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PneuMat: Pneumatic Interaction System for Infant Sleep Safety Using Shape-Changing Interfaces 气动:气动交互系统,婴儿睡眠安全使用的形状变化的接口
Yijun Zhao, Yong Shen, Xiaoqing Wang, Jiacheng Cao, Shang Xia, Fangtian Ying, Guanyun Wang
Sleep plays an integral role in human health and is vitally important for neurological development in infants. In this study, we propose the PneuMat, an interactive shape-changing system integrating sensors and pneumatic drives, to help ensure sleep safety through novel human-computer interaction. This system comprises sensor units, control units and inflatable units. The sensor units utilize information exchange between infants and the system, and detect the infant's sleeping posture, sending raw data to control units. For better sleep experience, the inflatable units are divided into nine areas. The inflatable units are multi-mode, can be independently inflated in different areas, and can be inflated in different areas together. We aim to ensure sleep safety by ensuring that infants stay in a safe sleeping position while in bed, by autonomously actuating the PneuMat's shape-changing capability. In this article, we describe the division of PneuMat, the design of the control unit, integration of the sensors and our preliminary experiments to evaluate the feasibility of our interaction system. Finally, based on the results, we will discuss future work involving the PneuMat.
睡眠在人类健康中起着不可或缺的作用,对婴儿的神经发育至关重要。在这项研究中,我们提出了PneuMat,一个集成传感器和气动驱动的交互式变形系统,通过新颖的人机交互来帮助确保睡眠安全。该系统由传感单元、控制单元和充气单元组成。传感器单元利用婴儿和系统之间的信息交换,检测婴儿的睡眠姿势,将原始数据发送到控制单元。为了更好的睡眠体验,充气单元被分为九个区域。充气单元为多模式,可在不同区域独立充气,也可在不同区域共同充气。我们的目标是确保婴儿在床上保持安全的睡眠姿势,通过自主启动PneuMat的形状改变能力来确保睡眠安全。在本文中,我们描述了PneuMat的划分,控制单元的设计,传感器的集成和我们的初步实验,以评估我们的交互系统的可行性。最后,根据结果,我们将讨论未来涉及PneuMat的工作。
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引用次数: 1
Conversational Voice User Interfaces: Connecting Engineering Fundamentals to Design Considerations 会话语音用户界面:将工程基础与设计考虑联系起来
Cosmin Munteanu, Gerald Penn, Christine Murad
HCI research has for long been dedicated to better and more naturally facilitating information transfer between humans and machines. Unfortunately, humans' most natural form of communication, speech, is also one of the most difficult modalities to be understood by machines – despite, and perhaps, because it is the highest-bandwidth communication channel we possess. While significant research efforts, from engineering, to linguistic, and to cognitive sciences, have been spent on improving machines' ability to understand speech, the CHI community (and the HCI field at large) has only recently started embracing this modality as a central focus of research. This can be attributed in part to the unexpected variations in error rates when processing speech, in contrast with often-unfounded claims of success from industry, but also to the intrinsic difficulty of designing and especially evaluating speech and natural language interfaces. As such, the development of interactive speech-based systems is mostly driven by engineering efforts to improve such systems with respect to largely arbitrary performance metrics. Such developments have often been void of any user-centered design principles or consideration for usability or usefulness in the same ways as graphical user interfaces have benefited from heuristic design guidelines. The goal of this course is to inform the CHI community of the current state of speech and natural language research, to dispel some of the myths surrounding speech-based interaction, as well as to provide an opportunity for researchers and practitioners to learn more about how speech recognition and speech synthesis work, what are their limitations, and how they could be used to enhance current interaction paradigms. Through this, we hope that HCI researchers and practitioners will learn how to combine recent advances in speech processing with user-centred principles in designing more usable and useful speech-based interactive systems.
