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

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Haptic cues: texture as a guide for non-visual tangible interaction 触觉线索:纹理作为非视觉有形互动的指南
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468642
Katrin Wolf, Peter D. Bennett
Tangible User Interfaces (TUIs) represent digital information via a number of sensory modalities including the haptic, visual and auditory senses. We suggest that interaction with tangible interfaces is commonly governed primarily through visual cues, despite the emphasis on tangible representation. We do not doubt that visual feedback offers rich interaction guidance, but argue that emphasis on haptic and auditory feedback could support or substitute vision in situations of visual distraction or impairment. We have developed a series of simple TUIs that allows for the haptic and auditory exploration of visually hidden textures. Our technique is to transmit the force feedback of the texture to the user via the attraction of a ball bearing to a magnet that the user manipulates. This allows the detail of the texture to be presented to the user while visually presenting an entirely flat surface. The use of both opaque and transparent materials allows for controlling the texture visibility for comparative purposes. The resulting Feelable User Interface (FUI), shown in Fig. 1, allows for the exploration of which textures and structures are useful for haptic guidance. The findings of our haptic exploration shall provide basic understanding about the usage of haptic cues for interacting with tangible objects that are visually hidden or are in the user's visual periphery.
有形用户界面(TUIs)通过包括触觉、视觉和听觉在内的许多感官方式来表示数字信息。我们建议与有形界面的交互通常主要通过视觉线索来控制,尽管强调有形表现。我们不怀疑视觉反馈提供了丰富的交互指导,但认为强调触觉和听觉反馈可以在视觉分散或损伤的情况下支持或替代视觉。我们已经开发了一系列简单的ui,允许视觉隐藏纹理的触觉和听觉探索。我们的技术是将纹理的力反馈传递给用户,通过用户操纵的滚珠轴承对磁铁的吸引力。这允许纹理的细节呈现给用户,同时在视觉上呈现一个完全平坦的表面。不透明和透明材料的使用可以控制纹理的可见性,以进行比较。由此产生的可感觉用户界面(FUI),如图1所示,允许探索哪些纹理和结构对触觉指导有用。我们的触觉探索结果将提供关于触觉线索在与视觉上隐藏或在用户视觉外围的有形物体交互时的使用的基本理解。
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引用次数: 8
SIG: NVI (non-visual interaction) SIG: NVI(非视觉交互)
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468818
Anke M. Brock, Slim Kammoun, Hugo Nicolau, Tiago Guerreiro, Shaun K. Kane, C. Jouffrais
In recent years there has been a surge in the development of non-visual interaction techniques targeting two application areas: making content accessible to visually impaired people, and supporting minimal attention user interfaces for situationally impaired users. This SIG aims to bring together the community of researchers working around non-visual interaction techniques for people of all abilities. It will unite members of this burgeoning community in a lively discussion and brainstorming session. Attendees will work to identify and report current and future research challenges as well as new research avenues.
近年来,针对两个应用领域的非视觉交互技术的发展激增:使视觉受损的人能够访问内容,以及为情境受损的用户支持最小注意力用户界面。这个SIG旨在将研究人员社区聚集在一起,为各种能力的人提供非视觉交互技术。它将把这个新兴社区的成员团结在一起,进行热烈的讨论和头脑风暴。与会者将努力确定和报告当前和未来的研究挑战以及新的研究途径。
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引用次数: 4
WorldKit: rapid and easy creation of ad-hoc interactive applications on everyday surfaces WorldKit:在日常表面上快速轻松地创建特别的交互式应用程序
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479563
R. Xiao, Chris Harrison, S. Hudson
Instant access to computing, when and where we need it, has long been one of the aims of research areas such as ubiquitous computing. In this paper, we describe the WorldKit system, which makes use of a paired depth camera and projector to make ordinary surfaces instantly interactive. Using this system, touch-based interactivity can, without prior calibration, be placed on nearly any unmodified surface literally with a wave of the hand, as can other new forms of sensed interaction. From a user perspective, such interfaces are easy enough to instantiate that they could, if desired, be recreated or modified "each time we sat down" by "painting" them next to us. From the programmer's perspective, our system encapsulates these capabilities in a simple set of abstractions that make the creation of interfaces quick and easy. Further, it is extensible to new, custom interactors in a way that closely mimics conventional 2D graphical user interfaces, hiding much of the complexity of working in this new domain. We detail the hardware and software implementation of our system, and several example applications built using the library.
