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

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Machineers: playfully introducing programming to children 机械师:以有趣的方式向孩子们介绍编程
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479483
Henrike Lode, Giuseppe E. Franchi, Niels G. Frederiksen
In this document, the authors present the concept of the design experiment Machineers, a game that is intended to serve as an example of a good educational game by combining a set of game design principles with beneficial learning approaches.
在本文中,作者提出了设计实验机器的概念,这是一款结合了一系列游戏设计原则和有益学习方法的优秀教育游戏。
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引用次数: 11
Did you notice?: neuronal processing of multimodal mobile phone feedback 你注意到了吗?:多模态手机反馈的神经元加工
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468414
Jan-Niklas Antons, S. Arndt, Julia Seebode, R. Schleicher, S. Möller
To acknowledge information received by a mobile device, a number of feedback modalities are available for which human information processing is still not completely understood. This paper focuses on how different feedback modalities are perceived by users introducing a test method that is new in this field of research. The evaluation is done via standard self-assessment and by analyzing brain activity [electroencephalogram (EEG)]. We conducted an experiment with unimodal and multi-modal feedback combinations, and compared behavioral user data to EEG data. We could show that EEG is a feasible method for quantifying conscious processing of feedback in different modalities as it correlates highly with subjective ratings. EEG can thus be considered an additional tool for assessing the effectiveness of feedback, revealing conscious and potential non-conscious information processing.
为了确认移动设备接收到的信息,许多反馈方式是可用的,人类信息处理仍然没有完全理解。本文主要研究用户如何感知不同的反馈方式,并介绍了一种在该研究领域中新颖的测试方法。评估是通过标准的自我评估和分析大脑活动(脑电图)来完成的。我们进行了单模态和多模态反馈组合的实验,并将行为用户数据与脑电图数据进行了比较。我们可以证明脑电图是一种量化不同模式反馈的意识处理的可行方法,因为它与主观评分高度相关。因此,脑电图可以被认为是评估反馈有效性的额外工具,揭示有意识和潜在的无意识信息处理。
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引用次数: 1
Informing the design of new mobile development methods and tools 告知新的移动开发方法和工具的设计
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468407
Michael Nebeling, Christoph Zimmerli, M. Norrie
Given the proliferation of new mobile devices and different technologies, it is becoming increasingly difficult to develop for mobile settings. To gain a better understanding of the engineering problem and how developers currently work, we conducted a 14-week experiment with four developers. Using a diary study, we analysed commonalities and differences between various native mobile and web-based approaches including the different kinds of tasks and the effort expended on them. We discuss implications for design and describe our current work towards better supporting multi-platform development based on our findings.
鉴于新的移动设备和不同技术的激增,针对移动设置进行开发变得越来越困难。为了更好地理解工程问题以及开发人员当前的工作方式,我们对四个开发人员进行了为期14周的实验。通过日记研究,我们分析了各种原生移动和基于web的方法之间的共性和差异,包括不同类型的任务及其花费的精力。我们讨论了对设计的影响,并根据我们的发现描述了我们目前为更好地支持多平台开发所做的工作。
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引用次数: 4
Bubble popper: body contact in digital games 泡泡弹:电子游戏中的身体接触
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479630
Cagdas Toprak, Joshua Platt, Hsin Yang Ho, F. Mueller
Exertion games, digital games involving physical effort, are becoming more popular. Although some exertion games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without the need to sense body contact. Through reflecting on our design and analyzing observations of play, we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display can have on body contact. Our results aid game designers in creating engaging exertion games by guiding them when considering body contact, ultimately helping players benefit more from engaging exertion games.
体力游戏,即涉及体力活动的电子游戏,正变得越来越受欢迎。尽管有些运动游戏支持社交体验,但它们很少考虑或支持身体接触。我们认为忽视身体接触作为社交游戏体验的一部分会限制我们设计具有吸引力的运动游戏的机会。为了探索这一机会,我们推出了Bubble Popper,这是一款考虑并促进身体接触的运动游戏。Bubble Popper使用非常简单的技术,也证明了考虑和促进身体接触可以在不需要感知身体接触的情况下实现。通过反思我们的设计和分析游戏观察,我们能够明确数字游戏元素对物理空间布局的影响,以及输入和数字显示之间的物理差异对身体接触的影响。我们的研究结果通过引导游戏设计师在考虑身体接触时创造出具有吸引力的运动游戏,最终帮助玩家从具有吸引力的运动游戏中获益更多。
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引用次数: 3
Experiential perspectives on road congestions 道路拥堵的经验视角
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468451
Marianna Obrist, D. Wurhofer, Alina Krischkowsky, E. Karapanos, David Wilfinger, Nicole Perterer, M. Tscheligi
Commuting can be perceived as both 'relaxing' and 'stressful'. An important cause for stress is getting stuck in traffic, which can especially when unexpected quickly turn commuting into a negative experience, often associated with frustration and the feeling of wasting time. Congestion experiences do not need to be frustrating and annoying. In our research, we aim to generate design solutions for turning the negative experiences into positive ones. We foster the experiential perspective on road congestions, and go beyond current automotive HCI research, which mainly focuses on safety, functionality, and usability. In this paper, we present our work-in progress on characterizing congestion experiences and needs, explored in a design workshop outlining future design directions for supporting positive experiences.