长期以来,人机交互研究一直致力于更好、更自然地促进人与机器之间的信息传递。不幸的是,人类最自然的交流形式——语言,也是机器最难理解的形式之一——尽管,也许,因为它是我们拥有的最高带宽的交流渠道。虽然从工程学、语言学到认知科学的大量研究工作都花在了提高机器理解语音的能力上,但CHI社区(以及整个HCI领域)直到最近才开始将这种模式作为研究的中心焦点。这可以部分归因于处理语音时错误率的意外变化,这与工业界经常毫无根据的成功声明形成对比,但也归因于设计,特别是评估语音和自然语言界面的内在困难。因此,基于语音的交互式系统的开发主要是由工程努力驱动的,目的是根据很大程度上任意的性能指标来改进此类系统。这样的开发通常没有任何以用户为中心的设计原则,也没有考虑可用性或有用性,就像图形用户界面受益于启发式设计指南一样。本课程的目标是向CHI社区介绍语音和自然语言研究的现状,消除围绕基于语音的交互的一些神话,并为研究人员和从业者提供机会,了解更多关于语音识别和语音合成如何工作,它们的局限性是什么,以及如何使用它们来增强当前的交互范例。通过这项研究,我们希望HCI研究人员和实践者能够学习如何将语音处理的最新进展与以用户为中心的原则结合起来,设计出更可用和有用的基于语音的交互系统。
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引用次数: 1
AI-on-skin: Enabling On-body AI Inference for Wearable Artificial Skin Interfaces 皮肤上的AI:为可穿戴人工皮肤接口实现身体上的AI推理
A. N. Balaji, L. Peh
Existing artificial skin interfaces suffer from the lack of on-skin compute that can provide fast neural network inference for time-critical application scenarios. In this paper, we propose AI-on-skin - a wearable artificial skin interface integrated with a neural network hardware accelerator that can be reconfigured across diverse neural network models and applications. AI-on-skin is designed to scale to the entire body, comprising tiny, low-power, accelerators distributed across the body. We built a prototype of AI-on-skin that covers the entire forearm (17 by 10 cm) based on off-the-shelf FPGAs. Our electronic skin based prototype can perform (a) handwriting recognition with 96% accuracy, (b) gesture recognition with 95% accuracy and (c) handwritten word recognition with 93.5% accuracy. AI-On-Skin achieves 20X and 35X speedup over off-body inference via bluetooth and on-body microcontroller based inference approach respectively. To the best of our knowledge, AI-On-Skin is the first ever wearable prototype to demonstrate skin interfaces with on-body neural network inference.
现有的人工皮肤接口缺乏可以为时间紧迫的应用场景提供快速神经网络推理的皮肤上计算。在本文中,我们提出了AI-on-skin -一个可穿戴的人工皮肤接口,集成了一个神经网络硬件加速器,可以在不同的神经网络模型和应用中重新配置。皮肤上的人工智能被设计成可扩展到整个身体,包括分布在全身的微小、低功耗加速器。我们基于现成的fpga构建了一个覆盖整个前臂(17 × 10厘米)的皮肤上人工智能原型。我们基于电子皮肤的原型可以执行(a) 96%准确率的手写识别,(b) 95%准确率的手势识别和(c) 93.5%准确率的手写单词识别。AI-On-Skin分别通过蓝牙和基于体内微控制器的推断方法实现了20倍和35倍的体外推理加速。据我们所知,AI-On-Skin是有史以来第一个展示皮肤界面与身体神经网络推理的可穿戴原型。
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引用次数: 4
Operationalizing Human-Centered Perspectives in Explainable AI 在可解释的人工智能中实现以人为中心的视角
Upol Ehsan, Philipp Wintersberger, Q. Liao, Martina Mara, M. Streit, Sandra Wachter, A. Riener, Mark O. Riedl
The realm of Artificial Intelligence (AI)’s impact on our lives is far reaching – with AI systems proliferating high-stakes domains such as healthcare, finance, mobility, law, etc., these systems must be able to explain their decision to diverse end-users comprehensibly. Yet the discourse of Explainable AI (XAI) has been predominantly focused on algorithm-centered approaches, suffering from gaps in meeting user needs and exacerbating issues of algorithmic opacity. To address these issues, researchers have called for human-centered approaches to XAI. There is a need to chart the domain and shape the discourse of XAI with reflective discussions from diverse stakeholders. The goal of this workshop is to examine how human-centered perspectives in XAI can be operationalized at the conceptual, methodological, and technical levels. Encouraging holistic (historical, sociological, and technical) approaches, we put an emphasis on “operationalizing”, aiming to produce actionable frameworks, transferable evaluation methods, concrete design guidelines, and articulate a coordinated research agenda for XAI.
