F. Bracco, C. Chiorri, D. Glowinski, Beatrice Hosseini Nia, G. Vercelli
Notwithstanding their widespread diffusion, stereoscopic media have important drawbacks in terms of viewers' visual discomfort. Current assessment methods are mainly based on measures of objective parameters such as eye physiology or media characteristics. On the other hand, subjective methods only evaluate the personal experience related to the physiological symptoms. In this pilot study we developed and validated the Stereoscopic Discomfort Scale (SDS), a self-assessment tool for the subjective evaluation of physiological and psychological symptoms related to stereoscopic viewing. The results show evidence of internal consistency, unidimensionality and construct validity of the scale. Since SDS scores were also strongly correlated with facets of presence, we argue that the SDS could be a useful tool for the investigation of users' experience related to stereoscopic media.
{"title":"Investigating visual discomfort with 3D displays: the stereoscopic discomfort scale","authors":"F. Bracco, C. Chiorri, D. Glowinski, Beatrice Hosseini Nia, G. Vercelli","doi":"10.1145/2468356.2468411","DOIUrl":"https://doi.org/10.1145/2468356.2468411","url":null,"abstract":"Notwithstanding their widespread diffusion, stereoscopic media have important drawbacks in terms of viewers' visual discomfort. Current assessment methods are mainly based on measures of objective parameters such as eye physiology or media characteristics. On the other hand, subjective methods only evaluate the personal experience related to the physiological symptoms. In this pilot study we developed and validated the Stereoscopic Discomfort Scale (SDS), a self-assessment tool for the subjective evaluation of physiological and psychological symptoms related to stereoscopic viewing. The results show evidence of internal consistency, unidimensionality and construct validity of the scale. Since SDS scores were also strongly correlated with facets of presence, we argue that the SDS could be a useful tool for the investigation of users' experience related to stereoscopic media.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134118981","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}
SOUND BOUND is an interactive graphic equalizer. It displays the magnitude of frequency akin to traditional graphic equalizers or other sound visualizers, and it also allows the user to distort and create sounds by touch interaction. The user can create virtual balls or instrument icons on the screen and can cause these objects to collide with the equalizer by using a physics engine. When virtual balls collide with the equalizer bars, the magnitude of certain frequencies is amplified. When equalizer bars strikes an instruments icon, it create an instrumental sound effect. Until the invention of SOUND BOUND, the activities involved in listening to music have been essentially passive and static. SOUND BOUND actively engages people in the activity of listening to music and enhances their experience as well.
{"title":"SOUND BOUND: making a graphic equalizer more interactive and fun","authors":"Seungki Kim, Woohun Lee","doi":"10.1145/2468356.2479585","DOIUrl":"https://doi.org/10.1145/2468356.2479585","url":null,"abstract":"SOUND BOUND is an interactive graphic equalizer. It displays the magnitude of frequency akin to traditional graphic equalizers or other sound visualizers, and it also allows the user to distort and create sounds by touch interaction. The user can create virtual balls or instrument icons on the screen and can cause these objects to collide with the equalizer by using a physics engine. When virtual balls collide with the equalizer bars, the magnitude of certain frequencies is amplified. When equalizer bars strikes an instruments icon, it create an instrumental sound effect. Until the invention of SOUND BOUND, the activities involved in listening to music have been essentially passive and static. SOUND BOUND actively engages people in the activity of listening to music and enhances their experience as well.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133986318","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}
D. Furniss, A. O'Kane, R. Randell, Svetlena Taneva, Helena M. Mentis, A. Blandford
The Institute of Medicine 2000 report To Err is Human raised concerns about patient safety worldwide: there is increasing pressure for safe, efficient and effective healthcare along with a drive to innovate and improve patient experience. As a consequence, the design and evaluation of medical technology in context is becoming more widespread in HCI and related disciplines. Whilst research results are reported in papers, the details of how to actually perform fieldwork studies in these challenging environments are not. This CHI 2013 workshop will bring together researchers from diverse backgrounds to share experiences and expertise in carrying out healthcare fieldwork in both clinical and non-clinical settings: across hospitals, homecare environments and on the move when using mobile healthcare technology. We aim to create a graduate guidebook for HCI fieldwork in healthcare for current and future generations of researchers.