在我们需要的时间和地点,即时访问计算一直是普适计算等研究领域的目标之一。在本文中,我们描述了WorldKit系统,它利用一对深度相机和投影仪使普通表面即时交互。使用这个系统,基于触摸的交互可以在没有事先校准的情况下,用手一挥就可以放在几乎任何未经修改的表面上,就像其他新形式的感知交互一样。从用户的角度来看,这样的界面很容易实例化,如果需要的话,“每次我们坐下”都可以通过“画”在我们旁边来重新创建或修改它们。从程序员的角度来看,我们的系统将这些功能封装在一组简单的抽象中,这些抽象使得接口的创建快速而容易。此外,它可以扩展到新的自定义交互器,以一种密切模仿传统2D图形用户界面的方式,隐藏了在这个新领域中工作的许多复杂性。我们详细介绍了系统的硬件和软件实现,以及使用该库构建的几个示例应用程序。
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引用次数: 30
TouchViz: (multi)touching multivariate data TouchViz:(多)触摸多元数据
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468675
Jeffrey M. Rzeszotarski, A. Kittur
In this paper we describe TouchViz, an information visualization system for tablets that encourages rich interaction, exploration, and play through references to physical models. TouchViz turns data into physical objects that experience forces and respond to the user. We describe the design of the system and conduct a user study to explore its use, finding that it supports many different models of data exploration and encourages users to have fun exploring data.
在本文中,我们描述了TouchViz,一个用于平板电脑的信息可视化系统,通过参考物理模型来鼓励丰富的交互、探索和游戏。TouchViz将数据转化为能够承受外力并对用户做出反应的物理对象。我们描述了系统的设计,并进行了用户研究以探索其使用情况,发现它支持许多不同的数据探索模型,并鼓励用户享受探索数据的乐趣。
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引用次数: 9
BRAVO: a brain virtual operator for education exploiting brain-computer interfaces BRAVO:利用脑机接口的教育脑虚拟操作员
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479618
Marco Marchesi, B. Riccò
This paper introduces a new e-learning system that works with a Brain-Computer Interface to customize the educational experience, according to user's reactions and preferences.
本文介绍了一种新的电子学习系统,该系统与脑机接口一起工作,根据用户的反应和偏好定制教育体验。
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引用次数: 25
Musical embrace: facilitating engaging play experiences through social awkwardness 音乐拥抱:通过社交尴尬促进游戏体验
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479612
Amy Huggard, A. D. Mel, J. Garner, Cagdas Toprak, Alan D. Chatham, F. Mueller
Socially awkward experiences are often looked upon as something to be avoided. However, examples from the traditional games domain suggest that social awkwardness can facilitate engaging experiences. Yet so far, there has been little research into social awkwardness and digital games. In acknowledgement of this, we present Musical Embrace, a digital game that promotes close physical contact between two strangers, through the use of a novel pillow-like controller, in order to navigate a virtual soundscape. Through our observations from demonstrating Musical Embrace at a number of events, we have procured a set of strategies intend on engaging players by "facilitating" social awkwardness, allowing players to "transform" while also letting players take "control" of social awkwardness. With our work we hope to inspire game designers to consider the potential of social awkwardness and guide them when using it for engaging playful experiences.
社交上的尴尬经历通常被视为应该避免的事情。然而,传统游戏领域的例子表明,社交尴尬可以促进粘性体验。然而到目前为止,关于社交尴尬和数字游戏的研究还很少。有鉴于此,我们推出了《Musical Embrace》,这是一款数字游戏,通过使用新颖的枕头状控制器,促进两个陌生人之间的亲密身体接触,以便在虚拟音景中导航。通过观察《Musical Embrace》在一系列活动中的表现,我们获得了一系列旨在通过“促进”社交尴尬来吸引玩家的策略,允许玩家“转变”,同时让玩家“控制”社交尴尬。通过我们的工作,我们希望能够启发游戏设计师去思考社交尴尬的潜力,并指导他们如何将其用于有趣的体验中。
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引用次数: 22
Gaze interaction in the Post-WIMP world 后wimp世界中的凝视互动
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2479645
A. Bulling, Raimund Dachselt, A. Duchowski, R. Jacob, S. Stellmach, V. Sundstedt
This workshop is a follow-up to our successful Special Interest Group (SIG) meeting at CHI '12. The SIG focused on eye gaze as a highly effective, seamless, and fast means of human-computer interaction in various contexts, but showed that suitable applications and overall convenience are still lacking. Consequently, we see an expressive need for continued in-depth discussion on how the diversity of application contexts could specifically benefit from the incorporation of the user's gaze. In this regard, we concentrate on gaze interaction in combination with post-WIMP interaction styles as opposed to traditional desktop setups to broaden the view for novel ways to interact with eye gaze. The objective of the CHI '13 workshop is to further promote this emerging field by addressing fundamental research questions regarding novel gaze-based interaction in the post-WIMP world.