人工智能(AI)对我们生活的影响是深远的——随着人工智能系统在医疗、金融、移动、法律等高风险领域的激增,这些系统必须能够全面地向不同的最终用户解释它们的决定。然而,可解释人工智能(XAI)的论述主要集中在以算法为中心的方法上,在满足用户需求方面存在差距,并加剧了算法不透明的问题。为了解决这些问题,研究人员呼吁采用以人为本的方法来研究XAI。有必要绘制领域图表,并通过来自不同利益相关者的反思讨论来塑造XAI的话语。本次研讨会的目标是研究如何在概念、方法和技术层面上实现XAI中以人为中心的透视图。鼓励整体(历史、社会学和技术)方法,我们强调“操作化”,旨在为XAI产生可操作的框架、可转移的评估方法、具体的设计指导方针,并阐明协调的研究议程。
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引用次数: 60
Curiosity-Inspired Learning: Insitu versus Post-Event Approaches to Recall and Reflection 好奇心激发的学习:就地与事后的回忆与反思方法
Neha Rani, Sharon Lynn Chu Yew Yee, Yvette G. Williamson, Sindy Wu
We often get questions about the processes and things that we observe in our surroundings, but there exists no practical support for exploring these questions. Exploring curiosity can lead to learning new science concepts. We propose using a post-event recall and reflection approach to support curiosity-inspired learning in everyday life. This approach involves capturing contextual cues during the curiosity moment with wearables that can capture these contextual cues in daily life, and later using them for recall and focused reflection. Firstly, we conducted a preliminary study to explore different cues and their effectiveness in recalling these curiosity moments. Further, we conducted a virtual study to evaluate the amount of exploration through post-event recall and reflection and compared it with insitu recall and reflection. Results show a significant increase in questions and reflections made with the post-event recall and reflection approach, providing evidence for better learning outcomes from everyday curiosity.
我们经常对我们在周围环境中观察到的过程和事物产生疑问,但没有实际的支持来探索这些问题。探索好奇心可以引导我们学习新的科学概念。我们建议使用事后回忆和反思的方法来支持日常生活中好奇心激发的学习。这种方法包括在好奇时刻用可穿戴设备捕捉情境线索,这些可穿戴设备可以在日常生活中捕捉这些情境线索,然后将它们用于回忆和集中反思。首先,我们进行了一个初步的研究,以探索不同的线索及其在回忆这些好奇时刻的有效性。此外,我们进行了一项虚拟研究,以评估通过事件后回忆和反思的探索量,并将其与现场回忆和反思进行比较。结果显示,用事后回忆和反思方法提出的问题和反思显著增加,这为日常好奇心的学习效果更好提供了证据。
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引用次数: 0
Speculating on Biodesign in the Future Home 展望未来住宅的生物设计
Phillip Gough, J. Forman, Pat Pataranutaporn, L. Hepburn, Carolina Ramirez Figueroa, Clare Cooper, Angela Vujic, D. S. Kong, Raphael Kim, P. Maes, Hiroshi Ishii, Misha Sra, N. Ahmadpour
The home is a place of shelter, a place for family, and for separation from other parts of life, such as work. Global challenges, the most pressing of which are currently the COVID-19 pandemic and climate change has forced extra roles into many homes and will continue to do so in the future. Biodesign integrates living organisms into designed solutions and can offer opportunities for new kinds of technologies to facilitate a transition to the home of the future. Many families have had to learn to work alongside each other, and technology has mediated a transition from standard models of operation for industries. These are the challenges of the 21st century that mandate careful thinking around interactive systems and innovations that support new ways of living and working at home. In this workshop, we will explore opportunities for biodesign interactive systems in the future home. We will bring together a broad group of researchers in HCI, design, and biosciences to build the biodesign community and discuss speculative design futures. The outcome will generate an understanding of the role of interactive biodesign systems at home, as a place with extended functionalities.