医学研究所(Institute of Medicine) 2000年的报告《犯错是人》(To Err is Human)提出了对全球患者安全的担忧:安全、高效和有效的医疗保健的压力越来越大,同时还需要创新和改善患者体验。因此,医疗技术的设计和评估在HCI和相关学科中变得越来越普遍。虽然研究结果在论文中报告,但如何在这些具有挑战性的环境中实际进行实地调查的细节却没有。本次CHI 2013研讨会将汇集来自不同背景的研究人员,分享在临床和非临床环境中开展医疗实地工作的经验和专业知识:在医院、家庭护理环境中以及在移动中使用移动医疗技术时。我们的目标是为当前和未来几代研究人员创建一本医疗保健领域HCI实地工作的研究生指南。
{"title":"HCI fieldwork in healthcare: creating a graduate guidebook","authors":"D. Furniss, A. O'Kane, R. Randell, Svetlena Taneva, Helena M. Mentis, A. Blandford","doi":"10.1145/2468356.2479647","DOIUrl":"https://doi.org/10.1145/2468356.2479647","url":null,"abstract":"The Institute of Medicine 2000 report To Err is Human raised concerns about patient safety worldwide: there is increasing pressure for safe, efficient and effective healthcare along with a drive to innovate and improve patient experience. As a consequence, the design and evaluation of medical technology in context is becoming more widespread in HCI and related disciplines. Whilst research results are reported in papers, the details of how to actually perform fieldwork studies in these challenging environments are not. This CHI 2013 workshop will bring together researchers from diverse backgrounds to share experiences and expertise in carrying out healthcare fieldwork in both clinical and non-clinical settings: across hospitals, homecare environments and on the move when using mobile healthcare technology. We aim to create a graduate guidebook for HCI fieldwork in healthcare for current and future generations of researchers.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"33 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134035260","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}
Contemporary lighting systems may consist of many individual light sources that can be controlled on various parameters (e.g. intensity, colour, spatial position). Therefore, opening up freedom of control to the user in a comprehensive manner is a challenge. We present a lighting system with three different interfaces that suit different usage scenarios in terms of control effort and freedom. The system consists of modular ceiling tiles for down-lighting and colored wall-washing for atmospheric lighting. The LightPad allows people to quickly adjust all light sources with an expressive touch; duration and force determine respectively the light color and intensity. This could be used near the entrance of a space to quickly set the lighting. The LightCube allows users to choose between various presets that are related to different activities. The top-facing preset is activated. The LightApp is a tablet interface that allows users to control many light sources in detail using simple gestures: dragging, pinching, rotating and wiping. This could be used to create specific atmospheres, or to create presets for the LightCube.
{"title":"Future lighting systems","authors":"Remco Magielse, S. Offermans","doi":"10.1145/2468356.2479545","DOIUrl":"https://doi.org/10.1145/2468356.2479545","url":null,"abstract":"Contemporary lighting systems may consist of many individual light sources that can be controlled on various parameters (e.g. intensity, colour, spatial position). Therefore, opening up freedom of control to the user in a comprehensive manner is a challenge. We present a lighting system with three different interfaces that suit different usage scenarios in terms of control effort and freedom. The system consists of modular ceiling tiles for down-lighting and colored wall-washing for atmospheric lighting. The LightPad allows people to quickly adjust all light sources with an expressive touch; duration and force determine respectively the light color and intensity. This could be used near the entrance of a space to quickly set the lighting. The LightCube allows users to choose between various presets that are related to different activities. The top-facing preset is activated. The LightApp is a tablet interface that allows users to control many light sources in detail using simple gestures: dragging, pinching, rotating and wiping. This could be used to create specific atmospheres, or to create presets for the LightCube.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131480828","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}
Markus Hug, Nina T. Suter, Elisa D. Mekler, K. Opwis
Effective communication on the internet is becoming increasingly difficult for advertisers, as they have to compete with many others for user attention. We examine the role of source credibility (specifically website and advertiser credibility) as a means to increase advertising effectiveness. Our results showed that website credibility affects ad credibility, whereas advertiser credibility also enhances attitude toward the brand, and users' purchase intention. Based on these findings, we discuss implications and opportunities for future research on online advertising.
{"title":"Ads suit up!: effects of website and advertiser credibility on consumer responses to banner ads","authors":"Markus Hug, Nina T. Suter, Elisa D. Mekler, K. Opwis","doi":"10.1145/2468356.2468680","DOIUrl":"https://doi.org/10.1145/2468356.2468680","url":null,"abstract":"Effective communication on the internet is becoming increasingly difficult for advertisers, as they have to compete with many others for user attention. We examine the role of source credibility (specifically website and advertiser credibility) as a means to increase advertising effectiveness. Our results showed that website credibility affects ad credibility, whereas advertiser credibility also enhances attitude toward the brand, and users' purchase intention. Based on these findings, we discuss implications and opportunities for future research on online advertising.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131542662","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}
Torkil Clemmensen, Pedro F. Campos, D. Katre, J. Abdelnour-Nocera, A. Lopes, Rikke Orngreen, S. Minocha
In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an interest on empirical work analysis, HCI, interaction design and usability and user experience in work situations and in the workplace. This SIG is a vital step towards creating a CHI2014 workshop on this topic.
