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Exploring the Feasibility of Subliminal Priming on Web platforms 探讨阈下启动在网络平台上的可行性
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232095
A. Caraban, E. Karapanos, Pedro F. Campos, Daniel Gonçalves
Despite the initial premise of behavior change tools, recent work has questioned their efficacy over the long term. Many of these technologies rely on a "one-size fits all" strategy -- self-monitoring -- to foster behavior change. However, individual's capacity to change their behaviors depends on their ability and motivation for self-regulation. We explore a different approach to persuasive technology design and investigate how subtle influences falling outside conscious awareness can instinctively motivate behaviors. Subliminal priming has the potential to influence people's attitudes and behaviors, without relying on people's will to engage with the process. Yet, little research has studied it effectiveness encouraging behavior change outside a laboratory setting. In this paper we explore the feasibility of subliminal priming on web-platforms. We present an in the wild study where 12 participants were exposed to subliminal cues to motivate water intake while they browsed on the web. This paper contributes with a practical application of subliminal priming in the field of behavior change as well as design implications for future research.
尽管最初的前提是行为改变工具,但最近的研究对其长期功效提出了质疑。这些技术中的许多都依赖于一种“一刀切”的策略——自我监控——来促进行为改变。然而,个体改变其行为的能力取决于其自我调节的能力和动机。我们探索了说服技术设计的不同方法,并研究了意识意识之外的微妙影响如何本能地激发行为。潜意识启动有可能影响人们的态度和行为,而不依赖于人们参与这个过程的意愿。然而,很少有研究研究在实验室环境之外鼓励行为改变的有效性。本文探讨了阈下启动在网络平台上的可行性。我们提出了一项野外研究,其中12名参与者在浏览网页时暴露在潜意识线索中,以激励他们饮水。本文为阈下启动在行为改变领域的实际应用以及对未来研究的设计启示做出了贡献。
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引用次数: 4
The Users' Time Perception: The effect of various animation speeds on loading screens 用户的时间感知:不同动画速度对加载屏幕的影响
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232092
Ulrik Söderström, Martin Bååth, Thomas Mejtoft
Loading screens are still important in 2018, and there is a reason for that: they provide a great way to give feedback to the user in the interface during wait times after a user's action. Previous research shows that it is essential for a well designed interface and it is a well established way to increase and maintain a user's satisfaction. This study specifically examine the looped, passive animation screen with regards to how the animation speed affects the user. Results suggests that with faster animation, perceived wait time gets shorter and the user is more satisfied.
加载屏幕在2018年仍然很重要,这是有原因的:它们提供了一种很好的方式,可以在用户操作后的等待时间内向界面中的用户提供反馈。先前的研究表明,这对于一个设计良好的界面是必不可少的,它是一个很好的方法来增加和保持用户的满意度。本研究特别研究了循环,被动动画屏幕,关于动画速度如何影响用户。结果表明,动画越快,感知等待时间越短,用户满意度越高。
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引用次数: 11
A Role-Playing Simulation to support assessment of sustainable sociotechnical systems for and by citizens 一个角色扮演模拟,以支持可持续社会技术系统的评估为公民和由公民
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232091
Chloé Le Bail, F. Détienne, M. Baker
We propose and analyse the use of a Role-Playing Simulation (RPS) for supporting assessment of a sustainable sociotechnical system, a neighbourhood that encourages collaborative consumption practices; and for creating new solutions about this system. We analyse the processes by which solutions are collaboratively designed by citizens who are playing the roles of potential inhabitants, focussing on the analysis of argumentative interactions. Results show that the RPS stimulates debate about sociotechnical solutions, rules and rational criteria, in addition to sustainability values and ideological criteria. The RPS is thus a means for making sociotechnical solutions evolve and for identifying what is "technically", "socially" and "ideologically" necessary for acceptance and success of the future system.