家是一个庇护的地方,是家庭的地方,也是与生活的其他部分(如工作)分离的地方。全球挑战,其中最紧迫的是当前的COVID-19大流行和气候变化,迫使许多家庭承担额外的角色,并将在未来继续这样做。生物设计将生物体整合到设计的解决方案中,可以为新技术提供机会,以促进向未来家园的过渡。许多家庭不得不学会一起工作,技术已经从标准的工业运作模式过渡。这些都是21世纪的挑战,要求我们认真思考支持家庭生活和工作新方式的互动系统和创新。在这个研讨会上,我们将探索未来家庭中生物设计互动系统的机会。我们将汇集HCI,设计和生物科学领域的广泛研究人员,以建立生物设计社区并讨论投机性设计的未来。结果将产生对交互式生物设计系统在家庭中的作用的理解,作为一个具有扩展功能的地方。
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引用次数: 8
Toward a Unified Framework for Visualization Design Guidelines 面向可视化设计指南的统一框架
Jinhan Choi, Changhoon Oh, B. Suh, N. Kim
Visualizations are now widely adopted across disciplines, providing effective means to understand and communicate data. However, people still frequently create misleading visualizations that distort the underlying data and ultimately misinform the audience. While design guidelines exist, they are currently scattered across different sources and devised by different people, often missing design trade-offs in different contexts and providing inconsistent and conflicting design knowledge to visualization practitioners. Our goal in this work is to investigate the ontology of visualization design guidelines and derive a unified framework for structuring the guidelines. We collected existing guidelines on the web and analyzed them using the grounded theory approach. We describe the current landscape of the available guidelines and propose a structured template for describing visualization design guidelines.
可视化现在被广泛应用于各个学科,为理解和交流数据提供了有效的手段。然而,人们仍然经常创造误导性的可视化,扭曲底层数据,最终误导观众。虽然设计指南存在,但它们目前分散在不同的来源,由不同的人设计,经常在不同的上下文中缺少设计权衡,并为可视化从业者提供不一致和冲突的设计知识。在这项工作中,我们的目标是研究可视化设计指南的本体,并得出一个统一的框架来构建指南。我们收集了网络上现有的指导方针,并使用扎根理论方法对其进行了分析。我们描述了现有指导方针的现状,并提出了描述可视化设计指导方针的结构化模板。
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引用次数: 2
Guideline-Based Evaluation and Design Opportunities for Mobile Video-based Learning 基于指南的移动视频学习评估和设计机会
Jeongyeon Kim, Juho Kim
Learners consume video-based learning content on various mobile devices due to their mobility and accessibility. However, most video-based learning content is originally designed for desktop without consideration of constraints in mobile learning environments. We focus on readability and visibility problems caused by visual design elements such as text and images on varying screen sizes. To reveal design issues of current content, we examined mobile learning adequacy of content with 681 video frames from 108 video lectures. The content analysis revealed a distribution and guideline compliance rate of visual design elements. We also conducted semi-structured interviews with six video production engineers to investigate current practices and challenges in content design for mobile devices. Based on the interview results, we present a prototype that supports a guideline-based design of video learning content. Our findings can inform engineers and design tool makers on the challenges of editing mobile video-based learning content for accessible and adaptive design across devices.
