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Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems最新文献

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SpectroPhone: Enabling Material Surface Sensing with Rear Camera and Flashlight LEDs 分光电话:使材料表面传感与后摄像头和手电筒led
M. Schrapel, Philipp Etgeton, M. Rohs
We present SpectroPhone, a surface material sensing approach based on the rear camera of a smartphone and external white LED light sources. Warm and cool white LEDs, as used for dual or quad flashlights in smartphones, differ in their spectral distribution in the red and blue range. Warm and cool white LEDs in combination can produce a characteristic spectral response curve, when their light is reflected from a surface. We show that with warm and cool white LEDs and the rear-camera of a smartphone 30 different materials can be distinguished with an accuracy of 99 %. Based on a dataset consisting of 13500 images of material surfaces taken at different LED light intensities, we report recognition rates of support vector machines with different parameters.
我们提出了SpectroPhone,一种基于智能手机后置摄像头和外部白光LED光源的表面材料传感方法。用于智能手机的双手电筒或四手电筒的暖色和冷色白光led在红色和蓝色范围内的光谱分布不同。暖色和冷色白光led组合在一起,当它们的光从表面反射时,可以产生特征光谱响应曲线。我们的研究表明,通过冷暖白光led和智能手机的后置摄像头,可以区分30种不同的材料,准确率达到99%。基于在不同LED光强度下拍摄的13500张材料表面图像的数据集,我们报告了不同参数下支持向量机的识别率。
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引用次数: 2
Meals for Monsters: a Mobile Application for the Feasibility of Gaming and Social Mechanisms 《怪兽餐》:游戏和社交机制可行性的手机应用
Samantha Olinsky, Pooja M. Desai, Selen Turkay, Elizabeth M. Heitkemper, Elliot G. Mitchell, Lena Mamykina, Maria L. Hwang
39.7% of the users changed answers after viewing community responses which resulted in 14% more accuracy across all items. Strong player-avatar-identifcation and increased utilization of the crowdsourced community board were strongly correlated to users’ enjoyment of the app. Findings suggest how lightweight tools can leverage gamifcation and social mechanisms to facilitate engagement and refection on nutrition topics in enjoyable ways.
39.7%的用户在查看社区回复后改变了答案,这导致所有项目的准确性提高了14%。强大的玩家角色识别和增加的众包社区板使用率与用户对应用的享受密切相关。研究结果表明,轻量级工具如何利用游戏化和社交机制,以愉快的方式促进用户参与和对营养主题的反思。
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引用次数: 6
The Multifaceted Nature of Robotic Companionship when Presented as a Secondary Function 机器人陪伴作为次要功能时的多面性
H. Erel, Omer Dado, Adi Manor, Oren Zuckerman
Companion robots have been suggested as a promising technology for older adults who experience loneliness. However, healthy older adults commonly reject robots designed to be an ”artificial friend”. We follow the approach of ”companionship as a secondary function”, in which a non-humanoid robot is designed with a primary function that older adults perceive as appropriate, and a secondary function of companionship. In a Zoom-based exploratory need-study we unfold how older adults perceive the various aspects of a robot’s ”companionship” as a secondary function. Our qualitative analysis reveals several use cases that older adults find to be appropriate for their daily routine, and classify them into three high-level categories: companionship as ”attentive to me”, companionship as ”looking after me”, and companionship as ”experiencing together with me”. Our findings indicate that robot companionship, when designed as a secondary function, is perceived by older adults as a multifaceted social experience.
陪伴机器人被认为是一项很有前途的技术,可以帮助那些感到孤独的老年人。然而,健康的老年人通常会拒绝被设计成“人造朋友”的机器人。我们遵循“陪伴为辅”的方法,即设计一个非人形机器人,其主要功能是老年人认为合适的,其次功能是陪伴。在一项基于zoom的探索性需求研究中,我们揭示了老年人如何将机器人的“陪伴”视为次要功能的各个方面。我们的定性分析揭示了一些老年人认为适合他们日常生活的用例,并将它们分为三个高级类别:陪伴“关注我”,陪伴“照顾我”,陪伴“与我一起体验”。我们的研究结果表明,当机器人陪伴被设计为次要功能时,老年人将其视为一种多方面的社会体验。
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引用次数: 1
Tagbly: Enhanced Multimedia Tagbly:增强的多媒体
Vanessa Figueiredo, Wilter Franceschi
Tagbly is an acronym for Text Audio Graphics Assem BLY. It is a method and system that synchronizes audio data with image data using an HTML control file. The HTML control file contains references to linked multimedia asset files and timestamps indicating when each of these multimedia assets will be displayed/played. Audiovisual content creators can incorporate interactive content, such as graphic elements (e.g., pictures, 360 images and 3D models), text-based annotations, clickable links and buttons, and zooming in/out of images. Viewers can interact with the interactive features while the multimedia content is being displayed/played. In the viewer's eye, Tagbly's audiovisual content looks like an “interactive video”.