本次研讨会是我们在CHI '12上成功召开的特别兴趣小组(SIG)会议的后续活动。SIG将目光作为一种高效、无缝和快速的人机交互手段,但显示出合适的应用和整体便利性仍然缺乏。因此,我们认为有必要继续深入讨论应用程序上下文的多样性如何特别受益于用户注视的结合。在这方面,我们专注于注视交互与后wimp交互风格的结合,而不是传统的桌面设置,以拓宽与眼睛注视交互的新方式的视野。CHI '13研讨会的目标是通过解决有关后wimp世界中新颖的基于凝视的相互作用的基础研究问题,进一步促进这一新兴领域的发展。
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引用次数: 0
Visualizing lifelog data for different interaction platforms 为不同的交互平台可视化生活日志数据
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468676
Yang Yang, Hyowon Lee, C. Gurrin
Today we are witnessing diverse forms and styles of interactive platforms and devices quickly penetrating to people's everyday lives. New applications and services for smartphones, tablets, game consoles connected to TVs, and other embedded appliances are constantly appearing and diversifying the way we interact with technology. Thus when we design visualization and interaction strategies for the emerging lifelogging activity, it is important to consider affordances and contexts for these emerging interactive devices: by the time the lifelogging activity becomes truly ubiquitous, we will be interacting with even more diverse set of devices to support the activity. In this paper, we describe an early stage of our on-going project where we sketched a series of interactive visualization and their corresponding usage scenarios for three different interactive platforms: (1) smartphone, (2) tablet, and (3) desktop. Our sketch was rendered on these corresponding devices in such a way as to maximize the special interaction characteristics of each device and provides three very different lifelog data usage scenarios.
今天,各种形式和风格的互动平台和设备正在迅速渗透到人们的日常生活中。智能手机、平板电脑、连接电视的游戏机和其他嵌入式设备的新应用程序和服务不断出现,并使我们与技术的互动方式多样化。因此,当我们为新兴的生活记录活动设计可视化和交互策略时,重要的是要考虑这些新兴的交互式设备的支持和上下文:当生活记录活动真正无处不在时,我们将与更多样化的设备进行交互以支持活动。在本文中,我们描述了我们正在进行的项目的早期阶段,在那里我们勾画了一系列交互式可视化及其对应的三种不同交互平台的使用场景:(1)智能手机,(2)平板电脑和(3)桌面。我们的草图以这样一种方式在这些相应的设备上渲染,以最大限度地发挥每个设备的特殊交互特性,并提供三种非常不同的生活日志数据使用场景。
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引用次数: 17
CredibleWeb: a platform for web credibility evaluation creditbleweb:一个网络可信度评估平台
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468694
Zhicong Huang, Alexandra Olteanu, K. Aberer
The web content is the main source of information for many users. However, due to the open nature of today's web anyone can produce and publish content, which, as a result, is not always reliable. As such, mechanisms to evaluate the web content credibility are needed. In this paper, we describe CredibleWeb, a prototype crowdsourcing platform for web content evaluation with a two-fold goal: (1) to build a social enhanced and large scale dataset of credibility labeled web pages that enables the evaluation of different strategies for web credibility prediction, and (2) to investigate how various design elements are useful in engaging users to actively evaluate web pages credibility. We outline the challenges related with the design of a crowdsourcing platform for web credibility evaluation and describe our initial efforts.
网络内容是许多用户获取信息的主要来源。然而,由于当今网络的开放性,任何人都可以制作和发布内容,因此,这并不总是可靠的。因此,评估网络内容可信度的机制是必要的。在本文中,我们描述了一个用于网页内容评估的原型众包平台CredibleWeb,其目标有两个:(1)建立一个社会增强的大规模可信度标签网页数据集,从而能够评估不同的网页可信度预测策略;(2)研究各种设计元素如何有助于吸引用户积极评估网页可信度。我们概述了与设计一个用于网络可信度评估的众包平台相关的挑战,并描述了我们最初的努力。
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引用次数: 11
The fingerstroke-level model strikes back: a modified keystroke-level model in developing a gaming ui for 4g networks 手指触控级模型反击战:开发4g网络游戏界面的一种改进的按键触控级模型
Pub Date : 2013-04-27 DOI: 10.1145/2468356.2468769
Kiburm Song, Jihoon Kim, Yoonkoo Cho, Ahreum Lee, H. Ryu, Jung-Woon Choi, Yong Joo Lee
With the 4G mobile technology, LG U+ established a new business model, inter-network mirroring game service, that allows PC and mobile game users to play against each other. However, due to an unsolicited input command design for touch-sensitive UIs, it is hard to adjust competitive levels between them. The traditional Keystroke-Level Model (KLM) was not applicable to predict the task performance in the touch-sensitive user interface. This case study thus proposed Fingerstroke Level Model (FLM), and analyzed the inter-network mirroring game - 'Freestyle II"' with FLM. The empirical study confirmed the effectiveness and efficiency of FLM, and suggested how HCI methods can improve the design of mobile gaming user interface.
LG U+利用4G移动技术,建立了一种新的商业模式——网际镜像游戏服务,让PC和手机游戏用户相互对抗。然而,由于触敏ui的非请求输入命令设计,很难调整它们之间的竞争水平。传统的按键水平模型(KLM)不适用于触摸敏感用户界面的任务性能预测。本案例提出了指触水平模型(FLM),并利用FLM对网络间镜像游戏“Freestyle II”进行了分析。实证研究证实了FLM的有效性和效率,并提出了HCI方法如何改进手机游戏用户界面的设计。
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引用次数: 11
期刊
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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