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

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Sweat-atoms: turning physical exercise into physical objects 汗原子:把体育锻炼变成实物
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479614
R. A. Khot, F. Mueller
In this paper, we introduce a novel idea of crafting a physical object in tandem with the physical exercise using the heart rate patterns. Our aim is provide a new way of visualizing the exercise intensity. We present Sweat-Atoms, a 3D modeling and printing system, which generates abstract 3D designs using the heart rate patterns of individuals engaged in a physical activity. The crafted physical objects can act as souvenirs and be testimony to the human efforts invested in performing the physical activity. We believe the creative experience of crafting will help to change the monotonous nature of physical exercise.
在本文中,我们介绍了一种新颖的想法,即利用心率模式制作物理对象与体育锻炼相结合。我们的目的是提供一种可视化运动强度的新方法。我们展示了Sweat-Atoms,这是一个3D建模和打印系统,它可以使用从事体育活动的个人的心率模式生成抽象的3D设计。精心制作的实物可以作为纪念品,并证明在进行体力活动时投入的人类努力。我们相信手工制作的创造性体验将有助于改变体育锻炼的单调性。
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引用次数: 13
Flexpad: a highly flexible handheld display Flexpad:一种高度灵活的手持显示器
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479555
Jürgen Steimle, Andreas Jordt, P. Maes
This video demonstrates Flexpad, a highly flexible display interface. Flexpad introduces a novel way of interacting with flexible displays by using detailed deformations. Using a Kinect camera and a projector, Flexpad transforms virtually any sheet of paper or foam into a flexible, highly deformable and spatially aware handheld display. It uses a novel approach for tracking deformed surfaces from depth images very robustly, in high detail and in real time. As a result, the display is considerably more deformable than previous work on flexible handheld displays, enabling novel applications that leverage the high expressiveness of detailed deformation. We illustrate these unique capabilities through three application examples: curved cross-cuts in volumetric images, deforming virtual paper characters, and slicing through time in videos.
这个视频演示了Flexpad,一个高度灵活的显示界面。Flexpad引入了一种新颖的方式,通过使用详细的变形与柔性显示器进行交互。Flexpad使用Kinect摄像头和投影仪,几乎可以将任何一张纸或泡沫转换成灵活的、高度可变形的、具有空间感知的手持显示器。它采用了一种新颖的方法来跟踪变形表面从深度图像非常稳健,高细节和实时。因此,该显示器的可变形性比以前在柔性手持显示器上的工作要高得多,从而实现了利用详细变形的高表现力的新颖应用。我们通过三个应用实例来说明这些独特的功能:体积图像中的弯曲横切,变形虚拟纸字符,以及视频中的时间切片。
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引用次数: 6
Estimating user interruptibility by measuring table-top pressure 通过测量桌面压力来估计用户的可中断性
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468662
Takahisa Tani, S. Yamada
A user working with his/her desktop computer would benefit from notifications (e.g., the arrival of e-mail, micro-blogs, and application updates) being given at adequate times when he/she is interruptible. To do so, a notification system needs to determine the user's state of activity. In this paper, we propose a novel method for estimating user states with a pressure sensor on a desk. We use a lattice-like pressure sensor sheet and distinguish between two simple user states: interruptible or not. The pressure can be measured without the user being aware of it, and changes in the pressure reflect useful information such as typing, an arm resting on the desk, mouse operation, and so on. We carefully developed features that can be extracted from the sensed raw data, and we used a machine learning technique to identify the user's interruptibility. We conducted experiments for two different tasks to evaluate the accuracy of our proposed method and obtained promising results.
使用他/她的台式计算机工作的用户将受益于通知(例如,电子邮件、微博客和应用程序更新的到来)在他/她可被打断的适当时间内提供。为此,通知系统需要确定用户的活动状态。在本文中,我们提出了一种新的方法来估计用户的状态与桌上的压力传感器。我们使用栅格式压力传感器片,并区分两种简单的用户状态:可中断或不可中断。可以在用户没有意识到的情况下测量压力,压力的变化反映了有用的信息,如打字、手臂放在桌子上、鼠标操作等等。我们仔细开发了可以从感知的原始数据中提取的特征,并且我们使用机器学习技术来识别用户的可中断性。我们对两个不同的任务进行了实验,以评估我们提出的方法的准确性,并获得了令人满意的结果。
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引用次数: 7
Peter piper picked a peck of pickled peppers: an interface for playful language exploration Peter piper捡起一撮腌辣椒:一个有趣的语言探索界面
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479627
C. Sylla, S. Gonçalves, Pedro Branco, C. Coutinho
In this paper we describe t-words (tangible words) an interface that consists of rectangular blocks in which children can record and then playback audio. The blocks can then be snapped together playing the recorded audio in a sequence, by reordering the blocks in different ways the audio sequence changes according to the order of the blocks. t-words does not need a computer, which makes it flexible for various contexts. The interface was presented during two workshops that took place in Kathmandu - Nepal with two schools. During the workshops children used the interface playfully exploring sounds, words and sentences while engaging in collaborative work.