通勤可以被视为“放松”和“压力”。造成压力的一个重要原因是交通堵塞,尤其是在意外情况下,这会迅速将通勤变成一种消极的经历,通常与沮丧和浪费时间的感觉有关。拥堵的体验不需要令人沮丧和烦恼。在我们的研究中,我们的目标是产生将消极体验转化为积极体验的设计解决方案。我们培育了道路拥堵的体验视角,超越了目前主要关注安全性、功能性和可用性的汽车HCI研究。在本文中,我们介绍了我们在描述拥堵体验和需求方面正在进行的工作,并在一个设计研讨会上进行了探讨,概述了支持积极体验的未来设计方向。
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引用次数: 8
Open sesame: re-envisioning the design of a gesture-based access control system 芝麻开门:重新设想基于手势的门禁系统的设计
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468565
M. Karlesky, Edward F. Melcer, K. Isbister
We present results of an exploratory study employing a Wizard of Oz mockup of a new gesture-based access control system we are constructing for our lab's entryway. Among user interactions witnessed, we have identified several behaviors of interest to security researchers and HCI researchers alike. We discuss our security system design approach as an extrapolation of two identified trends, demonstrating the potential for the felt experience of pleasurable and playful systems to help solve difficult interaction problems. We also show the great value of prototyping a mockup to reveal designers' assumptions about human interactions with new technology use cases.
我们介绍了一项探索性研究的结果,利用绿野仙踪的模型,我们正在为我们实验室的入口通道构建一个新的基于手势的访问控制系统。在目睹的用户交互中,我们确定了安全研究人员和HCI研究人员都感兴趣的几个行为。我们讨论了我们的安全系统设计方法,作为两种确定趋势的外推,展示了愉悦和有趣系统的感觉体验的潜力,以帮助解决困难的交互问题。我们还展示了原型设计的巨大价值,它揭示了设计师对人类与新技术用例交互的假设。
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引用次数: 7
Math manipulation for students with impaired vision 视力受损学生的数学操作
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468698
Nancy Alajarmeh
As support for mathematics accessibility has, historically, been limited, it has served as a barrier for students with impaired vision in learning that fundamental subject. In response to that need, my focus on enhancing mathematics accessibility has emphasized the practice of providing more attention in facilitating "Doing the math" and not just working on the rendering level. My efforts are particularly focused on enabling students with visual disabilities to confront the challenges they face in algebra, and to learn and utilize algebraic skills; i.e., manipulation on the level of basic building blocks of entire expressions, working on complex expressions simplifications and evaluation, and solving algebraic equations.
由于对数学可及性的支持在历史上是有限的,它成为视力受损学生学习这门基础学科的障碍。为了响应这种需求,我将重点放在增强数学可访问性上,强调了在促进“做数学”方面提供更多关注的实践,而不仅仅是在渲染层面上工作。我的努力特别集中在使有视觉障碍的学生能够面对他们在代数方面面临的挑战,并学习和利用代数技能;例如,在整个表达式的基本构建块层面上的操作,处理复杂表达式的简化和计算,以及求解代数方程。
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引用次数: 0
TouchViz: (multi)touching multivariate data TouchViz:(多)触摸多元数据
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479552
Jeffrey M. Rzeszotarski, A. Kittur
In this video we show TouchViz, a software system for visualizing multivariate data that harnesses the physical, embodied nature of tablet computers and physical models such as gravity and force to allow users to explore data along many dimensions at once. Data are represented as actual physical objects that can be manipulated through user touches, tilts, and finger gestures. TouchViz provides an open sandbox for user interaction, supplying an array of force-based tools for structuring and manipulating data made physical. These tools promote curiosity, play, and exploration, leading users to trends and actionable findings encoded in data. By closely mimicking real-world force, gravity, and momentum, TouchViz allows users to explore many dimensions at once through multitouch interactions.
