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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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Delivery Ghost: Effects of Language Immersion and Interactivity in a Language Learning Game 传递幽灵:语言学习游戏中语言沉浸和互动性的影响
J. Cho, Erik Andersen, René F. Kizilcec
One of the most effective ways to learn a second language is to immerse oneself in it in the country where it is spoken. While this is not feasible for most language learners, language learning games may be able to replicate an immersive language learning experience. We developed Delivery Ghost, a web-based game to teach Mandarin Chinese to beginner-level learners, including complete beginners. In a 2x2 experiment (N=159), we tested how immersion and interactivity affect learning gains (pre-post test) and experiences (enjoyment, flow, perceived learning, cognitive load). Participants in all conditions showed significant learning gains even though no explicit, lecture-style teaching was provided. We also found evidence of substantial learning gains and positive learning experiences independent of the level of immersion (i.e., availability of hints in English) and interactivity (i.e., animation vs. gameplay). These results suggest that interactivity and immersion are less critical to learning at the beginner-level than a well-structured curriculum.
学习第二语言最有效的方法之一就是沉浸在说这门语言的国家里。虽然这对大多数语言学习者来说是不可行的,但语言学习游戏可以复制沉浸式的语言学习体验。我们开发了《送货鬼》,这是一款面向初学者(包括完全的初学者)教授普通话的网络游戏。在一个2x2实验(N=159)中,我们测试了沉浸感和互动性如何影响学习收益(前后测试)和体验(享受、心流、感知学习、认知负荷)。在所有情况下,即使没有提供明确的讲座式教学,参与者也表现出显著的学习效果。我们还发现了大量的学习收获和积极的学习体验与沉浸程度(如英语提示的可用性)和交互性(如动画与游戏玩法)无关的证据。这些结果表明,对于初学者来说,互动性和沉浸感不如结构良好的课程重要。
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引用次数: 3
Connecting the Brains via Virtual Eyes : Eye-Gaze Directions and Inter-brain Synchrony in VR 通过虚拟眼睛连接大脑:VR中的眼睛注视方向和脑间同步
Ihshan Gumilar, Amit Barde, Ashkan F. Hayati, M. Billinghurst, Gun A. Lee, Abdul Momin, Charles Averill, Arindam Dey
Hyperscanning is an emerging method for measuring two or more brains simultaneously. This method allows researchers to simultaneously record neural activity from two or more people. While this method has been extensively implemented over the last five years in the real-world to study inter-brain synchrony, there is little work that has been undertaken in the use of hyperscanning in virtual environments. Preliminary research in the area demonstrates that inter-brain synchrony in virtual environments can be achieved in a manner similar to that seen in the real world. The study described in this paper proposes to further research in the area by studying how non-verbal communication cues in social interactions in virtual environments can affect inter-brain synchrony. In particular, we concentrate on the role eye gaze plays in inter-brain synchrony. The aim of this research is to explore how eye gaze affects inter-brain synchrony between users in a collaborative virtual environment.
超扫描是一种新兴的同时测量两个或多个大脑的方法。这种方法允许研究人员同时记录两个或更多人的神经活动。虽然在过去的五年中,这种方法已经在现实世界中广泛应用于研究脑间同步,但在虚拟环境中使用超扫描的工作却很少。该领域的初步研究表明,虚拟环境中的脑间同步可以以与现实世界相似的方式实现。本文的研究建议通过研究虚拟环境中社会互动中的非语言交流线索如何影响脑间同步来进一步研究这一领域。我们特别关注眼睛注视在脑间同步中所起的作用。本研究的目的是探讨在协作虚拟环境中,眼睛注视如何影响用户之间的脑间同步。
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引用次数: 2
Reducing Implicit Gender Bias Using a Virtual Workplace Environment 使用虚拟工作环境减少隐性性别偏见
Kevin Beltran, Cody Rowland, Nicki Hashemi, A. Nguyen, Lane Harrison, Sophie Engle, B. Yuksel
Implicit gender bias has costly and complex consequences for women in the workplace. We present an online desktop virtual environment that follows the story of a male or female self-avatar from the first-person perspective, who either experiences a positive or negative workplace scenario. Participants who experienced negative workplace experiences with a female self-avatar had significantly decreased levels of implicit gender bias compared to those who had a male self-avatar with evidence of perspective taking. Experiences of a positive workplace scenario showed no significant decreases in implicit gender bias regardless of self-avatar gender. We discuss the implications of these findings and make recommendations for virtual environment technologies and scenarios with respect to the reduction of implicit biases.