在本文中,我们描述了t-words(有形的词),一个由矩形块组成的界面,儿童可以在其中录制和播放音频。然后,这些块可以按顺序一起播放录制的音频,通过以不同的方式重新排序块,音频序列根据块的顺序变化。T-words不需要电脑,这使得它可以灵活地适应各种上下文。该界面是在尼泊尔加德满都与两所学校举行的两次研讨会上提出的。在工作坊中,孩子们在参与协作工作的同时,使用界面有趣地探索声音、单词和句子。
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引用次数: 13
Children's computer interaction in schools: a case study for promoting healthy computer use 儿童在学校的电脑互动:促进电脑健康使用的个案研究
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468475
M. Ciccarelli, C. Harris
This paper describes the macro-ergonomics approach currently being delivered in collaboration with a West Australian school community to ensure healthy computing for students in middle school (ages 11- 17 Years). Background: Introduction of notebook computers in many schools has become integral to learning. While this is rewarding from an educational perspective, increased screen-based exposure has been associated with potential risks to physical and visual health. Unhealthy computing behaviours include frequent and long durations of exposure; awkward postures due to inappropriate furniture and workstation layout, and ignoring computer-related discomfort. Methods: This research uses a community-based participatory research approach. Students in Year 7 in 2011 at a co-educational middle school, their parents, and teachers have been recruited. Baseline data was collected on students' knowledge of computer ergonomics, current notebook exposure, and attitudes towards healthy computing behaviours; and teachers' and self-perceived competence to promote healthy notebook use among students, and what education they wanted. The intervention phase is a health promotion program that is being developed by an inter-professional team in collaboration with students, teachers and parents to embed concepts of ergonomics education in relevant school activities and school culture. End of year changes in reported and observed student computing behaviours will be used to determine the effectiveness of the program. Significance: Building a body of evidence regarding physical health benefits to students from this school-based ergonomics program can guide policy development on the healthy use of computers within children's educational environments. Additionally, an approach that attends to epidemiological risk factors, whole community attitudes, environmental factors and the organizational environment and culture of the community is essential.
本文描述了目前正在与西澳大利亚学校社区合作提供的宏观人体工程学方法,以确保中学生(11- 17岁)的健康计算。背景:笔记本电脑在许多学校的引进已经成为学习不可或缺的一部分。虽然从教育的角度来看,这是有益的,但增加的屏幕暴露与身体和视觉健康的潜在风险有关。不健康的计算行为包括频繁和长时间的接触;由于不合适的家具和工作站布局而导致的尴尬姿势,并且忽略了与电脑相关的不适。方法:本研究采用基于社区的参与式研究方法。一所男女同校的中学2011年7年级的学生、他们的家长和老师被招募。收集学生计算机人机工程学知识、当前笔记本使用情况和对健康使用行为的态度的基线数据;教师和自我认知能力促进学生健康使用笔记本,他们想要什么教育。干预阶段是一项健康促进计划,由一个跨专业团队与学生、教师和家长合作制定,将人体工程学教育概念融入相关的学校活动和学校文化。年底报告和观察到的学生计算机行为的变化将用于确定该计划的有效性。意义:从这个以学校为基础的人体工程学项目中建立一个关于学生身体健康益处的证据体,可以指导在儿童教育环境中健康使用计算机的政策制定。此外,必须采取一种兼顾流行病学风险因素、整个社区态度、环境因素以及社区的组织环境和文化的办法。
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引用次数: 1
Wet pixels: from digital to analogue originals 湿像素:从数字到模拟原件
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468459
H. Kwon, J. Briggs, Ben Freeth, K. Ladha, James Thomas, M. Blythe, P. Olivier
This paper reports on experience design work currently in progress. "Wet Pixels" is intended to stimulate discussion around the notion of reproducing original digital images in a physical medium. The prototype's design is informed by mechanical reproduction devices (e.g. relief press, large format camera) and retrospective print processes (halftone, dot matrix). The original conceptual design (Figure 1) constitutes a miniature camera encased in a wooden viewing frame that would enable viewers to select and capture photographs. This image could subsequently be printed onto Japanese paper using an Arduino-controlled matrix of stepper motors topped with paint-tipped sponges. When presented in a gallery, Wet Pixels provides users with greater sensory feedback (physical, visual, auditory) than entirely digital processes through tangible creative mark-making on to paper.