Tagbly是Text Audio Graphics assembly的缩写。它是一种使用HTML控件文件同步音频数据和图像数据的方法和系统。HTML控制文件包含对链接的多媒体资产文件的引用,以及指示何时显示/播放这些多媒体资产的时间戳。视听内容创建者可以合并交互式内容,如图形元素(如图片、360度图像和3D模型)、基于文本的注释、可点击的链接和按钮,以及放大/缩小图像。当多媒体内容被显示/播放时,观众可以与交互功能进行交互。在观众的眼中,Tagbly的视听内容看起来就像一个“互动视频”。
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引用次数: 0
Decolonizing HCI Across Borders 非殖民化跨国人力资本
V. Cannanure, Dilrukshi Gamage, C. Sturm, H. Winschiers-Theophilus, J. F. Maestre, Naveena Karusala, Pedro Reynolds-Cuéllar, Neha Kumar
The HCI Across Borders (HCIxB) community has been growing in recent years, starting with the Development Consortium at CHI 2016 and the HCIxB Symposia at CHI since. This year, we intend to hold an HCIxB workshop that aims to foster the scholarship potential of student and early career HCIxB researchers across the world, particularly those from and in the Global South, engaging on the topic of decoloniality. Through this symposium, we aim to create space for discussions that have been emerging in pockets of the HCI community, but could benefit from greater focus and attention in the interest of demarginalizing members and research areas of the community that have thus far remained on the margins of the discipline. We expect this virtual workshop at CHI 2021 to be an inaugural session for a series of virtual events that will help continue this conversation on decolonizing HCI’s borders.
从2016年CHI的发展联盟和此后CHI的HCIxB专题讨论会开始,HCIxB跨境社区近年来一直在增长。今年,我们打算举办一次HCIxB研讨会,旨在培养世界各地,特别是来自和来自全球南方的从事非殖民化主题研究的学生和早期职业HCIxB研究人员的奖学金潜力。通过这次研讨会,我们的目标是为在HCI社区中出现的讨论创造空间,但可以从更多的关注和关注中受益,以消除边缘化成员的利益和社区的研究领域,这些领域迄今仍处于该学科的边缘。我们希望这次CHI 2021的虚拟研讨会成为一系列虚拟活动的首次会议,这些活动将有助于继续关于非殖民化HCI边界的对话。
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引用次数: 8
Investigating Document Layout and Placement Strategies for Collaborative Sensemaking in Augmented Reality 增强现实中协同语义制作的文档布局和放置策略研究
W. Luo, Anke Lehmann, Yushan Yang, Raimund Dachselt
Augmented Reality (AR) has the potential to revolutionize our workspaces, since it considerably extends the limits of current displays while keeping users aware of their collaborators and surroundings. Collective activities like brainstorming and sensemaking often use space for arranging documents and information and thus will likely benefit from AR-enhanced offices. Until now, there has been very little research on how the physical surroundings might affect virtual content placement for collaborative sensemaking. We therefore conducted an initial study with eight participants in which we compared two different room settings for collaborative image categorization regarding content placement, spatiality, and layout. We found that participants tend to utilize the room’s vertical surfaces as well as the room’s furniture, particularly through edges and gaps, for placement and organization. We also identified three different spatial layout patterns (panoramic-strip, semi-cylindrical layout, furniture-based distribution) and observed the usage of temporary storage spaces specifically for collaboration.
增强现实(AR)有可能彻底改变我们的工作空间,因为它大大扩展了当前显示的限制,同时让用户了解他们的合作者和周围环境。集体活动,如头脑风暴和意义构建通常使用空间来安排文件和信息,因此可能会受益于ar增强办公室。到目前为止,关于物理环境如何影响协作意义生成的虚拟内容放置的研究还很少。因此,我们对8名参与者进行了初步研究,比较了两种不同的房间设置对内容放置、空间性和布局的协同图像分类。我们发现参与者倾向于利用房间的垂直表面以及房间的家具,特别是通过边缘和间隙来放置和组织。我们还确定了三种不同的空间布局模式(全景条形布局、半圆柱形布局、基于家具的分布),并观察了专门用于协作的临时存储空间的使用情况。
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引用次数: 13
Toward the Introduction of Google Assistant in Therapy for Children with Neurodevelopmental Disorders: An Exploratory Study 引入谷歌助手治疗儿童神经发育障碍:一项探索性研究
Fabio Catania, Micol Spitale, F. Garzotto
Despite the growing interest in Intelligent Personal Assistants in many domains, limited studies have explored this technology’s usage among persons with neurodevelopmental disorders (NDD) and its potential for improving their cognitive skills. This paper presents an exploratory study that investigated the use of Google Home featured with Google Assistant in a therapeutic setting. We provided three therapists with two Google Home devices for 21 days, and they were welcome to use it as they liked at their ordinary one-to-one therapy sessions. During the study, we gathered different data: history logs from Google Assistant and semi-structured observations and comments by the specialists through questionnaires, forms, and a group interview. Our findings give a first glimpse of the usage patterns of Google Assistant within the therapy for children with NDD. Furthermore, our results point out the benefits and challenges for both therapists and children while interacting with conversational technology.