{"title":"CHI 2013 human work interaction design (HWID) SIG: past history and future challenges","authors":"Torkil Clemmensen, Pedro F. Campos, D. Katre, J. Abdelnour-Nocera, A. Lopes, Rikke Orngreen, S. Minocha","doi":"10.1145/2468356.2468824","DOIUrl":"https://doi.org/10.1145/2468356.2468824","url":null,"abstract":"In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an interest on empirical work analysis, HCI, interaction design and usability and user experience in work situations and in the workplace. This SIG is a vital step towards creating a CHI2014 workshop on this topic.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131574651","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}
We present a new method for displaying visualization parameters to guide casual data exploration. When visualizing datasets with large parameter spaces it can be difficult to move between data views. Building on social navigation and degree-of-interest visualization, we propose the concept of accentuation as the selection and emphasis of visualization parameters based on social and semantic signals. We describe how we designed an accentuated visualization interface, and discuss open challenges and directions for future research.
{"title":"Accentuating visualization parameters to guide exploration","authors":"M. Dörk, Heidi Lam, O. Benjelloun","doi":"10.1145/2468356.2468671","DOIUrl":"https://doi.org/10.1145/2468356.2468671","url":null,"abstract":"We present a new method for displaying visualization parameters to guide casual data exploration. When visualizing datasets with large parameter spaces it can be difficult to move between data views. Building on social navigation and degree-of-interest visualization, we propose the concept of accentuation as the selection and emphasis of visualization parameters based on social and semantic signals. We describe how we designed an accentuated visualization interface, and discuss open challenges and directions for future research.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130900653","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}
Crowdfunding is changing the way people realize their work by providing a new way to gain support from a distributed audience. This study seeks to understand the work of crowdfunding project creators in order to inform the design of crowdfunding support tools and systems. We conducted interviews with 30 project creators from three popular crowdfunding platforms in order to understand what tasks are involved and what tools people use to accomplish crowdfunding work. Initial results suggest that project creators carry out three main types of work-preparing the campaign material, marketing the project, and following through with project goals-and have adapted general support tools to facilitate doing this work. From our initial findings, we hope to improve and design future crowdfunding support tools and systems.
{"title":"Understanding crowdfunding work: implications for support tools","authors":"Julie Hui, M. Greenberg, E. Gerber","doi":"10.1145/2468356.2468515","DOIUrl":"https://doi.org/10.1145/2468356.2468515","url":null,"abstract":"Crowdfunding is changing the way people realize their work by providing a new way to gain support from a distributed audience. This study seeks to understand the work of crowdfunding project creators in order to inform the design of crowdfunding support tools and systems. We conducted interviews with 30 project creators from three popular crowdfunding platforms in order to understand what tasks are involved and what tools people use to accomplish crowdfunding work. Initial results suggest that project creators carry out three main types of work-preparing the campaign material, marketing the project, and following through with project goals-and have adapted general support tools to facilitate doing this work. From our initial findings, we hope to improve and design future crowdfunding support tools and systems.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133556911","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}
F. Nothdurft, Helmut Lang, Melina Klepsch, W. Minker
Maintaining and enhancing the willingness of a user to interact with a technical system is crucial for human-computer interaction (HCI). Trust has shown to be an important factor influencing the frequency and kind of usage. In this paper we present our ongoing work on using explanations to maintain the trust relationship between human and computer. We describe an experiment on how different goals of explanations can be used to influence the bases of human-computer trust in a directed way. We present the results of a conducted preliminary study and outline how to improve the experiment so as to be able to include the results in an existing dialogue system.
{"title":"Bases of human-computer trust and explanations","authors":"F. Nothdurft, Helmut Lang, Melina Klepsch, W. Minker","doi":"10.1145/2468356.2468667","DOIUrl":"https://doi.org/10.1145/2468356.2468667","url":null,"abstract":"Maintaining and enhancing the willingness of a user to interact with a technical system is crucial for human-computer interaction (HCI). Trust has shown to be an important factor influencing the frequency and kind of usage. In this paper we present our ongoing work on using explanations to maintain the trust relationship between human and computer. We describe an experiment on how different goals of explanations can be used to influence the bases of human-computer trust in a directed way. We present the results of a conducted preliminary study and outline how to improve the experiment so as to be able to include the results in an existing dialogue system.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133168138","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}
Siân E. Lindley, R. Corish, E. Vaara, Pedro Ferreira, V. Simbelis
The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet highlighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so.
{"title":"Changing perspectives of time in HCI","authors":"Siân E. Lindley, R. Corish, E. Vaara, Pedro Ferreira, V. Simbelis","doi":"10.1145/2468356.2479649","DOIUrl":"https://doi.org/10.1145/2468356.2479649","url":null,"abstract":"The aim of this workshop is to unpack different ways of thinking about time, drawing a distinction between time as experienced, and time as counted by a ticking clock or measured by a computer algorithm. The concept of time is often taken for granted within HCI, yet highlighting the assumptions that underpin it could provide a resource for research and innovation. In this extended abstract, we illustrate how this is so.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131871872","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}