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Feedback on the Semantic Relevance of Search Queries 关于搜索查询语义相关性的反馈
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232087
H. Oostendorp, Tijs Ditvoorst, J. V. Doorn
In this paper, we describe research in which visualization of the semantic relevance of queries is examined with younger and older adults when they reformulate their queries. Feedback on the semantic relevance of search queries and search results increased the semantic relevance of search queries as they reformulated for younger as well as for older adults and this applies to more difficult search problems.
在本文中,我们描述了一项研究,其中在年轻人和老年人重新制定他们的查询时,对查询语义相关性的可视化进行了检查。对搜索查询和搜索结果的语义相关性的反馈增加了搜索查询的语义相关性,因为它们为年轻人和老年人重新制定,这适用于更困难的搜索问题。
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引用次数: 0
Where2 Where2
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232097
A. Caraban, Sara Tranquada, Stephanie Liao, Greicy Ks, J. Schöning, Pedro Campos
In recent years, the growth of the travel industry has been astounding. Yet, it is still not easy for an individual to have a meaningful travel experience even, so vast amounts of information are available on the web. As an attempt to support travel decisionmaking and improve visitor's experience, we designed Where2. Where2 is a location-based mobile app that highlights Points of Interest (POI) customized to tourist's travel- related attributes (e.g. the length of their stay). POIs are in-situ recommendations proposed as "Ghost Paths" journeys - the idea that you can follow a prior tourist shoes to explore the city. We generate "Ghost Paths" journeys by using a non-intrusive positioning system that captures prior tourists' Wi-Fi signal and detect their journeys across the city. With this system our goal is to support visitors with their travel decisions and nudge them towards optimal journey choices that maximize their utilities.
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引用次数: 0
Scaffolding RAMI4.0-Exploration as Design Support 脚手架rami4.0 -探索作为设计支持
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232098
Claudia Kaar, Josef Frysak, C. Stary
Developing Industry 4.0 applications is a complex endeavor, as it requires adjusting several relevant perspectives and items throughout design. RAMI4.0 has been introduced to facilitate Industry 4.0 developments. It puts items from three different development dimensions in mutual context. Some items are standardized due to existing technical standards, business-oriented ones depend on the development case at hand. Case-sensitive adjustment includes resolving inconsistencies and overcoming coherence deficits. We propose scaffolding to structure and thus, facilitate design of Industry 4.0 applications based on RAMI4.0. It visualizes static and dynamic development entities for guiding the connection of RAMI4.0 elements on various levels of granularity. We exemplify our approach using a common Industry 4.0 demonstrator, "MyJoghurt". It provides evidence of supportive guidance for developers when exploring RAMI4.0 through engaging scaffolds.
开发工业4.0应用程序是一项复杂的工作,因为它需要在整个设计过程中调整几个相关的观点和项目。引入RAMI4.0是为了促进工业4.0的发展。它将来自三个不同发展维度的项目置于相互的背景中。有些项目由于现有的技术标准而标准化,面向业务的项目则取决于手头的开发案例。区分大小写的调整包括解决不一致和克服连贯性缺陷。我们提出脚手架结构,从而促进基于RAMI4.0的工业4.0应用的设计。它将静态和动态开发实体可视化,以指导不同粒度级别的RAMI4.0元素的连接。我们使用一个常见的工业4.0演示器“MyJoghurt”来举例说明我们的方法。它为开发人员通过接合支架探索RAMI4.0提供了支持性指导的证据。
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引用次数: 0
A Case Study on Supporting Teachers' Collective Reflection in Higher Education: Reflection on Modeling Sessions in Software Engineering Education 高等教育中支持教师集体反思的案例研究——对软件工程教学中建模环节的思考
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232088
Anke Dittmar, P. Forbrig
Reflective practice is needed for a balanced integration of new learning and teaching approaches in higher education. However, it often remains unacknowledged or is even seen as too expensive. The paper presents a case study, which demonstrates a successful application of two methods for collective reflective activity. Indirect collective allo-confrontation and exploratory prototyping supported a group of teachers in software engineering in reflecting on students' modeling sessions with a multi-touch editor and on teaching object-oriented modeling in general. Both methods supported each other in a constructive manner and allowed teachers to have a reflective and experimental stance towards their work.