隐性性别偏见会给职场女性带来代价高昂且复杂的后果。我们呈现了一个在线桌面虚拟环境,该环境以第一人称视角讲述了男性或女性自我化身的故事,他们要么经历了积极的,要么经历了消极的工作场景。与拥有男性自我形象的参与者相比,拥有女性自我形象的负面工作经历的参与者的隐性性别偏见水平显著降低。无论自我形象的性别如何,积极工作场景的经历都没有显着降低内隐性别偏见。我们讨论了这些发现的含义,并就减少内隐偏见的虚拟环境技术和场景提出了建议。
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引用次数: 10
Understanding the Design Space for Animated Narratives Applied to Illustrations 理解动画叙事应用于插图的设计空间
Yang Shi, Zhaorui Li, Lingfei Xu, Nan Cao
Animated illustrations are a genre of graphic design that communicate a specific contextualized message using dynamic visuals. While animated illustrations has been gaining popularity across different applications, exploring them through the storytelling lens has received limited attention. In this work, we introduce a design space for animated narratives applied to illustrations. The design space combines a dimension for object types of animation techniques with one for narrative intents served by such animation techniques. We derived our design space from the analysis of 121 high-quality animated illustrations collected from online sources. To evaluate the effectiveness of our design space, we ran a workshop with 18 participants. The results of our workshop indicated that the design space can be used as a tool that supports ideation and increases creativity for designing expressive animated illustrations.
动画插图是平面设计的一种类型,它使用动态视觉效果传达特定的上下文信息。虽然动画插图在不同的应用程序中越来越受欢迎,但通过讲故事的镜头探索它们却受到了有限的关注。在这个作品中,我们引入了一个动画叙事应用于插图的设计空间。设计空间结合了对象类型动画技术的维度和由这种动画技术服务的叙事意图的维度。我们通过分析从网上收集的121幅高质量动画插图得出了我们的设计空间。为了评估我们设计空间的有效性,我们举办了一个有18名参与者的研讨会。工作坊的结果表明,设计空间可以作为一种工具来支持创意,并增加设计富有表现力的动画插图的创造力。
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引用次数: 6
Learnable Computing 可学的计算
M. Gillies
We have to learn all new technologies and we continue to learn for as long as we use them and develop that use. Learning is therefore an integral part of human engagement with technology, as it is with all areas of life. This paper proposes that we should consider learning as an important part of all human computer interaction and that theories of learning can make an important contribution to HCI. It presents 6 vignettes that describe different ways in which this could happen: rethinking HCI concepts in terms of learning, applying learning theory to better understanding established ideas in HCI, using learning research to inform HCI practice, understanding how people learn software and inspiring us to rethink the aims of this discipline. This paper aims to start a conversation that could bring valuable new ideas into our “inter-discipline”.
我们必须学习所有的新技术,只要我们使用它们并开发它们的用途,我们就会继续学习。因此,学习是人类与技术接触的一个组成部分,就像它与生活的所有领域一样。本文提出,我们应该将学习视为所有人机交互的重要组成部分,学习理论可以为HCI做出重要贡献。它提供了6个小故事,描述了可能发生的不同方式:从学习的角度重新思考HCI概念,应用学习理论来更好地理解HCI中的既定思想,使用学习研究来为HCI实践提供信息,理解人们如何学习软件,并激励我们重新思考这门学科的目标。本文旨在开启一场对话,为我们的“跨学科”带来有价值的新思想。
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引用次数: 0
The MathDeck Formula Editor: Interactive Formula Entry Combining LaTeX , Structure Editing, and Search MathDeck公式编辑器:结合LaTeX、结构编辑和搜索的交互式公式条目
Yancarlos Diaz, Gavin Nishizawa, Behrooz Mansouri, Kenny Davila, R. Zanibbi
Writing formulas in LaTeX can be difficult, especially for complex formulas. MathDeck simplifies LaTeX formula entry by: 1) allowing rendered formulas to be edited directly alongside their associated LaTeX strings, 2) helping build formulas from smaller ones, and 3) providing searchable formula cards with associated names and descriptions. Cards are searchable by formula and title.
在LaTeX中编写公式可能很困难,特别是对于复杂的公式。MathDeck通过以下方式简化了LaTeX公式输入:1)允许在与其相关的LaTeX字符串一起直接编辑呈现的公式;2)帮助从较小的公式构建公式;3)提供具有相关名称和描述的可搜索公式卡。卡片可以通过公式和标题进行搜索。
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引用次数: 7
A Comfort Feedback Method for Remote Fitting 一种远程装配的舒适度反馈方法
Zengrong Guo, Dongliang Zhang, Jituo Li
Garment e-commerce has become an indispensable part of the garment retail industry. However, the lack of a fitting process in garment e-commerce has led to high return rates and operating costs. The remote fitting method based on the fitting robot helps solve the above problem, but the accuracy of the fitting results needs to be improved to ensure the effectiveness of the remote fitting. The comfort of clothing is the main factor affecting the fitting results. This paper presents a comfort feedback method based on the fitting robot to obtain and feed back the comfort information of remote fitting. This method includes a pressure measuring device, a comfort conversion model, and a real-time feedback interface. And the test results demonstrate that this method is effective. This method’s application provides consumers with a new fitting experience and more accurate fitting results, which will promote the development of garment e-commerce.