本文报告了目前正在进行的体验设计工作。“湿像素”旨在激发围绕在物理介质中再现原始数字图像的概念的讨论。原型机的设计采用了机械复制设备(如凸版印刷机、大幅面相机)和回溯印刷工艺(半色调、点阵)。最初的概念设计(图1)包括一个装在木制观看框内的微型相机,使观看者能够选择和捕捉照片。随后,这幅图像可以用arduino控制的步进电机矩阵打印在日本纸上,上面有涂漆的海绵。当在画廊中展示时,Wet Pixels通过在纸上进行有形的创造性标记,为用户提供了比完全数字化过程更大的感官反馈(物理,视觉,听觉)。
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引用次数: 1
Third mobile accessibility workshop 第三届移动无障碍工作坊
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479668
Tiago Guerreiro, Jeffrey P. Bigham, L. Carriço, D. Gonçalves, Y. Yeşilada, Shadi Abou-Zahra
Mobile interaction presents challenges that go beyond the traditional desktop contexts. These difficulties become even greater when considering people with disabilities or people without disabilities that experience situational impairments. Further, mobile devices and interfaces have been evolving at an astonishing rate which leads to increasing difficulties in maturing the field and consequently to ensure accessibility by different people and under different circumstances. This workshop aims to bring together researchers from the Mobile HCI, Mobile Accessibility, and Mobile Web areas, towards identifying the most prominent challenges for mobile accessibility and guidelines for a more structured and faster development of accessible solutions.
移动交互带来的挑战超越了传统的桌面环境。当考虑到经历情境障碍的残疾人或非残疾人时,这些困难就变得更大了。此外,移动设备和界面以惊人的速度发展,这导致该领域越来越难以成熟,从而确保不同人在不同情况下的可访问性。本次研讨会旨在汇集来自移动HCI、移动可访问性和移动Web领域的研究人员,共同确定移动可访问性面临的最突出挑战,并为更结构化、更快速地开发可访问解决方案提供指导。
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引用次数: 4
Session details: Case studies: novel settings 会议细节:案例研究:新颖的设置
Pub Date : 2013-04-27 DOI: 10.1145/3246445
Elizabeth Dykstra-Erickson
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引用次数: 0
We'll take it from here: letting the users take charge of the evaluation and why that turned out well 我们将从这里开始:让用户负责评估以及为什么结果很好
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468778
Cosmin Munteanu, H. Fournier, J. Lapointe, Bruno Emond, I. Kondratova
The operational challenges faced by law enforcement and public safety personnel are constantly evolving, while the training and certification process has stayed the same. New technologies such as virtual reality, mixed reality, or game-based simulators are being researched as promising enhancements to traditional training methods. However, their widespread adoption, particularly by smaller units, faces barriers such as cost - due in no small part to the difficulties of developing and especially evaluating such large-scale interactive systems. In this case study, we present MINT - a low-cost mixed-reality Multimodal INteractive Training system, aimed at supporting the training of small- and medium-sized law enforcement and infantry units. We discuss the challenges and approaches taken in the participatory design of the training system, its agile-based development and implementation, and its qualitative evaluation with users and subject-matter experts.
执法人员和公共安全人员面临的业务挑战不断变化,而培训和认证过程却保持不变。虚拟现实、混合现实或基于游戏的模拟器等新技术正在被研究,作为传统训练方法的有希望的增强。然而,它们的广泛采用,特别是小单位的广泛采用,面临着诸如成本等障碍,这在很大程度上是由于开发和特别是评估这种大规模互动系统的困难。在本案例研究中,我们介绍了MINT——一种低成本的混合现实多模式互动训练系统,旨在支持中小型执法和步兵部队的训练。我们讨论了在培训系统的参与式设计、基于敏捷的开发和实施以及与用户和主题专家的定性评估中所采取的挑战和方法。
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引用次数: 3
Supporting behavioral differences and changes in personal task management 支持个人任务管理中的行为差异和变化
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468703
M. Haraty
Research on personalization has mostly focused on improving low-level aspect of user's performance (e.g. time to access a command) or automating tasks for accommodating the different needs of individuals. Thus, the results of that research has often led to the design of personalization facilities that allow users to accomplish their goals faster. While this is a valuable outcome, personalization research has given little attention to supporting individual differences beyond those related to user's performance. For my PhD research, I explore 1) behavioral differences in the context of personal task management, and 2) the design of personalization facilities that can accommodate such differences.
对个性化的研究主要集中在提高用户性能的低级方面(例如访问命令的时间)或自动化任务以适应个人的不同需求。因此,这项研究的结果经常导致个性化设施的设计,允许用户更快地完成他们的目标。虽然这是一个有价值的结果,但个性化研究很少关注与用户表现相关的个体差异。在我的博士研究中,我探讨了1)个人任务管理背景下的行为差异,以及2)能够适应这种差异的个性化设施的设计。
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引用次数: 0
期刊
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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