在高等教育中,新的学习和教学方法的平衡整合需要反思性实践。然而,它往往不被承认,甚至被认为过于昂贵。本文提出了一个案例研究,展示了两种方法在集体反思活动中的成功应用。间接的集体允许对抗和探索性原型支持一组软件工程教师,他们用多点触控编辑器反思学生的建模会话,并讲授一般的面向对象建模。这两种方法以建设性的方式相互支持,并使教师对他们的工作有一个反思和实验的立场。
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引用次数: 1
The effect of skeleton screens: Users' perception of speed and ease of navigation 骨架屏幕的效果:用户对导航速度和易用性的感知
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232086
Thomas Mejtoft, Arvid Långström, Ulrik Söderström
Progression bars and spinners have long been the norm when providing feedback during wait times on the web. However, a more recent trend is the use of skeleton screens. This paper aims to evaluate the usefulness of skeleton screens as an alternative to spinners. This is done user testing a fictional news site with two variations, one showing skeleton screens before content is loaded, and another utilizing spinners. Both a questionnaire and measuring timing while finding a specified article when entering a website for the first time was used. The results show that the page using skeleton screens, scored higher on average on both perceived speed and ease of navigation. However, people using the page with spinners were faster at finding the article when entering the site for the first time. The results of this paper cannot show any significant differences in any of the comparisons between the web pages.
进度条和旋转器一直是在网络等待时间提供反馈的标准。然而,最近的一个趋势是使用骨架屏幕。本文的目的是评估骨架屏作为旋转器的替代品的有用性。这是通过用户测试一个虚构的新闻站点来完成的,该站点有两个变体,一个在加载内容之前显示骨架屏幕,另一个使用旋转器。在第一次进入网站时,使用问卷调查和测量时间来查找指定文章。结果显示,使用骨架屏幕的页面在感知速度和导航易用性方面的平均得分更高。然而,使用带有旋转器的页面的人在第一次进入网站时找到文章的速度更快。本文的结果不能显示任何网页之间的比较有任何显著的差异。
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引用次数: 5
Designing Digital Interactive Instructions for Children's Construction Play 设计儿童建构游戏的数字互动指令
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232079
A. L. Christensen, M. M. Biskjaer
Although digital interactive technology offers innovative, scarcely explored types of instruction, conventional analog paper booklets remain the main instruction format for children's construction play. We examined how a fan-built, digital interactive instructions prototype affected children's construction play compared to an analog booklet. We studied two LEGO building tasks among 20 eight-nine year-old boys. Ten used the prototype on an iPad, 10 the booklet. Using a quasi-experimental research design built on cognitive load theory, we found notable differences in the two construction play processes. Participants with the analog booklet had a faster, more fluent process, while the digital prototype group was more often distracted and seeking help. We propose basic design recommendations for digital interactive instructions for children's construction play, i.e., include a rotational feature, animations, pace control, few buttons, and realistic colors.