由于其移动性和可访问性,学习者在各种移动设备上消费基于视频的学习内容。然而,大多数基于视频的学习内容最初是为桌面设计的,没有考虑移动学习环境的限制。我们专注于可读性和可见性问题,这些问题是由不同屏幕尺寸的文本和图像等视觉设计元素引起的。为了揭示当前内容的设计问题,我们用108个视频讲座的681个视频帧来检查移动学习内容的充分性。内容分析揭示了视觉设计元素的分布和指导符合率。我们还对6位视频制作工程师进行了半结构化访谈,以调查移动设备内容设计的当前实践和挑战。基于访谈结果,我们提出了一个支持基于指南的视频学习内容设计的原型。我们的研究结果可以让工程师和设计工具制造商了解编辑基于移动视频的学习内容的挑战,以便跨设备进行可访问和自适应设计。
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引用次数: 2
Principles and Interactive Tools for Evaluating and Improving the Behavior of Natural Language Processing models 评估和改进自然语言处理模型行为的原则和交互工具
Tongshuang Wu
While the accuracy of Natural Language Processing (NLP) models has been going up, users have more expectations than captured by just accuracy. Despite practitioners’ attempt to inspect model blind spots or lacking capabilities, the status-quo processes can be ad-hoc and biased. My thesis focuses on helping practitioners organize and explore the inputs and outputs of their models, such that they can gain more systematic insights into their models’ behaviors. I identified two building blocks that are essential for informative analysis: (1) to scale up the analysis by grouping similar instances, and (2) to isolate important components by generating counterfactuals. To support multiple analysis stages (training data assessment, error analysis, model testing), I designed various interactive tools that instantiate these two building blocks. In the process, I characterized the design space of grouping and counterfactual generation, seeking to balance the machine powers and practitioners’ domain expertise. My future work proposes to explore how the grouping and counterfactual techniques can benefit non-experts in the data collection process.
虽然自然语言处理(NLP)模型的准确性一直在提高,但用户有更多的期望,而不仅仅是准确性。尽管从业者试图检查模型盲点或缺乏能力,但现状过程可能是特别的和有偏见的。我的论文的重点是帮助实践者组织和探索他们模型的输入和输出,以便他们能够更系统地了解他们模型的行为。我确定了两个对信息性分析至关重要的构建块:(1)通过分组类似实例来扩展分析,(2)通过生成反事实来隔离重要组件。为了支持多个分析阶段(训练数据评估、错误分析、模型测试),我设计了各种交互式工具来实例化这两个构建块。在这个过程中,我将分组和反事实生成的设计空间特征化,寻求机器力量和实践者领域专业知识的平衡。我未来的工作建议探索分组和反事实技术如何在数据收集过程中使非专家受益。
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引用次数: 0
SIGCHI Social Impact Award: Asking Better Questions SIGCHI社会影响力奖:提出更好的问题
A. Dearden
I remember when I started my DPhil studies joking with friends that my research was improving the sum total of human happiness – by one. I was enjoying the work. It was as a post-doc, however, that I began to see how knowledge, or at the very least the pursuit of knowledge, is not neutral. The things that we choose to study, the problems that we choose to focus on, and the way we frame our questions, lead towards different benefits for different interests. If we want to make a better world, then perhaps we should focus on asking better questions. One question that was a turning point for me was posed by Steve Walker in 2002. In a world where e-commerce and e-government already had thriving, well-financed research communities, he convened a workshop asking “Can there be a Social Movement Informatics?” The topics ranged from designing with voluntary organizations and trade-unions, to investigating hate speech in Internet bulletin boards and chat rooms. Together with colleagues, we ran projects around “Design for Civil Society”, and “Technology and Social