyn
As people intimate relation with all kinds of technologies evolves, new expressive and interactive technologies are becoming relevant for the field of design. Loom is a garment that fits tight around the upper body, supporting the posture and preventing large movements. Small movements therefore become the focus of the interaction. Through the use of NiTi wires the collar moves upward; by hand the collar can be pushed down. The continuous moving up and pushing down creates a subtle touch on the neck, supporting relaxation and meditation activities. Loom is part of a set of wearables [1] that explored the boundaries between the human body, its movement and the technological possibilities. The goal was to blend Phenomenology [2], interaction design, and fashion design in order to create new design practices.
随着人们与各种技术的密切关系的发展,新的表达和交互技术正在成为设计领域的相关技术。织布机是一种紧贴上身的衣服,可以支撑姿势,防止剧烈运动。小的动作因此成为交互的焦点。通过使用镍钛金属丝,接箍向上移动;用手把领子向下推。持续向上和向下的移动在脖子上创造了微妙的触摸,支持放松和冥想活动。Loom是一套可穿戴设备[1]的一部分,它探索了人体、运动和技术可能性之间的界限。其目标是融合现象学[2]、交互设计和时尚设计,以创造新的设计实践。
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引用次数: 12
Audio-augmented paper for the therapy of low-functioning autism children 用于治疗低功能自闭症儿童的音频增强纸
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468445
Andrea Alessandrini, A. Cappelletti, M. Zancanaro
In this paper, we present a prototype and an initial pilot study of audio-augmented paper to support the therapy of low-functioning autism children. The prototype supports the recording of audio on standard sheets of paper by using tangible tools that can be shared among the therapist and the child. The prototype is designed as tool for the therapist to engage a child in a storytelling activity.
在本文中,我们提出了一个原型和音频增强纸的初步试点研究,以支持低功能自闭症儿童的治疗。这个原型支持在标准的纸上录制音频,通过使用治疗师和孩子之间共享的有形工具。这个原型被设计成治疗师让孩子参与讲故事活动的工具。
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引用次数: 8
Mind pool: encouraging self-reflection through ambiguous bio-feedback 思维池:通过模糊的生物反馈鼓励自我反思
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479588
Kiel S. Long, John Vines
In this interactivity we present Mind Pool, an exploratory Brain-Computer Interface (BCI) interactive artwork that provides real-time feedback of brain activity to those interacting with it. Brain activity is represented sonically and physically via a magnetically reactive liquid that sits in a pool in front of the participant. Mind Pool is designed to present this information ambiguously so as to encourage sustained interactions and self-reflection from participants through motivating them to relate the ambiguous feedback with their brain activity.
在这个互动性中,我们展示了Mind Pool,这是一个探索性的脑机接口(BCI)交互艺术品,可以向与之交互的人提供大脑活动的实时反馈。大脑活动通过放置在参与者面前的水池中的磁性反应液体在声音和物理上表现出来。心智池的设计目的是模糊地呈现这些信息,通过激励参与者将模糊的反馈与他们的大脑活动联系起来,从而鼓励参与者进行持续的互动和自我反思。
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引用次数: 17
User-defined gestures for augmented reality 用户自定义手势增强现实
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468527
Thammathip Piumsomboon, Adrian Clark, M. Billinghurst, A. Cockburn
Recently there has been an increase in research of hand gestures for interaction in the area of Augmented Reality (AR). However this research has focused on developer designed gestures, and little is known about user preference and behavior for gestures in AR. In this paper, we present the results of a guessability study focused on hand gestures in AR. A total of 800 gestures have been elicited for 40 selected tasks from 20 partic-ipants. Using the agreement found among gestures, a user-defined gesture set was created to guide design-ers to achieve consistent user-centered gestures in AR.
近年来,在增强现实(AR)领域对手势交互的研究有所增加。然而,这项研究主要集中在开发者设计的手势上,对AR中手势的用户偏好和行为知之甚少。在本文中,我们提出了一项关于AR中手势的可猜测性研究的结果。我们从20名参与者中选出了40个任务,共得出了800个手势。利用手势之间的一致性,创建了一个用户定义的手势集,以指导设计师在AR中实现一致的以用户为中心的手势。
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引用次数: 327
Session details: alt.chi: experiences alt.chi:经验
Pub Date : 2013-04-27 DOI: 10.1145/3246437
C. Disalvo
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引用次数: 0
Acted emotional expressions of game-playing children: investigating the influence of emotion intensity on recognition rates 儿童游戏行为的情绪表达:情绪强度对识别率的影响
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468544
S. Shahid, B. Erven, E. Krahmer
While the intensity of emotions is likely of great importance to automatic emotion recognition systems, it is not an ordinary feature in emotion databases. This paper presents a database of children acting out six basic emotions, in which the intensity of said emotions was manipulated. A judgment task showed emotions were better recognized than chance could predict, while differences in intensity were perceived in two manipulated conditions. In addition, we establish a correlation between intensity and recognition rates for this database. Finally, possibilities for future research are discussed.