我们提出并分析了角色扮演模拟(RPS)的使用,以支持可持续社会技术系统的评估,这是一个鼓励协作消费实践的社区;为这个系统创造新的解决方案。我们分析了由扮演潜在居民角色的公民共同设计解决方案的过程,重点分析了争论性互动。结果表明,除了可持续性价值观和意识形态标准外,RPS还激发了关于社会技术解决方案、规则和理性标准的辩论。因此,RPS是一种使社会技术解决方案不断发展的手段,也是一种识别未来系统接受和成功所必需的“技术”、“社会”和“意识形态”的手段。
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引用次数: 3
A trigger-substrate model for smiling during an automated formative quiz: engagement is the substrate, not frustration 在自动形成性测验中微笑的触发-基础模型:参与是基础,而不是沮丧
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232084
H. Witchel, Harry L. Claxton, Daisy C. Holmes, Thomas T. Ranji, Joe D. Chalkley, Carlos P. Santos, Carina E. I. Westling, M. Valstar, Matt Celuszak, Patrick Fagan
Introduction: Automated tutoring systems aim to respond to the learner's cognitive state in order to maintain engagement. The end-user's state might be inferred by interactive timings, bodily movements or facial expressions. Problematic computerized stimuli are known to cause smiling during periods of frustration. Methods: Forty-four seated, healthy participants (age range 18-35, 18 male) used a handheld trackball to answer a computer-presented, formative, 3-way multiple choice geography quiz, with 9 questions, lasting a total of 175 seconds. Frontal facial videos (10 Hz) were collected with a webcam and processed for facial expressions by CrowdEmotion using a pattern recognition algorithm. Interactivity was recorded by a keystroke logger (Inputlog 5.2). Subjective responses were collected immediately after each quiz using a panel of visual analogue scales (VAS). Results: Smiling was five-fold enriched during the instantaneous feedback segments of the quiz, and this was correlated with VAS ratings for engagement but not with happiness or frustration. Nevertheless, smiling rate was significantly higher after wrong answers compared to correct ones, and frustration was correlated with the number of questions answered incorrectly. Conclusion: The apparent disconnect between the increased smiling during incorrect answers but the lack of correlation between VAS frustration and smiles suggests a trigger-substrate model where engagement is the permissive substrate, while the noises made by the quiz after wrong answers may be the trigger.
导读:自动辅导系统旨在响应学习者的认知状态,以保持参与。最终用户的状态可以通过交互时间、身体动作或面部表情来推断。众所周知,有问题的电脑刺激会在沮丧时引起微笑。方法:44名坐着的健康参与者(年龄在18-35岁之间,男性18名)使用手持式轨迹球回答一个电脑呈现的、形成性的3向选择式地理测验,共9道题,持续时间为175秒。通过网络摄像头收集正面面部视频(10hz),并通过CrowdEmotion使用模式识别算法处理面部表情。通过按键记录器(Inputlog 5.2)记录交互性。使用视觉模拟量表(VAS)在每次测验后立即收集主观反应。结果:在测试的即时反馈环节,微笑被强化了五倍,这与VAS的参与评分相关,但与快乐或沮丧无关。然而,回答错误后的微笑率明显高于回答正确后的微笑率,而沮丧感与回答错误的问题数量相关。结论:在回答错误时微笑增加之间的明显脱节,而VAS挫折与微笑之间缺乏相关性,表明存在触发-基底模型,其中参与是允许的基底,而回答错误后测验产生的噪音可能是触发因素。
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引用次数: 2
Using Sound Feedback to Help Blind People Navigate 使用声音反馈帮助盲人导航
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232083
Assaf Botzer, N. Shvalb, Boaz Ben-Moshe
People can generate mental representations of one physical magnitude (e.g., distance) in terms of another (e.g., pitch). Capitalizing on this ability, we developed a system that could help visually impaired people navigate by presenting them with sounds of lower or higher pitch according to their distance from objects that they gaze at. Eight blind-folded participants completed a Hebb-Williams Maze with the system and twelve blind-folded participants completed the maze without it. Both groups completed the maze five times. We found that participants completed the maze faster in the last three trials compared to the first trial. There were no differences between the groups in the pace of improvement and in the time to complete the maze. However, participants who used the system made less errors in the maze than participants who did not use it. Our findings indicate that the system can potentially assist visually impaired people navigate. The contribution of the system to navigation will be further investigated with larger number of participants and with more extensive training.
人们可以用一种物理大小(如距离)来产生另一种物理大小(如音高)的心理表征。利用这种能力,我们开发了一个系统,可以帮助视障人士导航,根据他们与所凝视物体的距离,为他们提供高低音调的声音。8名被蒙住眼睛的参与者用该系统完成了赫布-威廉姆斯迷宫,12名被蒙住眼睛的参与者没有使用该系统完成了迷宫。两组都完成了五次迷宫。我们发现,与第一次试验相比,最后三次试验中的参与者完成迷宫的速度更快。两组之间在改善的速度和完成迷宫的时间上没有差异。然而,使用该系统的参与者比不使用该系统的参与者在迷宫中犯的错误更少。我们的研究结果表明,该系统可以潜在地帮助视障人士导航。将在更多的参与者和更广泛的培训下进一步调查该系统对导航的贡献。
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引用次数: 6
Drivers of evolution of training simulators 训练模拟器进化的驱动因素
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232094
E. Hvannberg
In many domains, applications have a lifetime of several years, and evolve with new technologies, changing requirements and user behavior. Simulators have been used for training for decades and have evolved in different directions. To learn how applications evolve over time, it is important to understand what stimulates changes. There can be factors in the world external to the application, e.g. human, organizational and technological factors that stimulate changes and there can be factors internal to a software system, such as its structure and complexities. This paper investigates how new work, fidelity and evaluations can contribute to the understanding of evolution of simulators.