Action”, exploring how we as technologists, designers and researchers can connect and collaborate more effectively with groups promoting social change. Following on from that work, I won an opportunity to explore how participatory approaches in international social and economic development relate to understandings of participatory design in HCI. Working with the Sironj Crop Producers Company Ltd (a co-operative of small and marginal farmers in Madhya Pradesh, India) and Safal Solutions (a small software house focused on rural development, based in Telengana, India), this was my first attempt to apply participatory design methods in a context with very limited infrastructure and resources. How can we facilitate meaningful communications about priorities and possibilities across wide social, cultural, geographical, linguistic, experiential and economic divides? How does the way we arrange, organize and conduct projects aiming to advance ‘development’ affect the outputs, the outcomes and the impacts that are achieved? How can agency, creativity and control be shared in ways that move systems towards a more just world? I don't know all the answers to those questions, but I have learned that the inequalities of this world are far greater than I had originally imagined. I started with high hopes that expertise in participatory design, together with a commitment to participatory development would deliver radical results. I discovered that true participation and reciprocity is tougher than I thought. We cannot communicate effectively across such huge social divides without questioning, acknowledging and responding to our own positionality in the wider context. For example, we should ask how our own actions are contributing to harming others, such as the millions who will become, or are already, climate refugees? A few short-term “bungee research” visits will not lead us to real understanding. When key deci
我记得当我开始攻读博士学位时,我和朋友们开玩笑说,我的研究将人类幸福的总和提高了一个。我很享受这份工作。然而,在做博士后的时候,我开始看到知识,或者至少是对知识的追求,是如何不中立的。我们选择研究的东西,我们选择关注的问题,以及我们构建问题的方式,会为不同的兴趣带来不同的好处。如果我们想创造一个更美好的世界,那么也许我们应该专注于提出更好的问题。2002年史蒂夫·沃克提出的一个问题对我来说是一个转折点。在一个电子商务和电子政务已经有了蓬勃发展、资金充足的研究社区的世界里,他召集了一个研讨会,问“能有社会运动信息学吗?”主题包括与志愿组织和工会合作设计,以及调查互联网公告栏和聊天室中的仇恨言论。我们与同事一起,围绕“为公民社会设计”和“科技与社会行动”展开项目,探讨我们作为科技专家、设计师和研究人员如何更有效地与推动社会变革的团体联系和合作。在这项工作之后,我获得了一个探索国际社会和经济发展中的参与式方法如何与HCI中的参与式设计的理解相关联的机会。与Sironj Crop Producers Company Ltd(印度中央邦的小型和边缘农民合作社)和Safal Solutions(一家专注于农村发展的小型软件公司,总部位于印度特伦加纳)合作,这是我第一次尝试在基础设施和资源非常有限的情况下应用参与式设计方法。我们如何才能促进跨越广泛的社会、文化、地理、语言、经验和经济鸿沟,就优先事项和可能性进行有意义的沟通?我们安排、组织和开展旨在促进“发展”的项目的方式如何影响产出、结果和所取得的影响?如何才能共享代理、创造力和控制权,使系统朝着更公正的世界发展?我不知道所有这些问题的答案,但我知道这个世界的不平等比我最初想象的要大得多。一开始,我对参与式设计的专业知识以及对参与式发展的承诺寄予厚望,希望它们能带来根本性的成果。我发现真正的参与和互惠比我想象的要难得多。如果不质疑、承认和回应我们在更大背景下的地位,我们就无法有效地跨越如此巨大的社会鸿沟进行沟通。例如,我们应该问自己,我们自己的行为是如何对他人造成伤害的,比如数百万将成为或已经成为气候难民的人?几次短期的“蹦极研究”不会让我们真正了解。当关键的决策权仍然在通常的权力中心时,这只会加强新殖民主义的安排,巩固我们说我们想要改变的边缘化。为了创造一个作为地球生命一部分的人类的未来,我们必须看到在接近权力中心的行为上的改变——这也包括我们自己。我们已经陷入了一个不公正的社会经济关系体系。“问题”不是“在外面”的东西,它也“在这里”,在我们周围。我们问的是真正重要的问题吗?
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引用次数: 0
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Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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