虽然情绪的强度可能对自动情绪识别系统非常重要,但它并不是情绪数据库中的普通特征。本文提出了一个儿童表现出六种基本情绪的数据库,其中所述情绪的强度是被操纵的。一项判断任务显示,人们对情绪的识别程度比运气所能预测的要高,而在两种操纵条件下,人们能感知到情绪强度的差异。此外,我们建立了该数据库的强度和识别率之间的相关性。最后,对未来研究的可能性进行了讨论。
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引用次数: 1
A software development methodology for sustainable ICTD solutions 可持续ICTD解决方案的软件开发方法
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468773
Jörg Dörflinger, A. Dearden, Tom Gross
Information and Communication Technology continue to be increasingly used in social development and poverty alleviation projects, known as Information and Communication Technology for Development (ICTD) projects. However, most interventions either fail completely as a result of attempting to use inappropriate software development approaches and technology concepts in the different ICTD context or they only execute small scale prototypes without positive long-term social impact. We present a case study on how we combined and adapted, using an iterative action research refinement approach, established interaction design methods into a software development methodology supporting scalable long-term ICTD software projects: the Technical ICTD Methodology (TIM). Our case study is based on the experiences of a series of ICTD projects executed within a major software corporation over a period of more than five years.
信息和通信技术继续越来越多地用于社会发展和扶贫项目,称为信息和通信技术促进发展项目。然而,由于在不同的ICTD环境中试图使用不适当的软件开发方法和技术概念,大多数干预措施要么完全失败,要么只执行小规模的原型,而没有积极的长期社会影响。我们提出了一个案例研究,关于我们如何结合和适应,使用迭代的行动研究改进方法,将交互设计方法建立为支持可扩展的长期ICTD软件项目的软件开发方法:技术ICTD方法(TIM)。我们的案例研究是基于一家大型软件公司在五年多的时间里执行的一系列ICTD项目的经验。
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引用次数: 8
Empirical evaluation of 20 web form optimization guidelines 20个网页表单优化指南的实证评价
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468695
M. Seckler, Silvia Heinz, Javier A. Bargas-Avila, K. Opwis, Alexandre N. Tuch
Most websites use interactive online forms as a main contact point to users. Recently, many publications aim at optimizing web forms. In contrast to former research that focused at the evaluation of single guidelines, the present study shows in a controlled lab experiment with n=23 participants the combined effectiveness of 20 guidelines on real company web forms. Results indicate that optimized web forms lead to faster completion times, less form submission trials, fewer eye fixations and higher user satisfaction in comparison to the original forms.
大多数网站使用交互式在线表单作为与用户的主要接触点。最近,许多出版物致力于优化web表单。与以往的研究侧重于单一准则的评估相比,本研究在一个有n=23名参与者的控制实验室实验中显示了20个准则对真实公司网络表单的综合有效性。结果表明,与原始表单相比,优化后的web表单完成速度更快,表单提交试验次数更少,眼球注视次数更少,用户满意度更高。
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引用次数: 5
Morphing agency: deconstruction of an agent with transformative agential triggers 变形代理:解构具有变革性代理触发器的代理
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468745
Hirotaka Osawa, M. Imai
This paper presents our vision of Human Computer Interaction (HCI) called the "Morphing Agency." The Morphing Agency redefines the notion of an agent in HCI, and proposes separated use of all agential triggers that evoke a user as an agent. This paper describes three key levels of agential triggers that are humanlike, behavioral, and internal. We illustrate these concepts with three prototype systems - the morphExplainer, transExplainer and parasiticBelt - to identify underlying research issues.
本文提出了我们对人机交互(HCI)的设想,称为“变形代理”。Morphing代理重新定义了HCI中代理的概念,并建议将所有将用户作为代理调用的代理触发器分开使用。本文描述了三个关键层次的代理触发器:类人、行为和内部。我们用三个原型系统(morphExplainer、transExplainer和寄生带)来说明这些概念,以确定潜在的研究问题。
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引用次数: 15
期刊
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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