尽管许多领域对智能个人助理的兴趣日益浓厚,但有限的研究探索了该技术在神经发育障碍(NDD)患者中的使用及其提高其认知技能的潜力。本文提出了一项探索性研究,调查了在治疗设置中使用具有谷歌助手功能的谷歌家庭。我们为三位治疗师提供了两台Google Home设备,为期21天,欢迎他们在普通的一对一治疗过程中随意使用。在研究过程中,我们收集了不同的数据:来自谷歌助手的历史日志和专家通过问卷调查、表格和小组访谈进行的半结构化观察和评论。我们的研究结果首次揭示了谷歌助手在NDD儿童治疗中的使用模式。此外,我们的研究结果指出了治疗师和儿童在与会话技术互动时所面临的好处和挑战。
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引用次数: 4
EyeXplain Autism: Interactive System for Eye Tracking Data Analysis and Deep Neural Network Interpretation for Autism Spectrum Disorder Diagnosis 眼动追踪数据分析和深度神经网络解释自闭症谱系障碍诊断的交互系统
Ryan Anthony J. de Belen, T. Bednarz, A. Sowmya
Over the past decade, Deep Neural Networks (DNN) applied to eye tracking data have seen tremendous progress in their ability to perform Autism Spectrum Disorder (ASD) diagnosis. Despite their promising accuracy, DNNs are often seen as ’black boxes’ by physicians unfamiliar with the technology. In this paper, we present EyeXplain Autism, an interactive system that enables physicians to analyse eye tracking data, perform automated diagnosis and interpret DNN predictions. Here we discuss the design, development and sample scenario to illustrate the potential of our system to aid in ASD diagnosis. Unlike existing eye tracking software, our system combines traditional eye tracking visualisation and analysis tools with a data-driven knowledge to enhance medical decision-making for physicians.
在过去的十年里,深度神经网络(DNN)应用于眼动追踪数据,在诊断自闭症谱系障碍(ASD)方面取得了巨大的进步。尽管深度神经网络具有很高的准确性,但不熟悉这项技术的医生往往将其视为“黑盒子”。在本文中,我们介绍了EyeXplain自闭症,这是一个交互式系统,使医生能够分析眼动追踪数据,执行自动诊断和解释DNN预测。在这里,我们讨论了设计、开发和示例场景,以说明我们的系统在帮助ASD诊断方面的潜力。与现有的眼动追踪软件不同,我们的系统将传统的眼动追踪可视化和分析工具与数据驱动的知识相结合,以增强医生的医疗决策。
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引用次数: 8
Leveraging Ubiquitous Computing for Empathetic Routing: A Naturalistic Data-driven Approach 利用无处不在的计算移情路由:一个自然的数据驱动的方法
A. Tavakoli, M. Boukhechba, Arsalan Heydarian
Although we extensively use routing services in our daily commutes, such systems are yet to be personalized around the user. It often happens that different routes are close in their estimated time of arrival (ETA) while being very different in how they affect the driver’s states. Using traces of a user’s physiological measures, different candidate routes can be ranked based on how they affect users’ well-being. In this research, we introduce the “empathetic routing” framework for providing human-centered routing based on historical biomarkers of the drivers collected through naturalistic settings and by using smart wearable devices. Through this framework, we rank three specific routes between two points in the city of Charlottesville, based on historical driver heart rate data collected through a three-month naturalistic driving study. Additionally, we demonstrate that the proposed framework is capable of finding infrastructural elements in a route that can potentially affect a driver’s well-being.
尽管我们在日常通勤中广泛使用路由服务,但这样的系统还没有在用户周围个性化。通常情况下,不同路线的预计到达时间(ETA)很接近,但对驾驶员状态的影响却大不相同。利用用户生理测量的痕迹,不同的候选路线可以根据它们对用户健康的影响程度进行排名。在本研究中,我们引入了“移情路径”框架,该框架基于通过自然设置和使用智能可穿戴设备收集的驾驶员的历史生物标志物,提供以人为中心的路径。通过这个框架,我们根据三个月的自然驾驶研究中收集的历史驾驶员心率数据,对夏洛茨维尔市两个点之间的三条特定路线进行了排名。此外,我们证明了所提出的框架能够在可能影响驾驶员健康的路线中找到基础设施元素。
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引用次数: 7
Task Design for Crowdsourcing Complex Cognitive Skills 复杂认知技能众包任务设计
Gaoping Huang, Meng-Han Wu, Alexander J. Quinn
Task design for crowdsourcing is a key factor limiting the quality of crowd-sourced results. This case study presents our design process for a complex cognitive task: generating Dimension/Values for categorizing ideas. Conveying the task to workers was a formidable design challenge. We present five strategies and lessons learned from testing with workers. Decomposing the cognitive process and testing mastery of each cognitive subprocess enabled us to finally convey the task requirements and obtain useful results.
面向众包的任务设计是制约众包结果质量的关键因素。这个案例研究展示了一个复杂的认知任务的设计过程:生成维度/值来对想法进行分类。将这项任务传达给工人是一项艰巨的设计挑战。我们提出了五种策略和从工人测试中学到的经验教训。对认知过程进行分解,对每个认知子过程的掌握程度进行测试,最终传达任务需求并获得有用的结果。
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引用次数: 3
期刊
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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