服装电子商务已经成为服装零售业不可缺少的一部分。然而,由于服装电商缺乏试衣流程,导致退货率高,运营成本高。基于拟合机器人的远程拟合方法有助于解决上述问题,但为了保证远程拟合的有效性,需要提高拟合结果的精度。服装的舒适性是影响试衣效果的主要因素。提出了一种基于试装机器人的舒适性反馈方法,以获取并反馈远程试装的舒适性信息。该方法包括压力测量装置、舒适度转换模型和实时反馈接口。试验结果表明,该方法是有效的。该方法的应用为消费者提供了全新的试衣体验和更准确的试衣结果,将促进服装电子商务的发展。
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引用次数: 0
When Artificial Intelligence Alone is not Enough: End-User Creation and Control of Daily Automations 当人工智能本身还不够时:终端用户创建和控制日常自动化
F. Paternò
The combination of the Internet of Things and Artificial Intelligence has made it possible to introduce numerous automations in our daily environments. Many new interesting possibilities and opportunities have been enabled, but there are also risks and problems. Often these problems are originated from approaches that have not been able to consider the users’ viewpoint sufficiently. We need to empower people in order to actually understand the automations in their surroundings environments, modify them, and create new ones, even if they have no programming knowledge. The course discusses these problems and some possible solutions to provide people with the possibility to control and create their daily automations.
物联网和人工智能的结合使得在我们的日常环境中引入大量自动化成为可能。许多新的有趣的可能性和机会已经实现,但也有风险和问题。这些问题往往源于没有充分考虑用户观点的方法。我们需要赋予人们权力,以便真正理解他们周围环境中的自动化,修改它们,并创建新的自动化,即使他们没有编程知识。本课程讨论了这些问题和一些可能的解决方案,为人们提供控制和创建日常自动化的可能性。
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引用次数: 2
Driving as Side Task: Exploring Intuitive Input Modalities for Multitasking in Automated Vehicles 驾驶作为次要任务:探索自动驾驶车辆中多任务处理的直观输入模式
Henrik Detjen, Stefan Geisler, Stefan Schneegass
Through vehicle automation, the human is more and more able to execute non-driving-related activities (NDRAs). However, control interfaces are still needed to allow human intervention and foster a sense of control. This paper presents a driving simulator experiment (N = 20) with five likely NDRAs (being idle, eating, smartphone use, conversation, listen to music) where participants freely intervened in the driving process, using either touch, voice, or mid-air gesture interaction. We found that NDRAs determine input modality choices. Generally, participants tended to avoid the modalities demanded by the NDRAs, e.g., voice interaction becomes less frequent while listening to music. Contrary, touch interaction increased during smartphone use, indicating that users tend to stick to a known interaction style during high multitasking workload. Overall, we recommend designing future vehicle interiors and interfaces that rely on multimodal interfaces to account for the diversity of situations and activities while driving automated.
通过车辆自动化,人类越来越能够执行与驾驶无关的活动(NDRAs)。然而,控制界面仍然需要允许人为干预和培养控制感。本文提出了一个驾驶模拟器实验(N = 20),其中有五种可能的ndra(空闲、吃饭、使用智能手机、交谈、听音乐),参与者可以自由地干预驾驶过程,使用触摸、语音或空中手势交互。我们发现ndra决定了输入模式的选择。一般来说,参与者倾向于避免NDRAs所要求的模式,例如,在听音乐时,语音交互变得不那么频繁。相反,在使用智能手机的过程中,触摸互动增加了,这表明用户在高任务处理工作量时倾向于坚持一种已知的互动方式。总体而言,我们建议设计未来的车辆内饰和界面,依靠多模式界面来考虑自动驾驶时的各种情况和活动。
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引用次数: 3
Towards Resolving Thermal Comfort Conflicts in Shared Spaces 解决共享空间的热舒适冲突
Nadine von Frankenberg
Thermal comfort is an important factor in building control, affecting occupant health, satisfaction, and productivity. Building management systems in commercial spaces commonly operate on predefined temperature setpoints and control strategies. Many systems target aggregated cohort comfort and neglect to consider the individual occupant’s thermal preferences, leading to high dissatisfaction rates. While recent studies focus on personalized comfort models, such systems mainly operate on occupant preference prediction and do not investigate the reasons for discomfort. This paper presents TREATI’s human-in-the-loop decision-making process. TREATI is a framework that targets thermal comfort conflict resolution in shared spaces using rationale management techniques while considering both individual and cohort comfort. TREATI uses several levels of abstraction separating device management, event processing, context, and rationale management. This separation allows users to adapt the framework to existing building management systems to provide fair decision-making.
热舒适是建筑控制的重要因素,影响着居住者的健康、满意度和生产力。商业空间的建筑管理系统通常在预定义的温度设定值和控制策略下运行。许多系统的目标是整体舒适度,而忽视了考虑单个乘员的热偏好,导致高不满意率。虽然最近的研究集中在个性化舒适模型上,但这些系统主要是基于乘员偏好预测,而不是调查不适的原因。本文介绍了TREATI的人在环决策过程。TREATI是一个框架,旨在利用基本管理技术解决共享空间的热舒适冲突,同时考虑到个人和群体的舒适度。TREATI使用几个抽象级别来分离设备管理、事件处理、上下文和基本原理管理。这种分离允许用户调整框架以适应现有的建筑管理系统,从而提供公平的决策。
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引用次数: 4
期刊
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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