在这个视频中,我们展示了TouchViz,一个用于可视化多元数据的软件系统,它利用了平板电脑的物理特性和物理模型(如重力和力),使用户可以同时沿着多个维度探索数据。数据表示为实际的物理对象,可以通过用户触摸、倾斜和手指手势进行操作。TouchViz为用户交互提供了一个开放的沙箱,提供了一系列基于力的工具,用于构造和操作物理数据。这些工具促进好奇心、游戏和探索,引导用户发现数据编码的趋势和可操作的发现。通过密切模仿现实世界的力、重力和动量,TouchViz允许用户通过多点触控交互一次探索多个维度。
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引用次数: 1
iSpy: RFID-driven language learning toy integrating living environment 集成生活环境的rfid驱动语言学习玩具
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468479
Suhwa Lee, Y. Doh
Learning English through playing is expected to help with the effort of seeking new possibilities, from understanding that play is fundamental to the development of a child's capacity to learn. This extended abstract describes the function and system of a second-language learning toy while referring to some educational points to be considered in second-language education. We present iSpy, an interactive language-learning toy for preschool children. Along with the features and values that could be offered by iSpy, concerns and their reflection on the design of iSpy are introduced. Design of iSpy also includes building a collaborating system, consisting of the: toy itself, database, and application to a smart device. iSpy utilizes the living environment as a language learning resource. It is achieved by providing rich audio contents related to the surrounding objects based on the RFID tag mapping information. Tag reading histories are stored and processed to provide constant updates and feedback for parents. The system as a whole is expected to provide a new scenario for the learning toy in terms of creating a sustainable structure.
通过游戏来学习英语,通过理解游戏是孩子学习能力发展的基础,可以帮助孩子努力寻求新的可能性。这篇扩展摘要描述了第二语言学习玩具的功能和系统,同时提到了第二语言教育中需要考虑的一些教育问题。我们为学龄前儿童介绍iSpy,一个互动的语言学习玩具。介绍了iSpy可以提供的功能和价值,以及在设计iSpy时需要注意的问题和思考。iSpy的设计还包括构建一个协作系统,该系统由玩具本身、数据库和智能设备应用程序组成。iSpy利用生活环境作为语言学习资源。它是通过基于RFID标签映射信息提供与周围物体相关的丰富音频内容来实现的。标签阅读历史记录被存储和处理,为家长提供不断的更新和反馈。该系统作为一个整体有望为学习玩具提供一个新的场景,以创造一个可持续的结构。
{"title":"iSpy: RFID-driven language learning toy integrating living environment","authors":"Suhwa Lee, Y. Doh","doi":"10.1145/2468356.2468479","DOIUrl":"https://doi.org/10.1145/2468356.2468479","url":null,"abstract":"Learning English through playing is expected to help with the effort of seeking new possibilities, from understanding that play is fundamental to the development of a child's capacity to learn. This extended abstract describes the function and system of a second-language learning toy while referring to some educational points to be considered in second-language education. We present iSpy, an interactive language-learning toy for preschool children. Along with the features and values that could be offered by iSpy, concerns and their reflection on the design of iSpy are introduced. Design of iSpy also includes building a collaborating system, consisting of the: toy itself, database, and application to a smart device. iSpy utilizes the living environment as a language learning resource. It is achieved by providing rich audio contents related to the surrounding objects based on the RFID tag mapping information. Tag reading histories are stored and processed to provide constant updates and feedback for parents. The system as a whole is expected to provide a new scenario for the learning toy in terms of creating a sustainable structure.","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":"116800118","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}
引用次数: 6
Gesture-supported document creation on pen and touch tabletops 在笔和触摸桌面上支持手势的文档创建
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468569
Fabrice Matulic, M. Norrie, Ihab Al Kabary, H. Schuldt
We present an ongoing effort to design and implement a prototype system for pen and touch-operated digital workdesks supporting the activity of document creation. Our application exploits asymmetric bimanual gestures to perform common document editing operations including element manipulations, text input, clipart retrieval and insertion in a mostly direct way. For many of our gestures, we rely on pen-mode switching actions triggered by postures of the non-dominant hand, which allows us to provide a largely widget-free yet efficient user interface.
我们目前正在努力设计和实现一个支持文档创建活动的笔和触摸操作数字工作台的原型系统。我们的应用程序利用不对称的双手手势来执行常见的文档编辑操作,包括元素操作,文本输入,剪贴画检索和插入,以一种直接的方式。对于我们的许多手势,我们依赖于由非惯用手的姿势触发的笔模式切换动作,这使我们能够提供一个基本上没有小工具但高效的用户界面。
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引用次数: 8
期刊
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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