在许多领域中,应用程序的生命周期为几年,并随着新技术、不断变化的需求和用户行为而发展。模拟器用于训练已经有几十年的历史了,并且朝着不同的方向发展。要了解应用程序如何随着时间的推移而发展,重要的是要了解是什么刺激了变化。可能存在应用程序外部的因素,例如人、组织和技术因素刺激变化,也可能存在软件系统内部的因素,例如其结构和复杂性。本文探讨了新的工作,保真度和评估如何有助于理解模拟器的进化。
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引用次数: 0
Proceedings of the 36th European Conference on Cognitive Ergonomics 第36届欧洲认知工效学会议论文集
Pub Date : 2018-09-05 DOI: 10.1145/3232078
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引用次数: 2
How to evaluate emotional experiences in television drama series: Improving viewer evaluations by psychophysiological measurements and self-reports 如何评价电视剧中的情感体验:通过心理生理测量和自我报告提高观众的评价
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232093
L. Heiselberg, T. Bjørner
This paper describes experiences with new methodological approaches utilized in early viewer evaluations of a public service television drama series. We would like to challenge self-reports as the only source of data in viewer evaluations of television drama series. Based on two viewer evaluation studies of drama series, we outline the results and pros and cons of electroencephalography (EEG, EMOTIV Epoc, 14 channels) and skin conductance (SC, varioLAB-mini) measurements tested in combination with in-depth interviews and written self-reports. The main contribution within this study is how a one-hour television drama can be measured in an applied research setting. We suggest a research design consisting of skin conductance measurements combined with written self-reports as the preferred method for viewer evaluations of television drama series.
本文描述了在公共服务电视连续剧的早期观众评价中使用的新方法方法的经验。我们想挑战自我报告作为电视剧观众评价的唯一数据来源。基于两项电视剧观众评价研究,我们结合深度访谈和书面自我报告,概述了脑电图(EEG, EMOTIV Epoc, 14通道)和皮肤电导(SC, varioLAB-mini)测量的结果和利弊。本研究的主要贡献是如何在应用研究环境中测量一小时的电视剧。我们建议将皮肤电导测量与书面自我报告相结合的研究设计作为观众评价电视剧的首选方法。
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引用次数: 2
CreaSenses CreaSenses
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232090
Frederica Gonçalves, D. Cabral, Pedro Campos
Smell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environments such as "food" and "ambience" in a within-subject design. Our aim was to obtain a deeper understanding of which smell cues promote higher levels of creativity during the process of creative writing. We discuss the results in the light of creative senses and potential implications for the design of creativity support tools. In addition, our study was evaluated trough the Creativity Support Index.
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引用次数: 1
Public Opinion about Self-Driving Vehicles in the Netherlands 荷兰公众对自动驾驶汽车的看法
Pub Date : 2018-09-05 DOI: 10.1145/3232078.3232080
Arulanandam Jude Niranjan, G. D. Haan
The paper describes an investigation into the public opinion about self-driving vehicles among Dutch people. New in our approach is to design a questionnaire on the basis of different theories of acceptance of new technology in organisations and society in combinations with additional questions about specific factors such as the economic implications of self-driving vehicle services. As results, we present a predictive model of public opinion about self-driving cars that evaluates the relevant factors and which shows the feasibility of a theory-based approach to design survey tools.
这篇论文描述了一项关于荷兰人对自动驾驶汽车的民意调查。我们的新方法是在组织和社会接受新技术的不同理论的基础上设计一份问卷,并结合有关自动驾驶汽车服务的经济影响等特定因素的额外问题。因此,我们提出了一个关于自动驾驶汽车的公众舆论预测模型,该模型评估了相关因素,并显示了基于理论的方法设计调查工具的可行性。
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引用次数: 12
期刊
Proceedings of the 36th European Conference on Cognitive Ergonomics
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