虽然数字互动技术提供了创新的,很少探索的教学类型,传统的模拟纸质小册子仍然是儿童建筑游戏的主要教学形式。我们研究了与模拟小册子相比,风扇构建的数字互动指导原型如何影响儿童的构建游戏。我们在20名89岁的男孩中研究了两个乐高积木任务。10人在iPad上使用原型,10人在小册子上使用原型。采用基于认知负荷理论的准实验研究设计,我们发现两种建构游戏过程存在显著差异。拿着模拟手册的参与者反应更快、更流畅,而数字原型组更容易分心,更容易寻求帮助。我们提出了儿童建构游戏的数字互动指令的基本设计建议,即包括旋转功能,动画,速度控制,少量按钮和逼真的颜色。
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引用次数: 4
A Heuristic for relative Perception Accuracy and Reaction Time Estimation for HMI Designs 人机界面设计中相对感知精度和反应时间估计的启发式方法
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232089
Marie-Christin Harre, S. Feuerstack
A human operator monitoring a safety-critical system has to gather information fast and accurate to detect problems and execute countermeasures in time. So far testing such HMIs is a complex task, since it requires HMI design prototypes embedded into simulated environments to perform tests with professional operators. We propose Konect Value, a heuristic to estimate the relative perception accuracy and operator reaction time already in the HMI design phase. The model-based estimation heuristic solely requires a task model and HMI design sketches as an input. The evaluation metric was applied to seven different HMIs, which were designed by Human Factor experts to support truck platooning. A comparison of the estimated accuracy and reaction times of Konect Value to a lab study (n=33) revealed high correlations for the relative reaction time (r=0.83, p<0.05) and also the relative perception accuracy (r=-0.90, p<0.01). This indicates that Konect Value is a promising heuristic for early HMI design evaluation in the safety-critical system domain.
监控安全关键系统的操作员必须快速准确地收集信息以发现问题并及时执行对策。到目前为止,测试这样的HMI是一项复杂的任务,因为它需要将HMI设计原型嵌入到模拟环境中,以便与专业操作员一起执行测试。我们提出了Konect值,这是一种启发式方法,用于估计已经在HMI设计阶段的相对感知精度和操作员反应时间。基于模型的估计启发式方法只需要任务模型和HMI设计草图作为输入。该评价指标应用于七个不同的人机界面,这些人机界面由人为因素专家设计,以支持卡车队列。将Konect Value的估计准确度和反应时间与实验室研究(n=33)进行比较,发现相对反应时间(r=0.83, p<0.05)和相对感知准确度(r=-0.90, p<0.01)具有高度相关性。这表明,在安全关键系统领域,Konect值是早期人机界面设计评估的一个有前途的启发式方法。
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引用次数: 1
Platform for Evaluation of Readers' Implicit Feedback using Eye-Tracking 基于眼动追踪的读者内隐反馈评价平台
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232099
Miroslav Zivkovic, E. V. D. Broek, F. V. D. Sluis
Large amounts of information are nowadays easily obtainable using the Internet, and using implicit feedback whether a reader finds a text interesting is desirable. Eye-tracking technology could be used for such a feedback, and a combination of eye-movement features and a textual complexity measure can be used to predict the user's interest. In this paper we give an overview of a platform developed to evaluate and visualize implicit feedback of a person who reads a text. Based on the eye-movement samples provided, a model is trained that could be used to predict comprehensibility of a user reading a text. This prediction is combined with objective complexity evaluation of the text using data mining methods, and the outcome is used to select a text (from a repository) that a user may find more valuable (interesting). We briefly discuss the requirements, architecture and implementation of this platform.
如今,大量的信息很容易通过互联网获得,使用隐式反馈来判断读者是否对某篇文章感兴趣是可取的。这种反馈可以使用眼球追踪技术,并结合眼球运动特征和文本复杂性度量来预测用户的兴趣。在本文中,我们给出了一个平台的概述,该平台用于评估和可视化阅读文本的人的隐式反馈。基于提供的眼动样本,训练一个模型,该模型可用于预测用户阅读文本的可理解性。该预测与使用数据挖掘方法对文本进行客观复杂性评估相结合,结果用于(从存储库)选择用户可能认为更有价值(感兴趣)的文本。我们简要地讨论了该平台的需求、体系结构和实现。
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引用次数: 0
Telling autonomous systems what to do 告诉自主系统该做什么
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232238
P. Werkhoven, L. Kester, Mark Antonius Neerincx
Recent progress in Artificial Intelligence, sensing and network technology, robotics, and (cloud) computing has enabled the development of intelligent autonomous machine systems. Telling such autonomous systems "what to do" in a responsible way, is a non-trivial task. For intelligent autonomous machines to function in human society and collaborate with humans, we see three challenges ahead affecting meaningful control of autonomous systems. First, autonomous machines are not yet capable of handling failures and unexpected situations. Providing procedures for all possible failures and situations is unfeasible because the state-action space would explode. Machines should therefore become self-aware (self-assessment, self-management) enabling them to handle unexpected situations when they arise. This is a challenge for the computer science community. Second, in order to keep (meaningful) control, humans come into a new role of providing intelligent autonomous machines with objectives or goal functions (including rules, norms, constraints and moral values), specifying the utility of every possible outcome of actions of autonomous machines. Third, in order to be able to collaborate with humans, autonomous systems will require an understanding of (us) humans (i.e., our social, cognitive, affective and physical behaviors) and the ability to engage in partnership interactions (such as explanations of task performances, and the establishment of joint goals and work agreements). These are new challenges for the cognitive ergonomics community.
人工智能、传感和网络技术、机器人技术和(云)计算的最新进展使智能自主机器系统的发展成为可能。以负责任的方式告诉这些自主系统“该做什么”,是一项非同小可的任务。为了让智能自主机器在人类社会中发挥作用并与人类合作,我们看到了影响自主系统有意义控制的三大挑战。首先,自主机器还没有能力处理故障和意外情况。为所有可能的失败和情况提供程序是不可行的,因为状态-行动空间会爆炸。因此,机器应该具有自我意识(自我评估、自我管理),使它们能够在出现意外情况时处理它们。这对计算机科学界来说是一个挑战。其次,为了保持(有意义的)控制,人类开始扮演一个新的角色,为智能自主机器提供目标或目标函数(包括规则、规范、约束和道德价值观),指定自主机器行动的每一个可能结果的效用。第三,为了能够与人类合作,自主系统将需要理解(我们)人类(即,我们的社会,认知,情感和身体行为)和参与伙伴关系互动的能力(如解释任务表现,建立共同目标和工作协议)。这些都是认知工效学领域面临的新挑战。
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引用次数: 19
Mobile Screen Size Limits Multimodal Synergy 手机屏幕尺寸限制了多模式协同
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232101
F. V. D. Sluis, E. V. D. Broek, A. Drunen, J. Beerends
Available bandwidth is still a limiting factor for mobile communication applications. Multisensory communication has already been identified as an possibility to moderate this limitation. One of the strengths of mobile communication lies in its combination of visual and auditory modalities. However, one of the most salient features of mobile devices have are their small screen size. This paper explores how the potential for multimodal synergy relates to the small screen size. In an experiment with 54 participants, the intelligibility was tested using a standardized video-listening test. The videos had a signal-to-noise ratio of -9dB and were presented on three different screen sizes, whilst keeping the video and auditory signals equal. Intelligibility was found to be significantly higher when using a large screen in comparison to using either of both smaller screens. We conclude that multisensory synergy is key to mobile applications, yet that screen size is a substantial constraint to this synergy. We argue that knowledge about human sensory processing can alleviate this constraint and maximize the potential quality of service of mobile video technology.
可用带宽仍然是移动通信应用的一个限制因素。多感官交流已经被确定为缓解这一限制的可能性。移动通信的优势之一在于它将视觉和听觉相结合。然而,移动设备最显著的特点之一是它们的小屏幕尺寸。本文探讨了多模式协同的潜力如何与小屏幕尺寸相关。在一项有54名参与者的实验中,使用标准化的视频听力测试来测试可理解性。这些视频的信噪比为-9dB,呈现在三种不同尺寸的屏幕上,同时保持视频和听觉信号相等。与使用两个小屏幕中的任何一个相比,使用大屏幕时的可理解性明显更高。我们的结论是,多感官协同作用是移动应用的关键,但屏幕尺寸是这种协同作用的主要制约因素。我们认为,关于人类感官处理的知识可以缓解这种限制,并最大限度地提高移动视频技术的潜在服务质量。
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引用次数: 3
期刊
Proceedings of the 36th European Conference on Cognitive Ergonomics
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